Free interactive D&D 5e SRD stat block

Harpy

Medium Monstrosity, CR 1, AC 11, 38 HP. Chaotic Evil.

Medium Monstrosity, Chaotic Evil

AC
11
Initiative
+1 (11)
HP
38 (7d8+7)
Speed
20 ft., Fly 40 ft.
ScoreModSave
STR 12 +1 +1
DEX 13 +1 +1
CON 12 +1 +1
INT 7 -2 -2
WIS 10 +0 +0
CHA 13 +1 +1
Senses
Passive Perception 10
Languages
Common
CR
1 (XP 200; PB +2)

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4+1) Slashing damage.

Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy's Luring Song for 24 hours.

How to run Harpy

A harpy is a low-CR encounter that reads as a puzzle, not a fight. The Claw attack is mediocre (+3 to hit, 6 average slashing), but Luring Song is the entire creature. DC 11 Wisdom save, 300-foot Emanation, on a failure the target is Charmed and Incapacitated and walks toward the harpy by the most direct route. That route can include a cliff, a swamp, or a campfire. Place the harpy somewhere the walk matters.

Open the encounter at long range. The party hears the song before they see the singer, and you call for the Wisdom save before initiative. Anyone who fails wakes up next round walking toward sound. They do not avoid Opportunity Attacks. They repeat the save when they take damage from anything other than the harpy, which means a friendly slap from another PC is a legal way to break the spell, and the players figuring that out is the whole arc of the encounter. Run two or three harpies together for a real threat. A single harpy is a tutorial, three harpies are an ambush.

Once melee starts the harpy fights badly. AC 11, 38 HP, +3 to hit. The flight (40 ft.) lets it back off to maintain Concentration while a Charmed PC stumbles into spike pits, but the moment it loses Concentration, the song is gone on those targets and the encounter collapses. Players who hit the harpy hard enough to break Concentration are doing the right thing.

Harpies do not negotiate. They sing because they like the result. If the party Bloodies the singer, the harpy keeps singing as long as it has Concentration and then drops. A harpy's nest is full of jewelry pried off corpses, so the loot should be good.

Set the encounter on a cliff edge, a frozen lake, or a rope bridge over a chasm. Luring Song is a bad ability in a featureless field and a great one anywhere a 30-foot fall is possible.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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