TEXT:  
   
   
   
   Official Game Rules for  Legendary Quest  
   By     
   John Kirk  
  Edited by 
  Genevieve Burt 
   
  legendaryquest.com     
  The Monsters of the Mediterranean and Legendary Quest are trademarks of LoreWeaver, Inc.
  October 28, 2003 
  
    
  The Monsters of the Mediterranean 
  ii 
  
    
  The Monsters of the Mediterranean 
  iii 
  he Monsters of the Meditteranean The Grimoire of Game Rules and all associated books (The Tome of 
  Terrors, The Lexicon of Lore, The Manual of Mythology, Celtic Creatures and Nordic Nightmares, The Monsters 
  of the Mediterranean, and The Handbook of Hazards and House Rules) are Copyright 1996-2002 by 
  LoreWeaver.   All rights reserved.  You may make unlimited electronic copies of this book and may print out 
  individual copies for your own personal use; provided the work is copied in its entirety and you make no 
  alterations to its content.  You may make limited numbers of hard copies at a printing service (no more than 5 
  copies at a time), provided said printing service does not otherwise act as a publishing house and provided 
  said printing service charges fees for the copies that are commensurate with its general copying services.  You 
  may be reimbursed by the recipients of those copies for the copy fees, but may not otherwise charge those 
  recipients any amount over this cost. 
  In other words, if you try to sell this book for profit, we’ll sue the pants off of you.  On the other hand, if you are 
  a publishing house that wants to sell this book for profit, get a hold of us and we’ll talk turkey.  (Note:  If you’re 
  one of those “publishing houses” that charges its writers for the privilege of having you publish their books, 
  don’t even bother asking.  Real publishers pay writers, not the other way around.) 
  All characters are fictional; any resemblance to persons living or dead is purely coincidental. 
  LoreWeaver intends to protect its interests in this game to the full extent of the law.  However, it does not 
  intend to hinder free discussion concerning the game or its contents.  If you wish to create, produce, and/or 
  publish a Legendary Quest™ supplement (book, module, etc.) or other derivative work, please send an 
  explanatory e-mail to loreweaver@legendaryquest.com for terms and conditions.  (We’ll be reasonable if you 
  will.) 
  The Grimoire of Game Rules™, The Manual of Mythology, The Tome of Terrors, Celtic Creatures and 
  Nordic Nightmares™, The Monsters of the Meditteranean™, The Handbook of Hazards and House Rules™ 
  and Legendary Quest are trademarks of LoreWeaver, a business based in Albuquerque, NM. 
  Any questions or comments about this book or Legendary Quest should be directed to 
  loreweaver@legendaryquest.com.  Or, if you prefer, visit us at our website at www.legendaryquest.com. 
  Most of the illustrations in this book are selected woodcuts, drawings, and etchings taken from old artisans 
  (such as the famous woodcut master Albrect Dürer).  However, some of the drawings of the various faery 
  races (elves, dwarves, orcs, and nymphs) were created in modern times by Matthias Bäuerle.  As their creator, 
  Matthias Bäuerle retains all rights to his works but has allowed us to incorporate them with the same copyright 
  restrictions described above.  If you like Matthias's work and would like to contract his talents for your own 
  commercial venture, feel free to contact him at Alerionh@alerionh.de. 
   
  www.legendaryquest.com 
   
  October 28, 2003 
   
   
   
  T
  
    
  Acknowledgements 
  iv 
    
  The Monsters of the Mediterranean 
  iv 
   
  A game as highly developed as Legendary Quest™ could not exist 
  exclusively from the writing and playtesting of only a few authors.  
  Many wonderful suggestions came from others deserving 
  tremendous credit. 
  Matt "the Orc" Ault, David "Run Away" Bailey, Justin "BAMF" 
  Bailey, Bill "Silver Tongue" Beezley, Blake "Axe-Man" Brandt, 
  James "the Thief" Bockmon, Bob Brown, Mike "the Original" Brown, 
  Dan “Eeepster” Budd, Dan "Paranoid" Coppersmith, Gregg 
  "Bundyman" Fiehler, Howard "Horseshoe" Hampton, Rich 
  “Shakespear” Higgason, Tom "Thank you, sir, may I have 
  another?" Hildrich, Darren “Private Eye” Hinesley, Dave “Weasel-
  Master” Julian, Melissa "Cat Burglar" Kirk, Andy "Please pass the" 
  Mayo, Jason "I've got 5th level Fire Darts!" McDowell, Charles 
  "Parasite" Nickell, Ben "Tyrone" Rhodes, Job "you killed my horse!" 
  Roberts, Sherry "the Wench" Steinberg, Curt "the Evil" Suddarth, 
  Mike "Archmage" Valet, Paul "the Oppressor" White, Brandi “Dark 
  Sorceress” Wilson, and Karl “Frankenstein” Winters contributed 
  years of playing and playtesting Legendary Quest™.  Thanks go to 
  them for their efforts. 
  We must also thank John “Gunsmith” Coulborn for his research and 
  suggestions on medieval arms and armor and for introducing us to 
  the wargaming aspects of fantasy role-playing.  Without him, we 
  would not have a fine system of detailed combat rules. 
  A special salute goes to the co-authors of some of Legendary 
  Quest's other books: The Manual of Mythology™ and The 
  Lexicon of Lore™.  Denys "Crafty" Carrico-Bockmon, Mark "you 
  should have killed me when you had the chance" Chester, Mike 
  "Clavdivs" Patrick, and Leroy "the Eccentric" Hills. 
  For all her considerable efforts in pointing out my many flaws 
  without inflicting permanent damage on my sensitive ego, I must 
  thank Genevieve "Word Warrior" Burt, my overworked editor.  Her 
  husband, Marlin “Sheep Wielder” Burt, also expended much effort 
  in preparing the illustrations found in the various LQ books, and to 
  him I am indebted. 
  To all the others who have played and enjoyed Legendary Quest™ 
  for only a short time, thank you for all the much needed support and 
  enthusiasm.   For those neglected in these acknowledgments, 
  please forgive our forgetfulness.  Be assured the oversight was not 
  intentional.  In the rush to complete this work, much could have 
  easily eluded us in the last moments before the final printing. 
  John Kirk  
   
  
    
  Table of Contents 
  v 
    
  The Monsters of the Mediterranean 
  v 
  Introduction 
  1 
  Monster Layout 
  2 
  Habitat: 
  2 
  Life Style: 
  2 
  Wealth Type: 
  2 
  Alignment: 
  2 
  Cunning: 
  2 
  Speed: 
  2 
  Strength: 
  2 
  Size: 
  2 
  Special Characteristics: 
  2 
  Origin: 
  3 
  Recovery Time: 
  3 
  Combat Level: 
  3 
  Attack Modes: 
  3 
  Dam/Attack: 
  3 
  Attack Bonus: 
  3 
  Defense: 
  3 
  Absorption: 
  3 
  Damage Tolerance: 
  4 
  E.P. Value: 
  4 
  Description: 
  4 
  The Bestiary 
  5 
  Afrit 
  5 
  Ahl-Al-Trab 
  6 
  Akh 
  6 
  Ammut 
  8 
  Ant, Indian 
  9 
  Apedemak 
  10 
  Arachnidae 
  11 
  Arimaspian 
  12 
  Automaton 
  13 
  Ba 
  19 
  Baboon 
  20 
  Baboon, Giant 
  20 
  Blemmyes 
  21 
  Boar, Calydonian 
  22 
  Bucentaur 
  23 
  Camel 
  24 
  Catoblepas 
  25 
  Centaur 
  26 
  Centauro-Triton 
  26 
  Cerberus 
  27 
  Chimera, Grecian 
  28 
  Cobra, Giant 
  29 
  Cyclops 
  29 
  Daemon 
  31 
  Djinni 
  32 
  Dracaena 
  34 
  Dragon, Babylonian 
  35 
  Dragon, Ethiopian 
  36 
  Drako 
  37 
  Duamutef 
  38 
  Efriti 
  40 
  Ekimmu 
  41 
  Elephant 
  42 
  Empusa 
  42 
  Erinys 
  44 
  Frog, Hyperborean 
  45 
  Genomus 
  46 
  Ghoul 
  47 
  Giant, Argus 
  49 
  Giant, Cacus 
  50 
  Giant, Gegenees 
  51 
  Giant, Geryon 
  52 
  Golem 
  53 
  Gorgon, Grecian 
  55 
  Gryphon 
  56 
  Harpy 
  57 
  Harpyiai 
  58 
  Hippocampus 
  59 
  Hippogriff 
  60 
  Hippopotamus 
  61 
  Horse of Diomedes 
  62 
  Hydra, Grecian 
  62 
  Hyena 
  64 
  Imdugud 
  66 
  Jackal 
  67 
  Jinni 
  68 
  Ka 
  69 
  Kampe 
  69 
  Ker 
  71 
  Khnum 
  72 
  Khons 
  73 
  Khu 
  74 
  Lar 
  77 
  Larvae 
  78 
  Lemures 
  79 
  Leucrocota 
  80 
  Limos 
  80 
  Lion 
  81 
  Lion, Nemean 
  82 
  Lotus Tree 
  83 
  Manes 
  84 
  Manticore 
  85 
  Minotaur 
  86 
  Mongoose, Giant 
  87 
  Monoceros 
  88 
  Mummy 
  89 
  Naga 
  93 
  Nymph 
  97 
  Dryad 
  100 
  Nereid 
  101 
  Oread 
  101 
  Sylph 
  101 
  Vila 
  101 
  Orthrus 
  103 
  Pan 
  104 
  Faun 
  107 
  Leshe 
  107 
  Satyr 
  108 
  Urisk 
  108 
  
    
  Table of Contents 
  vi 
    
  The Monsters of the Mediterranean 
  vi 
  Penates 
  110 
  Phoenix 
  111 
  Rakshasa 
  112 
  Rhinoceros 
  113 
  Roc 
  113 
  Scarab, Giant 
  115 
  Scylla 
  115 
  Sefert 
  116 
  Sheep, Poisonous 
  117 
  Siren 
  118 
  Sobek 
  119 
  Sokar 
  120 
  Sphinx 
  121 
  Stymphalian Bird 
  125 
  Ta-Bitjet 
  127 
  Tawaret 
  128 
  Tiger, Bengal 
  129 
  Triton 
  130 
  Uraeus 
  131 
  Vulture, Giant 
  132 
  Vulture Mother 
  133 
  Wadjyt 
  134 
  Were-Tiger 
  134 
  Yeti 
  136 
  Zephyr 
  137 
  The Bestiary Tables 
  138 
  Complete Bestiary List 
  138 
  Aerial Creatures 
  139 
  Angels, Demons, and Devils 
  139 
  Animals 
  139 
  Arabian / Babylonian / Sumerian / 
  Persian Creatures 
  139 
  Beautiful Humanoids 
  139 
  Bugs (Arachnids/ Insects/ Worms)139 
  Canines 
  139 
  City Dwellers 
  139 
  Cloud Dwellers 
  140 
  Combinatorial Creatures 
  140 
  Desert Dwellers 
  140 
  Dragons 
  140 
  Earth Dwellers 
  141 
  Egyptian Creatures 
  141 
  Elementals  
  141 
  Enchanted Forest 
  141 
  Equestrian Creatures 
  141 
  Felines 
  141 
  Forest Dwellers 
  141 
  Fresh Water Creatures 
  142 
  Good Creatures 
  142 
  Greek/Roman Beasts 
  142 
  Monstrous Beasts 
  142 
  Mountain Dwellers 
  143 
  Nocturnal Creatures 
  143 
  Plains Dwellers 
  143 
  Poisonous Creatures 
  143 
  Powerful Spellcasters 
  143 
  Reptilian / Amphibian Creatures144 
  Repulsive Creatures 
  144 
  Sea Dwellers 
  144 
  Sewer Dwellers 
  144 
  Shape Changers 
  144 
  Swamp Dwellers 
  144 
  Undead Creatures 
  144 
  
    
  The Monsters of the Mediterranean 
  1 
    
  The Monsters of the Mediterranean 
  1 
   
  Introduction 
  The entirety of this book is reference material for the game of Legendary Quest™.  More specifically, it is a reference book 
  for the game referee, or Overlord.  If your intentions do not include acting as a game referee, you have no need to read this 
  volume.  In fact, reading it may diminish your fun as many of the mys teries of the game are explained here in detail.  On the 
  other hand, if you do intend to take on the role of Overlord, this book will prove invaluable. 
  This book assumes that you already own a copy of The Grimoire of Game Rules™, The Lexicon of Lore™, and The 
  Manual of Mythology™.  The Grimoire contains all of the basic rules governing character generation and combat, the 
  Lexicon contains the game’s mage spells, and the Manual holds descriptions of the gods along with the priest spells. 
  The Monsters of the Mediterranean™ is a book filled with creatures lifted from the mythologies of the lands surrounding 
  the Mediterranean Sea.  Having the name of an ocean in the title is doubly appropriate, though, in that the mythologies of all 
  of the lands surrounding the Mediterranean are integrally tied to its waters. 
  It is not surprising that the Greek myths place so heavy an emphasis on the sea, since they were largely a seafaring people.  
  At its height, Athens had the greatest navy in the world and used it to good effect in expanding its influence.  Predictably, 
  many Greek tales are set upon the waves.  Jason seeks the Golden Fleece in his trusty ship Argo, Odysseus sets sail many 
  times on an almost endless quest to get home after the Trojan war, and Perseus crisscrosses the Mediterranean to gain the 
  equipment he needs to slay Medusa.  Along the way the heroes encounter harpies, Cyclops, nymphs, witches, sirens, and 
  more.  Even the Illiad, Homer’s literary masterpiece defining the Hellenistic age, describes the sacrifices that the Achaeans 
  (Greeks) must accept in moving their armies across the sea to Troy in order to recapture the beautiful Helen. 
  The Babylonian/Mesopotamian myths similarly focus on the chaotic nature of the sea, which they identify with a tremendous 
  many-headed serpentine dragon named Tiamat.  This dragon of chaos was furious with the gods for having disturbed her 
  rest with their constant chattering and bickering.  Consequently, she began giving birth to scorpion-men, griffons, dog-
  headed men, and a host of other abominable creatures.  Her intent was to build up an army powerful enough to destroy the 
  gods.  The deities were frightened, but nobody would step forward and challenge the mighty serpent.  Finally, Marduk (Baal) 
  volunteered to battle the serpent provided he be declared ruler over all gods should he succeed.  With no other options, the 
  gods readily agreed.  Needless to say, Marduk slew Tiamat.  After doing so, he cut her body in half.  One part Marduk used 
  to fashion the vault of the heavens while the other he used to form the land.  Tiamat’s salty blood drained away from the land 
  to fill the oceans.  In this way, the world and oceans were formed.  
  The Egyptians have a very similar creation myth, although theirs is tied closely with the Nile floods rather than the 
  Mediterranean into which they flow.  Every year the waters of the Nile River, which was itself worshipped as the god Hapi, 
  flood the banks and deposit vast quantities of rich fertile soil.  When the waters recede, small hillocks first emerge which 
  grow into small islands that finally connect together in a single continuous whole to form the Nile valley.  This yearly cycle 
  replays the Egyptian creation myth.  In this story, at the beginning of time only the chaos of the ocean, Nun, existed.  At 
  some point, Ptah (or Ra depending on which Egyptian priest you question) created himself through his own force of will.  
  Observing that he had no place on which to stand, Ptah made the waters of chaos recede and thereby created land.  Shortly 
  after this grand act of creation, Ptah created the other gods.  First he created Shu (air) and Tefnut (moisture) who gave birth 
  to Nut (heaven) and Geb (earth).  These, in turn, bore the other gods as offspring.  The Egyptian gods, most of whom are 
  minor, number in the hundreds.  Many of them are depicted as men with animal heads or as monstrous combinations of 
  different beasts.  It is from these sources that this book draws most of its materials from the Egyptian arena.  
  As you can see, the myths of all three cultures are closely tied with the waters of the Mediterranean.  Presented in this book 
  are only samples of those available, but hopefully they will give you a sense of the beliefs and fears of the people of these 
  ancient lands as well as present your players with some memorable encounters.  If, in some small way, these materials can 
  accomplish both goals simultaneously, then I will feel that all of the hard work that was put into writing them will be justified.  
  Well, that’s enough background.  Let’s get on with the fun. 
   
   
  
    
  Introduction to The Bestiary 
  2 
    
  The Monsters of the Mediterranean 
  2 
  Monster Layout 
  This book is filled with fantastic beasts taken purely from 
  Greek, Babylonian/Sumerian, and Egyptian mythology.  
  In this way, these monsters are quite distinct from those 
  found in The Tome of Terrors™ and Celtic Creatures 
  and Nordic Nightmares™.  However, the layout of the 
  creatures found in this book is identical to that of the 
  other volumes.  Since The Tome of Terrors™ provides 
  highly detailed explanations of what the various sections 
  in each monster description represent, there is little need 
  to mindlessly repeat ourselves here since that would 
  simply waste valuable space that is better spent on new 
  monsters.  Consequently, only brief definitions are 
  provided.  For further information on the specific 
  meanings of various terms, please see their definitions in 
  The Tome of Terrors. 
  Habitat:  
  Provides a description of the general environment to 
  which the creature is drawn.  This can give you a good 
  feel for the types of adventures in which the creature 
  could be encountered.  However, if you decide that you 
  want to place a Great White Shark in the middle of the 
  desert, with its fin parting the sand dunes like waves, feel 
  free to do so.  The habitat description only provides a 
  basic guide and should never stifle your creative juices. 
  Life Style:  
  Gives an indication of the general behavior patterns of a  
  monster type.  The creature’s Intelligence obviously 
  influences its behavior so the more civilized behaviors will 
  be associated with the smarter species.  Definitions of the 
  types of life styles can be found in The Tome of Terrors. 
  Wealth Type: 
  States approximately how much and what kind of 
  treasure a monster will reasonably carry or hoard in its 
  lair.  Keep in mind, the monetary type is provided only to 
  aid and augment your judgment, never to replace it.  For 
  detailed descriptions of what the various wealth types 
  represent, and some suggestions on how much a given 
  creature may possess, see The Tome of Terrors. 
  Alignment: 
  Gives a general description of cruelty or kindness of a 
  monster type.  Specific individuals of a monstrous 
  species may deviate far from the norm.  For further 
  descriptions of the alignment types, see Alignment in the 
  Creating a New Character section of The Grimoire of 
  Game Rules™. 
  Cunning: 
  Describes the reasoning power of a creature and ties in 
  closely with the characters’ Intelligence attribute.  The 
  main reason that we did not simply use Intelligence 
  instead of Cunning hinges on one important fact: many 
  beasts that are astoundingly perceptive are as dim witted 
  as shoehorns.  If we used a straight Intelligence score 
  (WP + PC) to gauge a monster’s mental prowess, griffons 
  would end up challenging trespassing adventurers with 
  their deadly prowess at chess.   
  For further information on the specific meaning of the 
  various Cunning terms, please see their definitions in The 
  Tome of Terrors. 
  Speed: 
  Indicates how quickly a creature moves.  Just like 
  characters, monsters move at a maximum rate of 1 yard 
  per point of Speed every 10 seconds. 
  Strength: 
  Describes the Physical Strength of a monster or 
  character.  This description simply gives the Overlord a 
  general ‘feel’ for the brute force power an average 
  member of the species can exert.  It does not need to be 
  referenced in most combat situations since all of the 
  pertinent modifiers have already been used to modify the 
  creature’s combat characteristics (Attack Bonus and 
  Damage).  The Strength description block lists only 
  general classifications that are described in detail in The 
  Tome of Terrors. 
  Size: 
  Gives a general indication of a creature’s height, girth, 
  and bulk.  The specified categories are purposefully 
  broad, since the size of individuals within a given species 
  can vary a great deal.  See The Tome of Terrors™ for 
  complete definitions of the various terms used to describe 
  size. 
  Special Characteristics: 
  Describes any unusual modes of attack or defense a 
  creature uses.  In this block fall any breath weapons, 
  stings, or poisons that the monster wields.  If a creature 
  has magical abilities or somehow charms or frightens its 
  victims, these powers will also be listed here. Likewise, if 
  the creature is immune to flame, frost, or other influence 
  the fact will be listed in this block.  Some Special 
  Characteristics are standardized.  One such defense is 
  Magic Reduction that is given in the form of levels.  A 4th 
  level Magic Reduction reduces the effective level of any 
  spell cast at a creature by 4 levels.  For example, a 7th 
  
    
  Introduction to The Bestiary 
  3 
    
  The Monsters of the Mediterranean 
  3 
  level Lightning Bolt is cast at a Dragon with 5th level 
  Magic Reduction.  Thus, the spell only affects the dragon 
  as a 2nd spell level Lightning Bolt. 
  Origin: 
  States where legends originated concerning the creature.  
  Legendary Quest™ restricts itself to using monsters 
  taken from legend, myth, fable, and fairy tales.  The only 
  real exceptions to this rule are those ‘monster’ 
  descriptions that list actual real-world animals or giant-
  sized versions of natural creatures (which are common 
  themes in folklore anyway).  Here is listed the specific 
  countries producing the legends if history relates their 
  exact origin.  Otherwise, Origin lists the general areas of 
  civilizations that produced them along with any interesting 
  tidbits of information concerning the beast’s place in 
  folklore. 
  Recovery Time: 
  Gives the Recovery Time for the monster’s natural forms 
  of attack in combat.  This works exactly like the Recovery 
  Times for the various Hand Held weapons that characters 
  wield.  For further description of Recovery Time and its 
  uses, see Initiative in the Combat Rules section of The 
  Grimoire of Game Rules™. 
  Combat Level: 
  Describes the skill level of a monster in combat in a 
  manner analogous to the Combat Level of characters. 
  Unless otherwise stated in the monster’s description, the 
  beast’s Combat Level should also be used as the its 
  Character Level (for Luck Roll purposes, etc.). 
  Attack Modes: 
  Describes the methods of attack the creature uses.  
  These attack types may be by weapon (the offensive tool 
  the creature is using), beak, bite, butt, claw, fist, pincers, 
  or any other possible type of attack.  In general the attack 
  modes explain themselves and are omitted here. 
  Unless otherwise stated, the creature gains one attack 
  per turn for every attack mode listed.  When the creature 
  has more than a single attack per turn, the attack types 
  are listed in the order in which they are normally used in 
  combat.  In cases where the beast gains extra attacks 
  due to superior Combat Level, the added attacks should 
  be performed by starting over at the beginning of the 
  Attack Modes list and cycling through them in a round-
  robin fashion.  For further details on how Combat Level 
  affects the number of attacks, see Number of Attacks in 
  the Advanced Combat Rules section of The Grimoire 
  of Game Rules™. 
  Dam/Attack: 
  Gives a number range used to generate the amount of 
  damage delivered by an attack.  If a monster attacks 
  more than once per turn, the number ranges used to 
  generate damage for each given attack are separated by 
  a ‘/’ and lie in the same order as listed in Attack Type. 
  Attack Bonus: 
  Gives a number to be used as the creature’s adjustment 
  to its Attack Roll when engaging opponents in combat. 
  For further descriptions on Attack Bonuses and their 
  uses, see The Attack Roll in the Rolls of Legendary 
  Quest ™ section of The Grimoire of Game Rules™. 
  Defense: 
  Describes the difficulty, which a character has in 
  delivering a damaging blow to the creature.  It is a 
  creature’s Defense that a character’s Attack Roll must 
  overcome to strike the creature with a weapon.  For 
  further information about how Defense and how it is 
  calculated, see The Tome of Terrors™ and The 
  Grimoire of Game Rules™. 
  Absorption: 
  Provides a numerical value indicating the amount of 
  damage a thick hide or tough skin absorbs from a single 
  blow delivered by a weapon.  Subtract the absorption 
  value from every direct blow.  Note that all blows inflict at 
  least one point of damage to the struck creature.  Unlike 
  armor designed and fashion by skilled smithies, the 
  absorption rating provided with a monster’s description 
  indicates the absorption value of the creature’s natural 
  armor.  Because natural armor covers the frames of most 
  creatures with a uniform protective skin rather than 
  specifically covering vital areas, their absorption values 
  do not increase in the cases of Severity Damage (as 
  does the absorption values of manufactured armor 
  types).  In the few exceptions to this rule, any absorption 
  improvement against such blows will be noted in the 
  Absorption block. 
  Surprise Adj.: 
  Gives any adjustments (bonuses or penalties) that a 
  creature has TO Surprise a party.  These adjustments are 
  given to simulate a creature’s natural stealthing ability or 
  its clumsy gait and should be added directly to the 
  creature’s Surprise Roll.  The adjustments a creature 
  uses to avoid surprise are simply provided by its 
  Perception (and works just like that of the characters 
  themselves).  For additional descriptions on Surprise and 
  its uses, see Surprise in the Combat Rules section of 
  The Grimoire of Game Rules™. 
  
    
  Introduction to The Bestiary 
  4 
    
  The Monsters of the Mediterranean 
  4 
  Damage Tolerance: 
  Describes how much physical abuse a monster can take 
  and still continue combat.  Damage Tolerance lists a flat 
  number along with a quantity of dice.  Overall Damage 
  Tolerance of a particular creature equals the flat number 
  plus the number generated on the dice.  For additional 
  information on Damage Tolerance and its uses, see 
  Damage Tolerance in the Creating a New Character 
  section of The Grimoire of Game Rules™. 
  E.P. Value: 
  Gives the amount of experience points earned in a 
  successful encounter with a single creature.  For an 
  experience point award, the characters must defeat the 
  creature in combat.  They do not necessarily need to kill it 
  to have a ‘successful’ engagement.  For further 
  information about how E.P. is calculated, please see its 
  description in The Tome of Terrors. 
  Description: 
  Following the standard block of classifications listed for 
  each monster is a block of text giving a more detailed 
  description of the monster's behavior, appearance, 
  strengths and weaknesses.  The description section has 
  no specific guidelines on what may or may not be found 
  in it.  However, you will occasionally run across certain 
  terms in a monster's description that may need further 
  explanation.  For example, how exactly should an 
  Overlord play a monster that is Afraid of Fire when a 
  character sticks a flaming torch in its face?  To help in 
  this endeavor, a list of explanations of such phrases is 
  given in The Tome of Terrors.  The Overlord is free to 
  use these definitions as stated, or alter them to suit his 
  need in a particular situation. 
   
   
  
    
  The Bestiary~A 
  5 
    
  The Monsters of the Mediterranean 
  5 
  The Bestiary 
  A 
  Afrit 
  (Ifrit, Fire Sprite) 
  Habitat:  Afrit are elemental fire spirits which are 
  attracted to hot dry arid regions but are found wherever 
  combustible materials exist. 
  Life Style: elemental spirit 
  Wealth Type: nil 
  Alignment:  neutral evil 
  Cunning:  average 
  Speed:  40 (100 flying) 
  Strength:  low 
  Size:  small (1 to 6 inches tall) 
  Origin:  The afrit comes to us from Arabian folklore.  It 
  was said that an afrit would arise as a tendril of smoke 
  from the blood of a murdered person.  To prevent this, a 
  nail was often nailed into the ground of the crime scene to 
  “nail down the ghost.” 
  Special Characteristics: Like all fire elementals, afriti 
  are Immune to Heat and Flame and are unaffected by 
  Severity Damage.  All afrit have an Overpowering 
  Attraction to Gunpowder and other highly combustible 
  materials. 
  Afriti that are of at least average power may use the 
  mage spell Spark at will, once per turn, and all are able 
  to sense the presence of combustible materials.  The 
  more volatile the substance, the greater the distance at 
  which the spirit can detect it.  In fact, an afrit can sense 
  the presence of gunpowder from a few miles away.  
  Needless to say, an afrit will ignite any such materials at 
  its earliest opportunity.   OOOh! FUN! 
  These fire spirits pass freely through combustible 
  materials and structures containing plenty of oxygen.  In 
  addition, an afrit can see any creature in contact with 
  flame, combustible materials, or oxygen so long as no 
  obstruction blocks the view. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  flame touch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -7 
  -2 
  12 
  4 
  1 
  -1 
  0 
  Afrit Examples 
   
  Below Average 
  Average 
  Combat Level 
  0 
  1 
  Attack Bonus 
  +4 
  +5 
  Defense 
  31 
  32 
  Damage Tolerance 
  1 
  1d4 
  E.P. Value 
  9 
  15 
  Damage per Attack 
  1 
  1 
   
  Above Average 
  Heroic 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +7 
  +11 
  Defense 
  34 
  38 
  Damage Tolerance 
  1d10 
  5 + 1d10 
  E.P. Value 
  25 
  30 
  Damage per Attack 
  1d4 
  1d6 
   
  Afriti are minor fire elementals, the majority of which 
  resemble little more than candle flames and, outside of 
  Arabia, are more commonly known as fire sprites.  In fact, 
  it is not unheard of for a powerful mage to permanently 
  trap one of these flickering elemental spirits and use it as 
  a permanent light source (the spell Everburning Lamp in 
  The Lexicon of Lore™ exemplifies this.) 
  By far, the vast majority of afrit fall into the “below 
  average” category (thus making the term “average” 
  somewhat of a misnomer).  However, more powerful afriti 
  do exist which are decidedly larger than tiny flickers.  The 
  more powerful the afrit, the larger its form.  In fact, the 
  awesomely mighty efreeti are really nothing more than 
  afriti with visions of glory. 
  Because of their great attraction to gunpowder and the 
  party atmosphere any such substances produce with 
  these spirits, any areas where afriti populate quickly 
  become “gunpowder-free” zones.  Fortunately, their 
  sensing range is limited to about 3 or 4 miles, so ocean-
  going vessels have little to fear as long as they do not 
  venture too near to shore. 
  
    
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  The Monsters of the Mediterranean 
  6 
  Ahl-Al-Trab 
  (Dust Devil) 
  Habitat:  Ahl-Al-Trabi, commonly known as dust devils, 
  are elemental earth spirits usually encountered in sandy 
  deserts.  Here they fashion their dusty abodes just below 
  the sand’s surface.  They are intolerant of trespassers 
  and will abruptly spring from their homes to dissuade 
  intruders. 
  Life Style: elemental spirit 
  Wealth Type: nil 
  Alignment: neutral evil 
  Cunning: average 
  Speed: 70 on or through sand, 20 through other forms of 
  earth 
  Strength:  low 
  Size:  small (1 to 2 feet tall) 
  Origin:  The ahl-al-trab comes to us from Islamic folklore.  
  These spirits were said to lie in wait just below the 
  desert’s surface waiting to cast sand into the eyes of 
  passing travelers and drinking up any available water 
  before it is discovered. 
  Special Characteristics: Like all earth elementals, ahl-
  al-trabi are Immune to Earth Based Weapons, magical or 
  otherwise, including those fashioned from steel or bronze.  
  In addition, they are unaffected by Severity Damage 
  since they have no vital organs of any kind. 
  All ahl-al-trabi may transform themselves into whirlwinds 
  of abrasive sand.  These small tornadoes act like the 
  mage spell Dust Devil.  Treat the ability as if cast at a 
  spell level equal to the elemental’s Combat Level.  See 
  The Lexicon of Lore™ for details. 
  These earth spirits pass freely through loose, dry sand 
  with ease and may pass through other forms of earth with 
  difficulty.  In addition, an ahl-al-trab can see any creature 
  in contact with earth. 
  Recovery Time:  7 
  Absorption:  4 
  Surprise Adj.:  -2 
  Attack Modes:  sand blast.  The ahl-al-trab attack using 
  small abrasive blasts of sand.  These attacks are not 
  capable of delivering Severity Damage, as they are 
  unable to affect any vital organ of those targeted. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -2 
  1 
  3 
  2 
  2 
  0 
  0 
  Ahl-al-trab Examples 
   
  Below Average 
  Average 
  Combat Level 
  1 
  3 
  Attack Bonus 
  +4 
  +5 
  Defense 
  24 
  26 
  Damage Tolerance 
  10+1d10 
  10+3d10 
  E.P. Value 
  18 
  35 
  Damage per Attack 
  1d6 
  1d8 
   
  Above Average 
  Heroic 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +7 
  +11 
  Defense 
  28 
  30 
  Damage Tolerance 
  10+5d10 
  10+7d10 
  E.P. Value 
  72 
  162 
  Damage per Attack 
  1d10 
  1d12 
   
  Ahl-al-trabi are minor earth elemental spirits whose forms 
  are made up entirely of sand and dust.  Their forms are 
  normally humanoid having shapes resembling small 
  granular goblins.  Whenever an ahl-al-trab desires, he 
  may transform himself into a swirling vortex of sand and 
  dust, darting across the landscape and making a general 
  nuisance of himself.  In fact, annoying and bedeviling 
  desert travelers is the ahl-al-trab’s greatest pleasure. 
  Akh 
  Habitat:  The akhs that choose to remain in the realms of 
  mortals linger around the tombs in which their remains 
  have been placed. 
  Life Style:  undead spirit 
  Wealth Type:  hoard.  Akhs themselves do not actively 
  seek treasure, but the worldly goods they possessed in 
  life are placed with their remains in their burial chambers.  
  This can add up to be quite a stash of loot. 
  Alignment:  As the akhs of good men go on to the 
  underworld to live eternally, those akhs encountered by 
  men are the “leftovers.”  Consequently, most akhs 
  encountered by adventurers will be evil. 
  
    
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  The Monsters of the Mediterranean 
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  Cunning:  average to above average 
  Speed:  100 
  Strength:  average to above average 
  Size:  medium 
  Origin:  The akh is the state to which all Egyptian spirits 
  strive.  The Egyptian soul has four separate and distinct 
  parts: the ba (personality), ka (life force), khaib (shadow), 
  and khu (name).  A person’s soul can only enter eternal 
  bliss once his ba and ka unite to form an akh.  The akh 
  must then present his heart to the gods for judgment.  
  Those passing judgment enter the underworld.  Those 
  failing have their hearts devoured by a fabulous Egyptian 
  monster-deity named Ammut.  Although akhs are often 
  depicted in artwork with human figures, they are 
  portrayed in hieroglyphic texts using the symbol of the 
  crane. 
  Special Characteristics:  When a spirit attains the status 
  of an akh, it has a superior understanding of both the 
  physical and spiritual realms.  As such, although it is 
  ghostly and cannot directly manipulate physical objects 
  by handling them, it is able to control them in other ways.  
  An akh has the power of Telekinesis and can mentally 
  wield any weapon in a manner similar to the spell 
  Dancing Blade.   In fact, the akh’s ability to handle 
  weapons is so skillful that, if the weapon is in close 
  proximity to the spirit, its Parry Factor is included in the 
  spirit’s Defense and the Combat Level is treated as the a 
  weapon were in hand.  Whether the spirit is manipulating 
  a weapon or other item, only one object may be so 
  controlled at a time. 
  If an akh is evil, it radiates a continual Aura of Deathly 
  Power.  Good akhs, though rarely seen, are believed to 
  radiate an aura with the power of Glorious Vision. 
  The touch of an akh acts exactly like that of its ka 
  component.  The touch drains the life sustaining essence 
  from the item touched as the mage spell Draining 
  Touch.  In addition, the akh may use the mage spells 
  Leech and Lifelett at will.  Any time a Draining Touch or 
  Leech is used, the life essence drawn from the target is 
  used to magically erase any wounds the spirit has 
  sustained. 
  In addition, the akh has all of the powers possessed by its 
  ba component, Thus, the akh may cast any of the 
  following mage spells at a spell level equal to its Combat 
  Level: Ecstasy, Exhaustion, Fear, Philtre of Love, 
  Rage, Slumber, Stabbing Pain, and Tickle.  Akhs may 
  invoke these spells without penalty even when actively 
  participating in combat.  Even hefty blows cannot foil their 
  emotion-filled attacks. 
  The akh foregoes using any Gestural or Material 
  components in casting its spells but it does sustain Stress 
  for the spells that it invokes.  The spirit recovers Stress at 
  a rate of 1 point per hour.  All spells are cast at a spell 
  level equal to the akh’s Combat Level.  (See The 
  Lexicon of Lore™ for details on its various powers.) 
  Like all spirits, this creature is Immune to Cold and 
  Mental Spells, is not adversely affected by Severity 
  Damage, is Susceptible to Holy Water, and is Afraid of 
  Sunlight.  In addition, it is Immune to all but Magical 
  Weapons. 
  Because of their ethereal natures, akhs can pass through 
  walls and other barriers without hindrance.  In addition, 
  these spirits can simply “fade” from existence only to re-
  appear later. 
  Recovery Time:  6 or by weapon 
  Absorption:  0 
  Surprise Adj.:  +6 
  Attack Modes:  draining touch or by weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  2 
  4 
  4 
  4 
  Akh Examples 
   
  Below Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  35 
  Damage Tolerance 
  25 + 8d10 
  30 + 10d10 
  E.P. Value 
  450 
  1140 
  Damage per Attack 
  touch 
  or 
  by 
  weapon + 4 
  touch 
  or 
  by 
  weapon + 5 
  
    
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  Above Average 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +20 
  +23 
  Defense 
  38 
  41 
  Damage Tolerance 
  35 + 12d10 
  40 + 14d10 
  E.P. Value 
  2750 
  7200 
  Damage per Attack 
  touch 
  or 
  by 
  weapon + 5 
  touch 
  or 
  by 
  weapon + 6 
   
  Akhs are the pinnacle spirits of the Egyptian mythology 
  and the state to which the pharaohs aspire in building 
  their elaborate tombs and pyramids.  When encountered 
  in the underworld, akhs supposedly have the human form 
  they possessed in life.  When they appear in the mortal 
  realm, however, they are seen as magnificent ghostly 
  cranes whose feathers radiate a brilliant white or 
  diabolically black aura. 
  Almost all akhs that are encountered by men are of the 
  black, evil variety.  This is likely due to the fact that, 
  before any soul can enter the underworld to live eternally 
  in a state of ecstasy, it must first undergo judgment by the 
  gods.  Only the souls of men who have led a good and 
  virtuous life are admitted.  Those failing the test are 
  utterly destroyed.  Consequently, anyone living a greedy, 
  self-centered existence will be loath to present himself for 
  judgment and will delay the inevitable for as long as 
  possible, choosing instead to remain in the mortal realm 
  until forcefully summoned.  While it remains, however, the 
  akh can be a true scourge to humanity. 
  Ammut 
  (Am-Mit) 
  Habitat:  Ammuti dwell in fresh water, preferring the lazy 
  currents running through river deltas since these areas 
  tend to be populated with a veritable platter of assorted 
  meats. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 
  Strength:  high 
  Size:  medium to large 
  Origin:  Ammut was a minor Egyptian female deity who 
  stood by as the hearts of the dead were weighed to 
  determine whether their owners should proceed into the 
  afterlife.  Those hearts that were owned by evil men failed 
  the test and it was Ammut’s task to devour the unworthy 
  hearts.  It was a job the crocodilian female performed with 
  relish. 
  Special Characteristics: Ammuti are amphibious 
  creatures that are able to remain underwater for 
  impressive periods.  An ammut can remain underwater in 
  a relatively motionless state for up to an hour at a time, 
  surfacing only briefly to snatch a quick breath. 
  Recovery Time:  7 
  Absorption:  2 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  4 
  -2 
  -- 
  1 
  -3 
  -2 
  Ammut Examples 
   
  Below Average 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  21 
  23 
  Damage Tolerance 
  75 + 4d10 
  100 + 6d10 
  E.P. Value 
  42 
  96 
  Damage per Attack 
  2d10/ 1d8/ 1d8 
  2d10/ 1d8/ 1d8 
   
  Above Average 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  26 
  29 
  Damage Tolerance 
  125 + 8d10 
  175 + 10d10 
  E.P. Value 
  250 
  900 
  Damage per Attack 
  2d12/ 1d8/ 1d8 
  2d12/ 
  1d10/ 
  1d10 
   
  The ammut is an odd composite creature having the head 
  of a large crocodile, the forequarters and mane of a huge 
  lion, and the hindquarters of a hippo.  They are voracious 
  meat eaters, with the hunting skills necessary to satisfy 
  their greedy appetites.  Ammuti are water dwellers 
  capable of patiently lurking just beneath the water’s calm 
  
    
  The Bestiary~A 
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  The Monsters of the Mediterranean 
  9 
  surface for extended periods.  Here they wait for 
  unsuspecting morsels to wander close.  Their powerful 
  legs enable the ammut to burst from the water’s 
  camouflage with amazing abruptness.  Rare is the critter 
  fast enough to avoid the ammut’s toothy maw. 
  Ant, Indian 
  (Myrmekes Indikoi) 
  Habitat:  Whenever possible, Indian ants dig their tunnels 
  through sand, earth, and stone rich with gold ore. 
  Life Style:  instinctive insect 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low. 
  Speed:  120 
  Strength:  average 
  Size:  small (workers are 1 foot tall, warriors are 1 ½ feet 
  tall) 
  Origin:  The Indian ant, or Myrmekes Indikoi, is an 
  obscure bit of Greek mythology.  It was believed that 
  these ants, which were smaller than dogs but larger than 
  foxes, would dig through gold-rich sand, much of which 
  was deposited in the huge anthills around the entrance to 
  their tunnels. 
  Special Characteristics: Indian ants have the ability to 
  see in the dark as the mage spell Dragon Sight.  They 
  also have a keen sense of smell and so are able to sense 
  the presence of tresspassers even without hearing or 
  seeing them directly.  They are also able to climb across 
  any rough stone or earthen surface with ease. 
  Indian ants are completely unafraid of anything, 
  effectively giving them Immunity to Fear.  They are 
  guided purely by instinct that always puts the safety of the 
  colony above their own lives. 
  Recovery Time:  5 
  Absorption:  4 
  Surprise Adj.:  +1 
  Attack Modes:  mandibles 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  5 
  3 
  -- 
  2 
  -4 
  -4 
  Indian Ant Examples 
   
  Worker Ant 
  Warrior Ant 
  Combat Level 
  1 
  4 
  Attack Bonus 
  +3 
  +6 
  Defense 
  23 
  27 
  Damage Tolerance 
  5 + 1d10 
  10 + 2d10 
  E.P. Value 
  6 
  28 
  Damage per Attack 
  1d4* 
  2d4 
   
  Dew-Pot Worker 
  Queen 
  Combat Level 
  0 
  0 
  Attack Bonus 
  +0 
  +0 
  Defense 
  5 
  5 
  Damage Tolerance 
  5 + 1d10 
  40 + 2d10 
  E.P. Value 
  2 
  4 
  Damage per Attack 
  1d4* 
  1d4* 
  * Workers and Queen ants are unable to deliver Severity 
  Damage, as their pincers are too small to reach vital organs. 
  Indian ants are giant specimens of the insect world, 
  approximately the size of a fox or small dog.  They dig 
  their tunnels through ground rich with gold ore, which is 
  deposited on the surface around their tunnel entrances.  
  The reason they have this preferance is unclear, but it is 
  observed that this is an effective way to attract 
  overconfident, greedy, tasty men. 
  If a man approaches the anthill, the ants will instinctively 
  “raise the alarm” by emitting a powerful distinctive odor.  
  A swarm of ants is surely to arive within a few turns, so 
  the pilferer has only a short time to gather his booty and 
  run.  Once the warrior ants start pouring out of the anthill, 
  few men can escape since the ants are lightning fast and 
  will quickly overwhelm the best of fighters with their 
  numbers.  Once a person is surrounded, it is impossible 
  to prevent these creatures from swarming over his body.  
  Up to 8 ants can cover an adult man, although their 
  Defenses drop to 10 against their target when they do so. 
  Indian ant colonies will have anywhere from 10 to 100 
  workers and 5 to 20 warriors.  There may be up to half a 
  dozen dew-pot workers and one queen, but these will 
  never be encountered unless the adventurers climb down 
  into the tunnels personally.  Since the tunnels are rarely 
  more than 3 feet wide, it takes a very foolhardy person to 
  brave the depths unless he is certain the danger is 
  minimal. 
  The quantity of gold surrounding the anthill depends on 
  both the size of the colony and the quality of ore in the 
  
    
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  The Monsters of the Mediterranean 
  10 
  ground.  A typical anthill will contain 5,000 silver pieces 
  worth of gold ore, but this may drop as low as zero or rise 
  as high as 20,000 silver pieces worth.  If the ore is 
  carefully separated out from the rubble, every 1,000 silver 
  pieces worth of ore will weigh approximately 50 pounds. 
  Apedemak 
  Habitat:  Apedemaks are comfortable in desert 
  environments but prefer the vast expanses of grassy 
  plains.  Most of these feline warriors house themselves in 
  huts made from sticks and grass and occupy themselves 
  with lounging on the Savannah in and under trees waiting 
  for prey to wander near. 
  Life Style:  desert humanoid 
  Wealth Type:  monetary 
  Alignment:  social neutral 
  Cunning:  average 
  Speed:  85 
  Strength:  above average 
  Size:  medium 
  Origin:  Apedemak is the name of a lion-headed war 
  deity.  He was worshiped in the area to the east of the 
  Nile River in Sudan.  At one point Apedemak had a 
  respectable following and was even associated with 
  Egyptian deities, including Amun, Isis, and Horus. 
  Special Characteristics:  none 
  Recovery Time:  by weapon or 7 (bite) 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes: by weapon or bite.  Apedemaks 
  commonly wield and throw spears.  If pressed into 
  combat unarmed, an apedemak will attack with its 
  formidable bite. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  3 
  0 
  1 
  0 
  2 
  Apedemak Examples 
   
  Below Average 
  Average 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +7 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  35 + 2d10 
  35 + 3d10 
  E.P. Value 
  25 
  84 
  Damage per Attack 
  2d8 
  or 
  by 
  weapon + 4 
  2d8 
  or 
  by 
  weapon + 5 
   
  Above Average 
  Heroic 
  Combat Level 
  9 
  13 
  Attack Bonus 
  +17 
  +22 
  Defense 
  32 
  39 
  Damage Tolerance 
  35 + 5d10 
  35 + 7d10 
  E.P. Value 
  320 
  2000 
  Damage per Attack 
  3d6 
  or 
  by 
  weapon + 6 
  3d6 
  or 
  by 
  weapon + 7 
  Apedemaks (pronounced a-ped-a-macs) are graceful 
  hunter-warriors with the heads of lions and the bodies of 
  men.  They are fiercely aggressive creatures, having a 
  cold harsh worldview that asserts that only the strongest 
  should survive.  On any encounter with an apedemak, 
  this hard-line philosophy is invariably demonstrated.  An 
  apedemak will refrain from immediate attack only if its 
  opponent 
  has 
  previously 
  demonstrated 
  superior 
  combative prowess.  In such cases, the apedemak will 
  greet the stranger in a friendly fashion and will continue to 
  show his respect.  A befriended apedemak makes a loyal 
  companion. 
  Apedemaks have their own spoken language, which 
  consists of a series of growls, purrs, and roars.  In 
  addition, many are able to understand at least some 
  human languages and a very few can even manage a 
  human tongue, albeit in a rough rumbling voice. 
  Apedemaks have demonstrated a variety of abilities and 
  are believed to possess the intelligence necessary to 
  perform any tasks practiced by men.  Their feline instincts 
  make them uncommonly skilled hunter-gatherers.  
  Apedemak priests almost always worship Sekhmet, a 
  minor lion-headed Egyptian deity, or Bastet.  The best 
  information concerning this warrior race lacks any 
  references to apedemak mages.  However, this is 
  probably due to cultural stigmas and taboos against such 
  careers rather than any innate limitation. 
  
    
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  Arachnidae 
  Habitat:  Arachnidae can live in any environment that is 
  suited to a spider lifestyle.  They particularly haunt large 
  caves and canyons where they are free to hang their 
  silken abodes.  Although arachnidae are not solitary 
  creatures, it is not uncommon to find a small community 
  consisting of only a few members.  There have been 
  some troubling reports, however, of much larger colonies 
  congregating in enormous underground caverns. 
  Life Style:  civilized arachnids 
  Wealth Type:  monetary 
  Alignment:  lawful evil 
  Cunning:  above average 
  Speed:  80 
  Strength:  average 
  Size:  medium 
  Origin:  Greece. This race rose originally from a beautiful 
  human maiden named Arachne who challenged the 
  goddess Athena to a weaving contest.  Since Athena 
  wove the clothing of the very gods, the goddess was 
  totally confident that no mortal could stand against her.  
  However, Arachne wove a perfect tapestry in the contest 
  proving she was the better weaver.  In her rage, Athena 
  cursed Arachne to assume the form of a spider so that 
  she would be forced to eternally weave her masterpieces 
  from the thread produced by her own body. 
  Special Characteristics: Arachnidae are Immune to 
  Webs and Poisons. 
  All arachnidae may form web strands as an 8th level 
  Arcane Lore spell Spider's Thread.  In every group of 13, 
  one is a leader capable of creating a Web at 8th spell 
  level.  Under the direction of a leader, 3 arachnidae can 
  form the equivalent of an 8th spell level Web Wall in 1 
  hour.  They use this ability to make their abodes more 
  “homey.” 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  4 
  3 
  2 
  0 
  1 
  Arachnidae Examples 
   
  Average Male 
  Average 
  Female 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +5 
  +8 
  Defense 
  26 
  28 
  Damage Tolerance 
  20 + 2d10 
  20 + 4d10 
  E.P. Value 
  20 
  48 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Leader 
  Leader 
  Spellcaster 
  Combat Level 
  8 
  8 
  Attack Bonus 
  +14 
  +14 
  Defense 
  32 
  32 
  Damage Tolerance 
  20 + 7d10 
  20 + 7d10 
  E.P. Value 
  150 
  300 
  Damage per Attack 
  by weapon+3 
  by weapon+3 
   
  Arachnidae are a cross between humans and spiders.  
  They have the torsos and upper bodies of humans and 
  the lower quarters of large spiders 
  Arachnidae 
  expertly 
  weave 
  highly 
  prized 
  silks.  
  Merchants value the silks produced by arachnidae twice 
  as much as other silks.  Every group of 20 arachnidae 
  stores 500 pounds of silks worth 10,000 sp. 
  Arachnidae speak fluently with spiders and often keep 
  them as pets or guards.  As arachnidae rose from the 
  human race, they may profess any class for which an 
  individual meets the minimum requirements.  Leaders are 
  often Grecian clerics that commonly worship Arachne.  
  The arachnidae priests are free to worship any gods they 
  like but are forbidden from paying homage to Athena. 
  Groups of 20 or more arachnidae will often construct 
  intricate silken structures that they hang from the ceilings 
  of large caverns or the walls of deep underground 
  fissures.  These dwellings resemble monstrous spider 
  egg sacks, which are lavishly decorated with intricate 
  woven patterns.  Access to these unusual nests is usually 
  gained from long silken walkways that resemble swinging 
  rope bridges.  The queen's palace is instantly 
  recognizable as it is twice as large and three times as 
  ornate as any other.  The queen holds court in a large 
  chamber in the center of her “palace” and doles out harsh 
  punishments to intruders. 
  
    
  The Bestiary~A 
  12 
    
  The Monsters of the Mediterranean 
  12 
  Arimaspian 
  Habitat:  The Arimaspians (or Arimaspoi), dwell in the 
  semi-frigid lands north of Hyperborea. 
  Life Style:  tribal humanoid 
  Wealth Type:  monetary 
  Alignment:  social lawful neutral 
  Cunning:  average 
  Speed:  65 
  Strength:  above average 
  Size:  medium (6 to 7 feet tall) 
  Origin:  The Arimaspians come to us from Greek 
  mythology, although they are reported to live north of the 
  Black Sea, well into Slavonic lands.  The Arimaspians 
  were expert horseman whose primary aspirations were to 
  hunt and kill griffons for the gold they hoard. 
  Special Characteristics:  The Arimaspians have Lust for 
  Gold and a Hatred toward Griffins.  In addition, all have 
  the 
  skills 
  of 
  Animal 
  Training, 
  Climbing 
  Walls, 
  Horsemanship, and Throwing Grapnel, which they 
  practice at skill levels equal to their Combat Levels. 
  Recovery Time:  by weapon 
  Absorption:  by armor 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  0 
  1 
  1 
  0 
  0 
  Arimaspian Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +6 
  +9 
  Defense 
  23 
  26 
  Damage Tolerance 
  50 + 2d10 
  55 + 2d10 
  E.P. Value 
  20 
  45 
  Damage per Attack 
  By weapon + 3 
  By weapon + 4 
   
  Above Avg. 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +17 
  Defense 
  29 
  32 
  Damage Tolerance 
  60 + 3d10 
  65 + 5d10 
  E.P. Value 
  108 
  320 
  Damage per Attack 
  By weapon + 5 
  By weapon + 6 
   
  The Arimaspians are a race of one-eyed men, resembling 
  smaller versions of the more famous Cyclops, which are 
  well known for their expert prowess on horseback.  They 
  live in a land surrounded by man-eating cannibals, but it 
  is debatable as to whether the Arimaspians themselves 
  partake in this despicable practice.  If so, it is certainly not 
  an overriding priority with them.  Even the horses with 
  which they have gained such notoriety are merely tools to 
  help them steal gold from griffon nests. 
  In the land of the Arimaspians, there is abundant gold, 
  but the skies are filled even more copiously with griffins.  
  The griffins of the land have themselves gained an affinity 
  for the yellow glittering metal, and their keen eyesight 
  enables them to spot it from far in the air.  Griffins are 
  quite capable diggers and are adept at extracting gold 
  nuggets from riverbanks and streambeds.  So, rather 
  than go through all the hard labor of mining, the 
  Arimaspians let the aviary felines to the dirty work.  The 
  griffins instinctively bring the precious ore to their nesting 
  sites, which the Arimaspians find quite accommodating to 
  their needs.  A quick raid of a single griffin’s nest can 
  earn one of these cycloptic raiders months of acclaim and 
  leisure at home. 
  It is believed that the Arimaspians’ association with 
  horses is what has earned the griffon’s Affinity for the 
  Taste of Horseflesh. 
  
    
  The Bestiary~A 
  13 
    
  The Monsters of the Mediterranean 
  13 
  Automaton 
  Automatons are mechanical creatures of Greek 
  mythology 
  crafted 
  by 
  the 
  Grecian 
  smithy 
  god 
  Hephaestus.  Some automatons were dangerous 
  monsters while others were simply utilitarian.  The 
  example automatons listed in these sections are 
  assumed to be crafted by mere mortals, albeit powerful 
  ones, as mere shadows of Hephaestus’s original work.  
  What these magics are, though, is anyone’s guess.  The 
  art is lost to contemporary mages, if it was ever 
  possessed. 
  Bull, Bronze 
  (Khalkataurus) 
  Habitat:  The khalkatauroi are mechanical automatons 
  and so do not have any native habitat. 
  Life Style:  automaton 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 
  Strength:  exceptional 
  Size:  large 
  Origin:  The original bronze bulls, known as the 
  Khalkatouroi, were four fire-breathing bronze oxen 
  fashioned by Hephaestus and given to King Aeetus of 
  Colchis as a gift.  In order to obtain the Golden Fleece, 
  King Aeetus ordered Jason to yoke these mechanical 
  monsters and sow dragon’s teeth to raise an army of 
  Dragon Teeth men. 
  Special Characteristics:  Bronze Bulls expell fire from 
  their nostrils similar to the mage spell Dragon’s Breath: 
  Flame but having a cone extending to only 20 feet.  Treat 
  this as if cast at a spell level equal to the bronze beast’s 
  Combat Level.  A Bronze Bull may breath flame at most 
  once every 5 turns, which will force the beast to forego its 
  other attacks for that turn. 
  All automatons are completely Immune to Heat, Flame, 
  Cold, Electricity and Poison.  Even though they are not 
  living creatures, they are susceptible to Severity Damage 
  since their intricate inner workings can be damaged.  
  Even so, these miraculous contraptions are self-repairing 
  and will slowly heal damage in a fashion analogous to 
  living creatures.  If they are taken to -20 Damage 
  Tolerance, though, their mechanisms will be too broken 
  to enact the necessary repairs. 
  Recovery Time:  9 
  Absorption:  12 
  Surprise Adj.:  0 
  Attack Modes:  gore or stomp. In combat, a bronze bull 
  will either gore with its horns (50%) or stomp with its feet 
  (50%). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  10 
  12 
  -5 
  -- 
  1 
  -4 
  -4 
  Bronze Bull Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  24 
  26 
  Damage Tolerance 
  200 + 9d10 
  275 + 11d10 
  E.P. Value 
  1000 
  2635 
  Damage per Attack 
  3d8+9 (gore) 
  2d10+9 (stomp) 
  3d10+10 (gore) 
  2d10+10 (stomp) 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +18 
  +20 
  Defense 
  28 
  30 
  Damage Tolerance 
  350 + 13d10 
  425 + 15d10 
  E.P. Value 
  4125 
  7200 
  Damage per Attack 
  3d12+11 (gore) 
  2d10+11 (stomp) 
  4d10+12 (gore) 
  2d10+12 (stomp) 
   
  Bronze bulls are masterfully crafted automatons forged in 
  the shape of oxen.  Bronze bulls are dim-witted robots, 
  but they are able to understand simple commands and 
  require no food or sleep.  As such, they are valued both 
  as beasts of burden and as trustworthy guardians. 
  
    
  The Bestiary~A 
  14 
    
  The Monsters of the Mediterranean 
  14 
  Dog, Golden 
  (Cuon Chryseos) 
  Habitat:  Golden dogs are unsleeping automatons, which 
  are generally used as ever-watchful guardians of some 
  grand treasure. 
  Life Style:  automaton 
  Wealth Type:  incidental, although they do tend to be 
  planted near something quite valuable. 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  125 
  Strength:  average 
  Size:  medium 
  Origin:  The original golden dogs were fashioned by 
  Hephaestus as gifts for King Alkinous of the Phaiakians, 
  which he used to guard his palace.  In actuality, one of 
  the two dogs was gold while the other was silver.  A 
  golden dog likewise guarded Zeus when he was an 
  infant. 
  Special Characteristics:  Golden dogs have a keen 
  sense of smell and can use this ability to track creatures.  
  Treat this as the skill Tracking used at a skill level equal 
  to the automaton’s Combat Level. 
  All automatons are completely Immune to Heat, Flame, 
  Cold, Electricity and Poison.  Even though they are not 
  living creatures, they are susceptible to Severity Damage 
  since their intricate inner workings can be damaged.  
  Even so, these miraculous contraptions are self-repairing 
  and will slowly heal damage in a fashion analogous to 
  living creatures.  If they are taken to -20 Damage 
  Tolerance, though, their mechanisms will be too broken 
  to enact the necessary repairs. 
  Recovery Time:  7 
  Absorption:  6 
  Surprise Adj.:  0 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  4 
  3 
  -- 
  4 
  -4 
  -4 
  Golden Dog Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  28 
  30 
  Damage Tolerance 
  50 + 5d10 
  70 + 7d10 
  E.P. Value 
  153 
  306 
  Damage per Attack 
  1d12 
  2d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  34 
  Damage Tolerance 
  90 + 9d10 
  110 + 11d10 
  E.P. Value 
  760 
  1700 
  Damage per Attack 
  2d8 
  2d10 
   
  Golden dogs are clever metal devices fashioned in the 
  shape of canines.  They can actually be crafted from any 
  precious metal; gold being the most common but silver 
  and platinum dogs are known as well.  The exact 
  materials used probably have more to do with how much 
  wealth a king wants to display rather than any practical 
  difference.  Even so, the agility required by these fleet-
  pawed constructions apparently demands a soft metal, so 
  iron and bronze dogs don’t seem to be on the menu. 
  Eagle, Bronze 
  (Caucasian Eagle) 
  Habitat:  The bronze eagle does not have any native 
  habitat, since it is a mechanical device.  However, their 
  owners do tend to possess mountaintop fortresses, so 
  they are most commonly found at high altitude.  This is 
  because the bronze eagle itself can most easily take flight 
  when leaping from the top of a ledge, so they are less 
  valuable as guardians to rulers in lower lands. 
  Life Style:  automaton 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  20 (175 flying) 
  Strength:  high 
  Size:  large 
  
    
  The Bestiary~A 
  15 
    
  The Monsters of the Mediterranean 
  15 
  Origin: Hephaestus forged the original bronze eagle, 
  known as the Caucasian Eagle.  Zeus set it to the daily 
  task of tearing out and devouring the liver of Prometheus, 
  a titan who was chained down to Mount Caucasus as 
  punishment for having given fire to mankind.  Since 
  Prometheus was immortal, his liver would regrow at night 
  whatever the raptor consumed during the day. 
  Special Characteristics:  As are all automatons, Bronze 
  eagles are completely Immune to Heat, Flame, Cold, 
  Electricity and Poison.  Even though they are not living 
  creatures, they are susceptible to Severity Damage since 
  their intricate inner workings can be damaged.  Even so, 
  these miraculous contraptions are self-repairing and will 
  slowly heal damage in a fashion analogous to living 
  creatures.  If they are taken to -20 Damage Tolerance, 
  though, their mechanisms will be too broken to enact the 
  necessary repairs. 
  Recovery Time:  7 
  Absorption:  8 
  Surprise Adj.:  0 
  Attack Modes:  beak / claw / claw. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  5 
  0 
  -- 
  5 
  -4 
  -4 
  Bronze Eagle Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  125 + 7d10 
  175 + 9d10 
  E.P. Value 
  342 
  840 
  Damage per Attack 
  2d8 / 1d8 / 1d8 
  2d8 / 1d10 / 
  1d10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +16 
  +18 
  Defense 
  31 
  33 
  Damage Tolerance 
  225 + 11d10 
  275 + 13d10 
  E.P. Value 
  2125 
  3500 
  Damage per Attack 
  2d10 / 2d6 / 2d6 
  2d12 / 2d8 / 2d8 
   
  Bronze eagles are expertly crafted aviary robots 
  fashioned into the forms of raptors.  Their feathers are 
  paper-thin and razor sharp, although the automatons 
  attack with beak and claw as do normal birds of prey.  
  Unlike other automatons, bronze eagles require 
  sustenance, which they usually obtain in the form of 
  meat.  Why this is so and not for other automatons is 
  unclear, but it is surmised that this restriction was forced 
  on their design by stringent weight limitations that must 
  be met if the metal birds are to take flight.  Presumably, 
  the “magical battery” that keeps the other automatons 
  going is simply too massive to be practical in a flying 
  machine, so some other energy source must be obtained 
  in its stead. 
  Giant, Bronze 
  (Talos) 
  Habitat:  A bronze giant is a robotic mechanism, and so 
  does not have any particular native habitat. 
  Life Style:  automaton 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  70 
  Strength:  exceptional 
  Size:  large (10 to 15 feet tall) 
  Origin:  The original bronze giant, Talos, was crafted by 
  the Greek god Hephaestus and given to king Minos to 
  guard the island of Crete.  It was said to circle the island 
  three times every day and would hurl boulders at any 
  approaching ships. 
  Special Characteristics:  Bronze giants are capable of 
  hurling large boulders great distances.  The boulders will 
  deliver 4d12 damage to anyone struck and can be thrown 
  up to a distance of 100 yards.  One such boulder can be 
  thrown every turn, providing appropriately sized boulders 
  are ready at hand. 
  
