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Harpy

Mediummonstrosity,chaotic evil
Armor Class
11
Hit Points
38(7d8+ 7)
Speed
20 ft., fly 40 ft. ft.
str
12 (+1)
dex
13 (+1)
con
12 (+1)
int
7 (-2)
wis
10 (0)
cha
13 (+1)
Proficiency Bonus
+2.0
Senses
passive Perception 10
Languages
Common
Challenge
1(200 XP)

Description

Actions

Multiattack.The harpy makes two attacks: one with its claws and one with its club.

Claws.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Club.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song.The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.