Monstro.cc

Harpy

A giant vulture bearing the torso and face of a human female

magical creature flying chaotic monster magical

Basic Fantasy Role-Playing Game

BFRPG

Armor Class13
Hit Dice2*
Damage1d4/1d4/1d6 or by weapon + special
Movement20' Fly 50' (10')
Save AsFighter: 2
Morale7
XP100
Treasure TypeC
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.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class7 [12]
Hit Dice3* (13hp)
Number Appearing1d6 (2d4)
Attacks2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm)
THAC017 [+2]
Movement60' (20') / 150' (50') flying
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentChaotic
XP50
Treasure TypeC
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.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class7
Hit Dice3
Number Encountered2d6
Attacks3
Damage1d3/1d3/1d6
Move60-ft; 150-ft flying (AA:IV)
AlignmentChaotic evil
IntelligenceLow
XP3/50+3/hp
Treasure Type1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), any 2 magic items (10%)
SizeMedium
FrequencyRare
Lair25%
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.