HarpyCR 4

Usually CE Medium Monstrous Humanoid

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +3

Languages Common

AC 13, touch 12, flat-footed 11; Dodge
(+2 Dex, +1 natural)

hp 31 (7 HD)

Fort +2, Ref +7, Will +6

Speed 20 ft., fly 80 ft. (average)

Melee Club +7/+2 (1d6) and 2 claws +2 (1d3)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +7

Atk Options Flyby Attack

Special Actions captivating song

Abilities Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17

Feats Dodge, Flyby Attack, Persuasive

Skills Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

Advancement By character class

Level adjustment +3

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.