Frost Witch Harpy

In addition to the more standard humanoids that make up the majority of the Frost Witches, Cryonax has made a pact with a small flight of deadly harpies. Charging their voices with icy magic, he gained a deadly force that is capable of bringing about large scale devastation when so ordered. Those who can hear the harpies’ song freeze over, ice rapidly forming on their body until a field of frozen statues is all that’s left in the harpy’s wake. When pushed the harpies can also unleash a short, piercing screech that blasts and freezes nearby enemies as well, though they usually only make use of it in emergency situations as it breaks the effects of their songs when used. The other advantage is that the target can be affected by the screech even if it’s wearing earplugs, which completely negate the harpy’s song otherwise.

Originally from the 4e Monster Vault: Threats to the Nentir Vale. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a copy of my premade adventure Rampage of the Map Backed Spider, consider backing me there!

5th Edition

A picture of a 5th Edition Dungeons and Dragons stat block for the Frost Witch harpy. The text is available below

Frost Witch Harpy
Medium monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 20 ft., fly 40 ft.
Str 16 (+3) Dex 17 (+3) Con 19 (+4) Int 19 (+4) Wis 15 (+2) Cha 22 (+6)
Damage Resistances cold, thunder
Senses passive Perception 12
Languages Abyssal, Common, plus two other languages
Challenge 6 (2300 XP)
Fire Vulnerability. Whenever the harpy takes fire damage while singing its Icy Song, it must succeed on a DC 15 Constitution saving throw or end the song.
Ice Walk. The harpy can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage plus 9 (2d8) cold damage.
Chilling Screech (1/Short Rest). The harpy unleashes a magical shriek in a 20 foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the target takes 11 (2d10) cold damage plus 11 (2d10) thunder damage, and is restrained for 1 minute. While restrained, the target takes 3 (1d6) cold damage at the start of each of its turns. As an action, a creature that can reach the restrained target can make a DC 14 Strength check, ending the effect on a success.
On a successful save, the target takes half as much cold and thunder damage, and is not restrained.
Icy Song. The harpy sings a magical melody. Every humanoid and giant within 150 feet of the harpy that can hear the song must succeed on a DC 17 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated, or when it uses Chilling Screech.
While charmed by the harpy, the target’s speed is cut in half and it takes 10 (3d6) cold damage at the start of each of its turns. A charmed target can repeat the save at the end of each of its turns. If the saving throw is successful, the effect ends on it. If the saving throw fails by 5 or more, the target is restrained until the start of its next turn.
A target that successfully saves is immune to this harpy’s Icy Song for the next 24 hours.

13th Age

A picture of a 13th Age stat block for the Frost Witch harpy. The text is available below.

Frost Witch Harpy
6th level spoiler [humanoid]
Initiative: +12
Vulnerability: Fire
Frost Claws +11 vs. AC – 15 damage
Cull: The target also takes 5 ongoing cold damage if it is suffering any icy song effect.
C: Icy Song +12 vs. MD (1d4 nearby enemies) – 10 cold damage
Natural 16-17: The target is stuck (easy save ends, 6+).
Natural 18-19: The target is stuck and hampered (easy save ends both, 6+).
Natural 20: The target is incapacitated instead of stuck and hampered (easy save ends, 6+).
C: Chilling Screech +11 vs. PD (1d3 nearby enemies) – 6 cold damage plus 6 thunder damage
Cull: The target also takes 5 ongoing cold damage if it is suffering any icy song effect.
Flight.
Frost Aura: Enemies engaged with the harpy are vulnerable to cold damage.
Resist Cold 16+.
AC 20 PD 16 MD 20 HP 80

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