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:
± 20'
Climb/Arboreal:
Flight:
± 50'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Special
Song
When a harpy sings, all creatures (other than harpies) within a 300' radius must succeed on a save vs. Spells or become charmed. The same harpy's song cannot affect a creature that successfully saves again for 24 hours. A charmed 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 is allowed a second saving throw to resist the charm. Charmed creatures can take no actions other than to defend themselves. A victim within reach of the harpy offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings, and for one round thereafter.
Environments
mountains
A giant vulture bearing the torso and face of a human female
A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
2 claws/1 weapon + special
1-4(x2)/1-6 + special
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
mountains
Action
claw
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.
Action
weapon
2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)
Special
Magic resistance
+2 bonus to all saves.
Action
song
2 * claw (1d4), 1 * weapon (1d6 or by weapon), 1 * song (charm)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
mountains
Offense
3 Attacks
Circumstance: Combat
1d3/1d3/1d6
Offense
Special Attacks
Circumstance: Combat
Singing and charm
Treasure
Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), any 2 magic items (10%)
Special
Singing
Emit a pleasant-sounding call. All who hear it must save vs magic or be drawn to the source.
Special
Charm Touch
The touch of a harpy will charm the victim unless they save vs magic.
A giant vulture bearing the torso and face of a human female
These nasty creatures are part vulture and part woman. They emit a pleasant-sounding call and all who hear it must save vs magic or be drawn to the source. Once there, the touch of a harpy will charm the victim unless they save vs magic. When the victim is helpless, the harpies will torture, kill, and consume her prey. In combat a harpy attacks with her clawed feet and, usually, some kind of club as a melee weapon. Most harpies speak only their own language.
OSRIC
Actions/Abilities/Traits: OSRIC
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
Actions/Abilities/Traits: Pathfinder 2e
A giant vulture bearing the torso and face of a human female
A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song.
Basic Fantasy Role-Playing Game
Hideous hags with the wings and lower bodies of giant eagles. Use their song to lure victims to their doom.
OSE
A giant vulture bearing the torso and face of a human female
These nasty creatures are part vulture and part woman. They emit a pleasant-sounding call and all who hear it must save vs magic or be drawn to the source. Once there, the touch of a harpy will charm the victim unless they save vs magic. When the victim is helpless, the harpies will torture, kill, and consume her prey. In combat a harpy attacks with her clawed feet and, usually, some kind of club as a melee weapon. Most harpies speak only their own language.
OSRIC