    
  The Bestiary~A 
  16 
    
  The Monsters of the Mediterranean 
  16 
  All automatons are completely Immune to Heat, Flame, 
  Cold, Electricity and Poison.  Even though they are not 
  living creatures, they are susceptible to Severity Damage 
  since their intricate inner workings can be damaged.  
  Even so, these miraculous contraptions are self-repairing 
  and will slowly heal damage in a fashion analogous to 
  living creatures.  If they are taken to -20 Damage 
  Tolerance, though, their mechanisms will be too broken 
  to enact the necessary repairs. 
  Recovery Time:  9 
  Absorption:  12 
  Surprise Adj.:  -4 
  Attack Modes:  fist/ fist. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  10 
  12 
  -5 
  -- 
  1 
  0 
  -4 
  Bronze Giant Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  24 
  26 
  Damage Tolerance 
  200 + 9d10 
  275 + 11d10 
  E.P. Value 
  1000 
  2635 
  Damage per Attack 
  3d8+9 / 3d8+9 
  3d10+10 / 
  3d10+10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +18 
  +20 
  Defense 
  28 
  30 
  Damage Tolerance 
  350 + 13d10 
  425 + 15d10 
  E.P. Value 
  4125 
  7200 
  Damage per Attack 
  3d12+11 / 
  3d12+11 
  4d10+12 / 
  4d10+12 
   
  A Bronze Giant is a cleverly made robot animated by 
  potent magics.  When it walks, metallic sounds of turning 
  gears and clanking chains can be clearly heard.  A sturdy 
  shell of bronze covers its delicate mechanisms, providing 
  ample protection to its internals.  Needless to say, this 
  hard exterior is unyielding to the touch despite the fact 
  that it is sculpted to appear like human muscles.  The 
  automaton’s facial expression is similarly passive, as the 
  creators of these “men” rarely find the expression of their 
  servants’ emotions as worth the effort required. 
  These automatons are not overly bright, but are capable 
  of understanding simple commands and will unfailingly 
  carry out any orders given them by their masters.  Since 
  they are not living creatures, they have no instict for self-
  preservation.  So, the orders given these contraptions 
  must be very carefully worded to ensure that they do not 
  result in the robots damaging themselves. 
  Horse, Bronze 
  (Hippoi Kabeiroi) 
  Habitat:  Bronze horses are deftly constructed 
  mechanical automatons and so have no preference to 
  any particular terrain.  They do tend to be owned by 
  exceptionally wealthy or powerful individuals, however. 
  Life Style:  automaton 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  150 
  Strength:  high 
  Size:  large 
  Origin:  The original bronze horses, known as the Hippoi 
  Kabeiroi, were fashioned by Hephaestus as a gift to his 
  sons the Kebeiroi, who were the Greek gods of iron 
  agricultural tools.  These gods drove an adamantine 
  chariot drawn by Hephaestus’s present. 
  Special Characteristics:  The mouths of Bronze Horses 
  expell small quantities of fire having an effect similar to 
  the priest Wrath spell Flame Tongue. 
  All automatons are completely Immune to Heat, Flame, 
  Cold, Electricity and Poison.  Even though they are not 
  living creatures, they are susceptible to Severity Damage 
  since their intricate inner workings can be damaged.  
  Even so, these miraculous contraptions are self-repairing 
  and will slowly heal damage in a fashion analogous to 
  living creatures.  If they are taken to -20 Damage 
  Tolerance, though, their mechanisms will be too broken 
  to enact the necessary repairs. 
  Recovery Time:  7 
  Absorption:  10 
  Surprise Adj.:  0 
  Attack Modes:  bite / hoof / hoof.  Note that the bite also 
  delivers an additional 1d6 fire damage (not listed). 
  
    
  The Bestiary~A 
  17 
    
  The Monsters of the Mediterranean 
  17 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  6 
  -2 
  -- 
  2 
  -4 
  -4 
  Bronze Horse Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  23 
  25 
  Damage Tolerance 
  100 + 5d10 
  120 + 7d10 
  E.P. Value 
  153 
  306 
  Damage per Attack 
  1d6/ 1d12/ 1d12 
  1d6/ 1d12/ 1d12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  27 
  29 
  Damage Tolerance 
  140 + 9d10 
  160 + 11d10 
  E.P. Value 
  760 
  1700 
  Damage per Attack 
  1d8/ 1d12/ 1d12 
  1d8/ 1d12/ 1d12 
   
  Bronze horses are robotic devices cast in the form of 
  equestrians.  They are the pride of any king’s stables, 
  although they are far more often kept in the palace’s entry 
  hall or throne room.  They require no food or rest, can 
  stand perfectly still for weeks at a time, and leave no 
  unwelcome “gifts” on carpets.  Consequently, the bronze 
  “hides” and brass hooves of these magnificent beasts are 
  usually polished to mirror finishes. 
  When active, the intense heat generated by a bronze 
  horse’s internal mechanisms is expelled out of the mouth 
  as flames that continually flicker around the horse’s lips.  
  This not only delivers additional heat damage to anyone it 
  bites, should the contraption ever be taken into combat.  
  It also produces the stunningly useful aspect of casting 
  forth light in front of the beast like a torch.  In effect, 
  bronze horses have headlights. 
  Maiden, Golden 
  (Celedones) 
  Habitat:  Golden maidens are usually found standing as 
  elaborate decorations in wealthy Grecian temples. 
  Life Style:  automaton 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Origin:  The original golden charmers, or Khryseiai 
  Keledones, were maidens forged by Hephaestus and 
  stood in a Bronze temple to Apollo.  They were said to 
  have beautiful, enchanting voices like those of Sirens. 
  Special Characteristics:  Golden maidens are crafted to 
  have remarkable vocal abilities.  They may be ordered to 
  sing in beautiful, sweet voices.  Depending on the 
  particular song chosen, a golden charmer’s voice may 
  have the effect of the priest Miracle spell Euterpe’s 
  Soothing 
  Melody, 
  Siren’s 
  Song, 
  or 
  Aphrodite’s 
  Dazzling Smile on its listeners.  Alternately, it may be 
  ordered to imbue all listeners with balance and poise as 
  the spell Terpsicore’s Graceful Dance or have the 
  opposite effect as the spell Dionysus’s Drunken Stupor.  
  Finally, the song may simply embue the automaton with a 
  dazzling halo as the priest Miracle spell Brilliant Aura.  If 
  he so desires, the automaton’s master may ask the 
  golden maiden to translate any spoken message to his 
  native tongue as the Miracle spell Tongues.  All spells 
  are cast at a spell level equal to the automatons Combat 
  Level. 
  Like all automatons, Golden Maidens are completely 
  Immune to Heat, Flame, Cold, Electricity and Poison.  
  Even though they are not living creatures, they are 
  susceptible to Severity Damage since their intricate inner 
  workings can be damaged.  Even so, these miraculous 
  contraptions are self-repairing and will slowly heal 
  damage in a fashion analogous to living creatures.  If they 
  are taken to -20 Damage Tolerance, though, their 
  mechanisms will be too broken to enact the necessary 
  repairs. 
  Recovery Time:  9 
  Absorption:  6 
  Surprise Adj.:  0 
  
    
  The Bestiary~A 
  18 
    
  The Monsters of the Mediterranean 
  18 
  Attack Modes:  None.  Golden Maidens rely exclusively 
  on their powers of vocal persuasion for defense. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  2 
  4 
  -- 
  2 
  -1 
  0 
  Golden Maiden Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  30 
  33 
  Damage Tolerance 
  40 + 7d10 
  50 + 9d10 
  E.P. Value 
  108 
  240 
  Damage per Attack 
  N/A 
  N/A 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  36 
  39 
  Damage Tolerance 
  75 + 11d10 
  100 + 13d10 
  E.P. Value 
  595 
  1125 
  Damage per Attack 
  N/A 
  N/A 
   
  Like their name suggests, golden maidens are beautiful 
  female automatons fashioned from gold.  Their purpose is 
  both decorative and practical, since their wondrous 
  appearance and sweet voices can be used both to 
  enhance the religious experience of worshippers in 
  temples and to guard the same temple from trespassers.  
  Although Golden Maidens are not designed for hand-to-
  hand combat, these automatons are wonderful dancers, 
  capable of the most amazing feats of dexterity.  As such, 
  they easily evade the weapons thrusts of most 
  combatants even while singing in loud clear voices to 
  both charm their opponents and raise alarms to any 
  nearby temple occupants. 
   
   
   
   
  
    
  The Bestiary~B 
  19 
    
  The Monsters of the Mediterranean 
  19 
  B 
  Ba 
  (Egyptian Spirit) 
  Habitat:  The ba is the part of the Egyptian soul that 
  searches endlessly for its ka.  The spirit is equipped with 
  a pair of powerful wings to aid its quest.  Bas tend to 
  dwell in and around the buildings and neighborhoods 
  where they formerly lived but will make occasional visits 
  to their gravesites in hopes of finding their spiritual 
  siblings. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment: variable.  The alignment of a ba is identical in 
  death to the one possessed in life. 
  Cunning:  average 
  Speed:  15 (150 flying) 
  Strength:  average 
  Size:  medium 
  Origin:  The ba originates in ancient Egypt where it was 
  believed that the soul had four distinct parts: the ba 
  (personality), ka (life force), khaib (shadow), and khu 
  (name).  The main goal of a deceased man was for his ba 
  to unite with his ka to create his akh.  The akh would then 
  fly to the underworld to live in eternal bliss. 
  Special Characteristics:  The ba may cast any of the 
  following Arcane Lore spells at a spell level equal to its 
  Combat Level:  Ecstasy, Exhaustion, Fear, Philtre of 
  Love, Rage, Slumber, Stabbing Pain, and Tickle.  Bas 
  may invoke these spells without penalty even when 
  actively participating in combat.  Even hefty blows cannot 
  foil their emotion-filled attacks.  The ba foregoes using 
  any Gestural or Material components in casting its spells 
  but it does sustain Stress for the spells that it invokes.  
  The spirit recovers Stress at a rate of 1 point per hour. 
  See The Lexicon of Lore™ for more information 
  concerning these spells. 
  Like all undead spirits, bas are Immune to Cold and 
  Mental Spells, are not adversely affected by Severity 
  Damage, are Susceptible to Holy Water, and are Immune 
  to all but Magical Weapons.  Unlike most undead, they 
  have no fear of sunlight. 
  Because of their ethereal natures, bas can pass through 
  walls and other barriers without hindrance. 
  Recovery Time:  by spell 
  Absorption:  0 
  Surprise Adj.:  +6 
  Attack Modes:  Not applicable.  Bas must rely 
  exclusively on their spellcasting abilities. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  4 
  0 
  0 
  1 
  1 
  Ba Examples 
   
  Below Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  31 
  33 
  Damage Tolerance 
  30 + 7d10 
  35 + 9d10 
  E.P. Value 
  180 
  440 
  Damage per Attack 
  N/A 
  N/A 
   
  Above Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  36 
  40 
  Damage Tolerance 
  40 + 11d10 
  45 + 13d10 
  E.P. Value 
  990 
  2600 
  Damage per Attack 
  N/A 
  N/A 
   
  The ba is an Egyptian spirit that represents the portion of 
  the soul containing personality and emotions.  They are 
  commonly depicted as large birds with human heads and 
  (usually) arms.  Bas have also been encountered with 
  other forms and it is believed that they can assume any 
  form they desire, although other forms don’t seem to 
  provide any noticeable benefits. 
  The ba, being the personification of emotion, has a deep 
  understanding of the human psyche that it uses in 
  defending itself and inflicting revenge on enemies.  All of 
  their powers derive from this connection to emotion. 
  The main goal of each of these ghostly birds is to find and 
  re-unite with its associated ka, the portion of the soul 
  housing the deceased’s life energy.  Once this is 
  accomplished, the spirit leaves the mortal realm forever 
  as an immortal spirit in the land of the dead. 
   
  
    
  The Bestiary~B 
  20 
    
  The Monsters of the Mediterranean 
  20 
  Baboon 
  Habitat:  Baboons are primates that have largely 
  abandoned the safety of the trees for the advantages the 
  ground offers in food gathering.  Even so, when danger 
  threatens, baboons will quickly seek a tree’s leafy 
  embrace.  Once a safe perch is acquired, the monkey will 
  bark defiantly and throw rocks and sticks to drive off the 
  intruder. 
  Life Style:  wild animal 
  Wealth Type:  nil 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  60 
  Strength:  average 
  Size:  small to medium 
  Origin:  The baboon is a native of Africa and had a 
  profound influence on the cultures that arose in its 
  habitats.  Perhaps the most famous example of a baboon 
  appearing in mythology is the Egyptian god Thoth, god of 
  wisdom, who was often depicted with the head of a 
  baboon. 
  Special Characteristics:  Although baboons are ground 
  dwellers during the day, they sleep in trees at night.  
  Consequently, they are quite comfortable in this 
  environment and are respectable climbers. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite or thrown rock 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  -4 
  1 
  -4 
  -3 
  Baboon Examples 
   
  Below Average 
  Average 
  Combat Level 
  1 
  3 
  Attack Bonus 
  +3 
  +6 
  Defense 
  23 
  26 
  Damage Tolerance 
  25 + 1d10 
  25 + 2d10 
  E.P. Value 
  9 
  15 
  Damage per Attack 
  1d4 (bite) or 1d2 
  (rock) 
  1d6 (bite) or 1d3 
  (rock) 
   
  Above Average 
  Exceptional 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  29 
  32 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  36 
  90 
  Damage per Attack 
  1d8 (bite) or 1d4 
  (rock) 
  1d10 (bite) or 
  1d4 (rock) 
   
  Baboons 
  are 
  monkeys, 
  slightly 
  smaller 
  than 
  chimpanzees, with dog-like faces and sharp fangs.  They 
  are capable of staggering about on two legs for short 
  distances, but generally walk on all fours with their long 
  tails arching behind them.  Baboons congregate in small 
  groups known as troops, each having a dominant male 
  and a number of females, juveniles, and babies. 
  When baboons are agitated, they will often taunt their 
  agitator with thrown rocks and low guttural barks.  If 
  confronted aggressively, the large male is likely to attack 
  directly in defense of his troop. 
  Baboon, Giant 
  Habitat:  Although these large primates are excellent 
  climbers, able to easily navigate cliffs, canyons, and 
  ravines, giant baboons are far too large to join their 
  smaller cousins in the upper reaches of the forest 
  canopy.  Instead, they seek shelter under natural rock 
  outcroppings or in caves at night.  During the day, giant 
  baboons generally dwell in areas where a ready source of 
  fresh water is at hand. 
  Life Style:  wild animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  80 
  Strength:  above average to high 
  Size:  large (8 feet tall standing upright) 
  Origin:. Baboons originate from Africa where the cultures 
  incorporated them into their mythologies, along with many 
  other animal species.  The Egyptians in particular held 
  the baboon in great regard.  One of their greatest gods, 
  Thoth, was often depicted as having the head of a 
  baboon or was simply portrayed by gigantic baboon 
  sculptures. 
  
    
  The Bestiary~B 
  21 
    
  The Monsters of the Mediterranean 
  21 
  Special Characteristics:  When agitated from a 
  distance, a giant baboon is likely to grab a hold of any 
  nearby log or boulder and toss it at the offender. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite or thrown rock. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  5 
  1 
  -4 
  1 
  -4 
  -3 
  Giant Baboon Examples 
   
  Below Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +10 
  +12 
  Defense 
  25 
  27 
  Damage Tolerance 
  50 + 3d10 
  50 + 5d10 
  E.P. Value 
  35 
  81 
  Damage per Attack 
  2d8 
  (bite) 
  or 
  1d12 (rock) 
  2d10 (bite) or 
  1d12 (rock) 
   
  Above Average 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +16 
  Defense 
  29 
  31 
  Damage Tolerance 
  75 + 7d10 
  75 + 9d10 
  E.P. Value 
  180 
  400 
  Damage per Attack 
  2d10 (bite) or 
  2d6 (rock) 
  2d12 (bite) or 
  2d8 (rock) 
   
  It probably comes as no surprise that a giant baboon 
  looks like little more than a common baboon with a 
  hyperactive thyroid.  At least as far as its physical 
  characteristics are concerned, this is certainly true.  
  However, 
  the 
  giant 
  baboon’s 
  temperament 
  is 
  substantially more aggressive toward men than are those 
  of the smaller baboon varieties.  This difference in 
  behavior is, admittedly, far more likely to derive from the 
  common baboon’s inability to do much about a 
  trespassing human than from any lack of desire to do so.  
  In any case, there is no doubt that a giant baboon is likely 
  to attack any human it encounters on sight.  Baboons that 
  are obviously outnumbered or over matched will throw 
  stones from safe distances to drive off unwanted 
  intruders. 
  Blemmyes 
  Habitat:  Blemmyesi are nomadic desert dwellers that 
  are suspicious of men and their deceitful ways. 
  Life Style:  desert humanoid 
  Wealth Type:  monetary 
  Alignment:  social neutral 
  Cunning:  average 
  Speed:  65 
  Strength:  above average 
  Size:  medium 
  Origin:  The myth of the Blemmyes is a creation of 
  Roman folklore that asserted that the unusual looking 
  humanoids lived in Upper Egypt and Nubia.  
  Special Characteristics:  none 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon.  Blemmyes commonly wield 
  and throw spears but clubs and maces are also 
  commonly used.  Though far from common, bows are 
  also employed by these primitive men. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  1 
  0 
  1 
  1 
  0 
  0 
  Blemmyes Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +6 
  +9 
  Defense 
  25 
  27 
  Damage Tolerance 
  30 + 2d10 
  35 + 2d10 
  E.P. Value 
  20 
  54 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
  
    
  The Bestiary~B 
  22 
    
  The Monsters of the Mediterranean 
  22 
   
  Above Avg. 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +17 
  Defense 
  29 
  32 
  Damage Tolerance 
  35 + 3d10 
  35 + 5d10 
  E.P. Value 
  108 
  320 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  The blemmyes are an unusual race of humanoid men 
  entirely lacking heads.  Their eyes, mouths, and other 
  facial features are located on their broad muscular 
  chests.  Their skins are dark brown and, aside from the 
  odd hair tuft, are almost entirely bald. 
  The blemmyes are a tribal race and clothe themselves in 
  light colored loose-fitting skins.  Needless to say, their 
  wardrobes never include shirts, which would obviously 
  obscure the blemmyes’ vision. 
  Boar, Calydonian 
  (Erymanthian Boar, Crommyonian Sow) 
  Habitat:  Calydonian Boars inhabit mountain forests and 
  woodlands, preferably those adjacent to rich farmland, 
  which they raid daily.  They like ripe fruit most of all, but 
  will be happy with a cabbage patch or vegatable garden. 
  Life Style:  territorial animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  80 
  Strength:  high 
  Size:  large 
  Origin:  When the king of Calydon forgot to honor 
  Artemis in the yearly festival, she grew furious and sent a 
  great boar to inflict havoc on his lands.  The Calydonian 
  boar, offspring of the Crommyonian Sow, wantonly killed 
  men and livestock and ruined crops.  The king offered the 
  creature’s skin as a prize to the person who slew the 
  beast.  This reward attracted many famous heroes to his 
  country, a number of which were soon destined to sail on 
  the Argo with Jason on his quest for the Golden Fleece.  
  Atlanta, the great huntress, was among them.  She drew 
  first blood with an arrow, but Meleager killed the monster.  
  Rightfully his, Meleager graciously offered the skin to 
  Atlanta but the other heroes felt insulted that a mere 
  woman would get the trophy.  Inevitably, a fight broke out 
  and Meleager ended up killing his uncles, which 
  eventually resulted in his own death by the actions of his 
  own mother. 
  Heracles killed a similarly foul tempered boar as his 
  fourth labor.  This one inhabited mount Erymanthus, and 
  so was known as the Erymanthian boar. 
  Special 
  Characteristics:  Calydonian Boars are 
  exceptionally dangerous creatures when confronted 
  aggressively.  Whenever they enter into combat, their 
  abilities are enhanced as the priest spell Battle Rage. 
  Calydonian Boars are also unusually resilient.  They 
  continually regenerate physical damage at a rate of 1 
  point per minute.  So, even a fierce battle inflicting heavy 
  wounds against the terror will do little good if the creature 
  gains an hour’s respite.  The regeneration will 
  immediately cease upon the creature’s death. 
  In addition, the Calydonian Boar is a walking curse.  
  Anyone that gets within 20 feet of the creature is affected 
  by the priest Curse spell Enmity, potentially causing 
  much strife among its enemies.  Finally, if the boar is 
  slain, anyone within 20 feet of the beast must make a 
  Luck Roll with Faith adjustments or be affected by the 
  priest Battle spell Battle Rage (forcing them to attack 
  anyone with whom they have gained enmity due to the 
  previous curse).  Treat all spells as if cast at a spell level 
  equal to the boar’s Combat Level. 
  Recovery Time:  7 
  Absorption:  4 
  Surprise Adj.:  -3 
  Attack Modes:  tusk 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  8 
  1 
  -- 
  4 
  -3 
  -2 
  Calydonian Boar Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +12 
  +15 
  Defense 
  26 
  28 
  Damage Tolerance 
  150 + 6d10 
  200 + 8d10 
  E.P. Value 
  180 
  425 
  Damage per Attack 
  2d10 
  2d12 
  
    
  The Bestiary~B 
  23 
    
  The Monsters of the Mediterranean 
  23 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +18 
  +21 
  Defense 
  30 
  32 
  Damage Tolerance 
  225 + 10d10 
  250 + 12d10 
  E.P. Value 
  1260 
  2310 
  Damage per Attack 
  3d10 
  3d12 
   
  Calydonian Boars are huge hogs consisting of little more 
  than tusks, bristles, muscle, and a bad attitude.  They 
  have little tolerance for trespassers in their domain.  In 
  fact, they have little tolerance for anything.  They spend 
  their days tearing up farmland, destroying crops, 
  smashing through fences, rutting in mud wallows, and 
  killing anyone that gets in their way. 
  The skins of Calydonian Boars are highly prized, because 
  any armor fashioned from it has the absorption of 
  Studded Leather armor with the encumbrace of Leather 
  armor.  If damaged, a properly cured piece of Calydonian 
  Boar leather will continue to regenerate damage at a rate 
  of one point per hour.  Fortunately, it stops after healing 
  any gaps in the leather so a full-grown boar is not likely to 
  sprout from a belt made from the stuff.  Unfortunately, 
  Calydonian Boar leather is a very difficult material to 
  work.  Only those with 4th level or higher in Leather Lore 
  are able to do so.  A complete and properly prepared 
  Calydonian Boar skin can usually be sold for 1,500 silver 
  pieces. 
  Bucentaur 
  (Cyprian Centaur) 
  Habitat:  Bucentaurs inhabit the plains of large islands. 
  Life Style:  tribal bandits 
  Wealth Type:  monetary 
  Alignment:  variable 
  Cunning:  average 
  Speed:  100 
  Strength:  high 
  Size:  large 
  Origin:  The Cyprian centaur comes to us from Greek 
  mythology, which describes these creatures as half man/ 
  half bull.  In contrast to their equistrian centaur cousins, 
  the Cyprian centaurs have bullhorns jutting out from their 
  heads.  The term “bucentaur” originated considerably 
  after the classical age to distinguish this species as 
  separate from the common centaur.  
  Special Characteristics:  If a bucentaur has an 
  opportunity to close on an adversary in an unobstructed 
  straight-line path, it can charge by lowering its head and 
  barreling toward his opponent.  If the bucentaur strikes on 
  its charge, its horns do double normal damage (do not 
  double any Severity damage). 
  Recovery Time:  by weapon or 7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon or horn 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  5 
  -4 
  0 
  0 
  0 
  0 
  Bucentaur Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  7 
  Attack Bonus 
  +7 
  +11 
  Defense 
  20 
  24 
  Damage Tolerance 
  100 + 4d10 
  100 + 7d10 
  E.P. Value 
  14 
  72 
  Damage per Attack 
  By weapon + 6 
  or 2d8 (horns) 
  By weapon + 7 
  or 2d10 (horns) 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +13 
  +19 
  Defense 
  26 
  28 
  Damage Tolerance 
  125 + 8d10 
  125 + 12d10 
  E.P. Value 
  205 
  1085 
  Damage per Attack 
  By weapon + 8 
  or 2d12 (horns) 
  By weapon + 9 
  or 3d10 (horns) 
  A bucentaur has the head, arms, and torso of a man and 
  the body and legs of a large bull or ox.  Long dangerous 
  horns sprout from the bucentaur’s head, with which it is 
  capable of delivering viscious blows.  The bucentaurs are 
  barbaric, but are quite intelligent.  They are capable of 
  obtaining any skills or profession that can be learned by a 
  human, barring any activities prevented by its unusual 
  physiology. 
  
    
  The Bestiary~C 
  24 
    
  The Monsters of the Mediterranean 
  24 
  C 
  Camel 
  Habitat:  Camels are desert animals that are well 
  renowned and highly prized for their incomparable ability 
  to survive without water for extended periods.  In fact, the 
  human populations of desert regions covet these animals 
  to such a degree that wild camel herds are almost entirely 
  unheard of.  Those few untended groups that are 
  occasionally encountered almost always consist of 
  domesticated camels that outlived their former masters in 
  the harsh arid environment. 
  Life Style:  animal 
  Wealth Type:  nil 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  125 
  Strength:  high 
  Size:  large 
  Origin:  The single-humped Arabian camel comes from 
  the deserts of Africa.  The double-humped Bactrian camel 
  is a native of the Central Asian Gobi desert. 
  Special Characteristics:  The camel can survive for long 
  periods of time without water.  When fresh desert plants 
  are readily available, a camel can live indefinitely without 
  drinking at all.  When even this meager moisture is 
  unavailable, the formidable beast can still go for several 
  weeks on a totally dry diet, drawing the required 
  nourishment from the fat in its hump.  Needless to say, a 
  parched camel can empty a barrel of water in short order, 
  causing its drooping hump to swell with the refreshing 
  liquid. 
  Because a camel’s feet are unusually wide, it is able to 
  run at full speed across desert dunes where less well-
  adapted animals would be severely hindered by the 
  shifting sands. 
  Like all animals, camels are Afraid of Fire. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  7 
  -4 
  -- 
  0 
  -2 
  -3 
  Camel Examples 
   
  Nominal 
  Combat Level 
  0 
  Attack Bonus 
  +0 
  Defense 
  16 
  Damage Tolerance 
  60 + 2d10 
  E.P. Value 
  2 
  Damage per Attack 
  1-6/1-6 
   
  The camel is a herd animal that is perfectly adapted to life 
  in the desert.  It has four long gangly legs and wide 
  padded feet that provide the beast sure footing on the 
  uncertain surfaces of the wind-blown dunes.  Its long 
  curved neck allows the camel to easily reach the desert 
  floor when food or water is available and enables it to 
  raise its head up high for long-distance reconnoitering.  
  Its wooly coat is light beige, blending well with the desert 
  sands on which it dwells.  Its long eyelashes protect its 
  lipid eyes from the desert’s stinging dust. 
  The most distinctive and important characteristic 
  possessed by camels, however, is found in their humps.  
  Arabian camels have one hump while Bactrian camels 
  have two.  These humps are made up of fat that are 
  capable of storing an impressive quantity of water.  When 
  a camel is well watered, its hump is plump and firm but if 
  the camel must endure without water for an extended 
  time, the hump will slowly droop as moisture is gradually 
  drained from the natural water skin. 
  
    
  The Bestiary~C 
  25 
    
  The Monsters of the Mediterranean 
  25 
  Catoblepas 
  Habitat:  The catoblepas grazes on the grasslands of 
  Ethiopia. 
  Life Style:  herd animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  15 
  Strength:  average 
  Size:  large 
  Origin:  The catoblepas was a strange creature of Greek 
  mythology said to live in Ethiopia.  Its name literally 
  means, “that which looks downward”, because its head 
  was said to be so heavy that the beast could barely lift it.  
  This is fortunate, because the mere glance of a 
  catoblepas can turn a person to stone.  For this reason, 
  the people of the Middle Ages referred to it as a 
  “Gorgon”.  Some described the catoblepas as a large 
  ponderous bull covered in iron cobblestones whose 
  breath is poisonous.  Others described it as having a long 
  and spindly neck with a head resembling that of a 
  warthog.  Still others gave it short stubby wings, although 
  it is doubtful the pathetic creature ever actually flew. 
  Special Characteristics:  The catoblepas exhales an 
  acrid smelling breath that surrounds the beast as an 
  acidic cloud 20 feet in radius.  Treat its effects as a 
  combination of the mage spells Caustic Mist and 
  Noxious Fumes, which it produces once per turn.  In 
  addition, every turn the beast is threatened it will attempt 
  to raise its head and gaze at a foe.  To do so, it must 
  make a Physical Strength Check against a Threshold of 
  8.  Success indicates the creature lifts its head and spies 
  an enemy.  When this happens, the target is affected as 
  the priest Curse spell Gorgon’s Gaze.  All spells are cast 
  a spell level equal to the beast’s Combat Level. 
  The catoblepas is Immune to Acid.  Also, the iron scales 
  covering its body cause it to lose all Luck Rolls against 
  lightning and electrical attacks (not that it would make 
  them anyway). 
  Recovery Time:  9 
  Absorption:  12 
  Surprise Adj.:  -4 
  Attack Modes:  breath and gaze. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  12 
  -8 
  -- 
  -2 
  -4 
  -4 
  Catoblepas Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  14 
  15 
  Damage Tolerance 
  200 + 4d10 
  250 + 6d10 
  E.P. Value 
  98 
  204 
  Damage per Attack 
  N/A 
  N/A 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  N/A 
  N/A 
  Defense 
  16 
  17 
  Damage Tolerance 
  275 + 8d10 
  300 + 10d10 
  E.P. Value 
  425 
  1140 
  Damage per Attack 
  N/A 
  N/A 
   
  The catoblepas is a supremely ponderous creature with 
  the body of a bison and the head of a warthog.  It has a 
  shaggy mane and droopy eyelids covering pink, festering 
  eyes.  Its neck is so long and its head so big that the 
  creature can barely raise its eyes sufficiently to see the 
  horizon.  Anyone encountering a catoblepas should thank 
  the Fates for this fact, because the gaze of a catoblepas 
  can instantly transform a man into stone. 
  The breath of the catoblepas is its primary means of 
  defense.  The misty cloud’s stench is unbearable and its 
  touch is caustic.  Iron scales resembling cobblestones 
  cover the creature from head to tail, primarily to shield the 
  animal from its own rancid fumes.  The natural armor also 
  has the effect of protecting the ugly thing from physical 
  blows.  The beast’s own eyes are continually bloodshot, 
  indicating just how putrifying bad breath can be.  You 
  know your halitosis is far beyond the pale when it makes 
  your own eyes water. 
  
    
  The Bestiary~C 
  26 
    
  The Monsters of the Mediterranean 
  26 
  Centaur 
  Habitat:  Centaurs inhabit the plains and forests of 
  Mediterranean climes. 
  Life Style:  tribal bandits 
  Wealth Type:  monetary 
  Alignment:  variable 
  Cunning:  above average 
  Speed:  120 
  Strength:  average 
  Size:  large 
  Origin:  Greek mythology states that the centaur race 
  descended from Centaurus, offspring of a magical cloud 
  formed by Zeus and Ixion, son of Ares.  
  Special Characteristics:  none 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  3 
  -3 
  0 
  0 
  1 
  2 
  Centaur Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  7 
  Attack Bonus 
  +7 
  +11 
  Defense 
  20 
  24 
  Damage Tolerance 
  50 + 4d10 
  50 + 7d10 
  E.P. Value 
  7 
  54 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above Avg. 
  Heroic 
  Combat Level 
  8 
  12 
  Attack Bonus 
  +13 
  +19 
  Defense 
  26 
  28 
  Damage Tolerance 
  60 + 8d10 
  60 + 12d10 
  E.P. Value 
  125 
  875 
  Damage per Attack 
  by weapon + 4 
  by weapon +  6 
  A centaur has the body of a horse and the torso and arms 
  of a human.  Centaurs often band together to raid and 
  pillage towns, burn villages, and capture women.  Since a 
  centaur has the strength and speed of a horse, few 
  townships can challenge their attacks.  Nevertheless, a 
  few wise and peace-loving centaurs found favor with the 
  gods.  For example, Apollo taught the centaur Chiron the 
  trades of art, music, and literature.  Later, in return for 
  Apollo’s generosity, Chiron trained all of the Greek 
  heroes what he had learned. 
  Through long practice in weapons, these horse-men gain 
  impressive fighting skills.  A full 60% of centaurs select 
  bows as their favored weapons.  Even so, their fanatical 
  devotion to weaponry has not civilized the vast majority of 
  this brutal, barbaric race. 
  The more civilized of these creatures possess survival 
  skills rivaled by few.  These elite centaurs have formal 
  training in wilderness survival and have elected to gain a 
  human profession.  Some of the more commonly selected 
  classes are: Bowman (Archer), Hermit, Ranger, Scout, 
  Swordsman, and Woodsman. 
  Centauro-Triton 
  (Ichthyo-Tauri) 
  Habitat:  Centauro-tritons inhabit warm coastal waters 
  preferring protected bays and seas to the wild waters of 
  the open ocean.  
  Life Style:  aquatic clannish bandits 
  Wealth Type:  monetary 
  Alignment:  neutral 
  Cunning:  above average 
  Speed:  85 in water 
  Strength:  above average 
  Size:  large 
  Origin:  ancient Greece and Rome 
  Special Characteristics:  see below 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  -3 
  0 
  0 
  2 
  2 
  
    
  The Bestiary~C 
  27 
    
  The Monsters of the Mediterranean 
  27 
  Centauro-Triton Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  7 
  Attack Bonus 
  +4 
  +8 
  Defense 
  16 
  23 
  Damage Tolerance 
  40 + 3d10 
  50 + 7d10 
  E.P. Value 
  5 
  36 
  Damage per Attack 
  by weapon 
  by weapon + 3 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +10 
  +14 
  Defense 
  24 
  29 
  Damage Tolerance 
  50 + 9d10 
  60 + 11d10 
  E.P. Value 
  80 
  450 
  Damage per Attack 
  by weapon + 3 
  by weapon + 5 
   
  A centauro-triton resembles the Grecian centaur in its 
  forequarters and has the hindquarters of a great fish.  
  This water dwelling race developed a loose government 
  recognizing the powers of the god Neptune as their 
  supreme leader.  They entertain themselves by blowing 
  beautiful melodies on seashells they find on the ocean 
  bottom and enjoy the company of the Nereids. 
  Centauro-tritons specialize in training aquatic animals, 
  such as sea lions and sea horses, to perform tricks and 
  battle opponents.  When he needs, a centauro-triton may 
  summon several of his trained sea creatures to his aid 
  with a single resounding note on a conch shell. 
  Not much else is known about this remarkable race, 
  except that their form makes a striking fountain. 
  Cerberus 
  Habitat:  The Cerberus is an excellent guard-dog and is 
  happiest when it has something important to look after. 
  Life Style:  guardian animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  100 
  Strength:  above average 
  Size:  medium 
  Origin:  The original Cerberus, after which this entire 
  species is named, was the awesomely powerful guardian 
  of the gate to the Grecian Hell.  He was the offspring of 
  the many-headed giant Typhon and Echidna, a half-
  woman half-serpent monster.  Although many illustrations 
  depict the original Cerberus as having 3 heads, some 
  stories relate that the dog actually possessed 50 heads 
  and bristled with serpents. 
  Special Characteristics:  The bite of a cerberus is 
  poisonous.  Treat each bite as a Minimally Hazardous 
  Killing Venom (see Poisons for details). 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  1 bite per head (90% of all these canines 
  have three heads.  The remainder has 2d6 heads.) 
  Each head acts independently.  Therefore, each gains 
  extra attacks if its Combat Level greatly exceeds that of 
  its opponents (see Number of Attacks in the Advanced 
  Combat Rules section of The Grimoire of Game Rules™ 
  for details). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  -- 
  5 
  -4 
  -4 
  Cerberus Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +5 
  +8 
  Defense 
  23 
  26 
  Damage Tolerance 
  40 + 4d10 
  40 + 6d10 
  E.P. Value 
  28 
  60 
  Damage per Attack 
  1-10/ 1-10/ 1-10 
  1-12/1-12/1-12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  12 
  Attack Bonus 
  +11 
  +16 
  Defense 
  29 
  33 
  Damage Tolerance 
  50 + 8d10 
  60 + 12d10 
  E.P. Value 
  175 
  1375 
  Damage per Attack 
  2-16/2-16/2-16 
  2-20/2-20/2-20 
  
    
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  28 
    
  The Monsters of the Mediterranean 
  28 
   
  A Cerberus is a large multi-headed hound covered in a 
  thick unkempt fur.  When approached by an intruder, it 
  snarls viciously and drools dark poisonous spittle.  
  Anyone foolish enough to trespass in its guarded domain 
  will be immediately mauled.  Despite their monstrous 
  appearance, these beasts are extremely docile and 
  obedient to their masters.  A well-trained Cerberus is 
  prized indeed. 
  Chimera, Grecian 
  Habitat:  Chimeras often dwell in the rocky hills of 
  moderate climates like that of the Mediterranean coast. 
  Life Style:  territorial hybrid 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  75 
  Strength:  above average 
  Size:  large 
  Origin:  The Chimera first appeared in Greek mythology 
  and was believed to be unconquerable until Bellerophon, 
  riding winged horse Pegasus, slew the beast with raining 
  arrows upon the brute from safely above.  It is widely held 
  that the monster was the personification of the storm 
  cloud. 
  Special Characteristics:  The goat head breathes fire 
  three times per day.  Treat this as an Arcane Lore spell 
  Dragon's Breath: Flame (cast at 8th spell level), which 
  extends to only 50 feet.  Fortunately for the chimera, it is 
  Immune to Heat and Flame. 
  The lion head can bellow out a mighty roar at will.  
  Anyone hearing this deafening sound must make a Luck 
  Roll with Willpower adjustments or flee in terror for 1d4 
  turns. 
  The serpent's bite delivers highly toxic venom.  Anyone 
  bitten must make a Luck Roll with Stamina adjustments 
  or take an additional 3d12 poison damage. 
  If the Detailed Combat Rules are used, the adventurers 
  may disable a lion or goat head if they deliver 75 points of 
  damage directly to it.  The viper head is disabled if it 
  sustains 50 points of damage directly.  The viper tail itself 
  has a Defense of 40 to anyone attempting to strike it.  
  Nevertheless, killing the viper in no way hinders the 
  chimera.  Damage sustained to the tail is not subtracted 
  from the chimera's overall Damage Tolerance. 
  Both the lion head and the goat head can control the 
  movements of the body.  Therefore, both must be 
  destroyed to kill the chimera in this way. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  lion bite/ goat butt/ viper bite/ claw/ claw 
  (As the lion, goat, and viper heads act independently, 
  each gains extra attacks if the chimera's Combat Level 
  greatly exceeds that of opponents.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  4 
  1 
  -- 
  4 
  -4 
  -4 
  Grecian Chimera Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +8 
  +11 
  Defense 
  28 
  29 
  Damage Tolerance 
  60 + 6d10 
  75 + 8d10 
  E.P. Value 
  252 
  550 
  Damage per Attack 
  2d10/ 1d10/ 1d3/ 
  1d10/ 1d10 
  2d14/ 1d12/ 1d4/ 
  2d6/ 2d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +13 
  +17 
  Defense 
  31 
  35 
  Damage Tolerance 
  90 + 10d10 
  100 + 14d10 
  E.P. Value 
  1440 
  8400 
  Damage per Attack 
  3d10/ 2d6/ 1d4/ 
  2d8/ 2d8 
  4d10/ 2d8/ 1d6/ 
  2d8/2d8 
   
  The chimera is a terror to behold, being an odd 
  juxtaposition of lion, viper, and ram.  This proud beast 
  has the head, forequarters, and legs of the king of beasts, 
  accented with a bushy brown mane around the head and 
  neck.  Its hindquarters are those of a gigantic ram, 
  complete with a ram’s head sprouting out of the middle of 
  the creature’s back.  Its tail is a deadly viper capable of 
  hitting targets at the chimera's head with sudden, 
  lightning fast strikes. 
  
    
  The Bestiary~C 
  29 
    
  The Monsters of the Mediterranean 
  29 
  Cobra, Giant 
  Habitat:  Giant cobras are denizens of desert areas, 
  taking shelter in dark niches and under rock outcroppings 
  by day and hunting at night. 
  Life Style:  reptile 
  Wealth Type:  incidental 
  Alignment: neutral 
  Cunning:  low 
  Speed:  45 
  Strength:  average 
  Size:  medium to large (9 to 20 feet long) 
  Origin:  Myths about cobras are understandably common 
  in areas where the serpent dwells.  The Egyptians in 
  particular revered the reptile.  Wadjyt is the Egyptian 
  cobra goddess and is commonly depicted as a serpent 
  with a human head.  Meretseger, “she who loves silence”, 
  also took the form of a cobra.  The cobra was itself the 
  symbol of Lower Egypt. 
  Special Characteristics: The bite of a giant cobra acts 
  as a Deadly Killing Venom.  Anyone bitten by the snake 
  must make a Luck Roll against a Threshold equal to 15 
  plus the cobra’s Combat Level.  See Poison for 
  additional details. 
  Recovery Time:  6 
  Absorption:  1 
  Surprise Adj.:  -0 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  4 
  -2 
  0 
  0 
  -4 
  -4 
  Giant Cobra Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  23 
  25 
  Damage Tolerance 
  25 + 5d10 
  50 + 7d10 
  E.P. Value 
  63 
  144 
  Damage per Attack 
  1d6 + poison 
  1d8 + poison 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  28 
  31 
  Damage Tolerance 
  75 + 9d10 
  100 + 11d10 
  E.P. Value 
  400 
  1080 
  Damage per Attack 
  1d10 + poison 
  1d12 + poison 
   
  Giant cobras are big poisonous snakes. The serpent will 
  rear up when aroused, displaying its impressive fangs.  
  The largest of these reptiles can attain a man’s height.  
  The cobra is unique in its ability to flare out and flatten its 
  neck.  The back of this hood is decorated with an unusual 
  pattern resembling a crude face.  The cobra’s skin is 
  otherwise a light beige color, providing excellent 
  camouflage in sandy regions. 
  Giant cobras feed rarely, easily going for a month or more 
  without food.  When they do eat, they are able to 
  consume an entire man-sized creature in a single 
  protracted swallow.  Even well fed cobras will defend 
  themselves and their territories from trespassers. 
  Cyclops 
  Habitat:  The main bodies of Cyclopes live on an idyllic 
  island where crops and vines spontaneously bear fruit 
  and the sheep and goats quickly grow fat.  The island is 
  obviously located in a benign climate, probably in the 
  Mediterranean.  When the island grows overcrowded, 
  however, the weaker giants must seek a homestead 
  elsewhere. 
  Life Style:  giant man-eater 
  Wealth Type:  hoard 
  Alignment:  unlawful evil 
  Cunning:  average 
  Speed:  115 
  Strength:  exceptional 
  Size:  huge (13 to 20 feet tall) 
  Origin:  The Cyclopes first appeared in Greek mythology. 
  The name “Cyclops” literally means “Wheel-eyed” 
  indicating the size of the giant’s enormous orb. 
  Special Characteristics:  Cyclopes are renowned for 
  their boulder throwing.  A cyclops can hurl boulders up to 
  400 yards and often targets passing ships.  Nevertheless, 
  for every 20 yards over 200, the cyclops suffers a -1 
  penalty on his Attack Bonus.  Any hurled boulder hitting a 
  
    
  The Bestiary~C 
  30 
    
  The Monsters of the Mediterranean 
  30 
  ship forces it to make a Luck Roll vs. crushing blow or 
  have its hull breached with a sizeable hole.  Any boulder 
  actually striking a person inflicts 3d12 points of damage. 
  Recovery Time:  9 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  by weapon.  Most Cyclopes use spears 
  in closer quarters.  They may throw them or wield them 
  as pole arms depending of the range required.  A cyclops 
  forges his own impressive spears regarding them as 
  works of art.  These finely balanced weapons deliver 3d6 
  points of damage and may have an additional +1 to +3 on 
  their Attack Bonus depending on the cyclops' skill in 
  Smithery.  Of course, these weapons are worthless to all 
  but giant sized creatures. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  15 
  9 
  -8 
  -1 
  0 
  0 
  1 
  Cyclops Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Defense 
  18 
  20 
  Damage Tolerance 
  175 + 8d10 
  200 + 10d10 
  E.P. Value 
  250 
  780 
  Damage per Attack 
  by weapon + 10 
  by weapon + 14 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  16 
  Attack Bonus 
  +18 
  +23 
  Defense 
  22 
  26 
  Damage 
  Tolerance 
  225 + 12d10 
  250 + 16d10 
  E.P. Value 
  1875 
  8075 
  Damage per Attack 
  by weapon + 16 
  by weapon + 18 
   
  A cyclops is a gigantic humanoid whose main 
  distinguishing characteristic is the large single eye 
  adorning its forehead.  Despite their brutish natures, 
  these giants are known to gravitate toward the relatively 
  docile professions of shepherding and smithying.  It is a 
  rare cyclops that has not mastered one of these trades. 
  The forging abilities of some Cyclopes astound the very 
  gods.  The Cyclopes Arges, Steropes, and Brontes 
  personally forged Zeus's lightning bolt, Poseidon's trident, 
  and Hades' helmet of invisibility. 
  Cyclopes dwell in large, mountaintop caves from which 
  they scout for passing ships.  Even though these giants 
  love the taste of mutton, eating the white, wooly creatures 
  for months on end gets a bit tiring.  Thus, Cyclopes look 
  forward to guests and always invite them to dinner.  
  Invitations usually arrive in the form of airborne boulders. 
   
  
    
  The Bestiary~D 
  31 
    
  The Monsters of the Mediterranean 
  31 
  D 
  Daemon 
  Agathodaemon 
  Habitat:  Agathodaemons are friendly spirits that tend to 
  associate with and aid a single individual or group.  They 
  will use their powers to remain hidden, however, and so 
  will usually be spied only if their chosen patron is 
  threatened. 
  Life Style:  angelic serpentine spirit 
  Wealth Type:  incidental 
  Alignment:  social neutral good 
  Cunning:  exceptional 
  Speed:  40 (90 flying) 
  Strength:  above average 
  Size:  medium to large 
  Origin:  The agathodaemon comes to us from Greek 
  mythology, where it was believed that both friendly and 
  malevolent spirits accompanied every person.  The 
  agathodaemon was helpful while its enemy, the 
  cacodaemon, was evil. 
  Special Characteristics: The agathodaemon is very 
  beneficial to whomever it befriends.  It has the ability to 
  cast the following priest spells once per day:  Apogean 
  Rejuvenescence, Lift Curse, Neutralize Poison, Panacea, 
  and Saving Grace.  See The Manual of Mythology™ for 
  details.  In addition, it may cast the following mage spells 
  at will: Ghostly Form, Obscurement.  For spell 
  descriptions of these mage spells, see The Lexicon of 
  Lore™.  All spells are cast at a spell level equal to the 
  agathodaemon’s Combat Level. 
  Any creature struck by the agathodaemon’s tail may be 
  ensnared and held by it.  If the spirit chooses to do so, 
  the struck individual must make a Luck Roll with Agility 
  adjustments against a Threshold of 15 plus the daemon’s 
  Combat Level.  The tail Constricts anyone failing until the 
  spirit releases it.  (See Constriction in the Trauma 
  section of The Grimoire of Game Rules™ for details.) 
  This form of attack is generally reserved for solitary 
  opponents, however, as thereafter the agathodaemon’s 
  Defense drops to a mere 10. 
  Like other spiritual beings, magic weapons are required 
  to strike an agathodaemons and they are unaffected by 
  Severity damage.   
  Recovery Time:  5 
  Absorption:  4 
  Surprise Adj.:  -0 
  Attack Modes:  bite / tail 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  -- 
  2 
  1 
  2 
  Agathodaemon Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  27 
  29 
  Damage Tolerance 
  50 + 5d10 
  50 + 7d10 
  E.P. Value 
  81 
  162 
  Damage per Attack 
  1d6 / 1d6 
  1d6 / 1d8 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  30 
  32 
  Damage Tolerance 
  75 + 9d10 
  100 + 11d10 
  E.P. Value 
  400 
  1080 
  Damage per Attack 
  1d6 / 1d10 
  1d6 / 1d12 
   
  Agathodaemons are a cross between men and serpents.  
  They have the heads of men and the bodies of serpents.  
  Some have wings like those of dragons, but all are 
  capable of flight.  Not surprisingly, they are commonly 
  mistaken for naga, but are undoubtedly an entirely 
  distinct type of spirit. 
  An agathodaemon that has no patron will seek out and 
  adopt the most righteous and worthy man (or woman) 
  that it can find.  Once this person is chosen, the 
  agathodaemon will look out after that person to the best 
  of its ability, as long as his actions remain worthy of the 
  spirit’s respect.  Unfortunately, the mere presence of an 
  agathodaemon will often attract the attention of an 
  opposing cadodaemon, which will adopt the same 
  individual and do its best to make that person’s life 
  miserable.  Unfortunately, for some unknown reason, 
  agathodaemons and cacodaemons are unable (or 
  unwilling) to directly attack one another. 
  
    
  The Bestiary~D 
  32 
    
  The Monsters of the Mediterranean 
  32 
  Cacodaemon 
  Habitat:  Cacodaemons are malicious spirits that delight 
  in clinging to a particular person or group of people.  Its 
  purpose is simply to create havoc and bring misfortune 
  and dispair to its patron(s). 
  Life Style:  demonic spirit 
  Wealth Type:  hoard 
  Alignment:  antiocial neutral evil 
  Cunning:  exceptional 
  Speed:  70 (variable by form) 
  Strength:  above average 
  Size:  medium to large 
  Origin:  The cacodaemon, like the agathodaemon, arises 
  from Greek mythology.  The Greeks believed that every 
  person was guarded by friendly spirits (agathodaemons) 
  and 
  hindered 
  by 
  evil 
  spirits 
  (cacodaemons).  
  Cacodaemons reportedly have shape-changing abilities 
  so their true form is unknown.  They have appeared as 
  large jet-black men and as various forms of monsters and 
  animals. 
  Special Characteristics: The cacodaemon is a plague to 
  whomever it chooses as its primary “project”.  Its only 
  purpose is to bring ill luck to this person(s).  To help it in 
  doing so, it has the ability to cast each of the following 
  priest spells once per week:  Babble, Double Vision, Jinx, 
  Unavoidable Target.  See The Manual of Mythology™ 
  for details.  In addition, it may transform itself at will into 
  any form that it has encountered in the past week as the 
  mage spell Shape Change (see The Lexicon of Lore™ 
  for details).  It will often use this ability to hide its true 
  nature from its victims.  If the daemon is discovered, 
  though, it will often change its coloration to pure black 
  and attack with whatever natural weapons the assumed 
  form possesses. 
  Like other spiritual beings, magic weapons are required 
  to strike cacodaemons and they are unaffected by 
  Severity damage.   
  Recovery Time:  by weapon or form 
  Absorption:  by form 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon or form 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  -- 
  2 
  1 
  2 
  Cacodaemon Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  27 
  29 
  Damage Tolerance 
  50 + 5d10 
  50 + 7d10 
  E.P. Value 
  81 
  162 
  Damage per Attack 
  By weapon or 
  form 
  By weapon or 
  form 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  30 
  32 
  Damage Tolerance 
  75 + 9d10 
  100 + 11d10 
  E.P. Value 
  400 
  1080 
  Damage per Attack 
  By weapon or 
  form 
  By weapon or 
  form 
   
  Cacodaemons are demonic spirits bent on bringing ruin 
  on a person or group.  Their true form is unknown since 
  cacodaemons use their shape-shifting abilities to deceive 
  and misdirect their “patrons”.  It is not even known if 
  cacodaemons even have a preferred or natural shape. 
  A cacodaemon that has no patron will seek out and adopt 
  the most upstanding and law-abiding man (or woman) 
  that it can find.  A person blessed by the presence of an 
  agathodaemon is a sure bet to attract a cacodaemon.  
  Once this person is chosen, the cacodaemon will use 
  every trick in its repertoire to discredit and malign that 
  person’s reputation so that he loses all social support.  If 
  successful, the daemon will then attempt to destroy the 
  person’s worthy accomplishments.  If the spirit’s hold on 
  his patron is ever threatened, the cacodaemon will do 
  everything in its power to kill him before fleeing. 
  Djinni 
  Habitat:  The djinn reside in grand floating cloud palaces 
  in the elemental domain of air. 
  Life Style:  civilized elemental spirit 
  Wealth Type:  hoard 
  Alignment:  variable 
  Cunning:  exceptional 
  Speed:  150 
  
    
  The Bestiary~D 
  33 
    
  The Monsters of the Mediterranean 
  33 
  Strength:  high 
  Size:  variable 
  Origin:  The Latin term genie or genius was used by the 
  Romans to describe an aerial being that acted as a 
  personal guardian spirit to every man and woman.  
  Because of the coincidental similarity to the Arabian term 
  jinn, the name of a demon-like spirit born of fire, the two 
  creatures were confused in folklore and Arabian legends.  
  To muddle the issue even further, the djinn that are 
  described in The Tales of the Arabian Knights were 
  actually Persian divs or devas renamed to suit Western 
  tastes.  As a result, it is difficult to draw clear lines 
  between djinni, jinnee, genii, and divs.  We have 
  effectively given up the pursuit and simply classify them 
  all as aerial elemental spirits. 
  Special Characteristics:  Like all elemental beings, 
  djinni are unaffected by Severity Damage and have a 
  Hatred for all elemental creatures foreign to their own 
  elemental realm. 
  Although djinn normally appear as powerful humans, their 
  major skills lie in wielding magic.  Every djinni is a master 
  Aeromancer, capable of casting any Arcane Lore spell 
  dealing exclusively with the lores of Air, Cold, Sky, Wind, 
  and Winter.  He casts these spells at a spell level equal to 
  his Combat Level.  In all cases of spell casting, the djinni 
  simply wills the spell to work.  He foregoes all 
  requirements of verbal and material spell components 
  and simply striking him with a weapon cannot foil his 
  spells. 
  A djinn may use these additional powers once per day: 
  1)  Calm Storm as the priest Miracle spell. 
  2)  Create Storm as the priest Wrath spell. 
  A djinni can also transform himself into a whirlwind which 
  sweeps up any small object in its path.  Any creature in a 
  whirlwind (40 foot radius) must make a Luck Roll with 
  Agility adjustments or trip and take 5d6 damage.  This 
  whirlwind forms in 5 turns, lasts up to 5 turns, and 
  dissipates in 5 turns.  The djinn can then return to his 
  normal form. 
  Royal djinn, those few that serve as lords over virtually all 
  aerial elemental spirits, have the following additional 
  powers which they can use once per day: 
  1) Summon 1d6 other (non-royal) djinni that will serve for 
  1 day. 
  2) Form a whirlwind of double normal strength (10d6 
  damage if a Luck Roll with Agility adjustments fails). 
  If a djinni is slain, its body and all of its belongings 
  immediately form a double strength whirlwind (10d6 for 
  nonroyal - 20d6 for royal).  This lasts for 5 turns and 
  dissipates -- leaving nothing. 
  Recovery Time:  3 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  6 
  7 
  3 
  3 
  6 
  2 
  Djinni Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  10 
  Attack Bonus 
  +12 
  +16 
  Defense 
  34 
  37 
  Damage Tolerance 
  140 + 7d10 
  150 + 10d10 
  E.P. Value 
  684 
  2340 
  Damage per Attack 
  by weapon + 5 
  by weapon + 6 
   
  Above Avg. 
  Royal 
  Combat Level 
  12 
  15 
  Attack Bonus 
  +19 
  +23 
  Defense 
  39 
  42 
  Damage Tolerance 
  170 + 12d10 
  200 + 15d10 
  E.P. Value 
  5000 
  17250 
  Damage per Attack 
  by weapon + 8 
  by weapon + 10 
   
  A djinni (plural djinn) is a royal elemental spirit of air 
  having the appearance of a handsome giant whose torso 
  fades into a billowy white cloud hovering above the 
  ground.  His massive arms and barrel-shaped chest 
  ripple with the strength of a hurricane barely contained.  
  The turban adorning his head, the golden bands 
  encircling his arms, and the scabbard at his side are 
  jeweled with riches beyond measure.  His attitude is 
  frequently arrogant, viewing mortal men as gnats barely 
  worth the bother of brushing aside. 
  Masterful conjurers have learned the techniques needed 
  to bind the weaker djinn to serve for extended periods of 
  up to one thousand and one days. 
  The most powerful of arch magi long ago gleaned the 
  secrets needed to enslave even the ruling class of djinn.  
  
