TEXT: HERO Bestiary
  1
  CREDITS
  Author: Doug Tabb
  Contributing Authors: Darrin C. Zielinski, Brian Nystul,
  Mark Bennett
  Editors: George MacDonald, Steve Peterson,
  and Coleman Charlton
  Cover Illustration: Storn Cook
  Colorist: Frank Cirocco
  Interior Illustration: Storn Cook, Stephan Peregrine,
  Mitch Byrd, Paul Jaquays, Liz Danforth,
  Albert Deschesne, Dennis Loubet, Luther,
  Elissa Martin, Darrell Midgette, Giorgia Ponticelli,
  Roger Raupp, Paulo Romano, Shawn Sharp,
  Jason Waltrip. A bibliography for the Dover
  Publication art and copyright free art used in this
  product can be found on the last page.
  Project Specific Contributions:
  Pagemaking & Layout:  Coleman Charlton;
  Cover Graphics:  Terry K. Amthor;
  Art Direction: Jessica Ney;
  Editorial Contributions:  Ray Greer, Monte Cook
  Proofreading: Lori Ralston
  Dedication: To Gary Gygax who gave me role-playing
  games; to George MacDonald and Steve Peterson who
  gave me the rules; to Rob Bell who gave me a chance;
  to Ray Greer who treated me like a real human being;
  and to Jim, my long time collaborator.
  ICE Staff — Sales Manager: Deane Begiebing;
  Editing & Development Manager: Coleman Charlton;
  President: Peter Fenlon;  CEO: Bruce Neidlinger;
  Editing, Development, & Production Staff: Kevin Barrett,
  Monte Cook, Jessica Ney, Pete Fenlon, Terry Amthor;
  Sales, Customer Service & Operations Staff: Heike Kubasch,
  Chad McCully;  Shipping Staff: John Breckenridge,
  Jasper Merendino, Sterling Williams.
  HERO Bestiary
  ™
  HERO Bestiary™ is Hero Games’ trademark for its superhero roleplaying game using the Hero system.
  Champions® and Champions, The Super Roleplaying Game™ are Hero Games trademarks for its superhero roleplaying game using the Hero System.
  Hero System™ is Hero Games’ trademark for its roleplaying system.
  HERO Bestiary Copyright © 1992 Hero Games. All rights reserved.
  Champions  Copyright © 1981, 1984, 1989 by Hero Games. All rights reserved.
  Hero System  Copyright © 1984, 1989 by Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying (except Character
  Sheets for personal use only), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the
  Publisher: Iron Crown Enterprises, Inc., P.O. Box 1605, Charlottesville, VA 22902.
  Printed in U.S.A., First Printing 1992
  STOCK #:  507
  Produced & Distributed by Iron Crown Enterprises, Inc.,  the exclusive manufacturer of Hero Games.
  ISBN   1-55806-168-1
  
  2
  HERO Bestiary
  TABLE OF CONTENTS
  Introduction. ................... 4-5
  What’s Inside? .................. 4
  Animals Genre by Genre .. 4
  The Bestiary ...................... 5
  Creature Creation. ........ 6-9
  Characteristics .................. 6
  Skills .................................. 6
  Perks ................................. 7
  Powers .............................. 8
  Advantages ....................... 8
  Limitations ......................... 8
  Disadvantages .................. 8
  Beast Movement ............... 9
  Combat &
  Other Factors. ........ 10-19
  Combat Maneuvers ......... 10
  Hit Location ..................... 12
  Weapons ......................... 13
  Venom ............................. 13
  Animal-Transmitted
  Diseases ..................... 15
  Value of Animals and
  Their Parts................... 18
  Beasts of
  Myth & Fantasy.... 20-115
  Abatwa ............................ 20
  Banshee .......................... 21
  Barbegazi ........................ 22
  Basilisk ............................ 23
  Giant Bat ......................... 24
  Black Annis ..................... 24
  Bunyip ............................. 25
  Chimaera......................... 26
  Cockatrice ....................... 27
  Giant Crab ....................... 28
  Unique Demon Lords. ... 28
  Bifrons ........................... 29
  Cimeries ........................ 30
  Ose................................ 31
  Valfor ............................. 32
  Demon Mount ................. 33
  Doppleganger ................. 34
  Lesser Dragon ................ 35
  Greater Dragon ............... 36
  Miniature Dragon ............ 38
  Dragon Turtle .................. 39
  Elementals. .................... 39
  Air Elemental ................. 40
  Earth Elemental ............ 41
  Fire Elemental ............... 42
  Water Elemental ........... 43
  Ent ................................... 44
  Fairy Folk. ...................... 45
  Boggart.......................... 46
  Gnome .......................... 46
  Leprechaun ................... 48
  Water Nymph ................ 50
  Wood Nymph ................ 50
  Pixie .............................. 51
  Pooka ............................ 52
  Giant Frog ....................... 53
  Genii ................................ 54
  Ghost............................... 55
  Ghoul............................... 56
  Giants. ............................ 57
  Cavern Giant ................. 57
  Cloud Giant ................... 58
  Fire Giant ...................... 59
  Forest Giant .................. 60
  Frost Giant .................... 61
  Cloud or Strom
  Giant Castle ................ 61
  Mountain Giant .............. 62
  Storm Giant ................... 62
  Golems. .......................... 64
  Cloth Golem .................. 64
  Flesh Golem .................. 65
  Glass Golem ................. 65
  Ice Golem ...................... 66
  Paper Golem ................. 66
  Stone Golem ................. 67
  Wood Golem ................. 68
  Gremlin............................ 68
  Gorgon ............................ 69
  Gryphon .......................... 70
  Harpy............................... 71
  Hell Hound ...................... 72
  Hippocampus .................. 72
  Homunculus .................... 73
  Hoardling ......................... 74
  Hydra............................... 74
  Imp .................................. 75
  Giant Insects ................... 76
  Kelpie .............................. 78
  Knocker ........................... 78
  Land Shark ...................... 79
  Giant Lizard ..................... 80
  Manticore ........................ 81
  Minotaur .......................... 82
  Mounds. ......................... 83
  Black Mound ................. 83
  Clear Mound ................. 84
  Red Mound ................... 84
  White Mound ................. 85
  Yellow Mound ............... 85
  Mummy ......................... 86
  Giant Octopus ................. 87
  Ogre ................................ 88
  Onca................................ 89
  Pegasus .......................... 90
  Phoenix ........................... 90
  Rakshasa ........................ 91
  Giant Rat ......................... 92
  Roc .................................. 93
  Salamander ..................... 94
  Satyr ................................ 95
  Shadow ........................... 96
  Siren ................................ 97
  Skeleton .......................... 98
  Giant Snake .................... 99
  Sphinx ........................... 100
  Succubus ...................... 101
  Common Troll................ 102
  Unicorn .......................... 103
  Lesser Vampire ............. 104
  Greater Vampire............ 105
  Vodyani ......................... 106
  Wendigo ........................ 106
  Werecreatures
  (Lycanthropes) .......... 107
  Werebear .................... 108
  Wereboar .................... 109
  Wererat ....................... 109
  Weretiger..................... 110
  Werewolf ..................... 111
  Wight ............................. 112
  Will-o-Wisp .................... 112
  Wyvern .......................... 113
  Yeti ................................ 114
  Zombie .......................... 115
  Prehistoric Beasts. 116-125
  Dinosaur Timeline ......... 117
  Anatosaurus .................. 116
  Ankylosaurus ................ 118
  Apatosaurus .................. 119
  Ceratosaurus ................ 120
  Deinonychus ................. 121
  Microvenator ................. 121
  Plesiosaurus ................. 122
  Quetzalcoatlus .............. 122
  Stegosaurus .................. 123
  Styracosaurus ............... 124
  Triceratops .................... 124
  Tyrannosaurus .............. 125
  Animals.................... 126-179
  Alligator ......................... 126
  Small Animals ............... 127
  Very Small Animals ....... 128
  Medium Antelope .......... 128
  Badger........................... 129
  Barracuda...................... 130
  Bat ................................. 130
  Bears. ........................... 131
  Black Bear ................... 131
  Polar Bear ................... 132
  North American Bison ... 133
  Boar............................... 134
  Cape Buffalo ................. 134
  Camel ............................ 135
  Domestic Cat................. 136
  Cheetah ........................ 136
  Chimpanzee .................. 137
  Cougar .......................... 138
  Crocodile ....................... 138
  Dogs. ............................ 139
  Doberman ................... 139
  Collie ........................... 140
  Scottish Terrier ............ 140
  Dolphin .......................... 141
  Bald Eagle ..................... 142
  Electric Eel .................... 143
  Moray Eel ...................... 143
  African Elephant ............ 144
  Gila Monster .................. 145
  Giraffe ........................... 146
  Gorilla ............................ 147
  Hippopotamus ............... 148
  Horses. ......................... 149
  Riding Horse ............... 149
  Draft Horse .................. 149
  Light Warhorse ............ 150
  Heavy Warhorse ......... 151
  Hyena ............................ 151
  Kangaroo ...................... 152
  Komodo Dragon ............ 153
  Leopard ......................... 154
  Lion ............................... 155
  Mandrill.......................... 156
  Rhesus Monkey ............ 157
  Moose ........................... 158
  Mule .............................. 158
  Orangutan ..................... 159
  Ostrich ........................... 160
  Great Horned Owl ......... 160
  Python ........................... 161
  Rat................................. 162
  Ray ................................ 162
  Black Rhinoceros .......... 163
  Sea Lion ........................ 164
  Common Seal ............... 165
  Sharks. ......................... 166
  Great White Shark ...... 166
  Hammerhead Shark .... 167
  Mako Shark ................. 167
  Bighorn Sheep .............. 168
  Snakes .......................... 168
  Giant Squid ................... 171
  Swarming Animals. ..... 172
  Bee & Wasp Swarm .... 172
  Piranha School ............ 173
  Tiger .............................. 173
  Walrus ........................... 174
  Whales.......................... 175
  Humpback Whale ........ 175
  Orca (Killer Whale) ...... 176
  Sperm Whale .............. 177
  Wolf ............................... 178
  Wolverine ...................... 179
  Movie Monsters. .... 180-185
  Giant Ape ...................... 180
  Giant Killer Slime........... 181
  Hach-Û-Rui ................... 182
  Hunter Alien .................. 183
  Hunter Cyborg ............... 184
  Xenomorphs. ............... 185
  Xenomorph (Adult) ...... 185
  Xenomorph (Hatchling) 185
  Combat Stat Summary
  Table & Index. .... 186-191
  Art Bibliography. ........ 192
  
