Harpy


 

Harpy, CR 1

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

STR

13
+1

DEX

13
+1

CON

14
+1

INT

6
-2

WIS

10
+0

CHA

13
+1

Proficiency Bonus 2
Senses Passive Perception 8
Languages Common

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.



 
 

Item drops

Treasure Drops


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