CREATURE 5
Perception +12; darkvision
Skills Acrobatics +13, Deception +13, Intimidation +11, Performance +14 (+16 singing)
Str +1 Dex +4 Con +0 Int -1 Wis +1 Cha +4
Items club
AC 22; Fort +9, Ref +15, Will +12
HP 68
Speed 20 feet, fly 60 feet
Melee club +12, Damage 1d6 + 4 bludgeoning
Melee talon +15 (agile, finesse), Damage 2d6 + 4 slashing
Ranged club +15 (thrown 10 feet), Damage 1d6 + 4 bludgeoning
Captivating Song (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.
Beginner Box, page 68.
Open Harpy in the interactive creatures list or browse all creatures starting with H.