TEXT:  
  1 
   
   
   
   
  The Roleplaying Game of Heroic Adventure in the Mythic Age – Revised Edition 
   
   
  Legendary Games Studio
  Legendary Games Studio
  Legendary Games Studio
  Legendary Games Studio    
      
      
   
   
   
   
   
  
   
  2 
  MAZES & minotaurs 
   
  THE ROLEPLAYING GAME OF HEROIC ADVENTURE IN THE MYTHIC AGE 
   
  BOOK THREE : CREATURE COMPENDIUM 
   
   
   
   
   
   
   
  Credits 
   
  Main Monster Master : Olivier Legrand 
   
  Other Creature Creators : Paul Elliott, Guy Hoyle, 
  Jonas Mustonen, Jeff Rients, Erik Sieurin.  
   
  Revised Edition Supervisor : Olivier Legrand. 
   
  Cover Art : © Luigi Castellani (d’après Ingres) 
   
  Interior Art : Diverse Hands, including original 
  illustrations by Emmanuel Roudier, Luigi Castellani, 
  Chuck Chavez and Damon Threet (see “A Note on 
  Original Artwork” below for more details).  
   
  Some illustrations © copyright Clipart.com  
   
  All text contents © Legendary Games Studio. 
   
  A Hearty Minotaurian Salute to the whole M&M 
  legion of faithful hoplites, especially (in alphabetical 
  order) Luigi Castellani, Chuck Chavez, Paul Eliott 
  (who started it all), Hoplite Nomad, Guy Hoyle, John 
  Marron, Carlos de la Cruz, Lyzi Shadow, Carl David 
  Quaif, Jeff Rients, Emmanuel “Croquefer” Roudier, 
  Reid "Reidzilla" San Filippo, Erik Sieurin, Matt 
  Staggs, Damon Threet, Garry “Doc” Weinberger, 
  Joseph C. Wolf and, of course, Paul Elliott. Extra 
  special thanks to Sergio Mascarenhas, game expert 
  extraordinaire (and very nice guy). 
   
  Extra Compendium Thanks to Darren Peech (for 
  the nice Song of Comfort verses), Bertrand 
  Houvenaghel (for the technical support) and my wife 
  Sylvie (for her Penelopean patience).  
    
  Original M&M Dedication : This game is dedicated 
  to Ray Harryhausen. The authors also wish to thank 
  Gary Gygax & Dave Arneson, Ken St-André, Greg 
  Stafford & Steve Perrin, Ian Livingstone & Steve 
  Jackson, Dave Morris & Oliver Johnson… and all 
  the other explorers of legends, without whom this 
  game would never have existed. What a weird and 
  wonderful odyssey it has been ! 
   
  Revised Edition Dedication : This new book is 
  dedicated to all the gamers on this planet who have 
  contributed to the whole Mazes & Minotaurs 
  experience by their talent, inspiration, dedication, 
  support or critical advice.  The original M&M rules 
  were written by a French gamer from an original 
  concept created by a British gamer. Since then, the 
  game has been enriched by creative contributions 
  from American, Italian, Swedish and Spanish 
  gamers and has sparked the interest of people all 
  over the world, from Portugal to Germany, Poland, 
  Israel, Canada, Greece…  making the Mazes & 
  Minotaurs odyssey a truly unique and international 
  experience. Gamers from all countries unite !!! 
   
   
  A Note on Original Artwork 
   
  Unlike the previous Mazes & Minotaurs books, the 
  Creature Compendium, contains interior artwork 
  that was specifically created for this book by the 
  following artists, to whom I wish to express my 
  eternal minotaurian gratitude : Luigi Castellani, 
  Emmanuel Roudier and Damon Threet.  
   
  Luigi Castellani did one of the Carnivorous Clouds, 
  the Morlock as well as the splendid cover. 
   
  Chuck Chavez did the bonus Twinotaur – but future 
  M&M products will undoubtedly include more 
  artwork by this dedicated Minotaurian. 
   
  Emmanuel Roudier did all the following creatures : 
  Acteon, Apeman, Argusoid, Arimaspian, Automaton, 
  Bearman, Bee Folk, Bronze Bird, Bucentaur, 
  Catoblepas, Sataur, Cerberus, Charont, Curete, 
  Gigantic 
  Cyclops, 
  Cynocephal, 
  Daughter 
  of 
  Arachne, Derros, Dichotomian, Two-Headed Giant, 
  Grotesk, Hag, the big Harpy, Hellephaunt, Hooded 
  Horror, Hyenakin, Ice Worm, Ichtyocentaur, Ker, 
  Lar, Lemure, Leonid, Lizardian, Lycan, Manticore, 
  Albinotaur, Impostaur, Twinotaur, Minoton, Moon 
  Spawn, Muscus & Rhabdosian, Myrmidon, Ogre, 
  Onocentaur, Orycter, Quinotaur, Ratling, Rocky 
  Python, Sand Folk, Caliban, Scorpion Folk, Stygian 
  Lord, Swamp Folk, Sylvan, Tetrax, Tigerman of 
  Kathaï, Titanian, Troglodyte, Ubasti, Wood Titan… 
   
  Damon Threet did the Atlantean War Slave, the 
  Attack Kelp, a Carnivorous Cloud, the Degenerate 
  Man, the Giant Slug, the small Harpy and the Stirge. 
   
  These original illustrations are © by their respective 
  creators and remain their exclusive property. They 
  cannot be reproduced in any form or format without 
  the express permission of the artist. 
   
   
   
   
  
   
  3 
  MAZES & minotaurs 
   
  THE ROLEPLAYING GAME OF HEROIC ADVENTURE IN THE MYTHIC AGE 
   
  BOOK THREE : CREATURE COMPENDIUM 
   
   
   
   
   
   
   
  MAZES & MINOTAURS - Revised Edition 
   
  CREATURE COMPENDIUM 
   
  Table of Contents 
   
  Introduction 
   
   
   
   3 
   
  A : Aberrant Beast to Automaton  
   4 
   
  B : Bapharon to Bull 
   
   
  10 
   
  C : Cacodemon to Cynocephal 
   
  21 
   
  D : Daughter of Arachne to Dragon 
  34 
   
  E : Eagle to Equinian 
   
   
  38 
   
  F : Flamoïd to Fury 
   
   
  41 
   
  G : Ghost to Grotesk  
   
   
  44 
   
  H : Hag to Hyenakin 
   
   
  54 
   
  I-K : Icarian to Klaatakaa’rr 
   
  63 
   
  L : Lamassu to Lycocentaur 
   
  66 
   
  M ! Manticore to Myrmidon 
   
  73 
   
  O : Obsidian  to Orycter  
   
  86 
   
  P-Q : Pegasus to Quinotaur 
   
  89 
   
  R : Ram to Rugog 
   
   
  92 
   
  S : Salamander to Sylvan 
   
  96 
   
  T : Tarasque to Tyrannosaurus            114  
   
  U-V : Ubasti to Vine of Tantalus               122 
   
  W-Z : Wildman to Zorba  
              125 
   
   
  Foreword for the Future 
   
  The book you are holding in your hands is the 
  ultimate Mazes & Minotaurs bestiary.  
   
  The Creature Compendium gives you the fully 
  Revised game stats of more than 200 creatures (no, 
  we didn’t have the courage to count them all !), 
  including all your old favorites from the original 1972 
  M&M rules, Men & Monsters and (of course) the 
  Hekatoteratos, as well as many creatures from the 
  Creature Compendium column of Griffin magazine 
  and some new, never-before published monsters ! 
   
  But that’s not all. Every creature described in these 
  pages has its own illustration - something that had 
  never been done before, which makes this book 
  something of a world première (well, as far as RPG 
  bestiaries are concerned). No longer will you have 
  to wonder about the appearance of the Acteon, the 
  Ichtyocentaur, the Chimera or the Quinotaur (not to 
  mention the Bucentaur or the Catoblepas). This is 
  1987 and roleplaying game has come a long way 
  since its humble beginnings, back in 1972.  
   
  But enough self-praise and nostalgic indulgence ! 
  Let’s take a look to the future – to the approaching 
  nineties and (yes) the forthcoming 21st century.  
   
  Where will we be twenty years from now ?  Will 
  there still be mazes to explore, minotaurs to slay 
  and mythic items to win ?  
   
  Will we still be playing our strange little games in 
  space stations, with intelligent super-computers in 
  lieu of Maze Masters ?  Or will roleplaying games be 
  the hobby of the last human survivors of the atomic 
  armageddon, locked in their underground shelter ?  
   
  Perhaps RPGs will have been completely forgotten 
  by then. Or perhaps they will have transformed into 
  something completely different, with players taking 
  the part of misunderstood monsters (Minotaurs & 
  Manticores, anyone ?). Or perhaps we will still be 
  around, leading a new generation of gamers into the 
  great M&M Revival of the Third Millennium…  
   
  Who knows what the future holds ? 
   
  See you in 2007 AD ! 
   
  Olivier Legrand  
  
   
  4 
  A 
   
  Aberrant Beast 
   
  Taxonomy : Monster 
   
  Description : A bizarre half-goat, half-lion hybrid of 
  monstrous size, with the ability to breathe fire. 
  These extremely weird creatures are believed to 
  descend from the stunted offspring of a Chimera 
  and an unidentified animal. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 17 
   
  Melee Attack : +6 
   
  Damage : 2d6 (hooves & teeth) 
   
  Defense Class : 19 
   
  Hits Total : 30 
   
  Detection / Evasion : +6 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Breath Weapon (fire, 60’ range), 
  Fearsome, Magic Resistance, Regeneration (2 per 
  round), Sharp Senses, Supernatural Vigor, Tough 
  Skin, Trample, Uncanny Agility. 
   
  Awards : Glory 480, Wisdom 70.  
   
   
   
   
  Yes – this is a hermaphrodite Aberrant Beast 
   
   
   
  Beware… the Abominathol ! 
   
  Abominathol 
   
  Taxonomy : Monster 
   
   
  Description : Huge ape-like monster covered in 
  white, wooly fur that haunts the snow-covered 
  mountains of northern Hyperborea. 
   
   
  Size : Large 
   
   
  Ferocity : Dangerous 
   
   
  Cunning : Alert 
   
   
  Mystique : Normal 
   
   
  Movement : 90’ 
   
   
  Initiative : 15 
   
  Melee Attack : +7 
   
   
  Damage : 2d6 (claws) 
   
   
  Defense Class : 16 
   
   
  Hits Total : 30 
   
   
  Detection / Evasion : +6 / +4 
   
   
  Mystic Fortitude : 0 
   
  Special Abilities : Camouflage (18, snowy terrain), 
  Crushing Damage, Crushing Missiles, Grapple 
  (Might = 20), Sharp Senses, Stealthy (14), 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Awards : Glory 360, Wisdom 10. 
   
  Note : The Crushing Missiles ability is normally 
  restricted to Gigantic creatures ; in this specific 
  case, it reflects the Abominathol’s ability to cause 
  perilous avalanches in his natural mountainous 
  environment (60’ range, 3d6 damage). 
  
   
  5 
  Acteon 
   
  Taxonomy : Folk 
   
  Description : Proud forest-dwelling humanoids with 
  the head of a stag. They are believed to descend 
  from Acteos, a prince of the mythic age  who was 
  cursed by the goddess Artemis for his arrogance 
  (and turned into a half-man, half-stag hybrid). 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’  
   
  Initiative : 14 
   
  Melee Attack : +3 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge Into Battle (Initiative 16, 
  Melee Attack +5), Missile Weapons (javelin, 120’), 
  Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 50, Wisdom 10. 
   
   
  A proud Acteon warrior 
   
   
  A deceptively charming Alseid 
   
  Alseid 
   
  Taxonomy : Spirit 
   
  Description : Nymph-like beings that live in old 
  ruins, guarding them the same way that dryads 
  guard trees, Alseids appear as vain and haughty 
  noblewomen from times past. They are exclusively 
  nocturnal, melding away in their ruins as soon as 
  the sun rises. Alseids can be very hostile to anyone 
  trying to steal from their ruins, but can also help 
  adventurers who wish to rid those ruins of unwanted 
  creatures (including rival Spirits). They often appear 
  with wild Folks or Beasts under their domination. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’  
   
  Initiative : 13 
   
  Melee Attack : +2 
   
  Damage : 1d6 (if using weapons) 
   
  Defense Class : 14  
   
  Hits Total : 12 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Psychic 
  Powers (Psychic Gift 5, Mystic Strength 17, Power 
  20), Sixth Sense, Stealthy (16), Supernatural Vigor. 
   
  Awards : Glory 80, Wisdom 480. 
   
  Additional Lore : According to most accounts, 
  Alseids were once true Nymphs. During the Age of 
  Magic, they consorted with power-hungry Autarch 
  Elementalists who challenged the supreme authority 
  of Apollo. After the demise of the foolhardy wizards, 
  the sun god condemned the Alseids to never live 
  again under the light of the sun, forever shunned by 
  mortal men and daylight beings. Apollo also stripped 
  the Alseids of their Nymphal powers (which is why 
  they eventually developed sorcerous powers). 
  
   
  6 
   
   
   
   
  A menacing Apeman armed with a crude club 
   
   
  Anubian 
   
  Taxonomy : Folk 
   
  Description : These jackal-headed humanoids from 
  the Desert Kingdom are skilled sorcerers and get 
  along very well with Sphinxes.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +2 
   
  Damage : 1d6 (claws) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : +10 / +8 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Psychic 
  Powers (Psychic Gift 5, Mystic Strength 17, Power 
  20), Sixth Sense, Stealthy (18), Supernatural Vigor. 
   
  Additional Lore : The ancient Necromancer 
  Princes of the Anubian race were the ones who first 
  brought necromancy to the wizards of the Stygian 
  Empire, teaching them how to create mummies, 
  skeletons, Stygian dogs and other foul animates.  
   
  Awards : Glory 85, Wisdom 240. 
  Apeman 
   
  Taxonomy : Folk 
   
  Description : Man-sized carnivorous primates who 
  live in the savage jungles of Charybdis. Apemen are 
  fierce enemies of the local human tribes, who call 
  them mongani. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +3 
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee +5), Grapple (Might 16), Missile Weapons 
  (javelins, 120’), Stealthy (14), Uncanny Agility. 
   
  Awards : Glory 40. 
   
   
   
   
  A malevolent Anubian Sorcerer  
  
   
  7 
   
  A terrifying vision : an Argusoïd
   
  Argusoïd 
   
  Taxonomy : Monster 
   
  Description : Argusoïds are huge semi-humanoid 
  creatures whose bodies are covered with a myriad 
  of bulging eyes – a pretty disgusting sight in itself. 
  They make excellent guardians (since they never 
  really sleep) and are (quite logically) natural 
  enemies of Cyclops (with whom they share a 
  common origin as spawns of Primal Chaos). 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : 16 
   
   
   
   
   
   
  Melee Attack : +8 
   
  Damage : 2d6 (huge mace) 
   
  Defense Class : 18 
   
  Hits Total : 36 
   
  Detection / Evasion : +20 / +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge Into Battle (Initiative 20, 
  Melee Attack +12), Fearsome, Magic Resistance, 
  Regeneration (2 per round), Sharp Senses, Sixth 
  Sense, Supernatural Vigor, Tough Skin, Trample.  
   
  The many eyes of the Argusoids give them a hefty 
  +10 bonus to Detection. 
   
  Awards : Glory 440, Wisdom 60. 
  
   
  8 
   
   
   
   
  A savage Arimaspian warrior  
   
  wearing the typical costume of his nation 
   
  Arimaspian 
   
  Taxonomy : Folk 
   
  Description : One-eyed, man-sized humanoids, 
  noted for their superb horsemanship, archery, 
  mastery of wrestling and fanatical hatred of Griffins 
  (who are very fond of horse flesh). Arimaspians are 
  semi-nomadic ; in the world of Mythika, they roam 
  the great plains east of the Thanatari Mountains.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +3  
   
  Missile Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Grapple (Might 16), Magic 
  Resistance, Marksmanship, Missile Weapons (bow, 
  300’), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 60, Wisdom 30.  
   
  Additional 
  Lore 
  : 
  Some 
  scholars 
  believe 
  Arimaspians to be the offspring of some weird union 
  between Lesser Cyclops and human women or 
  Centaurides (which would explain the Arimaspians’ 
  affinity with horses and bows). Never ask a Centaur, 
  though. It is obviously a touchy topic. 
  Asheeba 
   
  Taxonomy : Monster 
   
  Description : A prowling predator with the body of a 
  black panther and the head of a beautiful woman. 
  Swift, deadly and cruelly playful,  Asheebas love to 
  taunt their preys while stalking them in the night. 
  They may be related to sphinxes but seldom care to 
  ask riddles to their victims.  
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 90’ (360’ galloping) 
   
  Initiative : 22 
   
  Melee Attack : +7  
   
  Damage : 1d6 (claws & teeth) 
   
  Defense Class : 15 
   
  Hits Total : 20 
   
  Detection / Evasion : +14 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 24, 
  Melee Attack +9), Gallop, Lightning Fast, Magic 
  Resistance, Sharp Senses, Sixth Sense, Stealthy 
  (20), Supernatural Vigor, Uncanny Agility.  
   
  Awards : Glory 220, Wisdom 40.  
   
  Additional Lore : Like the Sphinxes (p 107), the 
  Anubians (p 6) and the Ubastis (p 122), Asheebas 
  originate from the Desert Kingdom. Some of them 
  have been adopted as pets by evil Sorcerers and 
  decadent Nobles from the Land of the Sun. 
   
   
   
   
   
   
   
  A cruel Asheeba on the prowl 
   
   
  
   
  9 
   
   
       
  A haughty Atlantean Noble 
   
  Atlantean Noble 
   
  Taxonomy : Folk 
   
  Description : Cruel pre-human lords of Atlantis, 
  skilled in warfare and psychic wizardry. Look like 
  handsome (but haughty) humans with golden eyes.  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 15 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 (18 with helmet & breastplate) 
   
  Hits Total : 16 
   
  Detection / Evasion : +6 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Psychic Powers (Psychic Gift 5, 
  Mystic Strength 17, Power 20), Supernatural Vigor.  
   
  Awards : Glory 75, Wisdom 210. Atlantean Nobles 
  with helmets and breastplates are worth +5 Glory. 
  Note that those pieces of equipment are made of a 
  special Atlantean alloy that allows Atlantean Nobles 
  to use their Sorcery powers without any hindrance. 
  Atlantean War Slave 
   
  Taxonomy : Folk 
   
  Description : Humans who have been turned into 
  mindless fighters by the dark Atlantean arts. Every 
  Atlantean Noble will usually be accompanied by a 
  personal escort of 4-6 War Slaves.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 18 (w helmet, shield & breastplate) 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 13, 
  Melee +4), Mindless, Missile Weapons (javelins). 
   
  Notes : Atlantean War Slaves are fanatically loyal to 
  their masters and will always fight to the death. 
   
  Awards : Glory 45. 
   
    
  A Mindless Antlantean War Slave 
  
   
  10 
  Attack Kelp 
   
  Taxonomy : Animate 
   
  Description : Large man-eating seaweed.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60' 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 
   
  Defense Class : 12 
   
  Hits Total : 8  
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Aquatic, Camouflage (as sea 
  weeds, 16), Entangle (10’, Might 16), Stealthy (12). 
   
  Awards : Glory 30.  
   
   
  Note : Attack Kelps always attempt to Entangle their 
  victims before attacking them. In many cases, two 
  or even three Kelps will simultaneously attack a 
  single Medium-sized prey. In this case, a victim 
  Entangled by several Kelps will suffer cumulative 
  penalties (ie -8 if Entangled by two Kelps).  
   
   
   
  Trapped by the Attack Kelp ! 
   
   
   
   
  A Bronze age Automaton 
   
   
  Automaton 
   
  Taxonomy : Animate 
   
  Description : Artifically animated mechanical man. 
  The first Automatons were created by Daedalos, the 
  greatest inventor of the Age of Magic. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Grapple (Might = 16), Mindless, 
  Natural Armor, Supernatural Vigor. 
   
  Awards : Glory 50, Wisdom 20. 
   
   
   
  
   
  11 
  B 
   
  Bapharon 
   
  Taxonomy : Monster 
   
  Description : Amphibious humanoid predator that 
  lurks in swamps and marshes; bapharons often hide 
  under the surface to leap at their surprised victims 
  before tearing them to pieces. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 14 
   
  Melee Attack : +6 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 30 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Amphibious, Camouflage (hiding 
  under the surface, 16), Stealthy (12), Supernatural 
  Vigor, Tough Skin. 
   
  Awards : Glory 220, Wisdom 10.   
   
   
   
   
   
  A Basilisk ready to petrify its next victim 
   
   
   
   
   
   
   
  Beware the Bapharon ! 
   
  Basilisk 
   
  Taxonomy : Monster 
   
  Description : Magical reptile whose gaze can turn 
  his victims to stone. Looks like a wolf-sized dragon. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 16 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & fangs) 
   
  Defense Class : 20 
   
  Hits Total : 16 
   
  Detection / Evasion : +4 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Magic Resistance, 
  Petrification (40’ range), Supernatural Vigor, Stealth 
  (18), Tough Skin, Uncanny Agility. 
   
  Awards : Glory 250, Wisdom 80. 
   
  Additional Lore : These weird creatures were first 
  thought to be the improbable offspring of a serpent 
  and a Gorgon but most scholars now postulate them 
  to be unique creatures spawned by the power of 
  Chaos in some mysterious manner. 
   
  
   
  12 
  Bear 
   
  Brown Bear 
   
  Taxonomy : Beast 
   
  Desciription : Common forest or mountain bear.  
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : 11 
   
  Melee Attack : +4 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 14 
   
  Hits Total : 18 
   
  Detection / Evasion : +4 / 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge Into Battle (Initiative 15, 
  Melee +8), Crushing Damage (bear hug), Grapple 
  (M = 20), Sharp Senses, Stealthy (10), Tough Skin. 
   
  Awards : Glory 90. 
   
  Cave Bear 
   
  Taxonomy : Beast 
   
  Description : Enormous cave-dwelling bear. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 14 
   
  Hits Total : 24 
   
  Detection / Evasion : +4 / 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge Into Battle (Initiative 16, 
  Melee +8), Crushing Damage (bear hug), Grapple 
  (M = 20), Sharp Senses, Stealthy (10), Tough Skin. 
   
  Awards : Glory 110. 
   
   
   
  A menacing Cave Bear 
   
  Great Hyperborean Bear 
   
  Taxonomy : Beast 
   
  Description : Those enormous white bears can be 
  encountered in Hyperborea, near the Frozen Sea. 
  They are more cunning than other bears (and their 
  pure white fur gives them a strange aura as well). 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 24 
   
  Detection / Evasion : +6 / +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge Into Battle (Initiative 17, 
  Melee +10), Crushing Damage (bear hug), Grapple 
  (M = 20), Sharp Senses, Stealthy (12), Tough Skin. 
   
  Awards : Glory 130. 
   
   
   
  Ursus Hyperborealis Albus
  
   
  13 
   
   
   
  A robust Bearman 
   
  Bearman  
   
  Taxonomy : Folk 
   
  Description : These proud bearlike humanoids, 
  who call themselves Ursids, live in caverns, where 
  they often keep cave bears as pets. Bearmen are 
  fierce enemies of most other Beastmen but get on 
  reasonably well with humans – as long as they do 
  not try to intrude on their territory. Most Ursids are 
  devoted worshippers of Artemis. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (club) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : +4 / 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge Into Battle (Initiative 14, 
  Melee +4), Grapple (Might = 16), Sharp Senses, 
  Stealthy (12), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 45, Wisdom 10. Bearmen with two-
  handed clubs are worth +5 extra Glory points. 
   
   
  Bee-Folk 
   
  Taxonomy : Folk 
   
  Description : Tiny (½ foot-tall) winged humanoids 
  fighting with miniature spears. They get on well with 
  Sylvans, Dryads, Satyrs and other woodland beings. 
   
  Size : Tiny 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 40’ (combat), 160’ (full movement) 
   
  Initiative : 19 
   
  Melee Attack : +3 (+5 with two-handed spear) 
   
  Missile Attack : +5 
   
  Damage : 1pt (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 2 
   
  Detection / Evasion : +4 / +12 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Lightning Fast, Marksmanship, 
  Missile Weapons (miniature spear, range 20’), 
  Stealthy (22), Uncanny Agility, Winged. 
   
  Awards : Glory 7. 
   
   
   
  A graceful Bee-woman 
   
   
   
  
   
  14 
   
   
   
   
  A sinister Stymphalian Bird (a.k.a Bird of Ares) 
   
  Bird of Ares 
   
  Taxonomy : Monster 
   
  Description : Huge man-eating birds shooting 
  arrow-like darts from their wings.  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ flying) 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Missile Attack : +3 
   
  Damage : 1d6 (beak & talons, arrows) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +10 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Dive into Battle (Initiative 21, 
  Melee +7), Lightning Fast, Missile Weapons (120’ 
  range, darts), Uncanny Agility, Winged. 
   
  Awards : Glory 130. 
   
  Additional Lore : Also called Ornithes Areioi or 
  Stymphalian Birds by pretentious scholars, these 
  aerial creatures 
  were 
  encountered by 
   
  the 
  Argonauts during their quest for the Golden Fleece, 
  guarding a shrine of the god Ares. 
   
  Black Stalker 
   
  Taxonomy : Monster 
   
  Description : Huge, powerfully-built and ferocious 
  humanoids with a rock-hard jet black skin. They live 
  in deep underground caverns, far from the surface 
  world, preying on various subterranean Folks (and 
  the occasional adventurer).  
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +8 
   
  Damage : 2d6 (claws) 
   
  Defense Class : 17 
   
  Hits Total : 36 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Camouflage (in darkness, 24), 
  Crushing Damage (req. grapple), Grapple (Might = 
  20), Magic Resistance, Natural Armor, Stealthy (12), 
  Supernatural Vigor. 
   
  Awards : Glory 360, Wisdom 30. 
   
   
  Additional Lore : Black Stalkers are dire enemies 
  of Obsidians (see p 86), whose flesh they are 
  especially fond of.  
   
   
   
  A deadly Black Stalker 
  
   
  15 
  Boar 
   
  Wild Boar 
   
  Taxonomy : Beast 
   
  Description : Common forest boar. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ (240’ galloping) 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 (tusks) 
   
  Defense Class : 12 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 13, 
  Melee Atttack +4), Gallop.  
   
  Awards : Glory 15.  
   
  Giant Boar 
   
  Taxonomy : Monster 
   
  Description : Giant boars have roughly the same 
  size as a rhinoceros. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ (360’ when galloping) 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (tusks) 
   
  Defense Class : 12  
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee +8), Gallop, Supernatural Vigor, Trample. 
   
  Awards : Glory 160, Wisdom 10. 
   
   
   
  Welcome to the Boar page ! 
   
  Juggernaut Boar 
   
  Taxonomy : Monster 
   
  Description : Giant boar of truly titanic proportions 
  (roughly the size of a large elephant). 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ (480’ when galloping) 
   
  Initiative : 12 
   
  Melee Attack : +8 
   
  Damage : 3d6 (tusks) 
   
  Defense Class : 12  
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee +14), Gallop, Supernatural Vigor, Trample. 
   
  Awards : Glory 400, Wisdom 10. 
   
   
   
  Common  ?  Magical  ? Giant  ? Juggernaut  ?  
    
  Giant AND Magical ?  Who Knows ? 
   
  
   
  16 
  Magical Boar 
   
  Taxonomy : Monster  
   
  Description : Looks like a common boar. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ galloping) 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 1d6 (tusks) 
   
  Defense Class : 23 
   
  Hits Total : 16 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +7), Gallop, Invulnerability, Lightining 
  Fast, Magic Resistance, Sixth Sense, Supernatural 
  Vigor, Uncanny Agility.  
   
  Awards : Glory 200, Wisdom 50.  
   
  Magical Giant Boar 
   
  Taxonomy : Monster 
   
  Description : Looks like a giant boar. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (480’ galloping) 
   
  Initiative : 19 
   
  Melee Attack : +7 
   
  Damage : 1d6 (tusks) 
   
  Defense Class : 23 
   
  Hits Total : 30 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 23, 
  Melee Attack +9), Gallop, Invulnerability, Lightining 
  Fast, Magic Resistance, Sixth Sense, Supernatural 
  Vigor, Uncanny Agility.  
   
  Awards : Glory 400, Wisdom 50.  
   
   
   
   
  A brutish boarman 
   
  Boarman 
   
  Taxonomy : Folk 
   
  Description : As their name implies, Boarmen are 
  brutish boar-headed humanoids. They are mortal 
  enemies of most other beastmen (especially 
  Acteons, Cynocephals and Lycans). They may be 
  encountered either as roaming marauders or as 
  mercenaries in the service of tyrants, warmongers, 
  evil sorcerers and other troublemakers.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 12 
   
  Detection / Evasion : 0  
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge Into Battle (Initiative 13, 
  Melee Attack +4), Supernatural Vigor. 
   