    
  The Bestiary~D 
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  The Monsters of the Mediterranean 
  34 
  Even so, these most powerful of aerial elemental spirits  
  can be bound only to grant up to 3 wishes after which 
  they are free.  One bit of clarification should be given 
  concerning the wishes that a djinni can grant since many 
  players will solicit the fulfillment of outlandish desires.  A 
  wish is nothing more than the completion of some 
  request.  It is not a form of Do Anything spell.  Thus, a 
  djinni cannot grant a wish if it does not otherwise have 
  the powers required to accomplish the requested task.   
  Even so, there exist few servants as valuable as a djinni. 
  Capturing and enslaving a djinni is a dangerous and 
  difficult job.  The Overlord determines the necessary 
  invocations and expenditures for the capture of one of 
  these beings.  Of course, the enslaved djinn will harbor 
  great animosity for his enslaver and will obey him only to 
  the extent that he must. 
  Dracaena 
  (Drakaina) 
  Habitat:  The dracaenae live in warm and temperate 
  climates. 
  Life Style:  tribal humanoid 
  Wealth Type:  monetary 
  Alignment:  neutral evil (females), lawful neutral (males) 
  Cunning:  average 
  Speed:  65 
  Strength:  average 
  Size:  medium 
  Origin:  The dracaenae originate in Greek mythology, 
  which describes a number of monstrous woman / serpent 
  combinations.  Among these are Echidna, Scylla, Campe, 
  and Lamia.  In one tale, Heracles is forced to mate with a 
  beautiful Dracaena in order to re-acquire the cattle of 
  Geryones that she had stolen.  It is quite interesting to 
  note that Hercules, favored son of mighty Zeus, stealer of 
  the golden apples of the Hesperides, destroyer of the 
  fortress of Cacus, and captor of the hell-hound Cerberus 
  was somehow completely unable to find a way to keep 
  from having sex with this stunning serpent woman.  Will 
  wonders never cease? 
  Males of the species are also described.  Cecrops, 
  founder of Athens, was a combination of man and snake, 
  although he was considerably more civilized than his 
  female compatriots. 
  Special Characteristics:  The draconae can see heat 
  sources in the dark as the mage spell ‘Squito Sense. 
  Recovery Time:  by weapon 
  Absorption:  by armor 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  1 
  1 
  2 
  1 
  2 
  0 
  Dracaena Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  3 
  Attack Bonus 
  +4 
  +6 
  Defense 
  22 
  24 
  Damage Tolerance 
  30 + 2d10 
  40 + 2d10 
  E.P. Value 
  9 
  20 
  Damage per Attack 
  By weapon 
  By weapon + 1 
   
  Above Avg. 
  Well 
  Above 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  26 
  29 
  Damage Tolerance 
  50 + 2d10 
  60 + 3d10 
  E.P. Value 
  45 
  108 
  Damage per Attack 
  By weapon + 2 
  By weapon + 3 
   
  Below Heroic 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +17 
  +19 
  Defense 
  32 
  35 
  Damage Tolerance 
  65 + 5d10 
  65 + 5d10 
  E.P. Value 
  320 
  850 
  Damage per Attack 
  By weapon + 3 
  By weapon + 4 
   
  The dracaenae are a combination of serpent and human 
  that are distantly related to the middle-eastern naga.  
  They have human heads, torsos, and arms above the 
  waist and serpent bodies and tails below.  They are every 
  bit as intelligent as normal humans and are able to learn 
  and practice any profession accessible to human society, 
  within their obvious physical limitations.  Oddly enough, 
  female dracaenae are far more commonly seen than 
  males, so the males must be quite rare.  Either that, or 
  the women of the species are just such monstrous 
  bitches that the males want nothing to do with them.  In 
  any case, the females occasionally marry human men 
  and bear them children that appear human in every way. 
  
    
  The Bestiary~D 
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  The Monsters of the Mediterranean 
  35 
  The dracaenae speak human languages, but have a 
  distinctly “snake-ish” flavor to their culture.  Many of them 
  worship deities related to snakes and dragon-kind.  
  Among these are the Greek titan Typhon, the Babylonian 
  dragon Tiamat, and the Egyptian serpent gods Anet and 
  Apep. 
  Dragon, Babylonian  
  (Mushushu, Sirrush) 
  Habitat:  Babylonian dragons are the lords of the seas.  
  As such, their lairs are found underneath the ocean’s 
  waves, although they venture out onto dry land to hunt. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  antisocial unlawful evil 
  Cunning:  high 
  Speed:  150 
  Strength:  exceptional 
  Size:  huge 
  Origin:  The Babylonian dragon, known as Mushushu or 
  Sirrush, is one of the most terrible of Tiamat’s offspring.  
  It is one of the earliest and most primitive forms of 
  dragon.  Because of its association with Tiamat, is tightly 
  linked with the element of water.  The association of the 
  Christian Satan with the form of the dragon can be traced 
  back to the evil Mushushu of ancient Babylon.  In fact, the 
  form of the Babylonian dragon is depicted in bright 
  ceramic tile on the Ishtar gate that served as the entrance 
  to Bablylon.  This gate, unearthed in 1902, is described in 
  the Bible. 
  Special Characteristics: Babylonian dragons are highly 
  attuned to the element of water.  In combination with its 
  high intelligence and ancient origins, this fact makes the 
  Babylonian dragon one of the most terrifying to 
  encounter.  All of them are powerful Aquamancers, 
  capable of casting all of mage spells dealing exclusively 
  with the lores of Rain, Sea, Spring, Water, and Wet.  
  Among the most potent of these are Convoke Lightning, 
  Lightning Bolt, Ball Lightning, and Linked Lightning 
  although their abilities are in no way limited to these 
  spells.  If encountered underwater, these creatures may 
  be nearly invisible through the use of the spell Watery 
  Form.  All spells are cast at a spell level equal to the 
  dragon’s Combat Level.  Fortunately, the Babylonian 
  dragon has no breath weapon of its own. 
  If a large party attacks a Babylonian dragon, it will bellow 
  a mighty roar to frighten off some of its attackers.  This 
  improves its odds with the remaining combatants.  Any 
  creature other than a dragon hearing this roar must make 
  a Luck Roll with Willpower adjustments.  Those failing 
  flee in terror for 1d4 turns. 
  The tail of the Babylonian dragon is tipped by a painful 
  stinger.  Its poison acts as a Dangerous Toxin.   See 
  Poison in The Tome of Terrors for more details. 
  Babylonian dragons are completely Immune to Lightning 
  and Electricity.  In addition, they are resistant to all forms 
  of magic.  Any spell affecting a Babylonian dragon has its 
  spell level reduced by 7 levels. 
  Recovery Time:  5 
  Absorption:  11 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw/ sting (tail). A Babylonian 
  dragon cannot use all of its attacks on a single opponent.  
  Those toward the front of the dragon risk attack from the 
  head and claws.  Those toward the rear risk attack from 
  the barbed tail. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  16 
  8 
  -5 
  -- 
  6 
  0 
  -1 
  Babylonian Dragon Examples 
   
  Below Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +16 
  +18 
  Defense 
  23 
  25 
  Damage Tolerance 
  175 + 8d10 
  250 + 10d10 
  E.P. Value 
  1000 
  4020 
  Damage per Attack 
  2d12/2d8/2d8/ 
  1d8+poison 
  3d10/2d10/2d10/ 
  1d10+poison 
   
  Above Average 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +22 
  +25 
  Defense 
  27 
  28 
  Damage Tolerance 
  300 + 13d10 
  325 + 15d10 
  E.P. Value 
  8442 
  12420 
  Damage per Attack 
  4d8/ 3d8/ 3d8/ 
  1d10+poison 
  4d8/ 3d8/ 3d8/  
  1d12+poison 
   
  The Babylonian dragon is one of the most feared of all 
  dragon-kind.  It may very well be the ancestor of all other 
  
    
  The Bestiary~D 
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  The Monsters of the Mediterranean 
  36 
  dragon breeds, although this belief has not been 
  established as an absolute fact.  The beast’s head is that 
  of a snake with multiple horns and a forked tongue.  It 
  has the body and tapering tail of a great serpent covered 
  in iron-hard scales.  A deadly stinger tips its tail.  The 
  monster’s forelegs are those of a lion while its hind legs 
  are those of a giant eagle, representative of the great 
  predators that plague its favored lands. 
  But, the dragon’s ferocious appearance does not begin to 
  warn of the real danger.  The reptile is a master over rain, 
  thunder, and lightning and it has a keen intelligence that 
  allows it to masterfully wield these powers against all 
  threats. 
  Dragon, Ethiopian  
  (Drakones Aithiopes) 
  Habitat:  Ethiopian dragons dwell in grasslands and 
  forests inhabited by elephants, their favorite prey. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  80 
  Strength:  exceptional 
  Size:  huge (180 feet long, 15 feet across at its widest 
  point) 
  Origin:  The Ethiopian dragon is a construct of Greek 
  mythology.  It was said to be a gigantic serpent that lived 
  in the land of Ethiopia that was so huge that it preyed 
  upon elephants.  Needless to say, the dragon was 
  regarded as the largest serpent in the world. 
  Special Characteristics: Ethiopian dragons are resistant 
  to all forms of magic.  Any spell affecting an Ethiopian 
  dragon has its spell level reduced by 5 levels. 
  If a large party attacks an Ethiopian dragon, it will bellow 
  a mighty roar to frighten off some of its attackers.  Any 
  creature other than a dragon hearing this roar must make 
  a Luck Roll with Willpower adjustments.  Those failing 
  flee in terror for 1d4 turns. 
  Recovery Time:  9 
  Absorption:  12 
  Surprise Adj.:  -5 
  Attack Modes:  bite. An Ethopian dragon uses its body 
  to constrict and crush elephants and other such big prey, 
  but is too large to do so to a person. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  20 
  15 
  -10 
  -- 
  6 
  0 
  -1 
  Ethiopian Dragon Examples 
   
  Below Average 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +15 
  +18 
  Defense 
  15 
  18 
  Damage Tolerance 
  300 + 8d10 
  350 + 8d10 
  E.P. Value 
  207 
  625 
  Damage per Attack 
  3d10 
  3d12 
   
  Above Average 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +21 
  +24 
  Defense 
  21 
  24 
  Damage Tolerance 
  400 + 10d10 
  450 + 13d10 
  E.P. Value 
  1740 
  3875 
  Damage per Attack 
  4d10 
  4d12 
   
  The Ethiopian dragon is an enormous serpent capable of 
  swallowing an elephant whole (albeit with great effort).  It 
  is essentially a snake covered in dragon scales with row 
  upon row of dragon teeth in its enormous maw.  It is large 
  enough and powerful enough to encircle a hippo or giant 
  and slowly crush it to death.  However, their favored prey 
  are elephants.  Just as most dragons hoard gold, the 
  Ethiopian dragon hoards ivory.  Consequently, they will 
  make their lairs in or near elephant graveyards if at all 
  possible.  Of course, if an elephant graveyard is nowhere 
  to be found, then the Ethiopian dragon will just have to 
  create one of its own. 
  Unfortunately, the skins of Ethiopian Dragons are simply 
  too thick and stiff and the scales too large to use as raw 
  materials from which to fashion armor.  This is really too 
  bad, since a single Ethiopian dragon skin could otherwise 
  make dozens of man-sized suits.  The scales are 
  appropriate, though, for fashioning shields.  One scale is 
  just about right for a small shield.  A few overlapping 
  scales would cover a large one.  Such shields don’t have 
  any significant benefit over normal ones, but they 
  definitely look more sporting. 
  
    
  The Bestiary~D 
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  The Monsters of the Mediterranean 
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  Drako 
  (Grecian Dragon) 
  Habitat:  Drakos inhabit forested areas.  They especially 
  like groves of fruit trees. 
  Life Style:  solitary reptile 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  average 
  Speed:  45 (land or water) 
  Strength:  high 
  Size:  large 
  Origin:  The tale of the 100-headed Grecian dragon, 
  Ladon, describes a monster very similar in appearance to 
  the Hydra, a serpent with many heads.  In fact, both 
  Ladon and Hydra were the offspring of Typhon and 
  Echidna and were the siblings of Cerberus, the three-
  headed dog guarding the gates to the Grecian 
  underworld.  As his eleventh task, Heracles was told to 
  steal the golden apples of the Hesperides, which were 
  given to Hera as a divine wedding.  To ensure their 
  safety, Hera guarded them with a terrible 100-headed 
  talking dragon, Ladon.  Hercules apparently had little 
  difficulty in acquiring the apples.  He slew Ladon with a 
  single arrow dipped in Hydra’s poisonous blood.  This 
  accomplished, Hercules tricked Atlas, the Titan who holds 
  up the sky, to enter Hera’s garden to pilfer to golden fruit. 
  Special Characteristics:  A drako’s 100 heads can 
  weave and dance about in an intricate pattern that many 
  people find hypnotic.  Anyone viewing the heads in 
  combat must make a Luck Roll with Willpower 
  Adjustements every turn or be affected as the mage spell 
  Mesmerise.  In addition, the dragon’s heads continually 
  speak and whisper among one another.  Anyone hearing 
  these voices is affected by one random spell chosen from 
  the following list:  Ecstasy, Ineffable Awe, Mental Drain, 
  Murmurings, 
  Slumber, 
  and 
  Temporary 
  Insanity.  
  Anyone so affected must make a Luck Roll with 
  Willpower Adjustments every turn or fall under the voices’ 
  influence.  Treat all spells as being cast at a spell level 
  equal to the drako’s Combat Level. 
  Fortunately, the bite of a drako is not poisonous and its 
  tiny fangs are incapable of reaching vital organs.  
  Consequently, a drako’s bite cannot deliver Severity 
  damage.  But, what the drako’s bites lack in quality they 
  make up for in quantity.  Each of the 100 heads has a 10-
  foot reach from the main body.  Due to crowding, though, 
  only 3d6 heads can attack a given individual in a single 
  turn.  All of these will strike or miss with a single Attack 
  Roll.  Each bite delivers 1d4 or 1d6 damage, depending 
  on the creature’s size.  As you would expect, armor 
  absorbs damage normally from every bite individually. 
  If a mere 5 damage is delivered to a given head, it is 
  disabled.  However, as the serpent has 100 heads, taking 
  them out one by one could a very tedious process.   To 
  ease the bookkeeping, simply assume that no heads are 
  disabled until the creature’s Damage Tolerance is 
  lowered to 50% of maximum.  After this point, every 1% 
  further damage disables two heads.  Thus, when the 
  monster is at 25% Damage Tolerance, only half of its 
  heads will still be active.  Note that the heads do not 
  regenerate, as do those of the Hydra, its sibling. 
  Finally, drakos are excellent swimmers and are Immune 
  to Fire, Cold, and Electricity.  Their one weakness is that 
  they are Highly Susceptible to Poison. 
  Recovery Time:  6 
  Absorption:  6 
  Surprise Adj.:  -0 
  Attack Modes:  bite (1 per head). As each head acts 
  independently, each gains extra attacks in the event that 
  the Combat Level of the monster greatly exceeds that of 
  opponents. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  6 
  -2 
  -- 
  5 
  -3 
  -3 
  Drako Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +10 
  +13 
  Defense 
  21 
  23 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  216 
  560 
  Damage per Attack 
  1d4 per bite 
  1d4 per bite 
  
    
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  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +16 
  +19 
  Defense 
  25 
  27 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  1440 
  3400 
  Damage per Attack 
  1d6 per bite 
  1d6 per bite 
   
  The drako is an enormous many-headed serpent that will 
  rear up when startled.  At such times, it can reach 
  standing heights of 12 to 16 feet as its heads bob and 
  weave while whispering tantalizing prophecies and 
  incoherent babblings.  The spectacle has been many a 
  hero’s downfall, as it can have disturbing effects on a 
  mortal’s mental faculties. 
  Drako skins are smooth and scaly like those of common 
  snakes.  They are decorated with a variety of patterns 
  and colors although they tend toward the colorations of 
  the more common garden snakes.  If properly removed 
  from the creature (i.e. Skinning Animals) and preserved, 
  a drako skin can fetch as much as 5,000 silver pieces. 
  Duamutef 
  Habitat:  Duamutef are most comfortable in arid regions.  
  However, they tend to congregate and build their homes 
  within desert oases where water is plentiful and their 
  desert hunting grounds are near.  Their favorite 
  environment is that of the delta of a river winding through 
  the desert. 
  Life Style:  desert humanoid 
  Wealth Type:  monetary 
  Alignment:  lawful neutral to antisocial unlawful evil 
  Cunning:  average 
  Speed:  75 
  Strength:  average to above average 
  Size:  medium 
  Origin:  Duamutef is the name of a minor jackal-headed 
  Egyptian deity that is mainly depicted in Egyptian artwork 
  as one of four canopic jars.  A canopic jar is a sacred 
  vessel in which the removed internal organs of a mummy 
  are stored in preparation for its afterlife.  Duamutef 
  guarded the deceased’s stomach and was closely 
  associated with the minor goddess Neith, who was the 
  consort of Set and who was symbolized by a shield 
  crossed by two arrows. 
  Special Characteristics:  Duamutef are skilled archers 
  and warriors, all of whom are trained in the skill of 
  Defending with Medium Shield (which they use at a level 
  equal to their Combat Level). 
  Recovery Time:  by weapon or 7 (bite) 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon or bite.  Duamutef commonly 
  wield short sword and shield in battle and fire arrows from 
  short bows from afar.  If pressed into combat unarmed, a 
  Duamutef will attack with its bite. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  1 
  2 
  2 
  0 
  1 
  Duamutef Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack (HH) 
  +6 
  +9 
  Attack (bow) 
  +7 
  +11 
  Defense (+shield) 
  26 
  28 
  Defense (-shield) 
  23 
  25 
  Defense (firing) 
  13 
  15 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  25 
  54 
  Damage per Attack 
  2d6 
  or 
  by 
  weapon + 3 
  2d6 
  or 
  by 
  weapon + 4 
  
    
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  Above Avg. 
  Heroic 
  Combat Level 
  7 
  11 
  Attack (HH) 
  +12 
  +17 
  Attack (bow) 
  +13 
  +18 
  Defense (+shield) 
  32 
  39 
  Defense (-shield) 
  28 
  35 
  Defense (firing) 
  18 
  23 
  Damage Tolerance 
  25 + 4d10 
  25 + 5d10 
  E.P. Value 
  126 
  900 
  Damage per Attack 
  2d6 
  or 
  by 
  weapon + 5 
  2d8 
  or 
  by 
  weapon + 6 
   
  Duamutef are men with the heads of jackals.  Although 
  their canine features are identical to those of the wild 
  golden-haired dog, the color of the cranial fur varies from 
  golden brown to black.  Their bodies are entirely human. 
  As a race, duamutef are obsessively jealous of their 
  culture, believing themselves to have attained the apex of 
  civilization.  As a rule, they are arrogant and quite vain 
  concerning their appearance.  Consequently, they keep 
  themselves impeccably well groomed and commonly 
  wear simple golden jewelry to show their individual 
  wealth.  When a human is captured by the duamutef, they 
  usually make a big show of “sitting in judgment” of the 
  “unpolished oaf” where they determine whether he should 
  be executed and, if so, how.  The defendant will usually 
  be forced to determine his own fate in a difficult 
  combative trial where he has the slim possibility of 
  escape by demonstrating exceptional cunning and skill. 
  Duamutef have their own spoken language that consists 
  of a series of growls, barks, and snarls.  In addition, many 
  are able to understand at least some human languages 
  and a very few can even manage a human tongue, albeit 
  in a deep gravelly voice. 
  Duamutef are capable of learning any human profession, 
  although mages are rare while archers and swordsmen 
  are quite common.  Duamutef priests commonly worship 
  either Anubis or Set, whose temples continually dicker 
  and plot against one another. 
   
  
    
  The Bestiary~E 
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  The Monsters of the Mediterranean 
  40 
  E 
  Efriti 
  (Efreeti) 
  Habitat:  The efriti is an elemental spirit of smoke and 
  flame.  As such, it does not often dwell for any extended 
  time in the realm of mortals.  More often, one is 
  summoned and enslaved by a powerful conjurer to 
  execute his desires. 
  Life Style:  solitary fire spirit 
  Wealth Type:  hoard 
  Alignment:  antisocial lawful evil 
  Cunning:  exceptional 
  Speed:  100 
  Strength:  high 
  Size:  large 
  Origin:  The efriti, or afriti, originated in the Middle East 
  where it was believed these spirits would rise in a cloud 
  of smoke from the blood of a murdered man. 
  Special Characteristics:  True to their elemental 
  natures, effreeti have a Hatred of all elemental creatures 
  other than those from the plane of fire. 
  Like all elemental fire spirits, efriti are Immune to Heat 
  and Flame and are unaffected by Severity Damage. 
  All efrit are masterful pyromancers.  An efriti’s control 
  over fire allows him to cast any mage spell that requires 
  only the Arcane Lores of Hot, Fire, Flame, and Sun.  He 
  casts these spells at a level equal to his Combat Level 
  (i.e. Dragon's Breath: Flame, Wall of Fire, Burning 
  Circle, Fire Dart, etc.)  In all cases, the efriti foregoes all 
  requirements of verbal and material spell components.  
  Simply striking him with a weapon cannot foil his spells. 
  An efriti may summon a fire elemental once per day with 
  a simple thought.  The summoned elemental will appear 
  at a random location within 100 yards of the efrit in 1d4 
  turns. 
  One percent of all efrit possess royal powers.  These 
  beings may opt to conjure a fire salamander instead of a 
  fire elemental and may cast any priest Wrath spell that 
  deals exclusively in the domain of Fire (i.e. Pillar of 
  Flame).  These spells may be invoked only once per day. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  6 
  7 
  2 
  4 
  6 
  2 
  Efriti Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  8 
  Attack Bonus 
  +10 
  +14 
  Defense 
  32 
  35 
  Damage Tolerance 
  145 + 5d10 
  170 + 8d10 
  E.P. Value 
  297 
  875 
  Damage per Attack 
  by weapon + 6 
  by weapon + 7 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  14 
  Attack Bonus 
  +19 
  +22 
  Defense 
  38 
  41 
  Damage Tolerance 
  185 + 11d10 
  230 + 14d10 
  E.P. Value 
  3240 
  13200 
  Damage per Attack 
  by weapon + 9 
  by weapon + 12 
   
  An efriti (plural efrit) is a powerful spirit of searing flame 
  and roiling smoke whose muscled torso emerges from a 
  boiling cloud of brown and ashy black vapor.  His barrel 
  chest and muscled arms flicker and ripple with the power 
  of a firestorm hungering to burst forth.  Some of the 
  wealthier efrit wear brass armbands and carry large 
  scimitars. 
  Occasionally, mages trap these spirits in magical bottles 
  or lamps.  To regain its freedom, an efriti must serve the 
  vessel’s master.  The weaker efrit may be forced to serve 
  for one thousand and one days, obeying their master’s 
  every whim.  Royal efrit can only be forced to grant three 
  wishes.  (Bear in mind that a wish is nothing more than 
  the fulfillments of some desire that the spirit must perform 
  to the best of its ability.  It is not a form of “Do Anything” 
  spell giving the fire spirit powers it does not otherwise 
  possess.) 
   
  
    
  The Bestiary~E 
  41 
    
  The Monsters of the Mediterranean 
  41 
  Ekimmu 
  Habitat:  Ekimmu often make their first appearances 
  outside of the homes of those they have chosen to curse. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  80 
  Strength:  average 
  Size:  medium 
  Origin:  The ekimmu legends originated in ancient 
  Assyria.  The Assyrians believed that the soul of any man 
  evil enough to be denied entrance to the underworld 
  would be forced to remain on earth.  If the man died by 
  violent means or his funeral rites went unsatisfied, he 
  would become an ekimmu.  The term ekimmu literally 
  means “that which is snatched away”. 
  Special 
  Characteristics: 
  The 
  most 
  distinctive 
  characteristic of an ekimmu is that it will select a specific 
  individual to haunt and curse.  Oddly enough, the 
  selected target is not harmed by the ekimmu in any way.  
  In fact, the ekimmu is entirely unable to harm the target of 
  its haunting or, in turn, be harmed by him.  From the 
  victim’s perspective, it is as if the ekimmu does not even 
  exist.  He cannot see, hear, or feel the spirit and is 
  entirely unable to sense its presence in any fashion, 
  including through the use of magic.  In addition, any 
  attacks made by the victim toward the “non-existent” spirit 
  will be completely ineffective. 
  Similar to a common ghost, an ekimmu can produce a 
  Deathly Moan or deliver a Draining Touch as the mage 
  spells once per turn. (See The Lexicon of Lore™ for 
  details on these abilities).  Any time a Draining Touch is 
  used, the life essence drawn from the target is used to 
  magically erase any wounds the ekimmu has sustained. 
  Like all undead creatures, this creature is Immune to Cold 
  and Mental Spells, is not adversely affected by Severity 
  Damage, is Susceptible to Holy Water, and is Afraid of 
  Sunlight. In addition, it is Immune to all but Magical 
  Weapons. 
  Because of its ethereal nature, an ekimmu can pass 
  through walls and other barriers without hindrance.  In 
  addition, it can simply “fade” from existence only to re-
  appear later. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  +6 
  Attack Modes:  draining touch or deathly moan. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  0 
  0 
  1 
  0 
  Ekimmu Examples 
   
  Below Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  1d8 + 5 
  1d8 + 7 
   
  Above Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  34 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1200 
  Damage per Attack 
  1d8 + 9 
  1d8 + 11 
   
  An ekimmu is a restless spirit that arose from the corpse 
  of a man who died a violent death through murder or war.  
  Not all those who experience such unsavory demises 
  return to haunt the living as ekimmus, however.  Only 
  those who cursed themselves through their own evil 
  deeds will be forced to wander the land of mortals until 
  they have repaid their past sins with counterbalancing 
  good acts.  Unfortunately, few of these spirits ever 
  change their ways to achieve atonement.  Instead, they 
  blame others for their misfortunes and continue to 
  deepen their spiritual debts. 
  Needless to say, the fear of an ekimmu arising from a 
  “high risk” corpse is the source of a near-paranoia in 
  attending to the funeral rites of the deceased.  Many 
  believe that the slightest touch or even the sight of an 
  impure corpse could result in the ekimmu’s curse. 
  
    
  The Bestiary~E 
  42 
    
  The Monsters of the Mediterranean 
  42 
  Elephant 
  Habitat:  Elephants prefer climates which are warm year 
  round and which contain vast stretches of grassland 
  interspersed with tree groves. 
  Life Style:  herd animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  65 
  Strength:  exceptional 
  Size:  large 
  Origin:  Elephants are natives of Africa and India.  The 
  Indian elephants are more mild tempered than their 
  African cousins and have smaller ears. 
  Special Characteristics:  Elephants are Afraid of Fire 
  and are Terrified of Mice. 
  Recovery Time:  6 
  Absorption:  4 
  Surprise Adj.:  +4 
  Attack Modes:  gore or stomp. In combat, an elephant 
  will either gore with its tusks (50%) or stomp with its feet 
  (50%). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  14 
  10 
  -5 
  -- 
  1 
  -4 
  -2 
  Elephant Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +3 
  +5 
  Defense 
  17 
  19 
  Damage Tolerance 
  150 + 2d10 
  200 + 4d10 
  E.P. Value 
  20 
  56 
  Damage per Attack 
  3-24 (gore) 
  2d10 (stomp) 
  3-30 (gore) 
  2d10 (stomp) 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +7 
  +9 
  Defense 
  21 
  23 
  Damage Tolerance 
  250 + 6d10 
  300 + 8d10 
  E.P. Value 
  132 
  350 
  Damage per Attack 
  3-36 (gore) 
  2d10 (stomp) 
  4-40 (gore) 
  2d10 (stomp) 
   
  Elephants are great lumbering beasts with tree-like legs, 
  gracefully curved tusks, and dexterous trunks.  Their 
  skins are wrinkled and extremely thick to provide the 
  behemoths added protection against the few predators 
  desperate enough to attack them. 
  These huge giants are often taken from the wild and 
  trained to work.  Elephants are used to acquire and 
  transport lumber, entertain in circuses, and serve as war 
  steeds.   Alexander the Great, toward the end of his 
  remarkable military career, encountered his greatest and 
  most costly battle in overcoming Asian forces equipped 
  with elephants. 
  Elephant tusks are highly prized by rich nobles due to the 
  beautiful carvings that can be fashioned from ivory.  Even 
  trained elephants are in danger from poachers looking for 
  fast cash.  A single ivory tusk taken from an adult 
  elephant is worth 500 silver pieces. 
  Empusa 
  (Grecian Lamia) 
  Habitat:  Empusas are as comfortable under water as 
  they are on land.  Consequently, they tend to dwell along 
  the coast and are even known to clandestinely reside 
  within port cities. 
  Life Style:  man-eating fairy 
  Wealth Type:  hoard 
  Alignment:  Empusas tend toward an antisocial evil 
  attitude but there are rumors that some more good-
  natured individuals exist. 
  Cunning:  high 
  Speed:  70 (water or land) 
  Strength:  above average 
  Size:  medium 
  Origin:  The empusa originally appeared in Greek 
  literature as a monster that was half human female and 
  
    
  The Bestiary~E 
  43 
    
  The Monsters of the Mediterranean 
  43 
  half serpent.  This monster was actually one of Zeus’ 
  many lovers. Zeus’ wife Hera, furious at his infidelity, 
  stole the resulting offspring and cursed his lover.  The 
  empusa eventually became the queen of the sirens and 
  sought revenge by feasting on human children, becoming 
  the Grecian form of a vampire.  Inexplicably, Zeus gave 
  her the ability to pluck out her own eyes and then put 
  them back in.  Later tales describe an entire race of 
  empusas living on the North African coast in Libya. 
  The empusa is the early Greek term for the later Latin 
  term lamia.  Over the ages, the empusa’s form changed 
  substantially (as described under Lamia).  Although the 
  original meaning of the term empusa described only 
  females, the city of Athens was supposedly founded by a 
  serpent-man named Cecrops.  It is possible that he was a 
  rare male example of this species. 
  Special 
  Characteristics: 
  Empusas 
  are 
  capable 
  swimmers and can breathe water as easily as air.  
  Consequently, they have developed a strong Affinity 
  toward Sirens.  In addition, have a strong Lust for the 
  Taste of Human Blood and Flesh. 
  The illusionary powers possessed by empusas are 
  legendary.  They often use these to guile strangers to 
  their deaths.  Empusas may use the following mage 
  spells at will: Guise, Faust’s Fallacious Facade, 
  Phantasmagoria, 
  Illusionary 
  Fog, 
  Intensify 
  Pain, 
  Tantalus' Gold, and Warble. 
  Finally, the empusa is capable of plucking out one or both 
  of her own eyes and sending them out to spy as the 
  mage spell Spying Eye.  All spells are cast at a spell 
  level equal to the empusa’s Combat Level. 
  Recovery Time:  by weapon 
  Absorption:  3 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  1 
  4 
  4 
  -1 
  Empusa Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  29 
  32 
  Damage Tolerance 
  70 + 6d10 
  80 + 8d10 
  E.P. Value 
  168 
  350 
  Damage per Attack 
  By weapon 
  By weapon + 2 
   
  Above Avg. 
  Heroic 
  Combat Level 
  10 
  14 
  Attack Bonus 
  +17 
  +24 
  Defense 
  35 
  40 
  Damage Tolerance 
  90 + 10d10 
  100 + 14d10 
  E.P. Value 
  960 
  5700 
  Damage per Attack 
  By weapon + 3 
  By weapon + 4 
   
  The empusa is a composite creature that is half human 
  female and half serpent.  She has the lovely face, 
  delicate arms, and shapely breasts of a comely human 
  maiden.  At the waist, her form transitions into that of a 
  great serpent covered with shimmering crimson, green, 
  and turquoise scales. 
  Empusas are extremely crafty creatures and occasionally 
  venture openly within the walls of human coastal cities 
  and towns.  Of course, their appearance would cause 
  quite a stir if they did not possess their substantial illusory 
  abilities with which to fashion disguises. 
  Often, an empusa will disguise herself as a stunning 
  human woman to seduce a wealthy young man into 
  marrying her.  Shortly after the wedding the groom will 
  invariably turn up missing.  The poor widow must console 
  herself by spending his fortune alone. 
  
    
  The Bestiary~E 
  44 
    
  The Monsters of the Mediterranean 
  44 
  Erinys 
  (Furiae, The Angry Ones) 
  Habitat:  An Erinys is a demonic spirit.  It has no 
  environmental preferences other than that there be a 
  guilty mortal nearby to torment. 
  Life Style:  demonic spirit 
  Wealth Type:  incidental 
  Alignment:  lawful evil 
  Cunning:  above average 
  Speed:  20 (100 flying) 
  Strength:  low 
  Size:  medium 
  Origin:  The Erinyes appear in Greek mythology as the 
  three Furies who torment guilty men.  They were said to 
  spring from Uranus’s blood when it struck the earth 
  (Gaea). 
  Special Characteristics:  Every erinys carries a weapon 
  that can take the form of a viper that writhes and bites, a 
  torch that burns, or a sword that slashes and cuts.  The 
  form is of no real concern to the spirit.  She is equally 
  proficient with all of them. 
  This creature is not adversely affected by Severity 
  Damage, is Immune to all but Magical Weapons, and is 
  Highly Susceptible to Holy Water. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  by weapon (viper, torch, or sword) 
  If the viper weapon is used, the erinys wields it like a whip 
  that bites every time it strikes.  The serpent delivers 1d6 
  damage but cannot deliver Severity Damage (or the 
  additional Physical Strength Damage Adjustment listed in 
  the examples).  However, the bite delivers a Deadly 
  Killing Venom which is especially painful.  Anyone bitten 
  is entitled to a Luck Roll with Stamina Adjustments 
  against a Luck Threshold equal to 15 plus the spirit’s 
  Combat Level. 
  If the erinys uses her torch as a weapon in combat, she 
  wields it like a mace.  It delivers 2d6 damage from the 
  blow and an additional 2d6 damage from the fire. 
  If her weapon takes the form of a sword, it delivers 3d6 
  damage per blow. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  5 
  3 
  2 
  3 
  2 
  3 
  Erinys Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +17 
  Defense 
  30 
  34 
  Damage Tolerance 
  30 + 8d10 
  30 + 10d10 
  E.P. Value 
  275 
  840 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +21 
  +25 
  Defense 
  38 
  42 
  Damage Tolerance 
  30 + 12d10 
  30 + 14d10 
  E.P. Value 
  2125 
  6000 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  The erinys is a demonic spirit that exists to punish and 
  torment men guilty of murders, especially the murders of 
  women.  They normally appear as beautiful women with 
  bat-like wings.  The hair of these monsters is a writhing 
  nest of vipers, similar to that of the Grecian gorgon.  At 
  times, an erinys will appear pregnant with pendulous 
  breasts and the face of a dog. 
  
    
  The Bestiary~F 
  45 
    
  The Monsters of the Mediterranean 
  45 
  F 
  Frog, Hyperborean 
  Habitat:  Like their cousins the giant frogs, hyperborean 
  frogs inhabit waterways.  However, they are much more 
  strongly attracted to the mild climate found immediately to 
  the north of the Mediterranean Sea. 
  Life Style:  amphibious instinctive animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
   
  Speed:  65 
  Strength:  average 
  Size:  medium 
  Origin:  An ancient Greek myth describes a paradise-like 
  land called Hyperborea that lay on an island far to the 
  north.  Along with the native inhabitants and other wildlife, 
  the myth describes a species of frog with two heads that 
  was highly prized by the Hyperborean chefs. 
  Special Characteristics: If it must close the distance 
  between itself and its meal, a Hyperborean frog may leap 
  30 yards in an initial attempt to surprise its prey. 
  A Hyperborean frog attacks with its two tongues.  If either 
  hits, it sticks fast to the target.  A struck victim must make 
  a Luck Roll with Agility adjustments.  Those failing find 
  one or both arms pinned to their side.  Determine 
  randomly which are pinned by rolling a d6.  A roll of 1 or 2 
  shows that the left is trapped, a 3 or 4 indicates the right 
  cannot move, and a 5 or 6 demonstrates that both arms 
  are wrapped up by the sticky tongue. 
  A tongue severs after taking 3d6 points of cutting 
  damage.  Once it sticks fast, the tongue has a Defense of 
  0.  However, as it lacks vital organs, the tongue itself is 
  unaffected by Severity Damage.  Of course, damage 
  done to the tongue cannot kill the frog.   Do not subtract it 
  from the overall Damage Tolerance.  A severed tongue 
  will regrow within a week. 
  On the turn following a successful hit with the tongue, one 
  of two events occurs.  The frog either pulls its victim into 
  its huge mouth or engulfs him by leaping AROUND the 
  body while drawing in its tongue.  Any creature caught in 
  a frog's mouth Suffocates (see the Trauma rules in The 
  Grimoire of Game Rules™ for details.) 
   
  As soon as a Hyperborean frog gains its meal, it moves 
  away quickly.  Due to its increased weight, it leaps only 
  15 yards at a time (Speed of 50). 
  At night, Hyperborean frogs may be Stunned by the 
  sudden appearance of bright lights.  In such a situation, 
  the frog is entitled to a Luck Roll with Perception 
  Adjustments to avoid the immobilizing effects.    The 
  temporary immobility lasts 1 to 4 turns. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  tongue/tongue 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  -2 
  -- 
  0 
  -4 
  -4 
  Hyperborean Frog Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +4 
  +6 
  Defense 
  20 
  22 
  Damage Tolerance 
  25 + 2d10 
  25 + 4d10 
  E.P. Value 
  24 
  42 
  Damage per Attack 
  see below  
  see below  
   
  Above Avg. 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +11 
  Defense 
  24 
  25 
  Damage Tolerance 
  30 + 6d10 
  30 + 8d10 
  E.P. Value 
  84 
  150 
  Damage per Attack 
  see below  
  see below  
   
  Hyperborean frogs have the size, bulk, and weight of a 
  large man although their appetites would put any man to 
  shame.  At first glance, these amphibians appear like 
  perfectly normal frogs, aside from their obvious pituitary 
  problems.  In fact, Hyperborean frogs resemble giant 
  frogs in every way but one.  A Hyperborean frog has two 
  heads. 
  The legs of the Hyperborean frog, easily distinguished by 
  its black and yellow mottling, are considered a gourmet's 
  feast.  Each fresh pair of legs sells for 100 silver pieces
  
    
  The Bestiary~G 
  46 
    
  The Monsters of the Mediterranean 
  46 
  G 
  Genomus 
  (Earth Dweller) 
  Habitat:  Genomi live exclusively underground and 
  commonly swim through the rock itself to accomplish their 
  earthy goals.  They are usually encountered working in 
  spectacular cave systems diligently crafting massive 
  stalactites or delicate crystalline structures.  The only time 
  genomi appear above the earth’s surface is when 
  powerful conjurers summon them into service. 
  Life Style:  subterranean elemental humanoid 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  above average 
  Speed:  35 (85 through rock and dirt) 
  Strength:  average 
  Size:  small (1 to 2 feet tall - Genomi are deceptively 
  tough for their size.) 
  Origin:  Genomus is an ancient Greek term meaning 
  “earth-dweller” describing an elemental creature of the 
  earth related to the fiery salamanders, the aerial sylphs, 
  and the watery undines.  Over time, the term genome 
  evolved into the more commonly recognized term of 
  gnome. This description covers the old elemental aspects 
  of this earthy being.  See Gnome for an account of the 
  faery race that evolved later. 
  Special Characteristics: Genomes have a Lust for 
  Gemstones and Metals (which they re-deposit deep 
  within the earth’s bedrock) and an Affinity toward 
  Gnomes, Dwarves, and Knockers. 
  Genomi can see anything contacting the earth within their 
  line of sight, regardless of lighting conditions.  In addition, 
  they are Unaffected by Severity Damage and are 
  completely Immune to All Forms of Earth Attacks 
  (including blows delivered by magical steel weapons).  
  Wooden weapons may affect them. 
  Genomi may cast the following spells at will:  Agate 
  Stone, Amathyst Stone, Burrow, Carbuncle Stone, 
  Earth Bubble, and Sculpt.  See The Lexicon of Lore™ 
  for a full description of these spells.  All spells are cast at 
  a spell level equal to the Combat Level of the genomus. 
  Finally, genomi can easily swim through natural rock, 
  clay, and dirt and will cleverly use this ability to their 
  advantage in combat. 
  Recovery Time:  by weapon 
  Absorption:  8 
  Surprise Adj.:  0 
  Attack Modes:  by weapon.  Genomi only wield weapons 
  entirely crafted from earthen components (metals, rock, 
  etc.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  2 
  1 
  2 
  3 
  0 
  1 
  Genomus Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  25 
  27 
  Damage Tolerance 
  15 + 4d10 
  20 + 6d10 
  E.P. Value 
  126 
  228 
  Damage per Attack 
  by weapon 
  by weapon + 2 
   
  Above Avg. 
  Heroic 
  Combat Level 
  8 
  12 
  Attack Bonus 
  +13 
  +20 
  Defense 
  29 
  35 
  Damage Tolerance 
  25 + 8d10 
  30 + 12d10 
  E.P. Value 
  500 
  3000 
  Damage per Attack 
  by weapon + 3 
  by weapon + 4 
   
  Genomi are humanoid beings standing one or two feet 
  tall.  They look like unusually small gnomes or dwarves 
  with wrinkled faces and well-tended beards.  Despite their 
  shape, and the fact that they normally clothe themselves 
  in rugged mining gear, genomi are easily distinguished 
  from their faery cousins.  This is because genomi are 
  made of solid rock.  The exact type of rock comprising a 
  genomus varies from one individual to another.  One 
  genomus will have the sheen of finely polished white 
  marble while another has the sparkle of deftly crafted 
  granite.  One will have the milky translucent quality of 
  agate while another glitters with the golden facets of iron 
  pyrite. 
  As their appearance indicates, genomi are properly 
  classified as earth elementals and fall into the same 
  category as salamanders, sylphs, and undines.  Their 
  function in the elemental hierarchy is to craft and place 
  
    
  The Bestiary~G 
  47 
    
  The Monsters of the Mediterranean 
  47 
  natural minerals and gemstones.  It is the genomi that 
  take ingots of copper, silver, gold, and platinum and 
  hammer them into rocky crevices to form the metallic 
  veins that miners value so highly.  When a genomus is 
  ahead in his earthly “schedule,” he will productively use 
  his time to lovingly repair many of the imperfections he 
  observes in his “raw” gemstones before placing them into 
  their destined mineral deposits. 
  Ghoul 
  Habitat:  Young ghouls, those that still retain an 
  unblemished human appearance, live and work 
  undetected in the societies of the living.  Once their 
  appearance degrades, however, they seek the asylum of 
  dark crypts and tombs or escape to the desert to attack 
  and devour small merchant caravans. 
  Life Style:  tribal undead man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial unlawful evil 
  Cunning:  average 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Origin:  Ghouls appear in many myths coming out of the 
  Middle East.  Unfortunately, the tales are inconsistent on 
  exactly what a ghoul looks like.  Some state that they 
  appear as beautiful women who delight their husbands 
  before their unconventional dining preferences are 
  discovered.  Other legends describe ghouls as ethereal 
  ghosts or as amorphous blobs of ambulating goo.  In all 
  cases, though, the stories are clear on the ghoul’s 
  favorite bedtime snack. 
  Special Characteristics:  Like all undead, this creature 
  is Immune to Frost and Mental Spells, is not adversely 
  affected by Severity Damage, and is Susceptible to Holy 
  Water.  Although ghouls are not initially afraid of daylight, 
  once their human appearance fades they develop an 
  Aversion to Sunlight.  Finally, ghouls are Immune to all 
  but Magical and Iron Weapons. 
  Ghouls have a driving Lust for the Taste of Human Flesh. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite/claw/claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  1 
  0 
  0 
  0 
  1 
  -1 
  Ghoul Initiate Examples (<20 years) 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +10 
  Defense 
  26 
  28 
  Damage Tolerance 
  10 + 5d10 
  10 + 7d10 
  E.P. Value 
  93 
  174 
  Damage per Attack 
  1d4/ 1d4/ 1d4 
  1d6/ 1d4/ 1d4 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  34 
  Damage Tolerance 
  10 + 9d10 
  10 + 11d10 
  E.P. Value 
  430 
  1020 
  Damage per Attack 
  1d8/ 1d4/ 1d4 
  1d8/ 1d6/ 1d6 
  Common Ghoul Examples (20-100 years) 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +10 
  Defense 
  26 
  28 
  Damage Tolerance 
  20 + 5d10 
  20 + 7d10 
  E.P. Value 
  111 
  192 
  Damage per Attack 
  1d8/ 1d4/ 1d4 
  2d4/ 1d6/ 1d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  34 
  Damage Tolerance 
  20 + 9d10 
  20 + 11d10 
  E.P. Value 
  470 
  1020 
  Damage per Attack 
  1d12/ 1d6/ 1d6 
  1d12/ 1d8/ 1d8 
  
    
  The Bestiary~G 
  48 
    
  The Monsters of the Mediterranean 
  48 
  Elder Ghoul Examples (100-200 years) 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  17 
  19 
  Damage Tolerance 
  75 + 5d10 
  75 + 7d10 
  E.P. Value 
  122 
  174 
  Damage per Attack 
  1d10/ 1d6/ 1d6 
  1d12/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +18 
  Defense 
  24 
  26 
  Damage Tolerance 
  75 + 9d10 
  75 + 11d10 
  E.P. Value 
  430 
  1110 
  Damage per Attack 
  2d6/ 1d8/ 1d8 
  2d6/ 1d10/ 1d10 
  Ancient Ghoul Examples (200+ years) 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  26 
  28 
  Damage Tolerance 
  100 + 5d10 
  100 + 7d10 
  E.P. Value 
  147 
  282 
  Damage per Attack 
  1d10/ 1d8/ 1d8 
  2d6/ 1d10/ 1d10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +16 
  +18 
  Defense 
  32 
  34 
  Damage Tolerance 
  100 + 9d10 
  100 + 11d10 
  E.P. Value 
  630 
  1560 
  Damage per Attack 
  2d8/ 1d10/ 1d10 
  3d6/ 1d12/ 1d12 
   
  A ghoul is an undead fiend that feeds on the flesh of men.  
  They usually frequent cemeteries to obtain their meals 
  but don't mind helping themselves to any available fresh 
  corpse, even if it must be obtained from a living person. 
  The appearance of one ghoul can vary significantly from 
  that of another since the ghoul’s form slowly degrades 
  with time.  These cannibals start their “careers” rising 
  from their graves with an overpowering hunger to feed.  
  For a significant time after they rise from their deathbeds, 
  ghouls appear and act as perfectly normal living humans.  
  They will commonly marry the living, slipping away at 
  night for morbid feasts at the local graveyard.  A ghoul 
  knows that the more it feeds the longer its beauty lasts. 
  Over a period of twenty years or so, the ghoul’s firm 
  muscles slowly soften until the skin itself begins to take 
  on a slimy grayish appearance.  No degree of 
  cannibalistic gluttony can hold back the inevitable 
  pressure of time forever and makeup is eventually 
  insufficient to the task of covering the ghoul’s incremental 
  decay.  Only the claws and teeth with which it gains its 
  meals continue growing.  It must finally flee to the 
  obscurity of the graveyard. 
  The ghoul’s gradual decline does not stop at the 
  graveyard gates.  Over a period of a century, the ghoul’s 
  muscles continue to soften until his entire frame, 
  including its skeletal structure, degenerates into an 
  amorphous mass of slick-gray ooze.  Only its eyes, 
  bloodstained claws, and toothy maw are recognizable.  
  Even so, the ghoul’s mad lust for man-flesh allows it to 
  ambulate at a deadly pace. 
  Even this form is not the ghoul’s destined form.  
  Eventually, the ooze itself becomes more and more 
  insubstantial until the monster is nothing more than an 
  amorphous ethereal spirit of insatiable hunger.  Eyes, 
  claws, and teeth are always included.  Oddly enough, 
  even though ghouls at this advanced age can walk 
  through walls unhindered, their claws and teeth are just 
  as deadly as always.  They are still capable of consuming 
  an impressive quantity of carrion. 
  Like other undead creatures, ghouls cannot gain 
  Experience Points.  Thus, even though a ghoul will 
  transform from one stage of decay to another, an 
  Average ghoul will always remain Average.  The Combat 
  Level of the ghoul is set at the time of its death to equal 
  its former Character Level. 
  Nobody knows why ghouls arise.  However, it is believed 
  that the younger ghouls solicit new “recruits” while they 
  associate with the living.  They will throw lavish parties 
  where they feed their guests exceptionally well-prepared 
  meals made of human meat.  When the well-fed 
  comrades finally die years later, they cannot rest.  Their 
  newly acquired tastes force them to abandon their 
  gravesites to become the willing slaves of their ghoulish 
  hosts. 
  
    
  The Bestiary~G 
  49 
    
  The Monsters of the Mediterranean 
  49 
  Giant, Argus 
  Habitat:  Argus giants live in grassy lands suited to 
  grazing by cattle. 
  Life Style:  rural humanoid 
  Wealth Type:  monetary 
  Alignment:  lawful neutral 
  Cunning:  average 
  Speed:  75 
  Strength:  high 
  Size:  large (7 to 9 feet tall) 
  Origin:  In Greek mythology, Argus was a giant with a 
  hundred eyes who never slept and could not be 
  surprised.  He was the son of Zeus and Niobe sent by 
  Hera to guard the beautiful nymph Io.  To add even 
  further insult, Io was transformed into a heifer for the sin 
  of being seduced by Zeus.  Mercury was sent to 
  recapture her and was forced to kill Argus in the process.  
  Hera so loved her favored guardian that she took his 
  eyes and put them in the tips of peacock feathers. 
  Special Characteristics:  Argus giants are superb 
  guardians.  They have eyes scattered over entire bodies 
  of which they can only close two at any given time.  Thus, 
  they never sleep and cannot be surprised by any means.  
  Treat his perceptive abilities as continual effects identical 
  to the priest Divination spells Divine Sight, Magic Sight, 
  Reveal Foes, Reveal Illusion, and Reveal Invisibility.  
  In addition, the giant has perfect vision in both day and 
  night. 
  Recovery Time:  by weapon 
  Absorption:  0.  Argus giants never wear armor or 
  clothing; as such articles would block much of their vision. 
  Surprise Adj.:  -2 
  Attack Modes:  by weapon.  Argus giants commonly 
  wield large swords (delivering 4d6 damage) in battle.  
  They are also superb marksmen, skilled with massive 
  short bows (which are functionally equivalent to human-
  sized great bows). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  9 
  -2 
  0 
  12 
  3 
  2 
  Argus Giant Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack (sword) 
  +9 
  +11 
  Attack (bow) 
  +17 
  +19 
  Defense 
  23 
  25 
  Defense (shooting) 
  14 
  15 
  Damage Tolerance 
  100 + 5d10 
  125 + 7d10 
  E.P. Value 
  99 
  216 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  11 
  Attack (sword) 
  +13 
  +16 
  Attack (bow) 
  +21 
  +23 
  Defense 
  27 
  29 
  Defense (shooting) 
  16 
  17 
  Damage Tolerance 
  150 +9d10 
  175 + 11d10 
  E.P. Value 
  520 
  1190 
  Damage per Attack 
  by weapon + 6 
  by weapon + 7 
   
  Argus giants are grotesque giant humanoids with eyes 
  covering their bodies that ceaselessly examine every 
  facet of the world around them.  The spectacle can be 
  quite disturbing, because the multitudes of eyeballs rarely 
  seem to be looking in the same direction, although a 
  dozen or so will focus on any potential threat. 
  It is difficult to win an Argus giant’s favor, but it is possible 
  with 
  sufficiently 
  impressive 
  acts 
  of 
  loyalty 
  and 
  trustworthiness.  Argus giants are not fools, though.  They 
  will never knowingly perform an action to comprimise the 
  security of anything they have been set to guard. 
  
    
  The Bestiary~G 
  50 
    
  The Monsters of the Mediterranean 
  50 
  Giant, Cacus 
  Habitat:  Cacus giants live in secret stone fortresses at 
  the tops of mountains.  They raid the surrounding lands 
  for food, their favorite dish being beef. 
  Life Style:  giant mountain dweller 
  Wealth Type:  hoard 
  Alignment:  antisocial neutral evil 
  Cunning:  above average 
  Speed:  100 
  Strength:  exceptional 
  Size:  huge (10 to 15 feet tall) 
  Origin:  Cacus was originally a Roman fire-god but the 
  myths concerning him had him slowly devolve into a fire-
  breathing giant that was an offspring of Hephaestus.  
  When Hercules visited the Cacus’s lands after obtaining 
  the cattle of Geryon, his tenth labor, Cacus stole some of 
  the herd and dragged them backwards to his secret 
  mountaintop castle.  He did this in order to make anyone 
  following their tracks that the cattle had moved in the 
  opposite direction.  The only reason Hercules was able to 
  find the missing cattle was that they lowed when the 
  remainder of the herd wandered by.  Hercules then 
  proceeded to rip the top of the mountain off to find them.  
  In so doing, he discovered the three-headed giant Cacus 
  cowering in his castle.  In an attempt to escape Hercules’ 
  wrath, Cacus belched forth billows of smoke and fire.  
  Hercules dove into the maelstrom, though, and killed 
  Cacus by choking him to death. 
  Special Characteristics:  Cacus giants are able to 
  exhale forth fire and smoke from each of their three 
  heads.  One head belches forth smoke that clouds the 
  surrounding area as the mage spell Veiling Mist (only 
  the cloud consists of smoke, not mist).  The second head 
  breaths scorching air as the priest Wrath spell Searing 
  Blast.  The third head produces flame as the priest Wrath 
  spell Fire and Brimstone.  In addition, a Cacus giant’s 
  weapon will burst into flame as the priest Wrath spell 
  Flame Tongue.  Each of these abilities can be used once 
  per day and they are cast at a spell level equal to the 
  giant’s Combat Level. 
  Cacus giants are well versed in Masonry, Mining, Stone 
  Lore and Smithery.  They use their abilities to construct 
  enormous stone fortresses that are completely hidden 
  from view behind secret doors and hidden passages.  
  These skills are used at a skill level equal to the giant’s 
  Combat Level. 
  Cacus giants are Immune to Heat and Flame. 
  Recovery Time:  9 
  Absorption:  by armor 
  Surprise Adj.:  -4 (+2 if it has the opportunity to suddenly 
  appear from behind a secret door it has constructed in a 
  mountainside). 
  Attack Modes:  by weapon x 2.  Most Cacus giants use 
  two large hammers in combat that deliver 4d6 damage 
  per blow.  (Note that the Cacus giants’ ability of Flame 
  Tongue may add additional damage to a weapon.)  As 
  each head acts independently, each arm gains extra 
  attacks if the giant’s Combat Level greatly exceeds that of 
  opponents. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  10 
  11 
  -6 
  -1 
  2 
  0 
  1 
  Cacus Giant Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Defense 
  18 
  20 
  Damage Tolerance 
  175 + 8d10 
  200 + 10d10 
  E.P. Value 
  325 
  1020 
  Damage per Attack 
  By weapon + 8 
  By weapon + 10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +18 
  +21 
  Defense 
  22 
  24 
  Damage Tolerance 
  225 + 12d10 
  250 + 16d10 
  E.P. Value 
  2100 
  3150 
  Damage per Attack 
  By weapon + 11 
  By weapon + 12 
   
  Cacus giants are towering three-headed humanoids that 
  are masters of stone, metal, and fire.  They believe 
  themselves to be direct descendants of Hephaestus 
  himself and worship him as their patron deity.  Cacus 
  giants honor Hephaestus by developing their skills of 
  Smithery and stone working and by wielding large 
  hammers in combat. 
  Cacus giants carve enormous underground fortresses 
  from the rock of mountains.  These imposing dwellings 
  are completely hidden behind expertly crafted secret 
  doors.  The corridors leading into the giant’s home may 
  twist and criss-cross repeatedly in confusing mazes 
  
    
  The Bestiary~G 
  51 
    
  The Monsters of the Mediterranean 
  51 
  before opening up into the cavernous inner sanctum.  
  Trespassers should beware that Cacus giants are clever 
  craftsmen and are apt to guard their abodes with devices 
  far more dangerous than hidden doors.  
  Giant, Gegenees 
  Habitat:  The Gegenees giants dwell in mountainous 
  areas.  They consider themselves the caretakers of 
  bears, so their lands are usually populated by large 
  numbers of the grizzly creatures. 
  Life Style:  tribal humanoid 
  Wealth Type:  monetary 
  Alignment:  neutral lawful evil 
  Cunning:  average 
  Speed:  70 
  Strength:  high 
  Size:  medium (7 to 9 feet tall) 
  Origin:  The Gegenees giants are six-armed humanoids 
  that the Argonauts encountered on their search for the 
  Golden Fleece.  Jason and his men landed ashore and 
  went searching for food, leaving behind only a few men to 
  guard the ships.  Fortunately, one of those men was 
  Hercules, because a tribe of six-armed giants attacked 
  the ships.  Hercules was able to hold the giants off, 
  barely, until the rest of the crew returned and battled 
  them. 
  Special Characteristics:  The Gegenees have an 
  Affinity for Bears bordering on reverence.  They live in 
  mountainous areas populated by bears and will surely 
  attack anyone threatening them. 
  The Gegenees giants have six arms, so they almost 
  always wield multiple weapons.  Six weapons flurrying 
  simultaneously in a flashing display of steel is truly a sight 
  to behold.  Unfortunately, even Gegenees giants have a 
  hard time coordinating that many blades.  Every blade 
  over the first forces the Gegenees to suffer a –1 penalty 
  on all attacks, so the Gegenees will often “double-up” 
  their arms to wield larger weapons.  One-handed 
  Gegenees weapons deliver 2d6 damage, two-handed 
  weapons deal 3d6 damage, and three-handed weapons 
  deliver 4d6 damage per blow.  A Gegenees can also 
  sacrifice attacks to carry shields.  Each shield carried 
  provides the standard bonus, so a Gegenees carrying 
  two large shields gains a +6 bonus to Defense. 
  Gegenees giants are also rather adept at boulder 
  throwing.  They are capable of throwing boulders 100 
  yards that deliver 4d6 damage.  One such boulder may 
  be thrown every turn, provided a convenient supply of 
  boulders is at hand. 
  Recovery Time:  by weapon 
  Absorption:  4 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  7 
  0 
  1 
  1 
  0 
  0 
  Gegenees Giant Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  7 
  Attack Bonus 
  +8* 
  +11* 
  Defense 
  24* 
  27* 
  Damage Tolerance 
  75 + 4d10 
  100 + 7d10 
  E.P. Value 
  84 
  270 
  Damage per Attack 
  By weapon + 4 
  By weapon + 5 
   
  Above Avg. 
  Heroic 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +15* 
  +19* 
  Defense 
  30* 
  33* 
  Damage Tolerance 
  125 + 10d10 
  150 + 13d10 
  E.P. Value 
  1020 
  2250 
  Damage per Attack 
  By weapon + 6 
  By weapon + 7 
  * See the Special Characteristics for how Attack Bonus and 
  Defense affected by multiple weapons and shields. 
  The Gegenees giants are barbaric six-armed giants 
  whose skin is the texture and color of hard-packed clay.  
  The unusual appearance of their skins has earned them 
  the name “earth-born”.  Some believe the Gegenees to 
  be descendants of an elemental giant who lived before 
  Zeus rose to power that was fashioned entirely from rock 
  and clay.  It is unknown whether the giants are man-
  eaters, but they certainly show no love for intruders. 
  The Gegenees culture is centered on the bear.  Bears 
  accompany some, but these are probably considered to 
  be more companions than pets.  In any case, the 
  combination of bear and giant often proves quite deadly. 
  
    
  The Bestiary~G 
  52 
    
  The Monsters of the Mediterranean 
  52 
  Giant, Geryon 
  Habitat:  Geryon giants live in grassy lands suited to 
  raising the red cattle they so prize. 
  Life Style:  rural humanoid 
  Wealth Type:  monetary 
  Alignment:  lawful neutral to neutral evil 
  Cunning:  average 
  Speed:  75 
  Strength:  high 
  Size:  large (7 to 12 feet tall) 
  Origin:  Geryon was a giant with three bodies, three 
  heads, six arms, and six legs slain by Hercules during his 
  tenth labor.  The giant somehow managed to be a 
  formidable warrior despite the obvious difficulties a 
  Siamese triplet would have in battle. 
  Special Characteristics:  Geryons giants are large 
  humanoids with remarkable illusory powers.  At all times, 
  these powers project illusionary duplicates of the giant: 
  weapons, armor, and all.  Each Geryon is accompanied 
  by two illusions identical in ability to the mage spell 
  Eternal 
  Champion. 
   
