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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 creature
|title =
| name = Harpy
|name = Harpy
| image = <gallery>
|image=[[File:Harpy Model.png|350px]]
Harpy_Model.png|Model
|STR=12
Portrait Harpy.png|Portrait
|DEX=14
</gallery>
|CON=12
| va = Harriet Kershaw
|INT=7
| size = [[Medium]]
|WIS=10
| type = [[Monstrosity]]
|CHA=16
| race = Harpy
|level=3
| level = 3
|race=Harpy
| e hp = 16
|type=Monstrosity
| hp = 24
|HP=24
| t hp = 31
|AC=13
| ac = 13
|speed=32m / 107ft
| movement m = 32
|size=Medium
| weight kg = 50
|weight=50kg / 100lbs
| xp = 20
|proficiency=2
| str = 12
|initiative=+2
| dex = 14
|class =  
| con = 12
|subclass =  
| int = 7
|background=  
| wis = 10
|location = [[Secluded Cove]]
| cha = 16
|family =  
| passives = Multiattack: Lured, Opportunity Attack
|allies =  
| athletics = 1
|enemies =  
| acrobatics = 2
|alt-name = In-game
| perception = 0
|alt-image =[[File:Harpy-thumbnail.jpg|350px]]
}}
|passive=[[Multiattack]] - Lured
'''Harpies''' are a [[non-playable race]] and monstrosity type creature located north of the [[Emerald Grove]] in the [[Secluded Cove]].
{{SmallIcon|Opportunity Attack Icon.png}} [[Attack of Opportunity]]|exp=20}}'''Harpies''' are a type of [[List of Creature Types#Monstrosity|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]].
{{Quote race|{{PAGENAME}}}}
 
== Attacks and Abilities ==
 
=== Claws ===
{{Action}}
 
{{Attack Roll}}: +3
{{DamageInfo|count=2|die=6|plus=1|type=Slashing}}
 
=== [[Multiattack]] - Lured ===
{{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 [[Lured (Condition)|Lured]] condition.
 
== Sharp Rock ==
Throw a sizable, rugged stone.
 
{{Action}}
 
{{Attack Roll}}: +3
{{DamageInfo|count=2|die=4|plus=1|type=Bludgeoning}}
{{Range|m=18|ft=60}}
 
=== Luring Song ===
Charm nearby creatures with a magical melody to [[Lured (Condition)|Lure]] them to you.
{{Action}}


{{Range|m=25|ft=82}}
== Involvement ==
=== Act One ===
{{Main|Investigate the Beach}}
A group of harpies can be found singing their alluring song along the Secluded Cove. They have already lured the young [[Tiefling|tiefling]] {{CharLink|Mirkon}} close to the water's edge.


{{Concentration}}
== Combat ==
=== Attacks and abilities ===
{{Feature box|Claws (Harpy)}}
{{Feature box|Fly (class action)}}
{{Feature box|Luring Song}}
{{Feature box|Multiattack (Harpy)}}
{{Feature box|Sharp Rock}}


{{Recharge|Per Combat}}
=== Tactics ===
The harpies utilize a combination of the terrain and their {{SAI|Luring Song}}. One harpy always remains at a distance to perform the song, which can cause the party to waste turns if they fail to resist. Meanwhile, the other harpies fly close to attack the party. Any attempts to approach distant harpies will be slowed because of the cove's [[Difficult Terrain]]. The harpies can ignore distance and terrain using their fly ability, which allows them to easily multiattack party members who are [[Lured (Condition)|lured]].


* The harpy singing can not take any other actions or move while using this ability.
It is recommended to use ranged attacks and spells on the singing harpy to break their [[Concentration]]. If successful, it is suggested to fight aggressively before another harpy sings again.


* 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.
In preparation for combat, it is possible to [[Bless (Condition)|bless]] the party before speaking with Mirkon to improve the party's resistance to Luring Song. Using [[Gnome|gnomes]], [[Elf|elves]], or [[Half-Elf|half-elf]] characters with [[Advantage]] on saves can improve the likelihood of resisting the song. It may also be helpful to utilize the high ground flanking Mirkon.