  HERO Bestiary
  3
  CREATURE (Full Description) INDEX
  A
  Abatwa ................................ 20
  Alligator ............................. 126
  Anatosaurus ...................... 116
  Animals, Small .................. 127
  Animals, Very Small .......... 128
  Ankylosaurus .................... 118
  Antelope, Medium ............. 128
  Apatosaurus ...................... 119
  Ape, Giant ......................... 180
  B
  Badger............................... 129
  Banshee .............................. 21
  Barbegazi ............................ 22
  Barracuda.......................... 130
  Basilisk ................................ 23
  Bat, Common .................... 130
  Bat, Giant ............................ 24
  Bat, Vampire ..................... 130
  Bear, Black ........................ 131
  Bear, Polar ........................ 132
  Bears ................................. 131
  Bee Swarm........................ 172
  Bison, N. American ........... 133
  Black Annis ......................... 24
  Boar................................... 134
  Boggart (Fairy Folk) ............ 46
  Buffalo, Cape .................... 134
  Bunyip ................................. 25
  C
  Camel ................................ 135
  Castle, Cloud/Storm Giant .. 61
  Cat, Domestic.................... 136
  Ceratosaurus .................... 120
  Cheetah ............................ 136
  Chimaera............................. 26
  Chimpanzee ...................... 137
  Cockatrice ........................... 27
  Cougar .............................. 138
  Crab, Giant .......................... 28
  Crocodile ........................... 138
  D
  Deinonychus ..................... 121
  Demon Lord, Bifrons ........... 29
  Demon Lord, Cimeries ........ 30
  Demon Lord, Ose ................ 31
  Demon Lord, Valfor ............. 32
  Demon Lords, Unique ......... 28
  Demon Mount ..................... 33
  Dinosaur Timeline ............. 117
  Dog, Collie......................... 140
  Dog, Doberman ................. 139
  Dog, Scottish Terrier ......... 140
  Dogs .................................. 139
  Dolphin .............................. 141
  Doppleganger ..................... 34
  Dragon Turtle ...................... 39
  Dragon, Greater .................. 36
  Dragon, Lesser ................... 35
  Dragon, Miniature ............... 38
  E
  Eagle, Bald ........................ 142
  Eel, Electric ....................... 143
  Eel, Moray ......................... 143
  Elemental, Air ...................... 40
  Elemental, Earth ................. 41
  Elemental, Fire .................... 42
  Elemental, Water................. 43
  Elementals .......................... 39
  Elephant, African ............... 144
  Ent ....................................... 44
  F
  Fairy Folk ............................ 45
  Frog, Giant .......................... 53
  G
  Genii .................................... 54
  Ghost................................... 55
  Ghoul................................... 56
  Giant Insects ....................... 76
  Giant, Cavern ...................... 57
  Giant, Cloud ........................ 58
  Giant, Fire ........................... 59
  Giant, Forest ....................... 60
  Giant, Frost ......................... 61
  Giant, Mountain ................... 62
  Giant, Storm ........................ 62
  Giants .................................. 57
  Gila Monster ...................... 145
  Giraffe ............................... 146
  Gnome (Fairy Folk) ............. 46
  Golem, Cloth ....................... 64
  Golem, Flesh ....................... 65
  Golem, Glass ...................... 65
  Golem, Ice ........................... 66
  Golem, Paper ...................... 66
  Golem, Stone ...................... 67
  Golem, Wood ...................... 68
  Golems ................................ 64
  Gorgon ................................ 69
  Gorilla ................................ 147
  Gremlin................................ 68
  Gryphon .............................. 70
  H
  Hach-Û-Rui ....................... 182
  Harpy................................... 71
  Hell Hound .......................... 72
  Hippocampus ...................... 72
  Hippopotamus ................... 148
  Hoardling ............................. 74
  Homunculus ........................ 73
  Horse, Draft ....................... 149
  Horse, Heavy Warhorse .... 151
  Horse, Light Warhorse ...... 150
  Horse, Riding .................... 149
  Horses ............................... 149
  Hunter Alien ...................... 183
  Hunter Cyborg ................... 184
  Hydra................................... 74
  Hyena ................................ 151
  I-K
  Imp ...................................... 75
  Kangaroo .......................... 152
  Kelpie .................................. 78
  Knocker ............................... 78
  Komodo Dragon ................ 153
  L
  Land Shark.......................... 79
  Leopard ............................. 154
  Leprechaun (Fairy Folk) ...... 48
  Lion ................................... 155
  Lizard, Giant ........................ 80
  Lycanthropes .................... 107
  M
  Mandrill.............................. 156
  Manticore ............................ 81
  Microvenator ..................... 121
  Minotaur .............................. 82
  Monkey, Rhesus ............... 157
  Moose ............................... 158
  Mound, Black ...................... 83
  Mound, Clear ...................... 84
  Mound, Red ........................ 84
  Mound, White ...................... 85
  Mound, Yellow .................... 85
  Mounds ............................... 83
  Mule .................................. 158
  Mummy ............................... 86
  N
  Nymph, Water (Fairy Folk) .. 50
  Nymph, Wood (Fairy Folk) .. 50
  Nymphs (Fairy Folk) ............ 49
  O
  Octopus, Giant .................... 87
  Ogre .................................... 88
  Onca.................................... 89
  Orangutan ......................... 159
  Orca .................................. 176
  Ostrich ............................... 160
  Owl, Great Horned ............ 160
  P-Q
  Pegasus .............................. 90
  Phoenix ............................... 90
  Piranha School.................. 173
  Pixie (Fairy Folk) ................. 51
  Plesiosaurus ..................... 122
  Pooka (Fairy Folk) ............... 52
  Python ............................... 161
  Quetzalcoatlus .................. 122
  R
  Rakshasa ............................ 91
  Rat..................................... 162
  Rat, Giant ............................ 92
  Ray, Common ................... 162
  Ray, Electric ...................... 162
  Ray, Sting- ........................ 162
  Rhinoceros, Black ............. 163
  Roc ...................................... 93
  S
  Salamander ......................... 94
  Satyr .................................... 95
  Sea Lion ............................ 164
  Seal, Common .................. 165
  Shadow ............................... 96
  Shark, Great White ........... 166
  Shark, Hammerhead ......... 167
  Shark, Mako ...................... 167
  Sharks ............................... 166
  Sheep, Bighorn ................. 168
  Siren .................................... 97
  Skeleton .............................. 98
  Slime, Giant Killer.............. 181
  Snake, Asp Viper .............. 169
  Snake, Common ............... 168
  Snake, Death Adder .......... 169
  Snake, E. Diamondback ... 169
  Snake, Egyptian Cobra ..... 169
  Snake, Fer-de-lance ......... 169
  Snake, Giant ....................... 99
  Snake, King Cobra ............ 169
  Snake, Mamba .................. 169
  Snake, Ringhal .................. 169
  Snake, Sea Snake ............ 169
  Snake, Timber Rattler ....... 168
  Snakes .............................. 168
  Sphinx ............................... 100
  Squid, Giant ...................... 171
  Stegosaurus ...................... 123
  Styracosaurus ................... 124
  Succubus .......................... 101
  Swarming Animals ............ 172
  T-V
  Tiger .................................. 173
  Triceratops ........................ 124
  Troll, Common................... 102
  Tyrannosaurus .................. 125
  Unicorn .............................. 103
  Vampire, Greater............... 105
  Vampire, Lesser ................ 104
  Vodyani ............................. 106
  W-Z
  Walrus ............................... 174
  Wasp Swarm ..................... 172
  Wendigo ............................ 106
  Werebear .......................... 108
  Wereboar .......................... 109
  Werecreatures................... 107
  Wererat ............................. 109
  Weretiger........................... 110
  Werewolf ........................... 111
  Whale, Humpback ............. 175
  Whale, Killer ...................... 176
  Whale, Sperm ................... 177
  Whales .............................. 175
  Wight ................................. 112
  Will-o-Wisp ........................ 112
  Wolf ................................... 178
  Wolverine .......................... 179
  Wyvern .............................. 113
  Xenomorphs ...................... 185
  Yeti .................................... 114
  Zombie .............................. 115
  
