- Challenge
- 1
- XP
- 200
- Size
- Medium
- Type
- monstrosity
- Alignment
- chaotic evil
- Armour Class
- 11
- Hit Points
- 38
- Hit Dice
- 7d8 + 7
- STR
- 12
- DEX
- 13
- CON
- 12
- INT
- 7
- WIS
- 10
- CHA
- 13
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.
Senses: passive Perception 10. Languages: Common. Speed: 20 ft., fly 40 ft..
SRD 5.1, p.321 · OGL 1.0a