Harpy
A giant vulture bearing the torso and face of a human female
Basic Fantasy Role-Playing Game
| Armor Class | 13 |
|---|---|
| Hit Dice | 2* |
| Damage | 1d4/1d4/1d6 or by weapon + special |
| Movement | 20' Fly 50' (10') |
| Save As | Fighter: 2 |
| Morale | 7 |
| XP | 100 |
| Treasure Type | C |
A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with normal weapons, but their most insidious ability is their song.
Special Abilities
Song: When a harpy sings, all creatures (other than harpies) within a 300’ radius must succeed on a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. A charmed victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature is allowed a second saving throw to resist the charm. Charmed creatures can take no actions other than to defend themselves. A victim within reach of the harpy offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings, and for one round thereafter.
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 7 [12] |
|---|---|
| Hit Dice | 3* (13hp) |
| Number Appearing | 1d6 (2d4) |
| Attacks | 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm) |
| THAC0 | 17 [+2] |
| Movement | 60' (20') / 150' (50') flying |
| Saving Throws | D12 W13 P14 B15 S16 (3) |
| Morale | 7 |
| Alignment | Chaotic |
| XP | 50 |
| Treasure Type | C |
Hideous hags with the wings and lower bodies of giant eagles. Use their song to lure victims to their doom.
Special Abilities
Charm: Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies’ commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.
Magic resistance: +2 bonus to all saves.
OSRIC
| Armor Class | 7 |
|---|---|
| Hit Dice | 3 |
| Number Encountered | 2d6 |
| Attacks | 3 |
| Damage | 1d3/1d3/1d6 |
| Move | 60-ft; 150-ft flying (AA:IV) |
| Alignment | Chaotic evil |
| Intelligence | Low |
| XP | 3/50+3/hp |
| Treasure Type | 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), any 2 magic items (10%) |
| Size | Medium |
| Frequency | Rare |
| Lair | 25% |
These nasty creatures are part vulture and part woman. They emit a pleasant-sounding call and all who hear it must save vs magic or be drawn to the source. Once there, the touch of a harpy will charm the victim unless they save vs magic. When the victim is helpless, the harpies will torture, kill, and consume her prey. In combat a harpy attacks with her clawed feet and, usually, some kind of club as a melee weapon. Most harpies speak only their own language.
Special Abilities
Singing: Emit a pleasant-sounding call. All who hear it must save vs magic or be drawn to the source.
Charm Touch: The touch of a harpy will charm the victim unless they save vs magic.