  4
  HERO Bestiary
  The Hero Bestiary is the most extensive listing of animals
  and other creatures for use with Champions, Fantasy Hero,
  and other Hero System games ever released. It contains
  lions for taming, sharks for hunting, dinosaurs for discover-
  ing, and demons for exercising. If you play any Hero System
  game we guarantee there’s something in the Hero Bestiary
  for you!
  WHAT’S INSIDE?
  ... As many creatures and as much information as could
  possibly be rationalized! The first portion of the Bestiary
  contains further information and clarification of the Hero
  System rules as they apply to animal and monsters and their
  uses in the Hero universe. Animal Handler Skill and animal
  Followers are handled extensively. Every effort has been
  made not to rewrite the Hero rules or make up new “optional”
  rules to accommodate the creatures here. The rest of the
  Bestiary gives complete stats for nearly 200 animals, mon-
  sters and other beasts. Lastly we have a listing of terrains
  and climates and what creatures can be found there.
  For those of you who have bought Fantasy Hero or the
  Fantasy Hero Companion, some of these creatures may
  look familiar. Yes, some of the creatures which appear there
  have been included in this book. They have been printed
  here for the sake of those people who play Champions or
  other genre games and might not have bought the Fantasy
  Hero books, and chosen from that book because they are
  creatures which often occur in genres other than fantasy
  (such as vampires). Fear not that you have wasted your
  money, as most of those creatures which have previously
  appeared have been refined and re-figured for this Bestiary.
  ANIMALS
  GENRE BY GENRE
  Each genre in the Hero System provides its own special
  opportunities and problems in the use of creatures. The
  kinds of animals encountered, the circumstances under
  which they are encountered, the level of reality in the playing
  of NPC animals—all will vary with the particular game.
  CHAMPIONS
  The comic book genre provides perhaps the widest range
  of animal encounter options to the GM. Of course, most
  ordinary animals do not pose much of a threat to the average
  superhero if used in an obvious manner.
  INTRODUCTION
  A superhero earth abounds in unexplored wildernesses,
  lost valleys and subterranean worlds. naturally, some are
  inhabited by creatures either long gone from the familiar
  world or completely unknown to it in the first place. The star
  systems of a comic book universe teem with life, and are
  readily accessible via the character’s powers or ships, or
  easily made so by a deus ex machina (such as being
  kidnapped by aliens). The barriers of time and
  interdimensional space are broken with humdrum regularity
  by heroes, villains, and simple comic book coincidence.
  Explorers can bring living souvenirs home with them;
  brilliant but erratic scientists can produce odd specimens in
  their laboratories. And any self-respecting supervillain is
  capable of importing or creating exotic menaces to bedevil
  his old enemies.
  In short, there are numerous opportunities in the course of
  a superhero campaign to introduce animal encounters. More
  examples:
  Earthquakes can free living fossils or underground hor-
  rors; meteorites can disgorge utterly bizarre creatures or
  emit radiation that mutates ordinary animals into extraordi-
  nary, eye-catching menaces. (Bringing such creatures to the
  characters has the advantage, from the point of view of
  making an exciting adventure, that there is more for them to
  destroy in the thick of civilization; the necessity for subduing
  them is more urgent.)
  A good GM can also generate respectable emergencies
  with ordinary, real-life animals. A cattle stampede, or an
  ecological upheaval that sends an entire animal community
  berserk, may be a challenge to even the toughest hero, who
  might find being confronted with a multitude of little emergen-
  cies—all happening at once—a real test of his mettle.
  In spite of the bash-and-smash tradition of comics, it will
  often be advisable for the heroes to think before lashing out
  at animals—or eve intimidating them. For one thing, a flashy
  and undisciplined use of force on or near animals can make
  a bad situation even worse: animals are not cowed into
  surrender, they are frightened into fleeing or fighting. Addi-
  tionally, wounding an animal which subsequently escapes,
  mad with pain, is not a good thing. A blooded tiger on the
  prowl is not hard for a superhero to catch—but first he must
  find it, before it kills, or kills again.
  Another fact to consider is that the superhero is usually
  bound by one of the most exacting codes of ethics and
  sportsmanship found in any genre. Except for the mightiest
  monsters, animals just are not in league with most superhe-
  roes; and it is even rarer to find a creature with the intelli-
  gence t act out of real malice. For a superhero to duke it out
  with a creature that means no harm, and that can’t take that
  kind of punishment, is just not according to the tradition of fair
  play. It can lead to a loss of prestige for the hero if there are
  normal observers about.
  
  HERO Bestiary
  5
  Of course, a hero can get away with punching out an
  enraged dinosaur in the middle of Main Street, or with energy
  blasting the swarm of mutant ants headed straight for the city
  limits. But even in such situations, a little caution is in order.
  If the dinosaur is hurt, but not stopped ... if the energy blast
  sets the warehouse on fire ...
  FANTASY HERO
  Use of animals in a fantasy adventure has advantages and
  disadvantages quite different from their use in other games.
  One advantage is that you may more frequently use mytho-
  logical creatures and monsters in fantasy. Another is that
  you make make animals behave in a totally fantastic man-
  ner.
  Often, fantastic creatures tend not to panic. Aggressive
  ones may be too single-minded to think of fear. Non-aggres-
  sive creatures might have the cunning of human-level intel-
  ligence.
  The GM who doesn’t want to make things too tough on his
  players may question the wisdom of making mythological
  beasts too smart; but there are several reasons to make
  them act with apparent reason and purpose. Mythical ani-
  mals are almost invariably more amazing than real ones.
  Intelligence makes sense in specific situations: most drag-
  ons are dumb brutes, but one guarding a huge treasure will
  almost inevitably be an exception. Consider how long a time
  he’s lived to gather such a pile, how good he must be in
  defending it, and much like a human he must think to have
  collected it in the first place.
  One of the few fantasy traditions that role-playing games
  have not picked up to any great extent is the NPC animal-
  person (the Jiminy Cricket or Archimedes the Owl school of
  fantasy). Such extraordinary creatures do not usually have
  physical characteristics different from those of the normal
  animals that they resemble; but they will have human-level
  intelligence and, often, the ability to speak. The function of
  such creatures is usually to give help or advice to characters
  who have failed or who have no idea of what to do next.
  Often, these animals appear to have mental powers of one
  sort or another; they are virtually infallible, or at least will
  consistently remind the player characters that they are.
  These animals might actually be humans, under some sort
  of spell.
  Animals will play a great part in the daily lives of the
  characters of fantasy. This is a low-technology setting. The
  faithful steed is the only real alternative to walking. Only
  animals have the strength to carry burdens and perform
  tasks that are beyond human strength.
  The standard animal follower to the character in this genre
  will be the destrier—the faithful steed. The “basic horse” is
  not a warhorse—not trained to fight in cooperation with its
  rider, and it might panic in combat. Such an untrained animal
  might well toss his rider for a pratfall and take off for parts
  unknown the moment the dragon rears its ugly head. If a
  character buys a horse follower, he will do well to buy the
  training needed to minimize such possibilities.
  Fantasy provides for all sorts of animal followers, and so
  wolves, birds of prey, dragons the size of domestic cats,
  homunculi, wizardly familiars, and so forth may all be animal
  followers, as the GM allows.
  WESTERN HERO
  This genre uses animals much like fantasy, except there
  are no mythological or magical beasts—unless it is quite the
  unconventional Western! As above, the cowboy’s best friend
  is his horse, and well-trained animals are a common facet of
  the genre.
  Animals are often foes in the Western. Rattlesnakes,
  bears, scorpions,mountain lions and other dangerous “crit-
  ters” threaten the lives of Western heroes every day. Even
  normally non-hostile animals, such as cattle, can be a threat
  if stampeded.
  CYBER HERO
  This genre rarely uses animals, and is mentioned only for
  completeness. Many animals are extinct in the dark future,
  and usually exist mainly in zoos or as pets. Certain exotic,
  ferocious animals, like tigers, snakes, or sharks can make
  interesting pets for villains—and maybe they are equipped
  with cybernetic enhancements, making them unique crea-
  tures, to say the least.
  THE BESTIARY
  For ease of separation, the Hero Bestiary is separated into
  the following parts:
  • Fantasy & Mythical Creatures
  • Prehistoric Creatures
  • Animals
  • Movie Monsters
  GAME STATISTICS
  Each beast is listed with its game statistics followed by
  information on the beast. This information is broken down
  into these categories:
  Appearance: What the creature looks like.
  Ecology: This category includes such things as what the
  creature’s habitat is, what it eats, what its abilities are, and
  how many are usually encountered at a time.
  Motivations: How the creature thinks and why it acts the
  way it does. If it is intelligent, what it likes or hates and how
  it views its own existence. For creatures with simple animal
  instincts such as the drive to survive and multiply, the
  Motivations category will simply read” normal animal motiva-
  tions”.
  Combat Techniques: Describes the creature’s combat
  abilities and how it will fight in most situations.
  Other Names: For animals this might include other histori-
  cally inaccurate or slang names of the animal, such as River
  Horse or Behemoth, in reference to Hippopotamus. For
  monsters and mythical creatures it could list regional names
  for the same creature such as Ghost Light or Elf Fire in
  reference to Will-o-wisps. Common misapplied names are
  also listed.
  Rumors: This category lists historic or mythical references
  to common animals and mythical beasts. Many other ficti-
  tious rumors are also included. These, of course, are only
  rumors. They may be treated as factual or not depending on
  the GM. It is hoped that this category will spark the imagina-
  tion of GMs in creating new adventures for their players.
  
  6
  HERO Bestiary
  CREATURE CREATION
  CHARACTERISTICS
  STRENGTH: Strength is, of course, a measure of an animal’s
  physical power to carry extra weight and inflict damage. It
  is to be noted that an animal, unlike a human, cannot
  necessarily leap a distance as determined by its STR; this
  would make bears and elephants prodigious leapers,
  which they are not.
  ANIMAL INTELLIGENCE: Though some animals will have
  an INT as low as 2 or 3, others will have scores within what
  has been established as the “human” range, up around 8.
  This does not mean that such animals will be capable of
  reason, abstract thought or human skills (unless the GM
  wants it that way); it is simply an expression, in game
  terms, of the creatures’ abilities to interpret—or misinter-
  pret—the information they receive.
  COMELINESS: In the Hero Bestiary, the COM listed is a
  reflection of how the creature would be reacted to in a
  modern-day setting. For animals that are known to exist
  and are normally encountered in our world, the COM
  listed is a reflection of how normal the creature appears.
  The average boar might not be particularly attractive to
  the average person but it would probably look normal.
  Thus its COM is listed as 10. A particularly ugly boar
  (though hard to imagine) would have a reduced COM. For
  those creatures not normally encountered in our modern-
  day world, the COM listed is a reflection of how a normal
  human in that world might view the creature. In other
  settings, such as fantasy, a creature’s COM might vary
  from observer to observer. To us a troll might seem
  repulsive, but to another troll it might not. Keep in mind,
  beauty is in the eye of the beholder.
  ENDURANCE: Very few animals need to spend points for
  extra END; when they get tired, they tend to break off the
  attack and go away.
  STUN: Many animals have extra STUN, reflective of the
  difficulty involved in knocking them unconscious—espe-
  cially large or stupid animals will often have some extra
  points.
  SKILLS
  EVERYCREATURE SKILLS: Just as characters have
  Everyman Skills, most of the creatures in this bestiary
  have Everycreature Skills, skills that reflect the creature’s
  basic or instinctive abilities in certain areas. As with
  Everyman Skills, beasts have a Familiarity (8- roll) with
  their own Everycreature Skills. For example, Everycreature
  Skills for animals are:
  Concealment
  Stealth
  Survival
  Area Knowledge: natural environment
  1 pt in their own language
  PS: Specific Animal Abilities
  The last Skill listed may seem a bit odd at first but it
  covers those small abilities that make animals what they
  are, such as the trout’s instinct to find its own specific
  spawning ground or a bird’s instinct to fly south before
  winter.
  Other creatures and races have their own Everycreature
  Skills. These are listed with the particular creature’s
  abilities preceded by by ES: (Everycreature Skill). The
  cost of these skills is listed as 0 points.
  ANIMAL HANDLER: A character with Animal Handler Skill
  can train found or captured animals to do what they’re
  told. The handler is adept at training all animals which he
  is knowledgeable about, i.e. the handler must have at
  least a Familiarity (8-) with a Knowledge Skill of the animal
  being trained (or an appropriate animal group). The
  chance to successfully train an animal is based on the
  character’s Animal Handling Skill Roll. This Roll is modi-
  fied by a number of factors. The amount of time spent
  training the animal greatly affects the success of the Roll.
  Use the Time Chart modifiers on page 18 of the Hero
  System Rulesbook to reflect this. Other factors could also
  affect the Roll, such as the handler’s KS Roll with the
  animal, which can be used as a Complimentary Skill Roll;
  the Easily Trainable Disadvantage (see Disadvantages)
  which gives a bonus for some animals; and the age of the
  animal. Very young animals fall into the Modifier category
  of Excellent Conditions (+1 to +3), and very old animals
  fall into the category of Poor Conditions (-1 to -5).
  
