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Harpy

Medium Monstrosity, chaotic evil

CR 1

200 XP

AC: 11
HP: 38 (7d8+7)
Speed: walk 20 ft. , fly 40 ft.
Senses: passive Perception 10
Languages: Common
STR
12
+1
DEX
13
+1
CON
12
+1
INT
7
-2
WIS
10
+0
CHA
13
+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 ft. 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 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. 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, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's 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.

Quick Reference

Challenge: CR 1
Type: Monstrosity
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 3-5

Running This Encounter

Harpies are ambush predators that excel in aerial combat, so position them on cliffs, in trees, or circling above the party before combat begins. Use their luring song ability to separate party members and force disadvantageous positioning. They should target spellcasters and ranged attackers while staying airborne to avoid melee combatants. Consider using 2-3 harpies together to overwhelm a party through action economy.

Combat Tactics

Harpies lead combat by using their luring song on the most vulnerable targets to isolate them from the group. They stay mobile in the air, attacking from range with talons and claws while retreating upward when threatened by melee fighters. If outnumbered or bloodied, they attempt to flee rather than fight to the death.

Environment & Setting

Harpies nest on high cliff faces, isolated islands, or dense forest canopies where they can observe prey from above and retreat to inaccessible terrain. Encounters should take advantage of vertical terrain to maximize their aerial advantage.