Combat Statistics
CR 1
Challenge Rating
200 XP
11
Armor Class
38
Hit Points
(7d8)
Speed: {"walk":20,"fly":40} ft.
Strength
12
(+1)
Dexterity
13
(+1)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
12
(+1)
Intelligence
7
(-2)
Wisdom
10
(+0)
Charisma
13
(+1)
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses:
Passive Perception 10 ft.
passive Perception 10
Languages: ["Common"]
Proficiency Bonus: +2
Actions
Multiattack
The harpy makes two attacks: one with its claws and one with its club.
Claws
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song
The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Quick Reference
Type: Monstrosity
Size: Medium
Alignment: chaotic evil
Environment: Any
DM Tools
💰 Loot Generator
CR 1 | Challenge Rating: 1
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