Egret Harpy — fantasy monster illustration. Egret Harpy is a medium monstrosity (Challenge Rating 2).

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Egret Harpy

Medium Monstrosity, neutral

AC
12
HP
75
Speed
30
CR
2

This winged female has a short torso and long, gangly legs. Her wingspan is wider than her body is tall. Despite her awkward appearance, she moves with incredible grace._
Protectors of the Marsh. Egret harpies look after marshland flora and fauna, often allying themselves with druids and rangers who occupy the same area.
Uncommonly Hospitable. While most harpies have a reputation for sadism and bloodlust, egret harpies are considerably more welcoming. They possess the same alluring song all harpies have, but they can modulate the song to allow their captivated targets safe passage toward them. They often use their songs to prevent intruders from harming their home marshes. They can end their song in a mighty crescendo, imposing their will on those charmed by the song. The harpies typically coerce intruders to repair damages wreaked upon the marsh or to merely leave and never return. If a harpy suspects the intruders are unrepentant, she stops playing nice and allows her victims to fall prey to the marsh’s hazards.
Powerful Yet Graceful. The wings that hold the egret harpy’s larger frame aloft also serve as weapons. A powerful buffet from the harpy’s wing can knock down weaker foes. The harpy’s gawky build belies a fluidity to her movements, allowing her to balance on one leg even while engaged in battle.


Armor Class 12

Hit Points 75 (10d8+30)

Speed 30 ft., fly 60 ft.


STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)

Skills Nature +2, Acrobatics +4

Senses passive Perception 12

Languages Common, Sylvan

Challenge 2


Traits

Innate Spellcasting (3/Day). The egret harpy can innately cast suggestion, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Multiattack. The egret harpy makes two attacks: one with its spear and one with its talons.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Wing Buffet (Recharge 5-6). The egret harpy beats its wings rapidly. Each Medium or smaller creature within 5 feet of the harpy must make a DC 13 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.

Guiding Song. The egret harpy sings a magical melody. Each humanoid and giant of the harpy's choice within 300 feet of the harpy has advantage on Wisdom (Survival) checks to navigate marshes, and difficult terrain composed of mud, standing water, or other features of a marsh doesn't cost it extra movement. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. The harpy can use an action to end the song and cast mass suggestion. Each creature that can hear the harpy's song must succeed on a DC 12 Wisdom saving throw or be affected by the spell for 8 hours. If the harpy chooses to end the song this way, it can't use Guiding Song again until it finishes a long rest.

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FTTHelper · auto-generated · monster · monster

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Further reading

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The Game Master's Book of Random Encounters
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