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{{ up to date | 2023-09-03 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{PageSeo
{{PageSeo
| description = Harpies are a type of monstrosity creature in Baldur's Gate 3. Harpies can entrance other creatures with their luring song and strike while their defences are lowered.
| description = Harpies are a type of monstrosity creature in Baldur's Gate 3. Harpies can entrance other creatures with their luring song and strike while their defences are lowered.
| image = Harpy-thumbnail.jpg
| image = Harpy-thumbnail.jpg
}}
}}
{{CharacterInfo
{{Infobox character
|title =
|name = Harpy
|image=[[File:Harpy Model.png|350px]]
|STR=12
|DEX=14
|CON=12
|INT=7
|WIS=10
|CHA=16
|level=3
|race=Harpy
|type=Monstrosity
|HP=24; 31{{Tactician}}
|AC=13
|speed=32m / 107ft
|size=Medium
|weight=50kg / 100lbs
|proficiency=2
|initiative=+2
|class =
|subclass =
|background=
|location = [[Secluded Cove]]
|family =
|allies =
|enemies =
|alt-name = In-game
|alt-image =[[File:Harpy-thumbnail.jpg|350px]]
|passive={{PAS|Multiattack: Lured}}{{PAS|Opportunity Attack}}
|exp=20}}
'''Harpies''' are a non-playable race and type of [[monstrosity]] creature in located north of the [[Emerald Grove]] in the [[Secluded Cove]]. The small group of harpies will be singing their alluring song , which have already lured in the young [[tiefling]], [[Mirkon]].


==About harpies==
| name = Harpy
{{quote|Sadistic creatures with the legs and wings of a vulture and the body of an elf. Their sweet song enchants their prey, luring them to their deaths.}}
| image = Harpy Model.png
 
| race = Harpy
== Attacks and abilities ==
| level = 3


{{Feature box| link=Claws (Harpy)|name=Claws|image name=Generic Physical.webp
| modules =
|{{Action}}
{{Infobox statistics
| child = yes
| size = Medium
| type = [[Monstrosity]]
| hit_points = 24
| hit_points_tactician = 31
| armour_class = 13
| movement_speed_meters = 32
| movement_speed_feet = 107
| weight_kg = 50
| weight_lb = 100
| hiddenlevel = 3
| str = 12
| dex = 14
| con = 12
| int = 7
| wis = 10
| cha = 16


{{Attack Roll}}: +3
| feature1_name = Multiattack: Lured
{{DamageInfo|count=2|die=6|plus=1|type=Slashing}}
| feature1_description = The harpy can make a multiattack if the target is lured.
| feature2_name = Opportunity Attack
| feature2_description = Automatically attack an enemy moving out of your reach.
}}
}}
{{Feature box|link=Multiattack (Harpy)|name=Multiattack|image name=Multiattack Earth Elemental.webp
|{{Action}}
{{Attack Roll}}: +3
{{DamageInfo|count=2|die=6|plus=1|type=Slashing}}{{DamageInfo|count=2|die=6|plus=1|type=Slashing}}
* Can only be done on a target suffering from the {{Cond|Lured}} condition.
}}
}}


{{Feature box|name=Luring Song
'''Harpies''' are a non-playable race and type of [[monstrosity]] creature in located north of the [[Emerald Grove]] in the [[Secluded Cove]]. The small group of harpies will be singing their alluring song , which have already lured in the young [[tiefling]], [[Mirkon]].  
|{{Inflicts|Lured}}
Charm nearby creatures with a magical melody to [[Lured (Condition)|Lure]] them to you.


