D20:Harpy Creature
[top]HARPY
Medium (Monsterous Humanoid) CR 4 | ||
---|---|---|
HP 31, hd7d8 Initiative +2AC 13 (+2 Dex, +1 natural),, touch 12, flat-fooded 11 Fort +2, Ref +7, Will +6 Speed 20 ft. (4 squares), fly 80 ft. (average) Spot , Listen | ||
Standard attacks BAB +7, Grapple +7 | ||
Attacks | ||
Full attack: Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3) | ||
Special Attacks/Qualities | ||
Captivating song | ||
Darkvision 60 ft. | ||
Skills Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3 | ||
Feats Dodge, Flyby Attack, Persuasive | ||
Str 10 Con 10 Dex 15 Int 7 Wis 12 Cha 17 | ||
Alignment Usually chaotic evil, Environment Temperate marshes, Organisation Solitary, pair, or flight (7?12) |
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.
[top]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.
SEE WIKIPEDIA ENTRY: Harpy
System Reference Document -> List of Creatures (SRD)
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.
SEE WIKIPEDIA ENTRY: Harpy
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Chaotic Alignment | CR4 | Creature | D20 | Evil Alignment | LA3 | Marsh Terrain | Medium Size | Monstrous Humanoid Type | SRD | Temperate Climate
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 10,089 Views |
, 05-20-2007 at 09:34 AM
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