  HERO Bestiary
  7
  Players should make an Animal Handler Roll when-
  ever they want the animal to do something it is not
  currently conditioned to do. For example a dog already
  trained to attack will attack an enemy in combat without a
  Skill Roll. However if the handler wants the dog to attack
  a specific person in a crowd, a Skill Roll is required. A
  failed Roll means that the dog is too confused to attack or
  attacks the wrong person.
  Sometimes a handler wants to teach his animal certain
  Skills or buy off certain of its Disadvantages. This must be
  done using the animal’s own Experience Points. A Skill
  Roll is required to get the animal to spend its Experience
  Points appropriately (which it would normally apply to its
  current Skills and Characteristics). Some useful Skills for
  animals are: Tactics, KS: Herding, KS: Home Area, and
  Lang: Hand signs which would allow the handler to
  command the animal silently.
  At any time during the campaign (with the GM’s permis-
  sion) a trained animal can be turned into an animal
  Follower (see Followers). The character need only spend
  the appropriate Experience Points to pay for the animal.
  The character can then alter the animal at will, using the
  character’s Experience Points rather than the animal’s.
  BREAKFALL: In the animal kingdom, usually only primates
  (who frequently tumble from trees) and cats (who usually
  land on their feet) and perhaps animals that fly have this
  ability. Applies normally to mythical creatures, monsters,
  and humanoid races.
  LANGUAGES: For the sake of simplicity, assume that all
  sentient creatures who are capable of communicating in
  some way have their own Language. The creature pays
  no points for this Language (see Everycreature Skills).
  Unless the creature encountered by a character has 1 or
  more points in a Language that that character under-
  stands, no regular communication is possible. The ability
  to speak with animals, though only a 1 or 2 point Language
  Skill, should be severely restricted by the GM since their
  is almost no one who could teach it to a Player Character.
  MIMICRY: Some birds have the ability to mimic the “lan-
  guage” of other birds and animals. Some, such as parrots
  and mynah birds, can even imitate human speech and
  accents.
  SEDUCTION: First impression would indicate that no animal
  would have this Skill. However, the Skill, Seduction in the
  Rulesbook reads: “ ... the ability to gain others’ trust by
  offering companionship or favors.” In this context then it
  would seem an appropriate ability for small, domesticated
  animals such as cats, dogs, rabbits, etc., who are often
  used as pets.
  SURVIVAL: Almost all creatures which live in the wild have
  Survival Skill. A modifier of +1 to +3 should always be
  given to these creatures when foraging in familiar terrain.
  (PACK) TACTICS: Some animals instinctively fight together
  as a group or pack. Wolves, for instance, will surround a
  victim in an attempt to constantly attack from behind. They
  will also “run down” their victim when a few few of the
  wolves will chase the victim as fast as they can. When they
  tire, fresh wolves will replace them until the prey drops
  from exhaustion. Then the entire pack feeds. The Skill,
  Tactics applies very well to these animals.
  PERKS
  CONTACT: It would not be at all unusual in a fantasy
  campaign for a hero to have animal (or other creature)
  Contacts. The Contact would certainly be of limited use,
  even more so if the character has no way of communicat-
  ing with the beast.
  FAVORS: As Contact, above.
  FOLLOWERS: An animal Follower is always loyal to the
  character and usually willing to do whatever he asks.
  Unlike animals trained by someone with Animal Handler
  Skill, Animal Followers do not require the handler to make
  a Skill Roll every time he wants the animal to do something
  unique, or whenever the handler wants the animal to
  change significantly (buy Skills, buy off Disads.), though
  the GM might impose some other condition such as taking
  some time to train the animal.
  
  8
  HERO Bestiary
  POWERS
  ARMOR: Some creatures have Armor covering only part of
  their bodies. Their Armor is listed with both an Activation
  Roll and as only covering specific areas. This is an either/
  or situation providing exact coverage for those GMs using
  Hit Location and an Activation Roll for those who are not.
  ENTANGLE: Some creatures entangle victims with their
  own body. These beasts have the Power Limitation,
  “creature takes damage done to Entangle” which is worth
  a -1 Limitation. Any damage done to the Entangle is
  applied to the creature itself (in addition to the BODY of the
  Entangle).
  EXTRA LIMBS: Some beasts which actually have tails, such
  as some dinosaurs, are not given the power Extra Limbs.
  The power is only given to those creatures which actually
  use their tails for something other than balance.
  IMAGES: Some beasts have the ability to blend into their
  surroundings that goes beyond the normal Concealment
  Skill such as the ability to become transparent (but not
  invisible). These creatures use Images to conceal them-
  selves. The extent that the creature can move and per-
  form actions without being detected is reflected on the
  Image Table. If the concealed creature remains station-
  ary, the bonus to others’ PER Roll is +0. If the creature
  performs simple movement (slow, stealthy movement),
  the bonus is +2. If the creatures performs complex move-
  ments (normal movement), the bonus is +4. If the creature
  performs multiple, interactive movements (picking things
  up and moving them quickly around the room), the bonus
  is +6.
  LIFE SUPPORT: Some creatures live normally in unusual
  conditions such as on high mountain peaks and on
  elemental planes. These creatures are often given the
  Power Life Support: Able to breath underground or breath
  thin atmosphere, etc. (just like Breath Underwater) for 5
  points.
  SUPERLEAP: Usually used normally. Some creatures have
  Strength below 0 points. These creatures cannot leap so
  much as 1⁄2”. Any leaping distance for these creatures
  must be bought with Superleap.
  ADVANTAGES
  REDUCED ENDURANCE: A creature whose abilities will
  often retain their potency even after the creature has died,
  such as a snake’s venom or the head of a Gorgon, are
  bought with the Persistent Advantage.
  LIMITATIONS
  FOCUS: Some creatures, such as birds, have the power of
  flight, which is bought with the Limitation Focus to repre-
  sent the fact that the wings can be confined or fouled
  preventing the use of the ability. In most cases such as
  these, the wings are an Inobvious Inaccessible Focus.
  REDUCED PENETRATION: This Limitation is used in a
  number of ways. It is used to reflect a single attack by a
  creature which might strike the target as two separate
  attacks such as two claws striking in unison. Reduced
  Penetration is also applied to those animal attacks which
  are blunt though still capable of doing Killing damage such
  as an elephant’s tusks or the spikes and horns of some
  dinosaurs. The attack is split into two equal parts and
  rolled separately. The BODY of each attack is applied to
  the victim’s Defenses separately but the STUN is recom-
  bined and applied to the Defenses as a whole. A creature
  which usually only lashes out with a single claw would not
  have Reduced Penetration applied to the attack. Normally
  a creature’s bite does not have this Limitation, but the bite
  of exceptionally large creatures which could hit both sides
  of a victim would have Reduced Penetration.
  DISADVANTAGES
  Some creatures in the Bestiary cost less than their Disad-
  vantage Base. To compensate for this a negative number is
  listed under Creature Bonus. These low cost creatures often
  also have Disadvantages. These Disadvantages help define
  the creature, however the creature gets no points from them.
  The points from these Disadvantages are listed in parenthe-
  ses ( ) to reflect this.
  DISTINCTIVE FEATURES: The basis for determining if a
  creature has Distinctive Features or not is if that creature
  would appear distinctive in an ordinary modern-day world.
  Thus a Japanese movie monster would have Distinctive
  Features. This rule would certainly vary in other genres,
  such as a fantasy setting, so the GM should decide which
  creatures are still distinctive in his campaign world and
  which are no longer distinctive. A GM might decide that in
  his fantasy world unicorns are commonplace and are not
  particularly distinct, but gryphons, though more common,
  are still rare and hence would still have Distinctive Fea-
  tures. Also in fantasy settings, animals common to our
  world, such as horses, might be extremely rare and would
  be treated as if they had Distinctive Features.
  HUNTED: Many creatures are Hunted ... literally. This Dis-
  advantage is not given to those animals which are hunted
  for food or hunted during a limited season but is given to
  animals which are constantly hunted or are hunted ille-
  gally by poachers for the value of their hides or other parts.
  As with Distinctive Features, the basis for applying this
  Disadvantage is the assumption that the creature is in this
  world as we now live in it. The applicability of the Hunted
  will vary by the genre being played and the area the
  characters are in.
  
