Harpy Warbird
Creature 11 (rare) — humanoid
Pre-Remaster content. May include legacy alignment.
Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. 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 are their favorite. Although harpies will eat goblins if sufficiently hun
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +20
Skills acrobatics +21, athletics +20, intimidation +22, performance +24
Str
+5
Dex
+5
Con
+3
Int
+0
Wis
+3
Cha
+5
AC 30
Fort +18
Ref +22
Will +20
HP 200
Speed 20 feet, fly 60 feet
Offense
Melee Halberd +23, Damage 2d10 + 11 piercing
Melee Talon +22, Damage 2d4 + 11 slashing
Ranged Composite Shortbow +23, Damage 1d6 + 11 piercing
Abilities
Attack of Opportunity — Attack Of Opportunity
Captivating Song (auditory, concentrate, incapacitation, mental, primal) — The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot emanation{300-foot aura} must attempt a DC 29 Will save to avoid becoming captivated by the harpy's song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours.
**Success** The creature is unaffected.
**Failure** The creature is Fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn't act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy's turn.
**Critical Failure** As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy's turn.
War Formation — A harpy warbird deals an extra 2d6 damage with its melee Strikes to any creature that's within reach of at least one of the harpy's allies.
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