Harpy Variants
by JohnL73Here are some variant harpies from my old files that might be useful to this discussion. Their stats are for Labyrinth Lord but should be easily used in BECMI or B/X games. I haven't written any lore that would place them in Mystara but the good news is you can create lore for these harpies that you think is best.
Name Raptrix Venomclaw Harpy No Enc 2d6 1d6 Habitat Hills, Woods and Ruins Hills, Woods and Ruins Armor Class 3 6 Hit Dice (Avg hp) 6 (27 hp) 4 (18 hp) Movement 60’/Fly 180' 60’/Fly 180' Attacks 2 claws/2 shortswords 2 claws/1 club THAC0 14 claws/16 swords 16 Damage 1d6+1/1d6+1/1d6/1d6 1d6/1d6/1d6 + poison Special Abilities nil poison & Screech Morale 8 7 Save F6 F4 Treasure XXI *2 in lair XXI Alignment Chaotic Chaotic Intelligence 11-12 (very) 11-12 (very) Size/Type Medium Monster Medium Monster XP value 600 410 Raptrix: These harpy variants have become masters of close combat at the expense of their charm abilities. A raptrix is similar to a normal harpy except that she will be bulkier and more muscular, and have a metallic sheen to her feathers and unusually large claws on their big toes, similar to those of raptor dinosaurs. Furthermore, a raptrix usually carries two weapons such as shortswords, one in each hand. Raptrixes have no voice attack, but still gain the +2 to saves against all magic
A raptrix’ feathers can be used to make scale mail armour, so as well as conventional treasure a raptrix’ feathers can sell for 2d4*5gp per pelt. Raptrixes prefer to be out in the open, especially hills and mountains where they can perch on ledges and soar on updrafts in search of prey.Venomclaw Harpy: These creatures are similar to normal harpies but have venom glands on their ankles. Anyone hit by a claw attack must save vs. poison or suffer 1d6 damage per turn until dead or Neutralise Poison is used. Furthermore once per day a venomclaw harpy may utter a terrible screech that requires all creatures apart from harpies to roll to save vs. spells. Success means the target is stunned for 1 round and cannot attack or cast spells, and can only move at half rate. Failure means the target is affected as if under a Confusion spell for 1d6 rounds.
Venomclaw harpies are found in a range of habitats, including ruins, underground and in dark, foreboding forests. When hunting prey they often use hit-and-run tactics, poisoning a target and then simply watching from a safe distance as it slowly dies. As with other harpies, venomclaws get +2 to all saves vs. magic and are immune to each others’ confusing screeches.