Mythic Odysseys of Theros includes two types of harpy, one weaker than the basic Monster Manual harpy and one stronger:the CR 1/8 blood-toll harpy and the unique, CR 5 Nyxborn creature Aphemia. (Fun trivium: “Aphemia” comes from Greek roots meaning “no-voice,” and it’s the clinical name for a type of aphasia in which the ability to speak is lost or severely impaired—appropriate for a creature whose “song” consists of cacophonous noises.)
The blood-toll harpy is a simple—let’s be honest, simplistic—creature. Because of its low challenge rating, it’s always encountered in flocks, outnumbering level 1 player characters two to one and level 2 or higher PCs three to one. Even at level 3, three blood-toll harpies per PC are fairly easy to dispatch; at tier 2 and above, they’re nothing more than a minor hazard, and better to leave them as such than to waste your players’ time with a superflock of 40 or more. As often as not, you’re going to want to speed up the encounter by using mob attacks (chapter 8 of the 2014 Dungeon Master’s Guide, chapter 3 of the 2024 DMG) anyway.
If you are using mob attacks, remember that each blood-toll harpy makes two attacks. Its Bite and Claws attacks are functionally identical, the only difference between them being damage type (piercing vs. slashing), which as we all know is really no difference at all. Also remember that its Blood Frenzy trait gives it advantage on attack rolls against wounded targets. If you’re using 2014 rules, which instruct you to assume one hit per creature with Multiattack, add an extra hit for every two harpies beyond the first, rounded down, against an unwounded target; and assume three hits for every two harpies, rounded down, against one who’s wounded to begin with. If you’re using 2024 rules, use the Normal column against an unwounded target, but if this gives you more than one hit, add one for every three harpies beyond the first; against a target who’s wounded to begin with, use the “With Advantage” column of the Mob Results table.
Blood-toll harpies are shock attackers with a normal self-preservation instinct. They attack for two rounds, after which all surviving harpies fly away, using the Dash action (they’re not smart enough to Disengage).
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