  Awards : Glory 25, Wisdom 10. Those with two-
  handed weapons or shields are worth 60 Glory. 
   
  
   
  17 
   
   
   
  A majestic Bronze Bird diving into Battle 
   
   
  Bronze Bird 
   
   
  Taxonomy : Animate 
   
  Description : A huge, animated metal bird that can 
  be used as an aerial mount (two seats). 
   
  Size : Large 
   
  Ferocity : Peaceful 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 360’ flying 
   
  Initiative : 10 
   
  Melee Attack : +2 
   
  Damage : 2d6 (beak & talons) 
   
   
   
   
   
   
  Defense Class : 17 
   
  Hits Total : 18  
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Dive into Battle (Initiative 14, 
  Melee +6), Mindless, Natural Armor, Supernatural 
  Vigor, Winged. 
   
  Awards : Glory 90, Wisdom 20. 
   
  Additional Lore : Bronze Birds are believed to 
  have been created by an ancient wizard-engineer 
  for a mighty conqueror king  who wanted to add 
  units of flying cavalry to his already awesome army. 
   
  
   
  18 
   
   
  Bronze Bull 
   
  Taxonomy : Animate 
   
  Description : Huge animated metal bull. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (horns & hooves) 
   
  Defense Class : 17 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +10), Mindless, Natural Armor, 
  Supernatural Vigor, Trample. 
   
  Variants : For extra firepower, Bronze Bulls may be 
  customized with a Breath Weapon (fire, 30’ range) 
  or/and with extra armor for Invulnerability (EDC 21). 
   
  Awards : Glory 130, Wisdom 20. Breath Weapon 
  adds 40 Glory and 20 Wisdom, while Invulnerability 
  adds 20 Glory and 10 Wisdom. 
   
  Additional Lore : Bronze Bulls were (probably) built 
  by ancient wizards-engineers (perhaps the same 
  guys responsible for Bronze Birds) as the bronze 
  age equivalent of armored tanks – or perhaps they 
  were used in decadent pit-fighting games as the 
  ultimate corrida opponents. 
   
   
  Bronze Colossus 
   
  Taxonomy : Animate 
   
  Description : Huge animated metal man. 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
   
  Cunning : Average  
   
   
  Mystique : Weird 
   
   
  Movement : 90’ 
   
   
  Initiative : 11 
   
  Melee Attack : +4 
   
   
  Damage : 2d6 (weapon) 
   
   
  Defense Class : 17 (19 with shield) 
   
   
  Hits Total : 24 
   
   
  Detection / Evasion : 0 
   
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee  +8), Grapple (Might = 20), Crushing Damage 
  (after successful grapple), Mindless, Natural Armor, 
  Supernatural Vigor. 
   
  Awards : Glory 130, Wisdom 20. Those with shields 
  or two-handed weapons are worth +10 Glory. 
   
  Additional Lore : These huge metal golems were 
  obviously built by the same obsessive ancient 
  wizards-engineers that devised Bronze Birds, 
  Bronze Bulls and other Bronze Animates – perhaps 
  they were used as guards (and they make excellent 
  sentinels, since they never sleep) or to fight Bronze 
  Bulls in mechanical gladiatorial games. 
   
   
   
  An impressive Bronze Colossus 
  
   
  19 
  Bronze Horse 
   
  Taxonomy : Animate  
   
  Description : Horse automatons. 
   
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
   
  Cunning : Average 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 11 
   
  Melee Attack : +2 
   
   
  Damage : 1d6 (hooves) 
   
   
  Defense Class : 17 
   
   
  Hits Total : 12 
   
   
  Detection / Evasion : 0 
   
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge Into Battle (Initiative 13, 
  Melee +4), Gallop, Mindless, Natural Armor, 
  Supernatural Vigor, Trample. 
   
  Awards : None (for the same reasons as for normal 
  horses – see p 58). 
   
  Additional Lore : Guess who created these metal 
  mounts ? (Secret clues are hidden in the previous 
  creature entries). Bronze Horses have several major 
  advantages over living mounts : they never tire and 
  never need to eat, drink, sleep or even rest. They do 
  not, however, possess the instinct and spirit of real 
  horses. They are also quite vulnerable to the effects 
  of rust, rain and cold, which makes them impractical 
  for long-distance travels.  
   
   
   
  A nice Bronze Horse  
   
   
   
  A mighty Bucentaur with his hand-crafted stone axe 
   
  Bucentaur 
   
  Taxonomy : Folk 
   
  Description : Bucentaurs are to bulls what centaurs 
  are to horses. They are much more massive than 
  Centaurs and their human head, torso and arms are 
  much bigger than those of a mortal man. Like bulls, 
  they are not very bright and are quick to anger 
  (avoid red cloaks or tunics !). Contrarily to popular 
  belief (and despite what their name implies), 
  Bucentaurs (who call themselves Taurogs) are not 
  Centaur hybrids but a distinct species. 
   
   
  Size : Large 
   
   
  Ferocity : Aggressive 
   
   
  Cunning : Average 
   
   
  Mystique : Normal 
   
   
  Movement : 90’ 
   
   
  Initiative : 11 
   
  Melee Attack : +4 
   
   
  Damage : 2d6 (huge club or stone axe) 
   
   
  Defense Class : 12 
   
   
  Hits Total : 24 
   
   
  Detection / Evasion : 0 
   
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge Into Battle (Initiative 15, 
  Melee Attack +8), Supernatural Vigor, Trample. 
   
   
  Awards : Glory 60, Wisdom 10. 
  
   
  20 
  Bull 
   
  Common Bull 
   
  Taxonomy : Beast 
   
  Description : Normal bull or wild auroch 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ (180’ running) 
   
  Initiative : 11 
   
  Melee Attack : +4 
   
  Damage : 2d6 (horns & hooves) 
   
  Defense Class : 12 
   
  Hits Total : 18 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +8), Trample. 
   
  Awards : Glory 40.  
   
  Giant  Bull 
   
  Taxonomy : Monster 
   
  Description : An elephant-sized bull. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 12 
   
  Melee Attack : +8 
   
  Damage : 3d6 (horns & hooves) 
   
  Defense Class : 12  
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +14), Supernatural Vigor, Trample. 
   
  Awards : Glory 400, Wisdom 10. 
   
   
   
  A fearless hero wrestling with a white magical bull 
   
  Magical Bull 
   
  Taxonomy : Monster 
   
  Description : All magical bulls are white. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ running) 
   
  Initiative : 16 
   
  Melee Attack : +6 
   
  Damage : 2d6 (horns & hooves) 
   
  Defense Class : 21 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 20, 
  Melee Attack +10), Invulnerability, Lightning Fast, 
  Magic Resistance, Supernatural Vigor, Trample. 
   
  Awards : Glory 320, Wisdom 40. 
   
   
  The all-purpose Bull  
  
   
  21 
  c 
   
   
   
  Enter the Cacodemon ! 
   
  Cacodemon 
   
  Taxonomy : Spirit 
   
  Description : Malevolent spirit of Chaos and 
  mayhem ; likes to wreak havoc on poor mortals. 
  Has a vaguely humanoid appearance but is made of 
  pure Chaotic energy. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Unearthly 
   
  Movement : 80’ 
   
  Initiative : 22 
   
  Melee Attack : n/a 
   
  Damage : special 
   
  Defense Class : 17 
   
  Hits Total : 16 
   
  Detection / Evasion : +10 / +14 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Insubstantial, Life Energy Drain 
  (touch), Lightining Fast, Magic Resistance, Psychic 
  Powers (Psychic Gift 6, Mystic Strength 18, 24 
  Power points), Sixth Sense, Uncanny Agility. 
   
  Awards : Glory 145, Wisdom 740. 
   
  Capricorn Horror 
   
  Taxonomy : Monster 
   
  Description : Huge, horned creature with a scaly 
  humanoid upper body, and a snake-like lower body. 
  Dwells in deep underground caverns.  
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 17 
   
  Hits Total : 30 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Crushing Damage (constriction), 
  Grapple (with tail, Might = 20), Magic Resistance, 
  Natural Armor, Regeneration (2 / round), Stealthy 
  (12), Supernatural Vigor. 
   
  Awards : Glory 340, Wisdom 40. 
   
   
  Additional Lore : These deadly monstrosities are a 
  mystery to naturalists and scholars. Are they an 
  actual species ?  Spawns of Chaos ?  Bizarre 
  hybrids ?  One thing is sure : Capricorn Horrors love 
  the taste of human flesh, bones and brains. 
   
   
  Menacing Capricorn Horror (pleonasm) 
  
   
  22 
   
   
   
   
  An enigmatic Carapax sorcerer 
   
  Carapax 
   
  Taxonomy : Folk 
   
  Description : Strange solitary reptilian humanoids 
  with mighty psychic powers; they tend to be more 
  enigmatic than malevolent.  
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : 0 
   
  Damage : 1d6 (staff) 
   
  Defense Class : 18 
   
  Hits Total : 8  
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Natural 
  Armor, Psychic Powers (Psychic Gift 4, Mystic 
  Strength 16, Power points 16), Supernatural Vigor. 
   
  Awards : Glory 65, Wisdom 230. 
   
  Additional Lore : Carapaxes are loners and never 
  associate with Lizardians, Troglodytes or any other 
  reptilian Folk. They are sworn enemies of the 
  Serpent Folk, who are responsible for the downfall 
  of the once mighty race. If properly approached, a 
  Carapax might even help those who fight the 
  Serpent Folk and their minions.  
   
   
  A big, bad, ugly Carnivorous Cloud 
   
  Carnivorous Cloud 
   
  Taxonomy : Monster 
   
  Description : A strange floating fungus that 
  resembles a fluffy white cloud until it deploys its 
  rending claws and opens its enormous toothy maw. 
  Carnivorous Clouds live in the sky and can only 
  attack aerial creatures (or airborne adventurers).  
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ (flying) 
   
  Initiative : 11 
   
  Melee Attack : +4 
   
  Damage : 2d6 (claws & maw) 
   
  Defense Class : 12 
   
  Hits Total : 18  
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Camouflage (as cloud, 14), 
  Mindless, Stealthy (10).  
   
  Awards : Glory 120, Wisdom 10. 
   
   
   
  Another big, bad, ugly Carnivorous Cloud 
  
   
  23 
   
   
   
   
   
  Beware the gaze of the Catoblepas ! 
   
   
  Catoblepas 
   
  Taxonomy : Monster 
   
  Description : A huge herbivorous quadruped with a 
  very heavy head, tough skin and a petrifying gaze. 
   
   
  Size : Large 
   
  Ferocity : Dangerous 
   
   
  Cunning : Average 
   
   
  Mystique : Weird 
   
   
  Movement : 90’ 
   
   
  Initiative : 12 
   
  Melee Attack : +6 
   
   
  Damage : 2d6 (claws and teeth) 
   
   
  Defense Class : 15 
   
   
  Hits Total : 30 
   
   
  Detection / Evasion : 0 
   
   
  Mystic Fortitude : +6 
   
   
  Special Abilities : Charge Into Battle (Initiative 16, 
  Melee Attack +10), Magic Resistance, Petrification 
  (20’), Supernatural Vigor, Tough Skin, Trample. 
   
   
  Awards : Glory 380, Wisdom 70. 
   
   
   
   
   
   
   
   
   
   
  This wary adventurer tried to attack a grazing  
   
  Catoblepas from behind but was obviously detected 
   
  
   
  24 
   
   
   
   
  A proud Centaur warrior 
   
  Centaur 
   
  Taxonomy : Folk 
   
  Description : The classic man-horse hybrids of 
  Greek mythology. In the world of Mythika, Centaurs 
  come from the land of Sycania. Most of them are 
  proud, reckless but honorable warriors – quite unlike 
  the 
  beastly, 
  brutish 
  Centaurs 
  most 
  often 
  encountered in Greek myth (which would actually 
  qualify as Brutaurs – see Variants below). 
   
  Size : Medium  
   
  Ferocity : Aggressive 
   
   
  Cunning : Alert 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 14 
   
   
  Melee Attack : +3 
   
   
  Missile Attack : +2 (no penalty while moving) 
   
   
  Damage : 1d6 (weapons) 
   
   
  Defense Class : 15 
   
   
  Hits Total : 12 
   
   
  Detection / Evasion : +2 / +4 
   
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee +5), Gallop, Missile Weapons (bow, 300’), 
  Supernatural Vigor, Trample, Uncanny Agility. 
   
  Awards : Glory 55, Wisdom 10. 
  Centaur Variants 
   
   
  The Centaur race has produced several variants, 
  which are described below. Other pseudo-Centaur 
  creatures detailed in this book include Bucentaurs 
  (p 19), Equinians (p 40), Ichtyocentaurs (p 64), 
  Onocentaurs (p 87) and Pegataurs (p 89). 
   
  Brutaur 
   
  Taxonomy : Folk (Centaur) 
   
  Description : Degenerate, primitive Centaurs with 
  an equal fondness for human and horse flesh. They 
  have the same characteristics as common Centaurs 
  but only have Average Cunning and are apparently 
  too dumb to use missile weapons. 
   
  Size : Medium  
   
  Ferocity : Aggressive 
   
   
  Cunning : Average 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 14 
   
   
  Melee Attack : +3 
   
   
  Damage : 1d6 (weapons) 
   
   
  Defense Class : 15 
   
   
  Hits Total : 12 
   
   
  Detection / Evasion : 0 /+2 
   
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee +5), Gallop, Supernatural Vigor, Trample, 
  Uncanny Agility. 
   
  Awards : Glory 45, Wisdom 10. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A brutish Brutaur armed with a crude club 
  
   
  25 
   
   
  This sweet Centauride babe is all legs ! 
   
  Centauride 
   
  Taxonomy : Folk (Centaur) 
   
  Description : Centaurides are the female members 
  of the Centaur species – much more peaceful than 
  their male companions (who are also very jealous). 
  A female Centaur will never be encountered without 
  at least one male Centaur to protect her. 
   
  Size : Medium  
   
  Ferocity : Peaceful 
   
   
  Cunning : Alert 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 13 
   
  Melee Attack : +1 
   
   
  Damage : does not usually fight 
   
   
  Defense Class : 15 
   
   
  Hits Total : 8 
   
   
  Detection / Evasion : +2 / +4 
   
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Gallop, Supernatural Vigor, 
  Uncanny Agility. 
   
  Awards : Killing a Centauride will not bring any 
  Glory – but is sure to cause the fury and vengeance 
  of several male Centaurs. 
   
  Centaur Colts will have the same characteristics as 
  their adult counterparts, except for a Small size. 
  Thus, a male Centaur child will only have 6 Hits and 
  a Movement of 120’ when galloping. Killing or 
  capturing a Centaur colt brings no Glory and is a 
  sure way to enrage adult Centaurs. 
   
   
  Chironian Centaur 
   
  Taxonomy : Folk (Centaur) 
   
  Description : Chironian Centaurs are the noblest, 
  wisest (and rarest ?) of all Centaurs. Unlike other 
  true Centaurs, they are solitary creatures, living in 
  the wilds as sages and semi-nomadic hermits. 
  Chironian Centaurs also are adepts of Poetic Magic 
  and, like all Lyrists, will only fight to defend 
  themselves (or those who are under their protection) 
  in which case they prove to be formidable foes. 
   
  Size : Medium  
   
  Ferocity : Dangerous 
   
   
  Cunning : Clever 
   
   
  Mystique : Eldritch 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 16 
   
  Melee Attack : +5 
   
   
  Missile Attack : +6 (no penalty while moving) 
   
   
  Damage : by weapon 
   
   
  Defense Class : 16 
   
   
  Hits Total : 16 
   
   
  Detection / Evasion : +4 / +6 
   
   
  Mystic Fortitude : +8 
   
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +7), Gallop, Magic Resistance, 
  Marksmanship, Missile Weapons (bow, 300’), 
  Supernatural Vigor, Trample, Uncanny Agility. 
  Chironian Centaurs also qualify as Lyrists (Orphic 
  Voice 4, Mystic Strength 16, 16 Power points, 
  access to all Poetic Magic powers).  
   
   
  Awards : No Glory or Wisdom can be gained from 
  killing a Chironian Centaur – this reflects their 
  special status as the Lyrists of the Centaur folk. 
   
   
   
  Chironian Centaur demonstrating his Lyrical powers 
  
   
  26 
  Sagittarian 
   
  Taxonomy : Folk (Centaur) 
   
  Description : Sagittarians are the best archers and 
  fighters of the Centaur race and form a special 
  caste within Centaur society, acting as the honorary 
  guard and elite warriors of Centaur chieftains and 
  kings. Sagitarrians have the same characteristics as 
  standard Centaurs, but are more Dangerous and 
  are unparalleled archers. 
   
   
  Size : Medium  
   
  Ferocity : Dangerous 
   
   
  Cunning : Clever 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 16 
   
   
  Melee Attack : +5 
   
   
  Missile Attack : +6 (no penalty while moving) 
   
   
  Damage : 1d6 (weapon) 
   
   
  Defense Class : 15 
   
   
  Hits Total : 16 
   
   
  Detection / Evasion : +4 / +6 
   
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +7), Gallop, Marksmanship, Missile 
  Weapons (bow, 300’), Poison (poisoned arrows), 
  Supernatural Vigor, Trample, Uncanny Agility.  
   
   
  Awards : Glory 85, Wisdom 10. 
   
   
   
  Sagittarian taking a careful aim 
   
   
  A mad Sataur invoking his sorcerous powers 
   
  Sataur 
   
  Taxonomy : Folk (Centaur) 
   
  Description : Sataurs are sterile Centauride-Satyr 
  hybrids ; they look like Centaurs with small horns 
  and pointed ears. All Sataurs are insane and are 
  treated as outcasts by Centaurs. Their madness, 
  which is the consequence of a terrible divine curse, 
  is also the source of their sorcerous powers. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ (240’ galloping) 
   
  Initiative : 15 
   
  Melee Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Detection / Evasion : +4 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee +5), Gallop, Magic Resistance, Psychic 
  Powers (Psychic Gift 4, Mystic Strength 16, 16 
  Power 
  points), 
  Supernatural 
  Vigor, 
  Trample, 
  Uncanny Agility. 
   
  Awards : Glory 85, Wisdom 230. 
   
  Additional Lore : The curse of the Sataurs affect 
  their Centauride mothers as well. All Centaurides 
  who give life to a Sataur die in childbirth. This curse 
  acts as a potent deterrent to Centaurides who might 
  be tempted by a secret affair with a Satyr.  
   
  
   
  27 
   
   
   
   
  A triply enraged Cerberus 
   
  Cerberus 
   
  Taxonomy : Monster 
   
  Description : 
  Monstrous three-headed hounds 
  whose race originates in the Underworld. Also 
  known as Hell Hounds, these creatures are believed 
  to be the spawn of the original Cerberus who guards 
  the very Gates of the Underworld. They are often 
  used as watch dogs by powerful necromancers and 
  other evil magicians. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 18 
   
  Melee Attack : +8 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 17 
   
  Hits Total : 36 
   
  Detection / Evasion : +12 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 22, 
  Melee Attack +12), Fearsome, Magic Resistance, 
  Multiple Heads (3), Sharp Senses, Sixth Sense, 
  Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 440, Wisdom 70. 
   
   
  Charont  
   
  Taxonomy : Spirit 
   
  Description : A charont looks like a gaunt man with 
  an owl's face. Charonts are the spirits of misers and 
  selfish hoarders turned into wraiths by the powers of 
  the Underworld. They usually carry huge magical 
  hammers (see below) and often guard impressive 
  treasure heaps.  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +6 (two-handed hammer) 
   
  Damage : See below  
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : +10 / +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Insubstantial, Life Energy Drain 
  (touch), Magic Resistance, Mindless, Sharp Senses, 
  Sixth Sense, Stealthy (18).  
   
  Hammer of Hades : When wielded by an 
  insubstantial creature, this two-handed magical 
  weapon (Attack +2), crafted in the underworld 
  forges of Hades, can affect corporeal beings and 
  adds +2 to its wielder’s damage roll. It also adds 
  +10 to the creature’s Glory and Wisdom awards. 
   
  Awards : Glory 110, Wisdom 180. 
   
   
  A malevolent Charont ready to strike 
   
  
   
  28 
   
   
  A Fearsome Chimera 
   
  Chimera 
   
  Taxonomy : Monster 
   
  Description : Terrifying monster with three different 
  heads : a lion, a goat (or ram) and a dragon. Their 
  tail ends with a poisonous sting (or, in some cases, 
  the head of a venomous snake). Chimeras are 
  among the most dangerous monsters in the whole 
  Mazes & Minotaurs world. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 25 
   
  Melee Attack : +9 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 20  
   
  Hits Total : 36 
   
  Detection / Evasion : +14 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Breath Weapon (dragon head, 
  fire, 30’ range), Charge into Battle (Initiative 29, 
  Melee Attack +13), Fearsome, Lightning Fast, Magic 
  Resistance, Multiple Heads (three; the snake head 
  on some Chimeras’ tail does not count as an extra 
  head, given its peculiar position), Poison (sting on 
  tail or venomous snake head on tail; paralysis), 
  Regeneration (2 Hits per round), Sharp Senses, 
  Sixth Sense, Stealthy (16), Supernatural Vigor, 
  Tough Skin, Uncanny Agility. Some Chimeras are 
  also Winged (480’ when flying). 
   
  Award : Glory 740 (760 if Winged), Wisdom 110. 
   
  Cockatrice 
   
  Taxonomy : Monster 
   
  Description : Oversized rooster-lizard hybrid whose 
  gaze can turn you to stone ! 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 15 
   
  Melee Attack : +4 
   
  Damage : 1d6 (beak & talons) 
   
  Defense Class : 18 
   
  Hits Total : 16 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Magic Resistance, 
  Petrification (40’ range), Supernatural Vigor, Tough 
  Skin. Since a Cockatrice’s wings do not really allow 
  it to fly, these creatures do not qualify as Winged. 
   
  Awards : Glory 210, Wisdom 80. 
   
  Additional Lore : These weird creatures were first 
  thought to be the improbable offspring of a rooster 
  and a Basilisk but most scholars now postulate 
  them to be unique creatures spawned by the power 
  of Chaos in some mysterious manner. 
   
   
   
   
   
   
  Beware the gaze of the Cockatrice ! 
  
   
  29 
  Crawling Aberration 
   
  Taxonomy : Monster 
   
  Description : Giant polypous being vaguely looking 
  like a cross between a murena and a medusa. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +8 
   
  Damage : 3d6 (tentacles & bite) 
   
  Defense Class : 18 
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Damage (constriction), 
  Grapple (Might = 24), Fearsome, Magic Resistance, 
  Mindless, Regeneration (3 H / round), Supernatural 
  Vigor, Tough Skin. 
   
  Awards : Glory 1000, Wisdom 60. 
   
  Additional Lore : In ancient eras, these loathsome 
  spawns of Primal Chaos were worshipped as gods 
  by degenerate or decadent populations who gave 
  them names like The Nameless One, The Dweller of 
  the Dark, The Writhing Whisperer In the Shadows or 
  The Unspeakable Abomination of (insert city name). 
  Scholars postulate that Aberrations are not native to 
  our world and were originally summoned from their 
  aberrant, non-geometrical plane of existence by 
  Demented Adepts of the Dark Arts (DADA for short).  
   
   
  As we said : polypous AND vaguely looking 
  like a cross between a murena and a medusa.  
   
   
   
   
  A Curete ready to hurl his lightning javelin 
   
  Curete 
   
  Taxonomy : Spirit 
   
  Description : These lightning spirits appear as 
  quick-moving, bronze-armored men armed with 
  shields and spears or swords.   
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 80’ 
   
  Initiative : 22 
   
  Melee Attack : +7 
   
  Damage : 1d6 (sword or spear) 
   
  Defense Class : 27 (with shield) 
   
  Hits Total : 20 
   
  Detection / Evasion : +2 / +8 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Charge Into Battle (Initiative 24, 
  Melee Attack +9), Fearsome, Lightning Fast, Magic 
  Resistance, Mindless, Invulnerability, Supernatural 
  Vigor, Uncanny Agility. Curetes are also able to hurl 
  bolts of lightning (treat as Breath Weapon, 20’). 
   
  Awards : Glory 150, Wisdom 160. 
   
  Additional Lore : The divine mission of Curetes, 
  which they pursue to the exclusion of all other 
  considerations, is to punish those who flout Zeus’ 
  laws. They are often found in places that have been 
  struck by lightning or that are sacred to Zeus. They 
  may also be sent on Earth by Zeus to punish a 
  specific offender : in this case, vanquishing a curete 
  does not automatically risk the further displeasure of 
  Zeus. The encounter with the Curetes is considered 
  sufficient chastisement; however, further crimes will 
  be dealt with more harshly. 
  
   
  30 
   
   
   
  Run, you fools !  This is an angry Gigantic Cyclops ! 
   
   
   
  
   
  31 
  Cyclops 
   
  In Greek mythology, the word “Cyclops” actually 
  refers to two very different types of beings : the 
  Cyclops who serve Hephaestus in his volcanic 
  forges and the brutish, man-eating one-eyed Giants  
  like Polyphemus – the Cyclops who was tricked and 
  defeated by the clever Odysseus.  
   
  In Mazes & Minotaurs, these two types of creatures 
  are treated as completely distinct races, respectively 
  known as Lesser Cyclops and Gigantic Cyclops. 
   
  The relationship between Lesser and Gigantic 
  Cyclops is unclear. Most scholars now scoff at the 
  old popular notion that made Lesser Cyclops the 
  offspring of human women and Gigantic Cyclops. 
  Maybe the two races are completely unrelated – or 
  at least no more related than normal, two-eyed 
  Giants and normal, two-eyed mortals. 
   
  Gigantic Cyclops 
   
  Taxonomy : Monster 
   
  Description : One-eyed giants à la Polyphemus. 
  Gigantic Cyclops are clearly Spawns of Chaos; they 
  are as stupid as they are huge and their existence is 
  entirely governed by their brutish instincts (which 
  include eating smaller people, crushing their ships 
  with boulders etc).   
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +10 
   
  Damage : 3d6 (weapons) 
   
  Defense Class : 17 
   
  Hits Total : 60 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +16), Crushing Damage (after 
  Grapple), Crushing Missiles (stones, boulders etc), 
  Fearsome, Grapple (Might = 24), Magic Resistance, 
  Supernatural Vigor, Tough Skin, Trample. 
   
  Awards : Glory 1000, Wisdom 40. 
   
  Odysseus’ Trick : To blind a Gigantic Cyclops, a 
  character must succeed at a Missile attack vst an 
  EDC of 20. This attack will do normal damage and 
  will blind the Cyclops permanently, resulting in a -4 
  penalty to Initiative, Attack and Danger Evasion. 
   
   
  Horned Cyclops 
   
  Some Gigantic Cyclops have satyr-like legs and a 
  single horn on their head. How did such creatures 
  come to life ? Some questions are better left 
  unanswered, especially when Satyrs are concerned. 
  These Horned Cyclops have exactly the same game 
  characteristics as normal Gigantic Cyclops. 
   
  Lesser Cyclops 
   
  Taxonomy : Folk 
   
  Description : One-eyed huge humanoids who live 
  underground. Lesser Cyclops are the underground 
  smiths and sentinels of the god Hephaestus. They 
  live in deep, subterranean caverns located near 
  volcanoes and use lava to fuel the roaring furnaces 
  of their enormous forges.  
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (hammer) 
   
  Defense Class : 15 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Grapple (Might 20), Magic 
  Resistance, Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 100, Wisdom 30. 
   
   
   
   
  A typical (and typically ugly) Lesser Cyclops 
   
  
   
  32 
   
  A mean, mangy Cynocephal armed with spear and shield 
   
  Cynocephal 
   
  Taxonomy : Folk 
   
  Description : Dog-headed humanoids. Some of 
  them serve as mercenaries, which has earned them 
  the nickname « dog-soldiers ». Cynocephals are 
  sworn enemies of  Acteons, Boarmen and Lycans. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Average 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : +6 / +2  
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (javelins, 120’), 
  Sharp Senses. 
   
  Awards : Glory 25 (30 with shield). 
   
   
  2007 Edition Notes & Comments 
   
  Welcome to the 2007 PDF edition of the M&M 
  Creature Compendium, third of the three core 
  books of the Revised Mazes & Minotaurs rules. 
   
  With more than 230 creatures (each one with its 
  own illustration !), this book quickly gained a 
  reputation as “the ultimate RPG bestiary”.  
   