  These 
  mirror 
  images 
  are 
  indistinguishable from the original and are fully capable of 
  participating in combat and delivering illusionary damage. 
  Recovery Time:  by weapon 
  Absorption:  by armor 
  Surprise Adj.:  -2 
  Attack Modes:  by weapon.  Geryon giants commonly 
  wield large spears (delivering 3d6 damage) and shields in 
  battle. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  6 
  1 
  0 
  2 
  0 
  0 
  Geryon Giant Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack 
  +9 
  +12 
  Defense 
  23 
  25 
  Damage Tolerance 
  100 + 5d10 
  125 + 7d10 
  E.P. Value 
  99 
  216 
  Damage per Attack 
  by weapon + 6 
  by weapon + 7 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  11 
  Attack 
  +14 
  +17 
  Defense 
  27 
  29 
  Damage Tolerance 
  150 +9d10 
  175 + 11d10 
  E.P. Value 
  520 
  1190 
  Damage per Attack 
  by weapon + 8 
  by weapon + 8 
   
  Geryon giants are commonly dressed as Greek warriors 
  with helm, spear, greaves, breastplate, and shield.  They 
  could easily be mistaken for a human Hoplite if it were not 
  for their enormous size and the fact that they always 
  appear in triplets.  The members of the trio have an 
  uncanny knack for anticipating each other’s actions.  It is 
  almost as if they possessed some form of keen mental 
  telepathy amongst themselves.  Each is a fearsome 
  fighter, able to stand toe-to-toe with the bravest heroes.  
  Unfortunately, this means that a lone hero must match his 
  ten humble human-sized toes against thirty gigantic ones. 
  Of course, a Geryon giant is actually only one giant 
  humanoid that is accompanied by two potent illusionary 
  comrades, but why quibble over minor details?  As far as 
  the average hero is concerned, he is facing three giants, 
  not one. 
  Geryon giants are rural beings, happiest when tending to 
  their cattle.  Geryon cattle are a brilliant red in color and 
  are highly prized as excellent breeding stock.  An 
  Orthrus, a large two-headed dog, accompanies many 
  Geryon giants.  These loyal companions will defend their 
  masters to the death. 
  
    
  The Bestiary~G 
  53 
    
  The Monsters of the Mediterranean 
  53 
  Golem 
  Habitat:  Golems have no concern over where they find 
  themselves.  Since they have the mental statures of 
  eggplants, these automatons will fastidiously stay 
  wherever their masters put them until ordered elsewhere. 
  Life Style:  controlled guardian 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  nil 
  Speed:  45 
  Strength:  high to very high 
  Size:  medium to large 
  Origin:  The original golem comes to us from Babylonian 
  mythology where the god Enki fashioned a golem from 
  clay that was transformed into the first man. 
  Recovery Time:  10 
  Surprise Adj.:  -1 
  Attack Modes:  fist/ fist 
  Flesh Golem Examples 
  Special 
  Characteristics:  Unaffected by Severity 
  Damage, Immune to Poison. 
  Since golems do not breathe, they may submerge 
  themselves in water indefinitely and are completely 
  unaffected by most toxic gases. 
  Absorption:  0 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  5 
  -3 
  -4 
  -2 
  -4 
  -4 
   
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +8 
  +12 
  Defense 
  17 
  18 
  Damage Tolerance 
  40 
  60 
  E.P. Value 
  35 
  84 
  Damage per Attack 
  2d6/ 2d6 
  2d6/ 2d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +16 
  +20 
  Defense 
  19 
  20 
  Damage Tolerance 
  80 
  100 
  E.P. Value 
  250 
  660 
  Damage per Attack 
  2d8/ 2d8 
  3d6/ 3d6 
  Clay Golem Examples 
  Special 
  Characteristics:  Unaffected by Severity 
  Damage, Immune to Poison and Frost. 
  Since golems do not breathe, they may submerge 
  themselves in water indefinitely and are completely 
  unaffected by most toxic gases. 
  Absorption:  4 vs. bladed weapons, 8 vs. blunt weapons 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  8 
  8 
  -3 
  -4 
  -2 
  -4 
  -4 
   
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +14 
  Defense 
  18 
  19 
  Damage Tolerance 
  50 
  70 
  E.P. Value 
  90 
  234 
  Damage per Attack 
  2d4+6/ 2d4+6 
  2d4+7/ 2d4+7 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +18 
  +22 
  Defense 
  20 
  21 
  Damage Tolerance 
  90 
  110 
  E.P. Value 
  520 
  1440 
  Damage per Attack 
  2d4+9/ 2d4+9 
  2d4+12/ 2d4+12 
   
  
    
  The Bestiary~G 
  54 
    
  The Monsters of the Mediterranean 
  54 
  Stone Golem Examples 
  Special 
  Characteristics:  Unaffected by Severity 
  Damage, Immune to Poison, Fire, and Frost. 
  Since golems do not breathe, they may submerge 
  themselves in water indefinitely and are completely 
  unaffected by most toxic gases. 
  Absorption:  12 vs. bladed weapons, 7 vs. blunt 
  weapons. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  12 
  12 
  -3 
  -4 
  -2 
  -4 
  -4 
   
   
  Below Avg. 
  Average 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +20 
  +24 
  Defense 
  20 
  21 
  Damage Tolerance 
  100 
  120 
  E.P. Value 
  1140 
  2625 
  Damage per Attack 
  2d6+10/ 2d6+10 
  2d6+12/ 2d6+12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +28 
  +32 
  Defense 
  22 
  23 
  Damage Tolerance 
  140 
  160 
  E.P. Value 
  6900 
  11,875 
  Damage per Attack 
  2d6+15/ 2d6+15 
  2d6+18/ 2d6+18 
  Metal Golem Examples 
  Special 
  Characteristics:  Unaffected by Severity 
  Damage, Immune to Poison, Fire, Frost, and Electricity. 
  Since golems do not breathe, they may submerge 
  themselves in water indefinitely and are completely 
  unaffected by most toxic gases. 
  Absorption:  15 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  15 
  15 
  -3 
  -4 
  -2 
  -4 
  -4 
   
   
  Below Avg. 
  Average 
  Combat Level 
  15 
  16 
  Attack Bonus 
  +30 
  +32 
  Defense 
  22 
  23 
  Damage Tolerance 
  150 
  160 
  E.P. Value 
  11,250 
  14,250 
  Damage per Attack 
  2d8+10/ 2d8+10 
  2d8+14/ 2d8+14 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  17 
  18 
  Attack Bonus 
  +34 
  +36 
  Defense 
  24 
  25 
  Damage Tolerance 
  170 
  180 
  E.P. Value 
  19,200 
  23,925 
  Damage per Attack 
  2d8+18/ 2d8+18 
  2d8+20/ 2d8+20 
   
  Golems are large humanoid automatons imbued with life 
  through arcane arts or religious ceremony.  They may be 
  fashioned from a variety of materials from flesh to bronze.  
  Fleshy golems are pieced together from borrowed body 
  parts taken from whatever corpses are available.  The 
  ratty Frankenstein-like appearance of these ugly animate 
  manikins contrasts sharply to the often elegant, finely 
  polished forms of those fashioned from marble or bronze.  
  The reason for this is that the more powerful golems, 
  those made from the more durable materials of stone and 
  metal, are considerably more difficult to enchant than 
  those made from flesh or clay. 
  Golems are almost entirely devoid of intelligence and will 
  unquestioningly obey the orders of their creators, even if 
  those orders will obviously result in the golem’s 
  destruction.  Since golems lack wills of their own, they are 
  unable to handle the mental stresses involved with 
  carrying magic items.  Any golem carrying any such item 
  will eventually berserk, savagely attacking every living 
  thing encountered (including its master). 
  
    
  The Bestiary~G 
  55 
    
  The Monsters of the Mediterranean 
  55 
  Gorgon, Grecian 
  (Medusa) 
  Habitat:  Gorgons are reclusive beings who avoid human 
  contact of any sort.  They generally inhabit out-of-the-way 
  islands devoid of other sentient denizens. 
  Life Style:  hermit-like humanoid 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  exceptional 
  Speed:  55 
  Strength: average 
  Size:  medium 
  Origin:  The gorgon originated in Greek legends.  Homer 
  described only a single gorgon, Medusa, who was slain 
  by Perseus.  Hesiod, on the other hand, included three in 
  his tales: Euryale, Medusa, and Stheno. Medusa actually 
  began her career as the death aspect of Athena herself.  
  Her face was veiled, because anyone seeing her died.  In 
  other words, the viewer was “turned into stone” (as in a 
  gravestone or funerary statue). 
  Special Characteristics:  Anyone meeting the gaze of a 
  gorgon must make a Luck Roll with Stamina adjustments 
  or turn to stone.  Treat this like the religious Curse spell 
  Gorgon’s Gaze. 
  Gorgons are commonly proficient archers or seasoned 
  gladiators although they may practice any class or 
  profession for which they qualify. 
  If confronted directly, a gorgon may strike out with her 
  serpentine hair rather than utilize a more mundane 
  weapon.  A number of serpents (2d4) may attack a single 
  opponent simultaneously.  For every bite sustained, the 
  target must make a Luck Roll with Stamina adjustments 
  against a Luck Threshold of 15 + the gorgon’s Combat 
  Level.  Those failing are afflicted with a Moderately 
  Hazardous Killing Venom.  See Poison for details.  Of 
  course, the tiny fangs of the vipers are not large enough 
  to deliver Severity Damage. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  by weapon or 2d4 viper bites 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  5 
  2 
  3 
  5 
  2 
  Grecian Gorgon Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +14 
  Defense 
  32 
  34 
  Damage Tolerance 
  50 + 7d10 
  50 + 9d10 
  E.P. Value 
  378 
  840 
  Damage per Attack 
  by weapon or 
  1d4 
  per 
  viper 
  bite 
  by weapon + 2 
  or 1d4 per viper 
  bite 
   
  Above Avg. 
  Heroic 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +17 
  +20 
  Defense 
  36 
  38 
  Damage Tolerance 
  50 + 11d10 
  50 + 13d10 
  E.P. Value 
  1980 
  4400 
  Damage per Attack 
  by weapon + 3 or 
  1d4 
  per 
  viper 
  bite 
  by weapon + 4 
  or 1d4 per viper 
  bite 
   
  Gorgons inhabit caves and crumbling fortresses on 
  remote islands.  All are female, having been cursed to 
  their miserable existence by angry gods jealous of their 
  former beauty.  They have beautiful bodies and golden 
  wings but can hardly be described as angelic or 
  seductive.  Even wrinkled crones wearing mudpacks and 
  curlers look tempting when standing next to gorgons.  At 
  least a hag's curlers come out.  The curls decorating a 
  gorgon’s head slither, dart, and strike with minds of their 
  own since her hair is made up of dozens of writhing 
  vipers.  Her face is round with a flattened nose and 
  protruding teeth similar in appearance to boar tusks.  An 
  oversized lolling tongue protruding from her mouth 
  completes the horrifying image.  Miss January she is not.  
  A gorgon’s profile brings home the expression, "If looks 
  could kill” . . . Hers can! 
  Even though these vile creatures have golden wings, no 
  one has ever witnessed one in flight.  It is possible that 
  only the most powerful of these beings have the strength 
  needed to lift themselves from the ground. 
  
    
  The Bestiary~G 
  56 
    
  The Monsters of the Mediterranean 
  56 
  Gryphon 
  (Gryphus) 
  Habitat:  Gryphons are legendary creatures only known 
  to inhabit distant lands.  It is said that they dwell in deep 
  canyons and immense caverns where they stand guard 
  over priceless treasures. 
  Life Style:  territorial predator 
  Wealth Type:  hoard. 
  Alignment:  lawful neutral 
  Cunning:  average 
  Speed:  175 (250 flying) 
  Strength:  very high 
  Size:  great (15 to 20 feet tall) 
  Origin:  Griffon tales appear in many cultures.  Some of 
  the most ancient stories describe griffons as akin to the 
  Roc, in that their huge size is capable of blotting out the 
  sun.  Belief in their enormous bulk allowed excavated 
  mammoth tusks to be sold as griffon talons.  The gods of 
  myth used griffons with considerable intellect to guard 
  their most prized treasures.  In short, much ancient 
  mythology demands really big, really smart griffons while 
  other stories relate tales of much smaller creatures.  This 
  description attempts to fit the former bill and employs one 
  of the griffon’s “larger sounding” names. 
  Special Characteristics:  Gryphons have an Affinity for 
  Gold. 
  When diving, a gryphon attacks with its two front claws.  It 
  can easily lift a human-sized target with a single claw.  
  Full-grown draft horses generally require two claws. 
  When encountered out in the sunlight, gryphons are 
  illuminated with a dazzling halo of light.  Treat this as if it 
  were the priest Miracle spell Brilliant Aura cast at a spell 
  level equal to the creature’s Combat Level.  See The 
  Lexicon of Lore™ for details. 
  Recovery Time:  7 
  Absorption:  4 
  Surprise Adj.:  -2 
  Attack Modes:  beak/ claw/ claw (or claw/ claw on a dive 
  attack) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  12 
  6 
  -2 
  -- 
  4 
  0 
  1 
  Gryphon Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +15 
  +18 
  Defense 
  28 
  30 
  Damage Tolerance 
  150 + 10d10 
  175 + 12d10 
  E.P. Value 
  900 
  2250 
  Damage per Attack 
  2d10/ 2d8/ 2d8 
  3d8/ 2d8/ 2d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +20 
  +24 
  Defense 
  33 
  36 
  Damage Tolerance 
  200 + 14d10 
  250 + 16d10 
  E.P. Value 
  6300 
  12350 
  Damage per Attack 
  4d6/ 3d6/ 3d6 
  3d10/ 
  2d10/ 
  2d10 
   
  A gryphon is a huge hybrid creature mixing an eagle with 
  a lion.  In effect, it has the appearance of an enormous 
  griffin.  However, gryphons are quite distinct and are 
  instantly recognizable.  Not only is the gryphon of 
  immense size, its plumage glistens the color of pure gold.  
  In daylight, its feathers reflect the sun’s full glory in a 
  blinding display. 
  Although gryphons cannot speak human tongues, these 
  creatures can converse with others of their own kind.  
  They are quite intelligent and are among the most 
  honorable creatures known.  Nothing can dissuade a 
  gryphon to break a promise once it has given its word.  
  Gods occasionally use select members of this superior 
  breed to guard their treasures.  After accepting an 
  assignment, a gryphon will never leave its post for any 
  reason.  When standing guard, they can apparently 
  forego eating for indefinite periods.  Thus, the gryphon 
  has become a symbol of eternal vigilance. 
   
  
    
  The Bestiary~H 
  57 
    
  The Monsters of the Mediterranean 
  57 
  H 
  Harpy 
  Habitat:  Harpies are vile creatures nesting at high 
  altitudes where the winds blow fiercely and incessantly.  
  They tend to congregate in small groups around the top 
  of cliffs or tall gnarled trees in order to view their prey 
  from afar. 
  Life Style:  predatory man-eater 
  Wealth Type:  incidental.  Although harpies have no real 
  lust for treasure, they will retrieve any shiny objects they 
  find and hide them in private knotholes kept hidden from 
  other harpies. 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  15 (95 flying) 
  Strength:  average 
  Size:  medium 
  Origin:  The harpies originally appeared in Grecian 
  mythology as three malevolent wind spirits taking the 
  form of attractive winged women.  In the later epics 
  involving Jason and his Argonauts, the harpies assumed 
  the better-known form described below.  Their name 
  means literally “snatchers” or “pluckers”. 
  Special Characteristics: These vulture-women are 
  among the most repulsive creatures known.  Three times 
  per day, a harpy may drop a “bomb” of excrement.  Any 
  exposed food carried by her prey will be the target of her 
  foul droppings.  Otherwise, she will concentrate her 
  fouling attacks on the individuals themselves. 
  A successful Attack Roll indicates the harpy has directly 
  hit her mark, much to the recipient’s dismay.  A failed 
  Attack Roll indicates the dung has simply struck the 
  ground nearby.  The dung may be washed away in 1d4 
  turns with the ample application of water or wine. 
  The foul smell of her waste delivers no damage but must 
  be treated as if it were a Noxious Fumes spell cast at a 
  spell level equal to the Harpy’s Combat Level.  Any food 
  touched by the dung is automatically spoiled.  Only a 
  harpy would think of eating it. 
  Harpies are Immune to the Effects of Nausea (and their 
  own excrement). 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  1 
  -- 
  0 
  -1 
  -2 
  Harpy Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +10 
  Defense 
  26 
  28 
  Damage 
  Tolerance 
  15 + 5d10 
  15 + 7d10 
  E.P. Value 
  54 
  108 
  Damage 
  per 
  Attack 
  1d8/ 1d6/ 1d6 
  2d4/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +12 
  +17 
  Defense 
  30 
  33 
  Damage 
  Tolerance 
  20 + 9d10 
  30 + 12d10 
  E.P. Value 
  320 
  1625 
  Damage 
  per 
  Attack 
  2d6/ 1d10/ 1d10 
  2d8/ 1d12/ 1d12 
   
  A harpy is a composite creature with the head and 
  breasts of a human woman and the body of a vulture.  
  Her face is usually contorted in a hate-filled scream that 
  exposes a mouth full of needle-like teeth.  Her ruffled 
  feathers are invariably spotted and discolored from her 
  own excrement and a highly nauseating aroma surrounds 
  her.  Needless to say, harpies are unpleasant sights. 
  After a harpy kills her prey, she eats until gorged and 
  defiles the remains. 
  
    
  The Bestiary~H 
  58 
    
  The Monsters of the Mediterranean 
  58 
  Harpyiai 
  Habitat:  Harpyii are elemental air spirits that tend to 
  congregate in areas of high wind and which revel in the 
  chaos of ocean tempests.  Conversely, some say that the 
  windy conditions around harpyii are cooperatively 
  generated by the spirits themselves. 
  Life Style:  vengeful elemental spirit 
  Wealth Type:  incidental. 
  Alignment:  antisocial 
  Cunning:  below average 
  Speed:  200 (flying) 
  Strength:  above average 
  Size:  large 
  Origin:  The term harpyiai is a Greek word meaning 
  “snatchers” or “pluckers” and is the root and origin of the 
  term harpy.  Harpies originally appeared in Grecian 
  mythology as three malevolent wind spirits taking the 
  form of attractive winged women before their reputations 
  were tainted by later myths.  This description uses the 
  archaic name and tries to faithfully represent the flavor of 
  the original harpies. 
  Special Characteristics:  The harpyiai is Immune to the 
  Effects of Cold, Frost, Poison, and Wind Attacks. Harpyii 
  are also Immune to Severity Damage, as are other 
  elemental creatures, since they have no vital organs. 
  A harpyiai may use the following Arcane Lore spells at 
  will:  Cyclonic Passage, Gale, Protection from 
  Missiles, and Witch Wind.  In addition, when a harpyiai 
  beats her wings together, it has the effect of the Religious 
  Nature spell Thunderclap. (See The Lexicon of Lore™ 
  for details.)  All spells are cast at a spell level equal to the 
  spirit’s Combat Level. 
  Three harpyii working together can invoke a storm as the 
  Religious Nature spell Tempest.  The spell is cast at a 
  spell level equal to the lowest Combat Level of the three. 
  Harpyii use a strong blast of air against their targets 
  similar to the Arcane Lore spell Bolt of Force.  Like the 
  spell Bolt of Force, armor absorbs double the normal 
  amount of damage from these blows and Severity 
  Damage cannot be delivered to opponents.  However, the 
  damage dealt differs from the normal spell (as described 
  in the examples) and the harpyiai may gain additional 
  attacks for having a superior Combat Level (as per the 
  Advanced Combat Rules). 
  Finally, these aerial spirits can see anything in contact 
  with air, regardless of lighting conditions, as long as it lies 
  within a direct line of sight. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  aerial blast. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  5 
  4 
  -- 
  3 
  2 
  2 
  Harpyiai Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Defense 
  30 
  33 
  Damage 
  Tolerance 
  50 + 8d10 
  50 + 10d10 
  E.P. Value 
  325 
  840 
  Damage 
  per 
  Attack 
  5d6 
  6d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +18 
  +21 
  Defense 
  36 
  39 
  Damage 
  Tolerance 
  50 + 12d10 
  50 + 14d10 
  E.P. Value 
  2000 
  4800 
  Damage 
  per 
  Attack 
  7d6 
  8d6 
   
  A harpyiai is an angry malicious aerial spirit having the 
  head and breasts of a stunning woman and the body and 
  wings of a giant eagle.  Since the spirit is actually a form 
  of air elemental, its body is ethereal and is sometimes 
  difficult to distinguish clearly.  In any case, the incessant 
  high-pitched screams of the elemental convey its 
  murderous intentions clearly. 
  Harpyiai are the scourge of sailors, since they delight in 
  kicking up strong winds over stormy seas in order to sink 
  vulnerable ships.  Most sailors believe such spirits to be 
  sent by wrathful gods as punishments for past sins. 
  
    
  The Bestiary~H 
  59 
    
  The Monsters of the Mediterranean 
  59 
  Hippocampus 
  Habitat:  Hippocampi are ocean creatures that naturally 
  congregate in herds near coastal reefs.  They are often 
  tamed and bred as aquatic steeds by sea dwelling races.  
  Needless to say, on land hippocampi are virtually 
  helpless. 
  Life Style:  aquatic animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  95 on water’s surface, 85 under water 
  Strength:  above average 
  Size:  large 
  Origin:  Sea horses are found in the myths of ancient 
  Greece and Rome.  As the god of the sea, Poseidon had 
  the privilege of having his chariot drawn by hippocampi.  
  The Chinese considered sea horses to be the minor 
  offspring of dragons.  European heraldry adopted the 
  hippocampus as a sign of heroism at sea. 
  Special Characteristics:  These creatures easily 
  breathe both air and water and often carry air-breathing 
  passengers on the ocean's surface. 
  Anyone peaceably riding a hippocampus for an hour or 
  more will receive the equestrian’s blessing.  This has the 
  same effect as the priest Miracle spell Lift Curse.  See 
  The Grimoire of Game Rules™ for details. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +1 
  Attack Modes:  hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  -2 
  -- 
  2 
  -3 
  -3 
  Hippocampus Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +4 
  +7 
  Defense 
  20 
  22 
  Damage Tolerance 
  45 + 2d10 
  45 + 4d10 
  E.P. Value 
  12 
  21 
  Damage per Attack 
  1-6/1-6 
  1-8/1-8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +11 
  Defense 
  24 
  26 
  Damage Tolerance 
  45 + 6d10 
  45 + 8d10 
  E.P. Value 
  60 
  125 
  Damage per Attack 
  1-10/1-10 
  1-12/1-12 
   
  The hippocampus is a composite creature having the 
  forequarters of a horse and the hindquarters of a great 
  fish.  The hooves of most are replaced by webbing and 
  their manes consist of a flexible fin ridge.  Despite the 
  fishy nature of the horses’ appendages, they can still 
  deliver powerful blows with their legs.  Like land dwelling 
  horses, hippocampi have coats ranging from pure white 
  to speckled brown to jet-black.  When well groomed, their 
  tails shimmer in the sunlight like iridescent rainbows. 
  Most sailors consider sighting one of these magnificent 
  watery horses an omen of good fortune. Riding a 
  hippocampus is said to bring even greater luck to the 
  rider. 
  
    
  The Bestiary~H 
  60 
    
  The Monsters of the Mediterranean 
  60 
  Hippogriff  
  (Hippogripp, Hippogriffin) 
  Habitat:  Hippogriffs prefer to dwell on high mountain 
  plateaus where they congregate into small herds.  The 
  ideal herding spots have abrupt cliff edges where the 
  beasts can easily launch themselves into flight.  They 
  tend to hunt by flying over the plains areas near the 
  mountains in which they nest since prey is easily spotted 
  from above.  
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  85 (145 flying) 
  Strength:  above average 
  Size:  large 
  Origin: Ariosto originally conceived the hippogriff as a 
  symbol of love in his work Orlando Furioso.  In this work, 
  the hippogriff first appeared as the offspring between a 
  Griffon and a common mare.   Thereafter, the hippogriff 
  grew in popularity as a fabulous beast in medieval tales 
  where it appeared as the steed of Atlantis the Wizard. 
  Special Characteristics:  none 
  Recovery Time:  7 
  Absorption:  1 
  Surprise Adj.:  +1 
  Attack Modes:  beak/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  -1 
  -- 
  3 
  -3 
  -3 
  Hippogriff Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +6 
  +9 
  Defense 
  23 
  25 
  Damage 
  Tolerance 
  45 + 4d10 
  45 + 6d10 
  E.P. Value 
  35 
  72 
  Damage 
  2d6/ 1d8/ 1d8 
  2d8/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Defense 
  29 
  31 
  Damage 
  Tolerance 
  50 + 8d10 
  65 + 10d10 
  E.P. Value 
  175 
  540 
  Damage per 
  Attack 
  2d8/ 1d10/ 1d10 
  2d10/ 1d10/ 
  1d10 
   
  Hippogriffs are composite creatures mixing horses with 
  griffons.  They possess the hindquarters of common 
  equestrians.  The front quarters are composed of the 
  beak, head, wings, and talons of giant eagles.  Their 
  coats vary in coloration from white to brown or black.  
  Many are speckled or have wide patches of contrasting 
  colors like common horses.  The stallions of the species 
  have colorful and attractive plumage while that of the 
  mares is generally rather drab and uniform. 
  Although their normal food consists of deer and small 
  animals, they eagerly hunt for an occasional human feast. 
  These creatures make outstanding steeds if trained from 
  hatching.  Because of this, hippogriff eggs easily sell for 
  2500 silver pieces each if they are somehow kept alive. 
  
    
  The Bestiary~H 
  61 
    
  The Monsters of the Mediterranean 
  61 
  Hippopotamus  
  (Behemoth, Beast of the Nile) 
  Habitat:  The hippo spends most of its time wallowing in 
  fresh water.  They are often submerged so that only their 
  eyes and nostrils break the water’s surface. 
  Life Style:  herbivorous territorial animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 
  Strength:  high 
  Size:  large.  Hippos weigh up to four tons, standing 5 
  feet tall at the shoulders. 
  Origin:  The hippo is a native of Africa.  It was closely 
  associated with the Nile, since the river has historically 
  supported a large population of the lumbering beasts.  
  The term hippo literally means “river horse” and is 
  believed to be the monster referred to as behemoth in the 
  Old Testament, mainly because the hippo was the largest 
  land animal known to the ancient Jews.  The Egyptians 
  themselves had an ambivalent attitude toward hippos.  
  Male hippos were especially despised for the damage 
  they inflicted on the crops.  The evil Set was often 
  depicted in the form of a hippopotamus.  On the other 
  hand, Set’s wife, Tawaret, had a decidedly hippo form 
  and was a symbol for childbirth. 
  Special Characteristics:  A hippo will commonly charge 
  on its first attack, inflicting double the stated damage (do 
  not double any additional Severity Damage).  If the 
  charging attack is on a path leading toward the water, the 
  hippo is likely to just keep on going and plunge into its 
  watery sanctuary. 
  Recovery Time:  7 
  Absorption:  4 
  Surprise Adj.:  -2 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  -3 
  -- 
  -2 
  -4 
  -4 
  Hippopotamus Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +12 
  +14 
  Defense 
  21 
  23 
  Damage Tolerance 
  200 + 5d10 
  225 + 7d10 
  E.P. Value 
  126 
  270 
  Damage per Attack 
  3d8 
  3d10 
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +17 
  +20 
  Defense 
  25 
  27 
  Damage Tolerance 
  250 + 9d10 
  300 + 11d10 
  E.P. Value 
  680 
  1890 
  Damage per Attack 
  4d8 
  4d10 
   
  The hippopotamus is a thick, bulky beast with a barrel-
  shaped body and four sturdy legs.  Its head is nearly as 
  wide as its body and is supported by a short neck that is 
  at least as thick.  The hippo’s body is completely hairless, 
  save for some whiskers on its wide, blunt snout and some 
  bristles on its comparatively tiny tail.  Their mouths are 
  extremely large and have long canine tusks that reach 
  lengths of up to 5 feet themselves.  These are adapted to 
  the vegetarian diet which hippos enjoy, but remain 
  formidable weapons when employed in self-defense. 
  Hippos are fiercely territorial and are likely to attack 
  anyone approaching too near the herd.  Even so, it is rare 
  for more than one or two hippos to charge at any given 
  time.  The rest are usually content to play in the water 
  and simply enjoy the show. 
  
    
  The Bestiary~H 
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  The Monsters of the Mediterranean 
  62 
  Horse of Diomedes  
  Habitat:  These fierce horses run wild across grassy 
  plains hunting down any choice morsel of meat they can 
  sink their teeth into. 
  Life Style:  predatory animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  150 
  Strength:  high 
  Size:  large 
  Origin:  In Greek mythology, the hero Hercules was 
  given twelve tasks, the eighth of which was the 
  acquisition of the horses of king Diomedes.  These 
  beasts were untamable equestrians that fed on the flesh 
  of men.  Hercules was only able to calm them by feeding 
  them the flesh of the evil king himself. 
  Special Characteristics: The Horses of Diomedes have 
  an Uncontrollable Lust for the Taste of Human(oid) Flesh.  
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -4 
  Attack Modes:   bite/ hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  8 
  -2 
  -- 
  2 
  -4 
  -2 
  Horse of Diomedes Examples 
   
  Below Average 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +5 
  +7 
  Defense 
  20 
  22 
  Damage Tolerance 
  75 + 3d10 
  100 + 5d10 
  E.P. Value 
  25 
  63 
  Damage 
  1d8/1d6/1d6 
  1d10/1d8/1d8 
   
  Above Average 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +9 
  +12 
  Defense 
  24 
  26 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  162 
  400 
  Damage 
  1d12/1d10/1d10 
  1d12/1d10/1d10 
   
  The horses of Diomedes appear in every way like well-
  bread thoroughbred stallions and mares.  Their coats are 
  sleek and shiny, their muscles firm and well formed, and 
  they have that spark of defiance in their eyes common to 
  all great racing horses.  The single characteristic that 
  distinguishes them from all other equestrians is their 
  insatiable hunger for meat.  They prefer the savory and 
  delectable taste of human flesh, but will settle for 
  gazelles, sheep, horses, and even predators if the 
  opportunity presents itself.  Few visions can give lions 
  nightmares like that of a herd of horses bearing down on 
  the pride’s alpha male and rending bloody chunks from 
  his body as they completely devour him within minutes. 
  Hydra, Grecian 
  Habitat:  Hydras inhabit watery areas such as bogs, 
  swamps, and lakes where they take up residence in 
  natural caves or rocky niches. 
  Life Style:  solitary reptile 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  45 (land or water) 
  Strength:  high 
  Size:  large 
  Origin:  The Grecian hydra was the offspring of Typhon 
  and Echidna and was the sibling of the terrible three-
  headed dog Cerebrus.  As his second task, Heracles was 
  told to kill the hydra living in the marches of Leno near 
  Argos. Various tales state the serpent had 9, 10, 50, or 
  100 heads, one of which was immortal due to its divine 
  ancestry 
  To kill the beast, Hercules had to brave the foul air, 
  poisoned by the hydra's venomous breath.  Even more 
  horrific, every time Hercules cut off one head, two 
  immediately grew in its place.  He solved this problem by 
  
    
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  The Monsters of the Mediterranean 
  63 
  cauterizing the neck stump of every severed neck with a 
  fiery brand. 
  Some historians believe the legend to have arisen from 
  stories of the octopus, which has eight tentacles and one 
  large bulbous head.  (The octopus’s real head thus 
  representing the hydra’s immortal one.)  Since hydra 
  literally means water, it is also possible that the myth 
  initially assigned Heracles the task of damming a river 
  flowing through a plateau or plain.  The river would 
  obviously overflow at each attempt, splitting into a pair of 
  smaller currents just like the heads of the watery serpent. 
  Just for the record, Heracles never did kill the hydra’s 
  immortal head.  He simply buried it under an enormous 
  boulder. 
  Special Characteristics:  The breath of a hydra fouls the 
  air surrounding it.  Any breathing creature within 10 feet 
  of the hydra must make a Luck Roll with Stamina 
  adjustments every turn.  The Luck Roll must be made 
  against a Luck Threshold equal to 15 plus half the 
  monster’s Combat Level.  Failure indicates the hydra’s 
  assailant suffers the effects of a Minimally Hazardous 
  Killing Venom.  (See the Poison rules elsewhere in this 
  book for details.)   A strong wind, such as that created by 
  the mage spells Gale or Witch Wind, disperses the 
  vapors for as long as the breeze continues. 
  The bite of the hydra is even more frightening as it 
  delivers a Moderately Hazardous Killing Venom.  The 
  Luck Threshold in this case equals 15 plus the monstrous 
  viper’s Combat Level.  Keep in mind that once a single 
  Luck Roll fails against this venom, all subsequent Luck 
  Rolls automatically fail for that character and the poison 
  doses accumulate (as per the Poison rules). 
  If a total of 75 damage is delivered to a given head, it is 
  severed from the neck or smashed into a pulp.  If this is 
  done, two new heads sprout from the bloody stump after 
  1d6 turns.  The neck then splits down the middle in the 
  following turn giving complete freedom of motion for 
  either head.  The regeneration can be prevented if the 
  neck stump is cauterized within two turns after cutting off 
  the head.  To cauterize the neck, someone must 
  successfully "strike" the neck stump with a torch, hot 
  brand, or fire spell.  In any case, striking a neck stump 
  generally requires a character to brave the wrath of the 
  other heads, which tends to protect those regenerating. 
  Characters stating that they want to strike a head rather 
  than the body may do so without suffering any penalties.  
  After all, hydras don't have much else TO swing at.  
  However, the assailants can only strike randomly at the 
  writhing mass of serpents.  The best the hydra’s 
  opponent can attain is a weighted roll toward a given 
  head according to the following table: 
  # heads 
  die roll 
  2 to 4 
  d6 
  5 to 6 
  d8 
  7 to 8 
  d10 
  9 to 11 
  d12 
  12 to 14 
  d16* 
  15 to 19 
  d20 
  *roll a d6 and a d8.  If the d6 is 4 or greater, add 8 to the 
  d8. 
  Any rolled number greater than the number of heads 
  strikes the intended location. 
  Perhaps the most devastating power of the hydra is its 
  incredible regeneration powers.  Any wound delivered 
  directly to the body will heal completely within 2 turns of 
  combat.  In addition, it is extremely difficult to attack the 
  body directly and still avoid its many deadly bites.  Any 
  character attempting to strike the body with a hand held 
  weapon has his Defense reduced by a number of points 
  equal to the number of heads the hydra possesses.  
  Because of this, about the only way to kill a hydra is to 
  follow Hercules' example. 
  Finally, hydras are excellent swimmers, are Immune to 
  Poisons of all forms, and have an Aversion to  Fire. 
  Recovery Time:  6 
  Absorption:  6 
  Surprise Adj.:  -0 
  Attack Modes:  bite (1 per head). As each head acts 
  independently, each gains extra attacks in the event that 
  the Combat Level of the monster greatly exceeds that of 
  opponents. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  6 
  -2 
  -- 
  5 
  -3 
  -3 
  
    
  The Bestiary~H 
  64 
    
  The Monsters of the Mediterranean 
  64 
  Grecian Hydra Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +10 
  +13 
  Defense 
  21 
  23 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  216 + 18 per 
  initial head 
  560 + 40 per 
  initial head 
  Damage per Attack 
  2d4 per bite 
  2d4 per bite 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +16 
  +19 
  Defense 
  25 
  27 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  1440 + 90 per 
  initial head 
  3400 + 200 per 
  initial head 
  Damage per Attack 
  2d6 per bite 
  2d6 per bite 
   
  The hydras of ancient Greek lore are large water 
  serpents, each having a number of bobbing, weaving, 
  and striking snakeheads.  The serpent will rear up when 
  startled and can reach standing heights as tall as 8 to 12 
  feet.  Its heads will generally number anywhere from 3 to 
  12 (3d4) when first encountered. 
  The hydra has venom so poisonous that the air around 
  the slithering creature is continually fouled with a noxious 
  poisonous gas.  These pungent fumes often act as the 
  only warning to trespassing adventurers that their 
  presence is not welcome. 
  Hydra skins are smooth and scaly like that of common 
  snakes.  They are decorated with a variety of patterns 
  and colors although they tend toward the colorations of 
  the more common water vipers.  The skins are highly 
  valued, because any armor fashioned from the material 
  has the Absorption of Scale armor and the Encumbrance 
  of Leather armor.  In addition, if the leather is properly 
  cured, some of the hydra’s remarkable regenerative 
  powers can be preserved. If properly removed from the 
  creature (i.e. Skinning Animals) and preserved, the skin 
  will regenerate at a rate of 1 point per turn.  Obviously, 
  this regeneration ability is not conferred to the wearer.  A 
  hydra skin can fetch as much as 8,000 silver pieces.  
  Unfortunately, it requires a craftsman with at least 10th 
  level in Leather Lore to properly cure and work the 
  material. 
  Hydra blood is quite poisonous.  Any sword or arrow 
  dipped in the blood is coated with a single dose of a 
  Deadly Toxic Poison.  The blood’s potency, however, 
  lasts for only a month before completely deteriorating.  
  Not even the most skilled apothecaries and alchemists 
  have been able to extend the useful life of the brackish 
  liquid. 
  Hyena 
  (Mimik-Dog) 
  Habitat:  Hyenas inhabit the open spans of grassy plains 
  and arid deserts.  They are communal creatures that hunt 
  at night in large packs consisting of up to twenty 
  individuals.  During the day, hyenas congregate 
  underground in cool caves or burrows.  These daytime 
  clans often grow to a size of 100 or more. 
  Life Style:  predatory pack animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average. 
  Speed:  90 
  Strength:  average 
  Size:  medium.  Individuals can grow to as large as 180 
  pounds. 
  Origin:  The hyena is a native of Africa and Asia.  The 
  myths bestowing the ability of speech to hyenas probably 
  arises from the high-pitched noises produced by the 
  laughing hyena that resembles the sound of human 
  laughter.  It is likely that the hyena is also the origin of the 
  Egyptian Mimik-Dog, which was supposedly able to 
  imitate any voice and which was described as having the 
  body of an ape and the head of a hedgehog.  Considering 
  that the hyena’s hind legs are shorter than its front legs, it 
  is not too difficult to believe that its body could be 
  described as “ape-like.” 
  One other interesting fact is that female hyenas possess 
  a finger-like fleshy appendage resembling male genitalia.  
  This undoubtedly is the basis for the belief that hyenas 
  periodically change sex. 
  Special Characteristics: When hyenas hunt, they travel 
  in packs to overpower their prey through force of 
  numbers.  Hunting packs range in size from half a dozen 
  to twenty members with most having around ten 
  individuals.  Family packs, made of a number of separate 
  hunting packs, congregate together during the day to 
  provide excellent security for the group as a whole. 
  Hyenas have the ability of human speech and, in fact, are 
  quite convincing in imitating voices.  Treat this ability as 
  
    
  The Bestiary~H 
  65 
    
  The Monsters of the Mediterranean 
  65 
  the mage spell Warble.  (See The Lexicon of Lore™ for 
  details.) 
  Hyenas are Afraid of Fire and, unless they are starving, 
  may generally be kept at bay with a small campfire. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +1 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  0 
  -- 
  2 
  -1 
  -3 
  Hyena Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +2 
  +4 
  Defense 
  21 
  22 
  Damage Tolerance 
  15 + 1d10 
  15 + 2d10 
  E.P. Value 
  3 
  4 
  Damage per Attack 
  1d6 
  1d8 
   
  Above Avg. 
  Pack Leader 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  24 
  26 
  Damage Tolerance 
  15 + 4d10 
  15 + 6d10 
  E.P. Value 
  14 
  24 
  Damage per Attack 
  1d10 
  1d12 
   
  The hyena is a dog-like creature with strong jaws and 
  sturdy teeth that are powerful enough to break bones with 
  their crushing strength.  The hyena’s front two legs are 
  longer than the hind legs causing the canine’s back to 
  slope down toward the rear.  Its ears are upright like 
  those of the wolf, but are somewhat larger giving the 
  beast exceptional hearing.  There are three basic species 
  of hyena differing slightly in size and coloration.  Some 
  are spotted while others are striped.  Even so, all are 
  cunning, dangerous predators. 
  When men are encountered, the pack will often attempt 
  to isolate a single individual by calling out in pleading 
  human voices, often imitating those of the prey’s 
  companions. 
  Hyena populations are almost perfectly 50% male and 
  50% female.  This arises from the fact that individuals 
  change sex periodically, averaging once a year, to 
  maintain this delicate balance.  It is not known whether 
  this change is a voluntary action or whether it is a purely 
  biological function. 
   
  
    
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  66 
  Imdugud 
  (Anzu bird, Ningirsu) 
  Habitat:  The Imdugud nest high in the mountains next to 
  deserts, some say they actually dwell in the clouds.  They 
  most commonly appear hunting immediately before and 
  after rainstorms. 
  Life Style:  desert predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  15 (180 flying) 
  Strength:  above average 
  Size:  large 
  Origin:  Imdugud originates in Babylonian mythology as 
  Enki’s thunderbird.  As the god of water, Enki needs 
  someone to carry the rains.  Imdugud serves that 
  purpose and represents the south wind.  Its roar can be 
  heard every time thunder rumbles across the land. 
  Special Characteristics: Imduguds have the unusual 
  power to summon rain as the mage spell Rain Call.  
  They use this ability to draw out desert creatures in need 
  of moisture to ease the task of hunting. 
  In addition, the Imdugud’s roar acts similar to the priest 
  Nature spell Thunderclap.  Anyone hearing this roar 
  must make a Luck Roll with Willpower Adjustments 
  against a Luck Threshold equal to 15 plus the Imdugad’s 
  Combat Level.  Failure indicates the individual flees in 
  panic for 1d4 turns. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  beak 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  -4 
  -- 
  5 
  -4 
  -4 
    
  Imdugud Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  20 
  22 
  Damage Tolerance 
  70 + 4d10 
  75 + 6d10 
  E.P. Value 
  35 
  60 
  Damage per Attack 
  3d6 
  4d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  24 
  26 
  Damage Tolerance 
  80 + 8d10 
  85 + 10d10 
  E.P. Value 
  125 
  360 
  Damage per Attack 
  4d6 
  5d6 
   
  Imdugud are handsome birds.  They have the heads of 
  lions and the bodies of giant eagles with plumage the 
  color of dark thunderclouds.  Their thunderous roar is not 
  only deafening, but is also likely to inspire terror in all who 
  hear it. 
  Imduguds are strictly carnivores and, being opportunistic 
  desert hunters, are apt to make meals of any passing 
  travelers encountered.  They are not scavengers, though, 
  so any offerings of meat to dissuade an attack will go 
  unheeded.  Imduguds insist on a diet of freshly killed 
  flesh, so the only offering that has any potential of 
  satisfying this fearsome predator is that of a living 
  creature.  In a desert, one’s camel represents one’s very 
  life, so your best bet for survival is to purposefully 
  stumble while running into battle, being careful to regain 
  your balance by pushing one of your less valuable 
  companions to the ground at the Imdugud’s feet. 
   
   
  
    
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  J 
  Jackal 
  (Upuat, Ap-Uat) 
  Habitat:  Jackals dwell most commonly in woodland and 
  prairie regions.  They center their hunting grounds on 
  cemeteries since their main staple consists of the bodies 
  freshly entombed in crypts and graveyards.  They hunt in 
  packs mainly at night in small packs three to ten 
  individuals. 
  Life Style:  nocturnal predatory pack animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low. 
  Speed:  100 
  Strength:  below average 
  Size:  small to medium. 
  Origin:  The jackal is a native of Africa and Asia and is a 
  scavenger 
  that 
  commonly 
  feeds 
  on 
  carrion.  
  Consequently, it was closely identified with death and 
  decay.  This tie was so strong that in ancient artwork the 
  jackal traded its normally reddish-brown coloration for a 
  uniformly black coat. 
  Special Characteristics: Jackals have an Affinity for 
  Undead Creatures and can sense them as the Priest 
  Divination spell Death Perception.  In addition, they have 
  the ability to assume an ethereal form once per day as 
  the mage spell Ghostly Form (see The Lexicon of 
  Lore™ for details).  Both powers are cast at spell levels 
  equal to the jackal’s Combat Level. 
  Jackals are Afraid of Fire and, unless they are starving, 
  may generally be kept at bay with a small campfire. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +1 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -1 
  0 
  2 
  -- 
  2 
  -4 
  -4 
    
  Jackal Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +3 
  +5 
  Defense 
  23 
  25 
  Damage Tolerance 
  10 + 1d10 
  10 + 2d10 
  E.P. Value 
  3 
  4 
  Damage per Attack 
  1d4 
  1d6 
   
  Above Avg. 
  Pack Leader 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +8 
  +11 
  Defense 
  27 
  29 
  Damage Tolerance 
  10 + 3d10 
  15 + 4d10 
  E.P. Value 
  14 
  24 
  Damage per Attack 
  1d8 
  1d8 
   
  The jackal is a dog-like creature with pert upright ears 
  resembling those of a well-groomed Doberman pinscher.  
  It is a lithe creature, having far less bulk than the hyena 
  and wolf.  Jackal heads taper into long snouts and their 
  limbs are quick and graceful.  Overall, their physical form 
  is quite similar to that of the greyhound.  However, their 
  fur is glistening black and their cold eyes hold none of the 
  adoration and love conveyed by those of domesticated 
  canines. 
  Jackals have as strong an attraction to the undead as 
  most dogs have for their masters.  This affection arises 
  from the highly successful symbiosis afforded by the 
  jackal / undead relationship.  The ghoul is aided in its 
  horrific murderous campaigns and the jackal obtains a 
  sense of purpose and a healthy diet.  The jackal is truly 
  manes’ best friend. 
  
    
  The Bestiary~J 
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  The Monsters of the Mediterranean 
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  Jinni 
  (Jinee, Genie) 
  Habitat:  Jinn seem to have a fondness for the dry air of 
  arid regions and, of course, they are well known to inhabit 
  dirty old brass lamps. 
  Life Style:  elemental spirit 
  Wealth Type:  nil 
  Alignment:  neutral evil or neutral good 
  Cunning:  average 
  Speed: 150 flying 
  Strength:  below average 
  Size:  small (1 to2 feet tall) 
  Origin:  The jinni comes to us from Arabian folklore and 
  was made famous by the Arabian Nights.  Some tales 
  describe jinni as being creatures of fire and smoke.  
  Others speak of invisible helper “genies” that hover near 
  their mortal wards as guardian angels.  This description 
  downplays the jinn’s fiery aspects and focuses more on 
  its aerial characteristics. 
  Special Characteristics:  Like all air elementals, jinni are 
  Immune to Cold and Air-Based Weapons and are 
  unaffected by Severity Damage. 
  A jinni may use the mage spells Poof! and Invisibility at 
  will, once per turn:  These powers may be summoned or 
  dismissed by the elemental at any time.  Those of at least 
  above average power may use the mage spell Gale and 
  those of exceptional power may create a Bolt of Force.  
  All spells are cast at a spell level equal to the elemental’s 
  Combat Level.  See The Lexicon of Lore™ for details. 
  A jinni can see any creature in contact with air, regardless 
  of lighting conditions, so long as no obstruction blocks its 
  view. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  air blast 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -4 
  1 
  9 
  4 
  2 
  -1 
  0 
    
  Jinni Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  0 
  1 
  Attack Bonus 
  +4 
  +5 
  Defense 
  31 
  32 
  Damage Tolerance 
  1 
  1d4 
  E.P. Value 
  9 
  15 
  Damage per Attack 
  1 
  1 
   
  Above Avg. 
  Heroic 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +7 
  +11 
  Defense 
  34 
  38 
  Damage Tolerance 
  1d10 
  5 + 1d10 
  E.P. Value 
  25 
  30 
  Damage per Attack 
  1d4 
  1d6 
   
  Jinn are minor air elementals that are normally invisible to 
  human eyes.  When they do make an appearance, jinns 
  posses a muscular human upper torso, head, and arms 
  while its lower extremities resemble puffy clouds of vapor.  
  Since jinn are so weak, they are highly vulnerable to 
  magical manipulation.  In fact, it is not unheard of for a 
  powerful mage to permanently trap one of these flickering 
  elemental spirits in a ring or lamp, forcing it to serve for 
  extended periods as a personal servant. 
  The majority of jinn fall into the “below average” and 
  “average” categories and are no larger than a human 
  infant.  However, more powerful jinn exist which are 
  decidedly larger.  The more powerful the jinn, the larger 
  its form.  In fact, the awesomely mighty djinn, which are 
  renowned for granting wishes, are really nothing more 
  than jinni with visions of glory. 
   
  
    
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  K 
  Ka 
  (Egyptian Ghost) 
  Habitat:  Kas are undead spirits that linger in and around 
  the crypts and tombs where their bodies lie.  Here they 
  wait for gifts of food and wine to be brought from which 
  they obtain their own nourishment.  They do not actually 
  eat the food itself but rather consume the ka, or life 
  energy, of the food.  If such sacrifices have been long in 
  coming, the ka is likely to drain the life energy from 
  anything it encounters. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  55 
  Strength:  nil 
  Size:  medium 
  Origin: The ka is an Egyptian spirit that represents one of 
  the five aspects of the Egyptian soul (along with the Akh, 
  Ba, Khu, and Khaib).  The ka represents the life-energy of 
  the soul that demands nourishment from other kas. 
  Special Characteristics:  This creature is Immune to 
  Frost and Mental Spells, is not adversely affected by 
  Severity Damage, is Immune to all but Magical Weapons, 
  is Susceptible to Holy Water, and is Afraid of Sunlight. 
  The touch of a ka drains the life sustaining essence from 
  the item touched as the mage spell Draining Touch.  In 
  addition, the ka may use the Arcane Lore spells Leech 
  and Lifelett at will.  All spells are cast at a spell level 
  equal to the ka’s Combat Level.  (See The Lexicon of 
  Lore™ for details.)  Any time a Draining Touch or 
  Leech is used, the life essence drawn from the target is 
  used to magically erase any wounds the spirit has 
  sustained. 
  Because of their ethereal natures, kas can pass through 
  walls and other barriers without hindrance.  In addition, 
  the spirit can simply “fade” from existence only to re-
  appear at a later time. Finally, bas are Immune to all but 
  Magical Weapons. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  touch or see below 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  3 
  0 
  0 
  1 
  1 
  Ka Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  26 
  28 
  Damage Tolerance 
  25 + 5d10 
  30 + 7d10 
  E.P. Value 
  120 
  210 
  Damage per Attack 
  1d8 + 5 
  1d8 + 7 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  34 
  Damage Tolerance 
  35 + 9d10 
  40 + 11d10 
  E.P. Value 
  550 
  1200 
  Damage per Attack 
  1d8 + 9 
  1d8 + 11 
   
  A ka is an undead spirit that represents the life-energy of 
  a dead person.  When seen, the ka is revealed to be a 
  ghost having the same appearance, stature, and 
  mannerisms as its former living body.  Its duty is to tend 
  to the crypt and greet visitors who bring gifts to nourish 
  the soul of the tomb’s buried occupant.  Often, statues of 
  the deceased are placed in the tombs to provide a 
  comfortable abode for the otherwise lonely ka.  
  Kampe 
  (Campe) 
  Habitat:  Depending on the form taken by a Kampe, it 
  can live by ambulating across the ground, by sailing 
  through the air to high mountaintops, or plumbing to the 
  deepest parts of the briny sea.  In other works, a Kampe 
  can make a home wherever it can find a meal.  
  Life Style:  territorial predator 
  Wealth Type:  incidental (although Kampes are 
  occasionally used to guard treasure hoards). 
  Alignment:  pure neutral to antisocial unlawful evil, 
  depending on cunning. 
  
    
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  Cunning:  low to genius 
  Speed:  60 (150 flying) 
  Strength:  below average to high, depending on size 
  Size:  small to huge.  See examples.
  Origin:   Kampe is possibly the most “Lovecraftian” 
  monster extant in mythology.  Kampe was an ancient 
  monster of Greek mythology set by Kronos to keep watch 
  over the Cyclopes, one-eyed giants, and Hekatonkheires, 
  men having 100 hands each.  She was a composite 
  creature with the head and torso of a gigantic woman 
  covered in the scales of a sea monster.  Serpents writhed 
  from her head in place of hair and a scorpion tail sprouted 
  from the back of her neck and arched over her head.  
  Huge dark wings sprouted from Kempe’s shoulders and 
  her arms ended in claws like sickles.  From her waist 
  sprouted the heads of 50 wild beasts including lions and 
  boars frothing at the mouth.  Further down, she had the 
  serpentine body of a huge dragon with a thousand vipers 
  for feet. 
  Special Characteristics:  As a Kampe ages, it slowly 
  grows to tremendous size.  Young Kampes start out 
  about the size of a large rabbit or small dog, but 5% of 
  the weight of everything a Kampe eats throughout its 
  lifetime goes into increasing its size.  Over the course of 
  years, it can grow to become truly monstrous.  There is 
  no known limit to how large a Kampe can grow. 
  The creature’s mimicked by a Kampe determines its 
  special characteristics.  The Kampe gains pertinent 
  physical characteristics of a mimicked creature, but 
  cannot duplicate magical ones.  For example, a Kampe 
  that sprout’s a viper’s head will gain the effects of viper 
  venom for that particular head.  But, a Kampe that 
  sprouted the head of a dragon could not thereby breathe 
  flame. 
  Recovery Time:  8 
  Absorption:  see examples 
  Surprise Adj.:  -0 
  Attack Modes:  A Kempe uses bites, claws, and stings of 
  various forms and in various numbers, depending on its 
  size.  Note that, since each head acts independently, 
  each head gains extra attacks if its Combat Level greatly 
  exceeds that of its opponents. 
  Attributes (Small) 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -2 
  0 
  0 
  -- 
  2 
  -4 
  -4 
  Attributes (Medium) 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  -2 
  0 
  4 
  -2 
  -2 
  Attributes (Large) 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  9 
  7 
  -4 
  1 
  6 
  0 
  0 
  Attributes (Huge) 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  12 
  10 
  -6 
  2 
  8 
  2 
  2 
  Kampe Examples 
   
  Well Below Avg. 
  Below Average 
  Combat Level 
  2 
  4 
  Size 
  Small 
  Medium 
  Attack Bonus 
  +4 
  +6 
  Defense 
  18 
  22 
  Absorption 
  0 
  2 
  Damage Tolerance 
  30 +2d10 
  60 + 4d10 
  E.P. Value 
  6 
  35 
  Damage per Attack 
  1d4 x 2 
  1d6 x 4 
   
  Average 
  Above Average 
  Combat Level 
  6 
  9 
  Size 
  Medium 
  Large 
  Attack Bonus 
  +9 
  +12 
  Defense 
  23 
  25 
  Absorption 
  4 
  6 
  Damage Tolerance 
  120 + 6d10 
  240 + 9d10 
  E.P. Value 
  144 
  880 
  Damage per Attack 
  1d8 x 6 
  1d10 x 9 
  
    
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  Well Above Avg 
  Exceptional 
  Combat Level 
  12 
  14 
  Size 
  Large 
  Huge 
  Attack Bonus 
  +16 
  +18 
  Defense 
  26 
  27 
  Absorption 
  8 
  10 
  Damage Tolerance 
  300 + 12d10 
  400 + 14d10 
  E.P. Value 
  3150 
  6300 
  Damage per Attack 
  1d12 x 12 
  2d8 x 14 
   
  Kempes are essentially writhing masses of serpentine 
  tentacles with a chaotic assortment of physical features 
  taken from other beasts.  They are the ultimate in 
  composite creatures and are a terror to behold. 
  Kampes reproduce by “budding”.  When one of a 
  Kampe’s animal-headed tentacles reaches a certain 
  unspecified age, it will simply twist itself free from its 
  “mother’s” form and slither away. 
  Kampes have the remarkable ability to alter portions of 
  their physical forms to take on the characteristics of other 
  creatures.  Each Kampe is limited in the types of forms 
  that it can take, though.  No two mature specimens seem 
  to have the same “repertoire” of forms.  The reason for 
  this is that a “newborn” Kampe is restricted to the single 
  animal form possessed at birth.  Every time a Kampe 
  consumes a creature whose physical makeup is new to it, 
  the Kampe’s physiology learns how to take on aspects of 
  that form.  Obviously, this only pertains to living 
  creatures, not demons or other spiritual beings.  So, a 
  Kampe that devours a bunny rabbit is capable of 
  producing a tentacle tipped with a fuzzy cottontail or a 
  ravenous man-eating bunny head complete with floppy 
  ears.  If it found itself in a cold climate, that same Kampe 
  could cover its undulating tentacles with warm bunny fur.  
  Note that the Kampes’ ability to duplicate the 
  characteristics of other creatures gives the larger 
  specimens a higher intelligence.  The more massive the 
  Kampe, the larger the brain it can support.  Unfortunately, 
  that means that some of the largest Kampes are genius-
  level monsters.  A few have even been known to cast 
  spells.  
  Ker 
  Habitat:  Keres are spiritual beings that can be found in 
  any clime. 
  Life Style:  demonic spirit 
  Wealth Type:  incidental 
  Alignment:  antiocial lawful evil 
  Cunning:  high 
  Speed:  80 (200 flying) 
  Strength:  above average 
  Size:  medium 
  Origin:  The keres were demons under the control of the 
  Grecian Fates and Furies.  Their task was to rip the souls 
  from the bodies of those who died a violent death, such 
  as in battle.  In essence, they were the Greek’s version of 
  an Angel of Death.  They also exacted punishments on 
  anyone judged harshly by the gods. 
  Special Characteristics: Once per day, a ker may 
  transfer wounds from its body to a single living target as 
  the priest Curse spell Touch of Death.  They are also 
  able to assume an ethereal form at will as the mage spell 
  Ghostly Form.  Treat these abilities as if cast at a spell 
  level equal to the Ker’s Combat Level.   
  Like other spiritual beings, magic weapons are required 
  to strike Keres and they are unaffected by Severity 
  damage.   
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite / claw / claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  4 
  2 
  1 
  2 
  
    
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  Ker Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  32 
  35 
  Damage Tolerance 
  75 + 9d10 
  100 + 11d10 
  E.P. Value 
  440 
  1275 
  Damage per Attack 
  1d10 / 1d8 / 1d8 
  1d12 / 1d8 / 1d8 
   
  Above Avg. 
  Heroic 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +20 
  +23 
  Defense 
  38 
  41 
  Damage Tolerance 
  125 + 13d10 
  150 + 15d10 
  E.P. Value 
  2250 
  3780 
  Damage per Attack 
  2d8 / 1d8 / 1d8 
  2d8/ 1d10/ 1d10 
   
  A ker is a viscious demoness of death with razor sharp 
  claws and long white teeth.  From her shoulders grow a 
  large pair of powerful pitch-black wings capable of 
  transporting her at great speed.  These spirits have an 
  insatiable appetite for warm blood, as is demonstrated by 
  the ample red stains on their robes.  They will generally 
  feast on their victim’s life fluid after having torn their souls 
  free to send them on their way to Hades.  Despite their 
  malevolence, keres know their place in the divine 
  hierarchy and will usually bow to the will of the other gods 
  if given a direct order.  This is especially true to 
  commands given by Zeus, the Fates, or priests acting on 
  their behalf. 
  Khnum 
  Habitat:  Being vegetarians, the khnum prefer the rich 
  fertile lands found in river basins.  Here their expert 
  farming skills can be put to good use in the cultivation of 
  a variety of crops.  These ram-men are hardy souls, 
  however, and have been known to thrive in arid regions 
  as well, wherever there can be found a reasonably 
  reliable source of water. 
  Life Style:  humanoid 
  Wealth Type:  monetary 
  Alignment:  social neutral good to social lawful good 
  Cunning:  average 
  Speed:  75 
  Strength:  average to above average 
  Size:  medium 
  Origin:  Khnum is the name of a ram-headed Egyptian 
  deity that had a relatively small following.  Khnum was a 
  creator-god and credited with providing the soil its fertility.  
  Probably as a result of his links both to creativity and to 
  the earth, he was also closely associated with the 
  molding of clay into pottery. 
  Special 
  Characteristics: 
  All 
  khnum 
  are 
  strict 
  vegetarians, subsisting mainly on a staple diet of grains 
  and leafy vegetables.  In addition, they all practice the 
  talents of Artistry and Gardening and the skill of Creating 
  Herbal Balms that they utilize at a skill level equal to their 
  Combat Levels. 
  Recovery Time:  by weapon or 7 (butt) 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon or butt.  Khnum commonly 
  wield staves and clubs in battle, preferring to avoid 
  inflicting fatal wounds on their misguided opponents when 
  possible.  If pressed into combat unarmed, a khnum will 
  attack with its rock-hard ram horns. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  0 
  2 
  2 
  1 
  3 
  Khnum Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +6 
  +9 
  Defense 
  24 
  27 
  Damage Tolerance 
  50 + 2d10 
  50 + 3d10 
  E.P. Value 
  25 
  54 
  Damage per Attack 
  2d4 
  or 
  by 
  weapon + 3 
  2d4 
  or 
  by 
  weapon + 4 
  
    
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  Above Avg. 
  Heroic 
  Combat Level 
  7 
  11 
  Attack Bonus 
  +12 
  +17 
  Defense 
  30 
  35 
  Damage Tolerance 
  50 + 4d10 
  50 + 5d10 
  E.P. Value 
  126 
  900 
  Damage per Attack 
  2d6 
  or 
  by 
  weapon + 4 
  2d6 
  or 
  by 
  weapon + 5 
   
  Khnum (pronounced kahnoom) are sturdy humanoids 
  with the heads of rams and the bodies of ordinary men.  
  Obviously, their heads are their most distinguishing 
  characteristic.  Their horns do not have the almost 
  circular inward-sweeping curve of most domesticated 
  rams.  Instead, they corkscrew from the khnum’s temples 
  in an outward spiral.  The coloration of their hair, 
  however, is significantly similar to the ordinary bighorn.  
  Many are pure white, but a significant number are black 
  or are mottled with patches of brown. 
  Khnum are a remarkably humble and peaceful race 
  possessing great creativity and strength of character.  
  They are far more interested in the domestic trials of 
  farming and in the earthy pastimes of pottery and 
  sculpture than in the oftentimes self-centered motivations 
  of man.  Even so, they recognize that the roles they must 
  play in the world’s affairs must sometimes take them 
  beyond the boundaries of their well-tended fields.  
  Farming is their preferred lifestyle because they have a 
  strong sense of duty to the earth, not because they are 
  filled with the timidity of their wooly cousins tended by 
  shepherds. 
  Khnum have their own spoken language that consists of 
  a series of bleats, mews, and grunts.  Even so, most 
  speak at least one human tongue fluently.  They are quite 
  articulate and have low soothing voices well suited to the 
  priesthood and politics. 
  Khnum are capable of learning any human profession, 
  although mages are rare while peasants and priests are 
  quite common.  Khnum priests worship the ram-headed 
  Amun or Ra, who is portrayed with a ram’s head when 
  venturing through the underworld. 
  Khons 
  Habitat:  Khonsi do not settle down in any place for long.  
  They are wanderers that can be encountered in nearly all 
  climes.  Even so, they tend to congregate in areas where 
  lost knowledge is believed to lie awaiting discovery.  
  Consequently, large khonsi groups have been spotted 
  digging in the sands of blistering deserts where ancient 
  cities 
  were 
  supposedly 
  buried 
  by 
  tremendous 
  sandstorms. 
  Life Style:  nomadic humanoid 
  Wealth Type:  monetary 
  Alignment:  neutral to lawful good 
  Cunning:  above average to high 
  Speed:  75 
  Strength: average 
  Size:  medium 
  Origin:  Khons was a minor Egyptian moon god (like the 
  better known Thoth) whose name means “wanderer” and 
  which was commonly depicted wrapped in a mummy’s 
  shroud.  Although he was most often depicted with a 
  human’s head, the baboon also represented him.  One of 
  Khons’s aspects, called “the provider,” supposedly had 
  the ability to drive out evil spirits. 
  Special Characteristics:  Khonsi have a Lust for 
  Knowledge of all kinds, especially that of the arcane 
  variety.  Most khonsi know several human languages and 
  have the talents of Reading and Writing, Ciphering, and 
  Reading Hieroglyphics. 
  In their wanderings, individual khonsi pick up important 
  survival knowledge.  In any group of 10 or more, each of 
  the following skills and lore will be known by at least one 
  khons (although rarely will any given individual know 
  them all):  Creating Herbal Balms, Desert Lore, Finding 
  Traps, 
  Forest 
  Lore, 
  Ghost 
  Lore, 
  Interrogating, 
  Mathematics, 
  Mythology, 
  Navigating, 
  Plains 
  Lore, 
  Removing Traps, Setting Rural Traps. 
  Recovery Time:  by weapon or 7 (bite) 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon or bite.  Khonsi tend to wield 
  swords of all types in battle, although individuals have 
  demonstrated proficiency with a wide assortment of 
  weapons.  Khonsi are loath to attack with their bestial 
  fangs, as they believe themselves to have risen above 
  such savage acts.  If pressed into combat unarmed, 
  however, they will dispense with their biases. 
  
