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
Speed 30 ft., fly 80 ft. (average)
Str 10, Dex 20, Con 16, Int 7, Wis 14, Cha 19
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.
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.