Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common
Resistances & Immunities
Traits
Monstrosity Resilience
The harpy is resistant to exhaustion and to the frightened condition.
Actions
Claw
+5 to hit, reach 5 ft (1.5 m). Hit: 2d4+3 slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
Multiattack
The harpy makes two Claw or Screech attacks. If both Screech attacks hit one Giant or Humanoid, the target has disadvantage on the next save it makes against the harpy's Luring Song before the start of the harpy's next turn.
Screech
+4 to hit, range 30/120 ft (9.1/36.6 m). Hit: 2d6+1 thunder damage.
Ranged Spell Attack: +4 to hit, range 30/120 ft., one target. Hit: 8 (2d6+1) thunder damage.
Bonus Actions
Luring Song
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 WIS save or be charmed until the song ends. The harpy must use 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 save. A charmed target can also repeat the save at the end of each of its turns. If the save is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.
About Harpy
Harpy is a medium monstrosity with a Challenge Rating of 1. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 38 hit points (derived from None).
Harpy has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Harpy
1 tips available
GM Tips: Using Harpy
When using Harpy in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Harpy
1 strategies available
Player Guide: Facing Harpy
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 1.
Solo Encounter:
A single character of level 3 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 200 XP
- Hard: 300 XP
- Deadly: 400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Harpy?
- Harpy has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
- What type of creature is Harpy?
- Harpy is a Medium Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Harpy speak?
- Harpy can communicate in Common.
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