The harpy is a haunting creature that combines the features of a woman with the body of a bird. Its piercing eyes and disheveled hair give it an ethereal, otherworldly appearance. With wings stretching from its back, the harpy possesses the ability to take flight, soaring through the skies with grace and agility.
Despite its captivating appearance, the harpy’s true nature is far from enchanting. It is known for its discordant, hypnotic voice, which it uses to lure unsuspecting victims. Its haunting melodies can mesmerize even the strongest-willed individuals, compelling them to draw closer, unaware of the danger that awaits.
In terms of physicality, the harpy’s bird-like talons are sharp and deadly, capable of inflicting significant damage upon its prey. It also possesses a voracious appetite, often feeding on small animals or carrion to sustain itself.
The harpy is a cunning and opportunistic creature, preferring to strike from above, swooping down to attack its victims with a combination of slashing talons and vicious beak. Its agility in flight allows it to evade attacks and reposition quickly, making it a formidable adversary.
While not particularly intelligent, the harpy compensates with its instinctual understanding of its environment. It is skilled at finding and exploiting advantageous positions, such as high cliffs or rocky outcroppings, where it can launch surprise attacks or make a swift escape.
Encountering a harpy can be a perilous situation, especially for those who underestimate its allure and fall under the spell of its enchanting voice. Caution and preparation are necessary to resist its captivating songs and fend off its deadly assaults.
Beware the harpy’s call, for it lures the unwary to their doom, leaving behind a haunting echo of lost dreams and shattered hopes.
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 ft. 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 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. 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, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s 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.
Senses
- Passive Perception: 10
Languages
CommonEnvironment
Coastal, Forest, Hill, MountainCredits: SRD 5.1