  HERO Bestiary
  9
  MPH TO INCHES OF TOTAL (COMBAT) RUNNING
  MPH
  SPEED
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  5
  7"
  3"
  2"
  2"
  1"
  1"
  1"
  1"
  1"
  1"
  1"
  1"
  10
  14"
  7"
  5"
  3"
  3"
  2"
  2"
  2"
  2"
  1"
  1"
  1"
  15
  21"
  10"
  7"
  5"
  4"
  3"
  3"
  3"
  2"
  2"
  2"
  2"
  20
  28"
  14"
  9"
  7"
  6"
  5"
  4"
  3"
  3"
  3"
  3"
  2"
  25
  35"
  17"
  11"
  9"
  7"
  6"
  5"
  4"
  4"
  3"
  3"
  3"
  30
  41"
  20"
  14"
  10"
  8"
  7"
  6"
  5"
  5"
  4"
  4"
  3"
  35
  48"
  24"
  16"
  12"
  10"
  8"
  7"
  6"
  5"
  5"
  4"
  4"
  40
  55"
  27"
  18"
  14"
  11"
  9"
  8"
  7"
  6"
  6"
  5"
  5"
  45
  62"
  31"
  21"
  16"
  12"
  10"
  9"
  8"
  7"
  6"
  6"
  5"
  50
  69"
  34"
  23"
  17"
  14"
  11"
  10"
  9"
  8"
  7"
  6"
  6"
  55
  75"
  37"
  25"
  19"
  15"
  13"
  11"
  9"
  8"
  8"
  7"
  6"
  60
  83"
  41"
  28"
  21"
  17"
  14"
  12"
  10"
  9"
  8"
  8"
  7"
  65
  90"
  44"
  30"
  22"
  18"
  15"
  13"
  11"
  10"
  9"
  8"
  7"
  70
  97"
  48"
  32"
  24"
  19"
  16"
  14"
  12"
  11"
  10"
  9"
  8"
  MPH x 1.379 ÷ SPD  =  Inches of Running
  Domesticated: This psychcological limitation has not
  been given to any of the creatures in this book, but it can
  be given to any animal that has been domesticated on a
  case by case basis (i.e., a Zebra can be domesticated, but
  not all of them are). This animal is dependent upon man
  for its very existence. This is Very Common and affects
  the animal Greatly.
  REPUTATION: Those creatures which regularly appear in
  myth and legend are given the Disadvantage: Reputation.
  This reflects the abundant rumors (factual or fictitious)
  which circulate about the particular beast that could be
  used to the creature’s disadvantage.
  BEAST MOVEMENT
  When creating a creature from scratch, the creature’s
  running speed (in mph) and its SPD is used to determine the
  creature’s Running rate (in game inches). By using the
  equation, MPH x 1.379 ÷ SPD = Inches of Running, or
  referring to the chart below, the creature’s Running rate for
  creatures not in this book can be determined. For those who
  check the Velocity Conversion Table on page 142 of the
  Hero System Rulesbook, these results will seem low. Re-
  member, however, that these movement rates are “Combat”
  movement rates and that each creature has a “Noncombat”
  movement speed of twice their Combat speed. That Non-
  combat speed is the maximum speed that the creature can
  move.
  Example: A normal 2 SPD human who can run 9 MPH
  moves 6" per Phase or 12" Noncombat (9 x 1.379 = 12
  ÷ 2 (SPD) = 6 Inches Running per Phase).
  The Hunted Disadvantage is also applied to animals
  that have natural enemies in the same area that they live
  in, such as cobras and mongooses.
  PHYSICAL LIMITATION: There are some Physical Limita-
  tions which are common to many beasts. These are
  described here rather than repeated under each creature
  that has them.
  No Fine Manipulation: This Disadvantage is given to
  many animals and creatures to reflect their inability to
  manipulate small objects or use such things as a com-
  puter keyboard, either because they are not physically
  equipped to use such things or because they lack the
  necessary coordination. The limitation occurs Frequently
  and Greatly impairs them.
  Limited Fine Manipulation: This Disadvantage is for
  creatures who can accomplish tasks such as open a gate
  with their lips or trunk, but cannot use a calculator. The
  limitation is Frequent and Slightly Limiting.
  Cannot Leap: Some creatures, even though they might
  have great strength, cannot leap, either because they are
  too heavy or because they are not physically equipped to
  do so (such as having no legs). These beasts are given
  the Physical Limitation: Cannot Leap which affects them
  Infrequently and limits them Greatly.
  PSYCHOLOGICAL LIMITATIONS: There are some Psy-
  chological Limitations which are common to many crea-
  tures. These are described here rather than repeated
  under every creature which has them.
  Timid: Some creatures by their nature are very
  nonaggressive. They will always flee from danger or a
  confrontation. These creatures have the Psychological
  Limitation: Timid which affects them in Common situa-
  tions and affects them Strongly. A creature may make an
  EGO Roll to resist the urge to flee. This Roll could be
  modified by such things as the creature’s young being
  threatened (+2 to +3), or if the creature is cornered (+1 to
  +2).
  
  10
  HERO Bestiary
  COMBAT &
  OTHER FACTORS
  ANIMALS TRAMPLING/SEGMENT
  SIZE OF TRAMPLING ANIMAL
  Points of
  Inches /
  Shrinking
  Points of Growth
  Seg.
  20
  10
  0
  5
  10
  15
  20
  25
  30
  35
  40
  45
  1"
  8
  4
  2
  2
  2
  1
  1
  1⁄2
  1⁄2
  1⁄3
  1⁄3
  1⁄4
  2"
  16
  8
  4
  3
  3
  2
  2
  1
  1
  1
  1⁄2
  1⁄2
  3"
  24
  12
  6
  5
  4
  3
  3
  2
  2
  2
  1
  1
  4"
  32
  16
  8
  7
  5
  4
  4
  3
  2
  2
  1
  1
  5"
  40
  20
  10
  8
  7
  5
  4
  4
  3
  2
  2
  1
  6"
  48
  24
  12
  10
  8
  6
  5
  4
  3
  3
  2
  2
  7"
  56
  28
  14
  12
  9
  7
  6
  5
  4
  3
  3
  2
  8"
  64
  32
  16
  13
  11
  8
  7
  5
  4
  4
  3
  2
  9"
  72
  36
  18
  15
  12
  9
  8
  6
  5
  4
  4
  3
  10"
  80
  40
  20
  17
  13
  10
  8
  7
  5
  5
  4
  3
  11"
  88
  44
  22
  18
  15
  11
  9
  8
  6
  5
  5
  4
  12"
  92
  46
  23
  19
  16
  12
  10
  8
  6
  6
  5
  4
  Inches per Segment   =   Running  x  SPD  ÷  12
  Trampling: It is possible for a character to be trampled to
  death beneath the hooves of charging animals. When a
  character is unable to move out of the way of a herd of
  stampeding animals, he becomes a target for the herd.
  When the first animal of the herd reaches him and until the
  last animal has passed him the victim will be Moved By by
  a number of creatures per segment indicated on the table
  below, with all attacks getting the Multiple Attacker bonus.
  If the creatures are moving at their normal movement rate,
  the Move By will be at their normal OCV. If the stampeding
  creatures are moving at noncombat speed (as is most
  common), each animal’s OCV will be 0.
  Example: Condor Bob hears thunder from the
  cloudless sky behind him. He turns in time to see a
  cloud of dust above a vast herd of charging bison.
  He has no time to move before the herd is on him.
  The bison have 15 pts of Growth and are moving at
  full noncombat speed (22"/Phase x 3 SPD ÷ 12 = 5"/
  Segment). The GM says that Condor Bob will
  potentially be trampled by 5 bison per Segment
  (and rolls for each chance).
  The potential for damage will continue until the herd
  has passed. Only a small fraction of the herd (perhaps
  1/10) will actually pass the victim. Animals with the Psy-
  chological Limitation: Timid, will attempt to avoid the
  victim during the stampede (-3 OCV) as will animals who
  have been successfully Presence Attacked (check once
  COMBAT MANEUVERS
  Block: Normally used only by creatures which commonly
  fight. Not normally used by creatures with below 7 Intelli-
  gence except in familiar combat situations. For instance,
  a mountain goat knows how to block the attack of another
  mountain goat but would not know how to block the attack
  of a man with a club.
  Brace: This maneuver is only usable by creatures that have
  a ranged attack such as a skunk’s spray or a dragon’s
  breath.
  Disarm: Not normally used by creatures with Intelligence
  below 7. They simply don’t know how or don’t care to use
  that much finesse in combat.
  Dodge: Instinctive and used normally by most creatures.
  Grab: Used normally assuming the beast has something to
  grab with (arms, legs, tail, long body, etc.).
  Haymaker: Used only by creatures which commonly fight.
  Not normally used by creatures with below 7 Intelligence
  unless perhaps when Berserk or Enraged.
  Move By: Used in the normal sense only by intelligent,
  combat experienced creatures. It is, however, used to
  figure the damage inflicted by an animal when it tramples
  a victim.
  
  HERO Bestiary
  11
  for the entire herd, not each animal). Stampeding animals
  will also try to avoid targets which are larger than the
  animals themselves. Targets which are twice the size of
  the trampling animals cannot be appreciably harmed (A
  normal human will not be significantly harmed by a huge
  herd of rampaging raccoons).
  Move Through: Used in the normal sense by intelligent
  creatures who are familiar with combat. Move Through is
  also used by animals who charge into their opponent such
  as rhinos and bighorn sheep.
  Set: This maneuver is only usable by creatures that have a
  ranged attack.
  Strike: This maneuver is used normally by most beasts.
  OPTIONAL MANEUVERS
  Covered: Not normally used by creatures with Intelligence
  less than 7.
  Dive for Cover: Not normally used by creatures with Intelli-
  gence less than 7.
  Pulling a Punch: Animals will only use this maneuver when
  fighting members of their own family group during battles
  to establish rank. More intelligent creatures use it nor-
  mally.
  Rolling with Punch: Not normally used by creatures with
  Intelligence less than 7.
  Snap Shot: Not normally used by creatures with Intelligence
  less than 7.
  Suppression: Not normally used by creatures with Intelli-
  gence less than 7 or creatures that do not have an Autofire
  attack.
  Sweep: This maneuver is used normally by most beasts.
  MARTIAL MANEUVERS
  Martial Maneuvers are not normally used by creatures
  with Intelligence below 7. There are exceptions however,
  such as a pursuing bear’s ability to trip its prey (Sacrifice
  Throw), or a giant constrictor’s ability to strangle its prey
  (Choke Hold). These exceptional maneuvers are paid for
  normally but are usually the only martial maneuver known
  and not part of some larger package.
  
