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Harpy (BB)Creature 5


CEMediumHumanoid
Source Pathfinder Beginner Box
Perception +12 (darkvision)
Languages none
Skills Acrobatics +13, Deception +13, Intimidation +11, Performance +14
Str +1, Dex +4, Con +0, Int -1, Wis +1, Cha +4

AC 22; Fort +9; Reflex +15; Will +12;
HP 68
Speed 20 feet (fly 60 feet)

Club One Action +12 (+7, +2) to hit 1d6+4 Bludgeoning
Talon One Action +15 (+11, +7) to hit (agile, finesse) 2d6+4 Slashing
Club One Action +15 (+10, +5) to hit (thrown 10) 1d6+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Captivating Song One Action (concentrate, enchantment, mental, primal)

The harpy cries out an eerie, compelling melody. Each non-harpy creature within 300 feet who can hear the song must attempt a DC 21 will save.

On a failure, the creature becomes captivated and must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn't act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy's turn.

The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures.

Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.