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