7th-Level Fighter Harpy Archer

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Name7th-Level Fighter Harpy Archer
Sorted NameHarpy Archer, 7th-Level Fighter
FamilyHarpy
Size and TypeMedium Monstrous Humanoid
Hit Dice Count7
Hit Dice7d8 + 7d10 + 28 (103 hp)
Random Hit Points7d8 + 7d10 + 28 - 14
Initiative+9
Speed20 ft. (4 squares), fly 80 ft. (average)
Armor ClassAC 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18
Base Attack/Grapple+14/+15
Attack

+1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)

Full Attack

+1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)

Space/Reach5 ft./5 ft.
Special AttacksCaptivating song
Special Qualities

Darkvision 60 ft.

SavesFort +11, Ref +14, Will +11
AbilitiesStr 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
Skills

Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5

Feats

Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

EnvironmentTemperate marshes
Challenge Rating11
Organization

Solitary

TreasureStandard (including equipment)
AlignmentUsually chaotic evil
AdvancementBy character class
Level Adjustment+3
VersionSRD
SourcesSystem Reference Document
Stat_Block

7th-level fighter harpy archer; CR 11; Medium monstrous humanoid; HD 7d8 + 7d10 + 28; hp 103; Init +9; Spd 20 ft. (4 squares), fly 80 ft. (average); AC ac 23 (+5 dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18; Base Atk +14; Grp +15; Atk +1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold, +1 frost composite longbow () or +15 melee (1d3+1, claw); Full Atk +1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold, +1 frost composite longbow () or +15 melee (1d3+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Captivating song; SQ Darkvision 60 ft.; AL CE; SV Fort +11, Ref +14, Will +11; Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19

Skills and Feats: Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5; Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

Harpy

Harpy Archer, 7th-Level Fighter
Medium Monstrous Humanoid
Hit Dice:
7d8 + 7d10 + 28 (103 hp)
Initiative:
+9
Speed:
20 ft. (4 squares), fly 80 ft. (average)
Armor Class:
AC 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18
Base Attack/Grapple:
+14/+15
Attack:
+1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)
Full Attack:
+1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Captivating song
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +11, Ref +14, Will +11
Abilities:
Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
Skills:
Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5
Feats:
Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
11
Treasure:
Standard (including equipment)
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
+3

Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new 'toys' will it release them from suffering by killing and consuming them.

Combat

When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours. The save DC is Charisma-based.

A captivated 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 gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.

Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.

Harpy Archer

A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.

Combat

Captivating Song (Su): Will DC 17 negates.

Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat's grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: +1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1), or +1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)

feats: ALERTNESS, IMPROVED CRITICAL (COMPOSITE LONGBOW), IMPROVED INITIATIVE, IRON WILL, MANYSHOT, POINT BLANK SHOT, RAPID SHOT, WEAPON FOCUS (COMPOSITE LONGBOW), WEAPON SPECIALIZATION (COMPOSITE LONGBOW), ,