Bloodwidow Harpy
Medium Monstrosity, Chaotic Evil
12 (+1)
15 (+2)
14 (+2)
8 (-1)
10 (+0)
15 (+2)
Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Multiattack. The harpy makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. 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.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but 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 can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Blood Curdling Screech (Recharge 5-6). The harpy emits a shock wave in a 30-foot cone in front of it. Each creature in that area must make a DC 12 Constitution saving throw, taking 11 (2d10) thunder damage and be deafened for 1 minute. If the saving throw fails by 5 or more, the creature is also pushed 15 feet away from the harpy and is knocked prone.
The elite members of harpy bands are referred to as bloodwidow harpies. These fearsome creatures are among the most capable of their kind, as most harpies organize themselves under a might-makes-right approach to hierarchy. Bloodwidows like to distinguish themselves from the rest of their band by crafting armor made out of the bones of their prey or by wearing treasure collected by the band as jewelry to display their status. Elite members of a harpy band may occasionally be male, though the title of bloodwidow applies regardless. The screech of a bloodwidow is rumored to be strong enough to tear flesh from bone.
Not so Cowardly. Most harpies will flee a fight at the first sign of real danger, however bloodwidows establish their positions as leaders by being comparatively fearless. Where a low-ranking harpy would retreat to lick its wounds, a bloodwidow is much more likely to enter a blinding rage and fight to the death.