Harpy Archer

  Medium Monstrous Humanoid
Hit Dice: 7d8 + 7d10 + 28 (103 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: AC 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18
Base Attack/Grapple: +14/+15
Attack: +1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19–20/×3 plus 1d6 cold) or claw +15 melee (1d3+1)
Full Attack: +1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19–20/×3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Captivating song
Special Qualities: Darkvision 60 ft.
Saves: Fort +11, Ref +14, Will +11
Abilities: Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
Skills: Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5
Feats: Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 11
Treasure: Standard (including equipment)
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.

Combat

Captivating Song (Su): Will DC 17 negates.

Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat’s grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)