3e SRD:Harpy

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Harpy

Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d8 (31 hp)
Initiative: +2 (Dex)
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)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class


Combat

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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