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Monsters

id54
NameHarpy
SizeAndTypeMedium-Size Monstrous Humanoid
HitDice7d8 (31)
Initiative+2 (Dex)
Speed20 ft., fly 80 ft. (average)
ArmorClass13 (+2 Dex, +1 natural)
AttacksClub +7/+2 melee, or 2 claws +2 melee
DamageClub 1d4, or claw 1d3
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksCaptivating song
SpecialQualities
Saves_Fort2
Saves_Ref7
Saves_Will5
AbilitiesStr 10, Dex 15, Con 10, Int 7, Wis 10, Cha 15
SkillsBluff +8, Listen +7, Perform (buffoonery, chant, epic,limericks, melody, ode, storytelling) +9, Spot +6
FeatsDodge, Flyby Attack
ClimateAndTerrainTemperate and warm land and underground
OrganizationSolitary, pair, or flight (7-12)
ChallengeRating_Value4
TreasureStandard
AlignmentUsually chaotic evil
AdvancementBy 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.