Homebrew Halfling Harpy (Harpling) Species Details

When a harpy and a halfling don't love each other very much, the former abducts the latter and have forceful intercourse with the latter being devoured right after. Normally reproduction with a harpy and another humanoid race would produce yet another harpy, however the halfling contains some pretty messed up genetic genomes that even screws up the monstrous harpy genomes that was made artificiality through magic. The result is a halfing harpy or a harpling, which is a pretty bizzare mix made not through the love of two love-stricken races that the bard would tell at your local bar, but through intense and lethal non-consensual love making.

Halfling Harpy (Harpling) Traits

Your harpling features grant you various monstrous benefits.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Harpies reach maturity in their late teens and live up to one or two centuries.

Alignment

Harpling tend towards straight neutral alignments, unlike their harpy sisters.

Size

Harplings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Languages

You can speak, read and write Common and one additional language of your choice.

Flight

You have a pair of broad, eagle-like wings that sprout from your shoulders, however it's size is a bit smaller than your harpy sisters due to your short stature. When you aren’t wearing medium or heavy armor, you have a flying speed of 40 feet.

Talons

The eagle-like talons on your feet are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. You may only do this once per long rest.

Luring Song

You can use you action to sing a magical melody at one humanoid or giant within 120 feet of you that you can see and that can hear you. The target must succeed on a Wisdom saving throw DC 8 + your proficiency bonus + your Charisma modifier or be charmed for up to 1 minute. On each of your turns, you must use a bonus action to continue singing, but you can stop singing at any time. The song ends if you are incapacitated.

While charmed by your song, a target is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the song ends or until it can no longer see or hear you. If the charmed target is more than 5 ft. away from you, it must move on its turn toward you by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the you, a target can repeat the saving throw. The target can also repeat the saving throw at the end of each of its turns, ending the effect on success.

Once you use this ability, you can’t use it again until you finish a long rest.

Harpling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Hybrid Nature

Your creature type is monstrosity in addition to humanoid.

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