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Harpy

Medium · Monstrosity · CR 1 · Chaotic Evil

Source. 5e 2014 Rules
Armor Class
11
Hit Points and Hit Dice
38 (7d8+7)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
13
+1
CON
12
+1
INT
7
-2
WIS
10
+0
CHA
13
+1

Overview

Category Monsters
Size Medium
Type Monstrosity
Alignment Chaotic Evil
XP 200
Initiative Bonus +1

Movement

Walk 20 ft (6.1 m)
Fly 40 ft (12.2 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Passive Perception 10

Languages

Common

Environments

Arctic or Tundra Coast Desert Forest or Jungle Grassland or Plains Hills Mountain Swamp or Marsh

Actions

Claws

Cost 1

+3 to hit, reach 5 ft (1.5 m). Hit: 2d4 thunder damage.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Club

Cost 1

+3 to hit, reach 5 ft (1.5 m). Hit: 1d4 thunder damage.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song

Cost 1

The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take 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 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. 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, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.

Multiattack

Cost 1

The harpy makes two attacks: one with its claws and one with its club.

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 11 and possesses 38 hit points (derived from 7d8+7).

Harpy has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Harpy

1 tips available

When using Harpy in your D&D 5e campaign, consider these tactical approaches:

  • 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

When your party encounters this creature, keep these strategies in mind:

  • 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

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

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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