Alignment. Most harpies are neutral and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. Age. Harpies reach maturity by age 3. Compared to humans, they don’t usually live longer than 50 years. Flight. You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor. Talons. You are proficient with your unarmed strikes, which deal (2d4 + your Dexterity modifier) slashing damage on a hit. Unusual Anatomy. Harpies who choose to wear armor must have it specially modified to fit their taloned and winged body structure, tripling its base cost. Luring Song. You sing a magical melody, and every humanoid and giant within 300 feet of you that can hear the song must succeed on a DC 11 Wisdom save or be charmed until the song ends. A target that successfully saves is immune to your song for the next 24 hours. 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 incapacitated. While charmed by a harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the creature must move closer towards you by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also 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.
Languages. You can speak, read, and write Common.