HARPY
{{Monster Table
| style=
| creature=Harpy
| size=Medium | type= Monsterous Humanoid|
| hd=7d8 | hp=31
| init=+2
| speed= 20 ft. (4 squares), fly 80 ft. (average)
| ac= 13 (+2 Dex, +1 natural), | touch= 12 | flat= 11
| bab= +7 | grapple=+7
| at= Club +7 melee (1d6)
| full_at= Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
| space= 5 ft. | reach=5 ft.
| sa= Captivating song
| sq= Darkvision 60 ft.
| fort= +2 | ref= +7 | will= +6
| 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
| env= Temperate marshes
| org= Solitary, pair, or flight (7–12)
| cr= 4
| treas= Standard
| align= Usually chaotic evil
| adv= By character class
| la= +3
}}
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.
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 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.
Skills: Harpies have a +4 racial bonus on Bluff and Listen checks. SEE WIKIPEDIA ENTRY: Harpy- System Reference Document -> List of Creatures (SRD)
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Category:SRD Category:Creature Category:CR4 Category:Chaotic Alignment Category:Evil Alignment Category:Marsh Terrain Category:Medium Size Category:Monstrous Humanoid Type Category:Temperate Climate Category:LA3{{OGL Bottom|the System 3.5 Reference Document|SRD}}