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|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||7d8 (31 hp)|
|Speed:||20 ft., fly 80 ft. (average)|
|AC:||13 (+2 Dex, +1 natural)|
|Attacks:||Club +7/+2 melee, 2 claws +2 melee|
|Damage:||Club 1d4, claw 1d3|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Captivating song|
|Special Qualities:||Captivating song|
|Saves:||Fort +2, Ref +7, Will +5|
|Abilities:||Str 10, Dex 15, Con 10, Int 7, Wis 10, Cha 15|
|Skills:||Bluff +8, Listen +7, Perform (buffoonery, chant, epic, limericks, melody, ode, storytelling) +9, Spot +6|
|Feats:||Dodge, Flyby Attack|
|Climate/Terrain:||Temperate and warm land and underground|
|Organization:||Solitary, pair, or flight (7-12)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed at a Will save (DC 15) or become utterly captivated. This is a sonic, mind-affecting charm. If the save is successful, that creature cannot be affected again by that harpy's song for one day. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings. A bard's countersong ability allows the captivated creature to attempt a new Will save.
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