Harpy
Harpy, CR 1
STR
13
+1
DEX
13
+1
CON
14
+1
INT
6
-2
WIS
10
+0
CHA
13
+1
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club. Claws. Melee Attack: 1d20+3 to hit, reach 5 ft., one target. Hit: 6 ( 2d4+1 ) Slashing Damage. Club. Melee Attack: 1d20+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.
Legendary Actions
The harpy can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The harpy regains spent epic actions at the start of its turn. Club Attack. The harpy makes a club attack. Maul. The harpy makes two claws attacks against a creature that is Charmed by the harpy.
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