Harpy | CR 4 |
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Usually CE Medium Monstrous Humanoid Init +2; Senses darkvision 60 ft.; Listen +7, Spot +3 Languages Common |
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AC 13, touch 12, flat-footed 11; Dodge hp 31 (7 HD) Fort +2, Ref +7, Will +6 |
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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 |
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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 |
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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. |