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Harpy: Difference between revisions

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| va = Harriet Kershaw
| va = Harriet Kershaw
| size = Medium
| size = [[Medium]]
| type = [[Monstrosity]]
| type = [[Monstrosity]]
| race = Harpy
| race = Harpy
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| movement m = 32
| movement m = 32
| weight kg = 50
| weight kg = 50
| xp = 20
| str = 12
| str = 12
| dex = 14
| dex = 14
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| acrobatics = 2
| acrobatics = 2
| perception = 0
| perception = 0
}}  
}}
'''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]], {{CharLink|Mirkon}}.  
'''Harpies''' are a [[non-playable race]] and monstrosity type creature located north of the [[Emerald Grove]] in the [[Secluded Cove]].
{{Quote race|{{PAGENAME}}}}
{{Quote race|{{PAGENAME}}}}
== 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.


== Combat ==
== Combat ==
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=== 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 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]].
 
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. Utilizing the High Ground to the left and right of where Mirkon starts can be important for some party setups.
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.


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.
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.


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. (The game log will still show a saving throw being rolled, but the characters will not be affected if they fail it.) 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.
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.


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.
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.


=== Notes ===
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.
* Grants 20 experience when killed.


== Gallery ==
== Gallery ==

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 ()

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 ()
+

Aim two attacks at a Lured Lured creature.

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

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]