AC 21, touch 20, flat-footed 17 (+2 deflection, +3 Dex, +1 dodge, +1 monk, +1 natural, +3 Wis)
Speed 40 ft., fly 80 ft. (average)
Str 16, Dex 17, Con 14, Int 7, Wis 16, Cha 15
A harpy’s song has the power to infect the minds of those that hear it, calling them to the harpy’s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available.
If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.
The save DC is Charisma-based.