Harpy

Medium / monstrosity / Chaotic Evil / CR 1

Armor Class11
Hit Points38 (7d8 + 7)
Speed20 ft, fly 40 ft
Challenge1
Proficiency+2
STR12+1
DEX13+1
CON12+1
INT7-2
WIS10+0
CHA13+1
Initiative

+1

Languages

Common

Actions

Multiattack

action

The harpy makes two attacks: one with its claws and one with its club.

Claws

action

Melee Weapon Attack: +3 to hit, reach 5 ft.. Hit: 6 (2d4 + 1) slashing damage.

Club

action

Melee Weapon Attack: +3 to hit, reach 5 ft.. Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song

action

The harpy sings a magical melody. Every humanoid and giant within 300 feet 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 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. 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, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the 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.