This is an idea I don't think I've ever used in game. It's a type of good Harpy, that doesn't share anything with the other creature of the same name except for their name and a set of wings. They have an appreciation of music and art but are hesitant to interact with other intelligent beings because they are often attacked.
Tame Harpy CR 5
N (G) Medium Sized humanoid
Init +2; Perception +7
DEFENSE
AC 18, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 53 (7d10+14)
Fort +4, Ref +7, Will +6
OFFENSE
Speed Fly 40 ft. (Average)
Melee Sword +3 (1d6)
Melee Crossbow +5 (1d6)
Melee Talons +5 (1d4)
STATISTICS
Feats: Dodge, Flyby Attack, Weapon Focus (Spear or Bow)
SPECIAL ABILITIES
3 HD: Affinity to Neutrality: The Tame gain a +4 on attempts to make peace with other creatures that are neutral in alignment (NG, NE, LN, CN). They gain +3 on saves to avoid Harpy magic.
4 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Gain +1d6 dmg for talon damage
5 HD: Peaceful Zone Song (DC 13, +1/2 additional singer): When their affinity does not make accord, their song puts intelligent beings at ease, so they can make some sort of deal with them.
6 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain +1d8 dmg for talon damage
7 HD Tactical Strike (+4 to hit; X4 dmg) When they are able to dive more that twenty feet down, usable every ten minutes. They gain immunity to charm effects, including the Harpies songs.
8 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat
9 HD: Charming Song: This is a powerful tool that the Tame Elders use. Need three rounds of uninterrupted singing and their targets must make a saving throw (Will DC 22) or fall into a sleep-like slumber for 12 hours. It can affect up to 12 targets.
10 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain 1d10 for talon damage
They are not specifically enemies with standard Harpies, but they don't agree with them on their tactics. The Tame are always trying to negotiate non-violent actions for everyone. .More than once they make amends by freeing prisoners that Harpies take hostage.
N (G) Medium Sized humanoid
Init +2; Perception +7
DEFENSE
AC 18, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 53 (7d10+14)
Fort +4, Ref +7, Will +6
OFFENSE
Speed Fly 40 ft. (Average)
Melee Sword +3 (1d6)
Melee Crossbow +5 (1d6)
Melee Talons +5 (1d4)
STATISTICS
Str 10 Dex 15 Con 12 Int 9
Wis 13 Cha 15
Base Atk +4; CMB 14; CMD 16Feats: Dodge, Flyby Attack, Weapon Focus (Spear or Bow)
Skills: Bluff +8, Diplomacy +7,
Intimidate +7, Perception +9, Perform +7 / +7 , Knowledge (Any One +7)
Languages Common, Avian, Aerial, Elf, Dwarf, Minotaur
SPECIAL ABILITIES
3 HD: Affinity to Neutrality: The Tame gain a +4 on attempts to make peace with other creatures that are neutral in alignment (NG, NE, LN, CN). They gain +3 on saves to avoid Harpy magic.
4 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Gain +1d6 dmg for talon damage
5 HD: Peaceful Zone Song (DC 13, +1/2 additional singer): When their affinity does not make accord, their song puts intelligent beings at ease, so they can make some sort of deal with them.
6 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain +1d8 dmg for talon damage
7 HD Tactical Strike (+4 to hit; X4 dmg) When they are able to dive more that twenty feet down, usable every ten minutes. They gain immunity to charm effects, including the Harpies songs.
8 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat
9 HD: Charming Song: This is a powerful tool that the Tame Elders use. Need three rounds of uninterrupted singing and their targets must make a saving throw (Will DC 22) or fall into a sleep-like slumber for 12 hours. It can affect up to 12 targets.
10 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain 1d10 for talon damage
Called the Tame by their allies and contacts, often called Tame Harpy by strangers. Appear as falcon or hawk-headed humanoid with great feathery wings and taloned claws for feet. They must use their wings for movement as their feet is ill-disposed to land transportation. They are often hunted by humanoids for their resemblance to "true harpies," which is a term the Tame despise. This is a non-evil subset that prefers lonely peaks and isolation, but because of their resemblance to their distantly related kin, are rarely gifted with peace.
They are not specifically enemies with standard Harpies, but they don't agree with them on their tactics. The Tame are always trying to negotiate non-violent actions for everyone. .More than once they make amends by freeing prisoners that Harpies take hostage.
Have a great affection of physical art, but because of their hawk wings have little capacity for it. They have sometimes hired bards to play music in a valley or other locations. When they sing they can charm foes into putting down their weapons but they do not eat flesh, they lead foes away. The worst they will do is lead charmed foes into an area trapped or otherwise inhabited by a strong foe that will punish if the creature takes its natural or instinctual actions. Their preferred lairs are remote Gothic temples that they can watch the visitors and fly undisturbed at night.