3e SRD:Harpy
This material is published under the OGL 1.0a. |
Harpy
Size/Type: | Medium Monstrous Humanoid |
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Hit Dice: | 7d8 (31 hp) |
Initiative: | +2 (Dex) |
Speed: | 20 ft., fly 80 ft. (average) |
AC: | 13 (+2 Dex, +1 natural) |
Attacks: | Club +7/+2 melee, 2 claws +2 melee |
Damage: | Club 1d4, claw 1d3 |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Captivating song |
Special Qualities: | Captivating song |
Saves: | Fort +2, Ref +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/Terrain: | Temperate and warm land and underground |
Organization: | Solitary, pair, or flight (7-12) |
Challenge Rating: | 4 |
Treasure: | Standard |
Alignment: | Usually chaotic evil |
Advancement: | By character class |
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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