  12
  HERO Bestiary
  HIT LOCATION
  Below are presented charts that can be used for all
  animlas, depending on their rough body configuration. These
  charts are designed to reflect the results of combat with
  opponents of roughly equal size or who have a normal
  chance to hit any area. Sometimes this is not the case. If a
  giant is being attacked from the ground by a human fighter,
  the fighter is much less likely to hit the giant’s head than he
  would the giant’s legs. To reflect this adjustment, use the
  Low Shot circumstance from the Special Hit Location table
  on page 163 of the Hero System Rulesbook. Should the
  fighter choose to fire arrows at the giant, then the Hit Location
  chart can be used normally since the fighter has an equal
  chance to hit any Location. Similarly, if the crew of a great
  sailing ship were attacking a dragon turtle in the water, they
  would have little chance of hitting its underside. A High Shot
  would be used in this situation. When in these situations use
  the Special Hit Location chart only for determining where the
  attack hits. Do not apply the OCV modifier (unless the player
  is specifically placing a shot).
  To add a small to medium tail to a creature, use the
  appropriate chart above but use Hit Location 15 as the tail.
  For some animals, their tail is an important part of their
  locomotion. For these animals, assume that an impairing or
  disabling wound in the tail acts like one in the legs.
  To add wings to a normally non-winged creature, use the
  appropriate chart above, but use Hit Locations 8-9 as wings.
  Assume that an impairing or disabling wound in the wings
  acts like one in the legs for purposes of movement. Rays
  should be treated as winged creatures.
  To add a long neck to most creatures, use the appropriate
  chart above, but treat Hit Location 13 as a neck hit (in this
  case the neck is thought of as an extension of the torso.)
  HIT LOCATION CHART
  Bipeds
  3d6
  Loc
  StunX
  NStun
  Bodyx
  CV
  3-5
  Head
  x5
  x2
  x2
  -8
  6
  Hands
  x1
  x1⁄2
  x1⁄2
  -6
  7-8
  Arms
  x2
  x1⁄2
  x1⁄2
  -5
  9
  Shoulders
  x3
  x1
  x1
  -5
  10-11
  Chest
  x3
  x1
  x1
  -3
  12
  Stomach
  x4
  x1 1⁄2
  x1
  -7
  13
  Vitals
  x4
  x1 1⁄2
  x2
  -8
  14
  Thighs
  x2
  x1
  x1
  -4
  15-16
  Legs
  x2
  x1⁄2
  x1⁄2
  -6
  17-18
  Feet
  x1
  x1⁄2
  x1⁄2
  -8
  Crocodilians
  3d6
  Loc
  StunX
  NStun
  Bodyx
  CV
  3-5
  Head
  x5
  x2
  x2
  -8
  6-8
  Forelegs
  x2
  x1⁄2
  x1⁄2
  -5
  9-14
  Body
  x3
  x1
  x1
  -5
  15-18
  Hindegs & Tail x2
  x1⁄2
  x1⁄2
  -6
  Most Quadrupeds
  3d6
  Loc
  StunX
  NStun
  Bodyx
  CV
  3-5
  Head
  x5
  x2
  x2
  -8
  6-8
  Forelegs
  x2
  x1⁄2
  x1⁄2
  -5
  9-14
  Body
  x3
  x1
  x1
  -5
  15-18
  Hindegs
  x2
  x1⁄2
  x1⁄2
  -6
  Fish-shaped
  3d6
  Loc
  StunX
  NStun
  Bodyx
  CV
  3-5
  Head & Gills
  x5
  x2
  x2
  -8
  6-14
  Body
  x3
  x1
  x1
  -5
  15-18
  Tail
  x2
  x1⁄2
  x1⁄2
  -6
  Winged Creatures
  3d6
  Loc
  StunX
  NStun
  Bodyx
  CV
  3-5
  Head
  x5
  x2
  x2
  -8
  6-9
  Wings
  x2
  x1⁄2
  x1⁄2
  -5
  10-13
  Body
  x3
  x1
  x1
  -5
  14-18
  Tail
  x2
  x1⁄2
  x1⁄2
  -6
  Snake-shaped
  3d6
  Loc
  StunX
  NStun
  Bodyx
  CV
  3-5
  Head
  x5
  x2
  x2
  -8
  6-18
  Body
  x3
  x1
  x1
  -5
  
  HERO Bestiary
  13
  WEAPONS
  Nets: Some humanoids and mythical creatures use nets as
  weapons. Nets are usually made of rope, sometimes with
  interwoven wire, and are used to immobilize a target doing
  little (if any) damage. Some nets, however, are lined with
  many piercing barbs. These nets must be handled with 2
  DEF gloves to protect the wielder.
  Nets immobilize targets as would a Grab Maneuver.
  Any movement or action that requires the use of limbs is
  not possible. Furthermore the target is treated as if he
  were Covered (as per the Combat Maneuver) by anyone
  with a Melee Weapon who is within striking distance and
  is 1⁄2 DCV vs Ranged Weapons. However unless the
  attacker spends a 1⁄2 Phase action maintaining the Grab
  the victim may make a DEX Roll to escape at -1 per point
  the attack was successful by.
  All nets are Uncommon Melee Weapons and must be
  paid for as such:
  OCV. ................................................... -2
  Damage. .............................................. *
  STUN X. ............................................... *
  STR Min. ............................................ 10
  Notes. ................ Can be thrown at -2/1"
  * — Normal nets do no damage. Barbed nets do 1⁄2d6 RKA
  w/ Reduced Penetration. STUN X is 1d6-1. Damage is
  delivered upon completion of a successful hit, whenever
  the victim tries to free himself, and on the attacker’s Phase
  (should he choose).
  GIANT WEAPONS
  Fantasy Giants often wield giant weapons. Since these
  weapons are larger than normal, it only figures that they
  would do larger damage as well. To figure out the base
  damage of a weapon used by a giant (assuming it is to the
  correct scale for that particular giant), find the damage which
  would normally be done by that weapon on the Damage
  Class table on pg 158 of the Hero System Rulesbook.
  Increase that weapon’s base Damage Class by one level
  and increase the STR Minimum of the weapon by 5 STR for
  each 5 pts of Growth possessed by the wielder. This is the
  base damage which that weapon can do, and may be
  increased normally depending on how much the giant’s STR
  exceeds the new STR Minimum of the weapon.
  For Example, let’s assume that a Mountain Giant is
  wielding a Mountain Giant-sized broadsword. The base
  damage for a normal sized broadsword is 1d6+1K. We see
  that the Mountain Giant has 15 pts of Growth so we move
  down the Damage Class Table 3 levels. The Mountain
  Giant’s broadsword does a base damage of 2d6+1 and
  requires a STR of 28 to wield. If this were a typical Mountain
  Giant with 40 STR, the maximum damage he could do with
  his sword would be 3d6K!
  VENOM
  Many creatures of the modern and mythical world are
  venomous. Venoms (as well as poisons and diseases) are
  constructed using one or more Powers such as RKA, Drain,
  Energy Blast, Suppress, etc.
  CREATING VENOMS
  To create a creature’s venom attack the GM should first
  buy the appropriate Power. To this is usually added the
  Power Advantages NND or AVLD, and the Limitations Gradual
  Effect (explained below) and Charges (or 0 END). The
  venom attack is usually Linked to some HKA bite, claw, etc.
  A number of other Advantages and Limitations could also be
  applied depending on the appropriate effect of the creature’s
  venom, such as Sticky, Extra Time, No Range, or the
  Limitation, only if bite/claw/stinger/etc. does BODY damage
  (-1⁄2). Generally the defense against a NND venom is having
  the appropriate Immunity, an alien metabolism or receiving
  the appropriate antivenin (antidote to venom). Because
  none of these is common the venom NND must be bought at
  a +2 (instead of +1) Advantage.
  The new Power Limitation, Gradual Effect, is used prima-
  rily for simulating the effects of various toxins. It appears in
  Fantasy Hero but is reprinted here for those people who have
  Champions or the Hero System Rulesbook but have not
  bought the Fantasy Hero game book.
  GRADUAL EFFECT
  A Power with this Limitation works its effects slowly and
  takes some time to reach full effect. When purchasing
  Gradual Effect, the player decides the duration- how long it
  takes for the attack to apply its full effect. The Power receives
  a Limitation based on the following table.
  Duration
  Limitation
  1 Turn
  -1⁄2
  1 Minute
  -1
  5 Minutes
  -11⁄2
  1 Hour
  -2
  5 Hours
  -21⁄2
  1 Day
  -3
  1 Week
  -31⁄2
  1 Month
  -4
  1 Season
  -41⁄2
  1 Year
  -5
  When the character uses a Power with this Limitation, The
  GM apportions the damage over the duration of the Gradual
  Effect. For example, if a character has a 5d6 RKA, and took
  Gradual Effect of 5 Minutes, then the GM would apply 1d6
  RKA damage every minute. The character gets his normal
  defenses against the attack as a whole; therefore until the
  total of gradual damage exceeds his defenses he takes no
  damage.
  The first increment of damage should be applied immedi-
  ately upon completion of the initial attack. Powers with this
  Limitation are usually bought with either No Normal Defense
  or Attack Vs. Limited Defense, thereby ignoring defenses
  altogether.
  
