Harpy Matriarch

Medium monstrosity, Chaotic Evil

Armor Class

14 (natural armor)

Hit Points

88 (16d8+16)

Speed

walk 20 ft., fly 40 ft.

Saves

Dex +6, Cha +6

Skills

Perception +3

Senses

darkvision 60 ft.

Languages

Common

Challenge

5

Luring Maestro

While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch's Luring Song.

Magic Resistance

The matriarch has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The matriarch makes two claws attacks.

Claws

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.

Fleeting Form

The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.

Luring Song

The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated. While charmed by the matriarch, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. 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 matriarch, 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 matriarch's song for the next 24 hours.

Visage of Desire (1/Day)

The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.