|This material from the 5th edition SRD is published under the OGL|
|Medium monstrosity (harpy), chaotic evil|
|Armor Class: 11|
|Hit Points: 38 (7d8+7)|
|Speed: 20 ft., fly 40 ft.|
|Skills: Athletics +5, Perception +2|
|Damage Resistances: fire|
|Senses: passive Perception 10|
|Challenge: 1 (200 xp)|
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.
A harpy appears as a human size bird with the head of a human.
|The material in this box is unofficial, and is not quoted from a SRD or published material.|