Armor Class: |
13 |
Hit Dice: |
2* |
No. of Attacks: |
2 claws/1 weapon + special |
Damage: |
1d4/1d4/1d6 or by weapon + special |
Movement: |
20' Fly 50' (10') |
No. Appearing: |
1d6, Wild 2d4, Lair 2d4 |
Save As: |
Fighter: 2 |
Morale: |
7 |
Treasure Type: |
C |
XP: |
100 |
A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song. When a harpy sings, all creatures (other than harpies) within a 300' radius must succeed on a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. A charmed victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through ame, off a cliff, or the like), that creature is allowed a second saving throw to resist the charm. Charmed creatures can take no actions other than to defend themselves. A victim within reach of the harpy offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings, and for one round thereafter.