A 5th edition Harpy

Harpies are winged humanoids with vicious claws and an ill temper. They are descended from wind spirits, and the winds still come to their aid, protecting them from missile weapons and allowing them to fly with heavy loads. They are often allied with avatars of rage like the Furys and the Eyrines.

 Harpy Medium Monstrous Humanoid CE

AC 14
Hitpoints 55 (10d8+10)
Speed 20ft, Fly 90ft
Str 10 (0), Dex 18 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 8 (-1)
Skills Acrobatics +6, Sleight of Hand +6
Senses Normal
Condition Immunities: Poisoned
Languages Common
Challenge 4 (450 XP)

Child of the Winds: Any ranged attack against a harpy is made at disadvantage as the winds swirl and gust around her.

 Befouling Presence: Any unattended food or drink within 30′ of a harpy is automatically befouled. This includes magical waters and potions. A character can make a Will save vs DC 13 to keep food and drinks on their person from being ruined. Harpies can consume befouled food and drinks normally.


Multi-attack: A harpy can make 2 Claw attacks

Claw Melee Weapon Attack +6 to hit, reach 5 ft, one creature. Hit (1d8 + 4) piercing damage.

If a Harpy hits a medium or smaller creature twice in 1 round, she grabs it. The target must make a DC 12 Athletics (Strength) or Athletics (Dexterity) check to escape or the next round she can fly up to 60 feet in the air and drop the target as well as automatically hitting with her regular claw attack. (1d6 bludgeoning damage per 10′).

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