  The Creature Compendium compiled nearly all 
  the creatures from the original Mazes & 
  Minotaurs rules and its supplements (including 
  the Hekatoteratos) but also included quite a few 
  new additions (mostly taken from the ever-
  popular Creature Compendium column of Griffin 
  magazine, from which this book took its title). 
   
  Among 
  these 
  newcomers 
  to 
  the 
  M&M 
  monstrous menagerie were the Asheeba, the 
  Atlantean War Slave, the Bapahron, the 
  Basilisk, the Black Stalker, the Carapax and the 
  various magical animals (well, as far as letters 
  A to C are concerned). 
   
  Next page (and at irregular intervals throughout 
  this PDF book), you will find a short selection of 
  readers’ comments from the Letters Page of 
  Griffin magazine; these probably capture the 
  mood of this era of gaming history more than 
  any “20 years later” nostalgic prose…  
   
  
   
  33 
   
  From the Letters Page of Griffin Magazine 
   
   
   
  Abominathol : How can a fantasy monster have a name that sounds like a pharmaceutical product ? 
   
  Anubian (I) : Anubians are great !  They are the best creatures ever designed for M&M ! I love Anubians : 
  I’ve written a pop song about them – called « Walk like an Anubian », it will be the hit of the next Mazecon ! 
   
  Anubian (II) : Why did you change the Anubians ??? In the Hekatoteratos, they had the ability to conceal 
  themselves by mimicking egyptian-style bas-reliefs – where is this power ? I had based an entire adventure 
  on it and now I must change everything !  You HAVE to publish an errata as soon as possible ! 
   
  Asheeba : Asheebas are soooo sexy. 
   
  Bapharon : I thought we had hit the bottom with the Abominathol… but the Bapharon… seriously, folks, 
  doesn’t this sound like the name of some big brass instrument to you ? What’s next – the trumpetide ? 
   
  Basilisk : So the Catoblepas and the Cockatrice were not enough, were they ?  You couldn’t resist to the 
  pleasure of plaguing us poor adventurers with yet another I-turn-you-to-stone-before-you-can-do-anything 
  monster, could you ?  You (expletive deleted). 
   
  Black Stalker : Grendel the Greek ? 
   
  Bronze Bird, Bull & Horse : Bronze Dogs, Bronze Cats, Bronze Mules, Bronze Barbarians… 
   
  Capricorn Horror : I love Capricorn Horrors. My players kept on complaining on the lack of new creatures so 
  last night, I wiped out the entire party with two Capricorn Horrors. You want new ?  I’ll give you new.  
   
  Carapax : Ah ah, a serious contender for the Abominathol in the Pharmaeutical Creatures league !!! 
   
  Carnivorous Cloud : Are you people actually smoking  something when designing new monsters ? 
   
  Centaur Variants : These variants rock !  Now Mazemasters can devise whole campaigns based on 
  Centaurs and Centaurland, with player-character Centaurs fighting Brutaurs for glory, territory and fun ! 
   
  Chironian Centaur : My Mazemaster told me that I could not play one. Why ?  Why should standard 
  Centaurs be allowed as a player-character class but not Chironians ?  This is absurd, especially since Lyrists 
  are a predominantly player-character class !  Could you provide some kind of official ruling on this ? 
   
  Centauride : My Mazemaster told me that I could not play one. Why ?  Why should male Centaurs be 
  allowed as a player-character class but not female ones ?  This is absurd, especially since Amazons are a 
  predominant player-character class !  Could you provide some kind of official ruling on this ? 
   
  Centauride (II) : Centaurides ? Shouldn’t they be called centauresses ? 
   
  Centauride (III) : Why can’t I play a Chironian Centauride ? 
   
  Sagittarian : You should publish a Sagittarian player-character class, with exactly the same characteristics 
  as the Centaur class, but with Skill (rather than Might) as its prime requisite. 
   
  Winged Centaur : Are there Winged Sagittarians ?  Winged Centaurides ?  Winged Chironian Centaurs ?  
  Why can’t I play a Winged Chironian Centauride Priestess of Aphrodite ? 
   
   
  
   
  34 
  d 
   
   
  A cruel Daughter of Arachne 
   
  Daughter of Arachne 
   
  Taxonomy : Monster 
   
  Description : Cruel hybrid creatures looking like a 
  man-sized spider with the face of a beautiful 
  woman. They love to play with their prey, taunting 
  their vicitims with their mockingly gentle voices. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 18 
   
  Melee Attack : +7 
   
  Damage : 1d6 (legs) 
   
  Defense Class : 15 
   
  Hits Total : 20 
   
  Detection / Evasion : +6 / +8 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Entangle (webs, range 10’, Might 
  = 16), Magic Resistance, Poison (sting, paralysis), 
  Stealthy (20), Supernatural Vigor, Tough Skin, 
  Uncanny Agility, Wallcrawling. 
   
   
  Awards : Glory 210, Wisdom 30. 
   
  Additional Lore : There are no male members of 
  this species. When a Daughter of Arachne devours 
  a man, she absorbs all the vital principles of her 
  prey’s body in her organism – and that’s how these 
  creatures reproduce themselves. Thus, the more 
  men a Daughter devours, the more eggs she will 
  have… Yes, this is a Freudian nightmare. 
  Degenerate Man 
   
  Taxonomy : Folk 
   
  Description : These beastly cannibals resemble 
  stooped, hairy Wildmen and can be found in some 
  isolated settlements scattered in the Helicon 
  Mountains. They are all too-often confused with 
  Wildmen, who do not share their anthropophagous 
  habits (and who tend to kill them on sight).  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 (stone axe or club) 
   
  Defense Class : 12 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 / 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Grapple (Might = 16), Sharp 
  Senses, Stealthy (12). 
   
  Awards : Glory 25. 
   
  Additional Lore : There are three different theories 
  regarding the true origins of Degenerate Men. The 
  first theory claims that Degenerate Men are actually 
  hybrids of true men and beastmen such as Lycans 
  or Boarmen. The second theory makes them the 
  inbred descendants of a proud and mighty nation of 
  human warriors… so proud that they refused to mix 
  their “superior blood” with that of other humans. 
  According to the third theory, their ancestors were a 
  clan of outstanding (but needlessly cruel) hunters, 
  who were cursed by Artemis for their arrogant and 
  bloodthirsty ways. Only the Gods (and the Maze 
  Master) know the truth… 
   
  A stooping Degenerate Man
  
   
  35 
   
   
  A Devious Derro holding a Deadly Device 
   
  Derros 
   
  Taxonomy : Folk 
   
  Description : Malevolent, pre-human dwarves who 
  live in deep underground complexes and have 
  advanced mechanical knowledge. See next page for 
  more details on their infernal devices. 
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 45’ 
   
   
  Initiative : 13 
   
  Melee Attack : +2 
   
  Missile Attack : +4 
   
  Damage : 1d3 (weapons) 
   
  Defense Class : 13 
   
  Hits Total : 4 
   
  Detection / Evasion : +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : 
  Magic Resistance, Missile 
  Weapons (various). 
   
  Awards : Glory 8, Wisdom 20. 
   
  Additional Lore : Derros are notorious as inventors 
  of strange mechanical weapons and infernal 
  devices (see below). They were the masters of the 
  ancient civilization of Lemuria, which was defeated 
  and destroyed by the lords of Atlantis during the 
  Age of Magic, after a long war in which armies and 
  fleets were supplanted by sorcery and machinery.  
  The surviving Derros took refuge underground 
  where they tried to rebuild a subterranean version of 
  their old empire, constantly trying to conquer and 
  enslave the underground Folks they encounter. 
  Needless to say, they hate Atlanteans (and, on a 
  general basis, all other Folks of Medium size). 
  Some Derros also degenerated into the brutish and 
  not-so-bright beings known as Morlocks (p 83). 
   
   
   
   
  Deadly Devices of the Derros ! 
   
  Fire Cannon 
   
  Non-portable flamethrower. Requires a crew of 
  2 Derros. Treat as a 2d6 Breath Weapon with a 
  range of 40 feet. Glory +40, Wisdom +20. 
   
  Webshooter 
   
  Mounted on a wristband, shoots a weblike fluid 
  which solidifies into a net ; treat as a one-use 
  Entange attack with a range of 6 feet. ;  almost 
  always used in conjunction with a stun-trident or 
  vampiric rod (see below). Glory +5. 
   
  Vampiric Rod 
   
  Small wand of black metal. Works as a touch 
  Life Energy Drain. Glory +10, Wisdom+20. 
   
  Stun-Trident 
   
  Treat as a paralysing Poison attack. Glory +5. 
   
  Mental Cannon 
   
  This device is probably one of the Derros’ most 
  feared creations. Requires a crew of 3 ; this 
  infernal device has the Psychic Powers ability 
  (Psychic Gift 6, Mystic Strength 18, 24 Power 
  points). Glory +10, Wisdom +200. 
   
   
   
   
   
  Metallic Menace at its Meanest : a Derros Warcraft 
   
  
   
  36 
   
   
   
  A Dichotomian by daylight 
   
  Derros Warcraft 
   
  Taxonomy : Animate 
   
  Description : Not a creature per se but  a 
  magically-animated vehicle resembling a huge 
  mettalic spider. Each warcraft is manned by a 
  Derros, hidden in the mettalic body of the creature. 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty  
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 14  
   
  Melee Attack : +4 
   
  Damage : 2d6 (metallic limbs) 
   
  Defense Class : 17 
   
  Hits Total : 18 
   
  Detection / Evasion : +6 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Breath Weapon (30’ range), 
  Mindless, Natural Armor. 
   
  Awards : Glory 140, Wisdom 30. 
   
  Notes : The warcraft’s Cunning actually reflects that 
  of its Derros pilot. Its Breath Weapon is actually a 
  primitive flamethrower. Bringing the warcraft to 2 
  Hits or less will disable it ; bringing it below zero Hits 
  will actually damage the Derros inside.  
   
  Dichotomian 
   
  Taxonomy : Folk 
   
  Description : These hairless humanoids look like 
  normal humans, except for one striking difference : 
  the left half of their entire body is ebony black while 
  the right half is ivory white – the halved being 
  separated by a perfectly vertical line. From dawn to 
  twilight, dichotomians are under the influence of 
  their white side, acting in a peaceful and courteous 
  manner… changing to a totally wicked, vicious and 
  malevolent personality from nightfall to dawn under 
  the influence of their dark half. Although each half is 
  perfectly aware of the existence of the other, it has 
  no control over its thoughts, intents or actions. 
   
  Size : Medium 
   
  Day Ferocity : Peaceful 
   
  Night Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Day Initiative : 12 
   
  Night Initiative : 14 
   
  Day Melee Attack : 0 
   
  Night Melee Attack : +4 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 13 
   
  Day Hits Total : 4  
   
  Night Hits Total : 12 * 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance. 
   
  Awards : Defeating a Dichotomian by day brings 
  neither Glory nor Wisdom. In their nocturnal version, 
  they are worth 40 Glory and 20 Wisdom. 
   
  * Dichotomians who have been injured at night will 
  start the following day with their usual daylight Hits 
  Total of 4, unless they have been reduced below 
  this threshold (in which case they will keep their 
  current, lowered Hits Total).  
   
  Additional Lore : Dichotomians were once a race 
  of atheist Philosophers who were constantly 
  debating about the arbitrary nature of concepts such 
  as good and evil : apparently, some deity eventually 
  grew weary (or amused ?) of their intellectual 
  arrogance and punished them by dividing their 
  body, their mind and their soul in two opposite parts.  
   
  
   
  37 
  Dolphin 
   
  Taxonomy : Folk (not Beast) 
   
  Description : The well-known marine mammal. 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 80'  (320’ when cruising) 
   
  Initiative : 18 
   
  Melee Attack : +1 
   
  Damage : 1d6 (head butt) 
   
  Defense Class : 15  
   
  Hits Total : 4 
   
  Detection / Evasion : +8 / +12 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Aquatic, Charge Into Battle 
  (Initiative 20, Melee +3), Cruise, Lightning Fast, 
  Magic Resistance, Sixth Sense, Uncanny Agility. 
   
  Awards : Killing these playful and peaceful 
  creatures brings neither Glory nor Wisdom. 
   
  Notes : Dolphins are often used as playmates by 
  Nereids, Mermaids and other sea beings. 
   
   
   
   
   
   
   
   
   
   
  A playful Dolphin and his human companion 
   
  (who will become a Noble hero when he grows up) 
   
   
   
  A Winged Dragon ready to use its Breath Weapon 
   
  Dragon 
   
  Taxonomy : Monster 
   
  Description : The classic monster from legend. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous or Deadly 
   
  Cunning : Average to Crafty 
   
  Mystique : Weird or Eldritch 
   
  Movement : 120’ 
   
  Initiative : 14 to 18 
   
  Melee Attack : +8 or +10 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 19 or 20  
   
  Hits Total : 50 or 60 
   
  Detection / Evasion : varies 
   
  Mystic Fortitude : varies 
   
  Special Abilities : Fearsome, Natural Armor, 
  Supernatural Vigor, plus 1d3 other special abilities 
  chosen between Breath Weapon (fire), Charge into 
  Battle, Magic Resistance, Poison, Psychic Powers, 
  Regeneration, Sixth Sense and Winged. 
   
  Awards : Glory and Wisdom awards vary according 
  to the creature’s characteristics and abilities. 
   
  Notes : In Mazes & Minotaurs, dragons are very 
  rare creatures; in Mythika, they are mostly 
  encountered on lonely, foreboding islands lost in the 
  mists of the Western Ocean. Some over-imaginative 
  scholars have postulated that Dragons actually 
  came from another plane of existence (called, 
  appropriately enough, the Dragon Dimension). 
  
   
  38 
  E 
   
  Eagle 
   
  Common Eagle 
   
  Taxonomy : Beast 
   
  Description : Normal eagle. 
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 180’ flying 
   
  Initiative : 18 
   
  Melee Attack : +3 
   
  Damage : 1d3 (beak & talons) 
   
  Defense Class : 14 
   
  Hits Total : 4 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Dive into Battle (Initiative 19, 
  Melee Attack +4) Lightning Fast, Sharp Senses, 
  Uncanny Agility, Winged.  
   
  Awards : Glory 10. 
   
  Giant Eagle 
   
  Taxonomy : Monster 
   
  Description : This enormous bird can easily grab a 
  human being in each of its talons. 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 480’ flying 
   
  Initative : 18 
   
  Melee Attack : +5 
   
  Damage : 2d6 (beak & talons) 
   
  Defense Class : 14  
   
  Hits Total : 18 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Dive into Battle (Initiative 22, 
  Melee Attack +9) Lightning Fast, Sharp Senses, 
  Uncanny Agility, Winged.  
   
  Awards : Glory 200.  
   
   
   
   
   
   
  Holy Zeus !  Three different types of Eagles ! 
   
  Olympian Eagle 
   
  Taxonomy : Monster 
   
  Description : Man-sized, fully intelligent magical 
  eagles who are the sacred servants of Zeus, 
  Olympian Eagles have the power of speech as well 
  as a distinctive silvery white plumage. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 360’ flying 
   
  Initiative : 20 
   
  Melee Attack : +5 
   
  Damage : 1d6 (beaks & talons) 
   
  Defense Class : 23 
   
  Hits Total : 16 
   
  Detection / Evasion : +12 / +14 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Dive into Battle (Initiative 22, 
  Melee 
  Attack 
  +7), 
  Grapple 
  (Might 
  = 
  16), 
  Invulnerability, Lightining Fast, Magic Resistance, 
  Sharp Senses, Sixth Sense, Supernatural Vigor, 
  Uncanny Agility, Winged. 
   
  Awards : Killing an Olympian Eagle brings no Glory 
  or Wisdom but is sure to anger Zeus. 
  
   
  39 
  Elephant  
   
  Taxonomy : Beast 
   
  Description : The well-known mastodon. On the 
  world of Mythika, Elephants come from the southern 
  jungles of Charybdis – but some of them may also 
  exist in the fabled eastern Land of the Sun.   
   
  Size : Gigantic 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 3d6 (tusks & feet) 
   
  Defense Class : 14 
   
  Hits Total : 30 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +12), Tough Skin, Trample. 
   
  Awards : Glory 150.  
   
   
   
   
   
   
   
  A deceptively charming Empusa 
   
   
  A typical, big-eared Charybdian Elephant  
   
  Empusa 
   
  Taxonomy : Spirit 
   
  Description : Beautiful (but blood-drinking) undead 
  temptress. Empusae are the revenants of seductive 
  witches who have given their souls to Hecate, 
  goddess of darkness, in exchange for eternal unlife. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : 23  
   
  Melee Attack : +5 
   
  Damage : energy drain 
   
  Defense Class : 18 
   
  Hits Total : 16 
   
  Detection / Evasion : +12 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Grapple (Might = 16), 
  Life Energy Drain (kiss ; only usable vs immobilized 
  victims), Lightining Fast, Magic Resistance, Sixth 
  Sense, Stealthy (20), Supernatural Vigor, Uncanny 
  Agility, Wallcrawling. 
   
  Some Empusae have Psychic Powers (Psychic  Gift 
  5, Mystic Strength 17, 20 Power points). 
   
  Awards : Glory 120, Wisdom 140. Psychic Powers 
  add +20 Glory and +400 Wisdom. 
   
  Note : Exposure to daylight does 1d6 damage per 
  battle round to an Empusa. This damage cannot be 
  regenerated. A dead Empusa falls to dust. 
   
  
   
  40 
  Eolian 
   
  Taxonomy : Spirit 
   
  Description : These playful but impetuous spirits of 
  the winds appear as humanoid clouds. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 80’ (320’ flying) 
   
   
  Initiative : 12 
   
  Melee Attack : n/a (insubstantial) 
   
  Damage : n/a (insubstantial)  
   
  Defense Class : 17 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 / +10 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Camouflage (24, as clouds), 
  Entangle (tendrils of wind, range 10’), Insubstantial, 
  Lightning Fast, Magic Resistance, Stealthy (20), 
  Uncanny Agility, Winged (invisible wings). 
   
  Awards : Glory 100, Wisdom 80. 
    
   
   
   
   
  A playful Eolian 
   
   
   
   
   
   
  A muscular Equinian overseer 
   
  Equinian 
   
  Taxonomy : Folk 
   
  Description : 
  Also 
  known 
  as 
  Anticentaurs, 
  Equinians look like horse-headed humanoids. They 
  sometimes associate with marauding Tragos to 
  attack Centaurs, their hated arch-enemies. It is 
  rumored that the first Equinian was in fact a 
  malformed Centaur foal who was abandoned in the 
  wilderness because of his deformity… 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee +4), Grapple (Might 16). 
   
  Awards : Glory 25 (30 with shield). 
   
  
   
  41 
  F 
   
  Flamoïd 
   
  Taxonomy : Spirit 
   
  Description : These elemental spirits are the living 
  embodiment of fire and appear as living beings 
  made of flames. Flamoids can be found in or near 
  the forges of Lesser Cyclops, acting as guardians, 
  assistants and energy source. 
   
  Size : Medium  
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 80’ 
   
  Initiative : 19 
   
  Melee Attack : n/a (insubstantial) 
   
  Damage : n/a (insubstantial)  
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +8 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Breath Weapon (Fire, 20’ range, 
  1d6 damage), Insubstantial, Lightning Fast, Magic 
  Resistance, Uncanny Agility.  
   
  Awards : Glory 105, Wisdom 120. 
   
  The Flamoïd’s fiery breath is its only way to cause 
  direct damage to material opponents. 
   
   
   
   
  A fiery Flamoid 
   
   
   
   
      
  Beware of strange Monsters with Psychic Powers ! 
   
  Floating Eye 
   
  Taxonomy : Monster 
   
  Description : A big (3’ diameter) flying sphere with 
  a single central eye and many smaller ones on 
  peduncles – endowed with psychic powers. Floating 
  Eyes are evil entities who enjoy manipulating and 
  dominating humans and other Folks using their 
  powerful psychic abilities. 
   
  Size : Small 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 45’ (hovering) 
   
  Initiative : 16 
   
  Melee Attack : n/a 
   
  Damage : n/a 
   
  Defense Class : 16 
   
  Hits Total : 10 
   
  Detection / Evasion : +10 / +8 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Psychic 
  Powers (Psychic Gift 5, Mystic Strength 17, 20 
  Power points), Sixth Sense, Tough Skin. 
   
  The Floating Eyes cannot inflict physical damage on 
  their victims. Their only forms of attacks are their 
  Psychic Powers. 
   
  Awards : Glory 38, Wisdom 230. 
   
  Additional Lore : These strange creatures actually 
  come from another world (called Gaxia) – how and 
  why they came on Mythika remains a mystery. 
   
  
   
  42 
   
   
  A menacing Fomoros ready to Petrify his victim 
   
  Fomoros 
   
  Taxonomy : Monster 
   
  Description : Fiendish undersea Cyclops with 
  green scaly skin, iron-hard claws and extremely 
  sharp teeth who live in the deepest abysses of the 
  Western Ocean.  They can petrify their victims with 
  their gaze and also hold some form of magical 
  control over the sea. All in all, pretty nasty fellows. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : 17 
   
  Melee Attack : +8 
   
  Damage : 2d6 (claws and teeth) 
   
  Defense Class : 20 
   
  Hits Total : 36 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Amphibian, Crushing Damage 
  (bear hug), Entangle (tendrils of water, 20’, can only 
  be used underwater), Fearsome, Grapple (Might 
  20), Magic Resistance, Natural Armor, Petrification 
  (40’), Regeneration (2 Hits / rd), Supernatural Vigor. 
   
  Unique Ability : Fomoros can summon the Wrath 
  of the Abyss against any ship that sails over their 
  undersea lairs. This group power can only be used 
  from below, with a maximum range of 90’. It takes 
  one round to use. At the end of the round, the ship’s 
  captain must make a Mystic Fortitude roll (with the 
  Fortune of the ship as a modifier) against a target 
  number of 14 + the number of Fomoros summoning 
  the Wrath, up to a maximum of 20. If the roll fails, 
  the ship immediately loses 1d6 Structure points. If 
  the roll succeeds, the ship becomes forever immune 
  to this power (thanks to Poseidon). This adds +20 to 
  the Fomoros’ Glory and Wisdom awards.  
   
  Awards : Glory 660, Wisdom 110. 
  Additional Lore : The fearsome Fomoros are 
  believed to descend from Poseidon himself. They 
  once ruled a mighty empire of islands in the 
  Western Ocean – but in their arrogance, they 
  rebelled against their divine ancestor, challenging 
  his command over the seas. Poseidon raised a 
  great maelstrom which sunk their kingdom in the 
  deepest abysses, killing most of them in the 
  process. The survivors fell into a deep magical 
  slumber, sleeping at the bottom of the seas for 
  thousands of years… A few decades ago, Fomoros 
  began to wake from their torpor, eager to wreak 
  havoc on the world of man.   
   
  Fox 
   
  Foxes are noted for their exceptional cunning and 
  stealthy ways. Some of them are actually magical 
  animals protected by Hermes and Artemis. 
   
  Common Fox 
   
  Taxonomy : Beast 
   
  Size : Small 
   
   
  Ferocity : Aggressive 
   
   
  Cunning : Clever 
   
   
  Mystique : Normal 
   
   
  Movement : 60’ (240’ galloping) 
   
   
  Initiative : 19 
   
   
  Melee Attack : +3 
   
   
  Damage : 1d3 (claws & bite) 
   
   
  Defense Class : 14 
   
   
  Hits Total : 4 
   
   
  Detection / Evasion : +8 / +10 
   
   
  Mystic Fortitude : 0 
   
   
  Special Abilities : Gallop, Lightining Fast, Sharp 
  Senses, Stealthy (20), Uncanny Agility. 
   
   
  Awards : Glory 10. 
   
   
   
  A Priestess befriending a Magical Fox 
   
  
   
  43 
  Hyperborean Fox 
   
  Taxonomy : Beast 
   
  Description : White foxes from the northern forests 
  of Hyperborea, slightly bigger, more ferocious and 
  tougher than other foxes. Their snow-white fur is 
  especially prized by the vain nobles of Sybaris. 
   
  Size : Small 
   
   
  Ferocity : Dangerous 
   
   
  Cunning : Clever 
   
   
  Mystique : Normal 
   
   
  Movement : 60’ (240’ galloping) 
   
   
  Initiative : 20 
   
   
  Melee Attack : +5 
   
   
  Damage : 1d3 (claws & bite) 
   
   
  Defense Class : 14 
   
   
  Hits Total : 6 
   
   
  Detection / Evasion : +8 / +10 
   
   
  Mystic Fortitude : 0 
   
   
  Special Abilities : Camouflage (white fur on snow, 
  24), Gallop, Lightining Fast, Sharp Senses, Stealthy 
  (20), Uncanny Agility. 
   
   
  Awards : Glory 13. 
   
  Magical Fox 
   
  Taxonomy : Monster 
   
   
  Description : Magical foxes look like ordinary foxes 
  but, unlike most other magical animals, have been 
  given the power of speech. 
   
  Size : Small 
   
   
  Ferocity : Aggressive 
   
   
  Cunning : Crafty 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ galloping) 
   
   
  Initiative : 20 
   
   
  Melee Attack : +3 
   
   
  Damage : 1d3 (claws & bite) 
   
   
  Defense Class : 23 
   
   
  Hits Total : 6 
   
   
  Detection / Evasion : +10 
   
   
  Mystic Fortitude : +6 
   
   
  Special Abilities : Gallop, Invulnerability, Lightining 
  Fast, Magic Resistance, Sharp Senses, Sixth 
  Sense, Stealthy (22), Supernatural Vigor, Uncanny 
  Agility. 
   
   
  Awards : Glory 42, Wisdom 50. 
   
   
  A Lesser Fury wielding the weapons of Vengeance  
   
  Fury 
   
  Taxonomy : Spirit 
   
  Description : These spirits are servants of the 
  Greater Furies, the classic dreaded spirits of 
  vengeance from myth (also known as the Erynies). 
  They act as agents of divine retribution, bringing 
  doom to fratricides, parricides and other kinslayers. 
  They may be called by Divine Intervention. Furies 
  appear as irate women carrying flaming whips; 
  although their appearance is not monstrous per se, 
  they are surrounded by an aura of dread that makes 
  them as terrifying as the most fearsome creatures.  
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 80’ 
   
  Initiative : 20 
   
  Melee Attack : +6 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 25 
   
  Hits Total : 20 
   
  Detection / Evasion : +8 / +10 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Entangle (whip, Might = 16, 10’ 
  range), Fearsome, Invulnerability, Lightning Fast, 
  Magic Resistance, Mindless, Regeneration (1 Hit 
  per round), Sixth Sense, Supernatural Vigor.  
   
  Awards : Defeating a Lesser Fury brings neither 
  Glory nor Wisdom.  These beings cannot be killed. If 
  reduced to 0 Hits, they instantly vanish and will 
  come back, fully regenerated, 1d6 days later. 
  
   
  44 
  G 
   
   
   
  An angry, vengeful Ghost 
   
  Ghost 
   
  Taxonomy : Spirit 
   
  Description : Ghosts usually look like translucent, 
  intangible humans; some may look like long-dead 
  corpses but even those who look reasonably “alive” 
  are surrounded by an eerie, frightful aura that 
  leaves no doubt as to their real nature.  
   
  Size : Medium 
   
  Ferocity : Peaceful to Dangerous 
   
  Cunning : Alert to Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : varies 
   
  Melee Attack : n/a 
   
  Damage : Special 
   
  Defense Class : 16 
   
  Hits Total : varies 
   
  Detection / Evasion : varies 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Fearsome, Insubstantial, Life 
  Energy Drain (touch), Magic Resistance, Sixth 
  Sense, Stealthy. Some Ghosts also have Psychic 
  Powers (Psychic Gift 3 to 5). 
   
  Like all Insubstantial beings, Ghosts cannot be 
  harmed by mundane weapons or means and cannot 
  inflict physical damage to material beings (except 
  with their Life Energy Drain ability). 
   
  Awards : Variable. 
   
  Ghostling 
   
  Taxonomy : Folk (not Spirit) 
   
  Description : Translucent, ethereal humans. They 
  are actually the denizens of another plane of 
  existence, appearing as ghosts in our world (in 
  which material beings appear as insubstantial). 
  Ghostlings communicate by telepathy and do not 
  share their secrets with other beings. 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : n/a 
   
  Damage : see below 
   
  Defense Class : 12 
   
  Hits Total : 4 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Insubstantial, Magic Resistance, 
  Psychic Powers (Psychic Gift 3, Mystic Strength 15, 
  Power total 12), Stealthy (20).  
   
  Awards : Glory 65, Wisdom 250. 
   
