Harpy

* **Ability Score Increase.** Cha +1, Dex +2
* **Age.** Harpies reach maturity at about the same age as a human, And live up to 80
* **Aligment.** Most harpies tend to lean towards chaos, for the law of the wild is what they follow, not that of civilizations. Harpies love to torture and taunt their prey before they kill and consume it, causing them to be considered evil above all else.
* **Size.** Harpies range from 5 to 5 and a half feet tall and have slender builds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Winged.** You have a flying speed of 40 feet. In order to fly, you need to be wearing armor that is light or medium. Your fly speed is 0 when you wear heavy armor.
* **Grasping Talons**. The talons on your hands and feet are considered natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
	+ *Additionally, You have advantage on grapple checks while flying. On a successful grapple and on each of your turns that you maintain the grapple, the target takes 1d4 piercing damage from your talons. While you have a creature grappled in this way, you can attempt to lift the target into the air with you. Make a Strength (Athletics) or Dexterity (Acrobatics) check of DC 10 for a small creature, 14 for a medium creature, or 18 for a large creature. On a successful check, you can fly at your full speed of 40ft. On a failure, you can only move half your speed. If your check is less than half of the required DC (5, 7, or 8 respectively), you are unable to lift the creature, and can only drag them along the ground. If you or your target end the grapple while airborne, the target falls.*

* **Luring Call.** Starting at 3rd level, you can use your action to perform a beautiful song or unleash a horrifying screech. A number of humanoids and giants equal to your Charisma modifier divided by 2 (minimum of one) up to a 30 foot radius, must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), on a failed save, choose one of the following effects:
	+ The target creature becomes charmed. A charmed creature is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from you, it must move on its turn towards you by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the target can repeat the saving throw with advantage. Whenever the target takes damage from a source other than the harpy, the target can repeat the saving throw again. The charmed target 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.
	+ The target creature becomes frightened of you. The target can repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
	+ You must take a bonus action on your subsequent turns to continue singing or screeching. You can stop at any time. The song or screech ends when you are incapacitated. A target that successfully saves is immune to this ability for the next 24 hours. Once you use this trait, you can't use it again until you finish a long rest.
* **Languages.** You can speak, read, and write Common and Avian.