Harpy Archer
Medium Monstrous Humanoid — CR 11
- Hit Dice
- 7d8+7d10+28 (103 hp)
- Initiative
- +9
- Speed
- Land 20 ft
- Armor Class
- 23, touch 16, flat-footed 18
- Base Attack / Grapple
- +14/+15
- Attack
- +1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)
- Full Attack
- +1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)
- STR
- 12
- DEX
- 20
- CON
- 14
- INT
- 6
- WIS
- 11
- CHA
- 19
- Fort / Ref / Will
- +11 / +14 / +11
- Challenge Rating
- 11
- Alignment
- Usually Chaotic-Evil
- Organization
- Solitary
- Treasure
- Standard
- Environment
- Marshes
- Level Adjustment
- +3
Special Abilities
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.
A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder.
Combat
When a harpy engages in battle, it prefers to use its ranged weapon from a safe distance.
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 17 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.
Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat’s grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)