SRD:Harpy
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HARPY
Harpy | |
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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
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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