   
   
   
   
   
  Two translucent, ethereal Ghostlings 
  
   
  45 
   
   
  A Common Giant with his improvised weapon 
   
  Giant 
   
  Common Giant 
   
  Taxonomy : Monster 
   
  Description : Like a Cyclops with two eyes. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 14 
   
  Melee Attack : +8 
   
  Damage : 3d6 (weapons) 
   
  Defense Class : 16  
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Charge into Battle (Initiative 20, 
  Melee +14), Crushing Damage (after Grapple), 
  Crushing Missiles (stones etc), Fearsome, Grapple 
  (Might = 24), Magic Resistance, Supernatural Vigor, 
  Tough Skin, Trample. 
   
  Awards : Glory 850, Wisdom 40. 
   
  Mountain Giant 
   
  Taxonomy : Monster 
   
  Description : The mightiest and tallest of all Giants, 
  with a grey, stone-like skin.  
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +10 
   
  Damage : 3d6 (weapons) 
   
  Defense Class : 18  
   
  Hits Total : 60 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +16), Crushing Damage (after 
  Grapple), Crushing Missiles, Fearsome, Grapple 
  (Might 24), Magic Resistance, Natural Armor, 
  Supernatural Vigor, Trample. 
   
  Awards : Glory 1000, Wisdom 40. 
   
   
   
  A towering Mountain Giant
  
   
  46 
   
   
   
  A Two-Headed Giant facing his inner contradictions 
   
  Two-Headed Giant 
   
  Taxonomy : Monster 
   
  Description : Bicephalous giant. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +8 
   
  Damage : 3d6 (weapons) 
   
  Defense Class : 17  
   
  Hits Total : 50 
   
  Detection / Evasion : +1 / 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +14), Crushing Damage (after 
  Grapple), Crushing Missiles (stones etc), Fearsome, 
  Grapple (M = 24), Magic Resistance, Multiple Heads 
  (two), Supernatural Vigor, Tough Skin, Trample. 
   
  Awards : Glory 1000, Wisdom 50. 
   
   
  From the Letters Page of Griffin Magazine 
   
  Daughter of Arachne : Of course, such blatant 
  sexist stereotypes (not to mention sickly Freudian 
  overtones) seriously harm the image of M&M-ers 
  as responsible, psychologically sound persons, but 
  let’s face it, these babes sure spin a mean web ! 
   
  Derros Warcraft : At least we didn’t get the Giant 
  Derros Fighting Automaton… 
   
  Dolphin : Dolphins are so cute. Why can’t I play a 
  dolphin ?  You should definitely publish a Dolphin 
  character class, with powers similar to those of a 
  Nymph (and a much higher swimming bonus). 
   
  Eolians & Flamoïds : Where do these stupid 
  names come from ?  Also, since these two types of 
  creatures are obviously elemental spirits, why 
  didn’t you include water and earth elementals as 
  well ?  It was a simple matter of common sense – 
  especially in a game that features a realm of magic 
  (Elementalism) based on the four traditional Greek 
  elements of earth, air, fire and water.  
   
  Floating Eye : Giant floating one-eyed spheres ? 
  Come out of it, guys !  How can you expect such 
  absurd creatures to be taken seriously ? 
   
  Fomoros : These make terrific villains for a long-
  term campaign !  Long live Celtic M&M ! 
   
  Fox : Foxes ?? Honestly, what is the use of having 
  detailed stats for foxes ?? Can’t you see this will 
  simply incite Hunters to go on a Fox-killing spree 
  as a cheap way to cash in Experience points ? 
   
  
   
  47 
   
   
   
   
   
   
  Holy shit !  As if giant spiders were not enough ! 
   
   
  Giant Bat 
   
  Taxonomy : Beast (not Monster) 
   
  Description : An oversized bat with a body the size 
  of a man (and the corresponding wingspan !). 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 240’ flying 
   
  Initiative : 14 
   
  Melee Attack : +3 
   
  Damage : 1d6 (claws & fangs) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Detection / Evasion : +6 / +8 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Sharp Senses, Uncanny Agility 
  (only when flying), Winged. 
   
  Awards : Glory 35. 
  Giant Crab 
   
  Taxonomy : Monster 
   
  Description : Ferocious crabs that are able to grab 
  a man in each of their mighty pincers !  
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ on land 
   
  Initiative : 11 
   
  Melee Attack : +4 
   
  Damage : 2d6 (pincers) 
   
  Defense Class : 16 
   
  Hits Total : 18 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Grapple (Might = 20), Mindless, 
  Natural Armor, Stealthy (10). 
   
  Awards : Glory 160, Wisdom 10.  
   
  Giant Rat 
   
  Taxonomy : Monster 
   
  Description : Rhino-sized rats.  
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 13 
   
  Melee Attack : +5 
   
  Damage : 2d6 (claws & fangs) 
   
  Defense Class : 14 
   
  Hits Total : 18 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Sharp Senses, Stealthy (16), 
  Uncanny Agility. 
   
  Awards : Glory 160. 
  
   
  48 
   
   
   
   
   
   
   
  A Giant Scorpion ready to strike 
   
  Giant Scorpion 
   
  Taxonomy : Monster 
   
  Description : Rhino-sized scorpions. Usually lurk in 
  desert ruins and other doomed locations. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ (90’ wallcrawling) 
   
  Initiative : 16 
   
  Melee Attack : +6 
   
  Damage : 2d6 (sting & pincers) 
   
  Defense Class : 14 
   
  Hits Total : 24 
   
  Detection / Evasion : 0 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Lightning Fast, Mindless, Poison 
  (sting, death in 1d6 rounds), Stealthy (10), Tough 
  Skin, Wallcrawling. 
   
  Awards : Glory 240, Wisdom 10. 
   
   
   
  So that’s where the Giant Rat was hiding… 
   
   
   
   
  A fearless Spearman facing a Giant Slug 
   
  Giant Slug 
   
  Taxonomy : Monster 
   
  Description : Slimy mollusks of titanic proportions ; 
  mostly found underground or in very old ruins. 
   
  Size : Gigantic 
   
  Ferocity : Peaceful 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ (crawling) 
   
  Initiative : 10 
   
  Melee Attack : +4 
   
  Damage : 3d6 (whole body) 
   
  Defense Class : 14 
   
  Hits Total : 20 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Mindless, Regeneration (3 Hits / 
  rnd), Stealthy (8), Tough Skin, Wallcrawling. 
   
  Awards : Glory 300, Wisdom 20. 
   
  Other Giant Animals 
   
  The following Giant Animals can be found in other 
  sections of the Creature Compendium : 
   
  Giant Boar : See Boar (p 15). 
   
  Giant Bull : See Bull (p 20). 
   
  Giant Eagle : See Eagle (p 38). 
   
  Giant Lion : See Lion (p 69). 
   
  Giant Ram : See Ram (p 92). 
  
   
  49 
   
   
   
   
  Are curved swords better against Giant Snakes ? 
   
  Giant Snake 
   
  Taxonomy : Monster 
   
  Description : Giant snakes can be grouped in two 
  broad categories : constrictors and venomous.  
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Damage : 2d6 (bite) 
   
  Defense Class : 15  
   
  Hits Total : 24 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Grapple (Might = 20), Crushing 
  Damage (constriction) or Poison (bite, death in 1d6 
  rounds), Regeneration (2 Hits / round), Sixth Sense, 
  Stealthy (12), Tough Skin.  
   
  Awards : Glory 260, Wisdom 20.  
   
   
  A much reduced depiction of a Giant Spider 
  Giant Spider  
   
  Cave Spider 
   
  Taxonomy : Monster 
   
  Description : Huge spiders that can attack two men 
  (or other medium-sized opponent) at the same time. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : 14 
   
  Melee Attack : +7 
   
  Damage : 2d6 (fangs & legs) 
   
  Defense Class : 16  
   
  Hits Total : 24 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Entangle (webs, 20’ range, Might 
  20), Poison (fangs or sting, effect varies), Stealthy 
  (14), Tough Skin, Uncanny Agility, Wallcrawling. 
   
  Awards : Glory 260. 
   
  Gigantic Spider 
   
  Taxonomy : Monster 
   
  Description : Huge spiders that can attack four men 
  (or other medium-sized opponent) at the same time. 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 16 
   
  Melee Attack : +10 
   
  Damage : 3d6 (fangs & legs) 
   
  Defense Class : 17  
   
  Hits Total : 50 
   
  Detection / Evasion : +6 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Entangle (webs, range 30’, Might 
  24), Fearsome, Magic Resistance, Poison, Sixth 
  Sense, Stealthy (10), Tough Skin, Wallcrawling. 
   
  Awards : Glory 950, Wisdom 30.  
   
  
   
  50 
   
   
  The Big, Bad Gigantosaur 
   
  Gigantosaur 
   
  Taxonomy : Monster 
   
  Description : A gigantic, six-legged, carnivorous 
  lizard with rock-hard scales. Gigantosaurs live in 
  deep underground caverns where they prey on 
  smaller creatures – unless something bigger (like 
  adventurers) venture into their subterranean lair… 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 14 
   
  Melee Attack : +8 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 16 
   
  Hits Total : 40 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee +12), Fearsome, Natural Armor, Trample. 
   
  Awards : Glory 500, Wisdom 10. 
   
  Additional Lore : Due to their heat-based vision, 
  Gigantosaurs can see perfectly in the dark (even in 
  the total darkness of their underground caverns).  
   
  God-Shadow 
   
  Taxonomy : Spirit 
   
  Description : The gods themselves are so powerful 
  even their shadows are to be feared - for sometimes 
  these shadows get loose and wander in the lands of 
  mortals, causing chaos and confusion around them.  
   
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 90’ 
   
  Initiative : 17 
   
  Melee Attack : n/a (insubstantial) 
   
  Damage : n/a (insubstantial)  
   
  Defense Class : 16 
   
  Hits Total : 24 
   
  Detection / Evasion : +6 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Fearsome, Insubstantial, Magic 
  Resistance, Mindless, Sixth Sense, Stealthy (18), 
  Uncanny Agility. God-Shadows are also able to hurl 
  bolts of divine energy (treat as Breath Weapon, 30’ 
  range, 2d6), which is the only way they can directly 
  harm physical beings. 
   
  Awards : Glory 260, Wisdom 180. 
   
   
   
  A meditative God-Shadow 
   
  
   
  51 
   
   
  A deadly Gorgon 
   
  Golden Ram 
   
  Taxonomy : Animate 
   
  Description : Much like the Bronze Bull, except 
  that…  well you get the idea. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (horns & hooves) 
   
  Defense Class : 17 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee +10), Mindless, Natural Armor, Supernatural 
  Vigor, Trample. 
   
  Awards : Glory 130, Wisdom 20. 
  Gorgon 
   
  Taxonomy : Monster 
   
  Description : Ugly and absolutely deadly female 
  humanoids with snakes in their hair and a petrifying 
  gaze. They are the descendants of Medusa, the 
  mythic mother-goddess of their race. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 17 
   
  Melee Attack : +6 
   
  Damage : 1d6 (claws) 
   
  Defense Class : 24 
   
  Hits Total : 20 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Invulnerability, Magic 
  Resistance, Petrification (40’ range), Regeneration 
  (1 Hit per round), Sixth Sense, Stealthy (16), 
  Supernatural Vigor. 
   
  Awards : Glory 320, Wisdom 110. 
   
  Additional Lore : Gorgons are not really a species 
  - at least not in the traditional sense of the term : 
  there are no male Gorgons (or Gorgon babies for 
  that matter). All living Gorgons were actually 
  spawned during the Mythic Age : after Medusa was 
  beheaded by the great mythic hero Perseos, her 
  body was left to rot in some lost ruins, where each 
  drop of her supernatural blood eventually turned into 
  a Gorgon, giving birth to the Gorgon “race”. 
   
   
   
   
  Look out !  Golden Ram charging !
  
   
  52 
   
   
   
  A majestic Griffin 
   
  Griffin 
   
  Classic Griffin 
   
  Taxonomy : Monster 
   
  Description : The classic lion-eagle hybrid. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ flying) 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 17  
   
  Hits Total : 16 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge or Dive into Battle 
  (Initiative 21, Melee Attack +7), Grapple (Might 16), 
  Lightning Fast, Magic Resistance, Sharp Senses, 
  Stealthy (16), Supernatural Vigor, Tough Skin, 
  Uncanny Agility, Winged. 
   
  Awards : Glory 190, Wisdom 30.  
   
  Notes : Griffins have roughly the same size as 
  common lions – except for Gryphons (see below), 
  which are much larger. Other Griffin cousins include 
  the Nyctogyph (p 53) and the Hippogriff (p 57). 
   
  Gryphon 
   
  Taxonomy : Monster 
   
  Description : A rare subspecies of very large 
  Griffins; also known as Royal Griffins, the Gryphons 
  have golden feathers which form a somewhat 
  leonine mane at the base of their neck. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (480’ flying) 
   
  Initiative : 19 
   
  Melee Attack : +7 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 17  
   
  Hits Total : 30 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (or Dive) into Battle 
  (Initiative 24, Melee Attack +11), Grapple (Might 20), 
  Lightning Fast, Magic Resistance, Sharp Senses, 
  Stealthy (14), Supernatural Vigor, Tough Skin, 
  Uncanny Agility, Winged. 
   
  Awards : Glory 380, Wisdom 30.  
   
   
   
   
  An even more majestic Gryphon 
   
   
   
  
   
  53 
   
   
  A ravenous Nyctogriff  
   
  Nyctogryph 
   
  Taxonomy : Monster 
   
  Description : These monstrous predators look like 
  wingless Gryphons with a distinctive black pelt and 
  plumage. They are exclusively nocturnal and live in 
  the monster-infested Thanatari Mountains. Like their 
  winged cousins, they are particularly fond of horse 
  flesh but also prey on other creatures, including 
  humans, Wildmen and even Ogres.  
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 19 
   
  Melee Attack : +7 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 17  
   
  Hits Total : 30 
   
  Detection / Evasion : +6 / +8 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 24, 
  Melee +11), Grapple (Might 20), Lightning Fast, 
  Magic Resistance, Sharp Senses, Stealthy (14), 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Awards : Glory 360, Wisdom 30.  
   
  Additional Lore : These ferocious creatures are 
  actually a cursed lineage of Gryphons, which were 
  deprived of their golden hue and wings by Apollo 
  himself in punishment for having slaughtered a 
  whole herd of Pegasuses.  
  Grotesk 
   
  Taxonomy : Folk 
   
  Description : These malevolent creatures look like 
  big bodiless heads with arms. They actually have 
  two sole-like pads at the bottom of their body, which 
  allow them to crawl on ground. Grotesks live in large 
  subterranean cities and have a nasty habit of putting 
  to death (and eating) all the humanoids (or “bodies” 
  as they call them) who intrude on their territory.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 30’ * 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Tough Skin. 
   
  Awards : Glory 25. 
   
  * Their movement allowance is reduced because of their 
  peculiar mode of travel. 
   
  Additional Lore : Grotesks are actually the stunted 
  and mishapen descendants of a now extinct race of 
  Giants and are well aware of their grotesque shape, 
  which is why they hate humanoids so much.  
   
   
   
  An infuriated Grotesk 
  
   
  54 
   h 
   
  Hag 
   
  Taxonomy : Spirit 
   
  Description : Evil creature that looks like an 
  extremly ugly old crone but is not human. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 15 
   
  Melee Attack : +6 
   
  Damage : 1d6 (claws) 
   
  Defense Class : 17 
   
  Hits Total : 20 
   
  Detection / Evasion : +10 / +8 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Psychic 
  Powers (Magic Factor 5, Mystic Strength 20, 25 
  Power points), Regeneration (1 Hit / round), Sixth 
  Sense, Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 115, Wisdom 500.  
   
   
  Hags are as ugly as they are deadly 
   
   
   
            A shrieking Harpy 
   
  Harpy 
   
  Taxonomy : Monster 
   
  Description : Bat-winged, jet black-skinned vicious 
  humanoid creatures with sharp fangs, sharper 
  talons and a fondness for human flesh… 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 240’ flying 
   
  Initiative : 15 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & fangs) 
   
  Defense Class : 15  
   
  Hits Total : 12 
   
  Detection / Evasion : +4 / +8 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Dive into Battle (Initiative 17, 
  Melee +7), Grapple (16), Uncanny Agility, Winged. 
   
  Awards : Glory 240. 
   
   
      Yes, we give you two Harpies for the price of one 
  
   
  55 
  Hawkman 
   
  Taxonomy : Folk 
   
  Description : Flying humanoids related to Icarians 
  (see p 63), but much hardier and fiercer. Hawkmen 
  are noted for their nobility and sense of honor. They 
  are also known as Vultans. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 240’ (flying) 
   
  Initiative : 16 
   
  Melee Attack : +5 
   
  Missile Attack : +6 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 (19 with helmet and shield) 
   
  Hits Total : 16 
   
  Detection / Evasion : +4 / +8 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Dive into Battle (Initiative 18, 
  Melee Attack +7), Marksmanship, Missile Weapons 
  (bows, 300’, or javelins, 120’), Supernatural Vigor, 
  Uncanny Agility, Winged. 
   
  Awards : Glory 75 (85 helm & shield), Wisdom 10. 
   
   
   
  A proud Hawkman warrior posing 
   
   
   
   
   
  A Hippodrac statant (see next page) 
   
   
  From the Letters Page of Griffin Magazine 
   
  Grotesks : Giant rolling heads ? Have you guys 
  gone nuts or something ?  As if the Tragic Floating 
  Head was not enough ! These are probably the 
  most ridiculous monsters ever invented for M&M ! 
   
  Grotesks (again) : Since Grotesks are obviously 
  based on the villainous Ononoes from Edgar Rice 
  Burroughs’ Tarzan stories, they cannot be ‘the 
  most ridiculous monsters ever invented for M&M’. 
  Perhaps they could qualify as the most ridiculous 
  monsters ever invented for a jungle adventure tale, 
  but that’s another point entirely. 
   
  Gryphons : Gryphons ?  Griffins ?  Gryphins ?  
  Griffons ?  Gryffyins ?  Gryphyns ?  
   
  Griffins, Hawkmen & Other Aerial Beings : I’m 
  afraid that these creatures are nearly completely 
  useless in the absence of detailed rules for aerial 
  combat. Here are my own house rules on the 
  subject. Flying creatures can be grouped in five 
  Aerial 
  Maneuverability 
  classes, 
  which, 
  for 
  simplicity’s sake, are called Q, R, S, T and P. 
  Within each Aerial Maneuverability class, several 
  specific categories blah blah blah blah blah (…)  
   
  What ?  No Hecatonchire ? 
   
  Many creatures were considered for inclusion in 
  the Creature Compendium, before being rejected 
  by the editors – such as the Hecatonchire, a giant 
  from Greek mythology with 50 heads and 100 
  arms – which, in M&M terms, translated as a +49 
  bonus to Initiative and detection and 49 extra 
  attacks per battle round.  
   
  Many of these Rejected Creatures (RC) eventually 
  ended up in the pages of various magazines and 
  fanzines or in second-rate clones of the Creature 
  Compendium published by other companies, such 
  as Justicars College’s infamous Bizarre Bestiary or 
  Labyrinthine Designs’ pathetic Monsterama. 
   
  
   
  56 
   
  Beware the hellish breath of the Hellephaunt ! 
   
  Hellephaunt 
   
  Taxonomy : Monster 
   
  Description : An enormous, elephantine horror, 
  plated with bony armor, with tremendous tusks, 
  shooting flame from its trunk. These creatures 
  (which live in the deepest jungles of Charybdis) are 
  thought to be the resultt of some forgotten mad 
  god’s experiment.  
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 14 
   
  Melee Attack : +8 
   
  Damage : 3d6 (trunk, tusks etc) 
   
  Defense Class : 17 
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Breath Weapon (burning gas 
  from trunk, 40’ range), Charge into Battle (Initiative 
  20, Melee +14), Crushing Missiles (thrown with 
  trunk), Grapple (with Trunk, Might 24), Fearsome, 
  Magic Resistance, Natural Armor, Regeneration (3 
  Hits / round), Supernatural Vigor, Trample. 
   
   
  Note : May not use Breath Weapon or Crushing 
  Missiles while Grappling (the bloody thing only has 
  one trunk, thanks Zeus). 
   
  Awards : Glory 1150, Wisdom 70. 
  Hippodrac 
   
  Taxonomy : Monster 
   
  Description : This strange creature looks like a 
  dark, reptilian Pegasus with bat-like wings. It has 
  the power to breathe fire and is sometimes used as 
  an aerial mount by Stygian Lords (see p 111). The 
  combination of its wings, natural armor and breath 
  weapon makes it a most formidable steed. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ when galloping or flying) 
   
  Initiative : 15 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves, beak & talons) 
   
  Defense Class : 19 
   
  Hits Total : 16 
   
  Detection / Evasion : +2 / +6  
   
  Mystic Fortitude : +6 
   
  Special Abilities : Breath Weapon (fire, 10’ range), 
  Charge into Battle (Initiative 21, Melee +7), Gallop, 
  Magic Resistance, Natural Armor, Supernatural 
  Vigor, Trample, Uncanny Agility, Winged. 
   
  Awards : Glory 200, Wisdom 50. 
   
  Additional Lore : The first Hippodracs were the 
  products of dark crossbreeding experiments made 
  by Autarch sorcerers, involving a captured Pegasus 
  mare and the fiery fluids of a Dragon 
   
  
   
  57 
  Hippogriff 
   
  Taxonomy : Monster 
   
  Description : This creature looks as a cross 
  between an eagle and a horse. It makes a fantastic 
  aerial mount (provided you can tame it in the first 
  place). 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ when galloping or flying) 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves, beak & talons) 
   
  Defense Class : 15 
   
  Hits Total : 16 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +7), Gallop, Lightning Fast, Magic 
  Resistance, Sharp Senses, Supernatural Vigor, 
  Trample, Uncanny Agility, Winged. 
   
  Awards : Glory 170, Wisdom 30. 
   
   
   
   
   
   
   
         A noble Hippogriff waiting for a noble rider 
   
   
   
  A sinister Hooded Horror 
   
  Hooded Horror 
   
  Taxonomy : Uncertain 
   
  Description : These mysterious beings appear to 
  be robed humans, until they throw back their hoods 
  and reveal that they possess a single giant 
  unblinking eye where their heads should be !  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Psychic Powers (Psychic Gift 4, 
  Mystic Strength 16, 16 Power points), Sixth Sense, 
  Stealthy (16), Wallcrawling. 
   
  Awards : Glory 65, Wisdom 210. 
   
  
   
  58 
   
   
   
   
   
  A Noble hero and his noble steed 
   
  Horse 
   
  Common Horse 
   
  Taxonomy : Beast 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ (240’ when galloping) 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 12 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee Attack +4), Gallop, Trample. 
   
  Notes : Some exceptional horses may have 
  additional special abilities, such as Sixth Sense, 
  Lightning Fast or Uncanny Agility.  
   
   
  Awards : Killing a horse is usually considered a 
  dishonorable act and brings no Glory.  
   
   
  Diomedian Horse 
   
  Taxonomy : Beast 
   
  Description : A breed of high-spirited horses raised 
  from birth on a diet of human flesh and blood.  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ (240’ when galloping) 
   
  Initiative : 15 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee Attack +7), Gallop, Trample, Uncanny Agility. 
   
  Awards : Glory 35. 
   
  Magical Horse 
   
  Taxonomy : Beast 
   
  Description : Magical horses are always of a 
  single, pure color (white, black, silver, green etc).  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ when galloping) 
   
  Initiative : 20 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 23 
   
  Hits Total : 16 
   
  Detection / Evasion : +8 / +12 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 22, 
  Melee Attack +7), Gallop, Invulnerability, Lightning 
  Fast, Magic Resistance, Sixth Sense, Supernatural 
  Vigor, Trample, Uncanny Agility. 
   
  Awards : None. 
  
   
  59 
   
   
   
  A haughty Amazon warrior 
   
  Human 
   
  This entry presents several categories of minor human 
  fighters (see the Maze Masters Guide, p 25) that may 
  be encountered by adventurers in the course of their 
  travels and expeditions. Even in the case of Amazons 
  and 
  Barbarians, 
  these 
  rank-and-file 
  NPCs 
  are 
  significantly less powerful than most player-characters 
  (who are exceptional individuals) and major NPCs 
  (who, as noted in the MMG, should be given the same 
  characteristics as player-characters, including a class, 
  a level and all the corresponding abilities). 
   
  Amazon 
   
  Taxonomy : Human 
   
  Description : The famous warrior women of mythic 
  tales. On the world of Mythika, Amazons come from 
  the northern Queendom of Amazonia. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +3 
   
  Missile Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 (16 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +5), Marksmanship, Missile Weapons 
  (bows or javelins), Uncanny Agility. 
   
  Awards : Glory 40 (50 with helmet and shield). 
   
  Archer 
   
  Taxonomy : Human 
   
  Description :  Combat-trained bowmen. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Missile Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (16 w. helmet & breastplate) 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Marksmanship, Missile Weapons 
  (bow, 300’). 
   
  Awards : Glory 20 (30 with helmet and breastplate). 
   
  Bandit 
   
  Taxonomy : Human 
   
  Description : This broad category of NPCs include 
  outlaws, brigands, raiders and other rabble. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12  
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (bow, 300’ or 
  sling 150’), Stealthy (12). 
   
  Awards : Glory 20. 
   
   
  
   
  60 
  Barbarian 
   
  Taxonomy : Human 
   
  Description : Savage warriors from untamed lands. 
  In the world of Mythika, most Barbarians come from 
  the northern land of Hyperborea.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +3 (+5 with two-handed weapon) 
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee +5), Missile Weapons, Uncanny Agility. 
   
  Awards : Glory 30 (35 with two-handed weapon). 
   
  Notes : This profile may also be used for savage 
  jungle warriors (such as those of Charybdis) who 
  usually favor spears and shields over two-handed 
  weapons, giving them a Defense Class of 16.  
   
   
   
   
  A big, bad Barbarian swinging his big battle axe 
   
   
   
   
   
  Two soldiers from the famous  
  regiment of the Expendable Extras 
   
  Soldier 
   
  Taxonomy : Human 
   
  Description : Military-trained fighting men. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 18 (helmet, shield & breastplate) 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 13, 
  Melee Attack +4).  
   
  Note : If trained as Spearmen, Soldiers will also be 
  able to use the Shield Wall special maneuver in 
  battle (see the combat rules of the Players Manual). 
   
  Awards : Glory 30 (with complete equipment). 
   
   
   
  
   
  61 
   
   
   
  A Bicephalous Hydra (aka Double Trouble) 
   
  Hydra 
   
  Classic Hydra 
   
  Taxonomy : Monster 
   
  Description : The classic many-headed reptilian 
  monster from legend.  
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 16 + 1 per extra head 
   
  Melee Attack : +10 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 
   
  Hits Total : 60 
   
  Detection / Evasion : (Heads +1) / +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Magic Resistance, 
  Multiple Heads (up to 6 extra heads), Natural Armor, 
  Regeneration (3 Hits / round), Supernatural Vigor. 
   
  Awards : Glory 900 + 100 per extra head, Wisdom 
  50 + 10 per extra head. Thus, a seven-headed one 
  will be worth 1500 Glory and 110 Wisdom.  
   
   
   
  Can you count the heads of this Hydra ? 
   
  Sea Hydra 
   
  Taxonomy : Monster 
   
  Description : An undersea (actually amphibious) 
  version of the classic monster from legend. 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 16 + 1 per extra head 
   
  Melee Attack : +10 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 
   
  Hits Total : 60 
   
  Detection / Evasion : (Heads+1) / +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Amphibious, Fearsome, Magic 
  Resistance, Multiple Heads (up to 6 extra heads), 
  Natural Armor, Regeneration (3 Hits per round), 
  Supernatural Vigor. 
   
  Awards : Glory 900 + 100 per extra head, Wisdom 
  50 + 10 per extra head. 
   
   
   
  A five-headed Sea Hydra 
  
   
  62 
   
   
  A Pyroheadra, ready for a triple fire breath ! 
   
  Pyrohydra 
   
  Taxonomy : Monster 
   
  Description : Reddish hydra with three heads… all 
  of which are able to breathe fire ! 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 18 
   
  Melee Attack : +10 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 
   
  Hits Total : 60 
   
  Detection / Evasion : (Heads+1) / +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Breath Weapon (40’), Fearsome, 
  Magic Resistance, Multiple Heads (three, detection 
  +6), Natural Armor, Regeneration (3 Hits / round), 
  Supernatural Vigor. 
   
  Note : The Pyrohydra may make up to three Breath 
  Weapon attacks against different targets per battle 
  round (one for each head). Each such attack counts 
  as one of its regular attacks, as per the usual rules. 
   
  Awards : Glory 1300, Wisdom 90. 
   
  Hyenakin 
   
  Taxonomy : Folk 
   
  Description : 
  Hyena-headed 
  carnivorous 
  and 
  barbaric humanoids that roam the deserts of Midia. 
  They are the sworn enemies of the Leonids. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative :  12 
   
  Melee Attack : +2 
   
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : +6 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (javelins, 120’), 
  Sharp Senses, Stealthy (14). 
   
