

Race: Harpy
The harpy is a creature of legend. Transformed by a cruel curse into bloodthirsty monstrosities, harpies use their enchanting voices to lure unsuspecting travelers to gruesome deaths. Yet, by accident, fate, or force of will, some harpies have managed to temper their craven urges and even join society. Did harpies crossbreed with other races? Have they evolved? Is the curse itself waning?
Untrusted Allies
Little is known about the harpies who emerge from the desolate places of the world to seek their fortunes among the civilized races. Few trust these born killers. But even fewer will turn down a harpy guide who is able to soar high to scout for safe paths, fresh game, or enemy ambushes. But when some typically harmless harpies fall under extreme stress, they can experience moments of madness when the monster within emerges. These tragic events can be difficult to predict.
Traits
This race follows the general guidelines for races in Mordenkainen's Monster's of the Multiverse for ability score increases, age, lifespan, and languages.
Creature Type
You are a monstrosity.
Speed
Your walking speed is 30 ft.
Flight
Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you are wearing medium or heavy armor.
Claws and Talons
You have claws and talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Siren Song
You know the friends cantrip and can cast this with the verbal component of singing a few notes of siren song. Starting at 3rd level you can cast charm person using this trait and the same verbal component. Once you cast charm person with this trait, you can’t do so again until you finish a long rest. You can also cast this spell using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast Charm Person with this trait (choose when you select this race).
Moments of Madness (Optional)
You inherit remnants of the deranged curse of your ancestors. Harpies vary in the degree to which this curse affects them, but many manifest moments of madness.
Under extreme stress, the curse may surface and you many lose your grip on sanity, reverting to a harpy’s bloodthirsty instincts.
After a harrowing experience, the DM may call for a madness check. Roll a Charisma saving throw against your madness DC.
| DC | Condition |
|---|---|
| 5 | Had a bad day. Good reason to be irritable. |
| 5–10 | Suffered a disappointment or setback or faced a fear/phobia or presently under pressure. |
| 11–15 | Suffered physical trauma or minor loss. Life will be different for a while. Present situation uncomfortable; unbearable for some. |
| 16–20 | Suffered major loss or failure. Life will be different for a long time. Present situation unbearable for many people. |
| 21–25 | Suffered unexpected, life-changing event, or alignment change. Present situation unbearable for all but a few people. |
| >25 | Widespread destruction. Present situation unthinkable, unimaginable by most people. |

Choose (or roll) a madness from the table below, which may afflict your character if they become stressed or exhausted. Madness can take effect in combat, on a journey, or while a harpy is sleeping.
| d8 | Madness |
|---|---|
| 1 | Clawing – In moments of madness you claw your own skin, which has left you riddled with scars. When you fail a madness check, you claw yourself once per turn (free object interaction) for 1 minute, dealing 1HP of damage, or until you succeed on a madness check at the end of one of your turns. |
| 2 | Screams - In moments of madness you scream out irrationally. The scream continues for one minute, ending earlier if you succeed on a Charisma saving throw at the end of one of your turns. While screaming, you cannot cast spells with a verbal component or converse in a spoken language. You and anyone within 30 feet of you have disadvantage on Wisdom (Perception) checks to hear sounds. |
| 3 | Bloodlust - You sleep walk (or fly) at night, seeking prey to kill. You will hunt tiny or small beasts. However, if you fail your madness check by 5 points or more, you may attack medium creatures, including, potentially, allies (10% chance). |
| 4 | Mad laughter - You may laugh irrationally at the suffering of others, glory in spilled blood with victorious laughter, or engage in other similar bouts of insensitivity. You may erupt into mad laughter at inopportune times as recollections of violence come into your thoughts. |
| 5 | Mutilation - When you reduce an enemy to 0 HP, you must succeed on a madness check or spend your next turn making claw attacks on the already-downed enemy. |
| 6 | Confusion - When you fail a madness check, you suffer the effects of the spell confusion for one minute or until you succeed on a madness check at the end of your turn. |
| 7 | Seduction - In moments of madness you will attempt to lure a creature into being alone with you. If you succeed, you will attack the creature as soon as they are vulnerable. You will continue attacking for one minute until you succeed on a madness check at the end of your turn, at which point you return to sanity. |
| 8 | Visions - When you fail a madness check, your mind fills involuntarily with visions of violence and gore. Unable to suppress these horrific scenes, you suffer three levels of exhaustion for one minute, or until you succeed on a madness check at the end of your turn. If you fall prone and curl into a fetal position, you can take advantage on the madness check. |
Version History
| Date | Version | Change |
|---|---|---|
| 2023.05.23 | 1.0 | Initial release for the Roll20 Guild Life Dunhalen campaign setting. Art credits: Midjourney tool (v6). |
Design Notes
Flaws are the often the most important part of character design in roleplaying, as well as in books, comics, and movies. The harpy race is mechanically similar to aarakocra, but it includes a built-in flaw and potential prejudice that provides a perfect backdrop for roleplay.
In literature and TV shows, non-human characters act like a funhouse mirror to reflect and exaggerate part of what it means to be human. We all struggle with inner demons. A harpy's are just a little harder to hide.