Description
The Gorpy is what happens when the world itself loses its patience. An outcast among her kind, this foul-tempered creature has the body and wings of a harpy but the head and temperament of a particularly vindictive goose. Her neck is long, her hiss cuts through the trees, and her piercing honk can shatter both courage and quiet alike.
No other harpies tolerate her presence. She is too loud, too aggressive, too unpredictable even for them. She nests alone in wet cliffs or bog trees, surrounding her roost with bones, feathers, and anything shiny enough to offend the sun. When threatened, she spreads her wings, screams insults in broken Common, and lashes out with claws and beak until her enemies scatter. Then she pursues, honking triumphantly.
The Gorpy is a rare mutation, something between curse and contagion. Those who slay her and fail to cleanse their weapons may find faint white feathers appearing in their dreams, followed by a need to hiss at strangers.
Encounter Hook
Along the edge of a misty lake, villagers speak of the “Hissing Widow” who drives off fishermen and attacks travelers with corrosive bile. Boats left on the shore are found the next morning melted and half-sunk, the air thick with the stench of acid and rotting fish.
A feathered trail leads to a nest perched atop an old watchtower. The Gorpy guards a single oversized egg that pulses faintly in the moonlight. Local superstition says that if it ever hatches, the world will be punished with a new flock of her kind.
GM Notes
The Gorpy fights from the air whenever possible, dive-bombing her foes while honking insults and spraying acid. She will retreat to her nest if wounded, then continue her attack from above. Her scream should be played as both absurd and terrifying, loud enough to set the tone and draw unwanted attention from miles around.
If the players destroy her egg, she goes into a frenzy. If they manage to subdue her without killing her, she can be convinced (through food and flattery) to abandon her lair and migrate elsewhere. Doing so might spare the region but could doom another one down the coast.
A Gorpy’s acid glands and stomach are prized by alchemists. A handful can be rendered down into one vial of Caustic Honk Acid, when thrown does 1d8 acid damage over 2 square meters.
GOOSE HARPY
Similar to a Harpy, but with the head and neck of a goose. She is an outcast among her own Kin.
Ferocity: 2 Size: Medium
Movement: 10 ground / 18 flight Armor: None HP: 12
MONSTER ATTACKS
1: Claw & Beak: Two slashing strikes for 2d6 slashing damage.
2: Honk of Hatred: Emits a deafening honk. All creatures within 10 meters must make a Fear test. Failing the WIL roll also leaves the target deafened for 1d4 turns.
3: Wing Buffet: Knocks back one target within 4 meters. Victim sails 1d8 meters backward and takes the same in damage. Armor has no effect.
4: Dive Slash: Swoops down on a single target for 2d6 Piercing damage and knocked prone for the start of their next turn.
5: Feather Flurry: The Harpy shakes herself violently, scattering oily feathers in a 3-meter radius. Everyone in range must roll AGL or take 1d4 damage as the acidic oil irritates skin and eyes. Shields, Helmets, or hard cover grant a Boon on the roll.
6: Acid Spit: The Goose Harpy spits a glob of caustic acid up to 10 meters. The target takes 2d6 damage the first turn and 1d6 damage the following turn. Equipped armor and shields lose 1 point of Durability per turn unless neutralized with water, baking soda, etc (permanent until repaired).
GM Notes
She is a solitary mid-level threat best used in regions with water, cliffs, or marshland. If she survives the encounter, she may appear again later, vengeful and louder than ever, remembering exactly who disturbed her peace, giving her the Heroic Ability: Unforgiving for their next encounter.

This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

