Harpy

Appearance and Physiology

Harpies are winged humanoids with an unsettling blend of beauty and monstrous grace. Their upper bodies are distinctly humanoid, bearing feminine traits regardless of biological gender—long hair, soft facial structure, lack of facial hair, and visible breasts. This uniform presentation is an evolutionary adaptation to lure humanoid prey, particularly humans, by exploiting cultural assumptions of vulnerability. Their lower bodies resemble that of great birds of prey, with scaled legs ending in razor-sharp talons.   Their wings sprout from their shoulder blades, broad and powerful, composed of sleek feathers often mottled in shades of gray, rust, and black. Harpies possess sharp, piercing eyes capable of spotting movement from great distances, and their faces, though often alluring from afar, reveal a predatory cast upon closer inspection.   True sexual dimorphism is subtle—males and females are almost indistinguishable to outsiders. Only harpies themselves can reliably tell the difference, often based on pheromonal cues or minor differences in hip and leg structure. Female harpies have broader pelvic bones adapted to lay eggs larger than their own heads.   Their voices are their most dangerous weapon: smooth, melodic, and capable of magical compulsion. A harpy’s song can paralyze the will, calling the enchanted to walk willingly into ripping talons.

Habitat and Settlements

Harpies are coastal predators, nesting in craggy cliff-faces, high sea caves, and windswept coastal ledges. Their dwellings are often simple—woven from driftwood, feathers, bones, and stolen cloth—placed in hard-to-reach places where only they can fly. Their lairs reek of blood, feathers, and salt.   Though most harpies live in small clans of 4 to 20 individuals, some coastal stretches harbor entire networks of rookeries where multiple clans coexist uneasily. These are not true societies, but temporary cooperatives during times of abundance or shared nesting seasons.   Some nests are found inland, especially along steep mountainous passes, but this is rare. Harpies prefer the echoing expanse of the sea cliffs, where their song can carry far and lure wandering travelers into their talons.

Culture and Society

Harpies do not build civilization in the traditional sense. They do not cultivate land, craft tools beyond the crude, or write down their histories. Yet they are not beasts. They have language, memory, and cunning. Harpy clans share oral traditions and stories, often centered around the triumphs of their matriarchs or the tragic hubris of ensnared mortals.   Their culture is built around predation and dominance. Strength, guile, and voice define status. The strongest singer often becomes the clan's de facto leader, and contests of song—some musical, some magical—can shift hierarchies overnight.   Although some view harpies as mindless monsters, they possess intelligence nearly equal to most humanoids and demonstrate calculated behavior, especially when setting traps or choosing prey. They rarely raid villages unless food is scarce, preferring isolated travelers or small groups. In truth, they fear large, organized responses and prefer to avoid unnecessary risk.   Harpies do not mate for life, and child-rearing is communal within the clan. Hatchlings are kept in guarded ledges or hollows until they can fly. At this stage, the entire clan protects them, though they receive no gentleness—only survival-focused instruction.

Diet and Cuisine

Harpies are obligate carnivores, with a particular craving for the flesh of sapient humanoids—especially humans, who they claim taste the sweetest. This craving is not just physical but seemingly psychological. Many harpies believe that consuming the intelligent is a form of spiritual dominance.   They do not scavenge carrion and actively avoid spoiled meat. In lean times, they hunt large seabirds, fish, or marine reptiles, and they often steal eggs from cliff-nesting birds or sea drakes. They eat raw meat, preferring it fresh and still warm. Some clans will toy with their food—breaking legs or wings to prolong suffering—though others kill swiftly.   Harpies do not cook or preserve food but may store it briefly in cool coastal caves.

Technology and Magic

Their only known magical gift is their enchanting voice, an innate ability that can beguile the minds of even the strongest. However, rare harpies have been known to learn other forms of magic—through stolen scrolls, pacts with dark beings, or innate mutation. These “sorceresses” are often the most feared among their kind and may lead larger clans.

Behavior and Diplomacy

Harpies are inherently chaotic and selfish, concerned with their own survival, their clan, and their pleasures. They view other species as tools, toys, or meat, and rarely cooperate with outsiders unless it suits their needs. Some may offer misleading alliances, then turn on their partners the moment advantage tilts.   Despite this, they are not universally hostile. Some harpies become fascinated with particular individuals or groups, toying with them over weeks rather than striking at once. These interactions can become bizarre and ritualized—gifting bones, singing to the moon, or leaving twisted messages.   Harpies are feared by most mortals in Estaklyos, though a few darker cults seek to emulate or bind them. Travelers are warned never to follow music heard in the cliffs.   They do not have enemies in a formal sense, though they compete with manticores, sea hags, and chimeras in some regions. They avoid centaur patrols, who are known to kill harpies on sight. Minotaurs typically ignore them, believing them weak fools unable to wield proper weaponry and thus relying on their songs, to which some minotaurs are even known to be resistant to. Not wanting to cause themselves more problems, it is rare for harpies to attack minotaurs due to this unsteady peace.

