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Harpy as a Race/ Harpy Racial Progression

by Jamie Baty

Bloodthirsty and cruel, harpies are a mix of human female and bird. There are no male harpies. Legends tell of a Chaotic Immortal who created them as a parody of the faenare.

Personality: Deadly, cruel and, well, evil. Harpies bear no sentimentality, compassion, or empathy. They live to charm their victims, lure them to their nests, use them as necessary, and when the victim's usefulness ends, tear the victim apart as violently as possible to feed the scream.
Harpies are even brutal to their own kind- elderly harpies are killed or driven off by the scream, and the first-hatched harpy often pushes other eggs out of the nest to destroy them.

Physical Description: Harpies have the upper bodies of an unattractive to hideous woman and the lower torso and legs of a vulture. They are roughly the same height of a human woman, although slightly heavier.
Some harpies like to dress in beautiful clothes to accent their repulsive appearance and mock humanoids (humans in particular.)
Harpies dislike armour, but may wear it if their class levels allow it. Most prefer protective magic. They may use weapons with their hands, preferring melee weapons. They also have talons on their hands that may be used as natural weapons.

Relations: Harpies are dangerous to any living creature around them. Anything within earshot is likely to become a harpy meal (often though the most painful ways possible.) Harpies in particular like to eat Elves and Halflings. As a result, they are usually killed or driven off when discovered.
Alignment: Harpies are usually chaotic and evil. They are rarely lawful or good.

Harpy Lands: Harpies are social creatures, living in tribal groups known as screams. They can be found throughout the Known World- nesting in distant crags, secluded woodlands, on sea cliffs and islands in the Sea of Dread to mention a few places. Some have found their way to the Flying City of Serraine.

Religion: Harpy religion is a mystery. They do possess clerics who worship some of the entropic Immortals, but not much is known on the whole. Harpy clerics who do not worship a particular Immortal can choose two of the following domains: Air, Evil or Trickery.

Language: Harpies speak their own language. They may also know Auran, Draconic, Faenare, Sylvan, and other Local languages.

Names: Harpy names tend to be corruptions of Thyatian female names. They may also be corruptions of the female names in cultures near their nests. Some examples are Geralda and Ssilantha.

Adventurers: Harpy adventurers often go on adventures because they were forced out of their nests. Some seek to permanently leave, others seek power in order to return later and get revenge. Less frequently, they are driven by the need to find new food sources or better areas to start a nest.

Harpy Racial Traits:
+4 Dex, -4 Intelligence, +2 Wisdom, +6 Charisma.
Medium size.
A harpy's base land speed is 20 feet. It has a fly speed of 80ft (average).
Racial Hit Dice: A harpy begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort+2, Ref+5, Will+5.
Racial Skills: A harpy's monstrous humanoid levels give it skill points equal to 10 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Intimidate, Listen, Perform (Sing or Oratory), Spot, and Survival.
Harpies have a +4 racial bonus on Bluff and Listen checks.
Racial Feats: A harpy's monstrous humanoid levels give it three feats.
Weapon proficiency: A harpy is proficient with all simple weapons.
+1 natural armour bonus.
Natural Weapons: 2 claws (1d3)
Darkvision 60ft
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.
Automatic Languages: Harpy. Bonus Languages: Auran, Draconic, Faenare, Sylvan, Local languages
Favoured Class: Fighter
Level Adjustment: +3.

Harpy Racial Progression
The table below gives an optional level progression for harpy players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the harpy will be the same as if created normally.

Table: Harpy Racial Progression

Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d8 +1 +0 +2 +2 (2+ Int Mod) x4 +2 Dex, -4 Int, +2 Cha; Captivating Song (100ft spread); 2Claws (1d2); Starting Feat.
2nd 1d8 +1 +0 +2 +2 --- +2 bonus to Bluff and Listen Checks
3rd 2d8 +2 +0 +3 +3 2+ Int Mod +2 Wis; +1 natural armour
4th 3d8 +3 +1 +3 +3 2+ Int Mod 2 Claws (1d3); Captivating Song (150ft spread); Feat.
5th 4d8 +4 +1 +4 +4 2+ Int Mod +2 Dex
6th 4d8 +4 +1 +4 +4 --- +4 bonus to Bluff and Listen Checks

5d8 +5 +1 +4 +4 2+ Int Mod +2 Cha
8th 6d8 +6 +2 +5 +5 2+ Int Mod Captivating Song (200ft spread); Feat
9th 6d8 +6 +2 +5 +5 --- Captivating Song (250ft spread)
10th 7d8 +7 +2 +5 +5 2+ Int Mod +2 Cha; Captivating Song (300ft spread)