Harpy

Medium Monstrous Humanoid — CR 4

Monster Manual v.3.5 (MM), p. 1503.5
Hit Dice
7d8 (31 hp)
Initiative
+2
Speed
Land 20 ft
Armor Class
13, touch 12, flat-footed 11
Base Attack / Grapple
+7/+7
Attack
Club +7 melee (1d6)
Full Attack
Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
STR
10
DEX
15
CON
10
INT
7
WIS
12
CHA
17
Fort / Ref / Will
+2 / +7 / +6
Challenge Rating
4
Alignment
Usually Chaotic-Evil
Organization
Solitary, pair, or flight (7–12)
Treasure
Standard
Environment
Marshes
Level Adjustment
+3

Special Abilities

Captivating SongDarkvision

Feats

This creature looks like an evil-faced old human with the lower body, legs, and wings of a reptilian monster. Its hair is tangled, filthy, and crusted with blood.

Description

A more malignant and wretched creature than the harpy is difficult to imagine. Taking great glee in causing suffering and death, the sadistic harpy is always watching for new victims.

A harpy’s coal-black eyes clearly reflect its evil soul, as do the wicked talons on its knotty fingers. These vile creatures wear no clothing and often wield large, heavy bones as though they were clubs.

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.