Monsters / Harpy

Harpy

CR 4 - 1,200 XP - CE Medium Monstrous Humanoid

Stat block

AC16 (touch 13, flat-footed 13)HP38 (7d10)SavesFort +4, Ref +7, Will +6Meleemorningstar +8/+3 (1d8+1), 2 talons +3 (1d6)Speed20 ft., fly 80 ft. (average)AbilitiesStr 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17BAB / CMB / CMD+7 / +8 / 21Sensesdarkvision 60 ft.; Perception +7Environmenttemperate marshes

Combat brain - every behavior cites its line (2 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

flyby (from feats)
feats: Flyby Attack + fly speed - strike and wing away each pass
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +7 - hunts where prey is blind

On-hit riders and breath

captivating song

From the entry

A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic ...