Size:
Medium
Type:
Fey
Form:
winged humanoid
Temper:
beligerent, predatory
# App:
2d6
Lair:
Diet:
carnivore
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: controller
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Captivating|Song
A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a Spell saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours.
Special
|Captivating|Song
A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.
Action
2 claws/1 weapon + special
1-4(x2)/1-6 + special
Action
claw
2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)
Action
weapon
2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)
Action
song
2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)
Special
Charm
Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies' commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.
Special
Magic resistance
+2 bonus to all saves.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Dodge
Action
Feat 2
Flyby Attack
Action
Feat 3
Great Fortitude
Action
Feat 4
Skill Focus (Bluff)
Action
Melee 1
morningstar +8/+3 (1d8+1)
Action
Melee 2
2 talons +3 (1d6)
Special
Captivating Song (Su)
A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Captivating Song
(auditory, concentrate, enchantment, incapacitation, mental, primal) The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated by the harpy's song. 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. Success The creature is unaffected. Failure The creature is fascinated, and it 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. Critical Failure As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy's turn.
Offense
Melee
Circumstance: combat round (melee)
club +12 [+7/+2], Damage 1d6+4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
club +15 [+10/+5] (thrown 10 feet), Damage 1d6+4 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
club
Language
Common
Perception
darkvision
Hideous hags with the wings and lower bodies of giant eagles. Use their song to lure victims to their doom.
OSE