    
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  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  3 
  2 
  3 
  3 
  0 
  Khons Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +5 
  +9 
  Defense 
  25 
  28 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  15 
  36 
  E.P. 
  Value 
  (spellcaster) 
  20 
  60 
  Damage per Attack 
  1d6 
  or 
  by 
  weapon 
  1d6 
  or 
  by 
  weapon + 1 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +13 
  +17 
  Defense 
  31 
  36 
  Damage Tolerance 
  25 + 5d10 
  25 + 6d10 
  E.P. Value 
  200 
  875 
  E.P. 
  Value 
  (spellcaster) 
  320 
  1375 
  Damage per Attack 
  1d8 
  or 
  by 
  weapon + 2 
  1d8 
  or 
  by 
  weapon + 3 
   
  Khonsi are humanoids with the bodies of ordinary men 
  and the heads of baboons.  As such, they have long dog-
  like snouts and large vicious fangs.  Their foreheads are 
  low like many other primates, but their eyes show an 
  intelligence and dignity far beyond that of normal 
  monkeys.  Khonsi hair is bushy and brown, often 
  extending out the shoulders and acquiring a silver tint as 
  an individual ages.  They dress themselves in a variety of 
  human fashions, depending on the culture in which they 
  find themselves.  However, they are best known for the 
  rags and strips of cloth that they wrap around their bodies 
  when traveling in arid regions.  This dress was acquired 
  from the desert-dwelling sokar along with their tendency 
  to travel at night to escape the sweltering heat.  In this 
  garb, the khonsi look like mummies shambling over the 
  dunes with only moonlight to guide them  
  Khonsi thirst for knowledge and will go to great lengths to 
  acquire it.  They are not malicious, however, and possess 
  their own moral code that is always strictly followed.  
  Their code provides no compunction against raiding the 
  tombs of the dead or uncovering hidden vaults but draws 
  the line at inflicting unnecessary pain or anguish on 
  others.  Of course, the term “unnecessary” is open to 
  interpretation and there are a few khonsi that take a very 
  liberal view of the word’s meaning. 
  Khonsi are usually willing to barter and trade with other 
  races, especially if they believe some hints to the 
  whereabouts of undiscovered scrolls can be gleaned.  
  Since the khonsi are not really craftsmen or farmers, 
  often the only thing they possess with which they can 
  bargain is the knowledge they have accumulated.  
  Consequently, they are generally unwilling to part with 
  their hard-earned trivia without due compensation. 
  Most khonsi speak a variety of human languages and are 
  believed to possess a language all their own, although 
  they rarely use this tongue when strangers are within 
  earshot.  Khonsi are extremely intelligent and are well 
  able to follow any career or profession practiced by men.  
  Mages are relatively common among the khonsi, 
  especially illusionists and Thaumaturgists.  Khonsi priests 
  worship Thoth, the Egyptian god of learning and 
  knowledge. 
  Khu 
  (Egyptian Living Name) 
  Habitat:  Khus are undead spirits that tend to dwell in 
  and around the crypts and tombs where their mummies 
  were laid to rest.  If the tomb is disturbed, the khu will 
  seek revenge on those participating in the desecration. 
  Life Style:  undead spirit 
  Wealth Type:  incidental 
  Alignment:  antisocial evil 
  Cunning:  average 
  Speed:  55 
  Strength:  nil 
  Size:  medium 
  Origin: The khu is an Egyptian spirit that represents one 
  of the five aspects of the Egyptian soul (along with the 
  Akh, Ba, Ka, and Khaib).  The Egyptians believed that the 
  name of a person or thing was a living entity.  Knowing 
  the name gave one power over it.  The khu specifically 
  represents the living name of the deceased. 
  Special Characteristics: This creature is Immune to 
  Frost and Mental Spells, is not adversely affected by 
  
    
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  Severity Damage, is Immune to all but Magical Weapons, 
  is Susceptible to Holy Water, and is Afraid of Sunlight. 
  Since the khu derives its power from its own name, it can 
  take control over any creature that lacks a name.  Thus, a 
  khu can possess wild animals but is impotent against 
  people and pets. 
  A khu may attempt to possess one (unnamed) animal 
  every night.  Allow the animal a Luck Roll with Willpower 
  adjustments.  Once the khu takes possession, it has 
  complete control over the animal's actions and has a 
  Combat Level, Defense, and Attack Bonus equal to the 
  khu's.  Nevertheless, by possessing the animal, it has 
  effectively given it a name and is therefore trapped within 
  the creature until the animal dies.  Upon the animal’s 
  demise, the khu flees to either attack directly or possess 
  another animal. 
  Only attacking a khu outside its animal host can kill it.  
  Nevertheless, any character doing so risks infection from 
  a terrible plague.  Whenever a khu touches someone 
  directly, he must make a Luck Roll with Stamina 
  adjustments.  Failure indicates he has contracted Rot (as 
  per the Religious Curse spell described in The Lexicon 
  of Lore™). 
  Anyone knowing the khu’s name has complete power 
  over it.  The khu must obey all commands explicitly 
  stating its name. 
  Because of their ethereal natures, a khu that is free from 
  any host can pass through walls and other barriers 
  without hindrance.  In addition, the spirit can simply “fade” 
  from existence only to re-appear at a later time. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  touch or see below 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  3 
  2 
  1 
  0 
  1 
  Khu Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +11 
  Defense 
  29 
  31 
  Damage Tolerance 
  25 + 6d10 
  30 + 8d10 
  E.P. Value 
  198 
  380 
  Damage per Attack 
  plague 
  plague 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +13 
  +15 
  Defense 
  33 
  35 
  Damage Tolerance 
  35 + 10d10 
  40 + 12d10 
  E.P. Value 
  930 
  1905 
  Damage per Attack 
  plague 
  plague 
   
  A khu is an undead spirit that embodies the living name 
  of a dead person.  The khus of executed criminals, 
  suicides, 
  and 
  drowning 
  victims 
  are 
  particularly 
  dangerous.  Angry at the living who drove them to their 
  fate, these spirits attempt to kill any people they 
  encounter.  Often a khu haunts its own family in revenge 
  for its unhappy demise. 
  When encountered outside of a host, the khu has an 
  appearance similar to that of a Will-o-wisp.  It looks like a 
  small flame that darts through the air illuminating the area 
  surrounding it.  Because of this appearance, the 
  Egyptians use a symbol of fire to represent a person’s 
  khu. 
   
  
    
  The Bestiary~L 
  76 
    
  The Monsters of the Mediterranean 
  76 
  L 
  Lamassu 
  (Shedu) 
  Habitat:  Lamassu live in desert regions, although they 
  usually dwell near oases if possible.  Many lamassu act 
  as self-appointed guardians for forgotten holy sites, such 
  as temple ruins.  
  Life Style:  territorial guardian 
  Wealth Type:  hoard 
  Alignment:  social lawful good. 
  Cunning:  exceptional 
  Speed:  115 (150 flying) 
  Strength:  high 
  Size:  large. Most lamassu are approximately the size of 
  a full-grown bull.  However, a few have been reported to 
  be 35 feet tall.  These are undoubtedly exceptional 
  specimens.
  Origin:   The lamassu comes to us from Mesopotamian 
  mythology where it essentially viewed as a guardian 
  angel.  The lamassu was depicted as either a bull or a 
  lion with a human head and wings.  It was also known as 
  a shedu, the plural of which is shedubim, which is the 
  origin of the term cherubim. 
  Special Characteristics:  Lamassu are powerful Ashipu 
  priests, well practiced in the arts of exorcism and wrath.  
  Treat each Lamassu as having a Piety level equal to its 
  Combat Level and choose priests spells appropriately, 
  concentrating mainly in the areas of Miracle and Wrath. 
  In addition, all lamassu have the innate ability to hide 
  themselves as the mage spell Obscurement which they 
  can use at will.  Treat the spell as being cast at a spell 
  level equal to the lamassu’s Combat Level. 
  Recovery Time:  8 
  Absorption:  2 
  Surprise Adj.:  -0 
  Attack Modes:  hoof/ hoof 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  9 
  7 
  0 
  -- 
  4 
  3 
  5 
  Lamassu Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  9 
  Attack Bonus 
  +11 
  +14 
  Defense 
  28 
  31 
  Damage Tolerance 
  200 + 6d10 
  225 + 9d10 
  E.P. Value 
  252 
  840 
  Damage per Attack 
  2d8/ 2d8 
  2d10/ 2d10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +18 
  +21 
  Defense 
  34 
  36 
  Damage Tolerance 
  300 + 12d10 
  375 + 14d10 
  E.P. Value 
  3085 
  9900 
  Damage per Attack 
  4d6/ 4d6 
  5d6/ 5d6 
   
  The lamassu is a large winged bull with the head of an 
  enormous human.  They are by nature very kind and 
  gentle creatures, but have a tendency to look at the world 
  in terms of black and white.  Their morals are ancient and 
  very strict, but these holy beings are patient with the 
  uneducated.  If questioned, a lamassu will talk unendingly 
  about his religious beliefs and will do his utmost to sway 
  the questioner toward the path of righteousness. 
  Anyone that shows a sincere interest in a lamassu’s 
  religion is likely to gain an unexpected guardian.  The 
  lamassu will use his powers of Obscurement to follow the 
  new initiate unseen to ensure his safety.  As long as his 
  charge remains true to his new found faith, the lamassu 
  will do its very best to ensure a long and prosperous life.  
  However, the lamassu is likelty to take great offense at 
  the slightest infraction of the religious law and will make 
  its displeasure known.  Any major violation will instantly 
  win the lamassu’s contempt, which will, at the least, result 
  in the lamassu sorrowfully abandoning his charge to his 
  own fate. 
  Many lamassu view themselves as the guardians and 
  final preservers of the ancient and only true means to 
  salvation.  As such, when they have no devout followers 
  to shepherd, lamassu will often dwell in and about the old 
  ruins of long forgotten religious sites. 
  It is unknown how the lamassu reproduce, because the 
  only specimens ever observed are male.  It is possible 
  that the females of the species simply find it beneath their 
  dignity to reveal themselves. 
  
    
  The Bestiary~L 
  77 
    
  The Monsters of the Mediterranean 
  77 
  Lar 
  Habitat:  Lares are protective ghosts who have re-entered 
  the land of the living to serve as guardian spirits to friends 
  and relatives.  They enter the living realm through deep 
  cracks, caves, and other earthen openings. Once on the 
  surface, they seek out familiar surroundings, usually a 
  past home. 
  Life Style: restless spirit (technically undead, but it sure 
  doesn’t act like it). 
  Wealth Type:  incidental 
  Alignment:  good 
  Cunning:  average 
  Speed:  50 
  Strength:  average 
  Size:  medium 
  Origin:  A form of mane, lares were beneficent ghosts of 
  ancient Roman lore.  They are related to the Roman 
  lemures and larvae but are not feared or despised, as are 
  these evil kindred.  Rather, they are revered and even 
  sometimes worshipped like the Penates. 
  Special Characteristics:  Similar to a poltergeist, a lar 
  can throw, carry, wield, and otherwise manipulate articles 
  weighing no more than 5 pounds.  They retain all skills 
  possessed in life, so some lares can prove to be quite 
  formidable. 
  Lares may cast the religious Miracle spell Lift Curse and 
  the Healing spell Panacea once per day.  See The 
  Lexicon of Lore™ for details. 
  Because of their ethereal natures, lares can pass through 
  man-made walls and other such non-magical barriers 
  without hindrance.  In addition, the spirit can simply “fade” 
  from existence only to re-appear at a later time. Even so, 
  these spirits cannot pass through natural, unworked rock.  
  Whether this is an actual physical limitation of lares or it 
  simply never occurs to them to try is unknown. 
  Lares are Immune to Cold and Mental Spells, are not 
  adversely affected by Severity Damage, and are Immune 
  to all but Magical Weapons.  Unlike other undead forms, 
  lares are NOT Susceptible to Holy Water and have no 
  Aversion to Sunlight (and are unharmed by sunlight 
  based spells). 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon (Lares are not aggressive, 
  but if a friend or relative is threatened a lar will utilize 
  whatever weapons are at hand in his defense.)  Lares 
  prefer spears and short swords. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  2 
  0 
  1 
  1 
  Lar Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +4 
  +5 
  Defense 
  22 
  23 
  Damage Tolerance 
  5 + 1d10 
  5 + 2d10 
  E.P. Value 
  51 
  62 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +9 
  +11 
  Defense 
  25 
  27 
  Damage Tolerance 
  10 + 4d10 
  15 + 6d10 
  E.P. Value 
  100 
  150 
  Damage per Attack 
  by w eapon 
  by weapon + 2 
   
  Lares are ghosts of the saintly dead.  Although these 
  spirits usually travel unseen, they do occasionally present 
  visible apparitions.  Their ghostly images are sometimes 
  substantial enough to be recognized by past companions 
  and relatives.  Although a lar’s appearance is pleasant for 
  any ally to behold, enemies see a terrifying and 
  grotesque rotting corpse. 
  Lares are dangerous only to those directly threatening 
  their living blood relatives or the homes in which they live.  
  Their entire motivation centers on the family’s well being 
  and prosperity.  Obviously, any family overseen by one of 
  these guardians is lucky indeed. 
  
    
  The Bestiary~L 
  78 
    
  The Monsters of the Mediterranean 
  78 
  Larvae 
  Habitat:  Larvae are minor evil spirits who voraciously 
  feed on both the evils and flesh of man.  When 
  encountered in the mortal realm, they are usually found 
  gorging themselves on rotting corpses.  They have even 
  been found within the putrid flesh of the walking dead. 
  Life Style:  demonic spirit 
  Wealth Type:  incidental. 
  Alignment:  evil 
  Cunning:  below average 
  Speed:  1 
  Strength:  low 
  Size:  small (1 to 3 inches in length) 
  Origin:  A form of manes, larvae were malevolent spirits 
  of ancient Roman lore similar to minor demons.  They 
  were closely related to the Roman lemures and were 
  sometimes believed to be the ghosts of men who died 
  with no surviving relatives.  They were feared and utterly 
  despised. 
  Special Characteristics: Each larvae is somewhat 
  unique.  Each has the ability to cast a single minor curse.  
  The power may be selected from the religious Curse 
  spells or you may make up one of your own.  Some 
  common curse selections are: Babble, Dithering, 
  Double Vision, Enmity, Frailty, Jinx, Rot, Seven 
  Deadly Sins, and Unavoidable Target.  The chosen 
  power may be used once per day.   See The Lexicon of 
  Lore™ for further details. 
  Larvae secrete an extremely slippery goo which enables 
  them to quickly ambulate through tiny passages.  
  Unfortunately, this lubricant makes it very difficult to get a 
  firm grip on these disgusting little worms.  Every time a 
  larvae is grabbed, it is entitled to a Luck Roll to slip out of 
  the grasp. 
  Larvae are not adversely affected by Severity Damage, 
  are Immune to all but Magical Weapons, are Susceptible 
  to Holy Water and are Afraid of Sunlight. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite. Once a larvae successfully bites its 
  victim, it clamps on and begins to greedily burrow into the 
  victim’s flesh.  The larvae will have completely entered 
  the victim’s body within 2d4 turns.  Once it is securely 
  enclosed within its host’s flesh, the larvae will bring as 
  much misery into its host’s life through whatever curses it 
  can muster.  Once the nasty little grub grows bored, 
  however, it will simply feed until the host dies. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -4 
  -4 
  -4 
  -- 
  -2 
  -2 
  -3 
  Larvae Examples 
   
  Nominal 
  Combat Level 
  0 
  Attack Bonus 
  +0 
  Defense 
  5 
  Damage Tolerance 
  1 
  E.P. Value 
  2 
  Damage per Attack 
  1 (per turn) 
   
  Larvae are very minor evil spirits.  They are usually 
  depicted with slimy, ambulating, maggot-like bodies 
  possessing heads with distorted human features.  They 
  completely lack limbs of any sort but have unusually large 
  eyes and wide mouths. 
  Larvae are so insignificant in the diabolical hierarchy that 
  they are often categorized below imps, which is quite a 
  feat in itself.  Some scholars believe that larvae are the 
  tormented spirits of evil and greedy men who are 
  receiving their just rewards for impious lives.  Others 
  insist that larvae have no relation to mankind and that 
  they merely make up the lowest rank of minor demons.  
  Whichever is the truth, nobody argues the fact that larvae 
  delight in making the lives of mortals as miserable as 
  their trivial abilities allow. 
  
    
  The Bestiary~L 
  79 
    
  The Monsters of the Mediterranean 
  79 
  Lemures 
  Habitat:  Lemures are malicious ghosts who have re-
  entered the land of the living to plague mankind.  They 
  return to the mortal realm through deep wells and earthly 
  fissures that provide passage from the underworld. 
  Life Style:  nocturnal undead spirit 
  Wealth Type:  incidental.  Occasionally, a lemur will seek 
  out and guard hidden treasure that it buried when alive. 
  Alignment:  evil 
  Cunning:  average 
  Speed:  50 
  Strength:  average 
  Size:  medium 
  Origin:  Forms of manes, lemures were malevolent 
  ghosts of ancient Roman lore.  They were closely related 
  to the Roman larvae and were feared and utterly 
  despised.  The term Lemuria was the name of both a lost 
  Roman continent populated by the lemures and a festival 
  on the ninth, eleventh, and thirteenth of May, which 
  propitiated the lemures with black beans. 
  Special Characteristics:  Similar to a poltergeist, a 
  lemures can throw, carry, wield, and otherwise 
  manipulate articles weighing no more than 5 pounds.  
  They retain all skills possessed in life, so some lemures 
  can prove to be quite deadly. 
  Lemures may cast each of the religious Curse spells Rot 
  and Seven Deadly Sins once per day.  See The 
  Lexicon of Lore™ for details. 
  The mere touch of a lemures is dangerous as it acts in a 
  manner similar to the mage spell Freezing Touch.  The 
  specific amount of damage delivered by each touch is 
  given in the examples.  The touch itself cannot deliver  
  Severity Damage.  For all other details, see The Lexicon 
  of Lore™. 
  Because of their ethereal natures, lemures can pass 
  through man-made walls and other such non-magical 
  barriers without hindrance.  In addition, the spirit can 
  simply “fade” from existence only to re-appear later.  
  Even so, these spirits cannot pass through natural, 
  unworked rock.  Whether this is an actual physical 
  limitation of lemures or it simply never occurs to them to 
  try is unknown. 
  Oddly enough, lemures harbor a great Aversion to Black 
  Beans and Loud Noises.  The smoke from burning beans 
  is especially troublesome for them. 
  Lemures are Immune to Cold and Mental Spells, are not 
  adversely affected by Severity Damage, are Immune to 
  all but Magical Weapons, are Susceptible to Holy Water 
  and are Afraid of Sunlight. 
  Recovery Time:  7 or by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  freezing touch or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  2 
  0 
  1 
  1 
  Lemures Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +4 
  +6 
  Defense 
  22 
  23 
  Damage Tolerance 
  5 + 1d10 
  5 + 2d10 
  E.P. Value 
  54 
  66 
  Damage per Attack 
  1d8 
  or 
  by 
  weapon 
  1d10 
  or 
  by 
  weapon 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +9 
  +12 
  Defense 
  25 
  27 
  Damage Tolerance 
  10 + 4d10 
  15 + 6d10 
  E.P. Value 
  107 
  162 
  Damage per Attack 
  1d12 
  or 
  by 
  weapon + 2 
  2d6 
  or 
  by 
  weapon + 3 
   
  Lemures are the restless ghosts of cruel, greedy, and 
  tyrannical men and women.  Although these spirits are 
  rarely seen, they occasionally make their warped and 
  deformed figures visible to terrified onlookers.  Lemures 
  vary significantly in the ghostly manifestations they take, 
  but all are hideously ugly.  One will appear as a rotting 
  corpse while another is seen as a many-tentacled demon.  
  Despite their mutations, lemures are sometimes 
  recognizable to those they knew in life. 
  Unlike their rival spirits the lares, lemures harbor ill-will 
  toward everyone.  This disdain even extends to a lemur’s 
  closest relatives, who will more than likely fall victim to his 
  curses when encountered.  Luckily, a wary family can 
  
    
  The Bestiary~L 
  80 
    
  The Monsters of the Mediterranean 
  80 
  dissuade troublesome lemures by burning black beans or 
  casting the legumes throughout their home. 
  Leucrocota 
  (Leukrokotai, Corocotta) 
  Habitat:  Leucrocota haunt both plains and woods, where 
  they delight in luring lone woodcutters deep into the 
  forest.  Once a man is isolated, the leucrocota can feast 
  undisturbed from the danger of man’s companions. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  average 
  Speed:  175 
  Strength:  above average 
  Size:  medium to large 
  Origin:  Leucrocota was a Greek myth about an animal 
  believed to live in Ethiopia.  It was said to imitate the 
  voices of men and lure them to their deaths. 
  Special Characteristics:  A leucrocota has the ability to 
  perfectly imitate the voice of any man it has heard as the 
  mage spell Warble.  In addition, it can conceal itself in 
  the thickets as the mage spell Obscurement. Both 
  abilities are cast at a spell level equal to the beast’s 
  Combat Level. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  +3 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  3 
  -- 
  4 
  1 
  0 
  Leucrocota Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  26 
  29 
  Damage Tolerance 
  50 + 4d10 
  50 + 6d10 
  E.P. Value 
  42 
  96 
  Damage per Attack 
  1d12 
  2d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  32 
  35 
  Damage Tolerance 
  75 + 8d10 
  75 + 10d10 
  E.P. Value 
  275 
  780 
  Damage per Attack 
  2d8 
  3d6 
   
  Leucrocota are four-footed cloven-hooved animals that 
  are approximately the size of a donkey.  Their legs 
  resemble those of powerful stags and can carry them with 
  the speed and grace of a gazelle.  Their torso, tail, and 
  neck are those of a lion, giving the monster great 
  stamina.  Its head reminds one of a badger’s, but it has 
  bony ridges in its jaws in place of teeth and its gaping 
  mouth opens all the way back to its ears.  
  The leucrocota is a master of illusion; able to mimic the 
  voice of any person it has heard.  It uses this ability along 
  with its power of Obscurement to lure people away from 
  any nearby companions so that it may attack in relative 
  safety. 
  Limos 
  Habitat:  As a demon of hunger, a limos can usually be 
  found in blighted lands where food is scarce and 
  starvation has grown to epidemic proportions. 
  Life Style:  demonic spirit 
  Wealth Type:  incidental 
  Alignment:  antiocial lawful evil 
  Cunning:  above average 
  Speed:  40 
  Strength:  below average 
  Size:  medium 
  
    
  The Bestiary~L 
  81 
    
  The Monsters of the Mediterranean 
  81 
  Origin:  Limos was the Greek goddes of hunger and 
  starvation, the antithesis of Demeter.  
  Special Characteristics: An aura of fatigue and hunger 
  surrounds the demonic limos.  Any lands she treads are 
  affected as the mage spell Blight.  In addition, the demon 
  may cast the following mage spells at will:  Draining 
  Touch, Lifelett, and Vertigo.  Finally, anyone within 20 
  feet of the monster is affected with weariness as the 
  mage spell Weakness.  All spells are cast at a spell level 
  equal to the spirit’s Combat Level. 
  Like other spiritual beings, magic weapons are required 
  to strike a limos and they are unaffected by Severity 
  damage.  In addition, limos are Immune to Poison in all 
  its forms. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  touch (Draining Touch) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -1 
  0 
  -1 
  3 
  2 
  3 
  3 
  Limos Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +6 
  +8 
  Defense 
  23 
  25 
  Damage Tolerance 
  75 + 9d10 
  100 + 11d10 
  E.P. Value 
  440 
  1275 
  Damage per Attack 
  1d8+4 
  1d8+6 
   
  Above Avg. 
  Heroic 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +11 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  125 + 13d10 
  150 + 15d10 
  E.P. Value 
  2250 
  3780 
  Damage per Attack 
  1d8+8 
  1d8+10 
   
  A limos is a demoness of hunger and famine.  Her skin is 
  parchament-like, hanging from her bones and revealing 
  the body’s inner bowls with its transluscency.  Coarse 
  unkempt hair accentuates her sunken eyes and hollow 
  cheeks. 
   
  Bony 
  hips 
  protrude 
  from 
  her 
  waist, 
  counterbalancing the demon’s barren sagging breasts.   
  Her joints are badly swollen, characterized best by the 
  angry peeling spheres that pass for her knees and 
  ankles.  Needless to say, no limos is ever encountered in 
  a good mood. 
  Lion 
  Habitat:  Lions typically hunt on grassy plains where wild 
  game is plentiful but are also known to inhabit wooded 
  areas. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  150 
  Strength:  above average 
  Size:  medium to large 
  Origin:  Lions were once common predators throughout 
  Africa and the Middle East and in parts of Europe.  Lions 
  often associated with the sun and are the most often 
  used emblem of royalty.  They supposedly made great 
  guardians because, it was believed, they slept with their 
  eyes open.  In Greek mythology, Leo was placed in the 
  heavens after Heracles slew the Nemean lion. 
  Special Characteristics:  A lion can never be caught 
  completely unaware while taking one of its uncountable 
  catnaps because it always keeps at least one eye open 
  and aware of its surroundings. 
  Anyone surprised by a lion’s roar must make a Luck Roll 
  with Willpower Adjustments against a Luck Threshold 
  equal to 15 plus the cat’s Combat Level.  Failure 
  indicates the individual flees in panic for 1d4 turns. 
  The claws and teeth of the lion are remarkably potent.  A 
  lion can inflict damage even on creatures that are 
  otherwise immune to non-magical weapons.  On 
  creatures that are sensitive to sunlight, lion attacks inflict 
  double normal damage. 
  Like all cats, lions have extremely good night vision.  
  They can easily see to distances of 100 feet or more in 
  the dark depths of the forest after nightfall. 
  Unlike most wild animals, lions are NOT Afraid of Fire.  In 
  fact, they are Immune to Fear of all kinds.  They will, of 
  course, use discretion in avoiding the infernos of forest 
  fires. 
  Recovery Time:  5 
  
    
  The Bestiary~L 
  82 
    
  The Monsters of the Mediterranean 
  82 
  Absorption:  0 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  3 
  -- 
  4 
  -3 
  2 
  Lion Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  26 
  29 
  Damage Tolerance 
  50 + 4d10 
  50 + 6d10 
  E.P. Value 
  42 
  96 
  Damage per Attack 
  1d12/ 1d8/ 1d8 
  2d6/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  32 
  35 
  Damage Tolerance 
  75 + 8d10 
  75 + 10d10 
  E.P. Value 
  275 
  780 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  3d6/ 1d10/ 1d10 
   
  Lions are large powerful cats with such might and grace 
  that they are considered, literally, to be the king of beasts.  
  The felines grow to impressive size, the largest being up 
  to 10 feet from the nose to the tip of the tail.  They have 
  smooth golden coats, rounded ears, and piercing eyes.  
  The males have bushy brown manes, making them seem 
  even larger, and can produce loud rumbling roars to send 
  chills down the bravest safariers’ spines. 
  Despite the male’s ferocious appearance, it is the 
  females of the species that do the hunting for the entire 
  pride.  It does not take too much of a stretch to imagine 
  the male figuratively splayed out on a couch, beer in paw, 
  blankly watching antelope herds pass by while awaiting 
  Mrs. Lion to come wearily dragging home the bacon.  
  Some species really have it made.  (Of course, the tired 
  huntress undoubtedly has a different appraisal of the 
  whole situation.) 
  Lion, Nemean 
  Habitat:  Nemean lions live in the same areas as the 
  common lion species and hunt very much the same 
  game.  Nemean lions are considerably bolder toward 
  men than ordinary cats, though, due to the protection 
  their skins provide against mortal weapons.  
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  150 
  Strength:  above average 
  Size:  large 
  Origin:  Hercules’ first task was to obtain the skin of the 
  Nemean lion.  This was no simple hunt, though, because 
  arrow, spear, sword, and club could not harm the lion.  In 
  fact, no weapon could scratch its skin.  To accomplish his 
  goal, Hercules was forced to wrestle the beast and 
  strangle it to death with his bare hands.  Hercules 
  skinned the beast and foreverafter wore its hide as armor. 
  Special Characteristics:  Nemean lions have all of the 
  characteristics of common lions (see Lion above for 
  details).  In addition, they have remarkably tough skins 
  that give them protection against almost any weapon 
  (note the Absorption).  Nemean lions are also completely 
  Immune to all Non-magical Weapons. 
  Recovery Time:  5 
  Absorption:  12 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  3 
  -- 
  4 
  -3 
  2 
  
    
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  Nemean Lion Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +10 
  +13 
  Defense 
  29 
  32 
  Damage Tolerance 
  75 + 6d10 
  100 + 8d10 
  E.P. Value 
  205 
  525 
  Damage per Attack 
  2d6/ 1d8/ 1d8 
  2d8/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +16 
  +18 
  Defense 
  35 
  37 
  Damage Tolerance 
  100 + 10d10 
  125 + 12d10 
  E.P. Value 
  1205 
  2125 
  Damage per Attack 
  3d6/ 1d10/ 1d10 
  3d8/ 1d12/ 1d12 
   
  Nemean Lions look remarkably similar to common African 
  lions.  They are larger than common lions, to be sure, 
  although they are not overly so.  While crouched in the 
  tall grass of the plains, a Nemean Lion could easily be 
  mistaken for one of the ordinary variety.  In fact, the 
  smaller specimens could be taken as common lions in full 
  view during broad daylight. 
  A Nemean Lion skin is remarkably durable and is well 
  suited to use in armor, although it is exceptionally difficult 
  to work.  A craftsman must be at least 8th level in Leather 
  Lore to fashion anything useful from it.  Though difficult to 
  cut, it can be fashioned into a garment that has the 
  encumbrance of Leather Armor.  It has the absorption of 
  Scale armor to magical weapons and the absorption of 
  Chainmail to non-magical weapons.  The armor itself 
  retains the Nemean Lion’s invulnerability to normal 
  weapons, so only magical weapons can damage the 
  actual skin.  A well-preserved intact Nemean Lion skin 
  can usually be sold for around 4,000 silver pieces.  Armor 
  fashioned from it can be sold for considerably more. 
  Lotus Tree 
  Habitat:  Lotus trees are commonly found growing near 
  the coasts of oceans in tropical and semi-tropical lands. 
  Life Style:  plant 
  Wealth Type:  incidental. 
  Alignment:  neutral 
  Cunning:  nil 
  Speed:  0 
  Strength:  nil 
  Size:  large (10 to 20 feet tall) 
  Origin:  The legend of the Lotus Tree comes to us from 
  Greek mythology.  Odysseus encountered the land of the 
  lotus-eaters, in Libya, who were a forgetful people that 
  did nothing but lounge about and eat lotus blossoms.  
  When his crewmen ate the blossoms of the tree, they 
  forgot about their homeland and desired only to remain 
  and eat the lotus.  Odysseus had to physically drag his 
  men to their ships to escape the cursed land. 
  Special Characteristics: The lotus tree is a completely 
  inanimate non-sentient plant.  However, it has evolved a 
  potent defense mechanism.  Its blossoms have the scent 
  of sweet honey, which acts as the mage spell Perfume of 
  Irrisistability.  Anyone within 10 feet of a lotus tree must 
  make a Luck Roll with Willpower adjustments every turn 
  or be affected.  Rather than lust, though, the fragrance 
  induces the uncontrollable desire to eat the fruit or, if 
  absent, the flowers of the tree.  Once consumed to the 
  point of satiation, the imbiber is affected by the mage 
  spell Slumber. 
  The lotus tree’s fruits and flowers are both very 
  nourishing and highly addictive.  Every bite of either has 
  effects identical to the mage spells Hallucinogenic 
  Potion and Untiring Nourishment Potion.  Once a 
  person is addicted, the desire for the induced bliss is so 
  strong it acts as a permanent Charm spell on the imbiber 
  forcing him to protect the trees with his life.   
  Treat all spell effects as if cast at 8th spell level. 
  Recovery Time:  N/A 
  Absorption:  8 
  Surprise Adj.:  -0 
  Attack Modes:  Fragrance (see Special Characteristics). 
  
    
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  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Lotus Tree Examples 
   
  Nominal 
  Combat Level 
  N/A 
  Attack Bonus 
  N/A 
  Defense 
  0 
  Damage Tolerance 
  100+8d10 
  E.P. Value 
  100 
  Damage per Attack 
  N/A 
   
  The lotus tree is a bushy fruit tree that grows in warm, 
  humid climates.  Its flowers have five petals.  Four of 
  them are black with purple striations while the remaining 
  petal is larger and is a brilliant red.   The fruit they 
  produce resembles a large deep purple eggplant. 
  Lotophagi, people previously addicted to the fruit, usually 
  tend lotus trees.  Their number will depend greatly on the 
  number of lotus trees in the area.  The lotophagi are 
  delightful people who walk through their meticulously 
  tended groves with dreamy smiles and glazed 
  expressions.  They are charming and even helpful, as 
  long as their guests’ needs don’t involve much physical 
  labor.  However, if their beloved trees are harmed in any 
  way, their attitudes will abruptly change.  Any threat to a 
  lotus tree or its environment will be immediately dealt with 
  in the harshest way.  Any survivors will be bound and fed 
  Lotus fruit until they too are hopelessly addicted to the 
  taste. 
   
  M 
  Manes 
  Habitat:  Manes will escape from the underworld to the 
  land of the living through deep fissures, caves, and wells 
  and are often encountered during their trek.  Once on the 
  surface, they generally seek out familiar buildings such as 
  their burial crypts or former homes. 
  Life Style:  nocturnal undead spirit 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  average 
  Speed:  50 
  Strength:  average 
  Size:  medium 
  Origin:  Manes were ghosts of ancient Roman lore.  The 
  term manes (both singular and plural) actually refers to a 
  whole class of spirits including lares, lemures, penates, 
  and larvae.  Some were beneficent while others were 
  malevolent.  They were considered to be the restless 
  spirits of the dead or the personifications of minor deities 
  or daemons. 
  Special Characteristics:  The touch of a manes has an 
  effect similar to the Arcane Lore spell Freezing Touch.  
  The specific amount of damage delivered by each such 
  touch is detailed in the examples. Although a manes’s icy 
  touch sends chills to the bone, it cannot deliver a Severity 
  Damage.  Treat all such blows as normal damage. 
  Similar to a poltergeist, a manes can throw, carry, wield, 
  and otherwise manipulate small articles weighing no 
  more than 2 pounds.  They retain all skills possessed in 
  life, so some manes can prove to be quite menacing. 
  Because of their ethereal natures, manes can pass 
  through walls and other barriers without hindrance.  In 
  addition, the spirit can simply “fade” from existence only 
  to re-appear at a later time. Even so, these spirits cannot 
  pass through natural, unworked rock.  Whether this is an 
  actual physical limitation of manes or it simply never 
  occurs to them to try is unknown. 
  Manes are Immune to Cold and Mental Spells, are not 
  adversely affected by Severity Damage, are Immune to 
  all but Magical Weapons, are Susceptible to Holy Water, 
  and are Afraid of Sunlight. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  icy touch 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  0 
  1 
  2 
  0 
  0 
  1 
  
    
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  Manes Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +4 
  +6 
  Defense 
  22 
  23 
  Damage Tolerance 
  5 + 1d10 
  5 + 2d10 
  E.P. Value 
  51 
  62 
  Damage per Attack 
  1-8 
  1-10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +9 
  +12 
  Defense 
  25 
  27 
  Damage Tolerance 
  10 + 4d10 
  15 + 6d10 
  E.P. Value 
  100 
  150 
  Damage per Attack 
  1-12 
  2-12 
   
  Manes are ghosts of the dead whose alignments fell short 
  of the highly good or evil requirements for either lares or 
  lemures.  Although they are usually unseen, they do 
  occasionally present visible apparitions.  These ghostly 
  images look like the rotting remains of recently buried 
  corpses and are sometimes substantial enough to be 
  recognized by past companions and relatives. 
  Manes are ordinarily trapped within the earth's bowels 
  until they can find some deep shaft, fissure, well, cave, or 
  chasm to use as an escape to the surface.  Once loosed, 
  manes seek out past relationships and are quite 
  amenable to anyone they recognize as a blood relative.  
  They cannot communicate vocally but usually make their 
  identities known by other means. 
  Manticore 
  (Marticoras, Mardkhora) 
  Habitat:  The manticore is a feline predator that prefers 
  to dwell in forested areas, especially near villages where 
  a meal of juicy man-meat is never too far away. 
  Life Style:  man-eating predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  100 
  Strength:  high 
  Size:  large 
  Origin:  The earliest recorded legend of the manticore 
  occurred in the 4th century B.C. in Persia.  They were 
  feared throughout India, Malaysia, and Indonesia and 
  were commonly listed in medieval bestiaries. 
  Special Characteristics: The most unusual of the 
  manticore’s attacks comes from its barbed scorpion-like 
  tail.  When attacking individuals directly, this tail produces 
  lightning quick strikes over the manticore’s head.  Anyone 
  struck by the tail sustains the damage described in the 
  examples and must make a Luck Roll against a Luck 
  Threshold equal to 15 plus the manticore’s Combat Level.  
  Failure indicates a Moderately Hazardous Toxin affects 
  the target (see Poison for details). 
  From range, the tail is equally deadly since it can throw 
  volleys of small poisonous quills that grow at the tip 
  around the scorpion stinger.  When first encountered, a 
  manticore will be equipped with 10d10 quills that can be 
  flicked to a range of 25 yards. 
  If a volley attack succeeds, 1d6 quills will strike the 
  manticore’s target.  Each such quill delivers a mere 1 
  point of damage.  The barbs themselves break easily and 
  are incapable of delivering Severity Damage regardless 
  of the Attack Roll. 
  The struck target must make a Luck Roll with Stamina 
  adjustments against a Luck Threshold of 15 + 2 per quill 
  delivered.  Failure indicates a Moderately Hazardous 
  Toxin affects the victim (again, see Poison for details). 
  Manticores are also Immune to Toxic Poisons. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  bite/ claw/ claw/ tail or tail volley 
  
    
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  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  3 
  0 
  -- 
  2 
  -3 
  -3 
  Manticore Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +12 
  +14 
  Defense 
  26 
  28 
  Damage Tolerance 
  150 + 6d10 
  175 + 8d10 
  E.P. Value 
  276 
  600 
  Damage per Attack 
  3d6/ 2d6/ 2d6/ 
  2d8 
  3d8/ 2d6/ 2d6/ 
  2d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +16 
  +18 
  Defense 
  30 
  32 
  Damage Tolerance 
  200 + 10d10 
  225 + 12d10 
  E.P. Value 
  1680 
  3625 
  Damage per Attack 
  3d10/ 3d4/ 3d4/ 
  3d6 
  3d12/ 2d8/ 2d8/ 
  3d6 
   
  A manticore has the body of a lion, the tail of a scorpion, 
  and a head with distinctive humanoid features.  Despite 
  the vague resemblance it bears to its favorite meal, the 
  manticore has a gaping maw with three rows of razor-
  sharp teeth.  Its long, scorpion-like tail has barbed quills 
  growing like hair around the deadly stinger.  Its mane and 
  tail are a deep vermilion, its coat is yellow-orange, and its 
  eyes are sky blue. 
  The manticore has a voracious appetite and will eat any 
  living creature it encounters.  It favors the succulent taste 
  of man above all other dishes and will devour its prey 
  equipment, clothes and all. 
  Minotaur 
  Habitat:  Minotaurs seek out complex networks of natural 
  caves and maze-like dungeons.  Here they use their 
  superior familiarity with the labyrinth to corner and kill 
  prey.  
  Life Style:  territorial man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial evil 
  Cunning:  below average 
  Speed:  65 
  Strength:  high 
  Size:  large (7 to 9 feet tall) 
  Origin:  The Minotaur originated in ancient Grecian 
  mythology.  It was the offspring of a sacred bull sent to 
  Crete by Poseidon and Queen Pasiphae, the wife of King 
  Minos.  After Minos refused to sacrifice the magnificent 
  bull, Poseidon cursed Pasiphae to desire and mate with 
  it.  Taking care not to offend Poseidon further, Minos 
  trapped the resulting monster within a great labyrinth.  He 
  periodically fed it with youths received as tribute from 
  Athens until Thesus slew it. 
  Special 
  Characteristics: 
  Minotaurs are ferocious 
  fighters whose combat skills are magically enhanced as 
  the religious Battle spell Battle Rage.  Treat the magic as 
  a permanent spell cast at a spell level equal to the 
  monster’s Combat Level. 
  On its first attack, a Minotaur may charge and gore with 
  its horns for double damage. 
  Recovery Time:  by weapon or 8 (gore) 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  by weapon or gore.  Those Minotaurs 
  that wield weapons generally select the larger types (two-
  handed axes, swords, maces, etc). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  3 
  -1 
  0 
  0 
  -1 
  -1 
  
    
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  Minotaur Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +15 
  Defense 
  26 
  28 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  216 
  560 
  Damage per Attack 
  by weapon +  6 
  or 2d8 (gore) 
  by weapon +  8 
  or 3d8 (gore) 
   
  Above Avg. 
  Heroic 
  Combat Level 
  11 
  14 
  Attack Bonus 
  +18 
  +21 
  Defense 
  29 
  30 
  Damage Tolerance 
  175 + 11d10 
  200 + 14d10 
  E.P. Value 
  1440 
  5100 
  Damage per Attack 
  by weapon +  9 
  or 4d8 (gore) 
  by weapon + 10 
  or 5d8 (gore) 
   
  Minotaurs are large humanoids with bull heads.  Their 
  horns span distances greater than a man’s reach and 
  their bodies, while obviously human, are definitely on the 
  hairy side.  More bestial than human in behavior, 
  Minotaurs wear no clothing and speak in one or two 
  sentence phrases at best.  Despite their bovine brains, 
  Minotaurs have impressive combat skills, providing 
  challenges to the most experienced heroes. 
  Mongoose, Giant 
  (Ichneumon) 
  Habitat:  Giant mongooses (no, it isn’t mongeese) are 
  adaptable creatures.  They are quite comfortable in arid, 
  tropical, and mildly temperate regions.  Their burrows are 
  dug in the loose soils of dry plains where whole 
  communities congregate at night.  During the day, 
  mongooses aggressively pursue their favorite pastimes: 
  hunting and basking in the warm sunlight.  It is not 
  uncommon for a giant mongoose to be encountered 
  squatting upright on his hind haunches, with its eyes shut 
  in a pleasant expression, and with its nose pointing 
  directly toward the sun. 
  Life Style:  communal predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Origin:  The mongoose is known throughout southern 
  Asia, Africa, Madagascar, and parts of southwest Europe.  
  The ichneumon is a species of mongoose native to Africa 
  that is larger than its Indian cousin.  It was considered 
  sacred to the Egyptians and symbolized the spirits of the 
  dead.  In Egyptian mythology, Ra transformed himself 
  into the form of the Ichneumon to fight Apophis, the 
  serpent god of the Egyptian underworld. 
  Special Characteristics:  Mongooses have an Affinity 
  for Eggs and Snake Meat, especially that of the giant 
  cobra.  Fortunately, they are also Immune to Venoms of 
  all kinds. 
  Giant mongooses possess an instinctive cunning when 
  fighting serpents of all kinds.  They have an innate 
  understanding of the serpent’s fighting tactics.  Once a 
  giant mongoose strikes a Severity Damage against a 
  serpent, it maintains a powerful hold with its vicious teeth, 
  automatically delivering 2d6 damage with its bite every 
  turn thereafter. 
  Like most wild animals, giant mongooses are Afraid of 
  Fire. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  2 
  4 
  -- 
  3 
  -3 
  -3 
  
    
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  Giant Mongoose Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +6 
  +9 
  Attack Bonus 
  (vs. Serpents) 
   
  +10 
   
  +12 
  Defense 
  25 
  27 
  Damage 
  Tolerance 
  15 + 4d10 
  15 + 6d10 
  E.P. Value 
  21 
  36 
  Damage 
  per 
  Attack 
  1d8/ 1d4/ 1d4 
  1d10/ 1d6/ 1d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Attack Bonus 
  (vs. Serpents) 
   
  +14 
   
  +17 
  Defense 
  29 
  31 
  Damage 
  Tolerance 
  20 + 8d10 
  25 + 10d10 
  E.P. Value 
  100 
  360 
  Damage 
  per 
  Attack 
  1d12/ 1d6/ 1d6 
  2d6/ 1d6/ 1d6 
   
  Giant mongooses are man-sized versions of the common 
  mongoose.  They are extremely lithe and quick with 
  bodies that are almost serpentine.  They have tapered 
  muzzles and small ears that are substantially covered by 
  their long fur.  Their long furry tails are thick at the base 
  and dwindle slowly to a point to give an overall torpedo-
  like effect.  Finally, their slick coats, short legs, and 
  unending energy reminds one of weasels. 
  When a mongoose encounters a snake of any kind, its 
  normally playful demeanor transforms into that of a 
  warrior entering battle.  In these skirmishes, mongooses 
  amply demonstrate their great agilities by darting quickly 
  to and fro to confuse their opponents while waiting for the 
  serpent to rear up prior to striking.  At this instant, the 
  mongoose will burst will lightning speed toward the 
  viper’s head.  Once a mongoose has obtained a grip on 
  its prey, all hope of victory is lost. 
  Monoceros 
  (Grecian Unicorn) 
  Habitat:  The Monoceros is a denizen of both arid and 
  temperate regions, preferring to graze on grassy plains 
  but capable of sustaining itself on the leaves and 
  underbrush of the forest. 
  Life Style:  herbivorous territorial animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  300 
  Strength:  high 
  Size:  large.  Monoceri have the stature of large 
  warhorses. 
  Origin:  The earliest detailed account of the Monoceros, 
  or Monocerata Hippoi (later to evolve into the unicorn), 
  comes to us from the Greek historian Ctesias around the 
  4th century B.C. in his accounts of Persia (Ctesias was 
  the Persian king’s physician).  The creature he describes 
  resembles a colorful stag with inarticulate feet like those 
  of an elephant.  It is believed his account is merely a 
  distorted 
  reporting 
  of 
  the 
  decidedly 
  unstag-like 
  rhinoceros. 
  Special Characteristics:  Monoceri can Blink as the 
  mage spell at will and brush off nets and ropes 
  effortlessly (as the mage spell Disentangle).  See The 
  Lexicon of Lore™ for more details.  All spells are cast at 
  spell levels equal to the Monoceros’s Combat Level. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  horn/ stomp/ stomp 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  6 
  -- 
  4 
  -1 
  0 
  
    
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  Monoceros Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +14 
  +17 
  Defense 
  33 
  35 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  320 
  800 
  Damage per Attack 
  2d8/ 1d10/ 1d10 
  2d8/ 2d6/ 2d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +20 
  +23 
  Defense 
  37 
  39 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  2250 
  5400 
  Damage per Attack 
  2d10/ 2d8/ 2d8 
  2d12/ 3d6/ 3d6 
   
  A Monoceros is an animal with the proud stature of a 
  warhorse and the graceful shape of a gazelle, save for its 
  wide feet, which are fashioned like those of an elephant 
  or rhino.  Its coat is generally a brilliant white or beige 
  except for its head that is a vibrant purple hue.  A single 
  horn protrudes from the beast’s forehead that is a pure 
  white at its base, pitch black in the middle, and dark red 
  at the tip.  Its eyes are a deep lipid blue. 
  The Monoceros is fiercely territorial and will attack any 
  threatening trespasser in its domain.  This intolerance 
  even extends to other monoceri, unless the offender is a 
  member of the opposite sex and intrudes only during 
  mating season. 
  Despite its ferocity and great skill at avoiding capture, 
  monoceri are greatly prized by hunters.  Being a relative 
  of the unicorn, the horn of a Monoceros has the same 
  magical properties as its more horse-like cousin (and can 
  generally be substituted in magical spells whenever a 
  unicorn’s horn is required). 
  Mummy 
  Mummies are the well-preserved and wrapped remains of 
  the Egyptian dead.  A mummy is content to remain 
  completely inactive for centuries until thieves break into 
  its crypt’s chambers.  At this point, the mummy will rise to 
  seek vengeance on the trespassers.  No barrier and no 
  distance will dissuade the mummy from its dark goal.  
  The wrapped body will relentlessly pursue all violators 
  until all die. 
  Mummies have all of the skills formerly practiced in life 
  but are much slower due to the stiffening of joints and 
  toughening of muscle the mummification process 
  induces.  The degree to which a person’s combat 
  characteristics are affected by the mummification process 
  depends on both the skill of the individual who prepared 
  the mummy and the societal ranking of the deceased.  
  The Attack Bonuses and Defenses of most mummies 
  drop to half of what they were in life.  Egyptian royalty, of 
  course, has access to the very best funerary preparations 
  and priests.  Consequently, the mummy of a pharaoh is 
  largely unharmed by the process, making it a creature to 
  avoid. 
  Habitat:  Mummies are found in ancient crypts and 
  tombs, usually encased within ornately decorated 
  sarcophagi.  A few have been encountered outside of 
  their burial chambers mindlessly pursuing the grave 
  robbers that violated their sacred resting-places. 
  Life Style:  guardian undead 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  40 
  Strength:  high 
  Size:  medium 
  Origin:  Mummies are the preserved remains of ancient 
  Egyptians.  The most famous of these, of course, are the 
  Egyptian pharaohs who were buried with unimaginable 
  wealth.  The term mummy is derived from the Arabian 
  word mummiya, meaning bitumen or tar.  The Arabs 
  mistakenly believed that a black tar-like coating 
  preserved the mummies.  In fact, the bodies were 
  prepared with a special resin before being wrapped which 
  is probably the basis for the Arabian belief. 
  Special Characteristics: The mummies’ favorite tactic is 
  to strangle their victims with their powerful hands.  A 
  successful attack indicates that a mummy has grabbed 
  his target.  At this point, an Attribute Check against 
  Physical Strength must be made by the victim.  The 
  
    
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  90 
  threshold he must beat equals 8 plus the mummy’s 
  Physical Strength (usually between 4 and 6).  If the check 
  succeeds, the character has escaped the mummy’s grasp 
  with no ill effect.  If it fails, the mummy has obtained an 
  iron grip on the victim’s throat.  See Choking/ Drowning/ 
  Suffocating in the Trauma section of The Grimoire of 
  Game Rules(tm) for details.  If strangulation proves 
  unsuccessful (i.e. its target does not need to breathe), the 
  mummy will resort to the use of other weapons.  Once the 
  target falls unconscious, the mummy will release its grip if 
  there are other trespassers with which to deal. 
  Even after the mummy obtains its stranglehold, a 
  character may break its grip if he successfully makes an 
  Attribute Check against his Physical Strength.  Once 
  again, the threshold that must be overcome equals 8 plus 
  the mummy’s Physical Strength.  In order to break the 
  grip, the mummy's fingers must be overpowered and 
  separated.  Simply pulling on the arms will rip out the 
  victim's throat before the fingers are loosened.  Thus, aid 
  from other individuals is futile as only one person can get 
  purchase on the mummy's hands at a time.  Even if the 
  hands are severed from the arms, they will still retain their 
  crushing grip until the mummy is totally destroyed. 
  Mummies have a magical ability to track down their 
  graves’ violators.  This ability works in a manner similar to 
  the priest Divination spell Divine Guidance, but has an 
  infinite range.  A mummy will randomly pick one 
  trespasser and unfailingly pursue him until the thief is 
  killed.  As each transgressor dies, the mummy randomly 
  selects another until all are slain. 
  A mummy can also locate all relics it formerly guarded in 
  a similar fashion.  Once all of its tomb’s violators have 
  been eliminated, the mummy will begin collecting its 
  belongings, killing all who stand in its way.  Once the 
  tomb is replenished, the mummy will reseal it and return 
  to its sarcophagus. 
  Mummies are Immune to Cold and Mental Spells, are not 
  adversely affected by Severity Damage, and are 
  Susceptible to Holy Water.  Unlike most undead 
  creatures, mummies have NO Aversion to Sunlight. 
  Recovery Time:  9 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  strangulation 
  Mummy, Common 
  Habitat:  Since common mummies are the consecrated 
  remains of the lowest levels of Egyptian society, their own 
  personal tombs are small and contain little of value.  They 
  may be encountered in more elaborate tombs, though, as 
  guardians of more important personages. 
  Alignment:  neutral 
  Cunning:  low 
  Origin:  The most common and cheapest form of ritual 
  mummification practiced in ancient Egypt involved 
  washing out the abdomen of the deceased and then 
  drying the cleansed corpse for seventy days packed in 
  salt or natron.  This practice will invariably give rise to a 
  common mummy. 
  Attack Modes:  strangulation or by weapon 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  -2 
  -2 
  0 
  0 
  2 
  C
  Coom
  mm
  moonn  M
  Muum
  mm
  myy  EExxaam
  mpplleess  
   
  Below Average 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +4 
  +6 
  Defense 
  12 
  14 
  Damage Tolerance 
  75 + 5d10 
  100 + 7d10 
  E.P. Value 
  27 
  72 
  Damage per Attack 
  By weapon + 3 
  By weapon + 3 
   
  Above Average 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +8 
  +11 
  Defense 
  16 
  18 
  Damage Tolerance 
  125 + 9d10 
  150 + 11d10 
  E.P. Value 
  200 
  540 
  Damage per Attack 
  By weapon + 4 
  By weapon + 4 
   
  Common mummies are the human remains of poor 
  desert dwellers (usually Egyptians) that have had certain 
  religious ceremonies performed on their bodies after 
  death.  Unable to afford better funerary arrangements, 
  common mummies are usually dressed in rags and are 
  
    
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  The Monsters of the Mediterranean 
  91 
  commonly draped with the tattered remains of burial 
  windings.  They have a slow shambling gait and generally 
  lethargic movements brought about by the mummification 
  process.  Any flesh exposed by one of these creatures 
  appears emaciated and is drawn tightly over their bones. 
  Common mummies have all of the skills formerly 
  practiced in life but are severely hampered by the 
  stiffening of joints and toughening of muscles that 
  mummification induces.  Because of this, a common 
  mummy's Attack and Defense drop to half of their living 
  values. 
  Mummy, Desert 
  Habitat:  Desert mummies are usually found wandering 
  the desert wastes. 
  Alignment:  neutral 
  Cunning:  low 
  Origin:  When a man dies in the desert and is buried in 
  sand, the forces of nature sometimes dry out his form 
  sufficiently to mummify it.  These “naturally occurring” 
  mummies are most likely the origin of the Egyptian 
  mummification practices. 
  Attack Modes:  strangulation or by weapon 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  3 
  -3 
  -2 
  0 
  0 
  0 
  DDeesseerrtt  M
  Muum
  mm
  myy  EExxaam
  mpplleess  
   
  Below Average 
  Average 
  Combat Level 
  1 
  3 
  Attack Bonus 
  +0 
  +2 
  Defense 
  10 
  10 
  Damage Tolerance 
  25 + 1d10 
  30 + 3d10 
  E.P. Value 
  27 
  72 
  Damage per Attack 
  By weapon 
  By weapon + 2 
   
  Above Average 
  Exceptional 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +4 
  +6 
  Defense 
  11 
  13 
  Damage Tolerance 
  35 + 5d10 
  40 + 7d10 
  E.P. Value 
  27 
  72 
  Damage per Attack 
  By weapon + 3 
  By weapon + 3 
  Desert mummies arise naturally when a person dies out 
  in the desert wastes without proper funerary rites.  His 
  body becomes buried in sand and dries into a stiff husk.  
  Angry at the world’s cruel apathy toward his plight, the 
  mummy reaches for the heavens and starts clawing his 
  way free from the sands in which it is buried.   He then 
  wanders the earth, dressed in the tattered garb in which it 
  died, seeking whatever vengeance it can obtain. 
  Mummy, Royal 
  Habitat:  Royal mummies are usually encountered within 
  their own treasure-packed burial chambers.  If robbed, 
  the royal mummy will abandon its tomb to avenge itself 
  on the perpetrators and return its possessions to their 
  proper place. 
  Alignment:  variable 
  Cunning:  above average 
  Special Characteristics: Since Egyptian royalty often 
  acted as priests as well, many royal mummies possess 
  the ability to cast priest spells.  All priestly mummies 
  should be considered to have a Piety level equal to their 
  Combat Level.  Since the pharaohs were the highest-
  ranking priests in the land and were actually considered 
  minor deities themselves, phraonic mummies will always 
  have the most potent spell casting abilities (and are 
  almost always exceptional).  
  It is also important to recognize that royal mummies will 
  often carry or wear items with magical properties.  They 
  will not hesitate to use these items to their best effect, 
  which can have a significant impact on the mummy’s 
  abilities.  Probably the most important of these will be the 
  weapons carried, since royal mummies are quite capable 
  of wielding them in a devastating and seemingly tireless 
  fashion. 
  Obviously, the tombs of royal mummies are protected by 
  the best curses that money can buy.  One of the most 
  important of these is Curse of the Mummy, which 
  enables the mummy to rise again and again in its efforts 
  to revenge itself upon any would-be thieves. 
  Attack Modes:  by weapon (or strangulation) 
  
    
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  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  3 
  2 
  0 
  3 
  3 
  4 
  RRooyyaall  M
  Muum
  mm
  myy  EExxaam
  mpplleess  
   
  Below Average 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +18 
  +22 
  Defense 
  24 
  27 
  Damage Tolerance 
  175 + 9d10 
  200 + 11d10 
  E.P. Value 
  720 
  1890 
  E.P. Value (priests) 
  1440 
  3780 
  Damage per Attack 
  By weapon + 5 
  By weapon + 6 
   
  Above Average 
  Exceptional 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +24 
  +26 
  Defense 
  30 
  32 
  Damage Tolerance 
  225 + 13d10 
  250 + 15d10 
  E.P. Value 
  4800 
  7875 
  E.P. Value (priests) 
  9600 
  15750 
  Damage per Attack 
  By weapon + 7 
  By weapon + 8 
  It is an unmistakable fact that the tombs of royal 
  mummies are the most sought-after destination by 
  tourists to the Egyptian realms.  This is quite odd, since it 
  is also a well known axiom that royal mummies welcome 
  visitors with approximately the same enthusiasm that 
  honey bees welcome grisly bears.  The only real 
  difference in the two relationships is that, in the case of 
  mummy and tourist, the relative numbers and physical 
  prowess between the guests and host are reversed. 
  Mummy, Venerated 
  Alignment:  variable 
  Cunning:  average 
  Special Characteristics: Venerated mummies are the 
  preserved remains of high-ranking officials, common 
  priests, and minor nobles.  
  All priestly mummies should be considered to have a 
  Piety level equal to their Combat Level.  They retain all 
  spell casting capabilities possessed in life. 
  Attack Modes:  strangulation 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  3 
  -2 
  0 
  3 
  2 
  4 
  VVeenneerraatteedd  M
  Muum
  mm
  myy  EExxaam
  mpplleess  
   
  Below Average 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +8 
  +11 
  Defense 
  14 
  16 
  Damage Tolerance 
  125 + 7d10 
  150 + 9d10 
  E.P. Value 
  162 
  440 
  E.P. Value (priest) 
  324 
  880 
  Damage per Attack 
  By weapon + 5 
  By weapon + 5 
   
  Above Average 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +15 
  +18 
  Defense 
  18 
  20 
  Damage Tolerance 
  175 + 11d10 
  200 + 13d10 
  E.P. Value 
  1170 
  2800 
  E.P. Value (priest) 
  2340 
  5600 
  Damage per Attack 
  By weapon + 6 
  By weapon + 7 
   
  A moment’s consideration will tell you that the tombs of 
  venerated mummies are the bread and butter of any 
  Egyptian tomb robber’s career.  The riches found in a 
  venerated mummy’s final resting place may pale in 
  comparison to those of the pharaohs, but they dwarf the 
  meager scraps that are spent on the funerary rites of the 
  common people.  And, they have the important 
  characteristic of being relatively easy to find and plunder.  
  After all, the pharaohs can go to any length to keep the 
  locations of their tombs secret and difficult to breach.  On 
  the other hand, the minor nobles who will eventually be 
  embalmed as venerated mummies can hardly afford to 
  devote dozens of slaves for years to the task of crafting 
  and booby-trapping their crypt.  Most such tombs have 
  little more than one or two rooms, are protected with 
  whatever minor curses the noble can coerce from the 
  local priest, and contain much furniture and artwork but 
  little gold.  In short, the mummy itself is often both the first 
  and last line of defense for its modest hoard. 
  
