Ghoulish Harpy* (CR 5)

Medium Undead
Alignment: Always chaotic evil
Initiative: +4 (Dex); Senses: darkvision (60-foot range), Listen +9, and Spot +5


AC: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 7d12 (45 hp)
Fort +2, Ref +9, Will +8
Speed: 20 ft., fly 80 ft. (average)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Bite +4 melee
Full Attack: Bite +4 melee, 2 claws -1 melee
Damage: Bite 1d6+1 plus paralysis, claws 1d3 plus paralysis
Special Attacks/Actions: Captivating song, create spawn, paralysis
Abilities: Str 12, Dex 19, Con -, Int 9, Wis 14, Cha 23
Special Qualities: +2 turn resistance, undead traits
Feats: Dodge; Flyby Attack ; Persuasive
Skills: Bluff +14, Intimidate +10, Listen +9, Perform (oratory) +8, and Spot +5
Advancement: By character class
Climate/Terrain: Any
Organization: Solitary, gang (2-4), or pack (7-12)
Treasure/Possessions: Standard

Source: Dragon #307
Dragon Compendium Vol. 1

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed at a Will save (DC 18) or become utterly captivated. This is a sonic, mind-affecting charm effect. If the save is successful, that creature cannot be affected again by that harpy's song for one day.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, and so on), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but suffers no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings. A bard's countersomg ability allows the captivated creature to attempt a new Will save.

Create Spawn (Su): A creature killed by a ghoulish harpy rises as a form of ghoul 1d4 days after death. The victim returns as a ghoul if it was a humanoid with 3 or fewer HD and as a ghoulish creature if it was a giant or monstrous humanoid or a humanoid with 4 or more HD.

Paralysis (Ex): Those hit by a harpy ghoul's claw or bite attack must succeed at a fortitude save (DC 18) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Turn Resistance (Ex): A harpy ghoul is treated as an undead with 9 Hit Dice for the purpose of turn, rebuke, command, and bolster attempts.

Skills: Harpies gain a +4 racial bonus on Bluff and Listen checks.

When a ghoulish harpy engages in battle, it prefers to use Flyby Attack and strike with a potentially paralyzing claw.

Although a more malignant and wretched creature than the harpy is difficult to imagine, a ghoulish harpy outdoes a living harpy in depravity and sadism. This creature resembles a gray-skinned, evil-faced old human with the lower body, legs and wings of a birdlike dinosaur. Its hair is tangled, filthy, and crusted with blood. A ghoulish harpy's coal-black eyes clearly reflect its evil soul, as do the wicked talons on its knotty fingers. Ghoulish harpies like to capture and torment prey before finally killing and eating it.