Harpy icon: a harpy
Icon by Lorc, CC BY 3.0

Harpy 5e stat block

Medium monstrosity, chaotic evil · CR 1 · 2024 stat block below

Armor Class
11
Hit Points
38 (7d8+7)
Speed
20 ft., fly 40 ft.
Challenge
1 (200 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
12 (+1)13 (+1)12 (+1)7 (-2)10 (+0)13 (+1)
Senses
passive Perception 10
Languages
Common

Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 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 ft. away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 ft. 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.

How many harpies for a fight?

A harpy is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many harpies fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
1st112
2nd234
3rd348
4th5710
5th1012+12+
6th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the harpy compares at CR 1

Against the 24 other challenge 1 monsters in the SRD 5.1, the harpy has more hit points than 20 of them, which makes it one of the toughest at its CR. See every CR 1 monster.

StatisticHarpyCR 1 average
Armor Class1113
Hit points3828
Best attack bonus+3+4

Harpy 2024 stat block

The 2024 Monster Manual revised the harpy, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
11
Hit Points
38 (7d8 + 7)
Speed
20 ft., fly 40 ft.
Challenge
1 (200 XP)
STRDEXCONINTWISCHA
12 (+1)13 (+1)12 (+1)7 (-2)10 (+0)13 (+1)
Senses
passive Perception 10
Languages
Common

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage.

Luring Song. The harpy sings a magical melody, which lasts until the harpy’s Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn’t avoid Opportunity Attacks; however, 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 repeats the save. Success: The target is immune to this harpy’s Luring Song for 24 hours.

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