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Size & Type (subtype):Medium-Size Monstrous HumanoidHit 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  



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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002