Harpy
Creature 5 — air, beast, humanoid
Harpies are amalgamations of human and bird, resembling feral humans with wings, talons, and sharp teeth. They use their ancestral control of the wind to lure prey or even directly pull in their next meal. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey—humans and elves in particular. Although harpies will eat goblins if sufficiently hungry, they dislike thei
Source: pathfinder-monster-core
Perception +12
Skills acrobatics +13, deception +11, intimidation +13, performance +11, stealth +11, thievery +13
Str
+1
Dex
+4
Con
+0
Int
-1
Wis
+1
Cha
+2
AC 21
Fort +9
Ref +15
Will +12
HP 75
Speed 20 feet, fly 60 feet
Offense
Melee Talon +15, Damage 2d6+4 slashing
Melee Jaws +15, Damage 2d8+4 piercing
Abilities
Wind's Whispers (air, primal) — When a harpy speaks, they can choose one creature within 90 feet. That creature can hear the harpy's words over any other sound, but no other creature hears the words at all.
Stench (aura, olfactory) — 30 feet. DC 21 Fortitude
Stench
Hungry Winds (air, concentrate, primal) — The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 21 Fortitude save or be pulled adjacent to the harpy, where they make a jaws Strike against the target. If the target was pulled off the ground and can't fly, it then falls as normal.
Putrid Plague (disease) — The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured
Saving Throw DC 19 Fortitude
Stage 1 carrier with no ill effect (1d4 hours),
Stage 2 Sickened 1 (1 day),
Stage 3 sickened 1 and Slowed 1 (1 day),
Stage 4 Unconscious (1 day),
Stage 5 dead
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