{{Action}}
==About harpies==
{{quote|Sadistic creatures with the legs and wings of a vulture and the body of an elf. Their sweet song enchants their prey, luring them to their deaths.}}


{{Range|m=25|ft=82}}
== Attacks and abilities ==


{{Concentration}}
{{Feature box|Claws (Harpy)}}


{{Recharge|Per Combat}}
{{Feature box|Multiattack (Harpy)}}


* The harpy singing can not take any other actions or move while using this ability.
{{Feature box|Luring Song}}


* On the turn of a affected character, they will make a {{SavingThrow|WIS|dc=13}} to break free of the trance, gaining the Resisted the Song condition for the {{Duration|2}}, making them immune to the Luring Song.
{{Feature box|Fly (Class Action)}}
}}
 
{{Feature box|link=Fly (Class Action)|name=Fly|image name=Fly.webp
|{{Action|Movement|m=3|ft=10}}
 
[[Fly]] movement at a {{Range|m=16|ft=60}}.
}}


== Tactics ==
== Tactics ==
The truly difficult part in fighting the harpies is a combination of the terrain and their '''Luring Song''' ability. One harpy will always hang back to perform the song, forcing your party to constantly try resisting the alluring singing which will waste their turn and leave them open for attack by the other harpies. With much of the cove considered [[Difficult Terrain]], any attempts to approach them will also be greatly slowed. Their fly ability makes it easy for them to ignore distance and terrain, with them focusing on those who are being [[Lured (Condition)|Lured]] so they can multiattack them.
The truly difficult part in fighting the harpies is a combination of the terrain and their [['''Luring Song''']] ability. One harpy will always hang back to perform the song, forcing your party to constantly try resisting the alluring singing which will waste their turn and leave them open for attack by the other harpies. With much of the cove considered [[Difficult Terrain]], any attempts to approach them will also be greatly slowed. Their fly ability makes it easy for them to ignore distance and terrain, with them focusing on those who are being [[Lured (Condition)|Lured]] so they can multiattack them.


It is best to use ranged attacks and spell on the singing harpy to try breaking her [[Concentration]] in singing. With that freedom given, it is wise to fight back aggressively  before another harpy begins singing again.
It is best to use ranged attacks and spell on the singing harpy to try breaking her [[Concentration]] in singing. With that freedom given, it is wise to fight back aggressively  before another harpy begins singing again.


Buffing the Party with [[Bless (Condition)|Bless]] before talking with Mirkon to trigger the fight will give you a better chance to resist the song. Likewise, using Gnome, Elf or Half-Elf characters who have Advantage on the saves helps a lot. Utilising the High Ground to the left and right of where Mirkon starts can be important for some party setups.
Buffing the Party with [[Bless (Condition)|Bless]] before talking with Mirkon to trigger the fight will give you a better chance to resist the song. Likewise, using Gnome, Elf or Half-Elf characters who have Advantage on the saves helps a lot. Utilizing the High Ground to the left and right of where Mirkon starts can be important for some party setups.


A viable yet somewhat violent strategy to protect [[Mirkon]] during the fight is to throw or shove him away from the shoreline and the harpies. Tossing him gives him distance to avoid getting killed by the harpies' opportunity attacks as he is lured by the song.
A viable yet somewhat violent strategy to protect [[Mirkon]] during the fight is to throw or shove him away from the shoreline and the harpies. Tossing him gives him distance to avoid getting killed by the harpies' opportunity attacks as he is lured by the song.


If the player has a party member that can cast [[Silence]], the fight can be somewhat trivialized. [[Silence]] protects [[Mirkon]] and all party members within its area of effect from being affected by '''Luring Song'''. Players can keep their entire party within a silenced area and fight the harpies as they come to them. Players should be wary of preventing the [[Concentration]] of [[Silence]]'s caster from being broken. If the party member casting [[Silence]] is a [[Cleric]], they can cast [[Sanctuary]] on themselves to easily prevent their [[Concentration]] from being broken.
If the player has a party member that can cast {{SAI|Calm Emotions}}, the fight can be somewhat trivialized. [[Calm Emotions]] protects [[Mirkon]] and all party members within its casting radius from being affected by '''Luring Song''' and makes it significantly easier to deal with the harpies. Players should be wary of preventing the [[Concentration]] of [[Calm Emotions]]'s caster from being broken. If the party member casting [[Calm Emotions]] is a [[Cleric]], they can cast [[Sanctuary]] on themselves to easily prevent their [[Concentration]] from being broken.
 
