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Harpy

Harpy

MapTool Token

NameHarpy
Sorted NameHarpy
FamilyHarpy
Size and TypeMedium Monstrous humanoid
Hit Dice Count7
Hit Dice7d10 (38 hp)
Random Hit Points7d10 - 0
Initiative+2
Speed20 ft., fly 80 ft. (average)
Armor Class16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 natural)
Base Attack/Grapple+7/+CMB: +8CMD: 21
Attack

morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)

Space/Reach5 ft./5 ft.
Special Attackscaptivating song
Special Qualities

darkvision 60 ft.;

SavesFort +4, Ref +7, Will +6
AbilitiesStr 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Skills

Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5

Feats

Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)

Environmenttemperate marshes
Challenge Rating4
Organization

solitary, pair, or flight (3-12)

Treasurestandard (leather armor, morningstar, and other treasure)
AlignmentCE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Harpy

Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.



Harpy

CR 4

XP 1,200
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 natural)
hp 38 (7d10)
Fort +4, Ref +7, Will +6

OFFENSE

Spd 20 ft., fly 80 ft. (average)
Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)
Special Attacks captivating song

STATISTICS

Str 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Base Atk +7; CMB +8; CMD 21
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5
Languages Common

ECOLOGY

Environment temperate marshes
Organization solitary, pair, or flight (3-12)
Treasure standard (leather armor, morningstar, and other treasure)

SPECIAL ABILITIES

Captivating Song (Su) A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.


Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts.

Easy prey makes for a boring meal.

While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals.

Harpies tend to wear baubles and trinkets stolen from their victims, as they like to indulge in the shiny ornaments of mankind. Up close, these creatures reek with the stench of consumed victims, and they rarely let creatures not yet captivated too near, lest they smell the gore and decay upon their feathers. For this reason, many harpies wear perfumes and scented oils.

Harpies appear wildly different in different lands. Some seem like an amalgam of vultures and women, while others bear the regal markings of hawks or falcons in their feathers. Rare clutches of harpies in isolated and tropical parts of the world even have colorful feathers akin to parrots.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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feats: DODGE, FLYBY ATTACK, GREAT FORTITUDE, SKILL FOCUS (BLUFF), ,


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