Harpy Racial Characteristics1
Harpy player characters are defined by class levels—they do not possess racial hit dice, but they can take levels in the civilized harpy race class. All harpy player characters possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, –2 Intelligence: Harpies are agile combatants and persuasive orators but they are not as intelligent as typical humans.
  • Medium: Harpies are Medium creatures and have no bonuses or penalties due to size.
  • Birdlike Gait: The harpies’ legs are birdlike and are not suited to walking on land. They have a base speed of 20 ft. Because of their gait, their land speed is affected by armor and encumbrance.
  • Fly: Harpies have a fly speed of 40 ft. with average maneuverability. They cannot fly while wearing medium or heavy armor.
  • Darkvision: Harpies can see in the dark to a range of 60 ft.
  • Captivating Voice: Harpies always treat Perform (song) as a class skill. Additionally, harpies with a Charisma of 11 or higher can use charm person as a spell-like ability three times per day. The caster level is equal to the harpy’s level, and the save DC equals 11 + the harpy’s Charisma modifier.
  • Terrifying to Goblins: Goblins are terrified of harpies, who are their age-old foes. A goblin coming within 120 ft. of the harpy can smell them and must make a DC 15 Will save or flee for 1 round. A goblin that successfully saves is not subject to this effect for another 24 hours. This is a scent-based, mind-affecting fear effect.
  • Talons: Harpies has long talons on its feet, granting them two natural secondary attacks. Their talons do 1d3 damage each.
  • Weapon Familiarity: Harpies treat any weapon with the word “harpy” in its name as a martial weapon, when they gain access to martial weapons.
  • Languages: Harpies begin play speaking Common and Auran. Harpies with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll and Goblin.