Players can alternatively use {{SAI|Silence}} and keep their entire party within the silenced area. Players should be wary of preventing the [[Concentration]] of [[Silence]]'s caster from being broken. If the party member casting [[Silence]] is a [[Cleric]], they can cast [[Sanctuary]] on themselves to easily prevent their [[Concentration]] from being broken. Be warned that casting [[Silence]] over [[Mirkon]] before talking to him will immediately trigger the fight. If the player chooses to do this, it is advised that they cast [[Silence]] over both [[Mirkon]] and their entire party.
 
==Notes==
 
*Grants 20 experience when killed.


Be warned that casting [[Silence]] over [[Mirkon]] before talking to him will immediately trigger the fight. If the player chooses to do this, it is advised that they cast [[Silence]] over both [[Mirkon]] and their entire party.
=== Gallery ===
<gallery heights="250">
Harpy-thumbnail.jpg|A Harpy ingame.
</gallery>


== External links ==
== External links ==
Line 99: Line 79:
{{NavCreatures}}
{{NavCreatures}}
[[Category:Non-playable races]]
[[Category:Non-playable races]]
[[Category:Monstrosities]]

Revision as of 08:23, 28 April 2024

Harpies are a non-playable race and type of monstrosity creature in located north of the Emerald Grove in the Secluded Cove. The small group of harpies will be singing their alluring song , which have already lured in the young tiefling, Mirkon.

About harpies

Sadistic creatures with the legs and wings of a vulture and the body of an elf. Their sweet song enchants their prey, luring them to their deaths.

Attacks and abilities

Generic Physical.webp
Claws Claws ()
D6 Slashing.png 2d6 (2~12) Damage TypesSlashing damage

Lash out with deadly claws.
 Melee: 1.5 m / 5  ft
Multiattack Earth Elemental.webp
D6 Slashing.png 2d6 (2~12) Damage TypesSlashing damage

Aim two attacks at a Lured Lured creature.
 Melee: 1.5 m / 5  ft
Luring Song.webp

Charm nearby creatures with a magical melody to Lured Lure them to you.
AoE: 25 m / 80 ft (Radius)
Fly.webp
Fly Fly ()

Fly to a target position
 Range: 18 m / 60 ft

Tactics

The truly difficult part in fighting the harpies is a combination of the terrain and their '''Luring Song''' ability. One harpy will always hang back to perform the song, forcing your party to constantly try resisting the alluring singing which will waste their turn and leave them open for attack by the other harpies. With much of the cove considered Difficult Terrain, any attempts to approach them will also be greatly slowed. Their fly ability makes it easy for them to ignore distance and terrain, with them focusing on those who are being Lured so they can multiattack them.

It is best to use ranged attacks and spell on the singing harpy to try breaking her Concentration in singing. With that freedom given, it is wise to fight back aggressively before another harpy begins singing again.

Buffing the Party with Bless before talking with Mirkon to trigger the fight will give you a better chance to resist the song. Likewise, using Gnome, Elf or Half-Elf characters who have Advantage on the saves helps a lot. Utilizing the High Ground to the left and right of where Mirkon starts can be important for some party setups.

A viable yet somewhat violent strategy to protect Mirkon during the fight is to throw or shove him away from the shoreline and the harpies. Tossing him gives him distance to avoid getting killed by the harpies' opportunity attacks as he is lured by the song.

If the player has a party member that can cast Calm Emotions Calm Emotions, the fight can be somewhat trivialized. Calm Emotions protects Mirkon and all party members within its casting radius from being affected by Luring Song and makes it significantly easier to deal with the harpies. Players should be wary of preventing the Concentration of Calm Emotions's caster from being broken. If the party member casting Calm Emotions is a Cleric, they can cast Sanctuary on themselves to easily prevent their Concentration from being broken.

Players can alternatively use Silence Silence and keep their entire party within the silenced area. Players should be wary of preventing the Concentration of Silence's caster from being broken. If the party member casting Silence is a Cleric, they can cast Sanctuary on themselves to easily prevent their Concentration from being broken. Be warned that casting Silence over Mirkon before talking to him will immediately trigger the fight. If the player chooses to do this, it is advised that they cast Silence over both Mirkon and their entire party.

Notes

  • Grants 20 experience when killed.

Gallery

External links