Homebrew Amparaam Species Details

"It's eyes gleam like the harpies', it's true. Its talons are just as sharp, too. But the beast has no song, only feathers and claws; are they sisters, perhaps? Needs review."

—Professor Rea S. Archer, on the newly discovered "Hookwing"

The amparaam are a species of intelligent avian creatures that occupy remote corners of the wilderness. Few ever encounter them, and fewer return without scars of some kind. They bear a striking resemblance to the common harpy, in both appearance and behavior—the relationship between the two is an area of active study. 

Appearance

Amparaa are a macabre blend of human and bird, perhaps mistakable for a fey creature. Like their supposed relatives, they have humanoid heads and torsos, and powerful taloned legs more like a raptor's. Their bodies are covered in waxy plumage that protect them from the elements.

They each have a giant pair of wings in place of arms, each wing bearing three clawed fingers that together resemble a hand. These wings, together with their stiff fan of tailfeathers, grant them a limited gift of flight.

Their skin and eye colors cover the full range of human coloration, and their feathers take on the same colors as human hair.

The Sky Gremlins' Two Loves

Amparaa are known, first and foremost, for their ability to hunt. Organizing in small hunting parties, they move quickly and claim all they find as theirs—much to the dismay of any living creatures that aren't keen on feeding them. They frequently employ environmental hazards, martial weapons, and even stolen machinery in their hunts. They're born with sadistic impulses, and they delight in tormenting their targets. Some are content simply scaring their victims, perhaps snatching a valuable trinket or two; others choose to eat their quarry alive over the course of several hours. This sadism manifests differently among individuals, but it's decisively an unpleasant experience to be a prey item to a team of hookwings.

However, among their own kind amparaa are cooperative and highly social. Most live in small communities, with around 5-10 families apiece, and many are uncomfortable traveling alone. Social interaction is a requirement for their mental health, to the point where a hookwing starved of company will start making friendly conversation with their captives.

They're also quite danger-averse, and very aware of their survival. They feel safest in groups; avoid targets that they can't easily overpower; flee at any major sign of trouble; and would often rather starve in safety before risking their lives in a straight fight.

A Rare Sight, Rarely Welcome

Amparaa share a reputation with harpies as aggressive manhunters, so while they don't often appear near heavily developed settlements, they're typically met with apprehension—if not outright hostility—when they do. Most don't mind this, since urban lifestyles aren't really that appealing to them; but for the rare few that want to live among other peoples, that monstrous reputation is an obstacle over which mutual trust needs to be built.

That being said, hookwings that successfully integrate into other societies tend to fare pretty well. They're relatively fast learners, and many have been known to take up unique occupations: some have become entertainers, smiths, merchants, knights, and even wizards. Those that retain their will to hunt often find themselves captaining teams of rangers.

Origin

It's not entirely clear where the species came from. A few scientists believe that they're the result of a speciation event that separated them from harpies, selecting for physical strength over innate magic. Some magical experts wager that they're the result of some sort of misapplied transmutation. However, it is known that they're able to reproduce as typical animals can.

It's equally unclear whether an amparaa can be cursed into existence as a harpy can, but their body plan has been successfully reproduced by True Polymorph.

Names

Amparaam names typically follow the conventions of whatever language a child's parents speak. They seem to have a bias toward soft consonants.

Amparaam Traits

Amparaa are built with exceptional strength, forsaking the harpy's magical charms for greater physical prowess. However, they are terrestrial flying creatures—plan accordingly.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

Amparaa typically live to be 35-50 years old. They reach adulthood in 10 years.

Alignment

Amparaa typically tend towards evil, having a host of self-serving instincts—including instinctual joy at the expense of others. However, it isn't unheard of for them to lean neutrally, or even toward good.

Size

Amparaa typically stand between 4-5 feet tall, with 9 to 12-foot wingspans. They weigh 60-100 pounds on average. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Talons

The talons on your wings and feet are natural weapons. You have proficiency with unarmed strikes, which deal 1d4 slashing damage on a hit.

Limited Flight

As an action, you can unfold your wings and fly. You grant yourself a flying speed of 30 feet, which lasts for 30 seconds or until you land to end it early. To use this feature, you can't be wearing medium or heavy armor, and any item you're holding must have the Light property or be dropped. You may not make weapon attacks or cast the somatic components of spells during your flight.

You may use this feature as many times as your Constitution modifier, with a minimum of 1 use. All expended uses are recovered when you finish a long rest.

Predator's Rush

Whenever you take the dash action on your turn, you may attack, grapple, or shove as a bonus action at the end of your dash. Alternatively, you may spend that bonus action to use your Limited Flight feature.

Hydrophobia

You're exceptionally allergic to drowning. Your base swimming speed is 0.

Languages

You can speak, read, and write Common and Elven.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2021 10:36:10 PM
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