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Harpy

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Versione del 3 lug 2026 alle 08:26 di Admin (discussione | contributi) (Reimport Monsters: Harpy (formattato))

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.