    
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  N 
  Naga 
  Naga, Divine 
  Habitat:  Divine nagas are more closely akin to angels 
  and devils than they are to living beings.  As such, their 
  points of origin are unknown.  They are only encountered 
  when they visit the land of mortals. 
  Life Style:  angelic or demonic serpentine spirit 
  Wealth Type:  hoard 
  Alignment:  lawful good to lawful evil 
  Cunning:  exceptional 
  Speed:  70 
  Strength:  high 
  Size:  large 
  Origin:  Holy and unholy serpents are found in the myths 
  of a great many cultures.  The Babylonians had a serpent 
  goddess named Kadi who had the head and breasts of a 
  woman.  Her cult probably derived from the Vedic 
  goddess Kadru. The Egyptians also revered the reptile.  
  Apophis, a widely worshipped serpent-deity, was the 
  Egyptian god of the underworld.  Wadjyt was the 
  Egyptian cobra goddess and was commonly depicted as 
  a serpent with a human head.  Meretseger, “she who 
  loves silence”, also took the form of a cobra.  The Indian 
  serpent deities, from whom the term naga is taken, are 
  still revered today. 
  Special Characteristics: The gaze of the divine naga 
  has the powers of Charm and Snake Charm as the 
  arcane lore spells.  These beings also have the natural 
  ability to cast the following religious spells at will: Calm 
  Storm (Nature), Clairvoyance (Divination), Magic Sight 
  (Divination), Tempest (Nature), Thunderclap (Nature), 
  and Thunderbolt (Wrath).  All spells act at spell levels 
  equal to the naga’s Combat Level.  See The Lexicon of 
  Lore™ for futher details. 
  Divine nagas can alter their shape to have any human or 
  serpentine characteristic they desire. They may alter their 
  forms any number of times, but it must always contain at 
  least one visible serpentine aspect.  Each transformation 
  requires only a single second to complete. 
  The bite of a divine naga is extremely poisonous.  
  Anyone bitten must make a Luck Roll with Stamina 
  Adjustments against a Threshold of 15 plus the naga’s 
  Combat Level.  Failure indicates the target is affected by 
  a Deadly Killing Venom.  See Poison for further details. 
  Not surprisingly, divine nagas are Immune to All Forms of 
  Poison. 
  Divine nagas are excellent swimmers and all possess the 
  skill of Underwater Combat at skill levels equal to their 
  Combat Levels.  Since they are not living creatures, 
  divine nagas have no need to breathe and so can remain 
  underwater indefinitely. 
  Like other spiritual beings, divine nagas are hit only by 
  magic weapons and are unaffected by Severity Damage.  
  Evil divine nagas are also Highly Susceptible to Holy 
  Water. 
  Recovery Time:  5 or by weapon 
  Absorption:  3 
  Surprise Adj.:  -0 
  Attack Modes:  bite or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  4 
  3 
  3 
  4 
  4 
  4 
  Divine Naga Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +15 
  +18 
  Defense 
  32 
  34 
  Damage Tolerance 
  75 + 9d10 
  100 +11d10 
  E.P. Value 
  600 
  1530 
  Damage per Attack 
  2d8 + poison or 
  by weapon + 6 
  2d8 + poison or 
  by weapon + 8 
   
  Above Avg. 
  Heroic 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +21 
  +24 
  Defense 
  37 
  39 
  Damage Tolerance 
  125 + 13d10 
  150 + 15d10 
  E.P. Value 
  4200 
  9000 
  Damage per Attack 
  2d10 + poison or 
  by weapon + 10 
  2d10 +poison or 
  by weapon+12 
   
  Divine nagas are spirits who are a cross between men 
  and serpents.  One may appear as a giant cobra with 
  human arms while another will take on a human form with 
  the eyes and fangs of a snake.  Divine nagas have even 
  
    
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  been spotted with powerful dragon-like wings extending 
  from their shoulders.  Whatever their shape, divine nagas 
  are looked upon as gods by the other castes of naga-
  kind.  Temples are made in their honor and sacrifices are 
  offered.  The slightest whim of any divine naga is 
  considered a holy quest by his followers.  Unfortunately, 
  not all divine nagas are benevolent toward mankind.  
  Some actively seek ways to overthrow the unseemly grip 
  that man has gained over the surface world.   
  Naga, Earthly 
  Habitat:  Earthly nagas dwell deep underground in 
  fabulous jeweled cities.  Although no man has visited 
  these patalas, subterranean milky white seas supposedly 
  surround them. 
  Life Style:  subterranean civilized reptile 
  Wealth Type:  hoard 
  Alignment:  lawful evil to lawful good 
  Cunning:  above average 
  Speed:  70 
  Strength:  above average 
  Size:  medium.  When stretched out from head to tail, an 
  earthly naga will have a length of around 15 feet.  When 
  “standing,” the creature can attain a height of 6 or 7 feet. 
  Origin:  Nagas, or rather creatures that are a blend 
  between serpent and man, are ubiquitous throughout the 
  world’s mythology.  The term naga literally means cobra 
  in an ancient Indian dialect.  Legends about these 
  particular creatures probably arose from a Scythian sect 
  of snake worshippers who came out of an area in Persia 
  corresponding to modern day Iran.  The ancient 
  Egyptians also held serpents in great reverence.  One 
  minor snake-deity, named Nehebkaw, took the form of a 
  man with a serpent’s head and tail. 
  Special Characteristics: The gaze of an earthly naga 
  has an effect as the mage spell Snake Charm.  These 
  beings also have the natural ability to cast the following 
  mage spells at will: Burrow, Charm of Untiring 
  Nourishment, 
  Conjure 
  Water 
  Elemental, 
  Dragon 
  Sight, Rust, Sculpt, Watery Abode, Water Wings, 
  Watery Form.  All spells act at spell levels equal to the 
  naga’s Combat Level.  See The Lexicon of Lore™ for 
  futher details.
  Earthly nagas are exceptional swimmers and have the 
  skill of Underwater Combat at skill levels equal to their 
  Combat Levels. 
  The bite of an earthly naga is poisonous.  Anyone bitten 
  must make a Luck Roll with Stamina Adjustments against 
  a Threshold of 15 plus the naga’s Combat Level.  Failure 
  indicates the target is affected by a Dangerously 
  Hazardous Killing Venom.  See Poison for further details. 
  Not surprisingly, nagas are Immune to All Forms of 
  Venom. 
  A small sect of naga harbor Hatred toward Mankind.  This 
  sect worships the goddess Naga-Sanniya, known for the 
  serpentine nightmares she inflicts on humans. 
  Recovery Time:  7 or by weapon 
  Absorption:  3 
  Surprise Adj.:  -0 
  Attack Modes:  bite or by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  0 
  2 
  1 
  2 
  Earthly Naga Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +11 
  Defense 
  27 
  29 
  Damage Tolerance 
  50 + 5d10 
  50 + 7d10 
  E.P. Value 
  81 
  162 
  Damage per Attack 
  1d6 + poison or 
  by weapon + 3 
  1d6 + poison or 
  by weapon + 4 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +16 
  Defense 
  30 
  32 
  Damage Tolerance 
  75 + 9d10 
  100 + 11d10 
  E.P. Value 
  400 
  1080 
  Damage per Attack 
  1d8 + poison or 
  by weapon + 5 
  1d8 + poison or 
  by weapon + 6 
   
  Earthly nagas are large serpents with human shoulders 
  and arms.  They have reptilian heads with the steely gaze 
  and forked darting tongues of their smaller kindred 
  snakes.  Like the cobra, earthly nagas have natural 
  hoods that flare out from their neck regions when 
  aggravated.  Their fangs are equally impressive, often 
  reaching six inches in length. 
  
    
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  The earthly nagas ensure that spring water always flows 
  freely to the earth’s surface.  In performing their important 
  role over the centuries, the earthly nagas created vast 
  networks of underground rivers and streams.  Without 
  their continual maintenance, the waterways would quickly 
  degenerate.  The endless drought that would result would 
  spell doom for all living things.  In many respects, earthly 
  nagas can be thought of as the world’s plumbers.  The 
  most obvious difference between naga “plumbers” and 
  their human counterparts is that the naga do not display 
  unsightly butt cracks. 
  Earthly nagas take great pride in their work.  Whenever 
  they alter the course of an underground canal or make 
  repairs to an old one, they labor meticulously.  Their 
  efforts will not be complete until all signs of their presence 
  have been eradicated and the passage has the perfect 
  appearance of a natural cave. 
  Naga, Guardian 
  (Hidden Naga) 
  Habitat: Guardian nagas mostly dwell in deep 
  subterranean catacombs.  Here they are usually 
  encountered guarding treasure troves or important 
  underworld passageways. 
  Life Style:  subterranean civilized humanoid 
  Wealth Type:  hoard 
  Alignment:  lawful evil to lawful good 
  Cunning:  above average 
  Speed:  80 
  Strength:  above average 
  Size:  medium (6 feet tall for single-headed naga, up to 9 
  feet tall for those with multiple heads.) 
  Origin:  Beings that have a mixture of human and 
  serpentine characteristics are common in mythology.   
  Humans having one or many serpent heads are found in 
  ancient legends of both Persia and China.  The ancient 
  Egyptians worshipped a serpent goddess named 
  Renenutet, who was often depicted as a woman with a 
  cobra head. 
  Special Characteristics: The gaze of a guardian naga 
  has the ability of Snake Charm as the mage spell.  In 
  addition, guardian nagas have a natural camouflaging 
  ability as the spell Chameleon’s Gamble.  Both spells 
  act at a spell level equal to the naga’s Combat Level.  
  See The Lexicon of Lore™ for futher details. 
  Although most guardian nagas (95%) have only a single 
  head, some individuals have 1d4 more. 
  Guardian nagas are excellent swimmers and possess the 
  skill of Underwater Combat at skill levels equal to their 
  Combat Levels. 
  The bite of a guardian naga is poisonous.  Anyone bitten 
  must make a Luck Roll with Stamina Adjustments against 
  a Threshold of 15 plus the naga’s Combat Level.  Failure 
  indicates the target is affected by a Moderately 
  Hazardous Killing Venom.  See Poison for further details.  
  Not surprisingly, naga are Immune to All Forms of 
  Venom. 
  Recovery Time:  7 or by weapon 
  Absorption:  3 
  Surprise Adj.:  -2 
  Attack Modes:  1 bite per head or by weapon.  The 
  guardian nagas pride themselves on their impressive 
  combative skills, often preferring to rely on weaponry 
  techniques rather than venomous bites.  If confronted 
  unarmed, however, a naga will defend itself with 
  whatever weapons are available, including its fangs. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  3 
  2 
  0 
  2 
  2 
  1 
  Guardian Naga Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +6 
  +9 
  Defense 
  24 
  27 
  Damage Tolerance 
  35 + 2d10 
  40 + 3d10 
  E.P. Value 
  30 
  + 
  5 
  per 
  additional head 
  72 
  + 
  9 
  per 
  additional head 
  Damage per Attack 
  1d6 + poison per 
  bite 
  or 
  by 
  weapon + 3 
  1d6 + poison per 
  bite 
  or 
  by 
  weapon + 4 
  
    
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  Above Avg. 
  Heroic 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +15 
  Defense 
  29 
  32 
  Damage Tolerance 
  45 + 4d10 
  50 + 5d10 
  E.P. Value 
  144 + 18 per 
  additional head 
  360 + 40 per 
  additional head 
  Damage per Attack 
  1d8 + poison per 
  bite 
  or 
  by 
  weapon + 5 
  1d8 + poison per 
  bite 
  or 
  by 
  weapon + 6 
   
  Nagas are a blend between humans and cobras.  
  Guardian nagas in particular have muscular human 
  bodies and one or more cobra heads. Single-headed 
  nagas have necks that are only slightly longer than those 
  of humans.  Multi-headed naga commonly have necks 
  stretching 3 or 4 feet, allowing them to arrange their 
  heads in a fan-like pattern.  Like the cobra, guardian naga 
  have scaled hoods that become distended when they are 
  angered. 
  Despite their reptilian heads, nagas are extremely 
  intelligent.  They are capable of acquiring any class or 
  profession available to humankind, although spellcasting 
  is not their particular forte.  The language of the guardian 
  naga is difficult for human ears to comprehend, but there 
  is little doubt that nagas communicate amongst 
  themselves quite easily. 
  The guardian nagas are so called because it is they who 
  make up the bulk of the naga militia and it is they who are 
  assigned the task of guarding the vast riches of the naga 
  realm.  Naga society is broken into strict social classes, 
  or castes.  The guardian nagas make up the lowest rank 
  of all naga-kind, but consider themselves vastly superior 
  to all humans. 
  Naga, Heavenly 
  Habitat:  Although heavenly nagas commonly dwell 
  underground as do all naga-kind, most inhabit caverns 
  and subterranean palaces near the earth’s surface so 
  they have ready access to the cloudy heavens.  As such, 
  it is the heavenly nagas that are most commonly 
  encountered by surface dwellers. 
  Life Style:  subterranean civilized reptile 
  Wealth Type:  hoard 
  Alignment:  lawful good to lawful evil 
  Cunning:  high 
  Speed:  70 
  Strength:  above average 
  Size:  medium 
  Origin:  Beings that are a mixture of human and snake 
  are found in the mythologies of many lands.  Although 
  nagas specifically arose from ancient Persian beliefs, the 
  Babylonians had a serpent goddess named Kadi who had 
  the head and breasts of a woman.  Her cult probably 
  derived from the Vedic goddess Kadru.  Not to be left out, 
  the Greeks had their own man/ serpent crossbreeds.  
  Echidna was a monster who was half woman and half 
  serpent.  She gave birth to the Grecian hydra, chimera, 
  sphinx, and Cerberus.  Cecrops, the mythological founder 
  of Athens, was a male serpent of similar form. 
  Special Characteristics: The gaze of the heavenly naga 
  has the powers of Charm and Snake Charm as the 
  mage spells.  These beings also have the natural ability 
  to cast the following mage spells at will: Charm of 
  Untiring Nourishment, Convoke Lightning, Halcyon, 
  Mesmerize, Rain Call, Protection from Electricity, 
  Snake Oil, Veiling Mist, Water Wings, Watery Form.  
  All spells act at spell levels equal to the naga’s Combat 
  Level.  See The Lexicon of Lore™ for futher details. 
  Although heavenly nagas do not have poisonous bites, 
  they are Immune to All Forms of Venom. 
  Heavenly nagas are excellent swimmers and all possess 
  the skill of Underwater Combat at skill levels equal to 
  their Combat Levels. 
  A small sect of nagas harbor Hatred toward Mankind.  
  This sect worships the goddess Naga-Sanniya, known for 
  the serpentine nightmares she inflicts on humans. 
  Recovery Time:  by weapon 
  Absorption:  2 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  4 
  2 
  0 
  2 
  3 
  3 
  
    
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  Heavenly Naga Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +15 
  Defense 
  29 
  30 
  Damage Tolerance 
  50 + 7d10 
  75 + 9d10 
  E.P. Value 
  162 
  400 
  Damage per Attack 
  by weapon + 4 
  by weapon + 5 
   
  Above Avg. 
  Heroic 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +21 
  Defense 
  32 
  35 
  Damage Tolerance 
  100 + 11d10 
  125 + 13d10 
  E.P. Value 
  1080 
  3200 
  Damage per Attack 
  by weapon + 6 
  by weapon + 8 
   
  A heavenly naga's form consists of a human head, torso, 
  and arms and the tail of a great serpent.  Their charm, 
  grace, and beauty far surpass those of ordinary men and 
  their wisdom is legendary.  These extraordinary beings 
  control the weather patterns in the lands they occupy.  It 
  is they who cause clouds to form and rain to fall.  When 
  they are pleased with the activities of men, they ensure 
  plentiful rainfall and abundant crops.  When displeased, 
  the heavenly nagas withhold their blessings and cause 
  great droughts to parch the landscape. 
  The heavenly nagas are the nobility of their race.  It is 
  they that command the guardian and earthly naga in their 
  important tasks.  Only the divine nagas, rarely seen even 
  by the highest-ranking heavenly nagas, form a higher 
  caste than that occupied by the heavenly nagas. It is said 
  that luck follows any man fortunate enough to marry a 
  nagini, a female of the species. 
  Heavenly nagas are capable of acquiring any class or 
  profession available to humankind.  They make 
  particularly powerful spellcasters.  The language of the 
  naga is difficult for human ears to comprehend, but most 
  heavenly naga are also fluent in several human 
  languages. 
  Scholars revere the eloquence and wisdom of this race 
  that dwells in deep underground cities known as patalas.  
  The bulk of all nagas live in Bhogavati, a city containing 
  immense archives of literature and art.  Legend tells of a 
  great collection of beautifully crafted gems located in a 
  city surrounded by an ocean of milk.  Many heavenly 
  nagas graciously aid mankind but none will allow any 
  man into Bhogavati for fear of his corruptive greed. 
  Nymph 
  Nymphs play an important role in Greek mythology.  
  Consequently, if used properly they can provide a good 
  deal of “flavor” to any Grecian setting.  From the Greek 
  perspective, nymphs provide a kind of bridge between 
  gods and mortals.  Though not immortal, they do live long 
  lives. 
  All nymphs are stunningly beautiful women whose 
  appearances can have a profound effect on mortal men.  
  While they occasionally use their charming powers to 
  tease, they more often find their admirers tiring.  This is 
  especially true of satyrs, which incessantly chase these 
  virginal faeries to satiate their driving lusts.  If pressed too 
  hard to return the feelings they have inadvertently 
  induced, nymphs are more than capable of defending 
  themselves although they will usually seek escape if 
  possible.  It is not too hard to see why most nymphs 
  share the attitude that their innate beauty is often more of 
  a curse than a blessing. 
  Life Style:  solitary fairy 
  Wealth Type:  mineral 
  Cunning:  above average 
  Strength:  average 
  Size:  medium 
  Origin:  Nymphs are beautiful female faery-like spirits 
  that originated in Greek mythology.  Many of them were 
  targets of Zeus’s perpetual infidelity.  Consequently, a 
  number of nymphs gave birth to the greatest of the 
  Grecian heroes.  The lands surrounding the Greeks and 
  Romans also adopted many nymph-like spirits. 
  Special Characteristics: All nymphs possess such 
  amazing beauty that it affects any male seeing them as 
  the priest Miracle spell Aphrodite’s Dazzling Smile.  
  Treat this as if the spell were cast at a spell level equal to 
  the nymph’s Combat Level. 
  A nymph’s voice mildly acts as the mage spell Ecstasy.   
  Any male hearing it must make a Luck Roll with 
  Willpower adjustments as above or fall in love with her.  
  Any love-struck character will fervently beg to remain with 
  the nymph forever. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon 
  
    
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  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -1 
  0 
  6 
  4 
  1 
  2 
  2 
  Nymph Archer / Knife Thrower Examples 
   
  Below 
  Avg. 
  Bowman 
  Average 
  Bowman 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack (Shooting) 
  +8 
  +10 
  Attack (Hand Held) 
  +5 
  +7 
  Defense 
  29 
  31 
  Defense (Shooting) 
  18 
  20 
  Damage Tolerance 
  15 + 2d10 
  15 + 3d10 
  E.P. Value 
  35 
  60 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Avg. 
  Archer 
  Exceptional 
  Archer 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  10 
  Attack (Shooting) 
  +14 
  +16 
  Attack (Hand Held) 
  +7 
  +10 
  Defense 
  34 
  36 
  Defense (Shooting) 
  23 
  24 
  Damage Tolerance 
  15 + 3d10 
  15 + 4d10 
  E.P. Value 
  200 
  420 
  Damage per Attack 
  by weapon 
  by weapon 
  Nymph Fighter Examples 
   
  Below 
  Avg. 
  Fighter 
  Average Fighter 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Attack Bonus 
  +3 
  +5 
  Defense 
  25 
  26 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  12 
  20 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Avg. 
  Fighter 
  Well 
  Above 
  Avg. Fighter 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  29 
  31 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  45 
  90 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
   
  Below 
  Heroic 
  Fighter 
  Heroic Fighter 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +13 
  +15 
  Defense 
  34 
  38 
  Damage Tolerance 
  25 + 3d10 
  30 + 4d10 
  E.P. Value 
  320 
  1125 
  Damage per Attack 
  by weapon + 3 
  by weapon + 3 
   
  Above 
  Heroic 
  Fighter 
  Legendary 
  Fighter 
  Character Level 
  12 
  14 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +18 
  +21 
  Defense 
  40 
  43 
  Damage Tolerance 
  30 + 4d10 
  30 + 4d10 
  E.P. Value 
  2400 
  4275 
  Damage per Attack 
  by weapon + 4 
  by weapon + 4 
  
    
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  Nymph Mage Examples (Rare) 
   
  Below 
  Avg. 
  Mage 
  Average Mage 
  Character Level 
  4 
  6 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +4 
  +6 
  Defense 
  27 
  30 
  Defense 
  (while 
  spellcasting) 
  15 
  16 
  Damage Tolerance 
  15 + 2d10 
  15 + 3d10 
  Approx. # Spells 
  3 
  6 
  E.P. Value 
  21 
  72 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Avg. 
  Mage 
  Heroic Mage 
  Character Level 
  8 
  10 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +9 
  +11 
  Defense 
  32 
  34 
  Defense 
  (while 
  spellcasting) 
  18 
  21 
  Damage Tolerance 
  20 + 3d10 
  20 + 4d10 
  Approx. # Spells 
  13 
  20 
  E.P. Value 
  225 
  780 
  Damage per Attack 
  by weapon 
  by weapon 
  Nymph Priestess Examples 
   
  Below 
  Avg. 
  Priest 
  Average Priest 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Piety Level 
  1 
  1 
  Attack Bonus 
  +3 
  +5 
  Defense 
  25 
  27 
  Defense 
  (while 
  spellcasting) 
  13 
  15 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  15 
  20 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Avg. 
  Priest 
  Well 
  Above 
  Avg. Priest 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Piety Level 
  2 
  4 
  Attack Bonus 
  +8 
  +11 
  Defense 
  29 
  31 
  Defense 
  (while 
  spellcasting) 
  16 
  18 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  49 
  120 
  Damage per Attack 
  by weapon 
  by weapon + 2 
   
  Below 
  Heroic 
  Priest 
  Heroic Priest 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Piety Level 
  7 
  10 
  Attack Bonus 
  +13 
  +15 
  Defense 
  34 
  38 
  Defense 
  (while 
  spellcasting) 
  21 
  24 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  325 
  1140 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
  
    
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  Above 
  Heroic 
  Priest 
  Legendary 
  Priest 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Piety Level 
  12 
  14 
  Attack Bonus 
  +17 
  +19 
  Defense 
  40 
  42 
  Defense 
  (while 
  spellcasting) 
  26 
  28 
  Damage Tolerance 
  35 + 4d10 
  35 + 5d10 
  E.P. Value 
  2750 
  6900 
  Damage per Attack 
  by weapon + 3 
  by weapon + 3 
  Nymph Thief Examples 
   
  Below 
  Avg. 
  Thief 
  Average Thief 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack 
  Bonus 
  (Small Hand Held) 
  +8 
  +9 
  Defense 
  25 
  26 
  Damage Tolerance 
  15 + 1d10 
  15 + 2d10 
  E.P. Value 
  18 
  24 
  Damage per Attack 
  by weapon-2 
  by weapon-2 
   
  Above Average 
  Thief 
  Well 
  Above 
  Average Thief 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack 
  Bonus 
  (Small Hand Held) 
  +11 
  +13 
  Defense 
  28 
  30 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  49 
  84 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Below 
  Heroic 
  Thief 
  Heroic Thief 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Attack 
  Bonus 
  (Small Hand Held) 
  +16 
  +18 
  Defense 
  32 
  34 
  Damage Tolerance 
  20 + 3d10 
  20 + 4d10 
  E.P. Value 
  200 
  720 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
  Dryad 
  (Hamadryad) 
  Habitat:  Dryads are integrally linked with the forests and 
  groves where they dwell. 
  Alignment:  social neutral 
  Speed:  75 
  Special Characteristics:  Dryads are able to assume the 
  form of a tree as the mage spell Dryad’s Disguise and 
  may summon a tiny forest-dwelling steed as the mage 
  spell Dryad’s Saddle.  If attacked, a dryad will simply 
  escape by stepping into the nearest tree.  She possesses 
  the unlimited ability to move from tree to tree similar to 
  the Arcane Lore spell Tree Pass, which is cast at 6th 
  level.  Due to her intimate familiarity with trees, the dryad 
  may bring along a companion in her magical escape.  All 
  spells are cast at a spell level equal to the dryad’s 
  Combat Level. 
  A dryad is a youthful faery woman whose very life is 
  directly tied to that of a host tree.  The forest nymph is 
  only found in wooded areas and is extremely shy.  
  Despite the dryad’s timid nature, though, she will never 
  venture more than a few hundred yards from her beloved 
  tree, which she will defend with her life.  On the rare 
  occasion that a dryad is spotted, she is invariably nude. 
  A dryad’s skin is soft, perfectly smooth, and has a healthy 
  light wood-like hue.  Her eyes are a golden brown to 
  match her hair, which falls in silky curls over her youthful 
  breasts and shoulders.  Like all nymphs, her limbs are 
  slender and agile and her waist is petit.  The vision of a 
  dryad suddenly appearing in the woods is often 
  compared to a religious experience. 
  Dryads are sometimes known to fall in love with human 
  men on sight.  When such an emotion arises, the affected 
  tree faery seduces her beloved into a decidedly arboreal 
  
    
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  shift in lifestyle.  With luck, her newfound mate will remain 
  with her forever. 
  Nereid 
  (Exotica, Naiads) 
  Habitat:  Nereids are sea nymphs.  Like all nymphs, 
  Nereids are strongly tied to their environment.  As such, 
  they are rarely encountered more than a few hundred 
  yards from the ocean’s shore.  In fact, they spend most of 
  their lives under the sea’s rolling waves on the ocean 
  floor.  The naiads are closely tied to the Nereids in that 
  they are also water nymphs.  The major difference is 
  simply that they are found in fresh water rivers, lakes, and 
  springs. 
  Alignment:  social neutral 
  Speed:  75 
  Special Characteristics:  Nereids are able to ride ocean 
  waves as the Priest Miracle spell Nereids’ Shell and are 
  able to transform themselves into seawater as the mage 
  spell Watery Form.  Both abilities are cast at will at a 
  spell level equal to the nereid’s Combat Level.  (See The 
  Lexicon of Lore™ for details.) 
  A Nereid is a water nymph who spends her life in the 
  salty sea.  Although Nereids dwell in the same 
  environment as mermaids and sirens, they have fully 
  human figures, totally lacking the fishy characteristics of 
  these other oceanic faeries.  Besides being easily 
  recognizable by their perfect, shapely, usually nude 
  forms, Nereids can usually be identified at distances too 
  far to make out their individual features.  They are, after 
  all, the only known faeries with the habit of “catching 
  waves” by perching precariously on large oyster shells. 
  Oread 
  Habitat:  Oreades are nymphs associated with the earthy 
  environments of mountains, caves, and grottos.  They are 
  comfortable in any wide-open rocky areas.  Their 
  presence can be easily detected by the simple act of 
  shouting a hearty “hello” at the edge of a high cliff.  If a 
  faint “hello” echoes back, an oreade is undoubtedly 
  somewhere nearby. 
  Alignment:  social neutral 
  Speed:  75 
  Special Characteristics: Oreades can move through 
  walls as the mage spell Pass and can disguise 
  themselves as the mage spell Chameleon’s Gamble.  In 
  addition, those of at least 8th Combat Level can charm 
  the small caves in which they dwell with the priest Ritual 
  spell Oreades’ Echoing Grotto (the spell’s effects can in 
  no way harm the nymph personally).  All of these powers 
  are cast at will at spell levels equal to the nymph’s 
  Combat Level.  (See The Lexicon of Lore™ for details.) 
  Oreades are earth nymphs.  Not too surprisingly, these 
  faery women are exceedingly attractive as are all 
  nymphs.  The physical features of the oreades, however, 
  are reminiscent of the earthy environment in which they 
  dwell.  Their smooth unblemished skin has a pale chalk-
  like appearance and their eyes possess the brilliant 
  colors of precious gemstones.  Their hair, though 
  impeccably well groomed, is streaked with various 
  shades of stone giving a decidedly striated appearance. 
  The oreades’ most distinguishing characteristic, however, 
  is their complete inability to speak normally.  The only 
  words they speak are in direct mimicry of those words 
  and sounds made by others intruding in their domains.  
  This unfortunate handicap is the result of a curse inflicted 
  by Hera when she learned that her unfaithful husband 
  Zeus was having an affair with a particularly lovely oread 
  named Echo. 
  Sylph 
  Habitat:  Sylphs are aerial nymphs.  They are strongly 
  bound to their native environment as are all nymphs, but 
  this is a much weaker restriction for sylphs than it is for 
  the other nymph races as far as interaction with mortals is 
  concerned.  Obviously, wherever men are found, so is a 
  surrounding atmosphere.  Even so, individual sylphs tend 
  to limit themselves to particular regions, be it the winds 
  blowing over a given prairie or the area surrounding a 
  specific cloud. 
  Alignment:  social neutral 
  Speed:  75 (125 flying) 
  Special 
  Characteristics: 
  Sylphs 
  ordinarily 
  hide 
  themselves from the eyes of men as the mage spell 
  Invisibility.  In addition, they are able to communicate 
  over vast distances as the mage spell Whispering Wind 
  and are able to summon breezes and gales as the mage 
  spell Witch Wind.  All abilities are cast at will at spell 
  levels equal to the sylph’s Combat Level.  (See The 
  Lexicon of Lore™ for details.) 
  A sylph is a lovely winged nymph.  They share the beauty 
  of their sister nymph races, but have a translucent almost 
  ghost-like appearance.  Their wings are particularly sheer 
  and transparent like those of gigantic dragonflies.  
  Anyone lucky enough to spot one these shy nymphs is 
  likely to mistake the beautiful vision for an angelic spirit. 
  Vila 
  Habitat:  Vily (singular Vila) are woodland nymphs.  Like 
  a dryad, a Vila is closely bound to a host tree.  Although a 
  Vila is not restricted to remaining within any set distance 
  
    
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  of her arboreal partner, she is confined to the forest that 
  contains it.  Felling a Vila’s host tree kills her. 
  Alignment:  unlawful neutral to unlawful evil 
  Speed:  85 
  Special Characteristics:  A vila may cast the following 
  mage spells at will:  Animal Form, Animal Tongues, 
  Tree Pass, and Wood’s Beauty and Bane.  All spells 
  are cast at will at spell levels equal to the vila’s Combat 
  Level.  See The Lexicon of Lore™ for further details. 
  Vily are exceptional healers as well, proficient with the 
  skills of Creating Herbal Balms and Remedying Ailments.  
  These abilities are performed at skill levels equal to the 
  vila’s Combat Level.  (See The Grimoire of Game 
  Rules™ for details.) 
  A Vila is a beautiful fair skinned maiden with long reddish 
  brown hair that cascades nearly to the ground like a 
  silken waterfall.  She dresses herself in either an 
  ephemeral white gown or with green leaves.  Whatever 
  her wardrobe, it is always a bit more revealing than 
  proper fashion would demand.  When they take on animal 
  forms, vily always prefer white or silver coloration.  White 
  mares and silver wolves are favored forms. 
  Vila are exquisitely lovely, but often have dark hearts and 
  take pleasure in the torment of men.  In fact, there is a 
  saying of old Slavonic lore that states, “Whether a Vila is 
  white or black, she will always be a bad Vila”.  The Vila’s 
  attitude toward mankind may be nothing more than a 
  mirror reflection of man’s attitude toward these Slavonic 
  nymphs. 
  
    
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  O 
  Orthrus 
  (Orthos) 
  Habitat:  Orthrus make excellent herding dogs.  As such, 
  they are the favored pets of Geryon giants. 
  Life Style:  guardian animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  100 
  Strength:  above average 
  Size:  medium 
  Origin:  The original Orthrus, after which this entire 
  species is named, was the watchdog of Geryon, a giant 
  with three bodies who tended some wondrous red cattle.  
  Obtaining these cattle was the object of Hercules’s tenth 
  task in Greek mythology. 
  Special Characteristics:  Well, the dog has two heads.  
  That’s kind of special, isn’t it? 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  +2 
  Attack Modes:  bite/bite 
  Each head acts independently.  Therefore, each gains 
  extra attacks if its Combat Level greatly exceeds that of 
  its opponents (see Number of Attacks in the Advanced 
  Combat Rules section of The Grimoire of Game Rules™ 
  for details). 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  3 
  0 
  -- 
  5 
  -4 
  -4 
  Orthrus Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +5 
  +8 
  Defense 
  23 
  26 
  Damage Tolerance 
  40 + 4d10 
  40 + 6d10 
  E.P. Value 
  28 
  60 
  Damage per Attack 
  1-10/ 1-10 
  1-12/1-12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  12 
  Attack Bonus 
  +11 
  +16 
  Defense 
  29 
  33 
  Damage Tolerance 
  50 + 8d10 
  60 + 12d10 
  E.P. Value 
  175 
  1375 
  Damage per Attack 
  2-16/2-16 
  2-20/2-20 
   
  An Orthrus is a large two-headed dog commonly 
  mistaken for a Cerberus (for obvious reasons).  Their 
  coats are fairly shaggy and come in a variety of patterns 
  and colors.  These canines have a knack for herding 
  sheep and cattle and are highly prized as pets of 
  shepherds, ranchers, and swineherds.  They are fiercely 
  devoted to their masters and will risk any danger to 
  protect his family and property from harm. 
   
   
  
    
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  104 
  P 
  Pan  
  (Satyr, Bocke, Faun, Urisk, Silenus) 
  Pans are humanoid composite creatures having the 
  upper torsos of men and the lower torsos and legs of 
  goats or deer.  Although there are several varieties of 
  pan, which are collectively named after the Greek deity 
  Pan, the behavior and habitat of any one group can vary 
  dramatically from the others.  They play a very important 
  role in Grecian mythology and a lesser role in Celtic and 
  Slavonic folklore. 
  Wealth Type:  monetary 
  Cunning:  average 
  Speed:  70 
  Strength:  average 
  Size:  medium 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  by weapon. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  3 
  4 
  1 
  -2 
  0 
  Pan Archer / Knife Thrower Examples 
   
  Below 
  Avg. 
  Bowman 
  Average 
  Bowman 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack (Shooting) 
  +7 
  +8 
  Attack  (Hand Held) 
  +2 
  +3 
  Defense 
  23 
  24 
  Defense (Shooting) 
  15 
  15 
  Damage Tolerance 
  15 + 2d10 
  15 + 2d10 
  E.P. Value 
  12 
  20 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Avg. 
  Bowman 
  Well 
  Above 
  Avg. Bowman 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack (Shooting) 
  +12 
  +15 
  Attack (Hand Held) 
  +5 
  +7 
  Defense 
  26 
  28 
  Defense (Shooting) 
  16 
  18 
  Damage Tolerance 
  15 + 2d10 
  20 + 3d10 
  E.P. Value 
  42 
  72 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Below 
  Heroic 
  Archer 
  Heroic Archer 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  10 
  Attack (Shooting) 
  +20 
  +21 
  Attack (Hand Held) 
  +9 
  +12 
  Defense 
  31 
  33 
  Defense (Shooting) 
  21 
  22 
  Damage Tolerance 
  20 + 3d10 
  25 + 4d10 
  E.P. Value 
  280 
  420 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Heroic 
  Archer 
  Legendary 
  Archer 
  Character Level 
  12 
  14 
  Combat Level 
  12 
  14 
  Attack (Shooting) 
  +24 
  +26 
  Attack (Hand Held) 
  +15 
  +18 
  Defense 
  36 
  38 
  Defense (Shooting) 
  24 
  25 
  Damage Tolerance 
  25 + 4d10 
  30+ 4d10 
  E.P. Value 
  1250 
  3000 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
   
  
    
  The Bestiary~P 
  105 
    
  The Monsters of the Mediterranean 
  105 
  Pan Fighter Examples 
   
  Below Average 
  Fighter 
  Average Fighter 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Attack Bonus 
  +4 
  +6 
  Defense 
  23 
  24 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  12 
  20 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
   
  Above 
  Avg. 
  Fighter 
  Well 
  Above 
  Avg. Fighter 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  45 
  90 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
   
  Below 
  Heroic 
  Fighter 
  Heroic Fighter 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  36 
  Damage Tolerance 
  30 + 3d10 
  30 + 4d10 
  E.P. Value 
  320 
  1125 
  Damage per Attack 
  by weapon + 3 
  by weapon + 3 
   
  Above 
  Heroic 
  Fighter 
  Legendary 
  Fighter 
  Character Level 
  12 
  14 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +19 
  +22 
  Defense 
  38 
  41 
  Damage Tolerance 
  35 + 4d10 
  35 + 4d10 
  E.P. Value 
  2400 
  4275 
  Damage per Attack 
  by weapon + 4 
  by weapon + 4 
   
  Pan Mage Examples 
   
  Below 
  Avg. 
  Mage 
  Average Mage 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +1 
  +2 
  Defense 
  23 
  24 
  Defense 
  (while 
  spellcasting) 
  14 
  15 
  Damage Tolerance 
  15 + 1d10 
  15 + 2d10 
  Approx. # Spells 
  1 
  1 
  E.P. Value 
  3 
  4 
  Damage per Attack 
  by weapon-2 
  by weapon-2 
   
  Above 
  Avg. 
  Mage 
  Well 
  Above 
  Avg. Mage 
  Character Level 
  4 
  6 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +4 
  +6 
  Defense 
  26 
  29 
  Defense 
  (while 
  spellcasting) 
  14 
  15 
  Damage Tolerance 
  20 + 2d10 
  20 + 3d10 
  Approx. # Spells 
  3 
  6 
  E.P. Value 
  21 
  72 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Below 
  Heroic 
  Mage 
  Heroic Mage 
  Character Level 
  8 
  10 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +9 
  +11 
  Defense 
  31 
  33 
  Defense 
  (while 
  spellcasting) 
  17 
  20 
  Damage Tolerance 
  20 + 3d10 
  20 + 4d10 
  Approx. # Spells 
  13 
  20 
  E.P. Value 
  225 
  780 
  Damage per Attack 
  by weapon 
  by weapon 
  
    
  The Bestiary~P 
  106 
    
  The Monsters of the Mediterranean 
  106 
   
  Above 
  Heroic 
  Mage 
  Legendary 
  Mage 
  Character Level 
  12 
  14 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +14 
  +17 
  Defense 
  37 
  39 
  Defense 
  (while 
  spellcasting) 
  24 
  25 
  Damage Tolerance 
  20 + 4d10 
  20 + 5d10 
  Approx. # Spells 
  30 
  40 
  E.P. Value 
  2500 
  7500 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
  PPaann  PPrriieesstt  EExxaam
  mpplleess  
   
  Below 
  Avg. 
  Priest 
  Average Priest 
  Character Level 
  1 
  2 
  Combat Level 
  2 
  3 
  Piety Level 
  1 
  1 
  Attack Bonus 
  +4 
  +6 
  Defense 
  23 
  25 
  Defense 
  (while 
  spellcasting) 
  13 
  15 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  15 
  20 
  Damage per Attack 
  by weapon 
  by weapon 
   
  Above 
  Avg. 
  Priest 
  Well 
  Above 
  Avg. Priest 
  Character Level 
  4 
  6 
  Combat Level 
  5 
  7 
  Piety Level 
  2 
  4 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Defense 
  (while 
  spellcasting) 
  16 
  18 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  49 
  120 
  Damage per Attack 
  by weapon 
  by weapon + 2 
   
  Below 
  Heroic 
  Priest 
  Heroic Priest 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Piety Level 
  7 
  10 
  Attack Bonus 
  +14 
  +16 
  Defense 
  32 
  36 
  Defense 
  (while 
  spellcasting) 
  21 
  24 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  325 
  1140 
  Damage per Attack 
  by weapon + 2 
  by weapon + 3 
   
  Above 
  Heroic 
  Priest 
  Legendary 
  Priest 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Piety Level 
  12 
  14 
  Attack Bonus 
  +18 
  +20 
  Defense 
  38 
  40 
  Defense 
  (while 
  spellcasting) 
  26 
  28 
  Damage Tolerance 
  35 + 4d10 
  35 + 5d10 
  E.P. Value 
  2750 
  6900 
  Damage per Attack 
  by weapon + 3 
  by weapon + 3 
  PPaann  TT hhiieeff  EExxaam
  mpplleess  
   
  Below 
  Avg. 
  Thief 
  Average Thief 
  Character Level 
  1 
  2 
  Combat Level 
  1 
  2 
  Attack 
  Bonus 
  (Small Hand Held) 
  +8 
  +9 
  Defense 
  24 
  25 
  Damage Tolerance 
  15 + 1d10 
  15 + 2d10 
  E.P. Value 
  18 
  24 
  Damage per Attack 
  by weapon-2 
  by weapon-2 
  
    
  The Bestiary~P 
  107 
    
  The Monsters of the Mediterranean 
  107 
   
  Above 
  Avg. 
  Thief 
  Well 
  Above 
  Avg. Thief 
  Character Level 
  4 
  6 
  Combat Level 
  4 
  6 
  Attack 
  Bonus 
  (Small Hand Held) 
  +12 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  20 + 2d10 
  20 + 2d10 
  E.P. Value 
  49 
  84 
  Damage per Attack 
  By weapon 
  By weapon 
   
  Below 
  Heroic 
  Thief 
  Heroic Thief 
  Character Level 
  8 
  10 
  Combat Level 
  9 
  11 
  Attack 
  Bonus 
  (Small Hand Held) 
  +17 
  +19 
  Defense 
  31 
  33 
  Damage Tolerance 
  20 + 3d10 
  20 + 4d10 
  E.P. Value 
  200 
  720 
  Damage per Attack 
  by weapon + 2 
  by weapon + 2 
   
  Above 
  Heroic 
  Thief 
  Legendary 
  Thief 
  Character Level 
  12 
  14 
  Combat Level 
  13 
  15 
  Attack 
  Bonus 
  (Small Hand Held) 
  +22 
  +23 
  Defense 
  36 
  38 
  Damage Tolerance 
  25 + 4d10 
  25 + 5d10 
  E.P. Value 
  1600 
  3375 
  Damage per Attack 
  By weapon + 3 
  By weapon + 3 
  Faun 
  (Fawn) 
  Habitat:  Fauns live deep in the woods away from 
  noisome and troubling human contact.  They are 
  excellent farmers that especially enjoy growing grain and 
  grapes. 
  Life Style:  timid humanoid 
  Alignment:  social good 
  Origin:  Fauns are Roman woodland faeries that were 
  most likely derived from the Roman deity Faunus.  In 
  Greek lore, the fawn, or deer, was a form often assumed 
  by woodland nymphs to enable their escape. 
  Special Characteristics:  Most fauns have the talents of 
  Dancing and Playing Instruments and are expert in 
  playing the shawm, a type of flute.  In addition, they have 
  an Affinity for Nymphs, who have far more trust in fauns 
  than in the other panish races. 
  Fauns are part man and part deer.  Their most notably 
  bestial features are their legs, which are long and spindly 
  like a deer’s and provide these faeries with remarkable 
  agility.  Fauns also possess short white tails and the ears 
  of deer and the males grow stubby horns.  These horns 
  resemble a buck’s antlers at the very beginning of spring 
  before they have grown to sufficient length to branch.  
  The remaining features of these gentle forest faeries are 
  unremarkably human, although their facial expressions 
  do tend toward the placid side. 
  Most humans tend to find fauns more attractive than 
  satyrs since their hair, both cranial and leggish, is 
  invariably well groomed.  Probably more important than 
  their physical hygiene, however, is the fact that their 
  manners are undeniably more refined.  It is unlikely that 
  any faun invited to a royal banquet at a duke’s mansion 
  would instigate a food-fight among the guests.  A satyr 
  would not be so good a bet. 
  Leshe 
  (Zuibotschnik) 
  Habitat:  Leshes live deep in forests of pine, aspen, 
  spruce, and birch trees.  They are encountered mainly in 
  spring, summer, and autumn because they hibernate in 
  their secluded woodland cottages during the cold winter 
  months. 
  Life Style:  hermitish humanoid 
  Alignment:  antisocial neutral 
  Origin:  The leshe is a Slavonic faery native to most 
  Baltic countries.  They are attributed with a variety of 
  powers, including the ability to control animals and to 
  change their size from that of the smallest leaf to that of 
  the tallest tree.  In addition, they are believed to be the 
  cause of whirlwinds and even the occasional hurricane. 
  Special Characteristics: Leshes have the skills of 
  Animal Training and Rurual Stealthing and many have 
  the talents of Imitating Voices and Throwing Voice which 
  they use to lure travelers off of well traveled routes. 
  All leshes are Highly Susceptible to Cold and Frost. 
  
    
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  The Monsters of the Mediterranean 
  108 
  Leshes closely resemble the classic Greek satyrs, having 
  goat legs and horns and scraggly beards.  They are 
  easily distinguished from satyrs, however, because their 
  hair is a dark green color and their skin has a distinctive 
  greenish tint.  Leshes are exceptionally antisocial 
  creatures, but are not in the least bit shy or timid as are 
  fawns and urisks.  Instead, they take an active hand in 
  discouraging visitors to their little kingdoms.  Any traveler 
  caught trespassing in a leshe’s territory will be lured from 
  his path with whatever means the leshe can devise and 
  will be lead astray until the poor soul is hopelessly lost 
  deep in a swamp or marsh. 
  These faeries have an uncanny ability to control the 
  animals in the territories where they dwell.  In fact, most 
  leshes will usually keep a bear or wolf as a personal 
  guardian, so attacking any one of these faeries is a highly 
  risky proposition.  In addition, leshes make exceptional 
  mages tending to focus on the areas of Creationism, 
  Illusionry, and Aeromancy. 
  Finally, leshes are incorrigible gamblers, taking any 
  opportunity to make a bet.  Being highly rustic faeries 
  whose skills revolve around their natural surroundings, 
  their favored wager is that of an animal or two.  It is not 
  unheard of for an entire forest’s worth of squirrels to 
  migrate wholesale from one wood to another.  In such 
  cases, knowledgeable locals know that the otherwise 
  mysterious occurrence can be attributed to one leshe’s 
  string of bad luck. 
  Satyr 
  Habitat:  The majority of satyrs are forest dwellers that 
  shy from human contact by occupying deep woodland 
  recesses.  Even so, satyrs have a true love of wine and 
  ale, which they can only acquire by trading with humanity 
  or tending fields.  Consequently, many enterprising satyrs 
  become goatish ambassadors to the outside world as 
  wine merchants, barley farmers, and vineyardists. 
  Life Style:  solitary humanoid 
  Alignment:  social unlawful neutral 
  Origin:  Satyrs are most commonly recognized as having 
  come to us from Greek legend.  This fact is undoubtedly 
  true, but the Greeks themselves imported the satyr myths 
  from the island of Argos.  Actually, there are many 
  cultures throughout the world with their own goat-men.  
  The Italian goat people, known as the Fauni and Silvani, 
  were helpful field sprites whose behavior stands in stark 
  contrast to the lusty and drunken Greek Satyrs.  The 
  Arabs have legends of mountain demons resembling men 
  with goat legs and it is from here that the modern devil 
  derives its most popular form.  
  Special Characteristics:  Most satyrs have the talents of 
  Holding Liquor, Playing Instruments (Pipes), Holding 
  Liquor, Dancing, and Holding Liquor. These impressive 
  talents are generally used in the order given. 
  Satyrs are a cross between man and goat.  Their goatish 
  features include their legs, cloven hooves, stubby tails, 
  long ears, and whiskers.  Their heads, arms, and torsos 
  are decidedly human, albeit on the hairy side. 
  Satyrs are far from modest and most will happily romp 
  about town without a stitch of clothing.  Their incessant 
  drinking fuels their raucous laughs and they never 
  hesitate to give a passing girl a sly glance and a rude 
  comment.  This carefree attitude has earned satyrs a 
  reputation as lustful, brutish, drunks.  It does not take a 
  social scientist to conclude that many satyrs are also 
  thieves. 
  Despite all of their civil inadequacies, satyrs do tend to 
  endear themselves to people.  They have quick wits and 
  an unassuming attitude that is hard to despise for long.  
  They are always willing to play their pipes to enliven a 
  crowd and are the center of attention on the dance floor.  
  As such, they are among the first invited to attend social 
  gatherings.  Unfortunately, their obvious predisposition 
  toward nubile young women, bad manners, and continual 
  overindulgence in wine often finds them to be among the 
  first thrown out as well. 
  Urisk 
  (Uruisg) 
  Habitat:  Urisks are lonely solitary faery types.  Most 
  urisks live hermitish existences near pools and streams.  
  A few more sociable individuals overcome their timid 
  natures and take up residence on remote farms, earning 
  their board by performing any chores in need of 
  attending. 
  Life Style:  timid humanoid 
  Alignment:  antisocial good 
  Origin:  Urisks are Scottish faeries known to haunt the 
  country’s many lochs and pools. 
  Special Characteristics:  Urisks are quite comfortable in 
  the water.  All have the talent of Swimming and are able 
  to breathe underwater.  In addition, many have the skill of 
  Underwater Combat.  These faeries are so emotionally 
  attached to fresh water bodies that they are Terrified of 
  Venturing more than 1 Mile from a Fresh Water Body. 
  Of all the pan races, urisks are most closely relatedy 
  physically to satyrs.  Like their gruff boorish cousins, 
  urisks are half-man and half-goat, although they do not 
  possess the satyr’s stubby horns.  Their appearance, 
  however, is where the similarity between the two races 
  
    
  The Bestiary~P 
  109 
    
  The Monsters of the Mediterranean 
  109 
  ends.  In fact, the urisk’s shy nature is a sharp contrast to 
  that of the raucous satyr.  It is an uncommonly outgoing 
  urisk that does not immediately plunge into a nearby 
  stream when chanced upon by a stranger. 
  Oddly enough, the urisk’s loneliness occasionally drives 
  them to acts that, for so timid a species, can only be 
  described as audacious.  It is not unheard of for a solitary 
  traveler to catch a glimpse of a urisk clandestinely 
  following him.  Experienced travelers recognize that the 
  longing expression on the poor urisk’s face merely 
  reflects its desire for a bit of friendly conversation.  
  Unfortunately, most people wandering along lonely roads 
  react to a urisk’s timid approach as the action of a 
  monstrous bandit sneaking up in ambush.  Consequently, 
  urisks are feared far more than is warranted. 
  Pazuzu 
  (Arallu) 
  Habitat:  Pazuzu are demons that live in the desert 
  mountains. 
  Life Style:  demonic man-eater 
  Wealth Type:  hoard 
  Alignment:  antisocial unlawful evil 
  Cunning:  above average 
  Speed:  75 (120 flying) 
  Strength:  high 
  Size:  medium 
  Origin:  The Pazuzu (or Arallu) originates from 
  Mesopotamia, where they believed the demons to 
  represent the disease bearing southeast storm winds.  
  These fearsome demons are bold enough to attack the 
  very gods.  These evil spirits sometimes throw Nannar, 
  the Babylonian moon god, into a sack.  This gives the 
  moon to a reddish orange hue (a lunar eclipse) until 
  Nannar can fight his way free.  Like the ekimmu, the 
  pazuzu is an evil utukku and enemy of the lamassu. 
  Special Characteristics: Pazuzu have the ability to cast 
  the priest Curse spells Frailty and Rot once per day at a 
  spell level equal to its Combat Level.  In addition, the 
  Pazuzu’s sting injects a powerful Deadly Toxin that 
  delivers 4d8 damage to those failing a Luck Roll with 
  Stamina adjustments. 
  Like most spirits, pazuzu are Immune to Mental Spells, 
  are not adversely affected by Severity Damage, and are 
  Immune to all but Magical Weapons. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  bite/ claw/ claw / sting 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  4 
  4 
  -3 
  3 
  2 
  2 
  Pazuzu Examples 
   
  Below Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +14 
  +17 
  Defense 
  31 
  34 
  Damage Tolerance 
  50 + 8d10 
  75 + 10d10 
  E.P. Value 
  325 
  1020 
  Damage per Attack 
  2d8/ 2d6/ 2d6 / 
  2d8 + poison 
  2d8/ 2d8/ 2d8 / 
  2d8 + poison 
   
  Above Average 
  Heroic 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +20 
  +23 
  Defense 
  37 
  40 
  Damage Tolerance 
  100 + 12d10 
  125 + 14d10 
  E.P. Value 
  1890 
  3150 
  Damage per Attack 
  2d10/ 3d6/ 3d6 / 
  2d8 + poison 
  2d10/ 3d6/ 3d6 / 
  2d10 + poison 
   
  A pazuzu is a demon that takes the form of a human with 
  two sets of eagle’s wings, a lion’s face and claws on both 
  hands and feet, and a scorpion’s tail.   Fortunately, all 
  pazuzu are male so they have no offspring.  Being 
  demons, though, they are essentially immortal, although 
  killing their physical forms in the mortal realm banishes 
  them to the underworld for an indeterminate time. 
  
    
  The Bestiary~P 
  110 
    
  The Monsters of the Mediterranean 
  110 
  Penates 
  Habitat:  Penates are powerful guardian spirits.  Each is 
  commonly associated with a specific city or prominent 
  family.  The Penates are only encountered when dutifully 
  guarding their wards. 
  Life Style: angelic spirit 
  Wealth Type:  incidental 
  Alignment:  good 
  Cunning:  above average 
  Speed:  100 
  Strength:  above average 
  Size:  medium 
  Origin:  Forms of semi-divine manes, Penates were 
  worshipped in ancient Rome.  They are related to the 
  Roman larvae but were far less common and were loved 
  and revered unlike their evil kindred. 
  Special Characteristics: Penates may cast the following 
  religious spells once per day: Ares’s Eager Spear 
  (Battle), 
  Athena’s 
  Shield 
  (Battle), 
  Brilliant 
  Aura 
  (Miracle), Lift Curse (Miracle), Panacea (Healing), and 
  Wing Foot (Miracle).  All spells are cast at a spell level 
  equal to the Penates’s Combat Level.  See The Lexicon 
  of Lore™ for details. 
  Penates can assume either an ethereal or corporeal form 
  at will.  When in its ghostly state, Penates can pass 
  through walls and other such non-magical barriers 
  without hindrance, but their weapons deliver no damage 
  to corporeal creatures.  In its ethereal state, the Penates 
  can elect to remain invisible to mortal eyes. 
  Penates are Immune to Mental Spells, are not adversely 
  affected by Severity Damage, and are Immune to all but 
  Magical Weapons. 
  Recovery Time:  by weapon 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon (Penates are not aggressive 
  unless its ward is threatened.)  Penates are always 
  armed with spears and short swords and commonly carry 
  shields. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  4 
  2 
  2 
  3 
  5 
  Penates Examples 
   
  Below Average 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +16 
  +18 
  Defense 
  32 
  34 
  Damage Tolerance 
  50 + 8d10 
  75 + 10d10 
  E.P. Value 
  425 
  1105 
  Damage per Attack 
  By weapon + 4 
  By weapon + 5 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +21 
  +24 
  Defense 
  37 
  40 
  Damage Tolerance 
  100 + 12d10 
  125 + 14d10 
  E.P. Value 
  2525 
  6925 
  Damage per Attack 
  By weapon + 6 
  By weapon + 7 
   
  Penates are angelic guardian spirits having the 
  appearance of beautiful human youths with smooth ivory 
  complexions.  They wear short togas and ivy crowns and 
  are armed with spears and short swords.  To mortal man, 
  the appearance of a Penates is a truly dazzling sight.  
  The manifestations are undoubtedly augmented with the 
  Penates’ impressive magical abilities. 
  Penates are the defenders of the honor and well being of 
  wealthy families, townships, and cities.  In times of crises, 
  the affected citizens or family members will offer 
  sacrifices to the Penates to ask for his aid.  If the need is 
  great enough and his wards have been faithful, the 
  Penates will willingly provide whatever service he can. 
  
