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  SYSTEM REFERENCE DOCUMENT 3.5  
HARPY

 

Harpy

Harpy Archer, 7th-Level Fighter

 

Medium Monstrous Humanoid

Medium Monstrous Humanoid

Hit Dice:

7d8 (31 hp)

7d8 + 7d10 + 28 (103 hp)

Initiative:

+2

+9

Speed:

20 ft. (4 squares), fly 80 ft. (average)

20 ft. (4 squares), fly 80 ft. (average)

Armor Class:

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

23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18

Base Attack/Grapple:

+7/+7

+14/+15

Attack:

Club +7 melee (1d6)

+1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)

Full Attack:

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

+1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Captivating song

Captivating song

Special Qualities:

Darkvision 60 ft.

Darkvision 60 ft.

Saves:

Fort +2, Ref +7, Will +6

Fort +11, Ref +14, Will +11

Abilities:

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

Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19

Skills:

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

Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5

Feats:

Dodge, Flyby Attack, Persuasive

Alertness, Improved Critical (composite longlow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longlow), Weapon Specialization (composite longlow)

Environment:

Temperate marshes

Temperate marshes

Organization:

Solitary, pair, or flight (7–12)

Solitary

Challenge Rating:

4

11

Treasure:

Standard

Standard (including equipment)

Alignment:

Usually chaotic evil

Usually chaotic evil

Advancement:

By character class

By character class

Level Adjustment:

+3

+3

Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them.

COMBAT

When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.

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.

HARPY ARCHER

A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.

COMBAT

Captivating Song (Su): Will DC 17 negates.

Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat's grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)


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