| Id | 54 |
|---|---|
| Name | Harpy |
| Size and Type | 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 | |
| Saves_Fort | 2 |
| Saves_Ref | 7 |
| Saves_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 |
| Organization | Solitary, pair, or flight (7-12) |
| CR | 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. |