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Harpy

Harpy CR: 1

Medium monstrosity , chaotic evil
Armor Class: 11
Hit Points: 38 (7d8+7) 7d8+7
Speed: 20 ft , fly: 40 ft

STR

12 +1

DEX

13 +1

CON

12 +1

INT

7 -2

WIS

10 +0

CHA

13 +1

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1

Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.   Claws. Melee Weapon Attack: +3 1d20+3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) 2d4+1 slashing damage.   Club. Melee Weapon Attack: +3 1d20+3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) 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 harp, 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 damage terrain, such as lave 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 the harpy's song for the next 24 hours.

Blood-Toll Harpy CR: 1/8

Medium monstrosity , chaotic evil
Armor Class: 11
Hit Points: 9 (2d8) 2d8
Speed: 20 ft , fly: 40 ft

STR

12 +1

DEX

13 +1

CON

10 +0

INT

6 -2

WIS

11 +0

CHA

13 +1

Skills: Intimidation +3 1d20+3  
Senses: passive Perception 10 
Languages: Common
Challenge Rating: 1/8

Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.   Dark Devotion. The harpy has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The harpy makes two melee attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +3 1d20+3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 piercing damage.   Claws. Melee Weapon Attack: +3 1d20+3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage.


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