    
  The Bestiary~P 
  111 
    
  The Monsters of the Mediterranean 
  111 
  Phoenix 
  (Phoinix) 
  Habitat:  The phoenix is a desert creature that generally 
  nests in oasis in the upper plumes of palm trees. 
  Life Style:  territorial bird 
  Wealth Type:  incidental 
  Alignment:  neutral good 
  Cunning:  low. 
  Speed:  20 (200 flying) 
  Strength:  above average 
  Size:  medium to large.  These birds stand a full 5 feet tall 
  when perching and have a wingspan of 10 feet or 
  more. 
  Origin:  The classical (Greek) writers of Hesiod and 
  Herodotus state that the phoenix is Egyptian in 
  origin, but it is likely that the myth actually originated 
  in the Orient.  In any case, the phoenix supposedly 
  lived in Arabia for 500 years before it’s body was 
  consumed in its own fire.  From the ashes would 
  rise a young phoenix who, when it was sufficiently 
  mature, would then transport the nest containing its 
  father’s ashes to the temple of Heliopolis in Egypt.  
  The phoenix was eventually adopted as the symbol 
  of Rome. 
  Special Characteristics:  A phoenix continually radiates 
  brilliant sunlight as the mage spell Morning Glory.  
  In addition, it can generate an aura of fire around its 
  body at will as the mage spell Efreeti Fire.  The 
  phoenix has a very gentle temperament and is 
  loathe to harm any living creature, but if pressed, it 
  can direct wisps of flame as the mage spell Finger 
  of Flame.  It can do this even when participating in 
  combat.  When it dies, the phoenix’s body is 
  consumed in flame as the priest Wrath spell 
  Flaming Retribution, but with the flames shooting 
  upward from the bird’s body rather than coming 
  down from the heavens.  All spells are cast at a 
  spell level equal to the bird’s Combat Level. 
  Needless to say, the phoenix is Immune to Heat 
  and Fire. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  beak/ claw/ claw 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  2 
  — 
  4 
  4 
  4 
   
  Phoenix Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +12 
  +15 
  Defense 
  30 
  33 
  Damage Tolerance 
  80 + 8d10 
  100 + 10d10 
  E.P. Value 
  63 
  120 
  Damage per Attack 
  2d8/ 2d6/ 2d6 
  2d10/ 2d8/ 2d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  14 
  Attack Bonus 
  +18 
  +21 
  Defense 
  36 
  39 
  Damage Tolerance 
  120 + 12d10 
  140 + 14d10 
  E.P. Value 
  180 
  480 
  Damage per Attack 
  2d12/ 2d8/ 2d8 
  2d12/ 2d8/ 2d8 
   
  A phoenix is an interesting combination of living creature 
  and fire elemental.  It is a large eagle-like bird with golden 
  –red feathers that gleam with the light of the sun.  The 
  magnificent avian lives in the upper reaches of palm trees 
  where it builds its nest from myrrh and cinnamon. 
  The phoenix is the most gentle of creatures, always 
  preferring escape over combat.  Even so, if it has no 
  other recourse, a phoenix is well able to defend itself with 
  both claw and fire.  If killed, the bird will erupt in a 
  maelstrom of fire reaching up into the heavens.  Within 
  this fiery column will raise the form of a newbord phoenix, 
  its parent’s only offspring. 
   
   
  
    
  The Bestiary~R 
  112 
    
  The Monsters of the Mediterranean 
  112 
  R 
  Rakshasa 
  Habitat:  When not vacationing on earth, rakshasa dwell 
  in a hellish domain. 
  Life Style:  demonic spirit 
  Wealth Type:  nil 
  Alignment:  antisocial unlawful evil 
  Cunning:  below average 
  Speed:  80 
  Strength:  high 
  Size:  large. Size can vary dramatically from specimen to 
  specimen, but most are around 8 feet tall.  
  Origin:  Rakshasas come to us from India where they are 
  found in Hindu lore.  The Ramayana states that the king 
  of these foul spirits is Ravana, a rakshasa having ten 
  heads (not to mention a proportionately larger appetite). 
  Special Characteristics: Rakshasa Lust for the Taste of 
  Human Flesh. If any opponent falls in combat, the 
  rakshasa immediately picks him up and eats him.  His 
  unbelievable eating skills enable him to consume a 
  human sized creature, equipment and all, in only 2 turns 
  of combat.  Of course, he cannot attack anyone else 
  while feasting.  After it fully consumes a human or 
  humanoid creature, its body instantly regenerates an 
  amount of Damage Tolerance equal to the consumed 
  individual's when healthy. 
  Some of the more powerful rakshasas have the added 
  convenience of several mouths.  Ten percent of above 
  average and exceptional rakshasas possess 2d4 heads.  
  Each attacks once per turn of combat.  Of course, their 
  experience point value should be adjusted accordingly. 
  Since rakshasas are demons, they are hit only by magic 
  weapons and are unaffected by Severity Damage.  
  Luckily, they are Highly Susceptible to both Holy Water 
  and Sunlight. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  bite.  In some cases, Rakshasa have 
  multiple heads and mouths.  In this case, each mouth 
  gets its own attack every turn.  See the description below 
  for further details. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  5 
  4 
  3 
  1 
  0 
  1 
  1 
  Rakshasa Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +11 
  Defense 
  28 
  30 
  Damage Tolerance 
  70 + 6d10 
  90 + 8d10 
  E.P. Value 
  162 
  330 
  Damage per Attack 
  3-30 
  3-36 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +13 
  +15 
  Defense 
  33 
  35 
  Damage Tolerance 
  110 + 10d10 
  130 + 12d10 
  E.P. Value 
  870 
  1905 
  Damage per Attack 
  4-40 
  4-48 
   
  The appearance of these Indian demons varies widely.  
  One rakshasa may have black skin, yellow hair, and 
  dress itself in a wreath of human entrails.  Another may 
  have huge tusks and hair of flame.  Yet another may 
  have the body of a man and the head of a bull.  Once 
  encountered, though, a rakshasa is easily distinguishable 
  from other demon types despite their varied forms.  Its 
  insatiable, voracious appetite unmistakably identifies a 
  rakshasa. 
  A rakshasa is usually encountered gnawing on a human 
  hand or drinking blood from a human skull.  In fact, a 
  rakshasa will eat any living thing it can get its hands on.  
  Of course, its refined palate prefers human flesh over any 
  other form. 
  
    
  The Bestiary~R 
  113 
    
  The Monsters of the Mediterranean 
  113 
  Rhinoceros 
  (African Unicorn) 
  Habitat:  The rhino is a denizen of the plains, grazing on 
  the underbrush and plentiful grasses of the region. 
  Life Style:  herbivorous territorial animal 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 
  Strength:  high 
  Size:  large 
  Origin:  The rhinoceros is a native of Africa and India.  In 
  folklore, its single straight horn was given the properties 
  of a powerful aphrodisiac.  Consequently, poachers have 
  driven it nearly to extinction.  It is believed that the tales 
  of unicorns are derived from distorted accounts of the 
  squat, ugly rhino. 
  Special Characteristics:  A rhino will commonly charge 
  on its first attack, inflicting double the stated damage (do 
  not double any Severity Damage). 
  Recovery Time:  7 
  Absorption:  6 
  Surprise Adj.:  -2 
  Attack Modes:  horn 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  -3 
  -- 
  -2 
  -4 
  -4 
  Rhinoceros Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +12 
  +14 
  Defense 
  21 
  23 
  Damage Tolerance 
  175 + 5d10 
  200 + 7d10 
  E.P. Value 
  126 
  270 
  Damage per Attack 
  3d8 
  3d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +17 
  +20 
  Defense 
  25 
  27 
  Damage Tolerance 
  225 + 9d10 
  275 + 11d10 
  E.P. Value 
  680 
  1890 
  Damage per Attack 
  4d8 
  4d8 
   
  The rhinoceros is a thick, sturdy beast that only a 
  zookeeper could find beautiful.  It has short stubby legs, a 
  bristly tail, and a thick rough skin, all of which resemble 
  those of the elephant.  The rhino has upright ears like a 
  mule’s and eyesight that would give any optometrist 
  visions of dollar signs.  Its most distinguishing 
  characteristic, however, is the long upward curving horn 
  that protrudes from its snout. 
  The rhinoceros is fiercely territorial and will attack any 
  trespasser within its domain.  Of course, since it can 
  barely see more than 20 feet, there really is little difficulty 
  in avoiding the beast. 
  Despite its cantankerous nature, the rhino population 
  shrinks continuously due to poachers, who prize their 
  horns.  This is probably due to the fact that the rhino is 
  often confused with the unicorn, although how is 
  anybody’s guess.  Rhino horns possess no magical 
  properties of their own.  Even so, one will fetch 1,000 
  silver pieces or more if sold on the black market. 
  Roc 
  (Rukh, Simurgh, Garuda) 
  Habitat:  Rocs nest on the jagged mountain slopes of 
  remote tropical islands.  The fact that they roost in such 
  secluded places does not mean that their range is limited.  
  Their enormous size and strength allows rocs to easily 
  remain airborne for days and they can fly hundreds, if not 
  thousands, of miles without a break. 
  Life Style:  predatory bird 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  225 (flying) or 50 (hopping).  Chicks can manage 
  a speed of only 25 on the ground and cannot fly at all 
  until reaching adulthood. 
  Strength:  exceptional 
  
    
  The Bestiary~R 
  114 
    
  The Monsters of the Mediterranean 
  114 
  Size:  huge (100-yard wingspan).  When perched, a full 
  grown roc reaches a height of 30 yards.  Newly hatched 
  chicks stand 10 to 14 feet tall. 
  Origin:  Ancient Middle Eastern myths relate tales of 
  monstrous birds.  These beasts were known as Rukhs in 
  Arabia, Simurgh in Persia, and Garuda in India.  They 
  were popularized in literature when Sinbad the sailor 
  encountered one of these colossal avians in the tale of 
  the Arabian Nights.  At first Sinbad mistook a roc egg for 
  a pearly domed building but quickly realized his folly 
  when mama appeared, blotting out the sun with her bulk. 
  In the past, travelers to Madagascar were given roc 
  feathers as proof of the bird’s existence.  Marco Polo 
  himself mentions a tremendous feather brought to Kubla 
  Khan from Madagascar in his travels.  These “plumes” 
  are believed to be nothing more than the palm fronds 
  commonly found in the tropics. 
  The roc is also immortalized in the game of chess.  
  Originally, two large birds sat at either end of the board 
  upon opening.  Although their shape has changed over 
  the centuries, these pieces are still called “rooks.”  The 
  term “rookery,” or bird sanctuary, has a similar origin. 
  Special Characteristics:  The wind produced by the 
  roc’s beating wings is so strong it kicks up great 
  quantities of debris.  When the bird flies within 200 yards 
  of the ground it has an effect similar to the Religious 
  Nature spell Tempest (but affects an area of only a 200-
  yard radius). 
  Recovery Time:  9 
  Absorption:  5 
  Surprise Adj.:  +3 
  Attack Modes:  beak or claw/claw.  Since roc chicks 
  cannot fly, they can only use beak attacks. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  9 
  6 
  -6 
  -- 
  5 
  -4 
  -4 
  Roc Examples 
   
  Chick 
  Average 
  Combat Level 
  6 
  11 
  Attack Bonus 
  +9 
  +15 
  Defense 
  20 
  25 
  Damage Tolerance 
  150 + 6d10 
  325 + 11d10 
  E.P. Value 
  192 
  2250 
  Damage per Attack 
  3d6 (beak) 
  4d12 (beak) or 
  2d10/ 2d10 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +19 
  +22 
  Defense 
  28 
  30 
  Damage Tolerance 
  375 + 14d10 
  435 + 16d10 
  E.P. Value 
  8700 
  16150 
  Damage per Attack 
  5d10 (beak) or 
  3d8/ 3d8 
  5d12 (beak) or 
  3d8/ 3d8 
   
  A roc is an immense bird of prey that is so huge that its 
  shadow completely blots out the sun.  Its golden brown 
  feathers are proportionately large and, when found 
  littering the beach, are often mistaken for dried palm 
  leaves.   
  Rocs have a correspondingly big appetite that they satisfy 
  by feeding on the biggest prey available.  They have even 
  been known to carry off fully-grown elephants in their 
  claws.  They are not overly particular, though.  Horses, 
  cattle, and men will do nicely, as long as there are 
  enough to make up a decent meal. 
  Roc eggs are around 7 to 9 feet across and are quite 
  sturdy, the shells being at least an inch thick.   The 
  smooth curved surfaces of these gargantuan globes 
  reflect sunlight with iridescent sheen.  Consequently, the 
  spectacular shells are highly prized by rich caliphs for the 
  wonderful 
  mother-of-pearl ornaments and palace 
  decorations they make possible.  Any eggshell fragment 
  having an area of one square foot will fetch 200 silver 
  pieces for the proud owner.  An unblemished fully intact 
  dome (half shell) is easily worth 25,000. 
   
   
   
  
    
  The Bestiary~S 
  -115- 
    
  The Monsters of the Mediterranean 
  115 
  S 
  Scarab, Giant 
  Habitat:  Giant scarabs are desert dwellers that feed on 
  dung.  They have a tendency to linger near popular 
  caravan routes and can sometimes be spied following 
  behind caravans scavenging for food.  If a scarab is well 
  fed when he finds a juicy fly-ridden mass of dung, he will 
  fashion the sticky lumps into a ball and roll it along the 
  ground so that the morsel can be slowly savored in its 
  burrow. 
  Life Style:  scavenging insect 
  Wealth Type:  incidental. 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  90 
  Strength:  above average 
  Size:  medium 
  Origin:  The scarab, also known as the dung beetle, is 
  actually a common insect in various parts of the world.  
  (In the United States they are called tumblebugs.)  Its 
  most prominent position in mythology was given by the 
  Egyptians, who identified the balls of dung that the bug 
  rolls along the ground with the fiery ball of the sun moving 
  across the sky.  They Egyptians believed that the sun god 
  Khepri, who took the form of a scarab, pushes the 
  celestial ball and thus creates night and day.  At nightfall 
  Khepri dies and is reborn at sunrise. 
  Special Characteristics: Scarabs have remarkable 
  powers of rejuvenation.  If a giant scarab is slain and its 
  body is left intact, it will rise again vigorous and alive on 
  the following sunrise. 
  Recovery Time:  8 
  Absorption:  6 
  Surprise Adj.:  +0 
  Attack Modes:  mandibles 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  2 
  -1 
  -- 
  0 
  -4 
  1 
    
  Giant Scarab Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +4 
  +7 
  Defense 
  21 
  23 
  Damage Tolerance 
  20 + 2d10 
  25 + 4d10 
  E.P. Value 
  20 
  35 
  Damage per Attack 
  1d10 
  1d12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +10 
  +13 
  Defense 
  26 
  28 
  Damage Tolerance 
  30 + 6d10 
  35 + 8d10 
  E.P. Value 
  84 
  175 
  Damage per Attack 
  2d6 
  2d8 
   
  Giant scarabs are enormous beetles.  Each has two 
  smallish composite eyes, mandibles, and a hard 
  exoskeleton that provides excellent natural armor plating.  
  Like all insects, scarabs possess six legs.  Their hindmost 
  legs, however, are a good deal longer than the rest, 
  enabling the bug to grapple and manipulate substantial 
  quantities of dung.  When its globe of food becomes too 
  large to handle with its front limbs, the beetle simply turns 
  around and uses its hind legs to roll the aromatic nugget 
  to its den.  The scarab is not the slightest bit perturbed 
  from having to proceed in “reverse.” 
  Scylla 
  Habitat:  Scyllas prefer the warm water of temperate 
  seas where they take up refuge in underwater caves near 
  shipping lanes.  Although their diets consists mainly of 
  dolphins and fish, scylla never hesitate in augmenting 
  their meals with passing sailors. 
  Life Style:  hermit-like water dweller 
  Wealth Type:  hoard 
  Alignment:  antisocial lawful evil 
  Cunning:  high 
  Speed:  100 in water 
  Strength:  above average 
  Size:  large 
  
    
  The Bestiary~S 
  -116- 
    
  The Monsters of the Mediterranean 
  116 
  Origin:  Scylla is taken from the myths of ancient Greece.  
  She began life as a nymph and was Poseidon’s lover.  
  Amphrite, Poseidon’s wife, didn’t appreciate Scylla’s 
  affections toward her husband so she convinced a great 
  sorceress named Circe to curse Scylla with a monstrous 
  form. 
  In despair, Scylla fled and hid herself in an underwater 
  cave.  Here, she became a “partner in crime” with another 
  sea monster named Charybdis.  Scylla and Charibdis 
  haunted the waterways between the Italian peninsula and 
  the island of Sicily.  Scylla patrolled the Italian side of the 
  strait while Charybdis churned the waters of the Sicilian 
  side. 
  Special Characteristics:  none 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  by weapon/ bite (x6).  Since each head 
  acts independently, each gains extra attacks whenever its 
  Combat Level greatly exceeds that of its opponents.  
  Scyllii commonly wield tridents but occasionally learn the 
  use of other weapons. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  6 
  0 
  3 
  4 
  4 
  -1 
  Scylla Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  8 
  12 
  Attack Bonus 
  +14 
  +19 
  Defense 
  28 
  32 
  Damage Tolerance 
  225 + 8d10 
  250 + 12d10 
  E.P. Value 
  550 
  3125 
  Damage per Attack 
  by weapon + 4/ 
  2d6(x6) 
  by weapon + 6/ 
  2d8(x6) 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +21 
  +23 
  Defense 
  34 
  36 
  Damage Tolerance 
  275 + 14d10 
  300 + 16d10 
  E.P. Value 
  8400 
  14250 
  Damage per Attack 
  by weapon + 7/ 
  3d6(x6) 
  by weapon + 8/ 
  2d10(x6) 
   
  Scyllii are horrible man eating sea monsters that haunt 
  seacoasts near popular sea routes.  A sailor spotting a 
  Scylla approaching his boat may, at first glance, mistake 
  the creature for a lovely mermaid surrounded by the 
  frothy sea.  However, the terrible truth will be revealed 
  soon enough. 
  Like mermaids, scyllii have the lovely faces, delicate 
  arms, and shapely breasts of nymphlike women and 
  great fish tails that propel them through the water.  Here 
  the resemblance to the gentle mermaid ends, for six long 
  serpentine necks sprout from the hips, each of which 
  supports the head of a beast resembling a vicious dog.  
  The savage appetite of these canine heads is 
  tremendous.  Working together they can easily rend and 
  devour a man in less than a minute. 
  Sefert 
  Habitat:  Seferts are desert creatures that tend to nest 
  near tombs and crypts.  The reason for this is that seferts 
  have a fondness for the taste of jackal meat that is most 
  easily obtained near the dwellings of the undead.  Of 
  course, the taste of tenderized tomb-robber is almost as 
  good. 
  Life Style:  territorial predator 
  Wealth Type:  Incidental. 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  95 (100 flying) 
  Strength:  above average 
  Size:  large (6 feet tall) 
  Origin:  Sefert was a minor Egyptian deity having the 
  head and wings of a hawk and the body of a lion.  When 
  Osiris’ dismembered body entered the underworld, Sefert 
  stood guard over the remains until Isis restored Osiris 
  back to life. 
  
    
  The Bestiary~S 
  -117- 
    
  The Monsters of the Mediterranean 
  117 
  Special Characteristics:  When diving, a sefert uses its 
  two front claws that automatically cause double damage 
  when they hit (as they grip and tear).  However, the claws 
  are those of a great lion and are unable to grasp its prey 
  well enough to lift it off the ground. 
  Seferts have an Affinity for the Taste of Jackal Flesh and 
  will instinctively hunt them over any other prey. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  beak/ claw/ claw (or claw/claw on a dive 
  attack) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  2 
  2 
  -- 
  4 
  -4 
  -4 
  Sefert Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +10 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  30 + 6d10 
  35 + 8d10 
  E.P. Value 
  144 
  225 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  3d6/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +18 
  +21 
  Defense 
  33 
  36 
  Damage Tolerance 
  40 + 10d10 
  45 + 12d10 
  E.P. Value 
  660 
  1625 
  Damage per Attack 
  3d6/ 2d6/ 2d6 
  4d6/ 2d6/ 2d6 
   
  The sefert is a member of the griffin family native to 
  Egyptian lands.  Its body and legs are those of a lion 
  while its head and wings are those of a great hawk.  Its 
  fur is a tawny beige, like that of the king of beasts, its 
  feathers are a dusky brown, and its beak is a dull black.  
  Overall, its coloration superbly blends the avian feline into 
  the arid landscape. 
  Because the sefert sees any jackal as a beak-watering 
  morsel and since jackals are themselves attracted to the 
  burial chambers of the dead, the sight of a winged lion 
  flying over cemeteries is a common sight wherever 
  seferts are found.  Consequently, the locals usually view 
  these beasts as divinely appointed guardians of the dead.  
  In actuality, however, the sefert can more appropriately 
  be described as viewing the dead as divinely 
  scrumptious. 
  Sheep, Poisonous 
  (Meloi Khryseoi) 
  Habitat:  Poisonous sheep hide in tree groves near fresh 
  water streams where they can ambush animals that come 
  to drink. 
  Life Style:  herding predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  60 
  Strength:  average 
  Size:  medium 
  Origin:  Poisonous sheep, or Meloi Khryseoi, are 
  described in Greek mythology in one of the labors of 
  Psyche given to her as punishment by Aphrodite.  Psyche 
  had committed the unspeakable crime of being more 
  beautiful than the goddess, so Aphrodite sent her to 
  obtain a bit of fleece from the poisonous sheep.  In the 
  story, the sheep have golden fleeces, although they are 
  in no way related to the Golden Fleece that Jason 
  obtained on his adventures. 
  Special Characteristics:  Poisonous sheep are given 
  their name from their poisonous bites, which deliver 
  damage as a Dangerous Toxin (see Poisons in The 
  Tome of Terrors for details). 
  The males of the species have large curved horns that 
  can do significant injury during a charge.  If they have a 
  20-foot straight shot of level ground between themselves 
  and their prey, they will lower their heads and barrel 
  forward with all their might.  The head butts deliver 
  double damage during such charges (do not double any 
  Severity Damage). 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  ram or bite 
  
    
  The Bestiary~S 
  -118- 
    
  The Monsters of the Mediterranean 
  118 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  1 
  0 
  -- 
  1 
  -3 
  -3 
  Poisonous Sheep Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  2 
  4 
  Attack Bonus 
  +6 
  +5 
  Defense 
  22 
  24 
  Damage Tolerance 
  15 + 2d10 
  15 + 4d10 
  E.P. Value 
  21 
  21 
  Damage per Attack 
  1d10 (ram) or 
  1d6 
  + 
  poison 
  (bite) 
  1d10 (ram) or 
  1d6 
  + 
  poison 
  (bite) 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +8 
  +10 
  Defense 
  26 
  28 
  Damage Tolerance 
  20 + 6d10 
  20 + 8d10 
  E.P. Value 
  36 
  100 
  Damage per Attack 
  1d12 (ram) or 
  1d8 
  + 
  poison 
  (bite) 
  1d12 (ram) or 
  1d8 
  + 
  poison 
  (bite) 
   
  Despite the timid natures of their placid cousins, 
  poisonous sheep are wild predators that hunt fresh game.  
  Poisonous sheep are slightly larger than normal sheep.  
  The only characteristic that belies their true natures is 
  their razor sharp teeth, which usually go unnoticed until 
  too late.  In addition, the fleeces of exceptional 
  specimens gleam in the sunlight with the glitter of gold.  
  Each such complete fleece can fetch upwards of 1,000 
  silver pieces if carefully preserved.  Only a person that is 
  at least 6th level in Leather Lore will have sufficient skill to 
  do so, though. 
  The males usually use their horns to buffet their 
  opponents, although they do occasionally bite.  The 
  females must always resort to their bites, which are less 
  forceful but deliver a painful poison. 
  Siren 
  Habitat:  Sirens populate seacoasts and riverbanks 
  where they perch atop tall cliffs or bathe themselves on 
  the shore.  They particularly seek out areas where there 
  are submerged boulders or reefs that are likely to snag 
  any vessels sailing near. 
  Life Style:  shape-shifting man-eater 
  Wealth Type:  incidental 
  Alignment:  antisocial unlawful evil 
  Cunning:  above average 
  Speed:  60 swimming, 95 flying 
  Strength:  average 
  Size:  medium (for all forms) 
  Origin:  Sirens appear in classical Greek mythology and 
  later in German folklore.  One legend relates that the 
  sirens originated as water nymphs who refused all suitors 
  in order to retain their virginity.  In exasperation, 
  Aphrodite transformed them into birds. 
  Special Characteristics: Sirens have entrancing voices 
  that charm those listening.  This has the same effect as 
  the priest Miracle spell Siren’s Song cast at a spell level 
  equal to the siren’s Combat Level.  (See The Lexicon of 
  Lore™ for details.) 
  If several sirens sing in concert, the Luck Threshold 
  against the enchantment increases by one per siren 
  singing. 
  A siren has the ability to assume the forms of an eagle, a 
  fish, an eagle-woman, and a fish-woman.  A change from 
  one form into another requires only a single second.  The 
  siren retains her original weight in all forms.  Obviously, a 
  siren is able to breathe both water and air with equal 
  ease. 
  Sirens have a Lust for the Taste of Human Flesh. 
  Recovery Time:  6 
  Absorption:  0 
  Surprise Adj.:  -3 
  Attack Modes:  claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  0 
  1 
  8 
  3 
  1 
  1 
  1 
  
    
  The Bestiary~S 
  -119- 
    
  The Monsters of the Mediterranean 
  119 
  Siren Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +6 
  +8 
  Defense 
  26 
  28 
  Damage Tolerance 
  15 + 5d10 
  15 + 7d10 
  E.P. Value 
  54 
  108 
  Damage per Attack 
  1d6/ 1d6 
  1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +10 
  +15 
  Defense 
  30 
  33 
  Damage Tolerance 
  20 + 9d10 
  30 + 12d10 
  E.P. Value 
  320 
  1625 
  Damage per Attack 
  1d10/ 1d10 
  1d12/ 1d12 
   
  Sirens are shape-shifting creatures with beautiful 
  feminine features.  They are able to assume four basic 
  forms.  The first is that of a fish or dolphin, the second is 
  that of an eagle.  The remaining two forms are a mix of a 
  lovely maiden and either an eagle or fish. 
  The eagle-woman form is ordinarily comprised of a 
  woman’s head and the body, wings, and claws of a great 
  eagle.  In this form the siren can hover above her prey 
  and tear it with her deadly talons.  Some sirens are able 
  to assume an eagle-woman form that retains the 
  woman’s torso and arms as well.  In such cases the siren 
  will often carry a golden harp that she plays to 
  accompany her enchanting voice.  Not surprisingly, sirens 
  in this form are often mistaken for harpies. 
  The siren’s fish-woman form looks very much like a 
  mermaid.  In this aspect, she retains her lovely head, 
  arms, and torso but from the waist down the siren is all 
  fish.  Even so, a siren can be easily distinguished from a 
  mermaid because she has clawed hands and two fish 
  tails instead of one.  Each tail takes the place of a leg.  
  Sobek 
  (Suchos) 
  Habitat:  Sobeks require plentiful fresh water sources 
  and access to dry land.  Rivers, lakes, and swamps all 
  provide ideal nesting sites. 
  Life Style:  amphibious humanoid 
  Wealth Type:  monetary 
  Alignment: neutral evil 
  Cunning:  below average to average 
  Speed:  80 
  Strength:  average to above average 
  Size:  medium 
  Origin:  Sobek is another name for the Egyptian 
  crocodile-headed deity Sebek, who is also known as 
  Suchos. 
  Special Characteristics:  Sobek are able to transform 
  themselves into crocodiles at will.  In the transformation, 
  their Combat Levels, Attack Bonuses and Damage 
  Tolerance do not change.  However, their Defenses drop 
  by 5 points and their Absorptions increase to 3. 
  Needless to say, all Sobek have the talent of Swimming 
  and the skill of Underwater Combat, which they perform 
  at Skill Levels equal to their Combat Levels. 
  Sobeks have an Affinity for Tawareti. 
  Recovery Time:  by weapon or 7 (bite) 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon or bite.  Sobeks commonly 
  wield short swords or spears in battle but are just as likely 
  to use their teeth. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  3 
  4 
  0 
  0 
  0 
  -1 
  1 
  
    
  The Bestiary~S 
  -120- 
    
  The Monsters of the Mediterranean 
  120 
  Sobek Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  6 
  Attack Bonus 
  +6 
  +10 
  Defense 
  26 
  29 
  Damage Tolerance 
  40 + 3d10 
  40 + 4d10 
  E.P. Value 
  25 
  72 
  Damage per Attack 
  2d6 
  or 
  by 
  weapon +2 
  2d8 
  or 
  by 
  weapon +3 
   
  Above Avg. 
  Heroic 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +14 
  +18 
  Defense 
  33 
  36 
  Damage Tolerance 
  50 + 4d10 
  80 + 7d10 
  E.P. Value 
  280 
  1250 
  Damage per Attack 
  2d10 
  or 
  by 
  weapon +4 
  2d12 
  or 
  by 
  weapon +5 
   
  Sobeks are humanoids with the heads of crocodiles.  
  Although most sobeks have the size and stature of 
  ordinary men, some grow to considerably greater bulk.  It 
  is believed that sobeks continue to grow throughout their 
  lifespans.  Thus, those sobeks that are most skilled in 
  battle are literally head-and-shoulders above the rest. 
  Sobeks live along riverbanks and in river deltas where 
  food is plentiful and nests are easy to fashion.  Since 
  sobeks commonly lounge around in crocodile form, it is 
  particularly difficult to determine the boundaries of sobek 
  communities, or even if they exist at all.  It is likely that, 
  while sobeks definitely create nests for themselves, their 
  nests only exist to provide comfortable lounging areas 
  where the reptile-men can sun themselves.  Their main 
  living quarters are believed to be underground in twisty 
  interconnected passageways whose only access is from 
  underwater. 
  As a race, sobeks are more than happy to greet visitors 
  with wide toothy grins and eager gleams in their eyes.  In 
  fact, it often becomes a contest as to which sobek will be 
  the first to provide a greedy “hello” by clamping his 
  sparkling smile on the visitor’s leg. 
  Sobeks have their own rather complex languages 
  consisting mostly of growls, jaw snaps, and hisses.  As  
  far as anyone knows, no sobek has ever spoken in a 
  human language.  Taken as a whole, sobeks are not 
  overly intelligent.  However, individuals have been known 
  to practice a variety of human-like skills and are likely 
  able to acquire any number of human professions, but 
  mages are entirely unknown among their kind.  Sobek 
  priests worship the Egyptian crocodile god Sebek. 
  Sokar 
  (Soped, Qubehsenuef, Pataikos) 
  Habitat:  Sokar prefer the dry harsh climate of the desert, 
  which provides them an ample challenge to their 
  predatory instincts and expert hunting skills. 
  Life Style:  desert humanoid 
  Wealth Type:  monetary 
  Alignment:  lawful neutral to social neutral good 
  Cunning:  average 
  Speed:  80 
  Strength:  average to above average 
  Size:  medium 
  Origin:  Sokar is the name of a ancient falcon-headed 
  Egyptian deity which, in later Egyptian epochs, was 
  closely identified with Osiris.  He was sometimes depicted 
  as a falcon’s head in a boat on top of a sandy dune or 
  earthen mound.  Another minor deity with the same basic 
  form was named Qubehsenuef and was most commonly 
  depicted as one of the four canopic jars in which the 
  internal organs of the deceased were placed for burial. 
  Special Characteristics: Sokar priests are relatively 
  common, there being approximately one religious 
  practitioner out of every ten Sokar.  The sokar culture 
  greatly reveres their priesthood and encourages them to 
  obtain the Miracle spell Osiris’s Sandy Sea to aid their 
  never-ending hunts.
  Not too surprisingly, Sokar are commonly desert nomads 
  and archers, professions at which they truly excel.  Their 
  more unexpected talents, however, lie in the fields of 
  sailing, the disciplines of which are put to good use when 
  they are crashing over the peaks of sand dunes in their 
  boats. 
  Recovery Time:  by weapon or 7 (beak) 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon or beak.  Sokar commonly 
  wield short swords or spears in battle and fire short bows 
  from their vessels.  If pressed into combat unarmed, a 
  Sokar will attack with its vicious beak. 
  
    
  The Bestiary~S 
  -121- 
    
  The Monsters of the Mediterranean 
  121 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  2 
  3 
  1 
  4 
  1 
  1 
  Sokar Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack (HH) 
  +6 
  +9 
  Attack (bow) 
  +7 
  +11 
  Defense (+shield) 
  26 
  28 
  Defense (-shield) 
  23 
  25 
  Defense (firing) 
  13 
  15 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  25 
  54 
  Damage per Attack 
  2d6 
  or 
  by 
  weapon +2 
  2d6 
  or 
  by 
  weapon +3 
   
  Above Avg. 
  Heroic 
  Combat Level 
  7 
  11 
  Attack (HH) 
  +12 
  +17 
  Attack (bow) 
  +13 
  +18 
  Defense (+shield) 
  32 
  39 
  Defense (-shield) 
  28 
  35 
  Defense (firing) 
  18 
  23 
  Damage Tolerance 
  25 + 4d10 
  25 + 5d10 
  E.P. Value 
  126 
  900 
  Damage per Attack 
  2d6 
  or 
  by 
  weapon +4 
  2d8 
  or 
  by 
  weapon +5 
  Sokar are hardy desert nomads with the heads of falcons 
  and the bodies of ordinary men.  Although their avian 
  features are identical to those of the golden-feathered 
  raptor, the color of the plumage varies from white to 
  brown to black.  To protect themselves from the abrasive 
  dusty wind and the brilliant desert sun, sokar wrap 
  themselves in long cloth strips that they rarely remove.  
  Sokar could easily be mistaken for monstrous mummies if 
  not for their quick reflexes and grace. 
  Sokar are often encountered under the blazing desert sun 
  sailing across the sandy dunes in rugged barques.  
  Obviously, there is magic at work here that is provided by 
  their many Egyptian priests.  Any given boat will be 
  crewed by 6 to 10 sokar, one of which will be a priest 
  controlling the vessel. 
  As a race, sokar are relatively intolerant of anyone 
  trespassing on their hunting grounds, viewing them as 
  thieves attempting to rob their families of food and water 
  even before it can be collected.  Sokar are not cruel, 
  however, and will usually deal with outsiders fairly, albeit 
  with a firm hand. 
  Sokar have their own spoken language that consists of a 
  series of chirps, screeches, and hoots.  In addition, most 
  are able to understand at least some human languages 
  and a very few can even manage a human tongue, even 
  though their voices are high pitched and whistly. 
  Sokar are capable of learning any human profession, 
  although mages are rare while archers and sailors are 
  quite common.  Sokar priests worship Horus, Osiris, or 
  Ra. 
  Sphinx 
  Sphinx, Andro 
  Habitat:  Androsphinxes live in desert regions.  They 
  require very little water and the wide pads on their paws 
  enable them to easily stride over sandy dunes. 
  Life Style:  territorial predator 
  Wealth Type:  hoard 
  Alignment:  Egyptian sphinxes have a definite tendency 
  toward lawful good, but specimens of all alignments have 
  been encountered. 
  Cunning:  exceptional 
  Speed:  95 
  Strength:  high 
  Size:  large. The androsphinx stands approximately 5 
  feet tall at the shoulders.
  Origin:   The androsphinx is the offspring of ancient 
  Egyptian culture.  They undoubtedly arose from the 
  tremendous fondness the pharaohs exhibited for seeing 
  their own faces on large feline statues.  The Egyptian 
  monarchs were evidently truly prideful kings. 
  Special Characteristics:  Androsphinxes are commonly 
  Egyptian priests having a Piety level equal to their 
  Combat Levels.  Divination spells are favorites among 
  androsphinxes.  When a sphinx first encounters a 
  stranger, it will use its powers to determine his intentions 
  (i.e. Reveal Foes). 
  Recovery Time:  6 
  Absorption:  2 
  
    
  The Bestiary~S 
  -122- 
    
  The Monsters of the Mediterranean 
  122 
  Surprise Adj.:  -0 
  Attack Modes:  claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  8 
  2 
  -- 
  6 
  3 
  5 
  Androsphinx Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  9 
  12 
  Attack Bonus 
  +14 
  +18 
  Defense 
  31 
  34 
  Damage Tolerance 
  225 + 9d10 
  250 + 12d10 
  E.P. Value 
  840 
  2875 
  Damage per Attack 
  2d10/ 2d10 
  4d6/ 4d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  14 
  16 
  Attack Bonus 
  +21 
  +23 
  Defense 
  36 
  38 
  Damage Tolerance 
  275 + 14d10 
  300 + 16d10 
  E.P. Value 
  9300 
  15675 
  Damage per Attack 
  5d6/ 5d6 
  6d6/ 6d6 
   
  The androsphinx is a fabulous beast having the body and 
  legs of a large lion and a human head. If provoked, an 
  androsphinx’s wrath is awful.  However, its wisdom and 
  eloquence can inspire equal awe.  One brief conversation 
  with an androsphinx can supposedly change a man’s 
  worldview.  Paupers have amassed great wealth and 
  angry men have learned patience after speaking with a 
  sphinx.  The difficulty lies in the fact that, in order to 
  converse with a sphinx, one must risk its temper. 
  Despite their unparalleled knowledge, and perhaps 
  because of it, sphinxes have little patience of their own 
  with dim-witted humans.  Even so, they do exhibit a slight 
  tolerance of men since androsphinxes have a predilection 
  toward being worshipped (which the dull human plebes 
  seem more than willing to provide).  Temple or not, the 
  native population inhabiting a sphinx’s territory quickly 
  learns to revere their desert neighbor, even if he is a bit 
  testy. 
  Although 
  a 
  few 
  female 
  specimens 
  have 
  been 
  encountered, the vast majority of these noble creatures 
  are male.  This apparent sexual disparity may simply be 
  due to the male’s stronger wanderlust (but is more likely 
  attributable to his greater need for ego stroking). 
  Sphinx, Crio 
  Habitat:  Criosphinxes live in remote arid regions.  They 
  actively avoid areas polluted by the raucous and rowdy 
  noise of human civilization.  Even so, they are quite 
  jealous of their own territories and will aggressively 
  defend their homes from any intruders. 
  Life Style:  territorial predator 
  Wealth Type:  hoard 
  Alignment:  lawful neutral 
  Cunning:  exceptional 
  Speed:  100 
  Strength:  high 
  Size:  large.  Criosphinxes stand from 4 to 5 feet tall at 
  the shoulders with the head reaching a height of 5 or 6 
  feet.  Its backward coiling horns form circular arcs that 
  can reach up to two feet in diameter in the largest 
  specimens. 
  Origin:  The criosphinx was associated with the 
  Egyptian ram-headed god Amun and was used by the 
  ancient Egyptians to represent silence. 
  Special Characteristics:  Criosphinxes are continuously 
  surrounded by an aura of silence which extends to a 
  range of 20 feet.  Treat this as the mage spell Silence.  In 
  addition, criosphinxes have the ability to silence the 
  speech of others at will as the mage spell Mute.  This 
  power can be used by a criosphinx once every turn 
  without concentration and without hindering the sphinx in 
  combat in any way.  Both abilities have spell levels equal 
  to the Combat Level of the casting sphinx and are fully 
  described in The Lexicon of Lore™. 
  Recovery Time:  6 
  Absorption:  3 
  Surprise Adj.:  -0 
  Attack Modes:  butt/ claw/ claw.  Criosphinxes usually 
  charge on the initial attack, foregoing the claws but 
  inflicting double butt damage. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  6 
  1 
  -- 
  5 
  2 
  4 
  
    
  The Bestiary~S 
  -123- 
    
  The Monsters of the Mediterranean 
  123 
  Criosphinx Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +11 
  +14 
  Defense 
  27 
  29 
  Damage Tolerance 
  150 + 6d10 
  175 + 8d10 
  E.P. Value 
  132 
  600 
  Damage per Attack 
  2d6/ 1d6/ 1d6 
  2d8/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +17 
  +20 
  Defense 
  31 
  33 
  Damage Tolerance 
  200 + 10d10 
  250 + 12d10 
  E.P. Value 
  1680 
  3750 
  Damage per Attack 
  3d6/ 1d10/ 1d10 
  4d6/ 2d6/ 2d6 
   
  The criosphinx is a large fabulous creature with the body 
  and legs of a great lion and the head of a giant ram.  
  They can usually be found hunting in dry, mountainous 
  areas or prowling the dunes of sandy deserts. Although 
  they supposedly possess all of the wisdom of andro 
  sphinxes, they have never been known to speak. 
  Criosphinxes have great reverence for the god Amun and 
  always refrain from attacking his priests, allowing them 
  free passage through their domains.  Amun’s priests, in 
  turn, respect these proud beasts as living symbols of their 
  deity.  They will, of course, suffer harsh consequences 
  from Amun if they inadvertently harm one. 
  Sphinx, Grecian 
  Habitat: Grecian sphinxes are usually encountered in 
  temperate mountainous areas.  It is believed that this is 
  not their preferred habitat, but they are driven from the 
  choicer desert climes by the more powerful Egyptian 
  sphinxes. 
  Life Style:  predatory man-eater 
  Wealth Type:  hoard 
  Alignment:  unlawful evil 
  Cunning:  above average 
  Speed:  25 (150 flying) 
  Strength:  above average 
  Size:  large 
  Origin:  The Grecian sphinx was sent by the goddess 
  Hera to terrorize the city of Thebes in ancient myth.  
  Anyone encountering the beast was forced to answer its 
  riddle or suffer fatal consequences.  “What walks on four 
  legs in the morning, two legs at noon, and three legs in 
  the evening”, the sphinx would ask.  Many men braved 
  the beast and tried in vain to answer.  Unmercifully, the 
  monster devoured one after another until Oediupus, the 
  king of Thebes, answered the riddle correctly.  “Man”, he 
  replied, “crawls on all fours as a baby, walks upright as 
  an adult, and carries a cane in old age.”  In its fury, the 
  outraged (and mortally embarrassed) monster hurled 
  itself into the ocean from a cliff. 
  Special Characteristics:  none 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  claw/ claw.  When attacking, a Grecian 
  sphinx hovers in the air while slashing with its powerful 
  hind claws. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  3 
  1 
  -- 
  2 
  1 
  -1 
  Grecian Sphinx Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +11 
  +14 
  Defense 
  28 
  30 
  Damage Tolerance 
  120 + 7d10 
  130 + 9d10 
  E.P. Value 
  180 
  440 
  Damage per Attack 
  1d10/ 1d10 
  1d12/ 1d12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +17 
  +20 
  Defense 
  34 
  36 
  Damage Tolerance 
  140 + 11d10 
  150 + 13d10 
  E.P. Value 
  1260 
  3200 
  Damage per Attack 
  2d8/ 2d8 
  2d12/ 2d12 
   
  
    
  The Bestiary~S 
  -124- 
    
  The Monsters of the Mediterranean 
  124 
  The Grecian sphinx is a fabulous composite creature.  It 
  has the face and breasts of a beautiful woman, the body 
  and hindquarters of a lion, and the wings of a giant eagle.  
  Grecian sphinxes are quite intelligent, but their cunning 
  falls far short of their Egyptian cousins’.  This undeniable 
  fact irritates them like a rejection letter sent to a Mensa 
  applicant. 
  Grecian sphinxes often wear Egyptian paraphernalia to 
  advertise their Nile origins and associate themselves with 
  the land of pyramids.  They also soothe their bruised 
  egos by endlessly touting their superior intellects to any 
  audiences patient (or bored) enough to listen.  Each 
  demonstration consists of a riddle that, if answered 
  improperly, will cost the riddlee his life.  Of course, any 
  contestant obstinate enough to provide a correct 
  response will invariably cause the sphinx to fly into a wild 
  rage and devour the insolent oaf anyway.  Calling the 
  Grecian sphinx a “poor sport” is like calling a Manson 
  groupie a “poor judge of character.” 
  Sphinx, Hierako 
  Habitat:  Hierakosphinxes dwell in arid regions.  Each 
  lays claim to a lush desert oasis and uses the small 
  island of vegetation as the center of its hunting range.  
  Intruders are never welcome. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  85 (125 flying) 
  Strength:  above average 
  Size:  medium to large (6 to 8 feet tall standing upright) 
  Origin:  The hierakosphinx was a symbol used by the 
  ancient Egyptians to represent solar power.  As such, it 
  possesses the head of a falcon, similar to that of the sun 
  god Ra. 
  Special 
  Characteristics: 
   
  Hierakosphinxes 
  are 
  completely Immune to Heat and Fire.  In addition, as long 
  as a hierakosphinx is bathed in sunlight, it regenerates 
  lost Damage Tolerance at a rate of 1 point per minute. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  beak/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  1 
  2 
  -- 
  4 
  4 
  4 
  Hierakosphinx Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +12 
  +15 
  Defense 
  27 
  29 
  Damage Tolerance 
  75 + 7d10 
  100 + 9d10 
  E.P. Value 
  180 
  480 
  Damage per Attack 
  2d10/ 2d6/ 2d6 
  3d8/ 2d6/ 2d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  11 
  13 
  Attack Bonus 
  +18 
  +21 
  Defense 
  31 
  36 
  Damage Tolerance 
  125 + 11d10 
  150 + 13d10 
  E.P. Value 
  1350 
  3400 
  Damage per Attack 
  4d6/ 2d8/ 2d8 
  4d6/ 2d8/ 2d8 
   
  Hierakosphinxes are impressive desert dwellers having 
  muscular lion bodies and falcon heads.  The smooth coat 
  covering the creature’s frame is meticulously well 
  groomed, indicative of its proud heritage.  The plumage 
  adorning its head, though, gives the hierakosphix a 
  distinctive beauty.  The feathers have a golden hue which 
  sheens brilliantly in direct sunlight. 
  Despite their obvious physical resemblance to griffins, 
  hierakophinxes have no hereditary relationship to them 
  and resent any such comparisons.  Anyone implying that 
  a hierakosphinx’s lineage contains griffon blood risks the 
  feline’s rage.  The offender can only hope that the raptor-
  headed cat restrains itself to a verbal thrashing. 
  
    
  The Bestiary~S 
  -125- 
    
  The Monsters of the Mediterranean 
  125 
  Sphinx, Persian 
  Habitat:  Persian sphinxes are natives of the desert 
  wilderness, but much prefer the surroundings of lavish 
  palaces.  (After all, sphinxes aren’t known for their 
  stupidity.)  As such, many offer their services as palace 
  guards for the privilege of lounging around nobility and 
  feasting on the rich foods found thereabouts. 
  Life Style:  hermit-like predator 
  Wealth Type:  hoard 
  Alignment:  lawful neutral 
  Cunning:  exceptional 
  Speed:  90 (120 flying) 
  Strength:  high 
  Size:  large. 
  Origin:  Statues of winged sphinxes guarded the 
  entrances to Near Eastern palaces and temples, proudly 
  standing beside stony lamassu.  The ancient Babylonians 
  and Sumerians regarded them as symbols of leadership. 
  Special 
  Characteristics: 
  Persian 
  sphinxes 
  are 
  commonly Babylonian priests having a Piety level equal 
  to their Combat Levels.  Battle spells are favorites among 
  Persian sphinxes (especially Ishtar’s Lion Steed which 
  works to augment their own already impressive combat 
  abilities). 
  Recovery Time:  7 
  Absorption:  3 
  Surprise Adj.:  -0 
  Attack Modes:  claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  5 
  1 
  -- 
  2 
  4 
  5 
  Persian Sphinx Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  30 
  32 
  Damage Tolerance 
  175 + 9d10 
  200 + 11d10 
  E.P. Value 
  680 
  1710 
  Damage per Attack 
  2d8/ 2d8 
  3d6/ 3d6 
   
  Above Avg. 
  Heroic 
  Combat Level 
  13 
  15 
  Attack Bonus 
  +20 
  +23 
  Defense 
  34 
  36 
  Damage Tolerance 
  225 + 13d10 
  250 + 15d10 
  E.P. Value 
  4000 
  9000 
  Damage per Attack 
  2d10/ 2d10 
  3d8/ 3d8 
   
  Persian sphinxes are composite beasts having human 
  heads, lion bodies, and giant bird wings.  Males grow 
  long beards and flowing curly hair while the beauty of the 
  females strikes all onlookers.  Though generally 
  benevolent towards men, Persian sphinxes are fiercely 
  territorial and will ferociously attack any trespassers. 
  Stymphalian Bird 
  Habitat:  Stymphalian birds nest in high cliff ledges near 
  large fresh water lakes. 
  Life Style:  territorial raptor 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low. 
  Speed:  20 (150 flying) 
  Strength:  average 
  Size:  medium.  These birds stand a full 4 feet tall when 
  perching and have a wingspan of 8 feet or more. 
  Origin:  Heracles’ sixth task in Greek mythology was to 
  kill the Stymphalian birds: man-eating monsters with 
  beaks and claws of brass that shot their feathers 
  like arrows. 
  Special Characteristics:  A stymphalian bird can swoop 
  down from above and launch metallic feathers at its 
  target that have the force of arrows.  Each bird has 
  a total of 6 such “arrow” feathers.  Fortunately, only 
  one feather can be dropped on a given dive. 
  Recovery Time:  6.  When swooping, the bird requires a 
  full 10 seconds to slow, turn, and swoop again. 
  Absorption:  6 
  Surprise Adj.:  2 
  Attack Modes:  beak/ claw/ claw or feather arrow 
  A
  Attttrriibbuutteess  
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  0 
  — 
  4 
  -4 
  -4 
  
    
  The Bestiary~S 
  -126- 
    
  The Monsters of the Mediterranean 
  126 
   
  Stymphalian Bird Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +6 
  +8 
  Defense 
  24 
  26 
  Damage Tolerance 
  30 + 4d10 
  45 + 6d10 
  E.P. Value 
  63 
  120 
  Damage per Attack 
  1d8/1d6/1d6 or 
  1d6 (feather) 
  1d10/1d8/1d8 or 
  1d6 (feather) 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  7 
  9 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Damage Tolerance 
  60 + 7d10 
  85 + 9d10 
  E.P. Value 
  180 
  480 
  Damage per Attack 
  1d12/1d8/1d8 or 
  1d8 (feather) 
  1d12/1d8/1d8 or 
  1d8 (feather) 
   
  Stymphalian Birds are large birds with feathers, claws, 
  and beaks made of shining brass.  Their gleaming forms 
  reflect the sunlight in dazzling, beautiful displays that 
  cannot fail to delight the viewer.  The joy quickly turns to 
  horror, though, when the spectator discovers that the 
  wondrous avians also happen to be voracious man-eating 
  raptors. 
  The tactics of the Stymphalian birds are simple.  First, 
  dive-bomb any prospective meal and shower them with a 
  deadly rain of metallic feathers.  Then, attack any 
  survivors directly with beak and claws. 
  Their Stymphalian birds’ brassy feathers are not only 
  suitable as range weapons; they also provide ample 
  armor-like protection against physical blows.  In fact, 
  Stymphalian skins are highly prized as they can be 
  fashioned into armor that protects like Scalemail yet 
  encumbers only as much as Leather armor.  Each skin is 
  worth 1,500 silver pieces. 
   
  
    
  The Bestiary~T 
  127 
    
  The Monsters of the Mediterranean 
  127 
  T 
  Ta-Bitjet 
  Habitat:  Ta-bitjets are hardy individuals, comfortable in 
  both arid regions and in forested areas.  Even so, they 
  require a good bit of sunlight, preferring to sun 
  themselves on warm rocks in leisure hours. 
  Life Style:  civilized scorpion-men 
  Wealth Type:  monetary 
  Alignment:  antisocial unlawful neutral to antisocial 
  unlawful evil 
  Cunning:  average to above average 
  Speed:  80 
  Strength:  average 
  Size:  medium 
  Origin:  Ta-bitjet was a minor Egyptian scorpion goddess 
  who was sometimes viewed as the consort of Horus.  
  She is sometimes depicted as a woman wearing a 
  scorpion on her head and sometimes having the head of 
  a full-bodied scorpion.  In Babylonian mythology, Tiamat, 
  the dragon goddess of chaos supposedly gave birth to a 
  variety of monster species, one of which was a composite 
  between man and scorpion. 
  Special Characteristics: Ta-bitjet stings deliver a 
  Moderately Hazardous Killing Venom.  See Poisons 
  elsewhere in this book for further details.  In addition, all 
  ta-bitjets are Immune to Poisons. 
  Ta-bitjets speak fluently with scorpions and often keep 
  them as pets or guards. 
  Recovery Time:  by weapon (7 for the stinger) 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  by weapon/ stinger 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  0 
  4 
  3 
  1 
  0 
  1 
    
  Ta-Bitjet Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +8 
  +11 
  Defense 
  25 
  28 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  117 
  252 
  Damage per Attack 
  by weapon + 2/ 
  1d6 + poison 
  by weapon + 3/ 
  1d8 + poison 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +14 
  +17 
  Defense 
  31 
  34 
  Damage Tolerance 
  25 + 5d10 
  25 + 6d10 
  E.P. Value 
  680 
  1800 
  Damage per Attack 
  by weapon + 4/ 
  1d10 + poison 
  by weapon + 4/ 
  1d10 + poison 
   
  Ta-bitjets are a cross between humans and scorpions.  
  Centaur-like, ta-bitjeti have the torsos, heads, and arms 
  of ordinary humans and the lower quarters of large 
  scorpions, including a large carapace branching into eight 
  legs and an upward curving segmented tail tipped with a 
  deadly stinger. 
  These scorpion-men are quite clever, making a superb 
  warrior race skilled in the use of swords and pole arms.  
  They may profess any class for which an individual meets 
  the minimum requirements and for which their physical 
  makeup is not an insurmountable impediment.  Leaders 
  are often Babylonian priests worshipping Ishtar or Tiamat 
  or Egyptian priests who worship Set. 
  
    
  The Bestiary~T 
  128 
    
  The Monsters of the Mediterranean 
  128 
  Tawaret 
  Habitat:  Tawarets spend a great deal of their time 
  bathing in fresh water pools.  Consequently, they demand 
  plentiful water sources as well as access to land.  Rivers 
  and lakes are their favorite hangouts. 
  Life Style:  amphibious humanoid 
  Wealth Type:  monetary 
  Alignment:  neutral to neutral evil 
  Cunning:  average 
  Speed:  50 (80 on all fours) 
  Strength: average to above average 
  Size:  medium 
  Origin:  Tawaret was a minor Egyptian goddess whose 
  form was a combination of hippopotomus, crocodile, and 
  human.  She began her career as a destructive deity and 
  as the concubine of the evil Set (who was evidently not a 
  very good judge of beauty).  Eventually, however, she 
  became more benevolent in the eyes of the Egyptian 
  populous and was eventually adopted as the protector of 
  women during childbirth.  Her career didn’t stop there, 
  though.  She was imported to the island of Crete and 
  absorbed into the Minoan mythology where she was 
  transformed into the “Genius” spirit of Greek and Roman 
  lore.  This, in turn, finally evolved into the modern day 
  genii. 
  Special Characteristics:  Tawarets have an Affinity 
  toward Sobeks. 
  Needless to say, all tawareti have the talent of Swimming 
  and the skill of Underwater Combat, which they perform 
  at Skill Levels equal to their Combat Levels. 
  Recovery Time:  by weapon or 7 (bite) 
  Absorption:  0 
  Surprise Adj.:  0 
  Attack Modes:  by weapon or bite/ claw/ claw.  Tawarets 
  occasionally wield spears in battle.  More commonly, 
  however, they will attack with their crushing bites and 
  razor sharp claws. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  4 
  -1 
  -3 
  0 
  0 
  1 
  Tawaret Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +7 
  +10 
  Defense 
  22 
  24 
  Damage Tolerance 
  60 + 3d10 
  60 + 4d10 
  E.P. Value 
  30 
  54 
  Damage per Attack 
  2d8/ 1d6/ 1d6 or 
  by weapon +3 
  3d6/ 1d6/ 1d6 or 
  by weapon +4 
   
  Above Avg. 
  Heroic 
  Combat Level 
  7 
  11 
  Attack Bonus 
  +13 
  +18 
  Defense 
  28 
  33 
  Damage Tolerance 
  80 + 4d10 
  100 + 7d10 
  E.P. Value 
  144 
  990 
  Damage per Attack 
  2d10/ 1d8/ 1d8 
  or by weapon +5 
  2d12/ 1d8/ 1d8 
  or by weapon +6 
   
  Tawarets are large humanoid creatures with the heads of 
  hippos, the backs and tails of crocodiles, and the arms 
  and legs of lions.  They usually stand upright like men, 
  although they can drop down on all fours when speed is 
  of the essence.  Although their arms are distinctively lion-
  like, tawareti do have opposable thumbs like men and are 
  capable of wielding weapons.  Even so, the poor dexterity 
  of their fingers does not allow their race the honor of 
  being known as great craftsmen in any field. 
  Tawarets spend most of their lives simply lounging in cool 
  pools lazily floating with only their eyes, nostrils, and the 
  slight bulge of their reptilian backs breaking the surface.  
  It is not known whether tawarets enjoy the company of 
  the crocodilian sobeks or whether they simply prefer the 
  same environment, but tawarets and sobeks are 
  commonly found together. 
  Tawarets are relatively unconcerned about trespassers to 
  their territories, as long as they don’t come too near and 
  don’t present a threat.  However, if a fellow sobek is 
  engaged in combat, a tawaret will usually join the fray to 
  protect his comrade. 
  Tawarets have a language that is shared by the sobeks 
  consisting of growls, jaw snaps, and hisses.  A few 
  tarawets have been known to speak human tongues, but 
  such occurrences are rare.  Tarawet priests worship the 
  Egyptian gods Set and Sebek. 
  
