Harpy Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Harpy

Taking glee in suffering and death, the sadistic Harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the Harpy to kill and then consume.   A Harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.    

Divine Curse

  Long ago, an Elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome Elven youth who had also paused to hear the bird's song. This was Fenmarel, a reclusive Elven God. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.   Though the Elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Yllayra, the Goddess of Woodland Magic, heard the Elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the Elf.   When her singing failed to draw Fenmarel to her side, the Elf cursed the gods, invoking a dreadful power and transforming her into the first Harpy. The curse worked its magic on the Elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.    

Harpy Song

  To hear a Harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A Harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the Harpy's wrath.    

Sadistic Cowards

  Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a Harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.   When they attack, Harpies play with their food, delighting in the "music" their victims make as they scream. A Harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.    

Gruesome Collectors

  Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a Harpy takes hair, bones, or body parts to line its nest. A Harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.

Basic Information

Anatomy

Monstrosity (Harpy): A Harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human.

Ecology and Habitats

Harpies inhabit bleak coastal cliffs, ridges, valley's and passes through Hills and Mountains.

Dietary Needs and Habits

Carnivore

Additional Information

Perception and Sensory Capabilities

Passive Perception 10.
A Harpy by dndbeyond
Origin/Ancestry
Monstrosity


Cover image: A Harpy by dndbeyond

HARPY CR: 1 (200XP)

Medium monstrosity, chaotic evil
Armor Class: 11
Hit Points: 38 (7D8+7)
Speed: 20 ft , fly: 40 ft

STR

12 +1

DEX

13 +1

CON

12 +1

INT

7 -2

WIS

10 +0

CHA

13 +1

Senses: Passive Perception 10.
Languages: Kelldorian (Common)
Challenge Rating: 1 (200XP)

Actions

MULTIATTACK:

    THE HARPY MAKES TWO ATTACKS: ONE WITH ITS CLAWS AND ONE WITH ITS CLUB.    

CLAWS: 

  MELEE WEAPON ATTACK: +3 TO HIT, REACH 5FT, ONE TARGET. HIT: 6 (2D4+1) SLASHING DAMAGE.    

CLUB: 

  MELEE WEAPON ATTACK: +3 TO HIT, REACH 5FT, 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 SUBSEQUANT 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.  

Comments

Author's Notes

Original Article by Wizards of the Coast (WotC) for D&D Monster Manual 5e.


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