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

-m
r
-
c) - highly improbable; given to unrealistic fantasies; fanciful
m)- a state of abstraction; a reverie