Language and Names

Harpies have their own screeching, melodic language, filled with trills, hisses, and crooning calls that carry over long distances. They also commonly speak Estaklian and can mimic the voices of others with disturbing accuracy. Their mimicry, however, is often just off—too perfect in pitch, but too hollow in tone.   Names among harpies are fluid and often descriptive, based on how their song sounds or how they kill. Common harpy names include: Skelrisa, Threnari, Velith, Crysen, Maergai, and Sorelun. Many harpies accept or even enjoy names given by fearful mortals, especially if those names become infamous.

Religion

Harpies do not appear to worship gods. Though they may know of the divine, they show no interest in piety or reverence. Some myths claim they were once servants of Sylphoré or Thessaia, but that they were corrupted by ancient betrayal or monstrous envy. These myths are unconfirmed.

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Game Statistics

5th Edition
Ability Score Adjustment
Your Charisma and Dexterity scores each increase by 2, but your Constitution score is reduced by 2.
Size
Harpies are slightly shorter and lighter than most humans, ranging from just under to just above 5 feet tall, with a wingspan about one and a half times their height. Your size is Medium.
Speed
Your base land speed is 20 feet. You have a fly speed of 40 feet.

You cannot fly in light armor unless your Strength score is 11 or greater, in medium armor or while wielding a small or large shield unless your Strength score is 14 or greater, and in heavy armor or while wielding a tower shield unless your Strength score is 17 or greater. You cannot fly while carrying more than half your carrying capacity.
Type and Subtype
You are a Monstrous Humanoid.
Claws
Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.
Deceptive
You gain proficiency in the Deception skill.
Luring Song
As an action, you can sing a strange, magical melody. Every Humanoid, Monstrous Humanoid, and Giant except for other Harpies within 300 feet of you that can hear the song must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier), being Charmed by you until the song ends on a failure. You must use a bonus action on your subsequent turns to continue singing. The song also ends if you are Incapacitated, or you lose Concentration as though concentrating on a spell.

While Charmed by you in this way, a creature is Incapacitated and ignores the songs of other harpies. If a creature Charmed in this way is ever more than 5 feet away from you, it must move on its turn toward you by the most direct route, trying to get within 5 feet. It doesn't avoid threatened spaces, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. The targets 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 and the creature is immune to your song for 24 hours.

Once you use this feature, you cannot do so again until you finish a short or long rest.
Mimicry
You can mimic simple sounds you have heard, such as a person's voice, an animal's call, or a musical phrase. A creature that hears the sounds can use an action to make an Insight check contested by your Deception check, knowing the sound is an imitation on a success.
Languages
You can speak, read, and write Harpy and one language of your choice.

 
4th Edition
Average Height
4'9" - 5'6"
Average Weight
80 - 120 lbs.

Ability Scores
+2 Dexterity, +2 Charisma or +2 Wisdom
Size
Medium
Speed
4 squares, 8 fly (altitude limit 4). You cannot use this fly speed if you are carrying more than a normal load.
Vision
Low-Light Vision

Languages
Harpy, choice of one other
Skill Bonuses
+2 Acrobatics, +2 Bluff
Predator's Talons
You can use your talons as a melee weapon you are always proficient with (proficiency +2, 1d6 damage, light blade group, off-hand)
Mimicry
You can mimic sounds and voices you have heard. A creature that hears the sounds can detect the imitation with a successful Insight check opposed by your Bluff check.
Luring Song
You have the Luring Song power.

 
3.5th Edition
 
 
2nd Edition
Ability Score Adjustment
The initial ability scores are modified by a
AbilityMinimumMaximum
Strength MIN MAX
Dexterity MIN MAX
Constitution MIN MAX
Intelligence MIN MAX
Wisdom MIN MAX
Charisma MIN MAX
ClassMaximum
Fighter
‎ ‎ ‎Paladin
‎ ‎ ‎Ranger
‎ ‎ ‎Barbarian
Mage
‎ ‎ ‎Sorcerer
‎ ‎ ‎Specialist
‎ ‎ ‎Warlock
Cleric
‎ ‎ ‎Druid
‎ ‎ ‎Monk
‎ ‎ ‎Shaman
Thief
‎ ‎ ‎Assassin
‎ ‎ ‎Bard
Psionicist
Special Advantages
Special Disadvantages
None.
Role-Playing Suggestions
Languages
Monstrous Traits
Superstitions
Weapon Proficiencies
Nonweapon Proficiencies