  Awards : Glory 30 (35 with shield). 
   
   
   
                              A vicious Hyenakin scavenger 
   
   
   
  Rise, Children of the Hydra ! 
   
  It is a well-known fact that a Hydra’s teeth can turn into animated Skeletons (see p 105). Each Hydra head 
  holds four such magical teeth - so a dead seven-headed Hydra could mean a small army of 28 Skeletons ! 
  Simply toss the tooth on earthy ground : one battle round later, a sword-wielding Skeleton will sprout from the 
  ground, ready to obey your every command – but only for 10 battle rounds, after which it will fall apart, 
  crumbling into a pile of old dead bones. This is a one-time trick, since each tooth can only be used once. 
   
  
   
  63 
   
  I-K 
   
  Icarian 
   
  Taxonomy : Folk 
   
  Description : Winged, peaceful humanoids who live 
  in the highest mountains of the world. 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 240’ flying 
   
  Initiative : 14 
   
  Melee Attack : +1 
   
  Missile Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 / +8 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Marksmanship, Missile Weapons 
  (bow, 300’), Supernatural Vigor, Uncanny Agility, 
  Winged.  
   
  Unique Ability : Icarians qualify as Elementalists, 
  with Air as their primary (and only) element. They 
  have a Mastery bonus of 3, a Mystic Strength of 15 
  and 12 Power points. This adds +40 to their Glory 
  award and +200 to their Wisdom award. 
   
  Awards : Glory 90, Wisdom 210. 
   
   
  Ice Worm alert !!!
   
   
   
   
  A noble Icarian ready to summon the winds 
   
  Ice Worm 
   
  Taxonomy : Monster 
   
  Description : A giant carnivorous worm entirely 
  covered in white fur that makes it extremely hard to 
  spot in the snow-covered mountains where it lurks. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ (crawling) 
   
  Initiative : 14 
   
  Melee Attack : +7 
   
  Damage : 2d6 (fangs) 
   
  Defense Class : 17 
   
  Hits Total : 24 
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Camouflage (white fur on snow, 
  16), Crushing Damage (constriction), Grapple (with 
  body, Might = 20), Mindless, Regeneration (2 Hits / 
  round), Stealthy (12), Tough Skin, Uncanny Agility. 
   
  Awards : Glory 340, Wisdom 20. 
  
   
  64 
   
   
   
  Half-triton, half-centaur : the Ichtyocentaur ! 
   
  Ichtyocentaur 
   
  Taxonomy : Folk 
   
  Description : Very weird green-skinned Triton-
  Centaur hybrids, with the forelegs of a horse and a 
  triton-like scaly tail where the hindlegs should be.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ when cruising) 
   
  Initiative : 12 (14 underwater) 
   
  Melee Attack : +2 (+3 underwater) 
   
  Damage : 1d6 (trident) 
   
  Defense Class : 15 (17 underwater) 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Amphibian, Charge into Battle 
  (only underwater, Initiative 16, Melee Attack +5), 
  Cruising (but NO Galloping on land), Supernatural 
  Vigor, Tough Skin, Uncanny Agility (only in water). 
   
  Awards : Glory 50 (in water) or 40 (on land). 
   
  Additional Lore : These beings’ true origins remain 
  a complete mystery : are they actual crossbreeds ? 
  Centaurs 
  cursed 
  by 
  Poseidon ? 
   
  Malformed 
  Tritons ? No one knows for sure – the only certain 
  fact is that there are no female ichtyocentaurs. 
   
  Iron Warrior 
   
  Taxonomy : Animate 
   
   
  Description : Animated iron statues of hoplites, 
  often encountered in groups of 2 to 6. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 19 (with shield) 
   
  Hits Total : 20 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative  15, 
  Melee 
  Attack 
  +8), 
  Mindless, 
  Natural 
  Armor, 
  Supernatural Vigor.  
   
  Unique Ability : Iron Warriors can use the Shield 
  Wall special maneuver (see Players Manual, p 23). 
   
  Awards : Glory 75, Wisdom 30. 
   
  Additional Lore : These deadly Animates were 
  probably created by the same wizard-engineers who 
  crafted Bronze Bulls, Colossi, Horses and Birds. 
   
   
   
   
   
  Two Mindless Iron Warriors
  
   
  65 
   
   
  A Ker (plural Keres – but one is more than enough) 
   
  Ker 
   
  Taxonomy : Spirit 
   
   
  Description : Keres (sing. Ker) are vicious she-
  demons with bat-like wings, razor-sharp claws and 
  piercing fangs. who prey on the life-energy of their 
  victims, devouring their very souls.  
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Unearthly 
   
  Movement : 60’ (240’ flying) 
   
  Initiative : 19 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws and fangs) 
   
  Defense Class : 21 
   
  Hits Total : 20 
   
  Detection / Evasion : +8 / +10 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Life Energy Drain 
  (bite*), Magic Resistance, Regeneration (1 / round), 
  Sixth Sense, Stealthy (18), Supernatural Vigor, 
  Tough Skin, Uncanny Agility, Winged. 
   
  Awards : Glory 135, Wisdom 160. 
   
  * Victims killed by a Ker’s Life Energy Drain can 
  never be resurrected by any power (including Divine 
  Intervention), since their soul has been reaped by 
  the Ker and directly sent to Hades at the very 
  instant of their death. 
   
  Additional Lore : Keres are generally encountered 
  near entrances to the Underworld. Most of the time, 
  their actions are guided by their own malignancy 
  and hunger but like the Lesser Furies, Keres 
  sometimes act as agents of divine retribution, 
  carrying their task with the merciless efficiency of a 
  professional assassin. 
   
  Klaatakaa’rr 
   
  Taxonomy : Folk 
   
  Description : Vicious humanoid predators with dark 
  leathery skin and large bat-like wings, living in the 
  southern mountains of Charybdis. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ flying) 
   
  Initiative : 15 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 17  
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +6 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Dive into Battle (Initiative 17, 
  Melee Attack +7), Grapple (Might 16), Tough Skin, 
  Uncanny Agility, Winged. 
   
  Note : One of their favorite tricks is to grapple a 
  victim, fly as high as possible while carrying him (60’ 
  up in one round) and then drop the unfortunate 
  individual from this height, resulting in 6d6 Hits. The 
  victim’s only chance is to actually try to « grapple 
  back » the creature (using the usual wrestling rules). 
   
  Purple Klaatakaa’rr : These are the leaders of the 
  Klaatakaa’rr race, easily identifiable by their dark 
  purple hue and stronger body frame. They are 
  Deadly, Clever and have Magic Resistance, which 
  gives them Initiative 17, Melee +7, Hits Total 16, 
  Detection +4, Evasion +8, Mystic Fortitude +6.  
   
  Awards : Glory 60 (80 and 20 Wisdom if Purple). 
   
   
  Bewaaaarrre the Klaatakaa ‘rr ! 
  
   
  66 
  L 
   
  Lamassu 
   
  Taxonomy : Monster 
   
  Description : Giant winged lions with human faces, 
  Lamassu are always encountered as guardians of 
  the lost tombs or ruined temples of the long-dead 
  Hazarian civilization, which once ruled the Land of 
  the Sun. A Lamassu can stay immobile for hours, 
  looking exactly like (and often mistaken for) huge 
  statues. Lamassu may be related to Sphinxes but, 
  unlike them, do not have the power of speech. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ (480’ flying) 
   
  Initiative : 20 
   
  Melee Attack : +9 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 18 
   
  Hits Total : 36 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 24, 
  Melee +13), Lightning Fast, Magic Resistance, 
  Sharp Senses, Stealthy (14), Supernatural Vigor, 
  Tough Skin, Uncanny Agility, Winged. 
   
  Awards : Glory 420, Wisdom 30.  
   
   
   
  Don’t be fooled by this Lamassu’s cute looks 
   
   
   
   
  A Lamia ready to devour her next victim 
   
  Lamia 
   
  Taxonomy : Monster 
   
  Description : Ophidian monstrosity with the upper 
  body of a woman and the lower body of a giant 
  snake… and a taste for human flesh. They usually 
  haunt desert ruins and lost necropolises. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 80’ 
   
  Initiative : 21 
   
  Melee Attack : +6 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 18 
   
  Hits Total : 20 
   
  Detection / Evasion : +4 / +8 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Damage (constriction), 
  Fearsome, Grapple (Might = 16), Lightning Fast, 
  Magic Resistance, Poison (sting, causes paralysis), 
  Psychic Powers (Psychic Gift 4, Mystic Strength 16, 
  16 Power pts), Regeneration (1 Hit / rd), Stealthy 
  (16), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 300, Wisdom 250 
   
  Additional Lore : Lamia are the descendants of a 
  sorceress-queen of the East who was cursed by the 
  gods for her lustful debauchery. 
  
   
  67 
   
  A boyish Lar showing his Cornucopia 
   
  Lar 
   
  Taxonomy : Spirit 
   
  Description : Lares (sing. Lar) are benign spirits 
  who protects farms, wineyards, olive groves and the 
  like. They look like small, beautiful youths, who 
  carry a basket or horn full of food, their Cornucopia. 
  They reward pious, hardworking and serious 
  people, 
  but 
  punish 
  the 
  wicked, 
  lazy 
  and 
  disrespectful. They know everything about the area 
  they live in, and are gossipy little guys. Lares are 
  the natural enemies of Lemures (see below).  
   
  Size : Small 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 45’ 
   
  Initiative : 14 
   
  Melee Attack : n/a * 
   
  Damage : n/a ‘ 
    
  Defense Class : 16 
   
  Hits Total : 4 
   
  Detection / Evasion : +4 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Stealthy (20), 
  Supernatural Vigor, Uncanny Agility.  
   
  ’ A lar has no effective physical attack unless he 
  shapeshifts (see below). 
   
  Unique Ability : Lares also have the powers to 
  shapeshift into any Small to Large Beast ; they 
  prefer changing into farm animals like bulls, rams or 
  guard dogs to fight. This transformation takes one 
  battle round and gives the Lar all the characteristics 
  and abilities of the chosen creature. 
   
  Cornucopia : All Lares carry a basket or horn of 
  plenty, a cornucopia. Every day, this magical item 
  can create enough wine, bread, cheese, fruit and 
  olives to feed up to six persons. If the cornucopia is 
  stolen or the Lar killed, it becomes cursed, and 
  everything it produces is poisoned.  
   
  Awards : None. In addition, the killer of a Lar 
  suffers a permanent loss of 1d6 Luck points. 
   
  Lemure 
   
  Taxonomy : Spirit 
   
  Description : Lemures are evil spirits who haunt 
  lonely desolate places. They look like emaciated, 
  mishapen urchins. Dishonest, greedy and cowardly, 
  they like to steal from or harass travelers through 
  "their" lands. They are compulsive and cheating 
  gamblers. Lemures hate Lares and lust for Nymphs.  
   
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 45’ 
   
  Initiative : 15 
   
  Melee Attack : +2 
   
  Damage : 1d3 (sharp nails) + life-energy drain 
   
  Defense Class : 16 
   
  Hits Total : 6 
   
  Detection / Evasion : +8  
   
  Mystic Fortitude : +8 
   
  Special Abilities : Grapple (12), Life-Energy Drain 
  (bite, 1d6 HIts), Magic Resistance, Sixth Sense, 
  Stealthy (20), Supernatural Vigor, Uncanny Agility.  
   
   
  Thieving Sack : All Lemures carry a magical 
  thieving sack. If the Lemure is within 30’ of a 
  container that is not held by another being, he can 
  magically transfer one item from this container into 
  the sack. If a character tries to retrieve a specific 
  item from the sack, there is a 10% chance that the 
  item is permanently lost. This chance increases to 
  20% if the sack was stolen from a Lemure that still 
  exists. Only Divine Intervention may restore items 
  lost in a Lemure’s thieving sack. 
   
  Awards : Glory 17, Wisdom 120. 
   
   
  A thieving Lemure stealing away
  
   
  68 
   
   
   
  A fierce Leonid warrior Charging into Battle 
   
  Leonid 
   
  Taxonomy : Folk 
   
  Description : Proud lion-headed humanoids who 
  inhabit the wild and mountainous regions. Leonids 
  are nobler and more honorable than most other 
  breeds of beastmen; they are fierce enemies of 
  Hyenakins and Lycans. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +5 
   
  Missile Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 16 
   
  Detection / Evasion : +6 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +7), Missile Weapons (javelins, 120’ 
  range), Sharp Senses, Stealthy (16), Supernatural 
  Vigor, Uncanny Agility. 
   
  Awards : Glory 65, Wisdom 10. 
   
   
   
  Leucrota 
   
  Taxonomy : Monster 
   
  Description : A huge, fiendish hyena-like predator 
  with a fondness for human flesh. It has the ability to 
  speak and imitate human voices… 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 20 
   
  Melee Attack : +6 
   
  Damage : 2d6 (claws and bite) 
   
  Defense Class : 17 
   
  Hits Total : 24 
   
  Detection / Evasion : +8 / +10 
   
  Mystic Fortitude : +6 
   
  Special 
  Abilities : 
  Lightning 
  Fast, 
  Magic 
  Resistance, Sharp Senses, Stealthy (16), Tough 
  Skin, Uncanny Agility. 
   
  Unique Ability : Leucrota are very good at imitating 
  human voices – not just voices in general but the 
  voice of specific individuals, which, combined to its 
  exceptional stealth, allows them to lure and trap 
  their preys in a variety of fiendish ways. Characters 
  who hear a Leucrota imitating the voice of someone 
  they know will be fooled by the monster’s vocal 
  mimicry unless they succeed at a detection roll 
  against a target number of 20. 
   
  Awards : Glory 300, Wisdom 20. 
   
   
   
   
   
   
  A fiendish Leucrota waiting for its next victims 
   
   
   
  
   
  69 
  Lion 
   
  Common Lion 
   
  Taxonomy : Beast 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 80’ (320’ when galloping) 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 14  
   
  Hits Total : 12 
   
  Detection / Evasion : +6 / +8 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee +7), Gallop, Lightning Fast, Sharp Senses, 
  Stealthy (16), Uncanny Agility. 
   
  Awards : Glory 60. 
   
  Giant Lion 
   
  Taxonomy : Monster 
   
  Description : A rhino-sized lion. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : 19 
   
  Melee Attack : +7 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 14 
   
  Hits Total : 30 
   
  Detection / Evasion : +6 / +8 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 25, 
  Melee +11), Gallop, Lightning Fast, Sharp Senses, 
  Stealthy (14), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory  260, Wisdom 10. 
   
   
   
  Giant or normal Lion ?  You decide. 
   
  Magical Lion 
   
  Taxonomy : Monster 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ when galloping) 
   
  Initiative : 21 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 23  
   
  Hits Total : 20 
   
  Detection / Evasion : +12 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 23, 
  Melee +9), Gallop, Invulnerability, Lightning Fast, 
  Magic Resistance, Sharp Senses, Sixth Sense, 
  Stealthy (18), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 250, Wisdom 50. 
   
   
   
   
  A Majestic Magical Lion, King of Narnios 
  
   
  70 
   
   
   
  Well, at least WE have a roof over our heads 
   
  Living Caryatid  
   
  Taxonomy : Animate 
   
  Description : Living caryatids appear to be a 
  decorative stone pillar fashioned in the shape of a 
  beautiful young woman. Their most common use is 
  as guardians of some place or treasure; appearing 
  to be nothing more than a lifeless carving, they 
  come “alive” when their charge is threatened or 
  disturbed.  They are often found in the ruins of 
  ancient palaces and temples. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 14 
   
  Melee Attack : +8 
   
  Damage : 3d6 (fist or foot) 
   
  Defense Class : 23 
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Crushing Damage (crushing 
  grip), Grapple (Might 24), Invulnerability, Fearsome, 
  Mindless, Supernatural Vigor. 
   
  Awards : Glory  450, Wisdom 40.  
  Lizardian 
   
  Taxonomy : Folk 
   
  Description : Carnivorous reptilian humanoids akin 
  to Troglodytes, but with greater cunning, agility and 
  stamina as well as powers of regeneration. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 16 
   
  Melee Attack : +5 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 16 (18 with shield) 
   
  Hits Total : 16 
   
  Detection / Evasion : +4 / +6 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Regeneration (1 Hit per round), 
  Stealthy (18), Supernatural Vigor, Tough Skin, 
  Uncanny Agility. 
   
  Awards : Glory 70 (75 with shield), Wisdom 10.  
   
  Lycan 
   
  Taxonomy : Folk 
   
  Description : Wolf-headed carnivorous humanoids 
  bent on raiding and plundering.   
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : +6 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee Attack +4), Missile Weapons (javelin, 120’), 
  Sharp Senses, Stealthy (14). 
   
  Awards : Glory 35 (40 with shield). 
   
  
   
  71 
   
  A devious Lizardian armed with sword and shield 
   
   
   
                         A savage Lycan marauder charging into battle 
   
   
   
   
  
   
  72 
  Lycocentaur 
   
  Taxonomy : Folk 
   
  Description : A very rare, sterile hybrid of Centaur 
  and Lycan, these vile creatures lack the exceptional 
  vitality and hardiness of true Centaurs. For some 
  mysterious reason, Lycocentaurs do not have 
  hooves but wolf-like feet, making them stealthier 
  than Centaurs. Since these creatures always result 
  from the rape of a Centauride by Lycans, Centaurs 
  will always kill a Lycocentaur on sight. 
   
  Size : Medium  
   
  Ferocity : Aggressive 
   
   
  Cunning : Alert 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 14 
   
   
  Melee Attack : +3 
   
   
  Missile Attack : +2 (no penalty while moving) 
   
   
  Damage : 1d6 (weapons) 
   
   
  Defense Class : 15 
   
   
  Hits Total : 8 
   
   
  Detection / Evasion : +2 / +4 
   
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +5), Gallop, Missile Weapon (javelins, 
  120’), Stealthy (16), Uncanny Agility. 
   
  Awards : Glory 45. 
   
   
   
   
   
  A vile (and crudely drawn) Lycocentaur 
   
   
  2007 Edition Notes & Comments 
   
  Beastmen Unbound ! 
   
  Lycans, Leonids, Tragos, Hyenakin, Acteons, 
  Bearmen, Boarmen, Dogheads… Beast-headed 
  humanoids certainly were the most crowded 
  ecological niche in the M&M menagerie. Griffin 
  magazine’s famous Creature Compendium column 
  was regularly invaded by new races or subraces of 
  beastly hybrids, which roughly fell into two broad 
  categories : « clones » and « mutants ». 
   
  Clones were uninspired pretty pointless variants of 
  existing Beastmen, with exactly the same stats or 
  a +1 here and a -1 there for variety’s sake. Most of 
  ths « spear-fodder » creatures are best left 
  forgotten – except, of course, for the magnificent 
  Orycters (yes : aardvark-men, see p 88). 
   
  Mutants too were variants of existing races of 
  Beastmen, but with an extra (often weird) ability 
  grafted on : bicephalous Lycans, Boarmen with 
  Regeneration, winged Acteons, frost-breathing 
  white-furred Bearmen – you get the idea…  
   
  Hybrids Unbound too ! 
   
  Another typically M&M-esque type of creature was 
  the hybrid : a crossbreed between two existing 
  species of creatures. Unbeknownst to many M&M 
  gamers, some of these weird beings (such as the 
  Ichtyocentaur described on p 64) were actually 
  taken from ‘real’ mythological sources. Others, like 
  the Lycocentaur described on this very page were 
  simply the bizarre creations of Maze Masters trying 
  to « surprise » their players with their « creativity ».  
   
  From the Letters Page of Griffin Magazine 
   
  Sea Hydra : Aside from its natural environment, 
  what’s the difference between a Sea Hydra and a 
  normal Hydra ?  Or should they be called Land 
  Hydrae now ?  While you were at it, why didn’t you 
  give us the Cave Hydra, the Mountain Hydra, the 
  Forest Hydra and the Garden Hydra ? 
   
  Keres : As if Divine Wrath, Curetes and Lesser 
  Furies were not enough…  
   
  Klaatakaa’rr : And how on Earth are you 
  supposed to pronounce that in the middle of a 
  fight ?  After a dozen tries, my players finally gave 
  up and decided to call them ‘flying chimps’. 
   
  Lamassu : Your version of the Lamassu has 
  almost nothing to do with the Babylonian mythical 
  creature of the same name !  As a Babylonian 
  myself, I can’t help but feel insulted and my only 
  honorable course of action is to call the manyfold 
  curse of Marduk and Tiamat on you and your 
  descendants (for 1d6+1 generations), unless you 
  quickly amend yourself by publishing my briliant 
  Babylonian Quest rpg. 
   
  Lares : What’s the point ?  M&M characters are 
  supposed to be heroes, or at least adventurers, 
  not farmers… This is not Shepherds & Sickles !!! 
   
   
  
   
  73 
  M 
   
   
   
  The Monstrous, Man-Eating Manticore
   
   
  Manticore 
   
  Taxonomy : Monster 
   
  Description : The body of a giant lion, the head of a 
  bearded man and the tail of a giant scorpion. Fierce, 
  vicious and fond of human flesh 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 120’   
   
  Initiative : 23 
   
  Melee Attack : +9 
   
  Damage : 2d6 (claws & bite) 
   
   
   
  Defense Class : 20 
   
  Hits Total : 36 
   
  Detection / Evasion : +8 / +10 (+12 if Winged) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 27, 
  Melee Attack +13), Fearsome, Lightning Fast, Magic 
  Resistance, Poison (sting, causes death in 1d6 
  rounds), Sharp Senses, Stealthy (16), Supernatural 
  Vigor, Tough Skin, Uncanny Agility.  
   
  Some Manticores are Winged. 
   
  Awards : Glory 500 (+20 if Winged), Wisdom 40. 
   
  Additional Lore : Originally from the faraway Land 
  of the Sun in the East, these terrible Monsters now 
  infest the Thanatari Mountains. 
   
  
   
  74 
   
   
   
   
  The latest fashion in warfare : the Mechanical Archer 
   
  Mechanical Archer 
   
  Taxonomy : Animate 
   
  Description : Automatons with bows and arrows. 
  Each archer is equipped with a quiver of 12 arrows. 
  Once they have shot their arrows, these automatons 
  cannot fight in melee, being only ‘programmed’ to 
  shoot and move. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : n/a 
   
  Missile Attack : +3 
   
  Damage : 1d6 (arrows) 
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Mindless, Marksmanship, Missile 
  Weapons (bow, range 300’), Natural Armor, 
  Supernatural Vigor. 
   
  Awards : Glory 55, Wisdom 20. 
  Megalopodoï 
   
  Taxonomy : Folk (not Monster) 
   
  Description : Megalopodos (sing. megalopodoï) 
  are shy and usually peaceful apemen with huge 
  feet, who inhabit cold mountainous regions. They 
  are all too often mistaken for Abominathols (see p 4) 
  by adventurers and have grown very wary of man. 
  They will only attack if they feel threatened or if they 
  fear for the safety of their young. 
   
  Size : Large 
   
  Ferocity : Peaceful 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +3 
   
  Missile Attack : +1 
   
  Damage : 2d6 (club) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Detection / Evasion : +6 / +4 
   
  Mystic Fortitude : +0 
   
  Special Abilities : Crushing Damage (bear-like 
  hug), Grapple (Might = 20), Missile Weapons 
  (thrown rocks, 60’), Sharp Senses, Stealthy (14), 
  Tough Skin, Uncanny Agility. 
   
  Awards : Killing these shy and peaceful creatures 
  only bring half the usual Glory (50 per individual). 
   
   
   
   
  A shy Megalopodoï walking away 
  
   
  75 
  Mermaid 
   
  Taxonomy : Folk 
   
  Description : The classic fish-tailed female creature 
  of myth and legend (not to be confused with Sirens). 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ cruising) 
   
  Initiative : 18 
   
  Melee Attack : +1 
   
  Damage : none * 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 / +10  
   
  Mystic Fortitude : +2 
   
  Special Abilities : Aquatic, Cruise, Lightning Fast, 
  Stealthy (18), Supernatural Vigor, Uncanny Agility, 
  Vocal Entrancement (40’ range).  
   
  Awards : None. Killing a Mermaid brings neither 
  Glory nor Wisdom but is a sure way to provoke the 
  wrathful vengeance of Tritons. 
   
  * Mermaids never fight, using their supernatural 
  charm to lure and entrance their victims. If faced 
  with An unreceptive (or aggressive) opponent, they 
  usually Cruise away from trouble or, if really 
  necessary, call a few angry Tritons to their help. 
   
               
   
   
  A golden Midas Man 
   
   
   
   
   
  An alluring Mermaid 
   
   
  Midas Man 
   
   
   
  Taxonomy : Animate 
   
  Description : Animated statues made of stargold, 
  crafted by Atlantean wizard-engineers. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +4 
   
  Damage : 1d6 (arms) 
   
  Defense Class : 21 
   
  Hits Total : 16 
   
  Special Abilities : Crushing Damage (bear-like 
  hug), Grapple (Might = 16), Invulnerability, Mindless, 
  Supernatural Vigor. 
   
  Awards : Glory 80, Wisdom 30. 
   
  Additional Lore : Once killed, each Midas Man can 
  be « chipped » for 10 gold coins worth of gold (with 
  the same encumbrance as coins). 
  
   
  76 
   
   
   
  Enter the Minotaur ! 
   
  Minotaur 
   
  Taxonomy : Monster 
   
  Description : Classic bull-headed brutish humanoid 
  monster ; generally lives in mazes. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +6  
   
  Damage : 1d6 (big axe) 
   
  Defense Class : 15 
   
  Hits Total : 20 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +8), Crushing Damage (bear-like hug), 
  Grapple (Might = 16), Magic Resistance, Stealthy 
  (14), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 170, Wisdom 30. 
   
  Additional Lore : For some unknown reason, each 
  individual Minotaur has its own unique appearance. 
  Some of them have a human-like body, while others 
  are covered with a pelt of the same color as their 
  bovine head, some of them have hooved feet (and 
  even hooved hands !) etc. In addition, the Minotaur 
  race has spawned various weird sub-species. 
  Minotaur Variants 
   
  Several special breeds and subspecies of Minotaurs 
  are detailed below. 
   
  Albinotaur 
   
  Taxonomy : Monster 
   
  Description : A rare breed of albino Minotaurs with 
  white skin and red eyes. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +6  
   
  Damage : 1d6 (big axe) 
   
  Defense Class : 16 
   
  Hits Total : 20 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +8), Crushing Damage (bear-like hug), 
  Grapple (Might = 16), Magic Resistance, Stealthy 
  (14), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 180, Wisdom 30. 
   
  The all-white Albinotaur 
  
   
  77 
   
   
   
  A beastly Bronze Minotaur 
   
  Bronze Minotaur 
   
  Taxonomy : Monster 
   
  Description : Bronze Minotaurs are not made of 
  metal but have a bronze-like skin; they are tougher 
  (but less alert) than their more common cousins.  
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Damage : 1d6 (big axe) 
   
  Defense Class : 17 
   
  Hits Total : 20 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +8), Crushing Damage (bear-like hug), 
  Grapple (Might = 16), Magic Resistance, Natural 
  Armor, Stealthy (12), Supernatural Vigor. 
   
  Awards : Glory 170, Wisdom 30. 
   
   
  Dancing Minotaur 
   
  Taxonomy : Monster 
   
  Description : Dancing Minotaurs are amazingly 
  agile Minotaurs with satyr-like, nimble legs. Unlike 
  most other Minotaurs, Dancing Minotaurs prefer 
  one-handed swords to big axes or unarmed attacks. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 16 
   
  Melee Attack : +7 
   
  Damage : 1d6 (sword) 
   
  Defense Class : 17 
   
  Hits Total : 20 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +9), Magic Resistance, Stealthy (16), 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Awards : Glory 160, Wisdom 30. 
   
   
   
  A Dancing Minotaur elegantly closing for the kill 
  
   
  78 
   
   
  A proud and noble Golden Minotaur 
   
  Golden Minotaur 
   
  Description : Golden Minotaurs have a distinctive 
  golden hued skin and are as noble and honorable 
  as standard Minotaurs are brutish and beastly. 
   
  Taxonomy : Monster 
   
   
  Size : Medium 
   
   
  Ferocity : Dangerous 
   
   
  Cunning : Clever 
   
   
  Mystique : Weird 
   
   
  Movement : 60’ 
   
   
  Initiative : 14 
   
  Melee Attack : +4 
   
   
  Damage : 1d6 (axe) 
   
   
  Defense Class : 15 (17 with breastplate) 
   
   
  Hits Total : 16 
   
   
  Detection / Evasion : +4 
   
   
  Mystic Fortitude : +6 
   
   
  Special Abilities : Charge Into Battle (Initiative 16, 
  Melee Attack +6), Grapple (Might 16), Magic 
  Resistance, Supernatural Vigor, Tough Skin. 
   
