Please note, there is digital nudity on this page of bare breasts. That is a harpy traditional and lore. So if you are offended by fantasy art breasts, then please move on or leave the site, thanks!
Harpies on Legon are much more prevalent now that Magic has returned.
There are four types of harpies: Base, Banshee, Veloca and Empress.
In a quick overview, the base Harpy is just that. A harpy. The Banshee Harpy is a bit more heartier and has a few extra tricks up her sleeves. The Veloca Harpy is a powerful creature, like a banshee that moves and flies twice as fast. Then the leader of the kind, very few exist, the Empress Harpy.
Lets get the basics out of the way. Every harpy has the abilities of a base Harpy.
Harpy (base)
Much like the DnD 5e, this is your typical everyday Harpy.
Multiattack. The harpy makes two attacks: one with its claws and one with its club/dagger/weapon. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy can sing a magical melody in two ways. They can sing for an individual that the harpy has zeroed in on. If that single individual is within 300 feet of the harpy they must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends. They can also sing for a range of people, within 300 feet. Anyone hearing the song has to save on a DC 11 Wisdom. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy 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, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A 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.
A target that successfully saves is immune to this harpy’s song for the next 24 hours.

Banshee Harpy
A Harpy that is heartier than the normal one and has an option to charm an individual person or a band of them.
Veloca Harpy
They are a bit stronger than the Banshee, but can fly and move at incredible speeds, doubling everything from fly, movement, and even attack (4 attacks). Downside, lower constitution and short life span.
Harpy Empress
A leader. She will have a name, will have one legendary move, three attacks, powerful charm ability, a legion of harpies at her command and vultures as well. Taking her one is something you have to plan for.
Multiattack. The harpy makes two attacks: one with its claws and one with its club/dagger/weapon.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy can sing a magical melody in two ways. They can sing for an individual that the harpy has zeroed in on. If that single individual is within 300 feet of the harpy they must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends. They can also sing for a range of people, within 300 feet. Anyone hearing the song has to save on a DC 11 Wisdom. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy 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, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A 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.
A target that successfully saves is immune to this harpy’s song for the next 24 hours.