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Harpy Witch

Medium humanoid (harpy), chaotic evil


  • Armor Class 13
  • Hit Points 50 (9d8 + 10)
  • Speed 20 ft., fly 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 12 (+1) 16 (+3) 9 (-1)

  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Darnassian, Low Common
  • Challenge 3 (700 XP)


Dive Attack. If the harpy is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Poisonous Kiss. If the harpy kisses a humanoid on the lips, the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1d4 hours. While poisoned in this way, the target also has disadvantage on Wisdom saving throws.

Spellcasting. The harpy is a 5th-level spellcaster. Its spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The harpy has the following shaman spells prepared:

Cantrips (at will): gust, lightning blast, thunderclap
1st level (4 slots): absorb elements, earth tremor,
    fog cloud, thunderwave

2nd level (3 slots): dust devil, gust of wind
3rd level (2 slots): lightning bolt, wind wall

Actions

Multiattack. The harpy can use its Incapacitating Screech. It then makes two attacks: one with its talons and one with a prepared cantrip.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 2 (1d4) poison damage.

Incapacitating Screech (Recharge 6). The harpy emits a horrific screech. Each creature within 15 feet of it that can hear it and that isn't a harpy must succeed on a DC 11 Constitution saving throw or be incapaci­tated until the end of the harpy's next turn.