Harpy | Size & Type (subtype): | Medium-Size Monstrous Humanoid | Hit Dice: | 7d8 (31) | Initiative: | +2 (Dex) | Speed: | 20 ft., fly 80 ft. (average) | Armor Class: | 13 (+2 Dex, +1 natural) | Attacks: | Club +7/+2 melee, or 2 claws +2 melee | Damage: | Club 1d4, or claw 1d3 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Captivating song | Special Qualities: | | Saving Throws | Fortitude: 2 Reflex: 7 Will: 5
| Abilities: | Str: 10 Dex: 15 Con: 10 Int: 7 Wis: 10 Cha: 15 | Skills: | Bluff +8, Listen +7, Perform (buffoonery, chant, epic,limericks, melody, ode, storytelling) +9, Spot +6 | Feats: | Dodge, Flyby Attack | Climate and Terrain: | Temperate and warm land and underground | Climate: | temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary, pair, or flight (7-12) | Challenge Rating: | 4 | Challenge Rating Value: | 4 | Treasure: | Standard | Alignment: | Usually chaotic evil | Advancement: | By character class |
| Description: |
Combat
When a harpy engages in battle, it prefers to use Flyby Attack
and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the harpy
is its song. When a harpy sings, all creatures (other than
harpies) within a 300-foot spread must succeed at a Will save (DC
15) or become utterly captivated. This is a sonic, mind-affecting
charm. If the save is successful, that creature cannot be
affected again by that harpy's song for one day. A
captivated victim walks toward the harpy, taking the most direct
route available. If the path leads into a dangerous area, that
creature gets a second saving throw. Captivated creatures can
take no actions other than to defend themselves. A victim within
5 feet of the harpy stands there and offers no resistance to the
monster's attacks. The effect continues for as long as the
harpy sings. A bard's countersong ability allows the
captivated creature to attempt a new Will save.
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