===Fly ===
A viable yet violent strategy to protect Mirkon involves throwing or shoving him away from the shoreline and the harpies. Tossing him provides more distance from the enemies to reduce his likelihood of being killed.
{{Action|Movement|m=3|ft=10}}


[[Fly]] movement at a {{Range|m=16|ft=60}}.
If a party member 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, which significantly reduces combat difficulty. (The game log will still show a saving throw being rolled, but the characters are unaffected on failures.) Alternatively, the party can use {{SAI|Silence}} and keep their entire party within the silenced area. In both cases, the party should be careful to prevent the caster's Concentration from being broken. If the party member casting Calm Emotions or Silence is a [[Cleric|cleric]], they can cast {{SAI|Sanctuary}} on themselves to prevent broken Concentration.


== Tactics ==
However, note that casting Silence over Mirkon before speaking with him immediately triggers the fight. If the player character decides on this strategy, it is advised to cast Silence over Mirkon and the entire party.
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 preform 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.
== Gallery ==
<gallery heights="250">
Harpy-thumbnail.jpg|A Harpy ingame.
Maxime-ponslet-harpy.jpg|Concept by Tan Burci
Maxime-ponslet-ab11.jpg|Render by Maxime Ponslet
</gallery>


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.
== External links ==
*{{FRWiki|Harpy|long}}


{{Creatures}}
{{Creatures}}
[[Category:Creatures]]
[[Category:Races]]
[[Category:Non-playable races]]
[[Category:Monstrosities]]

Latest revision as of 11:23, 28 November 2024

Harpies are a non-playable race and monstrosity type creature located north of the Emerald Grove in the Secluded Cove.

Involvement[edit | edit source]

Act One[edit | edit source]

Main article: Investigate the Beach

A group of harpies can be found singing their alluring song along the Secluded Cove. They have already lured the young tiefling Mirkon Mirkon close to the water's edge.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Generic Physical.webp
Claws Claws ()
Damage: 3~13
D6 Slashing.png
2d6 + 1Damage TypesSlashing

Lash out with deadly claws.

 Melee: 1.5 m / 5  ft
Fly.webp
Fly Fly ()
Fly to a target position
 Range: 18 m / 60 ft
Luring Song.webp
Luring Song Luring Song
Charm nearby creatures with a magical melody to Lure Lure them to you.
AoE: 25 m / 80 ft (Radius)
Multiattack Earth Elemental.webp
Multiattack Multiattack ()
Damage: 3~13
D6 Slashing.png
2d6 + 1Damage TypesSlashing

Aim two attacks at a Lured Lured creature.

 Melee: 1.5 m / 5  ft
Recharge: Per turn
Generic Damage.webp
Sharp Rock Sharp Rock ()
Damage: 3~9

Throw a sizable, rugged stone.

 Range: 18 m / 60 ft

Tactics[edit | edit source]

The harpies utilize a combination of the terrain and their Luring Song Luring Song. One harpy always remains at a distance to perform the song, which can cause the party to waste turns if they fail to resist. Meanwhile, the other harpies fly close to attack the party. Any attempts to approach distant harpies will be slowed because of the cove's Difficult Terrain. The harpies can ignore distance and terrain using their fly ability, which allows them to easily multiattack party members who are lured.

It is recommended to use ranged attacks and spells on the singing harpy to break their Concentration. If successful, it is suggested to fight aggressively before another harpy sings again.

In preparation for combat, it is possible to bless the party before speaking with Mirkon to improve the party's resistance to Luring Song. Using gnomes, elves, or half-elf characters with Advantage on saves can improve the likelihood of resisting the song. It may also be helpful to utilize the high ground flanking Mirkon.

A viable yet violent strategy to protect Mirkon involves throwing or shoving him away from the shoreline and the harpies. Tossing him provides more distance from the enemies to reduce his likelihood of being killed.

If a party member 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, which significantly reduces combat difficulty. (The game log will still show a saving throw being rolled, but the characters are unaffected on failures.) Alternatively, the party can use Silence Silence and keep their entire party within the silenced area. In both cases, the party should be careful to prevent the caster's Concentration from being broken. If the party member casting Calm Emotions or Silence is a cleric, they can cast Sanctuary Sanctuary on themselves to prevent broken Concentration.

However, note that casting Silence over Mirkon before speaking with him immediately triggers the fight. If the player character decides on this strategy, it is advised to cast Silence over Mirkon and the entire party.

Gallery[edit | edit source]

External links[edit | edit source]