Arpia: differenze tra le versioni
Marker traduzione completata Etichetta: Sostituito |
Popolata da SRD 5.1 IT - Monsters |
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| Riga 1: | Riga 1: | ||
== Harpy == | == Harpy == | ||
<!-- | ''Medium monstrosity, chaotic evil'' | ||
**Armor Class** 11 | |||
**Hit Points** 38 (7d8+7) | |||
**Speed** 20 ft., fly 40 ft. | |||
| STR | DEX | CON | INT | WIS | CHA | |||
| ---------|---------|---------|--------|---------|--------- | |||
| 12 (+1) | 13 (+1) | 12 (+1) | 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. | |||
{{Licenza|versione=5.1}} | |||
[[Categoria:Mostri]] | |||
[[Categoria:SRD 5.1]] | |||
<!-- SRD: Monsters --> | |||
Versione delle 23:55, 9 lug 2026
Harpy
Medium monstrosity, chaotic evil
- Armor Class** 11
- Hit Points** 38 (7d8+7)
- Speed** 20 ft., fly 40 ft.
| STR | DEX | CON | INT | WIS | CHA | ---------|---------|---------|--------|---------|--------- | 12 (+1) | 13 (+1) | 12 (+1) | 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.