  14
  HERO Bestiary
  DRAIN BASED VENOMS
  Sometimes a venom will be based on Drain rather than
  RKA. These venoms reduce a person’s mental or physical
  capacities instead of (or in addition to) killing them. When
  buying Drain based venoms be sure to buy back the Recov-
  ery Rate so that the victim doesn’t recover the damage
  before the next increment takes effect.
  STOPPING VENOM
  Just because a character has been poisoned with a
  Gradual Effect poison doesn’t mean he’s doomed. There are
  numerous ways that the effects of venom can be slowed,
  halted, or even reversed. Also the efforts to save a hero who
  has been poisoned can spawn adventures- desperate races
  against time.
  NORMAL RECOVERY
  A character who has been poisoned gets to recover
  normally. Although this is little help against lethal poisons
  (since BODY recovers slowly), it can be extremely helpful
  against venoms that do STUN. The victim gets to recover
  STUN normally, and thus recovers that damage quickly.
  MEDICAL TREATMENT
  Proper medical treatment can slow or end the effects of
  venom. If the victim can be treated immediately (within 1
  Turn) after the venom has been injected, the effects of the
  venom can be slowed. Treatment involves the application of
  permanganate of potash (or other appropriate substance) to
  the wound to help neutralize the poison, and then applying
  a tourniquet tightly between the wound and the heart. The
  wound is then sucked to draw out the poison. All of these
  things are involved in the Paramedic Skill Roll which is made.
  If successful, the rate of effect will be moved down one line
  on the Time Chart. After this the victim must be kept calm and
  immobile or the original rate of effect will return.
  Competent physicians can keep a poisoned character
  alive once he has fallen below 0 BODY. But without the
  proper medical attention the character will surely die. If a
  character makes his Paramedic Roll on a poisoned victim
  who has fallen below 0 BODY, he can keep him alive.
  However a Paramedic Roll must be remade each time
  another increment of the venom takes effect. (This is the
  same as reopening wounds, page 165 of Champions or the
  Hero System Rulesbook.) If the venom damage reduces its
  victim to -2x his BODY he will die despite any physician’s
  efforts.
  The ability of conventional medicine to stop the advance
  of venoms depends very much on the genre being played. In
  a modern day setting most hospitals will have antivenins for
  most common animal venoms. The character need only be
  rushed to a hospital before the venom runs its course and
  have the ant-venom injected into him. In a futuristic setting
  the availability of a cure would depend on the setting. If there
  is highly advanced technology then antivenin would be quite
  common. In most types of post-holocaust settings, antidotes
  could be somewhat rare. In a typical fantasy setting conven-
  tional medicine is not advanced enough to have developed
  common antivenins. With the GM’s permission, a physician
  might be able to slow the poison’s progress through a variety
  of folk remedies.
  ANTI-VENOMS
  Since most poisons are built using the NND Advantage,
  these venoms must have some antidote. This is prerequisite
  for the Advantage and needn’t be defined in game terms. (It
  could be a chemical antidote, a rare herb, the eye of a newt,
  etc.) A character who takes the antidote will take no further
  damage from the poison, but any damage already taken will
  remain.
  MAGIC
  The Power effects of venoms should be considered of a
  different special effect than magic. Thus, normal magical
  Dispels and Suppresses should have no effect on venoms.
  However it would be possible to have a spell which specifi-
  cally affects venoms. The Limitation for “only affects poi-
  sons” would only be -1⁄2 to -1, but a more specific Limitation
  such as “only affects scorpion venom” would be -1 to -2.
  These types of spells would be quite appropriate for a
  magical healer. Thus Dispel could be a “cure poison” or a
  Suppress could be a “slow poison”. As with antivenins, a
  successful spell only stops further damage; damage already
  done will remain.
  AN EXAMPLE OF VENOM
  Snake Venom
  Cost
  48 4d6 DEX Drain (recovers 1/hour, +1), NND (appropriate
  Immunity, alien metabolism, or antivenin, +2), Persistent
  (+1⁄2), Gradual Effect (1 minute, -1), only if bite does
  BODY damage (-1⁄2), only affects living things (-1⁄2),
  6 Charges (-3⁄4)
  22 2d6 RKA, NND (appropriate Immunity, alien metabolism,
  or antivenin, +2), Persistent (+1⁄2), Gradual Effect
  (1 minute, -1), No Range (-1⁄2), only if bite does BODY
  damage (-1⁄2), only affects living things (-1⁄2), Linked to
  DEX Drain (-1⁄2), 6 Charges (-3⁄4)
  Total Cost: 70 pts.
  
  HERO Bestiary
  15
  ANIMAL-TRANSMITTED
  DISEASES
  Many animals transmit diseases. Bats carry rabies, sheep
  carry anthrax, and in the Middle Ages rats carried bubonic
  plague. What animals potentially carry what diseases are
  listed in the table below.
  Not all animals are disease carriers and not every indi-
  vidual of a specific type of disease carrying animal will
  actually be carrying a disease. Because of this, the diseases
  listed here should be considered Optional Abilities for that
  specific individual creature. These diseases are listed as if
  they were attacks which could be given to a disease carrying
  individual. There is no game mechanism presented here for
  determining if an animal is carrying a disease or if a character
  becomes inflicted. Since contracting a disease is usually not
  particularly heroic, diseases should always be used by the
  GM as a plot element not a punishment.
  Though grossly oversimplified by real-world standards,
  these diseases are still very complex.
  The disease write-ups here do not show the full complexity
  of the disease but do provide a game version of the disease
  that is playable without being too difficult or time consuming.
  The descriptions of the diseases presented here are also
  very simplified for the sake of space and playability. GMs
  who wish to use a disease should research it further to get a
  “feel” for what the disease is like.
  PAIN
  Most of these diseases inflict a certain amount of pain.
  This pain makes normal actions much more draining and
  difficult. Though pain is an excellent opportunity for role-
  playing, simulating it in game terms is somewhat difficult.
  One way is to require an EGO Roll to perform any physical
  or intense mental activity. Penalties can also be applied to
  the Roll as the character takes more and more damage from
  the disease.
  POTENTIAL DISEASE CARRIERS
  DISEASE
  ANIMAL
  Anthrax
  Brucellosis
  Bubonic Plague
  Leptospirosis
  Rabies
  Spotted Fever
  Bats
  x
  Canines
  x
  x*
  x
  Cattle
  x*
  x
  x
  x*
  Felines
  x
  x*
  Goats
  x*
  x
  Horses
  x*
  x*
  Pigs
  x
  x
  Rodents
  x*
  x
  x
  Sheep
  x*
  x
  Small Wild
  Animals
  x
  x
  x
  * — Rarely occurs in a modern-day setting
  DRAIN & SUPPRESS BASED DISEASES
  Some diseases are written as Drains or Suppresses to
  represent diseases which reduce a person’s mental or
  physical capacities instead of (or in addition to) killing them.
  To more fully represent the range of effects a disease has,
  be sure to appropriately reduce the Figured Characteristic
  that are affected by the diseased Primary Characteristic.
  
  16
  HERO Bestiary
  MEDICAL TREATMENT
  The ability of conventional medicine to treat these dis-
  eases depends very much on the genre being played. In a
  modern day setting, disease is very rare in domestic animals
  and modern medicine is capable of treating the diseases
  contracted from other sources. Once trouble is detected, all
  an infected character needs to do is get to a hospital. In a
  high-tech futuristic setting, immunization could have eradi-
  cated these diseases altogether. In a fantasy setting, an
  infected character’s prognosis would be much more bleak.
  No conventional treatment exists for most disease in a
  typical fantasy setting. If a character is reduced below 0
  BODY by a disease, he can be prevented from slipping
  further below 0 by a successful Paramedic Roll. This, how-
  ever, will not prevent the disease from reducing the charac-
  ter to 0 BODY, just from dropping lower. Once a character
  drops below -2x his normal BODY he will die. With the GM’s
  permission, a fantasy physician might be able to slow the
  disease’s progress through a variety of folk remedies.
  Since diseases are built using the NND Advantage, they
  must have some treatment. This is prerequisite for the
  Advantage and needn’t be defined in game terms. (It could
  be a chemical antidote, a rare herb, the eye of a newt, etc.)
  A character who is successfully treated for a disease will take
  no further damage, but any damage already taken will
  remain.
  MAGIC
  The Power effects of diseases should be considered of a
  different special effect than normal magic. Thus, normal
  magical Dispels and Suppresses should have no effect on
  them. However it would be possible to have a magical cure
  for a certain disease. The Limitation for “only affects dis-
  eases” would only be -1⁄2 to -1, but a more specific Limitation
  such as “only affects anthrax” would be -1 to -2. These types
  of spells would be quite appropriate for a magical healer.
  Thus Dispel could be a “cure disease” or a Suppress could
  be a “slow disease”. As with conventional medical treat-
  ments, a successful spell only stops further damage; dam-
  age already done will remain.
  ACTIVATION
  Not all diseases affect each victim to their fullest extent.
  Many aspects of a disease only affect a small percentage of
  victims. This percentage is so small that the 8- Activation Roll
  is not small enough a chance to reflect this. Therefore the
  Activation Roll Table from Champions or the Hero System
  Rulesbook is extended below to reflect the smaller chances
  to contract more serious aspects of some diseases. All other
  rules for Activation apply normally. These lower Activations
  are presented only with their use with diseases in mind. They
  should not be used by by Player Characters for any other
  reason without the GM’s permission.
  ACTIVATION ROLL
  Activation Roll
  Bonus
  3 only
  -31⁄4
  4 or less
  -3
  5 or less
  -23⁄4
  6 or less
  -21⁄2
  7 or less
  -21⁄4
  ANTHRAX
  Anthrax is a disease which is contracted through the
  handling of infected animals or animal products or by eating
  infected meat. There are actually several types of anthrax
  which have different manifestations.
  Cutaneous Anthrax begins a week after infection,  on
  exposed skin surfaces, as a rash with painless black
  sores. This condition is sometimes accompanied by mild
  fever, headache, and a generally unhealthy feeling. The
  disease spreads into the bloodstream where, unless it is
  treated, it causes death in about 20% of its victims.
  1d6 Suppress CON, NND, Persistent, Uncontrolled,
  No Range, 1 Charge, 1 week delay, ends after several
  weeks (-1⁄4).
  3d6 RKA, NND, Persistent, Uncontrolled, No Range,
  8- Activation, 1 Charge, 1 week delay,
  Gradual Effect (1 week).
  Cost: 3 + 14 = 17 pts.
  Meningeal Anthrax is a rarer complication of cutaneous
  anthrax which is characterized by the sudden onset of
  confusion, loss of consciousness, and coma. There is
  often rapid dilation of the pupils followed by death.
  Cutaneous Anthrax effects.
  8d6 Suppress STUN, NND, Persistent, Uncontrolled,
  only if victim has Cutaneous Anthrax (-1⁄2), No Range,
  4- Activation, Gradual Effect (1 day), 1 Charge,
  lasts until RKA is finished (-1⁄4).
  2d6 Suppress INT, NND, Persistent, Uncontrolled,
  only if victim has Cutaneous Anthrax (-1⁄2), No Range,
  1 Charge, lasts until RKA is finished (-1⁄4),
  Linked to 8d6 Suppress.
  Cost: 16 + 8 = 24 pts.
  Inhalation Anthrax is also called Wool Sorter’s Disease
  because of the high incidence of disease in weavers who
  use contaminated wool. Fibers from the wool are breathed
  and infect the lungs. After several days the victim is
  stricken with fever, fatigue, and cough. This is followed by
  some improvement then shock followed by death. Most
  victims die within 24 hours despite treatment.
  4d6 CON Drain (Recovers 5/wk.), NND, Persistent,
  Uncontrolled, 1 Charge, 1 day delay,
  Gradual Effect (1 week).
  4d6 RKA, NND, Persistent, Uncontrolled, No Range,
  1 Charge, 1 week delay, Gradual Effect (1 day).
  Cost: 21 + 23 = 44 pts.
  Intestinal Anthrax is caused by eating poorly cooked meat
  from infected animals. It is characterized by acute ab-
  dominal pain and usually ends in death.
  4d6 RKA, NND, Persistent, Uncontrolled, No Range,
  victim must eat infected animal meat (-1),
  Gradual Effect (1 day).
  2d6 Suppress CON, NND, Persistent, Uncontrolled,
  No Range, victim must eat infected animal meat (-1),
  1 Charge, 1 day delay, ends after 1 week (-1⁄4),
  Linked to 4d6 RKA.
  Cost: 30 + 5 = 35 pts.
  
