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Harpy

Harpy

Medium monstrosity, chaotic evil

Armor Class 11

Hit Points 38 (7d8+7)

Speed 20ft., fly 40ft.

STRDEXCONINTWISCHA
12 (+1)13 (+1)12 (+1)7 (-2)10 (+0)13 (+1)

Senses passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Multiattack

The harpy makes two attacks: one with its claws and one with its club.

Claws

Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 6 (2d4+1) slashing damage.

Club

Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 3 (1d4+1) bludgeoning damage.

Luring Song

The harpy sings a magical melody. Every humanoid and giant within 300ft 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 5ft away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5ft. 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.

  • name Harpy
  • type monstrosity
  • ac 11
  • hp 38 (7d8+7)
  • size medium
  • alignment chaotic evil
  • abilities
      • name STR
      • value 12
      • name DEX
      • value 13
      • name CON
      • value 12
      • name INT
      • value 7
      • name WIS
      • value 10
      • name CHA
      • value 13
  • speed 20ft, fly 40ft
  • cr 1