  Additional Lore : Golden Minotaurs might be the 
  last remnants of a once mighty race that eventually 
  degenerated into the monstrous Minotaurs. Another 
  theory makes them the descendants of a forgotten 
  king who was turned into a bull-headed humanoid 
  by some angry deity. 
   
  Awards : Glory 130, Wisdom 30.  
  Gorgotaur 
   
  Taxonomy : Monster 
   
  Description : Enormous Minotaur with hooves 
  instead of hands (which prevents them from using 
  weapons). Gorgotaurs also lack the power of 
  speech. They are mainly found in the Eastern parts 
  of Mythika, originating from the Land of the Sun. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +8 
   
  Damage : 2d6 (hooves) 
   
  Defense Class : 15 
   
  Hits Total : 36 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee +12), Crushing Damage (bear-like hug), 
  Grapple (Might 20), Magic Resistance, Supernatural 
  Vigor, Tough Skin. 
   
  Awards : Glory 300, Wisdom 30. 
   
  Additional Lore : Gorgotaurs are thought by some 
  scholars to be the original ancestors of the entire 
  Minotaur species. According to this theory, the first 
  “normal” Minotaurs actually were human-Gorgotaur 
  hybrids - which, incidentally, might explain why the 
  physical characteristics of Minotaurs are so varied 
  (hands or hooves, body hair or human-like skin etc).   
   
   
   
  Facing the Gorgotaur
  
   
  79 
   
   
   
   
  A cunningly disguised Impostaur 
   
  Impostaur  
   
   
  Taxonomy : Special 
   
  Description : These are not real Minotaurs, but 
  human brutes and brigands who masquerade as 
  Minotaurs (thanks to convincing horned headmasks) 
  to terrify the countryside and satisfy their own 
  bestial urges - under the mask… 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Average 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (club or other weapon) 
   
  Defense Class : 14 (minotaur helm) 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee Attack +4), Grapple (Might = 16). 
   
  Awards : Glory 25. 
   
   
  Megataur 
   
  Taxonomy : Monster 
   
  Description : Classic bull-headed brutish humanoid 
  monster ; generally lives in mazes. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +8 
   
  Damage : 2d6 (big axe) 
   
  Defense Class : 15 
   
  Hits Total : 36 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee +12), Crushing Damage (bear-like hug), 
  Grapple 
  (Might 
  = 
  20), 
  Magic 
  Resistance, 
  Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 300, Wisdom 30. 
   
   
   
  A mighty, muscular Megataur 
   
   
   
   
   
  
   
  80 
  Psychotaur 
   
  Taxonomy : Monster 
   
  Description : A Minotaur with psychic powers of 
  confusion and concealment. Beware ! 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 16 
   
  Hits Total : 16 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +6), Crushing Damage (bear-like hug), 
  Grapple (Might = 16), Magic Resistance, Psychic 
  Powers (Psychic Gift 3, Mystic Strength 15, 12 
  Power 
  points), 
  Sixth 
  Sense, 
  Stealthy 
  (16), 
  Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 230, Wisdom 240. 
   
   
   
   
  Beware the Psychotaur’s power of confusion 
   
   
   
   
   
   
   
   
  A Red Minotaur, ready to breathe fire 
   
  Red Minotaur 
   
  Taxonomy : Monster 
   
  Description : A very rare, magically-mutated breed, 
  also known as Pyrotaurs, they have a distinctly 
  reddish hue and the power to breathe fire. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +6 
   
  Damage : 1d6 (big axe) 
   
  Defense Class : 15 
   
  Hits Total : 20 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Breath Weapon (fire, 20’ range), 
  Charge into Battle (Initiative 16, Melee Attack +8), 
  Crushing Damage, Grapple (16), Magic Resistance, 
  Stealthy (14), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 210, Wisdom 50. 
   
   
  
   
  81 
  Silver Minotaur 
   
  Taxonomy : Monster 
   
  Description : Silver Minotaurs have a distinctive 
  grey-silvery hue and a very athletic body. They are 
  amazingly fast-moving and fast-healing.  
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
  Initiative : 18 
   
  Melee Attack : +6  
   
  Damage : 1d6 (big axe) 
   
  Defense Class : 15 
   
  Hits Total : 20 
   
  Detection / Evasion : +2 / +6 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +8), Crushing Damage (bear hug), 
  Grapple (16), Lightning Fast, Magic Resistance, 
  Regeneration (1 Hit per round), Stealthy (14), 
  Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 210, Wisdom 40. 
   
   
   
   
  A Silver Minotaur, ready for a sprint 
   
   
   
   
   
   
  A doubly infuriated Twinotaur 
   
  Twinotaur 
   
  Taxonomy : Monster 
   
  Description : Bicephalous Minotaur. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 15 
   
  Melee Attack : +6 
   
  Damage : 1d6 (big axe) 
   
  Defense Class : 15 
   
  Hits Total : 20 
   
  Detection / Evasion : +3 / +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee +8), Crushing Damage (bear hug), Grapple 
  (16), Magic Resistance, Multiple Heads (two), 
  Stealthy (14), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 190, Wisdom 40. 
   
  
   
  82 
   
   
   
   
   
  I don’t care if you already have a Twinotaur illustration ! 
   
  I am… the Twin Twinotaur !!! 
   
  Minoton 
   
  Taxonomy : Animate 
   
  Description : A huge animated huge bronze 
  minotaur. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +8 
   
  Damage : 2d6 (metal fists) 
   
  Defense Class : 21  
   
  Hits Total : 36 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee +12), Crushing Damage (bear hug), Grapple 
  (Might = 20), Invulnerability, Mindless, Supernatural 
  Vigor, Trample. 
   
  Awards : Glory 200, Wisdom 30. 
   
   
  Attacking Blanc-Mange… uh, Moon Spawn 
   
  Moon Spawn 
   
  Taxonomy : Monster 
   
  Description : Amorphous blob of a sickly white, 
  summoned from the moon by the priests of a 
  forgotten cult centuries ago. They live at the bottom 
  of deep wells named Moon Pits. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’  
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (pseudopods) 
   
  Defense Class : 12  
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Grapple (Might  = 20), Mindless, 
  Regeneration (2 Hits per round), Stealthy (10), 
  Supernatural Vigor. 
   
  Awards : Glory 160, Wisdom 30. 
   
   
  The Minoton : Metallic & Monstrous 
  
   
  83 
  Morlock 
   
  Taxonomy : Folk 
   
  Description : Morlocks are degenerate Derros who 
  lack the technical knowledge and acumen of their 
  parent race. Physically, they look like bloated, hairy 
  albino Derros – not a very attractive combination.  
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 45’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Missile Attack : +1 
   
  Damage : 1d3 (clubs or small javelins) 
   
  Defense Class : 12 
   
  Hits Total : 4 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons, (javelins, 60’), 
  Sharp Senses, Stealthy (14). 
   
  Awards : Glory 5. 
   
   
   
   
  A Morlock drawn by a mysterious  
   
  Illustrator  from 20 years in the future 
   
   
   
   
  A decaying Mummy 
   
  Mummy 
   
  Taxonomy : Animate 
   
  Description : Specially preserved corpses from the 
  Desert Kingdom reanimated by foul necromancy. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : n/a 
   
  Damage : See below 
   
  Defense Class : 14 
   
  Hits Total : 16 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Life Energy Drain (touch attack), 
  Mindless, Stealthy (12), Supernatural Vigor. 
   
  Note : A mummy’s only attack is Life Energy Drain.  
   
  Notes : Some Mummies are so gruesome in 
  appearance (complete with maggots sprouting from 
  empty eyes etc) that they count as Fearsome 
  creatures (raising their Initiative score to 14 and 
  their Defense Class to 16).  
   
  Awards : Glory 65, Wisdom 40. Fearsome ones are 
  worth 75 Glory and 50 Wisdom. 
   
   
  
   
  84 
   
  A duel to the death between two mighty champions of the Muscussi and the Rhabdosians
   
  Muscus & Rhabdosian 
   
  Muscus 
   
  Taxonomy : Folk 
   
  Description : A miniature race of humanoid mice, 
  the Muscusii are sworn foes of the Rhabdosians, 
  very proud of their cliff city of Mus, and devotees of 
  Athena. Their endless war with the frog folk stems 
  from the rivalry between their divine patrons.  
   
  Size : Tiny 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 30’ (10’ burrowing) 
   
  Initiative : 14 
   
  Melee Attack : +1 
   
  Missile Attack : +2 
   
  Damage : 1pt (tiny weapons) 
   
  Defense Class : 14 (18 with helmet and shield) 
   
  Hits Total : 2 
   
  Detection / Evasion : +4 / +6 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (javelin 20’), 
  Stealthy (22), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 4 (5 with helmet and shield). 
   
   
   
  Rhabdosian 
   
  Taxonomy : Folk 
   
  Description : A tiny race of humanoid frogs, the 
  Rhabdosians are fierce enemies of the Muscusii 
  mouse-people, very proud of their swamp city of 
  Rhana, and devotees of Poseidon. Their unending 
  war with the mice folk stems from the rivalry 
  between their divine patrons. 
   
  Size : Tiny 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 30’ (even on difficult ground or in water) 
   
  Initiative : 13 
   
  Melee Attack : +3 
   
  Missile Attack : +1 
   
  Damage : 1pt (miniature weapons) 
   
  Defense Class : 14 (18 with shield & helmet) 
   
  Hits Total : 3 
   
  Detection / Evasion : 0 / +2  
   
  Mystic Fortitude : 0 
   
  Special Abilities : Amphibious, Missile Weapons 
  (javelins, range 20’), Poison (on javelins, causes 
  paralysis), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 5 (6 with helmet and shield). 
  
   
  85 
   
   
   
   
  A fearless Myrmidon facing a human opponent 
   
   
  Myrmidon 
   
  Taxonomy : Folk 
   
  Description : Diminutive (1 foot-tall) warriors whose 
  name means ‘ant-people’. They always wear extra-
  hard breastplates and helmets made of a black 
  chitinous matter and fight with poisoned spears. 
   
  Size : Tiny 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 30’ 
   
  Initiative : 15 
   
  Melee Attack : +5 
   
  Missile Attack : +3 
   
  Damage : 1pt (weapons) 
   
  Defense Class : 20 (helm, shield & breastplate)  
   
  Hits Total : 4 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (spear, 20’), 
  Poison (on spear ; effect varies), Supernatural 
  Vigor, Uncanny Agility. 
   
  Awards : Glory 8.  
   
  2007 Edition Notes & Comments 
   
   
   
  Minotaur Variants 
   
  Aside from hordes of redundant Beastmen, one 
  other typical feature of the evergrowing M&M 
  bestiary was its inordinate proportion of weird 
  Minotaur variants.  
   
  This weird trend started with Megataurs and 
  Quinotaurs in the venerable Men & Monsters 
  supplement… no, in fact, it had already begun with 
  the Minoton, which was already part (as the 
  ‘Minaton’) of the Original M&M rulesbook.  
   
  Anyway, this trend quickly spread to scenarios, 
  supplements 
  and 
  (of 
  course) 
  the 
  Creature 
  Compendium column of Griffin magazine like a 
  mutating virus, spawning grotesque creatures such 
  as the one-horned Rhinotaur, the diminutive 
  Minitaur or the madness-inducing Schizotaur…  
   
  From the Letters Page of Griffin Magazine 
   
  Megalopodos : This creature is a barely-disguised 
  version of Bigfoot - with a stupid Greek-sounding 
  name to make it « more M&M ». What’s next ?  
  The Monster of Lokos Nessos ?   
   
  Mermaid : Mermaids are so cute !  Why can’t I 
  play a Mermaid ? And why are their male 
  companions called Tritons, and not Mermen ? 
   
  Minotaur Variants : I wonder when this stupid 
  trend will ever end. I mean, what’s next ???  
  Kongotaurs ? 
  Pseudotaurs ? 
  Demi-notaurs ?  
  (expletive deleted)otaurs ? 
   
  Dancing Minotaur : At least we didn’t get a Tap-
  dancing Minotaur subspecies… 
   
  Golden Minotaur : This rocks !  It should be 
  included as a playable character class ! 
   
  Impostaurs : Must we really endure this ? 
   
  Psychotaur : Wow, M&M has finally entered the 
  Psychedelic Age !  Perhaps you should change the 
  name of your company to Legendary Simulation 
  Designs (LSD), now. 
   
  Morlocks : And were are the Elois, I ask you ? 
   
  Muscusii & Rhabdosians : Mouses ?  Frogs ?  
  Who needs combat scores when all you have to 
  do is stomp the damn critters under your sandal ? 
   
  
   
  86 
  O 
   
  Obsidian 
   
  Taxonomy : Folk 
   
  Description : Obsidians are humanoids of magical 
  origin whose skin resembles black bronze – and are 
  thus often mistaken for Animates. They live in deep 
  undeground caverns and are sworn enemies of the 
  Derros, who once enslaved their entire race. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +4 
   
  Missile Attack : +3 
   
  Damage : 1d6 (spear) 
   
  Defense Class : 21 (with helmet and shield) 
   
  Hits Total : 16 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +6), Magic Resistance, Missile 
  Weapons (javelins, range 120’), Natural Armor, 
  Supernatural Vigor. 
   
  Awards : Glory 65, Wisdom 30. 
   
   
   
  A barbaric, cave-dwelling Ogre 
   
   
       An Obsidian Spearman posing for our illustrator 
   
  Ogre 
   
  Taxonomy : Folk 
   
  Description : 
  Anthropophagous 
  cave-dwelling 
  savages ; they look like primitive humans except for 
  their oversized, tusk-like canine teeth…  They are 
  the mortal enemies of Wildmen and often raid their 
  lairs to capture their women and children.  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 12 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee Attack +6), Stealthy (12). 
   
  Awards : Glory 30. 
   
  Additional Lore : Ogres worship a monstrous 
  goddess of darkness and frenzy known as Gorgora 
  (which, in Ogrish tongue, roughly translates as “the 
  Great Devourer-Mother”). Every Ogre cavern has its 
  own stone statue of Gorgora, before which victims 
  are slaughtered and eaten (not necessarily in that 
  order) by the members of the tribe.  
  
   
  87 
   
   
  A buxom Onocentaur bimbo  
  displaying her unique rural charm  
   
  Onocentaur 
   
  Taxonomy : Folk 
   
  Description : Onocentaurs are to asses what 
  centaurs are to horses. They are cowardly, 
  stubborn, lazy and lustful (not to mention quite 
  stupid). Onocentaurs can easily be recognized by 
  their ridiculous tail and their silly, self-satisfied 
  expression (and by their donkey ears). 
   
  Size : Medium 
   
  Ferocity : Cowardly 
   
  Cunning : Stupid 
   
  Mystique : Inept 
   
  Movement : 60’  
   
  Initiative : 10 
   
  Melee Attack : 0 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 12 
   
  Hits Total : 4 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Onocentaurs do not possess 
  special abilities per se but are very good at making 
  fools of themselves, often behaving (literally) as 
  perfect asses.  
   
  Awards : You can’t be serious.  
   
   
  Oracle Owl 
   
  Taxonomy : Spirit 
   
  Description : White sacred owls associated with 
  the goddess Athena. They have the powers of 
  speech and Divine Vision. 
   
  Size : Small 
   
  Ferocity : Peaceful 
   
  Cunning : Crafty 
   
  Mystique : Unearthly 
   
  Movement : 240’ flying 
   
  Initiative : 17 
   
  Melee Attack : never fights 
   
  Damage : n/a 
   
  Defense Class : 25 
   
  Hits Total : 4 
   
  Detection / Evasion : +10 / +16 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Invulnerability, Lightning Fast, 
  Magic Resistance, Sixth Sense, Supernatural Vigor, 
  Uncanny Agility, Winged. 
   
  Unique Ability : Once per day, an Oracle Owl may 
  be asked for an augury about a specific question. 
  The bird’s prediction will take the form of a Divine 
  Vision (as per the Magnitude II Divine Prodigy) 
  which she will describe to the requesting character, 
  usually in a symbolic  
   
  Awards : Killing an Oracle Owl does not bring any 
  Glory or Wisdom but a special curse that causes the 
  permanent loss of 1d6 Luck points. 
   
   
   
   
   
  Oracle Owls can be such poseurs 
   
  
   
  88 
   
   
  Mohawk haircuts have recently become 
  quite popular among Orkos marauders 
   
  Orkoï 
   
  Taxonomy : Folk 
   
  Description : Orkos (sing Orkoï) are barbaric and 
  brutish humanoids who use Giant Boars as mounts. 
  They roam in packs led by their bloodthirsty 
  warlords and gleefully engage in acts of plunder, 
  rape, wanton destruction and mass slaughter. They 
  are sworn enemies of the Hyperborean Amazons, 
  who hate the ‘pig-riders’ with burning passion. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (16 with shield and helmet). 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 13, 
  Melee Attack +4), Missile Weapons (javelins, 120’). 
   
  Awards : Glory 20 (30 with shield and helmet). 
   
  See p 15 for the characteristics of Giant Boars. 
   
   
   
  Orycter 
   
  Taxonomy : Folk 
   
  Description : 5’ tall stocky aardvark-men with a 
  long snout, long ears and a very short temper. They 
  live in tribal communities in the lush savannahs of 
  the southern continent of Midia. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 14 (17 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : +2  
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (javelins, 120’), 
  Stealthy (14), Tough Skin. 
   
  Awards : Glory 30. 
   
  Additional Lore : Once a proud warrior race, the 
  Orycters now live as scavengers in the shadow of 
  their long-lost glory… but one day, the Great 
  Orycter Hero will rise and restore the grandeur of 
  the Aardvark Empire ! 
   
  This brave Orycter warrior would of course 
  be far more menacing if he was properly armed 
  
   
  89 
  P-Q 
   
   
   
   
   
  Pegasus 
   
  Taxonomy : Beast 
   
  Description : The classic winged horse of legend. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Unearthly 
   
  Movement : 80’ (320’ flying) 
   
  Initiative : 20 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves & bite) 
   
  Defense Class : 15  
   
  Hits Total : 16 
   
  Detection / Evasion : +8 / +14 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Charge or Dive into Battle 
  (Initiative 21, Melee +7), Gallop, Lightning Fast, 
  Magic Resistance, Sixth Sense, Supernatural Vigor, 
  Trample, Uncanny Agility, Winged. 
   
  Awards : Killing a Pegasus will bring neither Glory 
  nor Wisdom. Capturing one, however, may bring 
  105 Glory and 40 Wisdom. 
   
   
  Pegataur 
   
  Taxonomy : Folk 
   
  Description : Also known as Pegataurs : a race of 
  winged Centaurs who live in the remotest parts of 
  the Thanatari Mountains. Their origins remain a 
  mystery and they tend to be very wary of 
  « grounded beings » (including Centaurs). 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ when galloping or flying) 
   
   
  Initiative : 14 
   
  Melee Attack : +3 
   
  Missile Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +6 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +5), Gallop, Marksmanship, Missile 
  Weapons (bows or javelins), Supernatural Vigor, 
  Trample, Uncanny Agility, Winged. 
   
  Awards : Glory 65, Wisdom 10. 
   
   
   
   
   
   
  The Arduous Art of Aerial Archery 
   
   
  
   
  90 
   
   
   
  Behold… the Peryton ! 
   
  Peryton 
   
  Taxonomy : Monster 
   
  Description : Absurd and nasty creatures who look 
  like a cross between an eagle and a stag (yes, 
  complete with antlers), with (wait for it) a completely 
  human-like shadow.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 60’ (240’ flying) 
   
  Initiative : 14 
   
  Melee Attack : +3 
   
  Damage : 1d6 (talons & bite) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +6  
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +5), Stealthy (16), Supernatural Vigor, 
  Uncanny Agility, Winged. 
   
  Awards : Glory 120, Wisdom 10. 
   
  Additional Lore : There are, of course, many wild 
  theories about the origins of these weird and 
  mishapen creatures – but M&M is proud to present 
  you with the Truth : Perytons were created as a joke 
  by a blasé god (who prefers to remain anonymous).  
   
   
  Phoenix 
   
  Taxonomy : Monster 
   
  Description : The classic deathless bird of legend. 
   
  Size : Large 
   
  Ferocity : Aggressive  
   
  Cunning : Clever 
   
  Mystique : Unearthly 
   
  Movement : 480’ flying 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 2d6 (beak & talons) 
   
  Defense Class : 25 
   
  Hits Total : 24 
   
  Detection / Evasion : +8 / +14 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Dive into Battle (Initiative 23, 
  Melee +9), Invulnerability, Lightning Fast, Magic 
  Resistance, Regeneration (2 Hits / rd), Sixth Sense, 
  Supernatural Vigor, Uncanny Agility, Winged. 
   
  Unique Ability : When a Phoenix falls to zero Hits, 
  he is immediately engulfed by blazing flames which 
  do 2d6 damage to everyone within 20’ (unless a 
  Danger Evasion roll is made). The Phoenix is then 
  instantly reborn (with his full Hits Total) and usually 
  flies away toward friendlier skies. 
   
  Awards : Glory 280 – but no Wisdom. 
   
   
   
   
  A Phoenix about to undergo a fiery rebirth 
   
   
   
  
   
  91 
   
  Terror of the Undersea : the Quinotaur ! 
   
   
  Pterodactyl 
   
  Taxonomy : Monster 
   
  Description : Winged dinosaur. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 360’ flying 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (beak & talons) 
   
  Defense Class : 14  
   
  Hits Total : 24 
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Dive into Battle (Initiative 16, 
  Melee +10), Grapple (20), Tough Skin, Winged. 
   
  Awards : Glory 160.  
   
   
   
            A hovering Pterodactyl 
   
  Quinotaur 
   
  Taxonomy : Monster 
   
  Description : A massive triton-like creature with the 
  head (and temper) of a giant bull ! 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ swimming 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (huge club) 
   
  Defense Class : 15 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Aquatic, Charge into Battle 
  (Initiative 16, Melee Attack +10), Crushing Damage 
  (bear-like hug), Grapple (Might = 20), Magic 
  Resistance, Supernatural Vigor, Tough Skin.  
   
  Awards : Glory 260, Wisdom 30. 
   
  Pedantic Note : One little-known fact among M&M 
  enthusiasts is that the marine Quinotaur is actually a 
  ‘real’ legendary creature, apparently tied to a very 
  obscure occult tradition about the Merovingian 
  dynasty. Exactly how bull-headed tritons relate to 
  the first kings of France remains to be seen. 
  
   
  92 
  r 
   
   
   
   
   
  A furious Ram charging into combat 
   
  Ram 
   
  Common Ram 
   
  Taxonomy : Beast 
   
  Description : The common horned male sheep. 
   
  Size : Medium  
   
  Ferocity : Aggressive 
   
   
  Cunning : Average 
   
   
  Mystique : Normal 
   
   
  Movement : 60’ (240’ when galloping) 
   
   
  Initiative : 13 
   
   
  Melee Attack : +3 
   
   
  Damage : 1d6 (hooves & horns) 
   
   
  Defense Class : 14 
   
   
  Hits Total : 8 
   
   
  Detection / Evasion : 0 / +2 
   
   
  Mystic Fortitude : 0 
   
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +5), Gallop, Uncanny Agility. 
   
  Awards : Glory 25. 
   
  Magical Ram 
   
  Taxonomy : Monster 
   
  Description : Looks like a golden-hued ram. 
   
  Size : Medium  
   
  Ferocity : Dangerous 
   
   
  Cunning : Alert 
   
   
  Mystique : Weird 
   
   
  Movement : 80’ (320’ when galloping) 
   
   
  Initiative : 19 
   
   
  Melee Attack : +5 
   
   
  Damage : 1d6 (hooves & horns) 
   
   
  Defense Class : 23 
   
   
  Hits Total : 16 
   
   
  Detection / Evasion : 0 / +6 
   
   
  Mystic Fortitude : +6 
   
   
  Special Abilities : Charge into Battle (Init 21, Melee 
  Att +7), Gallop, Invulnerability, Lightning Fast, Magic 
  Resistance, Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 180, Wisdom 40. 
   
  Giant Ram 
   
  Taxonomy : Monster 
   
  Description : Rhino-sized ram. 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ (360’ galloping) 
   
  Initiative : 13 
   
  Melee Attack : +4 
   
  Damage : 2d6 (horns & hooves) 
   
  Defense Class : 16  
   
  Hits Total : 24 
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +8), Gallop, Supernatural Vigor, 
  Tough Skin, Trample, Uncanny Agility.  
   
  Awards : Glory 180, Wisdom 10.  
   
   
   
   
  
   
  93 
   
   
   
   
  A scruffy Ratling waiting in ambush 
   
  Ratling 
   
  Taxonomy : Folk 
   
  Description : Sneaky and malevolent rat-headed 
  humanoids who live in deep undeground caves.  
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 20 
   
  Melee Attack : +3 
   
  Missile Attack : +4 
   
  Damage : 1d3 (claws or weapons) 
   
  Defense Class : 15 
   
  Hits Total : 4 
   
  Detection / Evasion : +10 / +12 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Lightning Fast, Missile Weapons 
  (darts), Poison (poisoned darts, range 60’), Sharp 
  Senses, Stealthy (22), Uncanny Agility. 
   
  Awards : Glory 15. 
   
  Additional Lore : Ratlings worship an evil deity 
  known as Pestia, the Great Rat Mother, who has 
  promised them that they will inherit the world after 
  the Fall of Man. According to some legends, the 
  ancestors of Ratlings were degenerate humans who 
  made a monstrous pact with Pestia in order to 
  survive a terrible plague… 
   
  Rhinoceros 
   
  Common Rhinoceros 
   
  Taxonomy : Beast 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (horn) 
   
  Defense Class : 16 
   
  Hits Total : 24 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +10), Natural Armor, Trample. 
   
  Awards : Glory 80. 
   
   
   
  Rhinoceros about to charge 
   
  Hyperborean Rhinoceros 
   
  This wooly, white rhinoceros can be found in the 
  wildest parts of Hyperborea. The local Barbarians 
  sometimes hunt one as an ultimate test of strength 
  and courage. Hyperborean Rhinos have exactly the 
  same game characteristics as common rhinos. 
   
   
   
  The Hyperborean Rhino (aka « The Big Wooly ») 
  
   
  94 
   
   
   
   
   
  A Rhinotaur waiting for combat 
   
  Rhinotaur 
   
  Taxonomy : Monster 
   
  Description : Huge rhino-headed brute. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : +8 
   
  Damage : 2d6 (huge club) 
   
  Defense Class : 17 
   
  Hits Total : 36 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee Attack +12), Crushing Damage (bear-like 
  hug), Grapple (Might 20), Magic Resistance, Natural 
  Armor, Supernatural Vigor. 
   
  Awards : Glory 320, Wisdom 30. 
   
  Roc 
   
  Taxonomy : Monster 
   
  Description : The classic gigantic bird from legend. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 480’ flying 
   
  Initiative : 13 
   
  Melee Attack : +8 
   
  Damage : 3d6 (beak & talons) 
   
  Defense Class : 14 
   
  Hits Total : 50 
   
  Detection / Evasion : +6 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Crushing Missiles (dropped 
  stones), Grapple (with talons, Might 24), Magic 
  Resistance, Sharp Senses, Supernatural Vigor, 
  Tough Skin, Winged. 
   
  Awards : Glory 750, Wisdom 30. 
   
   
   
  Meeting the Roc 
   
   
  
   
  95 
   
   
   
  A Brutish Bicephalous Rugog 
   
  Rocky Python 
   
  Taxonomy : Animate 
   
  Description : A huge constrictor snake made of 
  interconnected stones. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 * 
   
  Defense Class : 21 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Crushing Damage (constriction), 
  Grapple (with body, Might = 20), Invulnerability, 
  Mindless, Supernatural Vigor. 
   
  * The Rocky Python can only inflict damage to its 
  victims with its Crushing Damage ability. 
   
  Awards : Glory 160, Wisdom 30. 
   
  Rugog 
   
  Taxonomy : Monster  
   
  Description : Huge (9’ tall), two-headed humanoids 
  with a sickly green, very thick skin. They usually live 
  in mountain caverns, preying on lost sheep, 
  incautious shepherds and passing adventurers. 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +4 
   
  Damage : 2d6 (huge club) 
   
  Defense Class : 15 
   
  Hits Total : 24 
   
  Detection / Evasion : +1 / 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +8), Grapple (20), Magic Resistance, 
  Multiple Heads (2), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 200, Wisdom 40. 
   
  Additional Lore : These foul bicephalous brutes 
  clearly carry the taint of Primal Chaos. They are 
  generally thought to be the mutated, hybrid spawn 
  of female Ogres and Two-headed Giants. 
   
