Harpy

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Harpies are a non-playable race and type of monstrosity creature in located north of the Emerald Grove in the Secluded Cove. The small group of harpies will be singing their alluring song , which have already lured in the young tiefling, Mirkon.

About harpies[edit | edit source]

Sadistic creatures with the legs and wings of a vulture and the body of an elf. Their sweet song enchants their prey, luring them to their deaths.

Attacks and abilities[edit | edit source]

Generic Physical.webp

Action

Attack roll: +3

D6 Slashing.png 2d6 + 1 (3~13) Damage TypesSlashing damage
Multiattack Earth Elemental.webp

Action

Attack roll: +3

D6 Slashing.png 2d6 + 1 (3~13) Damage TypesSlashing damage
D6 Slashing.png 2d6 + 1 (3~13) Damage TypesSlashing damage
  • Can only be done on a target suffering from the Lured Lured condition.
Luring Song.webp

Charm nearby creatures with a magical melody to Lure them to you.

Action

 Range: 25 m / 82 ft

Concentration Concentration

Recharge: Per combat

  • The harpy singing can not take any other actions or move while using this ability.
  • On the turn of a affected character, they will make a DC 13  Wisdom saving throw to break free of the trance, gaining the Resisted the Song condition for the Duration: 2 turns, making them immune to the Luring Song.
Fly.webp
Fly Fly

 3 m / 10 ft movement

Fly movement at a  Range: 16 m / 60 ft.

Tactics[edit | edit source]

The truly difficult part in fighting the harpies is a combination of the terrain and their '''Luring Song''' ability. One harpy will always hang back to perform the song, forcing your party to constantly try resisting the alluring singing which will waste their turn and leave them open for attack by the other harpies. With much of the cove considered Difficult Terrain, any attempts to approach them will also be greatly slowed. Their fly ability makes it easy for them to ignore distance and terrain, with them focusing on those who are being Lured so they can multiattack them.

It is best to use ranged attacks and spell on the singing harpy to try breaking her Concentration in singing. With that freedom given, it is wise to fight back aggressively before another harpy begins singing again.

Buffing the Party with Bless before talking with Mirkon to trigger the fight will give you a better chance to resist the song. Likewise, using Gnome, Elf or Half-Elf characters who have Advantage on the saves helps a lot. Utilizing the High Ground to the left and right of where Mirkon starts can be important for some party setups.

A viable yet somewhat violent strategy to protect Mirkon during the fight is to throw or shove him away from the shoreline and the harpies. Tossing him gives him distance to avoid getting killed by the harpies' opportunity attacks as he is lured by the song.

If the player has a party member that can cast Calm Emotions Calm Emotions, the fight can be somewhat trivialized. Calm Emotions protects Mirkon and all party members within its casting radius from being affected by Luring Song and makes it significantly easier to deal with the harpies. Players should be wary of preventing the Concentration of Calm Emotions's caster from being broken. If the party member casting Calm Emotions is a Cleric, they can cast Sanctuary on themselves to easily prevent their Concentration from being broken.

Players can alternatively use Silence Silence and keep their entire party within the silenced area. Players should be wary of preventing the Concentration of Silence's caster from being broken. If the party member casting Silence is a Cleric, they can cast Sanctuary on themselves to easily prevent their Concentration from being broken. Be warned that casting Silence over Mirkon before talking to him will immediately trigger the fight. If the player chooses to do this, it is advised that they cast Silence over both Mirkon and their entire party.

Notes[edit | edit source]

  • Grants 20 experience when killed.

Gallery[edit | edit source]

External links[edit | edit source]