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Pannotia Campaign Setting

Harpy

Harpy CR 4

CE Medium Monstrous Humanoid

Init +4 (+4 Dex); Senses Darkvision 60 ft; listen +9, spot +5

Languages Common


AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)

HP 45 (7 HD)

Fort +4, Ref +9, Will +8


Speed 20 ft, fly 80 ft (average)

Melee Club +9/+4 (1d6+2) and 2 claws +4 (1d3+2)

Space 5 ft; Reach 5 ft

Base Atk +7; Grp +9

Special Atks Captivating song


Abilities Str 15, Dex 18, Con 14, Int 10, Wis 16, Cha 20

SQ Darkvision 60 ft

Feats Dodge, Flyby Attack, Persuasive

Skills bluff +13, intimidate +9, listen +9, perform (oratory) +7, spot +5

Possessions/Treasure Standard


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 18 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.


Environment: Temperate marshes

Organization: Solitary, pair, or flight (7-12)

Advancement: By character class

Level Adjustment: +3

Other Harpies