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Harpy Ranger 7

This fierce and feral-looking woman has huge wings and clawed hands and feet, and carries a wicked-looking longbow.

Harpy Ranger 7 CR 11

XP 12,800
Female harpy ranger 7
CE Medium monstrous humanoid
Init +5; Senses darkvision 60 ft.; Perception +19

DEFENSE

AC 24, touch 17, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)
hp 118 (14 HD; 7d10+7d10+42)
Fort +12, Ref +15, Will +9

OFFENSE

Speed 30 ft., fly 80 ft. (average)
Melee mwk morningstar +15/+10/+5 (1d8)
Ranged +1 frost longbow +21/+16/+11 (1d8+1/×3 plus 1d6 cold)
Special Attacks captivating song, favored enemy (evil outsiders +2, humans +4)
Ranger Spells Prepared (CL 4th; concentration +6)

2ndwind wall
1stresist energy (2)

STATISTICS

Str 10, Dex 20, Con 16, Int 7, Wis 14, Cha 19
Base Atk +14; CMB +14; CMD 31
Feats Dodge, Endurance, Flyby Attack, Great Fortitude, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Bluff), Weapon Focus (longbow)
Skills Bluff +24, Fly +22, Intimidate +8, Knowledge (local) +1, Perception +19, Perform (sing) +6, Stealth +9
Languages Common
SQ favored terrain (desert +2), hunter’s bond (companions), track +3, wild empathy +11, woodland stride
Gear +3 studded leather armor, +1 frost longbow, masterwork morningstar, amulet of natural armor +1, belt of incredible dexterity +2, ring of protection +1, 7 gp

SPECIAL ABILITIES

Captivating Song (Su)

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 at a DC 17 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 it into a dangerous area such as through fire or off a cliff, the victim 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 and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

Base Creature

Section 15: Copyright Notice

Pathfinder Campaign Setting: Mythical Monsters Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan.