Harpy

Medium monstrosity, chaotic evil

Armour Class: 11
Hit Points: 38 (7d8 + 7)
Speed: 20 ft., fly 40 ft.

STRDEXCON
12 (+1)13 (+1)12 (+1)
INTWISCHA
7 (−2)10 (+0)13 (+1)

Senses: passive Perception 10
Languages: Common
Challenge: 1 (200 XP)


Actions

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

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

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

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 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 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 saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the 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.