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Arpia: differenze tra le versioni

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== Harpy ==
== Harpy ==


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''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)
            1. 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.

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.