   
   
   
   
   
   
  A Rocky Python (some assembly required) 
  
   
  96 
  s 
   
   
  Salamanders are known for their fiery temper 
   
  Salamander 
   
  Taxonomy : Spirit 
   
  Description : These elemental spirits of fire (not to 
  be confused with Flamoïds) dwell in the vast pits of 
  liquid fire that burn near the center of the Earth but 
  can sometimes be encountered guarding magical 
  places connected to the element of fire. They look 
  like half-humanoid beings with a fiery orange skin, a 
  horned head and the lower body of a snake.  
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 80’ 
   
  Initiative : 20 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws and fiery barbs) 
   
  Defense Class : 25 
   
  Hits Total : 20 
   
  Detection / Evasion : +6 / +10 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Breath Weapon (Fire, 20’ range, 
  1d6 damage), Grapple (with tail, Might = 16), 
  Invulnerability, Lightning Fast, Magic Resistance, 
  Regeneration (1 Hit per round), Sixth Sense, 
  Supernatural Vigor, Uncanny Agility.  
   
  Awards : Glory 150, Wisdom 160. 
   
  Sand Folk 
   
  Taxonomy : Folk 
   
  Description : An ancient race of evil humanoids 
  with 
  emaciated 
  sand-encrusted 
  bodies 
  and 
  strangely koala-like heads ; they inhabit ancient lost 
  ruins scattered in the sand-covered depths of the 
  Desert Kingdom. They are the arch-enemies of the 
  Orycters : apparently, the Sand Folk once ruled a 
  mighty Desert Empire, which was eventually 
  destroyed by the relentless attacks of the aardvark-
  headed barbarians. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Average 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (claws) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Stealthy (14), Tough Skin. 
   
  Awards : Glory 25.  
   
   
   
   
   
   
  A member of the mysterious Sand Folk  
   
  
   
  97 
   
   
  A Satyr trying to attract Nymphs  
   
  Satyr 
   
  Taxonomy : Folk 
   
  Description : The classic hot-tempered man-goat 
  hybrid from myth and legend. Young Satyrs are 
  called fauns, while older Satyrs are called silenes. 
  There are no female Satyrs – for the same reasons 
  that there are no male Nymphs. 
   
  Size : Medium 
   
  Ferocity : Peaceful  
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
  Initiative : 18 
   
  Melee Attack : +1 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 / +10 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Grapple (Might = 16), Lightning 
  Fast, Missile Weapons (sling 150’, or javelin 120’), 
  Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 55, Wisdom 10. 
   
  Satyr Variants 
   
  Caliban 
   
  Taxonomy : Folk 
   
  Description : Also known as Dark Satyrs, these 
  creatures have the same general appearance as 
  true Satyrs, with coarser facial features and a surly 
  expression. They lack their natural exuberance and 
  joyful lust. Instead, Calibans display a vicious and 
  cruel temper, revelling in brutality and bestiality. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
   
  Initiative : 19 
   
   
  Melee Attack : +3 
   
  Missile Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +4 / +10 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Grapple (Might = 16), Lightning 
  Fast, Missile Weapons (slings, javelins etc), 
  Stealthy (18), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 65, Wisdom 10. 
   
   
  A brutish Caliban 
   
  
   
  98 
   
  A couple of drunk Demi-Satyrs  
   
  making fool of themselves 
   
  Demi-Satyr 
   
  Demi-Satyrs are the sterile (but very lusty) offspring 
  of Satyrs and human women. They look like 
  hornless Satyrs - but lack the exceptional quickness 
  and agility of their fathers. They have the same 
  game characteristics as Silenes (see below). 
   
  Faun 
   
  Taxonomy : Folk (Satyr) 
   
  Description : Satyr children. 
   
  Size : Small 
   
  Ferocity : Peaceful  
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 18 
   
  Melee Attack : n/a * 
   
  Damage : n/a * 
   
  Defense Class : 15 
   
  Hits Total : 4 
   
  Detection / Evasion : +4 / +10 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Lightning Fast, Stealthy (20), 
  Supernatural Vigor, Uncanny Agility. 
   
  Awards : Killing a Faun brings no Glory. 
   
  * Fauns never fight and will always try to get away 
  from trouble if they feel threatened.  
   
   
   
                      A jazzy Silene 
   
  Silene 
   
  Taxonomy : Folk (Satyr) 
   
  Description : Silenes are old Satyrs who have 
  grown plumpy from a life of unbridled feasting.  
   
  Size : Medium 
   
  Ferocity : Peaceful  
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : 0 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 13 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Supernatural Vigor. 
   
  Awards : Glory 25, Wisdom 10. 
   
   
   
   
                   A youthful Faun 
  
   
  99 
   
   
   
  A menacing member of the Scorpion Folk 
   
  Scorpion Folk 
   
  Description : These monstrous half-humanoids are 
  to scorpions what centaurs are to horses. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
  Initiative : 17 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 (19 with shield & helmet) 
   
  Hits Total : 16 
   
  Detection / Evasion : +2 / +6 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Lightning Fast, Poison (sting, 
  death in 1d6 battle rounds), Supernatural Vigor, 
  Tough Skin, Wallcrawling. 
   
  Awards : Glory 65 (75 with shield and helmet).  
   
   
   
  Sea Horror 
   
  Taxonomy : Monster 
   
  Description : Gigantic squid. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 14 
   
  Melee Attack : n/a * 
   
  Damage : see below * 
   
  Defense Class : 17  
   
  Hits Total : 50 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Aquatic, Entangle (tentacles*, 
  30’ range, Might = 24), Extra Arms (tentacles**, see 
  below), Fearsome, Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 900, Wisdom 20. 
  
   
  100 
   
   
  Can you spot the Sea Horror ? 
   
  * The Sea Horror’s only mode of attack is its 
  Entangling tentacles. Each round, the Horror can 
  drown a previously Entangled victim into the sea. 
  This drowning attack counts as one of its regular 
  Entangle attacks; it requires no attack roll but give 
  the victim a last chance to break free, as per the 
  usual rules; if the victim fails to break free, he will 
  be thrust into the water and will begin to drown (see 
  the Players Manual, chapter IV). Meanwhile, the 
  Horror still Entangles the victim, since it intends to 
  feast upon its drowned corpse later on.  
   
  ** This reflects the Sea Horror’s many tentacles; it 
  allows it to make Entangle attack against up to 8 
  separate Medium-sized victims in a single round.  
   
  Sea Horse 
   
  Taxonomy : Beast 
   
  Description : Also known as Hippocampos, these 
  beasts make great undersea mounts (once tamed). 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ when cruising) 
   
  Initiative : 13 
   
  Melee Attack : +3 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Aquatic, Charge into Battle 
  (Initiative 15, Melee Attack +5), Cruise, Supernatural 
  Vigor, Tough Skin, Uncanny Agility. 
   
  Awards : Killing a Hippocampos is like killing a 
  horse (see Horse)  
   
   
  A Sea Lion rampant 
   
  Sea Lion 
   
  Taxonomy : Monster 
   
   
  Description : Just what the name suggests. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 17  
   
  Hits Total : 16 
   
  Detection / Evasion : +6 / +8 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +7), Lightining Fast, Sharp Senses, 
  Stealthy (16), Supernatural Vigor, Tough Skin, 
  Uncanny Agility. 
   
  Awards : Glory 160, Wisdom 10. 
   
   
   
  A prancing Sea Horse 
  
   
  101 
   
   
  Surprise ! It’s the Sea Serpent ! 
   
  Sea Serpent 
   
  Taxonomy : Monster 
   
  Description : The classic sea monster of legend. 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +8 
   
  Damage : 3d6 (bite & body) 
   
  Defense Class : 17  
   
  Hits Total : 50 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Aquatic, Crushing Damage 
  (constriction), Fearsome, Grapple (Might 24), Magic 
  Resistance, Regeneration (3 Hits / rd), Supernatural 
  Vigor, Tough Skin. 
   
  Awards : Glory 950, Wisdom 50. 
   
  Unique Ability : Sea Serpents are so big they can 
  actually damage a ship by ramming and crushing its 
  hull. Each round, the creature may select to forfeit 
  all its other attacks to inflict 1D6 Structure points 
  damage on a ship. This attack takes place at the 
  Serpent’s usual Initiative score and requires no 
  attack roll. It can only be avoided if the captain of 
  the ship makes a Danger Evasion roll (counting the 
  ship’s Fortune bonus, if any) against a target 
  number of 15. This ability adds +20 to the creature’s 
  basic Menace Rating (for a final Glory bonus of 
  +100, already counted in the above award). 
  Selenite 
   
  Taxonomy : Folk 
   
  Description : Haughty silver-skinned humanoids 
  from the Moon, whose ancestors were exiled to 
  Earth after a lunar civil war. Selenites dwell in deep 
  underground caverns, hiding from the sunlight they 
  fear and hate. They are very determined to find a 
  way to get back to the Moon and overthrow the 
  Lunar Oligarchy. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 18 
   
  Hits Total : 16 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +6), Magic Resistance, Natural Armor, 
  Supernatural Vigor. 
   
   
  Awards : Glory 70, Wisdom 30. 
   
   
   
   
  A menacing Selenite warrior 
   
  
   
  102 
   
   
   
  As we said : absolutely unspeakable. 
   
   
  Serpent Man 
   
  Taxonomy : Folk 
   
  Description : Ancient evil ophidian humanoids who 
  once ruled the world ; they look like serpent-headed 
  humanoids with scaly skin. Serpent Men live deep 
  underground, where they sometimes associate with 
  Derros. They are arch-enemies of Atlanteans. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : +10 / +8 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Psychic Powers (Psychic Gift 5, 
  Mystic Strength 17, 20 Power points), Regeneration 
  (1 Hit / round), Sixth Sense, Supernatural Vigor.  
   
  Awards : Glory 85, Wisdom 230. 
   
   
   
   
   
  Seven-Mawed Thing 
   
  Taxonomy : Monster 
   
  Description : Absolutely unspeakable (see illo).  
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 20 
   
  Melee Attack : +8 
   
  Damage : 3d6 (bite) 
   
  Defense Class : 18 
   
  Hits Total : 50 
   
  Detection / Evasion : +6 / 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Fearsome, Mindless, Multiple 
  Heads (seven), Regeneration (3 Hits per round), 
  Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 1350, Wisdom 100. 
   
   
   
   
  A shifty Serpent Man preparing  
   
  to use his powers of psychic sorcery 
   
   
   
  
   
  103 
   
   
   
  Even Shadows can be taken by surprise ! 
   
  Shadow 
   
  Taxonomy : Spirit 
   
  Description : Insubstantial, life-drinking spirit of 
  darkness looking like a human shadow. 
   
  Size : Medium (two-dimensional) 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Unearthly 
   
  Movement : 60’ 
   
  Initiative : 16 
   
  Melee Attack : n/a 
   
  Damage : See below 
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Detection / Evasion : +8 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Camouflage (as shadow, 26), 
  Insubstantial, Life Energy Drain (touch), Magic 
  Resistance, Sixth Sense, Stealthy (22), Uncanny 
  Agility, Wallcrawling. 
   
  As all Insubstantial beings, shadows cannot be 
  harmed by mundane weapons ; they may only be 
  harmed by magic. Their only physical attack is their 
  Life-Energy Drain touch. 
   
  Awards : Glory 110, Wisdom 140,  
   
  Silent Lurker 
   
  Taxonomy : Folk 
   
  Description : Also simply known as “Lurkers”, 
  these short-sized, grey-skinned and completely 
  hairless humanoids were granted powers of mimetic 
  camouflage by the gods as a « reward » for their 
  ancestors’ legendary cowardice. 
   
  Size : Medium 
   
  Ferocity : Harmless Cowardly 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 13 
   
  Melee Attack : will never fight in melee 
   
  Missile Attack : +3 
   
  Damage : special (see below) 
   
  Defense Class : 15 
   
  Hits Total : 4 
   
  Detection / Evasion : +10 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Camouflage (usable in any 
  environment, 24), Missile Weapons (darts, 1d3 
  damage, 60’ range), Poison (poisoned darts), Sixth 
  Sense, Stealthy (20), Uncanny Agility. 
   
  Awards : Glory 65, Wisdom 10. 
   
   
   
          
           
   
          
   
   
  Now you see me, now you don’t… 
    
  the four stages of the Lurkers Secret Survival Technique  
   
   
   
  
   
  104 
   
   
   
   
   
  This Beetle will make your adventurers sing « Help ! » 
   
   
  Silver Beetle 
   
  Taxonomy : Animate 
   
  Description : 
  Massive 
  metallic 
  scarabs 
  who 
  produce weird, psychedelic music when attacking. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +4 
   
  Damage : 2d6 (legs & mandibles) 
   
  Defense Class : 17 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   ( 
  Mystic Fortitude : +2 
   
  Special 
  Abilities : 
  Mindless, 
  Natural 
  Armor, 
  Supernatural Vigor, Wallcrawling. 
   
  Awards : Glory 110, Wisdom 20. 
   
  Singing Keledon 
   
  Taxonomy : Animate 
   
  Description : Keledones are golden automatons in 
  the form of sirens (woman-headed birds), who song 
  with an entrancing (if a bit articificial) voice. 
   
  Size : Small 
   
  Ferocity : Peaceful 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 180’ (flying) 
   
  Initiative : 10 
   
  Melee Attack : +1 
   
  Damage : 1d3 (talons) 
   
  Defense Class : 19 
   
  Hits Total : 4 
   
  Detection / Evasion : 0 / +4 
    
  Mystic Fortitude : +2 
   
  Special Abilities : Mindless, Natural Armor, Super- 
  natural Vigor, Uncanny Agility, Vocal Entrancement, 
  Winged.  
   
  Awards : Glory 12, Wisdom 40.  
   
  Note : The Vocal Entrancement of the Keledones is 
  similar to that of the Sirens (see next page), except 
  that they cannot use it to attract victims toward 
  them, since they are Mindless creatures. The 
  Singing Keledones can sing indefinitely : the only 
  way to stop them is to destroy them. 
   
   
   
   
   
  Home decorations of a dubious taste ?  Think again.
  
   
  105 
   
   
   
   
  The classic, woman-headed, bird-bodied Siren 
   
  (How can people confuse them with Mermaids ???) 
   
  Siren 
   
  Taxonomy : Monster 
   
  Description : Sirens are the classic woman-headed 
  birds of legend, with their well-known powers of 
  vocal entrancement.  
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 180’ (flying) 
   
  Initiative : 15 
   
  Melee Attack : +3 
   
  Damage : 1d3 (talons) 
   
  Defense Class : 15 
   
  Hits Total : 6 
   
  Detection / Evasion : +4 / +8 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance, Supernatural 
  Vigor, Uncanny Agility, Vocal Entrancement (40’ 
  range), Winged. 
   
  Awards : Glory 26, Wisdom 50. 
   
  Additional Lore : For some mysterious reasons, 
  Sirens are all-too often confused with other mythic 
  creatures, such as Mermaids (who also have Vocal 
  Entrancement powers), Harpies (who are described 
  in some sources as woman-headed birds - but see 
  p 54) or even Singing Keledones (who are actually 
  Animates modeled after real Sirens). 
  Skeleton 
   
  Taxonomy : Animate 
   
  Description : Human skeleton animated by magic. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 15 (17 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee Attack +4), Fearsome, Mindless. 
   
  Awards : Glory 40, Wisdom 20. 
   
  Additional Lore : These Animates can be produced 
  by a variety of means, including the necromantic 
  arts of Anubians and Stygian Lords and the famous 
  Hydra Teeth method (see p 62). 
   
   
   
  A battle-ready Skeleton 
  
   
  106 
  Son of Cecrops 
   
  Taxonomy : Monster 
   
  Description : Sons of Cecrops are very rare male 
  specimens of the Lamia race (see p 66).  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Damage (constriction), 
  Grapple (Might 16), Magic Resistance, Psychic 
  Powers (Psychic Gift 4, Mystic Strength 16, 16 
  Power pts), Regeneration (1 Hit / round), Stealthy 
  (16), Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 200, Wisdom 240. 
   
  Additional Lore : Sons of Cecrops only represent 
  10% or so of the total Lamia population. Although 
  their appearance is similar, they are actually very 
  different in terms of characteristics : they are less 
  deadly than their female companions in combat and 
  do not share the Lamiae’s taste for human flesh and 
  tend to shun their company – including during the 
  mating season, since Lamiae also have the habit of 
  devouring their sexual partners once impregnated. 
   
   
   
  A sorcerous  Son of Cecrops 
   
   
   
   
   
  A Son of Dagon armed with trident and shield 
   
  Son of Dagon  
   
  Taxonomy : Folk 
   
  Description : Evil fish-headed amphibians who 
  sometimes leave the undersea realm to attack ships 
  and isolated fishing communities. Most of them fight 
  with tridents and shields.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ (60’ swimming) 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Damage : 1d6 (trident) 
   
  Defense Class : 14 (16 with shield) 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Amphibious, Tough Skin. 
   
  Awards : Glory 15 (20 with shield). 
   
  Additional Lore : As their name implies, Sons of 
  Dagon believe themselves to be the children of an 
  obscure Sea God who was defeated by Poseidon a 
  long time ago – but the Sons never acknowledged 
  this and continued to worship their forgotten deity, 
  waiting for the glorious day when Dagon shall rise 
  again from the Abyss to rule the undersea (and 
  probably the surface too). They are sworn enemies 
  of Tritons (and, on a general basis, of all sea beings 
  related to Poseidon). 
   
  
   
  107 
   
   
  A stately Sphinx memorizing new riddles 
   
  Sphinx 
   
  Taxonomy : Monster 
   
  Description : The classic riddling monster of myth. 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 120’ (480’ flying if winged) 
   
  Initiative : 22 
   
  Melee Attack : +9 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 18  
   
  Hits Total : 36 
   
  Detection / Evasion : +14 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 26, 
  Melee +13), Lightning Fast, Magic Resistance, 
  Sharp 
  Senses, 
  Sixth 
  Sense, 
  Stealthy 
  (18), 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
  Some of them are Winged. 
   
  Additional Lore : For some mysterious reason, 
  some sphinxes (but not all) love to ask riddles to 
  their victims before devouring them, unless they find 
  the right answer, in which case the sphinx usually 
  lets the clever mortal live. Beware : some sphinxes 
  are very bad losers.  
   
  Riddles : Sphinx riddles can only be solved by a 
  player’s ingenuity – but finding the right answer will 
  grant the player’s character 1 extra point of Wits (up 
  to the usual limit of 20) as well as 100 points of 
  Wisdom, Glory or Experience.  
   
  Awards : Glory 480 (500 if Winged), Wisdom 40.  
   
   
  2007 Edition Notes & Comments 
   
  From the Letters Page of Griffin Magazine 
   
  Oracle Owls : Hoot !  You mean they can see the 
  footoore ? Hoot !  
   
  Orkos : Aside from their use of Giant Boars as 
  mounts, I’m pretty sure these creatures were taken 
  from a little-known English fantasy novel I 
  remember reading several years ago - but I can’t 
  recall its title. Does this sound familiar to anyone ? 
   
  Satyrs (I) : Why can’t I play a Satyr ??? You 
  should definitely publish a Satyr character class ! 
   
  Satyrs (II) : If there are no female Satyrs and 
  Demi-Satyrs are sterile, how do these creatures 
  actually perpetuate their species ? 
   
  Satyrs (III) : Just ask the Dryads. 
   
  Satyrs (IV) : Well, actually there was a Satyr class 
  published some years ago in an unofficial M&M 
  supplement called Madness & Misdeeds. It also 
  had neat stuff about Maenads, Dionysian cults, 
  poisons and other ‘forbidden’ topics 
   
  Calibans : Evil Satyrs named Calibans ??? We 
  already had the « Crawling Gorgon » in the MMG. 
  Is M&M turning into some sort of unofficial Clash of 
  the Titans RPG ? Well, at least we were spared 
  the Kraken. And the silly robot owl. 
   
  Sea Horses & Sea Lions : Sea Cats, Sea Boars, 
  Sea Bears, Sea Rats… 
   
  Sea Creatures in General : I’m afraid these 
  creatures are nearly completely useless in the 
  absence of detailed rules for underwater combat. 
  Here are my own house rules on the subject. 
  Marine creatures can be grouped in five Nautical 
  Maneuverability classes, which, for simplicity’s 
  sake, are called B, C, D, E and W. Within each 
  Nautical Maneuverability class, several specific 
  categories blah blah blah blah blah (…)  
   
  Seven-Mawed Thing : I guess this name was 
  ‘created’ by the same (obviously over-imaginative) 
  person who gave us the Two-Headed Giant and 
  the Tricephalous Vulture…That’s creativity for you. 
   
  Silent Lurkers : Camouflage at 24 ( !!!) in ANY 
  environment ?  Aren’t things going a little over the 
  top here ? I mean, how the hell are we supposed 
  to kill them if we can’t even see them ?  Uh ? 
   
  Silver Beetle : Roll up for the mystery tour !  
   
  Singing Keledones : Bronze Age living juke-box. 
   
  Sons of Cecrops : Wait a minute ! The origins of 
  this creature have absolutely nothing to do with the 
  real myth of Cecrops ! Am I the only one to have 
  noticed this ? Or could it be that nobody cares ? 
   
  Sons of Dagon : Fishmen with a fancy name. 
   
  Sphinx : Why didn’t you publish the innovative 
  Fiendish Riddles Table I sent you months ago ? 
   
   
   
   
  
   
  108 
   
   
   
  60 Experience points for the Hunter ! 
   
   
  Stag 
   
  Common Stag 
   
  Taxonomy : Beast 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ (240’ when galloping) 
   
  Initiative : 13 
   
  Melee Attack : +3 
   
  Damage : 1d6 (horns & hooves) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Detection / Evasion : +4 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee +5), Gallop, Sharp Senses, Uncanny Agility. 
   
  Awards : Glory 30. 
   
   
  A common forest Stag 
   
  Magical Stag 
   
  Taxonomy : Monster 
   
  Description : Magical stags are often of a rare or 
  unusual color such as white, red or golden. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ when galloping) 
   
  Initiative : 19 
   
  Melee Attack : +5 
   
  Damage : 1d6 (horns & hooves) 
   
  Defense Class : 23 
   
  Hits Total : 16 
   
  Detection / Evasion : +10 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee +7), Gallop, Invulnerability, Lightning Fast, 
  Magic Resistance, Sharp Senses, Sixth Sense, 
  Supernatural Vigor, Trample, Uncanny Agility. 
   
  Awards : Glory 220, Wisdom 50. 
   
   
   
  Charge of the Magical Stag 
  
   
  109 
  Stichios 
   
  Taxonomy : Spirit 
   
  Description : Stichioses are trees possessed by 
  the vampiric spirits. They cannot move, but try to 
  harm those who come near, using their supernatural 
  powers to attract their victims. It fights anyone trying 
  to cut it down with its branches and tries to suck the 
  life from any being resting close to it. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : None (rooted) 
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Damage : 2d6 
   
  Defense Class : 22 
   
  Hits Total : 30 
   
  Detection / Evasion : +2 / n/a (stationary) 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Invulnerability, Life Energy Drain 
  (touch), 
  Magic 
  Resistance, 
  Psychic 
  Powers 
  (Psychic Gift 3, Mystic Strength 15, 12 Power 
  points), Supernatural Vigor, Vocal Entrancement. 
   
  Awards : Glory 220, Wisdom 560. 
   
  The Stichios’ Vocal Entrancement takes the form of 
  quiet and haunting whispers, resembling the noise of 
  the wind in the branches of a tree. It uses this power to 
  attract victims near its trunk so that he can touch them 
  with its branches and drain them from their Life Energy. 
   
   
   
   
   
  A (literally) bloodthirsty Stirge 
   
   
   
   
   
   
   
   
   
   
  A Stichios waiting for a new victim to lure  
   
   
  Stirge 
   
  Taxonomy : Monster 
   
  Description : Bird-sized vampiric mosquitoes. 
   
  Size : Tiny 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ (flying) 
   
  Initiative : 15 
   
  Melee Attack : +2 
   
  Damage : 1pt + 1d6 Life Energy Drain (sting) 
   
  Defense Class : 12 
   
  Hits Total : 2 
   
  Detection / Evasion : 0 / +6 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Life Energy Drain (bite, 1d6), 
  Lightning Fast, Winged. 
   
  Awards : Glory 5, Wisdom 20. 
   
   
  
   
  110 
   
   
   
   
  Who needs grace and majesty when you’ve got a +10 
  Charge melee attack bonus and Invulnerability ?  
   
  Stone Titan 
   
  Taxonomy : Animate 
   
  Description : Not true Titans, but huge golems of 
  stone animated by magic. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 14 
   
  Melee Attack : +6 
   
  Damage : 2d6 (stone arms) 
   
  Defense Class : 21  
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee +10), Invulnerability, Fearsome, Mindless, 
  Supernatural Vigor, Trample. 
   
  Awards : Glory 170, Wisdom 30. 
   
   
  Stygian Hound 
   
  Taxonomy : Animate 
   
  Description : Huge skeletal undead dogs « bred » 
  by the necromancers of Stygia. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 80’ (320’ galloping) 
   
  Initiative : 18 
   
  Melee Attack : +4 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 20, 
  Melee +6), Fearsome, Gallop, Lightning Fast, 
  Mindless, Sharp Senses. 
   
  Awards : Glory 65, Wisdom 20. 
   
   
   
   
   
  Stygian Hounds : bad to the bone 
  
   
  111 
   
   
   
  Beware the Wrath of the Stygian Lords ! 
   
   
  Stygian Lord 
   
  Taxonomy : Folk 
   
  Description : Necromancer from the hidden empire 
  of Stygia (south of Midia) who have prolonged their 
  life through the practice of dark sorceries.   
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 18 
   
  Melee Attack : +6 
   
   
   
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 16 (20 w helmet and breastplate) 
   
  Hits Total : 20 
   
  Detection / Evasion : +10 / +8 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Life Energy Drain 
  (touch), 
  Magic 
  Resistance, 
  Psychic 
  Powers 
  (Psychic Gift 5, Mystic Strength 17, 20 Power 
  points), Sixth Sense, Supernatural Vigor. 
   
  Note : A Stygian Lord will always be accompanied 
  by 2d6 Skeletons and 1d3 Stygian Hounds. 
   
  Awards : Glory 120 (+10 if equipped with helmet & 
  breastplate), Wisdom 270. 
   
  
   
  112 
  Styigian Serpent 
   
  Taxonomy : Monster 
   
  Description : Abnormally intelligent and magically 
  resistant giant snakes. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : 14 
   
  Melee Attack : +6 
   
  Damage : 2d6 (bite & tail) 
   
  Defense Class : 16  
   
  Hits Total : 30 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Grapple (Might = 20), Crushing 
  Damage (constriction), Magic Resistance, Poison 
  (bite, death in 1d6 rounds), Regeneration (2 Hits / 
  round), Sixth Sense, Stealthy (14), Supernatural 
  Vigor, Tough Skin, Wallcrawling. 
   
  Awards : Glory 440, Wisdom 50. 
   
  Additional Lore : Stygian Serpents are bred in the 
  Stygian Empire by the priests of the obscure (but 
  extremely malevolent) snake god Sethos. They are 
  used as guardians for the temples of Sethos. 
   
   
   
   
   
  A slithering Stygian Serpent
   
   
  A wary Swamp Folk specimen 
   
  Swamp Folk 
   
  Taxonomy : Folk 
   
  Description : Also called newtlings, these peaceful 
  humanoid amphibians with bugling eyes and scaly 
  skin, living in small swamp-dwelling communities. 
  They are the sworn enemies of Lizardians and 
  Troglodytes, who sometimes come out of their 
  underground lairs to raid their swamp villages – both 
  reptilian species being very fond of newtling flesh 
  and eggs. Swamp Folks are not hostile to humans 
  but have grown wary of them over the last centuries.  
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Alert 
   
  Mystique : Average 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +1  
   
  Missile Attack : +1 
   
  Damage : 1d6 (dagger or spear) 
   
  Defense Class : 17 
   
  Hits Total : 4 
   
  Detection / Evasion : +2 / +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Amphibious, Missile Weapons 
  (javelins, range 120’), Stealthy (16), Tough Skin, 
  Uncanny Agility.  
   
  Awards : Glory 30. 
   
  
   
  113 
   
   
  A Sylvan Archer on the path of war 
   
   
  Swamp Horror 
   
  Taxonomy : Monster 
   
  Description : Also known as Quagmires, these 
  vaguely humanoid, shambling creatures appear to 
  be made of living mud. They haunt the swamps at 
  night, devouring the life-energy of those unlucky 
  enough to encounter them… 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ (60’ swimming) 
   
  Initiative : 11 
   
  Melee Attack : n/a * 
   
  Damage : special * 
   
  Defense Class : 20 
   
  Hits Total : 12 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Amphibious, Grapple (Might 16), 
  Invulnerability, Life Energy Drain (touch), Mindless, 
  Stealthy (12), Supernatural Vigor. 
   
