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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||7d8 (31 hp)|
|Speed:||20 ft. (4 squares), fly 80 ft. (average)|
|Armor Class:||13 (+2 Dex, +1 natural),, touch 12, flat-footed 11|
|Attack:||Club +7 melee (1d6)|
|Full Attack:||Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Captivating song|
|Special Qualities:||Darkvision 60 ft.|
|Saves:||Fort +2, Ref +7, Will +6|
|Abilities:||Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17|
|Skills:||Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3|
|Feats:||Dodge, Flyby Attack, Persuasive|
|Organization:||Solitary, pair, or flight (7–12)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them.
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 on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) 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 and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
SEE WIKIPEDIA ENTRY: Harpy