SRD:Harpy

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HARPY[править]

Harpy
Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d8 (31 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 13 (+2 Dex, +1 natural),, touch 12, flat-footed 11
Base Attack/Grapple: +7/+7
Attack: Club +7 melee (1d6)
Full Attack: Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Skills: Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3
Feats: Dodge, Flyby Attack, Persuasive
Environment: Temperate marshes
Organization: Solitary, pair, or flight (7–12)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them.

COMBAT[править]

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 on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) 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 and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.

SEE WIKIPEDIA ENTRY: Harpy



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