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Harpy: differenze tra le versioni

Da D&D Next.
Traduzione mostri: Harpy
Traduzione AI: Harpy
Riga 2: Riga 2:
''Medium monstrosity, chaotic evil''
''Medium monstrosity, chaotic evil''


'''[[:Categoria:Classi|classe]] Armatura''' 11
'''Classe Armatura''' 11


'''Punti Ferita''' 38 (7d8+7)
'''Punti Ferita''' 38 (7d8+7)
Riga 12: Riga 12:
| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) |
| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) |


'''Senses''' passive Percezione 10
'''Sensi''' passive Percezione 10


'''Linguaggi''' Common
'''Linguaggi''' Common


'''Challenge''' 1 (200 XP)
'''Grado di Sfida''' 1 (200 XP)


###### Actions
###### Actions
Riga 35: Riga 35:
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Harpy -->
<!-- Tradotto AI 2026-07-03 -->

Versione delle 20:24, 3 lug 2026

Harpy

Medium monstrosity, chaotic evil

Classe Armatura 11

Punti Ferita 38 (7d8+7)

Velocità 20 ft., fly 40 ft.

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

Sensi passive Percezione 10

Linguaggi Common

Grado di Sfida 1 (200 XP)

            1. Actions

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

Claws. Arma da Mischia Attacco: +3 to hit, reach 5 ft., one target. Colpito: 6 (2d4+1) slashing damage.

Club. Arma da Mischia Attacco: +3 to hit, reach 5 ft., one target. Colpito: 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 Saggezza 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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.