Harpy
D&D 5e · 2014·Medium Monstrosity·Chaotic Evil
- Armor class
- 11
- Hit points
- 387d8+7
- Challenge
- 1200 XP
- Proficiency
- +2
Speed 20 ft., fly 40 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 12 | 13 | 12 | 7 | 10 | 13 |
| Mod | +1 | +1 | +1 | -2 | +0 | +1 |
| Save | +1 | +1 | +1 | -2 | +0 | +1 |
- Senses
- passive Perception 10
- Languages
- Common
Actions
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.