Harpy

Medium
monstrosity
,
chaotic evil
Challenge
1
(200 XP)
Armor Class:
11
Hit Points:
38
(7d8 + 7)
STR
12
(+1)
DEX
13
(+1)
CON
12
(+1)
INT
7
(-2)
WIS
10
(+0)
CHA
13
(+1)
Speed:
20 ft., fly 40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

Common

Traits
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.

Legendary Actions
Reactions
Condition Immunities:
Damage Immunities:
Damage Resistance:
Damage Vulnerabilities: