Harpy, 2nd Variant (5e Race)
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"Only one with a strong heart, mind or soul can take a stand against the mind set that all are evil. A harpy I may be, but a devil I am not." The Cloaked woman walks off without another word.
Many Harpies, although considered the hags of nature, can actually be quite attractive sometimes. The women are slender, curvy, busty, and well built. The men are muscular, toned, and sometimes ferocious and handsome. Some use this for good, but many for evil. With their song in hand, they lead many to their doom. Those who work to change the name tend to hide in cloaks, even though many do not have a concept of clothing, or just plain hate clothes. Contrary to popular belief, harpies' wings and arms are the same thing. They are not two different appendages meaning conventional weaponry is rarely used by harpies, but their talons and feathers vary. Some can have black, others blue; maybe even green or white. The talons are always curved, but maybe some broke theirs to change people's thoughts. Others may have kept them long and let them grow to the malicious curve. They have them on both their hands and feet, as all harpies have the "bird legs."
Coming from no one set home, the origin of Harpies is hearsay. Very few work to change the name painted on harpies as evil or monstrous. The few that work to change the name usually go into hiding, or are forced into the life of crime in the end, as most commoners either run in fear or turn point and draw their blades.
Many are evil, those who change to the light, neutral, or even on the rare case lawful sides are hated by other harpies. They do not have many heroes to their name, any harpies going against their norms is frowned upon. Marriage is foreign to them, as when a female mates, she will more than likely leave her mate and raise the child alone until they can talk, fly and fight. Though there are cases of harpies living as a couple, or even a family. Similar to the Drow, Harpies are a primarily female run race. The men are there for fodder, as mates, and to look pretty in most harpies eyes. But their social construct is scattered, as they live in isolation or small packs that break apart and grow sporadically. So it is not uncommon to see a man leading a group. Harpies also have a strong sense of pride. Be it in their looks, their fighting style, what they make, or what they kill. Trophies are common. Be it something as simple as a wood carving, or a skull strapped to their hips. In line with their sadistic nature, many chaotic harpies don the skulls of their kills around their hips.
The names sometimes sound like mixes of french and german, or even babylonian or greek. The names are meant to sound beautiful for women, or powerful for men.
Male: Jessault, Markkus, Netarvah
Female: Setinada, Kiarah, Savyra
Harpies are skilled on the ground and in the air, able to use their talons if unbroken and sing a song to captivate her foe.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Harpies reach full maturity at around age 3, and usually live to be up to 40 years old.
Alignment. Many are chaotic, some neutral, some both. All harpies keep some form of their wild self, be it in their neutrality, or their chaotic nature.
Size. Harpies normally stand at around 4'6" and weigh about 90 pounds. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Talons. Your talons are natural weapons, which you can use to make unarmed strikes. The damage die for your unarmed strike is a d4, and it deals slashing damage instead of bludgeoning damage.
Winged. You have a flying speed of 40 feet. You cannot use this flying speed if you are wearing medium or heavy armor or if you are encumbered.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 30 ft. of the harpy that can hear the song must succeed on a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed saving throw the target is charmed by you until the song ends. You must take a bonus action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are is incapacitated.
Creatures charmed by this feature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
You must finish a short or long rest before you can use the luring song again.
Languages. You can speak, read, and write Common and Auran.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|4′ 0″||+1d10||90 lb.||× 1d4 lb.|