    
  The Bestiary~T 
  129 
    
  The Monsters of the Mediterranean 
  129 
  Tiger, Bengal 
  Habitat:  Tigers are comfortable in forest areas and on 
  grassy plains, where their stripes provide excellent 
  camouflage.  They are also known to inhabit rocky, 
  craggy mountainous regions. Oddly enough, tigers are 
  extremely poor climbers and so will never be encountered 
  waiting to pounce on prey from lofty tree branches. 
  Life Style:  territorial predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  150 
  Strength:  above average 
  Size:  large 
  Origin:  Tigers were once common predators throughout 
  the Middle East and Southern Asia.  In the cultures of 
  these regions, the tiger usurps the lion’s position as the 
  king of beasts and represents ferocity and strength.  In 
  Japan, the tiger is a purely mythological creature, since 
  the big cats are not native to the island, and are believed 
  to live to an age of 1,000 years. 
  Special Characteristics: Like all cats, tigers have 
  extremely good night vision.  They can easily see to 
  distances of 100 feet or more in the dark depths of the 
  forest after nightfall. 
  Anyone surprised by a tiger’s roar must make a Luck Roll 
  with Willpower Adjustments against a Luck Threshold 
  equal to 15 plus the cat’s Combat Level.  Failure 
  indicates the individual flees in panic for 1d4 turns. 
  Like most wild animals, tigers are Afraid of Fire. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -3 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  3 
  3 
  -- 
  4 
  -3 
  -3 
  Bengal Tiger Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  26 
  29 
  Damage Tolerance 
  50 + 4d10 
  50 + 6d10 
  E.P. Value 
  42 
  96 
  Damage per Attack 
  1d12/ 1d8/ 1d8 
  2d6/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  32 
  35 
  Damage Tolerance 
  75 + 8d10 
  75 + 10d10 
  E.P. Value 
  275 
  780 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  3d6/ 1d10/ 1d10 
   
  Tigers are the largest cats in the world. They often reach 
  weights of 400 to 500 pounds and have lengths of up to 
  10 feet from the tip of their noses to the ends of their tails.  
  Their coats are tawny or rusty-reddish in color and are 
  covered with numerous transverse black stripes although 
  their undercoats are white. 
  The largest of these cats are occasionally captured and 
  trained as war steeds.  Unfortunately, a tiger can only 
  effectively carry 175 pounds, so the rider cannot be too 
  large. 
  Males and females come together only long enough to 
  mate.  Thereafter, it is the female’s responsibility to birth, 
  feed, and train the young cubs in life’s many lessons.  
  Any encountered female has a 25% change of having 
  1d4 cubs nearby.  Each healthy young tiger cub is worth 
  1,000 silver pieces if captured and delivered to a big cat 
  trainer.  A well-preserved adult tiger skin will often bring 
  2,000 silver pieces. 
  
    
  The Bestiary~T 
  130 
    
  The Monsters of the Mediterranean 
  130 
  Triton 
  Habitat:  Tritons are aquatic beings that usually dwell 
  deep beneath the ocean’s surface.  They have been 
  known to invade coastal towns, however, where their 
  revelry and boorish behavior is said to put sailors to 
  shame.  When encountered swimming on the surface, 
  they often carry large conch shells, which they blow to 
  control sea storms. 
  Life Style:  aquatic fairy. 
  Wealth Type:  mineral (shells, pearls, coral, etc.) 
  Alignment:  antisocial unlawful neutral 
  Cunning:  average 
  Speed:  65 on land, 80 in water 
  Strength:  average 
  Size:  medium 
  Origin:  Tritons originated in Greek lore where they 
  accompanied Poseidon on his chariot rides across the 
  ocean.  Originally, there was only a single such creature, 
  named Triton, who was the offspring of Amphitrite and 
  Poseidon.  Later classical literature multiplied the number 
  of these sea creatures greatly into an entire race. 
  Special Characteristics: Tritons have a minor shape 
  shifting ability that enables them to transform their fish 
  tails into legs.  The same mutation enables them to alter 
  their physiologies from those of water breathers to those 
  of air breathers.  Even so, tritons are easily recognizable 
  since their humanoid forms remain covered with fish 
  scales.  They can change their forms from one to the 
  other and back again at will.  Each transformation 
  requires one full turn to complete. 
  Tritons carry with them large conch shells.  The notes 
  sounded when the tritons blow on these shells can either 
  create or calm ocean storms as the priest Nature spells 
  Tempest and Calm Storm.  Both spells are cast at a 
  spell level equal to the sounding triton’s Combat Level. 
  When a triton needs to gain access to the deck of a ship, 
  he will swim down about 20 or 30 feet below the ocean’s 
  surface and propel himself upward with all the might he 
  can muster.  With this technique, he can leap onto decks 
  10 feet above the waves. 
  Recovery Time:  by weapon 
  Absorption:  2 
   
  Surprise Adj.:  -0 
  Attack Modes:  by weapon.  Tritons almost always wield 
  tridents. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  2 
  -1 
  0 
  0 
  0 
  Triton Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  3 
  5 
  Attack (in water) 
  +5 
  +8 
  Attack Bonus 
  +6 
  +9 
  Defense (in water) 
  15 
  18 
  Defense 
  23 
  25 
  Damage Tolerance 
  25 + 2d10 
  25 + 2d10 
  E.P. Value 
  20 
  45 
  Damage per Attack 
  by weapon +3 
  by weapon +4 
   
  Above Avg. 
  Heroic 
  Combat Level 
  7 
  11 
  Attack (in water) 
  +10 
  +17 
  Attack Bonus 
  +12 
  +18 
  Defense (in water) 
  21 
  29 
  Defense 
  28 
  35 
  Damage Tolerance 
  25 + 3d10 
  25 + 4d10 
  E.P. Value 
  126 
  900 
  Damage per Attack 
  by weapon +5 
  by weapon +6 
  Tritons are an ancient variety of aquatic faery akin to 
  mermaids, having great fish tails in common with their fair 
  cousins.  Even so, tritons are far uglier.  They have 
  pointed fish-like teeth and hands that are both clawed 
  and webbed.  They have fish gills behind their ears, fins 
  along their spines, and scales that cover them from head 
  to tail. 
  Tritons are highly skilled in the use of tridents and are 
  rarely caught unarmed.  They also usually carry large 
  conch shells slung over their shoulders that they 
  commonly sound when they break the ocean’s surface.  
  They can be both a bane and a blessing to sailors, who 
  placate them by tossing offerings into the sea. 
  Tritons love wanton merrymaking and will occasionally 
  form small bands to raid fishing ports.  Their uncontrolled 
  whoopla inevitably results in great property damage and 
  sometimes even loss of life.  Tritons are not by nature 
  malicious, however, and will return quietly to their ocean 
  dwellings after they have slept it off.  
  
    
  The Bestiary~U 
  131 
    
  The Monsters of the Mediterranean 
  131 
  U 
  Uraeus 
  (Winged Snake) 
  Habitat:  These aerial serpents live in arid regions along 
  the banks of rivers (such as Egypt's Nile) and in desert 
  island oases.  Here they burrow into the sand or clay to 
  form cozy quarters for themselves and their offspring.  
  They are especially attracted to the trees that produce the 
  gummy aromatic resin frankincense.  Large clusters of 
  these reptiles will swarm around any such tree that is 
  oozing sap. 
  Life Style:  flocking aerial reptile 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  30 (100 flying) 
  Strength:  low 
  Size:  small (3 feet long at most) 
  Origin:  Many Egyptian tombs have paintings of winged 
  serpents lining the walls in homage to Mertseger, the 
  serpentine Egyptian guardian of desert tombs, and Buto, 
  a snake goddess who protects the Pharaoh. 
  Herodutus, a Greek historian living in the 5th century 
  B.C., also wrote of the throngs of aerial snakes inhabiting 
  the Middle East. 
  Special Characteristics:  The uraeus is itself Immune to 
  all Forms of Poison. 
  The uraeus is not a very skilled creature in direct combat, 
  but is quite formidable when it flits about and attacks with 
  its poisonous spittle from above.  The winged snake’s 
  favorite tactic is to ascend 10 feet above any threatening 
  intruders and bombard them with a rain of poison. The 
  venom contains a special toxin that is absorbed through 
  the target’s skin but otherwise behaves as a Deadly 
  Toxin.  A given serpent may spit in this manner up to 5 
  times per day. 
  Some legends indicate that it is the serpent’s urine which 
  is so highly toxic and which is used as a weapon. 
  Uraeusi harbor a Lust for Frankincense, a precious resin 
  found in arid regions. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  poisonous spit. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  -5 
  1 
  2 
  -- 
  4 
  -2 
  -2 
  Uraeus Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  1 
  2 
  Attack Bonus 
  +5 
  +6 
  Defense 
  31 
  32 
  Damage Tolerance 
  1d4 
  1d6 
  E.P. Value 
  30 
  40 
  Damage per Attack 
  Poisonous spit 
  Poisonous spit 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  3 
  5 
  Attack Bonus 
  +7 
  +9 
  Defense 
  33 
  35 
  Damage Tolerance 
  1d8 
  1d10 
  E.P. Value 
  50 
  90 
  Damage per Attack 
  Poisonous spit 
  Poisonous spit 
   
  The uraeus has the appearance of a normal snake with 
  feathered wings.  The skins of these serpents come in an 
  almost unlimited variety of lively colors.  Terrified desert 
  travelers have spotted vivid reds, brilliant yellows, and 
  garish greens.  If it were not for the snake’s deadly 
  nature, there would undoubtedly be quite a market for 
  winged snakeskin belts. 
  Every spring, flocks of these terrible reptiles migrate 
  toward oases in desert areas.  Fortunately, the cranes 
  and ibis birds that also inhabit these areas gorge 
  themselves to such a degree on the poisonous serpents 
  that few of the snakes ever threaten the other desert 
  inhabitants. 
  Despite their diminutive natures, uraeusi are often 
  mistaken for amphiptere, a similarly formed species of 
  dragon.
  
    
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  132 
  V 
  Vulture, Giant 
  Habitat:  Vultures are scavengers that are prevalent 
  wherever there is plenty of dead or dying prey.  As such, 
  they are a common sight hovering over battlefields 
  awaiting the final spoils of war. 
  Life Style:  scavenger 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  15 (180 flying) 
  Strength:  high 
  Size:  large 
  Origin:  The vulture has a truly schizophrenic career in 
  mythology.  The ancient Egyptians believed the vulture to 
  be holy, associating the bird with purification and 
  motherhood and used it as a symbol of the goddess Isis.  
  According to Egyptian legend, all vultures are female and 
  their eggs are fertilized by the south wind during their lofty 
  looping flights. 
  The ancient Greeks, on the other hand, linked the 
  scavenger with death and war and used it as a symbol for 
  the war god Ares.  Cronos, the titanic father of the gods, 
  employed a giant vulture as his mount. 
  Because vultures were associated with the stench of 
  death, they were believed to despise the aroma of 
  perfume.  Myrrh was especially anathema since its fumes 
  would supposedly kill the birds. 
  Special Characteristics: Vultures have a Strong 
  Aversion to Perfumes of all forms.  In fact, the smoke 
  given off by burning Myrrh acts as if it were the mage 
  spell Caustic Mist (cast at 4th spell level).  See The 
  Lexicon of Lore™ for details. 
  Recovery Time:  7 
  Absorption:  0 
  Surprise Adj.:  -2 
  Attack Modes:  beak 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  6 
  2 
  -4 
  -- 
  5 
  -4 
  -4 
    
  Giant Vulture Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  20 
  22 
  Damage Tolerance 
  70 + 4d10 
  75 + 6d10 
  E.P. Value 
  35 
  60 
  Damage per Attack 
  2d10 
  2d12 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  24 
  26 
  Damage Tolerance 
  80 + 8d10 
  85 + 10d10 
  E.P. Value 
  125 
  360 
  Damage per Attack 
  2d12 
  3d10 
   
  Giant vultures are among the ugliest of birds, clothed 
  completely in tattered dark feathers except for the head 
  and neck, which are completely bald.  The vulture’s lack 
  of cranial feathers allows it to plunge its heads deep into 
  the body cavities of bloody carrion in search of the 
  choicest morsels.  Once found, the rotting muscle is torn 
  away in chunks by the bird’s powerful beak. 
  Oddly enough, all vultures are female and are believed to 
  mate either with hawks or have their eggs magically 
  fertilized by the winds themselves.  Vultures are 
  extremely protective of their offspring and will even suckle 
  their young on their own blood in times of scarcity. 
  Though formidable looking, the claws of a vulture are not 
  suited for battle but are designed more for running and 
  hopping.  This is an important adaptation, for a gorged 
  vulture often has difficulty in regaining the air.  Often one 
  will need to run twenty or more yards before its wings can 
  once again take it aloft. 
  Once airborne, the vulture’s large wingspan enables it to 
  effortlessly soar on the wind for hours, circling endlessly 
  until its quarry drops from starvation or exhaustion.  
  Nevertheless, great hunger occasionally forces a giant 
  vulture to attack its prey before it is completely spent.  
  Such meals are not so easily won, but they are every bit 
  as filling. 
  Because vultures have no aversion to death and decay, 
  powerful undead sometimes recruit these scavengers as 
  war steeds.  Such mounts are only large enough to carry 
  
    
  The Bestiary~V 
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  The Monsters of the Mediterranean 
  133 
  a single human-sized rider.  Needless to say, the testy 
  temperaments of these birds make them difficult to train. 
  Vulture Mother 
  Habitat:  Vulture mothers are most comfortable in arid 
  regions, but are more than willing to relocate to wherever 
  the dead and dying are readily found. 
  Life Style:  desert humanoid 
  Wealth Type:  monetary 
  Alignment:  neutral to neutral evil 
  Cunning:  average 
  Speed:  65 (180 flying) 
  Strength:  average 
  Size:  medium 
  Origin:  Nekhbet is the name of an ancient Egyptian 
  vulture goddess closely associated with motherhood and 
  maternity who was eventually incorporated into Isis.  She 
  took on many aspects including that of a vulture and a 
  vulture-headed woman with pendulous breasts.  This 
  unusual link between vultures and women was very 
  strong and the belief that all vultures were female 
  persisted into Christian times. 
  Special Characteristics:  Vulture mothers are able to 
  assume any characteristics or features possessed by 
  vultures and women.  They may individually change their 
  arms into wings or mutate their facial features into the 
  hooked beak and balding pate of the carrion scavenger.  
  When faced with threatening situations, vulture mothers 
  often transform themselves entirely into giant vultures.  
  (In such cases, use the examples given under Giant 
  Vulture for their combat characteristics.) 
  Vulture mothers can communicate with and control any 
  number of vultures.  Their flocks usually contain 3d4 
  birds, 1d4 of which will be of the giant variety. 
  Recovery Time:  by weapon or 7 (beak) 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  by weapon or beak.  Vulture mothers 
  avoid combat when possible and if pressed into combat 
  will usually assume the form of a giant vulture.  However, 
  some of these avian females acquire a preference for 
  human fighting styles and acquire the necessary warrior 
  skills to wield weapons in combat. 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  1 
  2 
  3 
  0 
  2 
  0 
  0 
  Vulture Mother Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  4 
  6 
  Attack Bonus 
  +7 
  +10 
  Defense 
  26 
  29 
  Damage Tolerance 
  25 + 2d10 
  25 + 3d10 
  E.P. Value 
  21 
  60 
  Damage per Attack 
  2d8 
  or 
  by 
  weapon 
  2d8 
  or 
  by 
  weapon + 2 
   
  Above Avg. 
  Heroic 
  Combat Level 
  8 
  10 
  Attack Bonus 
  +13 
  +16 
  Defense 
  32 
  35 
  Damage Tolerance 
  30 + 5d10 
  30 + 7d10 
  E.P. Value 
  200 
  480 
  Damage per Attack 
  2d10 
  or 
  by 
  weapon + 3 
  2d10 
  or 
  by 
  weapon + 4 
   
  Vulture mothers are desert dwelling humanoids with an 
  unusual understanding and connection to vultures.  They 
  have the ability to transform themselves into the 
  scavengers and may even limit the alteration to specific 
  parts of their bodies.  A vulture mother’s figure, even 
  when fully human, is far from attractive.  Their skins are 
  saggy and wrinkled, seeming to hang on the underlying 
  bones like crumpled garments, and their breasts are 
  pendulous.  Their eating habits are equally vile.  They 
  often scavenge for rotting carrion and will engorge 
  themselves on a bloated corpse right alongside their 
  buzzard companions.  During these feasts, vulture 
  mothers rarely wear clothing as the dark gore would 
  quickly ruin any garment. 
  Despite their somewhat uncultured ways, vulture mothers 
  have powerful maternal instincts.  Any lost youth or 
  immature creature encountered by a vulture mother will 
  be fed and nurtured until it can be returned to its proper 
  parents or until it grows to adulthood. 
  Vulture mothers prefer to avoid combat when possible 
  and so will usually attempt to frighten trespassers rather 
  than attack outright.  One favorite tactic is to change their 
  heads into the ugly balding cranium of a vulture while 
  retaining their other crone-like characteristics.  Most 
  travelers encountering the horrid squawking sight will 
  quickly vacate the area with great expedience. 
  
    
  The Bestiary~V 
  134 
    
  The Monsters of the Mediterranean 
  134 
  Vulture women are quite intelligent and are capable of 
  learning any skill practiced by humans.  Their priestesses 
  ordinarily worship Isis or Nekhbet, an Egyptian vulture 
  deity with a respectable following of her own in human 
  circles.
  W 
  Wadjyt 
  (Chnubis) 
  Habitat:  The wadjyt is comfortable in both arid deserts 
  and in watery river deltas.  Even so, they require the 
  warm temperatures year-round. 
  Life Style:  serpentine animal 
  Wealth Type:  hoard 
  Alignment:  neutral 
  Cunning:  low 
  Speed:  70 
  Strength:  above average to high 
  Size:  large 
  Origin:  Wadjyt was a minor Egyptian goddess who 
  served as the tutelary deity of Lower Egypt.  She was 
  associated with Nekhbet, Upper Egypt’s counterpart.  
  Like Nekhbet, Wadjyt usually took the form of a giant 
  cobra but was also represented as a woman with the 
  head of a lion.  On occasion, Wadjyt’s serpent and feline 
  aspects were combined as a cobra with a lion’s head.  In 
  Rome, Wadjyt was known as Chnubis. 
  Special Characteristics: The bite of a wadjyt is 
  poisonous to those bitten.  In addition to the damage 
  normally inflicted, the bitten individual must make a Luck 
  Roll with Stamina adjustments against a Threshold of 15 
  plus the wadjyt’s Combat Level.  Failure indicates the 
  bitten character is affected by a Moderate Killing Venom.  
  Characters bitten multiple times suffer the effects of 
  multiple doses of poison (see Poison for details). 
  If a large party attacks a wadjyt, it roars to frighten off 
  some of its attackers.  Any creature other than a wadjyt 
  hearing this roar must make a Luck Roll with Willpower 
  adjustments.  Those failing flee in terror for 1d4 turns. 
  Recovery Time:  7 
  Absorption:  2 
  Surprise Adj.:  +1 
  Attack Modes:  bite 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  4 
  -2 
  -- 
  3 
  -3 
  -3 
  Wadjyt Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +10 
  +12 
  Defense 
  25 
  27 
  Damage Tolerance 
  75 + 5d10 
  100 + 7d10 
  E.P. Value 
  90 
  198 
  Damage per Attack 
  2d12 + poison 
  3d8 + poison 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  9 
  11 
  Attack Bonus 
  +15 
  +17 
  Defense 
  30 
  33 
  Damage Tolerance 
  125 + 9d10 
  150 + 11d10 
  E.P. Value 
  480 
  1440 
  Damage per Attack 
  3d8 + poison 
  3d10 + poison 
   
  The wadjyt is a large snake having a lion’s head.  It is 
  often associated with royalty, since its cranium is that of 
  the king of beasts and its scales are patterned after the 
  king of snakes, the king cobra.  Even though the wadjyt’s 
  roar matches that of the large cat and its bite is every bit 
  as dangerous, its large canine teeth actually do the job of 
  the cobra’s fangs.  When preparing for attack, the wadjyt 
  rears up and flares out its bushy mane like the hood of its 
  reptilian cousin.  When its target is ripe for attack, the 
  wadjyt delivers a lightning-fast strike, injecting its painful 
  venom.  Although the wadjyt is often mistaken for a 
  dragon, it does not really belong in the draco phylum, 
  actually being closer to other composite creatures such 
  as the sphinx. 
  Were-Tiger 
  (Jadian) 
  Habitat:  Since were-tigers are prevalent wherever 
  common tigers exist.  Like its more mundane kindred, 
  were-tigers are most comfortable in deep, dark jungles 
  and in dense underbrush.  Since were-tigers are nothing 
  
    
  The Bestiary~W 
  135 
    
  The Monsters of the Mediterranean 
  135 
  more than diseased humans, they are usually 
  encountered near human habitation. 
  Life Style:  nocturnal man-eater 
  Wealth Type:  monetary 
  Alignment:  neutral evil 
  Cunning:  average 
  Speed:  100 
  Strength:  average to above average 
  Size:  medium (were-tigers are substantially smaller than 
  the big cats they mimic.) 
  Origin:  Tales of shape-shifters permeate virtually all 
  mythologies throughout the world.  Were-tigers in 
  particular are prevalent in India, Asia, and West Africa.  
  The mechanisms by which individuals transform are 
  confused in literature.  Some legends assert that it is a 
  voluntary process while others describe shape shifting as 
  a curse.  Because the tales are so mixed, they lend 
  themselves to being categorized as a disease which is 
  initially uncontrollable but which becomes manageable 
  with experience. 
  Special Characteristics:  Every were-tiger bite inflicted 
  on a human or half human creature forces it to make a 
  Luck Roll with Stamina adjustments against a Threshold 
  of 15 plus the tiger’s Combat Level.  A failed roll indicates 
  the victim is afflicted with lycanthropy.  Note that the 
  Overlord should roll the dice in this situation since the 
  infected character does not yet recognize his problem 
  (and may not for several months). 
  Even if a person is aware of his affliction, he is entirely 
  unable to prevent his transformation into a tiger, which 
  will spontaneously happen at random times at a rate of 
  about once per month.  However, if a person is aware of 
  his affliction, he may attempt to retain his mental faculties 
  while in tiger form.  Every time a character attempts to 
  retain awareness, allow him a Luck Roll against a Luck 
  Threshold of 25.  The Luck Roll should discount all 
  Character 
  Level 
  bonuses 
  but 
  include Willpower 
  adjustments.  Every time a character succeeds in making 
  the Luck Roll, he thereafter gains a +1 cumulative bonus 
  on all such future rolls.  If the Luck Roll succeeds, the 
  character retains control over his actions this time. 
  Any were-tiger that is unable to retain awareness in tiger 
  form will suffer an Uncontrollable Lust for the Taste of 
  Human Flesh. 
  If he desires, any were-tiger may attempt to take on tiger 
  form once per day.  To determine success, make a Luck 
  Roll using the same adjustments as above.  Remember 
  that a second roll is still necessary for the individual to 
  retain awareness.  The transformation lasts 1d6 hours. 
  Damage Tolerance, Physical Strength, Agility, etc. of a 
  were-tiger remain unchanged regardless of the form 
  taken.  The tiger’s Combat Level equals its Character 
  Level.  Its Attack Bonus equals its Combat Level plus 
  Vigor adjustments.  Its Defense equals five plus its Raw 
  Defense plus its Combat Level. 
  Recovery Time:  5 
  Absorption:  0 
  Surprise Adj.:  -0 
  Attack Modes:  bite/ claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  2 
  2 
  3 
  -- 
  2 
  0 
  1 
  Were-Tiger Examples (Tiger Form) 
   
  Below Avg. 
  Average 
  Combat Level 
  5 
  7 
  Attack Bonus 
  +9 
  +12 
  Defense 
  27 
  29 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  84 
  138 
  Damage per Attack 
  1d12/ 1d8/ 1d8 
  2d6/ 1d8/ 1d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  13 
  Attack Bonus 
  +16 
  +20 
  Defense 
  33 
  37 
  Damage Tolerance 
  =human DT 
  =human DT 
  E.P. Value 
  450 
  1630 
  Damage per Attack 
  2d8/ 1d8/ 1d8 
  3d6/ 
  1d10/ 
  1d10 
  A were-tiger is a human or half-human infected with the 
  particular strain of lycanthropy that periodically transforms 
  its host into a tiger.  When a were-tiger assumes its feline 
  shape, it has a voracious appetite.  Those infected for a 
  year or two usually have control over their blood-thirst but 
  those newly cursed have no such luxury.  These wild-
  eyed cats will prowl the city streets for prey and all too 
  often find it in a helpless youth.  While the amnesia 
  brought on by the metamorphosis of a newly infected 
  were-tiger may seem a blessing, the eventual shock at 
  discovering its horrific nocturnal habits often drives these 
  disease-ridden souls to suicide.  Those that do not kill 
  themselves undergo a dramatic personality change.  
  Their actions slowly become more and more violent, 
  forcing their alignments to shift toward Evil. 
  
    
  The Bestiary~Y 
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  The Monsters of the Mediterranean 
  136 
  Y 
  Yeti  
  (Abominable Snowman, Alma) 
  Habitat:  The yeti lives high up on mountain slopes on 
  the border region of the snowline.  During the hot summer 
  months, these cold dwelling creatures nestle themselves 
  in cool caves and hibernate until autumn. 
  Life Style:  arctic predator 
  Wealth Type:  incidental 
  Alignment:  neutral 
  Cunning:  below average 
  Speed:  80 
  Strength:  high 
  Size:  large 
  Origin:  The ancient legend of the yeti originates in the 
  Himalaya Mountains in Tibet and Nepal and has survived 
  to modern day as the abominable snowman.  Also known 
  as the wildman in China and the Alma in Russia, the yeti 
  is rarely seen itself, but indications of its presence are 
  periodically reported.  The most common of these are 
  large four-toed humanoid footprints found in the mountain 
  snow.  Some Tibetan monasteries supposedly owned the 
  preserved scalps of these beasts, but modern scientists 
  have determined that these relics are nothing more than 
  ancient hats fashioned from the skins of rare mountain 
  goats. 
  Special Characteristics: A yeti always attacks a single 
  individual with two powerful claws.  If both hit in the same 
  sequence of attacks, the yeti crushes its foe in its 
  massive arms (See Constriction/Crushing in the 
  Trauma section of The Grimoire of Game Rules™ for 
  details).  The beast will maintain its iron grip until its foe is 
  either killed or rendered unconscious.
  Yeti are Immune to Cold. 
  Recovery Time:  5 
  Absorption:  3 
  Surprise Adj.:  -2 
  Attack Modes:  claw/ claw 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  7 
  6 
  0 
  -1 
  2 
  -2 
  -2 
  Yeti Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  8 
  Attack Bonus 
  +9 
  +12 
  Defense 
  26 
  28 
  Damage Tolerance 
  90 + 6d10 
  100 +8d10 
  E.P. Value 
  144 
  350 
  Damage per Attack 
  2d6/ 2d6 
  2d8/ 2d8 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  10 
  12 
  Attack Bonus 
  +15 
  +18 
  Defense 
  30 
  33 
  Damage Tolerance 
  110 + 10d10 
  120 + 12d10 
  E.P. Value 
  900 
  2125 
  Damage per Attack 
  3d6/ 3d6 
  2d10/ 2d10 
   
  The yeti is a large, shaggy humanoid covered with brown 
  or reddish-grey hair having hands and feet resembling 
  those of an oversized human.  It has stooped shoulders, 
  a narrow chest, and arms that extend down to its 
  calloused knees.  These gangly arms swing wide as the 
  creature runs sure-footedly across the alpine snow with 
  its long loping gait, an amazing feat considering the fact 
  that the yeti’s legs are bowed and bent.  Its footprint is 
  about twice the size of a normal man’s. 
  The yeti has a low forehead and a heavy brow that gives 
  the creature an almost ape-like appearance.  Its massive 
  jaw and almost total lack of any discernible chin add to 
  this impression.  However, its skull also has a 
  pronounced ridge running front to back down its middle 
  enabling the beast to be easily distinguished from the 
  common gorilla. 
  Despite its impressive stature and harsh living conditions, 
  the yeti is a shy creature.  One will not generally attack 
  humans unless it is starving or its territory is threatened.  
  Even so, its preferred method of ejecting trespassers is to 
  simply frighten them off.  The scream of an angered yeti 
  can be heard for miles. 
  
    
  The Bestiary~Z 
  137 
    
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  Z 
  Zephyr 
  (Zephyrus) 
  Habitat:  A zephyr is an elemental wind spirit that is 
  almost constantly in motion.  It has no permanent home 
  and never lingers anywhere for long. 
  Life Style:  elemental spirit 
  Wealth Type:  nil 
  Alignment:  neutral 
  Cunning:  average 
  Speed:  300 
  Strength:  high 
  Size:  large 
  Origin:  The zephyr was a minor elemental wind deity of 
  ancient Greek lore.  Zephyrus was the god of the west 
  wind and was brother to the other three winds:  Boreas, 
  Eurus, and Notus. 
  Special Characteristics:  A zephyr cannot be harmed by 
  aerial attacks (arrows, tornadoes, poison gas, etc.), is 
  Immune to Frost and Cold, and is unaffected by Severity 
  Damage. 
  A zephyr sees any object in contact with air regardless of 
  lighting conditions.  Of course, its line of sight must 
  remain unobstructed by any physical object.  Even a 
  glass wall counts as an obstruction since aerial 
  elementals don't use light to see.
  A zephyr can use the following mage spells at will:  
  Cyclonic Passage, Gale, and Witch Wind.  All spells 
  are cast at spell levels equal to the elemental’s Combat 
  Level.  See The Lexicon of Lore™ for details. 
  Recovery Time:  4 
  Absorption:  0 
  Surprise Adj.:  -1 
  Attack Modes:  wind blast.  (Zephyrs are unable to 
  deliver Severity Damage.) 
  Attributes 
  PS 
  ST 
  AG 
  MD 
  PC 
  WP 
  FA 
  4 
  10 
  7 
  -- 
  2 
  0 
  1 
  Zephyr Examples 
   
  Below Avg. 
  Average 
  Combat Level 
  6 
  9 
  Attack Bonus 
  +13 
  +18 
  Defense 
  33 
  36 
  Damage Tolerance 
  100 + 6d10 
  125 + 9d10 
  E.P. Value 
  132 
  560 
  Damage per Attack 
  3d6 
  4d6 
   
  Above Avg. 
  Exceptional 
  Combat Level 
  12 
  15 
  Attack Bonus 
  +21 
  +24 
  Defense 
  39 
  42 
  Damage Tolerance 
  150 + 12d10 
  175 + 15d10 
  E.P. Value 
  2125 
  7125 
  Damage per Attack 
  5d6 
  6d6 
   
  Zephyrs are powerful air elementals responsible for the 
  production and tending of the west winds.  They are 
  ordinarily invisible to human eyes but, unlike common air 
  elementals, are believed to have a definite physical 
  shape.  On those rare occasions when a zephyr is 
  sighted, it appears as a vibrant strong-willed stallion with 
  a long flowing mane that continually dances as if blown 
  by strong gales.  Always active, the chests of these 
  magnificent equestrians continually heave with great 
  breaths, producing powerful blasts of mist from their 
  flaring nostrils.  Despite their equestrian shapes, zephyrs 
  are as impossible to tame as the wind itself.  Even so, 
  some of the most powerful mages of history have 
  employed these impressive creatures as mounts. 
   
  
    
  The Bestiary Tables 
  138 
    
  The Monsters of the Mediterranean 
  138 
  The Bestiary Tables 
  This section gives a variety of lists 
  that group monsters in some 
  interesting ways to aid you in 
  setting up your adventures.  We 
  hope they provide you with some 
  interesting ideas. 
  Complete Bestiary List 
  1. 
  Afrit 
  2. 
  Agathodaemon (Daemon) 
  3. 
  Ahl-al-trab 
  4. 
  Akh 
  5. 
  Ammut 
  6. 
  Ant, Indian 
  7. 
  Apedemak 
  8. 
  Arachnidae 
  9. 
  Automaton (Bronze Bull) 
  10. Automaton (Bronze Eagle) 
  11. Automaton (Bronze Giant) 
  12. Automaton (Bronze Horse) 
  13. Automaton (Golden Maiden) 
  14. Ba 
  15. Baboon 
  16. Baboon, Giant 
  17. Blemmyes 
  18. Boar, Calydonian 
  19. Bucentaur 
  20. Cacodaemon (Daemon) 
  21. Camel 
  22. Catoblepas 
  23. Centaur 
  24. Cerberus 
  25. Chimera, Grecian 
  26. Cobra, Giant 
  27. Cyclops 
  28. Djinni 
  29. Dracaena 
  30. Dragon, Babylonian 
  31. Dragon, Ethiopian 
  32. Drako 
  33. Duamutef 
  34. Efriti 
  35. Ekimmu 
  36. Elephant 
  37. Empusa 
  38. Erinys 
  39. Frog, Hyperborean 
  40. Genomus 
  41. Ghoul (Initiate) 
  42. Ghoul (Common) 
  43. Ghoul (Elder) 
  44. Ghoul (Ancient) 
  45. Giant, Argus 
  46. Giant, Cacus 
  47. Giant, Gegenees 
  48. Giant, Geryon 
  49. Golem, Flesh 
  50. Golem, Clay 
  51. Golem, Stone 
  52. Golem, Metal 
  53. Gorgon, Grecian 
  54. Gryphon 
  55. Harpy 
  56. Harpyiai 
  57. Hippocampus 
  58. Hippogriff 
  59. Hippopotamus 
  60. Horse of Diomedes 
  61. Hydra, Grecian 
  62. Hyena 
  63. Imdugad 
  64. Jinni 
  65. Ka 
  66. Kampe 
  67. Ker 
  68. Khnum 
  69. Khons 
  70. Khu 
  71. Lamassu 
  72. Lar 
  73. Larvae 
  74. Leucrocota 
  75. Limos 
  76. Lion 
  77. Lion, Nemean 
  78. Lotus Tree 
  79. Manes 
  80. Manticore 
  81. Minotaur 
  82. Mongoose, Giant 
  83. Monoceros 
  84. Mummy (Common) 
  85. Mummy (Desert) 
  86. Mummy (Royal) 
  87. Mummy (Venerated) 
  88. Naga, Divine 
  89. Naga, Earthly 
  90. Naga, Guardian 
  91. Naga, Heavenly 
  92. Nymph (Dryad) 
  93. Nymph (Nereid) 
  94. Nymph (Oread) 
  95. Nymph (Sylph) 
  96. Nymph (Vila) 
  97. Orthrus 
  98. Pan (Faun) 
  99. Pan (Leshe) 
  100. Pan (Satyr) 
  101. Pan (Urisk) 
  102. Penates 
  103. Phoenix 
  104. Rakshasa 
  105. Rhinoceros 
  106. Roc 
  107. Scarab, Giant 
  108. Scylla 
  109. Sefert 
  110. Sheep, Poisonous 
  111. Siren 
  112. Sobek 
  113. Sokar 
  114. Sphinx, Andro 
  115. Sphinx, Crio 
  116. Sphinx, Grecian 
  117. Sphinx, Hierako 
  118. Sphinx, Persian 
  119. Stymphalian Bird 
  120. Ta-Bitjet 
  121. Tawaret 
  122. Tiger, Bengal 
  123. Triton 
  124. Uraeus 
  125. Vulture, Giant 
  126. Vulture Mother 
  127. Wadjyt 
  128. Were-Tiger 
  129. Yeti 
  130. Zephyr 
  
    
  The Bestiary Tables 
  139 
    
  The Monsters of the Mediterranean 
  139 
  Aerial Creatures 
  1. 
  Agathodaemon 
  2. 
  Automaton (Bronze Eagle) 
  3. 
  Djinni 
  4. 
  Erinys 
  5. 
  Gorgon, Grecian 
  6. 
  Gryphon 
  7. 
  Harpy 
  8. 
  Harpyiai 
  9. 
  Hippogriff 
  10. Imdugad 
  11. Jinni 
  12. Kampe 
  13. Ker 
  14. Lamassu 
  15. Naga, Divine 
  16. Nymph (Sylph) 
  17. Phoenix 
  18. Roc 
  19. Sefert 
  20. Siren 
  21. Sphinx, Grecian 
  22. Sphinx, Hierako 
  23. Sphinx, Persian 
  24. Stymphalian Bird 
  25. Uraeus 
  26. Vulture, Giant 
  27. Vulture Mother 
  28. Zephyr 
  Angels, Demons, and 
  Devils 
  1. 
  Agathodaemon 
  2. 
  Cacodaemon 
  3. 
  Erinys 
  4. 
  Ker 
  5. 
  Lamassu 
  6. 
  Larvae 
  7. 
  Limos 
  8. 
  Naga, Divine 
  9. 
  Penates 
  10. Rakshasa 
  Animals 
  1. 
  Baboon 
  2. 
  Camel 
  3. 
  Elephant 
  4. 
  Hippopotamus 
  5. 
  Hyena 
  6. 
  Jackal 
  7. 
  Lion 
  8. 
  Rhinoceros 
  9. 
  Tiger, Bengal 
  Arabian / Babylonian / 
  Sumerian 
  / 
  Persian 
  Creatures 
  * Distinctive to area 
  1. 
  *Afrit 
  2. 
  *Ahl-al-trab 
  3. 
  Ant, Indian 
  4. 
  Camel 
  5. 
  Centaur 
  6. 
  Cobra, Giant 
  7. 
  *Djinni 
  8. 
  Dragon, Babylonian 
  9. 
  *Efriti 
  10. *Ekimmu 
  11. Elephant 
  12. Ghoul (Initiate) 
  13. Ghoul (Common) 
  14. Ghoul (Elder) 
  15. Ghoul (Ancient) 
  16. Golem, Flesh 
  17. *Golem, Clay 
  18. Gryphon 
  19. Hippopotamus 
  20. Hyena 
  21. *Imdugad 
  22. Jackal 
  23. *Jinni 
  24. *Lamassu 
  25. Lion 
  26. Manticore 
  27. Mongoose, Giant 
  28. Monoceros 
  29. Mummy (Desert) 
  30. *Naga, Divine 
  31. *Naga, Earthly 
  32. *Naga, Guardian 
  33. *Naga, Heavenly 
  34. Phoenix 
  35. *Rakshasa 
  36. Rhinoceros 
  37. Roc 
  38. *Sphinx, Persian 
  39. *Ta-Bitjet 
  40. *Tiger, Bengal 
  41. Uraeus 
  42. Vulture, Giant 
  43. Were-Tiger 
  Beautiful Humanoids 
  1. 
  Automaton (Golden Maiden) 
  2. 
  Ghoul (Initiate) 
  3. 
  Nymph (Dryad) 
  4. 
  Nymph (Nereid) 
  5. 
  Nymph (Oread) 
  6. 
  Nymph (Sylph) 
  7. 
  Nymph (Vila) 
  8. 
  Penates 
  Bugs 
  (Arachnids/ 
  Insects/ Worms) 
  1. 
  Ant, Indian 
  2. 
  Arachnidae 
  3. 
  Larvae 
  4. 
  Scarab, Giant 
  5. 
  Ta-Bitjet 
  Canines 
  1. 
  Cerberus 
  2. 
  Duamutef 
  3. 
  Erinys 
  4. 
  Hyena 
  5. 
  Jackal 
  6. 
  Orthrus 
  City Dwellers 
  1. 
  Ghoul (Initiate) 
  2. 
  Ghoul (Common) 
  3. 
  Golem, Flesh 
  4. 
  Golem, Clay 
  5. 
  Golem, Stone 
  6. 
  Golem, Metal 
  7. 
  Lar 
  8. 
  Lemures 
  9. 
  Manes 
  10. Pan (Satyr) 
  11. Penates 
  12. Were-Tiger 
  
    
  The Bestiary Tables 
  140 
    
  The Monsters of the Mediterranean 
  140 
  Cloud Dwellers 
  * Distinctive to area 
  1. 
  Automaton (Bronze Eagle) 
  2. 
  *Djinni 
  3. 
  Gorgon, Grecian 
  4. 
  *Gryphon 
  5. 
  *Harpyiai 
  6. 
  Hippogriff 
  7. 
  Imdugad 
  8. 
  Jinni 
  9. 
  Kampe 
  10. Lamassu 
  11. *Naga, Divine 
  12. *Naga, Heavenly 
  13. Nymph (Sylph) 
  14. Sphinx, Hierako 
  15. Sphinx, Persian 
  16. Stymphalian Bird 
  17. Vulture, Giant 
  18. Vulture Mother 
  19. *Zephyr 
  Combinatorial 
  Creatures 
  1. 
  Agathodaemon 
  2. 
  Ammut 
  3. 
  Apedemak 
  4. 
  Arachnidae 
  5. 
  Ba 
  6. 
  Bucentaur 
  7. 
  Catoblepas 
  8. 
  Centaur 
  9. 
  Centauro-Triton 
  10. Chimera, Grecian 
  11. Dragon, Babylonian 
  12. Dracaena 
  13. Duamutef 
  14. Erinys 
  15. Gorgon, Grecian 
  16. Gryphon 
  17. Harpy 
  18. Harpyiai 
  19. Hippocampus 
  20. Hippogriff 
  21. Imdugad 
  22. Kampe 
  23. Khnum 
  24. Khons 
  25. Lamassu 
  26. Larvae 
  27. Leucrocota 
  28. Manticore 
  29. Minotaur 
  30. Monoceros 
  31. Naga, Divine 
  32. Naga, Earthly 
  33. Naga, Guardian 
  34. Naga, Heavenly 
  35. Pan (Faun) 
  36. Pan (Leshe) 
  37. Pan (Satyr) 
  38. Pan (Urisk) 
  39. Scylla 
  40. Sefert 
  41. Siren 
  42. Sobek 
  43. Sokar 
  44. Sphinx, Andro 
  45. Sphinx, Crio 
  46. Sphinx, Grecian 
  47. Sphinx, Hierako 
  48. Sphinx, Persian 
  49. Ta-Bitjet 
  50. Tawaret 
  51. Uraeus 
  52. Wadjyt 
  Desert Dwellers 
  1. 
  Afrit 
  2. 
  Ahl-al-trab 
  3. 
  Akh 
  4. 
  Ant, Indian 
  5. 
  Apedemak 
  6. 
  Arachnidae 
  7. 
  Ba 
  8. 
  Blemmyes 
  9. 
  Camel 
  10. Cobra, Giant 
  11. Djinni 
  12. Duamutef 
  13. Efriti 
  14. Ekimmu 
  15. Ghoul (Initiate) 
  16. Ghoul (Common) 
  17. Ghoul (Elder) 
  18. Ghoul (Ancient) 
  19. Golem, Clay 
  20. Golem, Stone 
  21. Golem, Metal 
  22. Gryphon 
  23. Imdugad 
  24. Jinni 
  25. Ka 
  26. Khnum 
  27. Khons 
  28. Khu 
  29. Lamassu 
  30. Manticore 
  31. Mongoose, Giant 
  32. Mummy (Common) 
  33. Mummy (Desert) 
  34. Mummy (Royal) 
  35. Mummy (Venerated) 
  36. Naga, Divine 
  37. Naga, Earthly 
  38. Naga, Guardian 
  39. Naga, Heavenly 
  40. Phoenix 
  41. Rakshasa 
  42. Scarab, Giant 
  43. Sefert 
  44. Sobek 
  45. Sokar 
  46. Sphinx, Andro 
  47. Sphinx, Crio 
  48. Sphinx, Hierako 
  49. Sphinx, Persian 
  50. Ta-Bitjet 
  51. Uraeus 
  52. Vulture, Giant 
  53. Vulture Mother 
  54. Wadjyt 
  55. Were-Tiger 
  56. Zephyr 
  Dragons 
  1. 
  Dracaena 
  2. 
  Dragon, Babylonian 
  3. 
  Dragon, Ethiopian 
  4. 
  Drako 
  5. 
  Hydra, Grecian 
  
    
  The Bestiary Tables 
  141 
    
  The Monsters of the Mediterranean 
  141 
  Earth Dwellers 
  1. 
  Ahl-al-trab 
  2. 
  Ant, Indian 
  3. 
  Arachnidae 
  4. 
  Cerberus 
  5. 
  Dracaena 
  6. 
  Frog, Hyperborean 
  7. 
  Genomus 
  8. 
  Giant, Cacus 
  9. 
  Gorgon, Grecian 
  10. Lar 
  11. Larvae 
  12. Lemures 
  13. Manes 
  14. Minotaur 
  15. Mummy (Common) 
  16. Mummy (Royal) 
  17. Mummy (Venerated) 
  18. Naga, Earthly 
  19. Naga, Guardian 
  20. Nymph (Oread) 
  21. Scarab, Giant 
  22. Sobek 
  23. Ta-Bitjet 
  24. Wadjyt 
  Egyptian Creatures 
  * Distinctive to area 
  1. 
  Ahl-al-trab 
  2. 
  *Akh 
  3. 
  *Ammut 
  4. 
  *Apedemak 
  5. 
  *Ba 
  6. 
  Baboon 
  7. 
  Baboon, Giant 
  8. 
  Blemmyes 
  9. 
  Camel 
  10. Catoblepas 
  11. *Cobra, Giant 
  12. Dracaena 
  13. Dragon, Ethiopian 
  14. *Duamutef 
  15. Elephant 
  16. *Hippopotamus 
  17. Hyena 
  18. Jackal 
  19. *Ka 
  20. *Khnum 
  21. *Khons 
  22. *Khu 
  23. Leucrocota 
  24. Lion 
  25. Mongoose, Giant 
  26. *Mummy (Common) 
  27. *Mummy (Desert) 
  28. *Mummy (Royal) 
  29. *Mummy (Venerated) 
  30. Naga, Earthly 
  31. Naga, Guardian 
  32. Rhinoceros 
  33. *Scarab, Giant 
  34. *Sefert 
  35. *Sobek 
  36. *Sokar 
  37. *Sphinx, Andro 
  38. *Sphinx, Crio 
  39. *Sphinx, Hierako 
  40. *Ta-Bitjet 
  41. *Tawaret 
  42. *Uraeus 
  43. Vulture, Giant 
  44. *Vulture Mother 
  45. *Wadjyt 
  Elementals 
  1. 
  Afrit 
  2. 
  Ahl-al-trab 
  3. 
  Djinni 
  4. 
  Efriti 
  5. 
  Genomus 
  6. 
  Harpyiai 
  7. 
  Jinni 
  8. 
  Nymph (Dryad) 
  9. 
  Nymph (Nereid) 
  10. Nymph (Oread) 
  11. Nymph (Sylph) 
  12. Phoenix 
  13. Zephyr 
  Enchanted Forest  
  * Distinctive to area 
  1. 
  Frog, Hyperborean 
  2. 
  Gryphon 
  3. 
  Lar 
  4. 
  Lion 
  5. 
  Monoceros 
  6. 
  *Nymph (Dryad) 
  7. 
  *Nymph (Nereid) 
  8. 
  Nymph (Oread) 
  9. 
  Nymph (Sylph) 
  10. *Pan (Faun) 
  11. *Pan (Urisk) 
  12. Penates 
  13. Were-Tiger 
  Equestrian Creatures 
  1. 
  Automaton (Bronze Horse) 
  2. 
  Centaur 
  3. 
  Centauro-Triton 
  4. 
  Hippocampus 
  5. 
  Hippogriff 
  6. 
  Horse of Diomedes 
  7. 
  Zephyr 
  Felines 
  1. 
  Ammut 
  2. 
  Apedemak 
  3. 
  Chimera, Grecian 
  4. 
  Gryphon 
  5. 
  Imdugad 
  6. 
  Lion 
  7. 
  Lion, Nemean 
  8. 
  Manticore 
  9. 
  Sefert 
  10. Sphinx, Andro 
  11. Sphinx, Crio 
  12. Sphinx, Grecian 
  13. Sphinx, Hierako 
  14. Sphinx, Persian 
  15. Tawaret 
  16. Tiger, Bengal 
  17. Wadjyt 
  18. Were-Tiger 
  Forest Dwellers 
  1. 
  Apedemak 
  2. 
  Arachnidae 
  3. 
  Baboon 
  4. 
  Baboon, Giant 
  5. 
  Blemmyes 
  6. 
  Boar, Calydonian 
  7. 
  Bucentaur 
  8. 
  Centaur 
  9. 
  Cerberus 
  10. Chimera, Grecian 
  11. Cobra, Giant 
  12. Cyclops 
  13. Dracaena 
  14. Drako 
  
    
  The Bestiary Tables 
  142 
    
  The Monsters of the Mediterranean 
  142 
  15. Frog, Hyperborean 
  16. Gorgon, Grecian 
  17. Gryphon 
  18. Harpy 
  19. Hippogriff 
  20. Hydra, Grecian 
  21. Jackal 
  22. Kampe 
  23. Leucrocota 
  24. Lion 
  25. Lotus Tree 
  26. Manticore 
  27. Minotaur 
  28. Mongoose, Giant 
  29. Monoceros 
  30. Naga, Earthly 
  31. Naga, Guardian 
  32. Nymph (Dryad) 
  33. Nymph (Sylph) 
  34. Nymph (Vila) 
  35. Pan (Faun) 
  36. Pan (Leshe) 
  37. Pan (Satyr) 
  38. Pan (Urisk) 
  39. Sefert 
  40. Sheep, Poisonous 
  41. Siren 
  42. Sphinx, Grecian 
  43. Ta-Bitjet 
  44. Tiger, Bengal 
  45. Vulture, Giant 
  46. Vulture Mother 
  47. Were-Tiger 
  Fresh Water Creatures 
  1. 
  Ammut 
  2. 
  Dragon, Babylonian 
  3. 
  Frog, Hyperborean 
  4. 
  Hippopotamus 
  5. 
  Hydra, Grecian 
  6. 
  Kampe 
  7. 
  Nymph (Nereid) 
  8. 
  Nymph (Vila) 
  9. 
  Pan (Urisk) 
  10. Siren 
  11. Tawaret 
  Good Creatures 
  * Only some individuals are good 
  aligned 
  1. 
  Agathodaemon 
  2. 
  Gryphon 
  3. 
  Lamassu 
  4. 
  Lar 
  5. 
  *Pan (Faun) 
  6. 
  Penates 
  7. 
  Phoenix 
  8. 
  Sphinx, Andro 
  Greek/Roman Beasts 
  * Distinctive to area 
  1. 
  Agathodaemon 
  2. 
  Ant, Indian 
  3. 
  *Arachnidae 
  4. 
  *Automaton (Bronze Bull) 
  5. 
  *Automaton (Bronze Eagle) 
  6. 
  *Automaton (Bronze Giant) 
  7. 
  *Automaton (Bronze Horse) 
  8. 
  *Automaton (Golden Maiden) 
  9. 
  Blemmyes 
  10. * Boar, Calydonian 
  11. * Bucentaur 
  12. Cacodaemon 
  13. *Catoblepas 
  14. *Centaur 
  15. *Centauro-Triton 
  16. *Cerberus 
  17. *Chimera, Grecian 
  18. *Cyclops 
  19. *Dracaena 
  20. Dragon, Ethiopian 
  21. *Drako 
  22. Elephant 
  23. *Erinys  
  24. *Frog, Hyperborean 
  25. Genomus 
  26. *Giant, Argus 
  27. *Giant, Cacus 
  28. *Giant, Gegenees 
  29. *Giant, Geryon 
  30. *Golem, Metal 
  31. *Gorgon, Grecian 
  32. Gryphon 
  33. *Harpy 
  34. *Harpyiai 
  35. *Hippocampus 
  36. *Hippogriff 
  37. *Horse of Diomedes 
  38. *Hydra, Grecian 
  39. *Kampe 
  40. *Ker 
  41. *Lar 
  42. *Larvae 
  43. *Lemures 
  44. *Leucrocota 
  45. *Limos 
  46. Lion 
  47. *Lion, Nemean 
  48. Lotus Tree 
  49. *Manes 
  50. *Minotaur 
  51. *Monoceros 
  52. Naga, Heavenly 
  53. *Nymph (Dryad) 
  54. *Nymph (Nereid) 
  55. *Nymph (Oread) 
  56. *Nymph (Sylph) 
  57. *Orthrus 
  58. *Pan (Faun) 
  59. *Pan (Satyr) 
  60. *Penates 
  61. Phoenix 
  62. *Scylla 
  63. *Sheep, Poisonous 
  64. *Siren 
  65. *Sphinx, Grecian 
  66. *Stymphalian Birds 
  67. *Triton 
  68. Vulture, Giant 
  69. *Zephyr 
  Monstrous Beasts 
  1. 
  Ant, Indian 
  2. 
  Baboon, Giant 
  3. 
  Boar, Calydonian 
  4. 
  Cobra, Giant 
  5. 
  Lion, Nemean 
  6. 
  Mongoose, Giant 
  7. 
  Scarab, Giant 
  8. 
  Vulture, Giant 
  
    
  The Bestiary Tables 
  143 
    
  The Monsters of the Mediterranean 
  143 
  Mountain Dwellers 
  1. 
  Automaton (Bronze Eagle) 
  2. 
  Boar, Calydonian 
  3. 
  Chimera, Grecian 
  4. 
  Frog, Hyperborean 
  5. 
  Genomus 
  6. 
  Giant, Cacus 
  7. 
  Giant, Gegenees 
  8. 
  Gryphon 
  9. 
  Harpy 
  10. Hippogriff 
  11. Hydra, Grecian 
  12. Imdugad 
  13. Kampe 
  14. Lion 
  15. Lion, Nemean 
  16. Manticore 
  17. Minotaur 
  18. Mongoose, Giant 
  19. Monoceros 
  20. Naga, Earthly 
  21. Naga, Guardian 
  22. Naga, Heavenly 
  23. Nymph (Oread) 
  24. Nymph (Sylph) 
  25. Pan (Satyr) 
  26. Roc 
  27. Siren 
  28. Sphinx, Grecian 
  29. Ta-Bitjet 
  30. Tiger, Bengal 
  31. Vulture, Giant 
  32. Vulture Mother 
  33. Were-Tiger 
  34. Yeti 
  35. Zephyr 
  Nocturnal Creatures 
  1. 
  Boar, Calydonian 
  2. 
  Ekimmu 
  3. 
  Frog, Hyperborean 
  4. 
  Ghoul (Initiate) 
  5. 
  Ghoul (Common) 
  6. 
  Ghoul (Elder) 
  7. 
  Ghoul (Ancient) 
  8. 
  Ka 
  9. 
  Khu 
  10. Lemures 
  11. Lion 
  12. Lion, Nemean 
  13. Manes 
  14. Sobek 
  15. Tiger, Bengal 
  16. Were-Tiger 
  17. Zombie 
  Plains Dwellers 
  1. 
  Ahl-al-trab 
  2. 
  Ammut 
  3. 
  Apedemak 
  4. 
  Baboon 
  5. 
  Baboon, Giant 
  6. 
  Blemmyes 
  7. 
  Bucentaur 
  8. 
  Catoblepas 
  9. 
  Centaur 
  10. Cerberus 
  11. Chimera, Grecian 
  12. Cobra, Giant 
  13. Cyclops 
  14. Dragon, Ethiopian 
  15. Duamutef 
  16. Elephant 
  17. Frog, Hyperborean 
  18. Giant, Argus 
  19. Giant, Geryon 
  20. Harpy 
  21. Hippogriff 
  22. Hyena 
  23. Jackal 
  24. Kampe 
  25. Khnum 
  26. Khons 
  27. Leucrocota 
  28. Lion 
  29. Lion, Nemean 
  30. Manticore 
  31. Monoceros 
  32. Nymph (Dryad) 
  33. Nymph (Sylph) 
  34. Nymph (Vila) 
  35. Orthrus 
  36. Pan (Faun) 
  37. Pan (Leshe) 
  38. Pan (Satyr) 
  39. Pan (Urisk) 
  40. Rhinoceros 
  41. Scarab, Giant 
  42. Sefert 
  43. Sokar 
  44. Tiger, Bengal 
  45. Vulture, Giant 
  46. Vulture Mother 
  47. Wadjyt 
  48. Were-Tiger 
  49. Zephyr 
  Poisonous Creatures 
  1. 
  Catoblepas 
  2. 
  Chimera, Grecian 
  3. 
  Cobra, Giant 
  4. 
  Dragon, Babylonian 
  5. 
  Erinys 
  6. 
  Kampe (potentially) 
  7. 
  Gorgon, Grecian 
  8. 
  Hydra, Grecian 
  9. 
  Manticore 
  10. Naga, Divine 
  11. Naga, Earthly 
  12. Naga, Guardian 
  13. Sheep, Poisonous 
  14. Ta-Bitjet 
  15. Uraeus 
  16. Wadjyt 
  Powerful Spellcasters 
  * Selected individuals 
  1. 
  Djinni 
  2. 
  Dragon, Babylonian 
  3. 
  *Duamutef 
  4. 
  Efriti 
  5. 
  Genomus 
  6. 
  Kampe (exceptional) 
  7. 
  Lamassu 
  8. 
  Naga, Divine 
  9. 
  Naga, Earthly 
  10. Naga, Heavenly 
  11. Nymph (Vila) 
  12. *Pan 
  13. Penates 
  14. *Sobek 
  15. *Sokar 
  16. Sphinx, Andro 
  17. Sphinx, Persian 
  18. *Ta-Bitjet 
  19. *Tawaret 
  20. *Were-Tiger 
  
    
  The Bestiary Tables 
  144 
    
  The Monsters of the Mediterranean 
  144 
  Reptilian / Amphibian 
  Creatures 
  * Has only minor reptilian features 
  1. 
  Agathodaemon 
  2. 
  Ammut 
  3. 
  *Chimera, Grecian 
  4. 
  Cobra, Giant 
  5. 
  Dracaena 
  6. 
  Dragon, Babylonian 
  7. 
  Dragon, Ethiopian 
  8. 
  Drako 
  9. 
  Frog, Hyperborean 
  10. Hydra, Grecian 
  11. Naga, Divine 
  12. Naga, Earthly 
  13. Naga, Guardian 
  14. Naga, Heavenly 
  15. Sobek 
  16. Uraeus 
  17. Wadjyt 
  Repulsive Creatures 
  1. 
  Catoblepas 
  2. 
  Ghoul (Common) 
  3. 
  Ghoul (Elder) 
  4. 
  Ghoul (Ancient) 
  5. 
  Giant, Argus 
  6. 
  Gorgon, Grecian 
  7. 
  Harpy 
  8. 
  Kampe 
  9. 
  Ker 
  10. Larvae 
  11. Limos 
  12. Rakshasa 
  13. Scylla 
  14. Vulture Mother 
  Sea Dwellers 
  1. 
  Centauro-Triton 
  2. 
  Dragon, Babylonian 
  3. 
  Erinys 
  4. 
  Hippocampus 
  5. 
  Kampe 
  6. 
  Nymph (Nereid) 
  7. 
  Scylla 
  8. 
  Siren 
  9. 
  Triton 
  Sewer Dwellers 
  1. 
  Frog, Hyperborean 
  2. 
  Ghoul (Initiate) 
  3. 
  Ghoul (Common) 
  4. 
  Ghoul (Elder) 
  5. 
  Ghoul (Ancient) 
  6. 
  Larvae 
  7. 
  Manes 
  8. 
  Sobek 
  Shape Changers 
  * Shape change is illusionary 
  1. 
  Ba 
  2. 
  Cacodaemon 
  3. 
  *Empusa 
  4. 
  Erinys 
  5. 
  Kampe 
  6. 
  Naga, Divine 
  7. 
  Nymph (Dryad) 
  8. 
  Siren 
  9. 
  Triton 
  10. Vulture Mother 
  11. Were-Tiger 
  12. Zephyr 
  Swamp Dwellers 
  1. 
  Ammut 
  2. 
  Empusa 
  3. 
  Frog, Hyperborean 
  4. 
  Gorgon, Grecian 
  5. 
  Kampe 
  6. 
  Harpy 
  7. 
  Hippopotamus 
  8. 
  Hydra, Grecian 
  9. 
  Naga, Earthly 
  10. Naga, Guardian 
  11. Naga, Heavenly 
  12. Nymph (Dryad) 
  13. Nymph (Nereid) 
  14. Nymph (Sylph) 
  15. Nymph (Vila) 
  16. Pan (Urisk) 
  17. Siren 
  18. Sobek 
  19. Tawaret 
  Undead Creatures 
  1. 
  Akh 
  2. 
  Ba 
  3. 
  Ekimmu 
  4. 
  Ghoul (Initiate) 
  5. 
  Ghoul (Common) 
  6. 
  Ghoul (Elder) 
  7. 
  Ghoul (Ancient) 
  8. 
  Ka 
  9. 
  Khu 
  10. Lar 
  11. Lemures 
  12. Manes 
  13. Mummy (Common) 
  14. Mummy (Desert) 
  15. Mummy (Royal) 
  16. Mummy (Venerated) 
   
  
SOURCE: textdata/thevault/Legendary Quest/Legendary Quest The Monsters of the Mediterranean.pdf