Homebrew Forest Harpy Species Details

Forest harpies are an inquisitive people often seeking out secrets and exploring every nook and cranny of their surroundings as they see fit. They typically live in tribes or communities within heavily wooded areas not yet ravaged by civilization. They are extremely communal and rarely have any sense of division or competition between tribes within the same forest. However, they are fiercely territorial against individuals originating from other forests as they are seen as potentially threating deviations to the order of the forest. 

Forest harpies are quite wise and often serve as druids or overseers of the local habitats of the forest they call home. They spend great deals of time watching the on goings of the inhabitants of the forest and intervene where and when they deem appropriate to maintain balance and prosperity between the creatures of the forest. They do not do this out of goodness but rather an understanding that relative balance and prosperity reduce the aggressive actions of dangerous threats to the harpies. They believe information and control of the surroundings is the best tools for a successful life for the majority. 

They often make homes in the canopy by shaping young limbs and vines together into huts and buildings, so that as they grow they fuse and form into stable solid structures for as long as the forest lives. 

Forest Harpy Traits

The traits of the forest harpy help it to survive in the forest and help it hunt it's prey

Nimble Claws

Due to forest harpies lack of hands you can only hold objects with your wings when not flying. Similarly you cannot perform any tasks requiring fine motor skills or decent amounts of strength with them such as smith, use a weapon, or operate latches or locks.

As such they have nimble claws and can manipulate objects with them as if they were hands. This allows them to use and wield items with the claws while flying.

Enthralling Song

As an action you may use this ability to cause one creature that can hear you within 60ft to make a Charisma saving throw DC is equal to (8+ CHA).
On a failure the target takes 1d6 psychic damage and treats you as an ally until the start of your next turn.

Ability score

Your Dexterity and Wisdom scores increases by 2, and your strength score decreases by 2.

Dive

If you move at least 15ft on your turn you may make a dive melee attack against them with your talons. This does 1d10 slashing damage and doesn't provoke opportunity attacks by other creatures.

Language

You can speak, read, and write Common, One rare language, and one language of your choice