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Fury

Savage, cunning, and deadly. These are the words that best describe the aspects of a fury. The fury is a creature of humanoid origin that has tapped into their primal nature. BEWARE! for if you ever stumble upon a group of these battle-hardened female warriors you should beg for mercy or run.

Cry of the Fury. An ear shattering wail is the signature mark of the fury. It is said to be similar to the enchanting sounds of the harpy who also uses their voice to affect the minds of others. The fury's cry however has one keen difference from that of the alluring song of the harpies, their cry shatters the air around them and causes the ears of their foes to bleed and ache, making them easier to subdue.

Harpies. Two young girls wandered the thick, dense forest alone, neither of them knowing the way back home. After the sun had set, the younger girl became frightened of the dark woods and gripped onto the other girls sleeve hard enough to almost rip it off. Seeing this, the older girl had found them shelter from the scary black expanse in the cavity of a tree.

As the sun rose over the forest ceiling, the two girls awoke from their slumber though they found themselves not in the tree's hallow cavity, but instead in a large nest that was formed with twigs, branches, bones, and trinkets covered in dried blood. The girls huddled together in terror as they glanced to the edge of the nest where a naked woman covered in feathers and feet like a vulture stared at them. The creature approached them slowly. As the girls held tightly to one another, in fear of the monstrous woman approaching them to devour them whole, they felt something roll across their feet. As the girls looked down, they saw two freshly picked apples gleaming with a delicious red hue. Confused and starving the girls took the fruit and quickly devoured them whole. The woman wrapped her blood caked wings around the girls, protecting them as they ate the apples down to their core. In the end, the girls never found their way home, but instead became the daughters of the creature, living their lives in the woods.

It is this legend that many scholars believe to be the origin of the fury and why many a fury have been known to live amongst harpy tribes in harmony.

Mark of the Tribe: Different tribes of fury will tattoo their bodies with a mark of their tribe. These marks can be as simple as iconography such as an eye or a wing or complex and intricate as a series of ringed bands in a particular order. The way they create their inks for the tattoos can be unique to their environment as well giving them a unique color.

Matriarchy. The furies are exclusively females who have been trained in the art of combat. At the top of these amazon-like warriors rules the fury queen.

The queen is decided through trial by combat and the current queen must always accept any challenge from a member of the tribe. If she loses, the queen surrenders her crown and must leave the tribe to train alone until she can best the new queen or find a new tribe.

Monstrous Visage. Some fury have been known to perform rituals in order to become more powerful, sprouting large, bat-like wings from their back and their feet warping into a grotesque form of talons. These fury excel at aerial combat and have been known to swoop in and carry their foes away with aid of their talons buried into the creatures shoulders. These fury are known as a fury stalker.

Primal Nature. Fury are like beast of nature who have learned to thrive in the natural world around them. Many spend hours climbing trees to stalk and hunt prey, running through dense jungles tracking the fastest of beast, and even harnessing a strong presence of dread to frighten their foes.


Fury

Medium humanoid (any race), chaotic neutral


  • Armor Class 15
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Skills Intimidation +2
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses passive Perception 12
  • Languages Common plus any one language
  • Challenge 2 (450 XP)

Rampage. When the fury reduces a creature to 0 hit points with a melee attack on her turn, the fury can take a bonus action to move up to half her speed and make a greatclub attack.

Unarmored Defense. The fury's AC includes its Constitution modifier.

Actions

Multiattack. The fury makes two weapon attacks.

Greatclub. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage

Spear. Melee or Ranged Weapon Attack: +5, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Fury Cry. The fury emits a high pitch cry that crackles the air around her. Any creature within 15 feet of the fury must succeed on a DC 13 Constitution saving throw or take 3 (1d6) thunder damage and become deafened for 1 minute. A creature that can't hear the cry automatically succeeds on its saving throw.


Fury Queen

Medium humanoid (any race), chaotic neutral


  • Armor Class 17
  • Hit Points 93 (11d8 + 44)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 18 (+4) 12 (+1) 16 (+3) 14 (+2)

  • Skills Intimidation +5
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses passive Perception 13
  • Languages Common plus any one language
  • Challenge 7 (2,900 XP)

Rampage. When the fury reduces a creature to 0 hit points with a melee attack on her turn, the fury can take a bonus action to move up to half her speed and make a greataxe attack.

Unarmored Defense. The fury's AC includes its Constitution modifier.

Dreadful Presence When a creature makes a melee attack against the fury, it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this fury's presence for the next 24 hours.

Actions

Multiattack. The fury makes two weapon attacks and uses its Fury Cry.

Greataxe. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage

Spear. Melee or Ranged Weapon Attack: +8, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used with two hands to make a melee attack.

Fury Cry. The fury emits a high pitch cry that crackles the air around her. Each creature within 15 feet of the fury must succeed on a DC 15 Constitution saving throw or take 7 (2d6) thunder damage and become deafened for 1 minute. A creature that can't hear the cry automatically succeeds on its saving throw.


Fury Stalker

Medium humanoid (any race), chaotic neutral


  • Armor Class 16
  • Hit Points 52 (8d8 + 16)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 10 (+0) 17 (+3) 10 (+0)

  • Skills Intimidation +2, Perception +5
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
  • Damage Immunities thunder
  • Condition Immunities frightened
  • Senses passive Perception 15
  • Languages Common plus any one language
  • Challenge 4 (1,100 XP)

Dive Attack. If the fury is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Unarmored Defense. The fury's AC includes its Constitution modifier.

Actions

Multiattack. The fury makes two weapon attacks.

Talons. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If the target is a Medium or smaller creature, the fury can use a bonus action to grapple it (escape DC 13) and fly up to half her speed. Until this grapple ends, the fury can't make talon attacks. The fury can release the target as an action. As an action, the target can attempt to break the grapple with a successful Strength saving throw.

Spear. Melee or Ranged Weapon Attack: +5, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Fury Cry. The fury emits a high pitch cry that crackles the air around her. Any creature within 15 feet of the fury must succeed on a DC 13 Constitution saving throw or take 3 (1d6) thunder damage and become deafened for 1 minute. A creature that can't hear the cry automatically succeeds on its saving throw.

Credits
  • Female Barbarian: Link

  • Winged Fury: Link