  * The Life-Energy Drain ability of Quagmires is their 
  only way to inflict damage to their opponents. 
   
  Awards : Glory 140, Wisdom 50. 
  Sylvan 
   
  Taxonomy : Folk 
   
  Description : Short-sized (5’) humanoids with elfin 
  features ; they live in small tree-villages hidden in 
  the deepest forests and are on friendly terms with 
  Dryads, Satyrs and most woodland beasts. Sylvans 
  wear magical green garments that makes them very 
  hard to spot when hiding in the woods. Their 
  lifespan is at least 4 times longer than a human’s 
  (300 years and more) and they never seem to age 
  once they have reached adolescence. All Sylvans 
  are devoted worshippers of Artemis, the goddess of 
  hunting, forests and the moon.   
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
  Initiative : 19 
   
  Melee Attack : +1 
   
  Missile Attack : +4 
   
  Damage : 1d6 (dagger or spear) 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Detection / Evasion : +10 / +12 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Camouflage (24, in the woods), 
  Lightning Fast, Magic Resistance, Marksmanship, 
  Missile Weapons (bow, 300’), Regeneration (1 Hit 
  per battle round), Sharp Senses, Stealthy (20), 
  Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 90, Wisdom 40. 
   
   
   
   
  Run, you fools – this is a Swamp Horror !!! 
  
   
  114 
   T 
   
   
   
   
  Approaching a Tarasque from the rear  
   
  is not the wisest choice 
   
  Tarasque 
   
  Taxonomy : Monster 
   
  Description : This abominable and undomitablr 
  crearure looks very much like an Ankylosaurus. 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +10 
   
  Damage : 3d6 (bite) 
   
  Defense Class : 23 
   
  Hits Total : 60 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 22, 
  Melee Attack +16), Crushing Tail (see below), 
  Fearsome, Invulnerability, Regeneration (3 Hits / 
  rnd), Supernatural Vigor. 
   
  Awards : Glory 1000, Wisdom 40. 
   
  Note : The Crushing Tail of the Tarasque works 
  exactly like a Crushing Missile, except that the 
  attack takes place during the melee phase and can 
  only be used against a melee opponent. 
   
  Telchine 
   
  Taxonomy : Monster 
   
  Description : These mischievous creatures frolic in 
  the seas near inhabited islands, causing havoc and 
  confusion with their weather-affecting powers. They 
  look like hybrid creatures with the heads of dogs 
  and the flippers of dolphins. 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 13 (15 in water) 
   
  Melee Attack : n/a* 
   
  Damage : n/a * 
   
  Defense Class : 14 (16 in water) 
   
  Hits Total : 8 
   
  Detection / Evasion : +6 (+8 Evasion in water) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Amphibious, Magic Resistance, 
  Uncanny Agility (in water). 
   
  Unique Ability : Telchines can use the powers of 
  an Elementalist, with Air as their primary (and only) 
  element. They have a Mastery of 5, a Mystic 
  Strength of 17 and 20 Power points. This unique 
  ability adds +80 to their basic Glory award and +200 
  to their Wisdom award. 
   
  * Lacking natural weapons as well as hands to hold 
  melee weapons, Telchines are simply unable to fight in 
  melee combat. 
   
  Additional Lore : Telchines were once powerful 
  Elementalists whose hubris angered the Gods, who 
  transformed them into their current form. They 
  somehow managed to retain their intelligence as 
  well as a small portion of their  magical powers. 
   
  Awards : Glory 150, Wisdom 220. 
   
   
   
  What are you staring at ? You think I look funny ? We’ll 
  see if you’re still laughing when me and my Telchine 
  buddies sink your ship with our elemental powers ! 
   
  
   
  115 
   
  A furious Tetrax 
   
  Tetrax 
   
  Taxonomy : Monster 
   
  Description : Four-armed ape-like humanoids with 
  chitinous grey skin, Tetrax inhabit lost ruins located 
  in the deep jungles of Charybdis. They are brutish 
  predators with a strong taste for human flesh. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : +5 
   
  Damage : 1d6 (arms) 
   
  Defense Class : 17 
   
  Hits Total : 16 
   
  Detection / Evasion : 0 / +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 16, 
  Melee Attack +7), Crushing Damage (bear-like hug), 
  Extra Arms (2), Grapple (Might 20), Supernatural 
  Vigor, Tough Skin, Uncanny Agility. 
   
  Awards : Glory 160, Wisdom 10. 
   
  Note : Tetrax are so strong that their fists cause the 
  same damage as weapons (not subdual damage). 
  Their four arms also give them various advantages 
  in combat (see Extra Arms below). 
   
   
   
   
   
  New Special Ability : Extra Arms 
   
  Each pair of extra arms gives the creature an 
  extra melee attack per battle round. Thus, a 
  creature with four arms will have two melee 
  attacks per battle round against opponents with 
  the same Size category. 
   
  These two attacks may be made against 
  different opponents or against the same one 
  (make two simultaneous melee attack rolls and, 
  if necessary, two damage rolls).  
   
  Each extra pair of arms also adds +4 to the 
  creature’s effective Grapple Might and allows it 
  to keep a grappled opponent immobilized while 
  attacking with its free arms. 
   
  Creatures with this special ability add 10 to their 
  Menace Rating for each pair of extra arms. 
   
   
   
   
   
   
  A Titanic Titanian 
   
  (see next page)
  
   
  116 
   
  A terrible Tigerman of Kathaï ready to enter the arena 
   
  Tigerman of Kathaï 
   
  Taxonomy : Monster 
   
  Description : Tiger-like humanoids from the far 
  eastern jungles beyon the Land of the Sun ; tall (7’ 
  on the average) and powerfully built, they are as 
  cunning as they are cruel, they are especially prized 
  as elite pit-fighters by the decadent nobles of Ishtar 
  and Kandaria. When on their home territory, they 
  delight in their own bloodsports - hunting human 
  prey for the sheer pleasure of killing. 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 80’ 
   
  Initiative : 21 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & teeth or weapon) 
   
  Defense Class : 14 
   
  Hits Total : 20 
   
  Detection / Evasion : +8 / +10 
   
  Mystic Fortitude : 0 
   
  Special Ablities : Charge into Battle (Initiative 23, 
  Melee Attack +9), Grapple (Might = 20), Lightning 
  Fast, Sharp Senses, Stealthy (18), Supernatural 
  Vigor, Uncanny Agility. 
   
  Awards : Glory 180, Wisdom 10. 
   
  Titanian 
   
  Taxonomy : Folk 
   
  Description : Large (10’ tall) humanoids who claim 
  to descend from the true Titans, blessed with 
  superhuman strength, fortitude and longevity (c. 300 
  years). Titanians live in fortresses hidden in the 
  mountains or on lost islands, away from civilization. 
  They hate humanity but fear the Olympian deities.     
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
   
  Initiative : 13 
   
  Melee Attack : +6 
   
  Missile Attack : +3 
   
  Damage : 2d6 (weapons) 
   
  Defense Class : 15 (17 with shield) 
   
  Hits Total : 30 
   
  Detection / Evasion : +6 / +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 17, 
  Melee Attack +10) Grapple (Might = 20), Magic 
  Resistance, Missile Weapons (javelins, range 200’), 
  Sixth Sense, Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 150, Wisdom 40. Those with shields 
  are worth +5 Glory. 
   
  
   
  117 
   
   
  The World’s Most Famous Titanic Statue 
   
  Titanic Statue 
   
  Taxonomy : Animate 
   
  Description : Gigantic metal statue 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : 15 
   
  Melee Attack : +10 
   
  Damage : 3d6 (arms or weapons) 
   
  Defense Class : 24 
   
  Hits Total : 60 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 21, 
  Melee Attack +16), Crushing Damage (after 
  grapple), Crushing Missiles (boulders), Grapple 
  (Might = 24), Invulnerability, Fearsome, Mindless, 
  Supernatural Vigor, Trample. 
   
  Awards : Glory 620, Wisdom 40. 
   
   
  Tragic Floating Head 
   
  Taxonomy : Animate 
   
  Description : A huge (10’ high) flying head 
  apparently made of stone with a face like a tragedy 
  mask. The head speaks in a deep, bombastic voice 
  in an unknown (alien ?) language.  
   
  Size : Large 
   
  Ferocity : n/a 
   
  Cunning : Crafty 
   
  Mystique : Unearthly 
   
  Movement : 90’ (hovers 10’ above ground) 
   
  Initiative : 15 
   
  Melee Attack : n/a (see below) 
   
  Damage : n/a (see below) 
   
  Defense Class : 25 
   
  Hits Total : 18 
   
  Detection / Evasion : +10 / +8 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Fearsome, Invulnerability, Magic 
  Resistance, Mindless, Petrification (60’ range), Sixth 
  Sense, Supernatural Vigor. 
   
  Awards : Glory 270, Wisdom 110. 
   
   
   
   
   
  SLETROM, ZELBMERT !!! 
   
  says the Tragic Floating Head 
   
  
   
  118 
  Tragos 
   
  Description : Goat-headed humanoids bent on 
  raiding, plunder and mayhem ; rumors claim the first 
  tragos were the offspring of a mad Satyr and a goat. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Missile Weapons : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 13 (17 with shield & breastplate) 
   
  Hits Total : 8 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee Attack +4) Missile Weapons (javelins, 120’). 
   
  Awards : Glory 30 (+5 for shield or breastplate). 
   
  Additional Lore : Some tragos have been warped 
  by the taint of Chaos and display weird mutations as 
  a result, such as an Uncanny Agility, a Tough Skin, 
  Lightning Fast speed or even Two Heads. 
   
   
   
   
   
   
   
   
   
  El Chupacabros… uh I mean the Tragostomos 
   
   
  A bloodthirsty Tragos raider 
   
  Tragostomos 
   
  Taxonomy : Monster 
   
  Description : This goat-mutilating and blood-
  drinking creature is a sworn enemy of Tragos and 
  Satyrs. It looks like a hunched quadruped with warty 
  green skin and glowing red eyes. 
   
  Size : Small 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ galloping) 
   
  Initiative : 21 
   
  Melee Attack : +7 
   
  Damage : 1d3 (bite) + Life-energy drain 
   
  Defense Class : 17 
   
  Hits Total : 10 
   
  Detection / Evasion : +12 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Gallop, Life Energy Drain (bite), 
  Lightning Fast, Magic Resistance, Sharp Senses, 
  Sixth Sense, Stealthy (20), Supernatural Vigor, 
  Tough Skin, Uncanny Agility, Wallcrawling. 
   
  Awards : Glory 46, Wisdom 60. 
   
  
   
  119 
   
   
   
  A stealthy and wary Triclope  
   
   
  Tricephalous Vulture 
   
  Taxonomy : Monster 
   
  Description : Well, the name says it all : a big 
  vulture with three heads. What did you expect ?  Ah 
  yes, the background story : well, they were probably 
  created by some demented wizard a long time ago. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 360’ flying 
   
  Initiative : 14 
   
  Melee Attack : +4 
   
  Damage : 1d6 (beak & talons) 
   
  Defense Class : 13 
   
  Hits Total : 16 
   
  Detection / Evasion : +6 / +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Dive into Battle (Initiative 16, 
  Melee Attack +6), Magic Resistance, Multiple Heads 
  (three), Sharp Senses, Supernatural Vigor, Winged. 
   
  Awards : Glory 150, Wisdom 50. 
   
   
   
  Triclope 
   
  Taxonomy : Folk 
   
  Description : Primitive, muscular humanoids with 
  three eyes, long hair and a grey-blue skin. Triclopes 
  live in deep underground caverns and are sworn 
  enemies of Derros, Lizardians and Troglodytes.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2 
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (Initiative 13, 
  Melee Attack +4), Magic Resistance, Missile 
  Weapons (javelin, 120’), Stealthy (12), Supernatural 
  Vigor, Tough Skin 
   
  Awards : Glory 50, Wisdom 30. 
   
  Additional Lore : These strange beings came into 
  existence millennia ago, when the women of a now 
  extinct tribe of cave-dwelling humans started to 
  interbreed with Lesser Cyclops. This mixed heritage 
  is the origin of the Triclopes’ third eye, tough skin, 
  magic resistance and supernatural vigor.  
   
   
   
   
  Tricephalous Vulture : the latest aerial craze 
  
   
  120 
  Triton 
   
  Taxonomy : Folk 
   
  Description : The classic male companions of 
  Mermaids ; they are uglier and more warlike than 
  their female counterparts. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
  Initiative : 18 
   
  Melee Attack : +3 
   
  Damage : 1d6 (trident) 
   
  Defense Class : 17 (19 with shield) 
   
  Hits Total : 12 
   
  Detection / Evasion : +2 / +8 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Aquatic, Charge into Battle 
  (Initiative 20, Melee Attack +5), Lightning Fast, 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Awards : Glory 60, Wisdom 10. 
   
   
   
   
  A mighty Triton leader  
   
   
   
   
   
                      A menacing Troglodyte 
   
   
  Troglodyte 
   
  Taxonomy : Folk 
   
  Description : 
  Carnivorous 
  reptilian 
  humanoids 
  dwelling in deep undeground caves. They are as 
  slow-witted as they are cold-blooded. Troglodytes 
  are fierce enemies of Wildmen and Swamp Folk; 
  they are often found in the service of Lizardians, 
  their nimbler and more clever cousins. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee Attack +6 / +8 with two-handed mace), Magic 
  Resistance, Stealthy (12), Tough Skin. 
   
  Awards : Glory 40, Wisdom 20. 
   
  
   
  121 
   
   
   
  Beware of smiling Troliths ! 
   
  Trolith 
   
  Taxonomy : Monster 
   
  Description : Huge, blue-skinned humanoids noted 
  for their immense strength, brutish stupidity and 
  monstrous endurance. They live in deep caverns 
  located in the northern mountains of Hyperborea. 
  The local Barbarians simply call them trolls. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : 14 
   
  Melee Attack : +6 (+8 with two-handed mace) 
   
  Damage : 2d6 
   
  Defense Class : 14 
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +10 or +12 with two-handed weapon), 
  Crushing Damage (after grapple), Grapple (Might 
  20), Magic Resistance, Regeneration (2 Hits / rnd), 
  Supernatural Vigor, Tough Skin. 
   
  Awards : Glory 280, Wisdom 40. 
   
   
  The Tragic Floating Head Enigma 
   
  Was the Tragic Floating Head a living mineral 
  organism ?  A mechanical construct made by a 
  mad engineer ?  A vehicle from another planet, 
  time or dimension ?  An unscrutable joke created 
  by a lost race of pranksters ?  The theories were 
  many… but the true nature of the Floating Head 
  remained a mystery even to this day.  
   
  But the TFH Enigma actually extended to its very 
  creation : where did such a weird concept came 
  from ? Most gamers believed that the idea was 
  simply borrowed from the movie Zardoz (starring 
  Sean Connery in a costume that has to be seen to 
  be believed)… but this ultra-kitsch, pre-Star Wars 
  piece of sci-fi cinema only came out in 1974, one 
  year after the Head was first published in Men & 
  Monsters– a fact that was taken by some as the 
  irrefutable proof that LSD had been involved in the 
  conception of the creature, which was in fact a 
  chemically-induced consensual hallucination. And 
  all this 25 years before The Matrix.  
   
   
  Tyrannosaurus 
   
  Taxonomy : Monster 
   
  Description : Fierce carnivorous dinosaur. 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’  
   
  Initiative : 16 
   
  Melee Attack : +10 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 16  
   
  Hits Total : 50 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Fearsome, Tough Skin. 
   
  Awards : Glory 500, Wisdom 10. 
   
   
   
  Godzillos the T-Rex (not to scale) 
   
  
   
  122 
   
   
  An enigmatic Ubasti 
   
  U-V 
   
  Ubasti 
   
  Common Ubasti 
   
  Taxonomy : Folk 
   
  Description : Cat-men from the Desert Kingdom ; 
  once a proud and civilized people, Ubastis have lost 
  much of their ancient glory, becoming bloodthirsty 
  and decadent ; they are as cruel as they are playful.  
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 80’ 
   
  Initiative : 19 
   
  Melee Attack : +3 
   
  Damage : 1d6 (claws or sword) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Detection / Evasion : +8 / +10 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Lightning Fast, Sharp Senses, 
  Stealthy (18), Uncanny Agility. 
   
  Awards : Glory 50. 
   
  Ubasti of Noble Blood 
   
  Taxonomy : Folk 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 80’ 
   
   
  Initiative : 20 
   
  Melee Attack : +3 
   
  Damage : 1d6 (claws or sword) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +10 
   
  Mystic Fortitude : +6 
   
  Special 
  Abilities : 
  Lightning 
  Fast, 
  Magic 
  Resistance, 
  Sharp 
  Senses, 
  Stealthy 
  (20), 
  Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 75, Wisdom 30. 
   
  Ubasti of Royal Blood 
   
  Taxonomy : Folk 
   
  Description : A few Ubastis of Royal Blood act as 
  the despotic leaders of their race ; they are stronger 
  than their subjects and have retained a part of their 
  ancestors’ sorcerous lore. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 80’ 
   
   
  Initiative : 21 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws or sword) 
   
  Defense Class : 16 
   
  Hits Total : 16 
   
  Detection / Evasion : +10 / +12 
   
  Mystic Fortitude : +8 
   
  Special 
  Abilities : 
  Lightning 
  Fast, 
  Magic 
  Resistance, Psychic Powers (Psychic Gift 5, Mystic 
  Strength 17, 20 Power points), Sharp Senses, 
  Stealthy (20), Supernatural Vigor, Uncanny Agility. 
   
  Awards : Glory 110, Wisdom 230. 
  
   
  123 
   
   
  The peaceful and noble Unicorn 
   
  Unicorn 
   
  Classic Unicorn 
   
  Taxonomy : Beast 
   
  Description : The classic horned horse of legend. 
  Unicorns are shy creatures who can only be 
  approached or tamed by virgins. Most Unicorns 
  have a white pelt but exceptions exist. 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 80’ (320’ galloping) 
   
  Initiative : 18 
   
  Melee Attack : +1 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 16 
   
  Hits Total : 8 
   
  Detection / Evasion : +12 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Gallop, Lightning Fast, Magic 
  Resistance, Sharp Senses, Sixth Sense, Stealthy 
  (18), Supernatural Vigor, Uncanny Agility. 
   
  Unique Ability : A Unicorn may heal any living 
  creature she touches with her horn. The individual 
  immediately recovers all his lost Hits. 
   
  Awards : Anyone who kills a Unicorn receives no 
  Glory or Wisdom and suffers a special curse 
  causing a permanent loss of 1d6 Luck points.  
   
   
  Flying Unicorn 
   
  Taxonomy : Beast 
   
  Description : Legends say these fabled beasts are 
  unicorn-pegasus 
  crossbreeds. 
  Apart 
  from 
  its 
  obvious physical features (that’s right – wings), this 
  rare aerial breed has a fiercer temper than the 
  classic unicorn. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 80’ (320’ galloping or flying) 
   
  Initiative : 19 
   
  Melee Attack : +3 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Detection / Evasion : +12 / +14 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Dive into Battle (In21, Melee +5), 
  Gallop, Lightning Fast, Magic Resistance, Sharp 
  Senses, Sixth Sense, Stealthy (18), Supernatural 
  Vigor, Trample, Uncanny Agility, Winged. 
   
  Unique Ability : A Flying Unicorn may heal any 
  living creature she touches with her horn. The 
  individual immediately recovers all his lost Hits. 
   
  Awards : Anyone who kills a Flying Unicorn 
  receives no Glory or Wisdom and suffers a special 
  curse causing a permanent loss of 1d6 Luck points.  
   
   
   
   
  The equally noble (but a bit more impetuous)  
   
  Flying Unicorn 
  
   
  124 
  Malacorn 
   
  Taxonomy : Monster 
   
  Description : A cursed and malevolent Unicorn with 
  a distinctive sickly, mangy appearance and a weird, 
  eerie aura of fear and discomfort. The Malacorn’s 
  horn does not heal but drains life energy… 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 80’ (320’ galloping) 
   
  Initiative : 20 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 16 
   
  Hits Total : 16 
   
  Detection / Evasion : +12 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (Initiative 22, 
  Melee Attack +7), Gallop, Life-Energy Drain (with 
  horn, treat as touch attack), Lightning Fast, Magic 
  Resistance, Sharp Senses, Sixth Sense, Stealthy 
  (18), Supernatural Vigor, Trample, Uncanny Agility. 
   
  Awards : Glory 230, Wisdom 60. 
   
  Additional Lore : Malacorns were once Unicorns, 
  who have been irremediably warped by exposure to 
  some foul necromancy, probably as a result of some 
  Stygian Lord’s dark experiments.  
   
   
   
   
         Beware the touch of the Malacorn 
   
   
  Hero about to suffer a very un-heroic death at the  
   
  hands… uh… tendrils of a Vine of Tantalus 
   
  Vine of Tantalus 
   
  Taxonomy : Animate 
   
  Description : Magical life-drinking vines. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 14 
   
  Melee Attack : See below 
   
  Damage : See below 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Detection / Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Entangle (vines, Might 16, 10’ 
  range), 
  Life-Energy 
  Drain 
  (touch), 
  Mindless, 
  Regeneration (1 Hit / round), Sixth Sense, Stealthy 
  (14), Uncanny Agility. 
   
  The Vine does no natural damage and always 
  attack with its Entangle ability and may only use its 
  Life-Energy Drain attack on Entangled victims. 
   
  Additional Lore : These vegetal animates were 
  probably created in ancient times by an unknown 
  deity or very powerful nature spirit to guard sacred 
  groves and similar sites but have long been left to 
  their own fate (or so to speak since we are speaking 
  about plants here). 
   
  Awards : Glory 90, Wisdom 50. 
   
  
   
  125 
  W-Z 
   
  Wildman 
   
  Taxonomy : Folk 
   
  Description : Primitive men. Wildmen are fierce 
  enemies of Ogres, Leonids, Apemen, Troglodytes 
  and most other cave-dwelling Folks or Beastmen 
  but get on reasonably well with Bearmen. 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 11 
   
  Melee Attack : +2  
   
  Missile Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 13, 
  Melee Attack +4), Missile Weapons (javelins, 120’), 
  Stealthy (12). 
   
  Awards : Glory 25. 
   
   
   
  A savage Wildman 
  Wolf 
   
  Common Wolf 
   
  Taxonomy : Beast 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ (240’ when galloping) 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 12  
   
  Hits Total : 8 
   
  Detection / Evasion : +6 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 14, 
  Melee +4), Gallop, Sharp Senses, Stealthy (14). 
   
  Awards : Glory 30.  
   
  Bicephalous Wolf 
   
  Taxonomy : Monster 
   
  Description : Two-headed wolves, thought by most 
  scholars and adventurers to be the hybrid offspring 
  of a Cerberus and a wolf. In the world of Mythika, 
  whole packs of those mishapen predators infest 
  some parts of the Thanatari Mountains (which are 
  known to be home to many strange monsters). 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ (240’ when galloping) 
   
  Initiative : 12 
   
  Melee Attack : +2 
   
  Damage : 1d6 (claws & teeth) 
   
  Defense Class : 13 
   
  Hits Total : 8 
   
  Detection / Evasion : +7 / +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Gallop, Multiple Heads (two) ; 
  Sharp Senses, Stealthy (14). 
   
  Awards : Glory 80, Wisdom 10.  
   
  
   
  126 
   
   
   
  A stealthy Hyperborean Wolf 
   
   
  Hyperborean Wolf 
   
  Taxonomy : Beast 
   
  Description : Also known as Dire Wolves, these 
  predators are stronger and fiercer than their 
  common cousins.  
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ (240’ when galloping) 
   
  Initiative : 13 
   
  Melee Attack : +4 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 12  
   
  Hits Total : 12 
   
  Detection / Evasion : +6 / +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge into Battle (Initiative 15, 
  Melee +6), Gallop, Sharp Senses, Stealthy (14). 
   
  Awards : Glory 40. 
   
   
   
   
  A Bicephalous Wolf contemplating  
   
  the classic dilemma of the fork in the road 
   
   
    
  A Wood Titan coming to life 
   
  Wood Titan 
   
  Taxonomy : Animate 
   
  Description : Huge tree animated by magic. 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ 
   
  Initiative : 12 
   
  Melee Attack : +6 
   
  Damage : 2d6 (branches) 
   
  Defense Class : 15  
   
  Hits Total : 30 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge into Battle (Initiative 18, 
  Melee Attack +10), Crushing Damage (bear hug), 
  Grapple (Might 24), Mindless, Regeneration (2 Hits / 
  round), Supernatural Vigor, Tough Skin. 
   
  Additional Lore : Most Wood Titans are temporary 
  creations of Dryads (through their magical Gifts) but 
  some of them also exist as permanent creatures. 
  Some ancient tales call these beings the Watchers 
  of the Woods or, in a more poetic vein, the 
  Everlasting Wardens of the Eternal Forest. 
   
  Awards : Glory 170, Wisdom 30. 
   
  
   
  127 
  Zorba 
   
  Taxonomy : Folk 
   
  Description : A race of ugly anthropophagous 
  dwarves, with red beards and reddish skin. Zorbas 
  inhabit the Helicon mountains east of Sybaris, 
  preying on Wildmen and the occasional adventurer.  
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : 19 
   
  Melee Attack : +3 
   
  Missile Attack : +5 
   
  Damage : 1d3 (spears) + poison 
   
  Defense Class : 16 
   
  Hits Total : 4 
   
  Detection / Evasion : +8 / +10 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Lightning Fast, Marksmanship, 
  Missile Weapons 
  (small 
  spear, 
  60’), 
  Poison 
  (paralysis ; on spears), Sharp Senses, Stealthy (16), 
  Tough Skin, Uncanny Agility. 
   
  Awards : Glory 15. 
   
  Additional Lore : Zorbas delight in tormenting and 
  torturing their prisoners before eating them. Some of 
  them have been enslaved by decadent Sybarian 
  nobles who use them as spies and assassins. 
   
   
   
   
   
  A devious, treacherous, backbiting Zorba  
   
   
   
   
   
  2007 Edition Notes & Comments 
   
  From the Letters Page of Griffin Magazine 
   
  Sylvans (I) : Greek Elves ??? 
   
  Sylvans (II) :  Sylvans rock ! I love Sylvans ! You 
  should definitely publish a Sylvan character class ! 
   
  Tarasque : During my holidays in France, I 
  discovered that one of their local saints actually 
  captured and subdued a Tarasque into submission 
  using only the belt of her dress. Where are the 
  rules for this ?  Which leads me to my next 
  question : when will you people publish rules for 
  playing Christian Priests in M&M. My friends and I 
  are eager to convert the whole world of Mythika to 
  the One True Faith. 
   
  Telchine : Briliant creature !  You should definitely 
  publish a Telchine character class, with the same 
  powers as Elementalists (but with a much higher 
  swimming bonus). 
   
  Tetrax : Four arms ?  In combat ? Are there any 
  plans for a Tetrax character class ? 
   
  Titanian : Titanians rock ! I love Titanians ! Your 
  magazine should definitely publish a Titanian 
  player-character class that would allow players to 
  take advantages of the new Enormous Weapons 
  rules in the Players Manual ? 
   
  Tragostomos : After Bigfoot, the Chupacabras !  
  What’s next ? Small grey men in flying disks ? 
   
  Tricephalous Vulture : Couldn’t anyone come up 
  with a better name than that ? 
   
  Tritons : Tritons rock ! I love Tritons ! You should 
  definitely publish a Triton player-character class 
  (2007 Ed’s note : they actually did this.) 
   
  Trollith : First the Orkos, then that… Well, at least 
  you didn’t call them Trollos, Trolloï or I don’t know 
  what. Please spare us the Hobbitos. 
   
  Malacorn : Warped life-draining Unicorns ? Well, 
  at least we didn’t get Bicephalous or Fire-breathing 
  variants (2007 Ed’s note : A few issues after this 
  letter was published, the Creature Compendium 
  column published seven unusual Unicorn variants, 
  including a fire-breathing Pyrocorn). 
   
  Triclopes : Mmmh… I guess this would make us 
  normal humans… biclopes ? 
   
  Ubasti : Ubasti rock ! I love Ubasti ! You should 
  definitely publish a Ubasti player-character class 
  giving all the advantages of the Hunter and Thief 
  classes, 
  with 
  better 
  combat 
  abilities 
  (and 
  sorcerous powers as well).  
   
  Zorbas : Zorbas ? Are you people at LGS running 
  a secret ‘daftest Greek name for a creature’ 
  contest or something ?  What’s next ?  A living 
  giant protoplasm called the Moussaka ? 
   
  
SOURCE: textdata/thevault/Mazes & Minotaurs/Mazes & Minotaurs Creature Compendium.pdf