  HERO Bestiary
  17
  Treatment
  Many antibiotics are effective in treating anthrax including
  penicillin, tetracycline and streptomycin. Treatment usually
  reduces the effect of the disease long enough for it to run its
  course without being fatal. Because of the extreme speed of
  inhaled anthrax, medication must be administered very early
  if it is to act before the disease does.
  BRUCELLOSIS
  Brucellosis (Brew cell o’ sis) occurs in humans through the
  consumption of infected meat or milk or by skin contact. After
  between 7 and 48 days the victim will experience fever,
  headache, weakness, sweats, general aches and pains, and
  weight loss. Though the deadly complication (which usually
  only inflicts men) is rare, the disease itself may reoccur
  several times after it subsides.
  2d6 Suppress CON, NND, Persistent, Uncontrolled,
  No Range, 6 Charges, 10- Burnout, 1 month delay,
  ends after 1 week (-1⁄4).
  1d6 Suppress BODY, NND, Persistent, Uncontrolled,
  No Range, 6 Charges, 1 month delay,
  ends after 1 week (-1⁄4), Linked to 2d6 Suppress.
  2d6 RKA, NND, Persistent, Uncontrolled, No Range,
  3- Activation, 1 month delay, Gradual Effect (1 week),
  usually only on males (-3⁄4).
  Cost: 5 + 3 + 9 = 17 pts.
  Treatment
  Brucellosis is easily curable using repeated doses of a
  combination of tetracycline and streptomycin. The disease
  itself, though painful and annoying, is seldom fatal.
  PLAGUE
  “The Black Death” as it was known, is very popular in
  history and fiction. The Bubonic Plague is carried by rats, or
  more precisely rat fleas, that come into close contact with
  humans. After a period of 1-12 days, the victim is struck with
  chills, high temperature, vomiting, dizziness and delirium.
  Death usually occurs during the first week of illness. Though
  highly destructive itself, Bubonic Plague is somewhat less
  dangerous that its relative, Pneumonic Plague, in which the
  Bubonic victim contracts a pneumonia-like condition as well.
  This disease forms in the lungs and is easily spread from
  person to person. After a matter of mere hours the victim
  experiences sudden illness with chills, fever, rapid pulse,
  severe headache, nausea and delirium. Death occurs within
  a few days.
  Bubonic Plague:
  3d6 RKA, NND, Persistent, Uncontrolled, No Range,
  1 Charge, 1 day delay, Gradual Effect (1 week).
  2d6 STR Drain (Recovers 5/month), NND, Persistent,
  Uncontrolled, 1 Charge, 1 day delay,
  Gradual Effect (1 week), Linked to 3d6 RKA.
  2d6 CON Drain (Recovers 5/month), NND, Persistent,
  Uncontrolled, 1 Charge, 1 day delay,
  Gradual Effect (1 week), Linked to 3d6 RKA.
  Cost: 17 + 17 + 11 = 45 pts.
  Pneumonic Plague:
  (Same as above with Sticky Advantage & 11- Activation,
  plus...)
  +2d6 RKA, NND, Persistent, Sticky, Uncontrolled,
  No Range, 11- Activation, 1 Charge, 1 day delay,
  Gradual Effect (1 week), Linked to 3d6 RKA.
  Cost: 45(+2 pts.) + 11 = 58 pts.
  Treatment
  Early treatment with streptomycin or tetracycline is the key
  to curing plague. Treatment must occur within 15 hour of the
  onset of symptoms since the disease will have irreparably
  progressed by then.
  LEPTOSPIROSIS
  Leptospirosis is a disease caused by parasites on infected
  animals. After a period of 7-12 days the first of two phases of
  the disease begins with headache, rising temperature, se-
  vere muscle aches, anorexia, nausea and extreme pain.
  Sometimes the victim also experiences an extreme sensitiv-
  ity to light. This phase usually lasts for 4-9 days. Once these
  symptoms subside there will be a calmer period of 1-3 days
  and then the second phase of the disease will assert itself
  with the same symptoms. This phase is only of 1-3 days’
  duration and the victim experiences a lower fever.
  2d6 CON Drain (Recovers 5/week), NND, Persistent,
  Uncontrolled, 2 Charges, 1 week delay,
  Gradual Effect (1 week).
  1d6 Suppress STR, NND, Persistent, Uncontrolled,
  No Range, 2 Charges, 1 week delay,
  ends after 1 week (-1⁄4), Linked to CON Drain.
  2d6 RKA, NND, Persistent, Uncontrolled, No Range,
  11- Activation, 2 Charges, 1 week delay,
  Gradual Effect (1 week).
  4d6 Suppress Sight Perception, NND, Persistent,
  Uncontrolled, No Range, 6- Activation, 2 Charges,
  1 week delay, Gradual Effect (1 week), only in light (-1).
  Cost: 11 + 3 + 10 + 6 = 30 pts.
  
  18
  HERO Bestiary
  Treatment
  Leptospirosis is seldom fatal in victims under the age of 50.
  Normal antibiotics are helpful in treating Leptospirosis, though
  to be effective they must be administered within 4 days of the
  onset of the illness. It is also believed that early bed rest can
  minimize the chances of death.
  RABIES
  Rabies is a highly dangerous disease of the nervous
  system which is contracted from the bite of infected animals
  or, rarely, through the consumption of the meat. After a highly
  variable period of 10 days to over a year a great many
  symptoms appear. For 1-4 days a period of fever, headache,
  increased fatigue, anorexia, sore throat, coughing and nau-
  sea will commence. After this a state of excessive motor
  activity excitability and agitation begin. Quick confusion,
  hallucinations, combativeness and muscle seizures begin to
  occur. Extreme sensitivity to bright light, loud noise and even
  the light touch of a breeze is common. The combination of
  excessive salivation and a difficulty in swallowing produces
  the characteristic “foaming at the mouth” appearance. The
  mental irregularities are interspersed with completely lucid
  periods, but as the disease progresses, these lucid periods
  get shorter until the victim lapses into a coma. Death soon
  follows.
  5d6 Suppress CON & END, NND, Persistent,
  Uncontrolled, No Range, 1 Charge, 1 month delay,
  ends after several days (-1⁄4), (one is) Linked.
  3d6 Suppress STR, INT & EGO; NND, Persistent,
  Uncontrolled, No Range, only after 5d6 Suppress (- ),
  1 Charge, 1 month delay, ends after several
  weeks (-1⁄4), (two are) Linked.
  3d6 Suppress STUN, NND, Persistent, Uncontrolled,
  No Range, only after 5d6 Suppress (-1⁄2), 1 Charge,
  1 month delay.
  2d6 RKA, NND, Persistent, Uncontrolled, No Range,
  4 Charges, 1 day delay, only after 5d6 Suppress (-1⁄2),
  Gradual Effect (1 day).
  Cost: (12+11) 23 + (7+6+6) 19 + 8 + 13 = 63 pts.
  Treatment
  If possible, the creature which potentially transmitted the
  disease must be captured and destroyed for rabies testing.
  If it is determined that the creature did not carry the virus,
  then no treatment is necessary. If the animal is determined
  to be infected or if no testing is possible, the wound must first
  be scrubbed and cleansed with a variety of medications and
  antibiotics. Afterwards a series of painful injections must be
  administered over the next several days into the wound and
  intramuscularly.
  ROCKY MOUNTAIN SPOTTED FEVER
  Rocky Mountain Spotted Fever is acquired from the bite of
  infected ticks and is often confused with measles. The tick
  must remain attached for a number of hours to transmit the
  disease so frequent checking is the best prevention. After a
  period of 3-12 days the abrupt onset of excruciating head-
  ache, a shaking rigor, pain in the back and leg muscles,
  nausea, fever, and severe abdominal pain will occur. If
  untreated, the fever will continue for 15-20, days and the
  victim will become irritable and shun distractions such as
  questioning and examination. After 2-6 days of symptoms a
  rash will appear on the wrists, ankles, palms, soles and
  forearms. After 6-12 hours it spreads to the torso, neck and
  face. A warm compress applied to these areas will accentu-
  ate the rash. Photophobia and/or deafness is not uncom-
  mon. The disease usually abates after 2 weeks, and conva-
  lescence is rapid.
  5d6 Suppress DEX, NND, Persistent, Uncontrolled,
  No Range, 1 Charge, 1 week delay,
  ends after several weeks (-1⁄4).
  4d6 Suppress CON, NND, Persistent, Uncontrolled,
  No Range, 1 Charge, 1 week delay,
  ends after several weeks (-1⁄4).
  2d6 RKA, NND, Persistent, Uncontrolled, No Range,
  1 Charge, 1 week delay, Gradual Effect (1 week).
  4d6 Suppress Sight Perception, NND, Persistent,
  Uncontrolled, No Range, 14- Activation, 1 Charges,
  1 week delay, Gradual Effect (1 week), only in light (-1).
  5d6 Suppress Hearing Perception, NND, Persistent,
  Uncontrolled, No Range, 12- Activation, 1 Charge,
  1 week delay, ends after several weeks (-1⁄4).
  Cost: 13 + 9 + 11 + 6 + 12 = 51 pts.
  Treatment
  Early treatment with specific chemotherapy combined
  with 1-4 days treatment with chloramphenicol and tetracy-
  cline usually bring rapid recovery within 72 hours. If treat-
  ment is delayed, more extensive convalescence including
  regular turning or movement is required.
  VALUE OF ANIMALS
  AND THEIR PARTS
  Often a hero will want to buy a animal or sell its pelt (or
  other parts). A woodland swashbuckler might wish to buy a
  horse or a fantasy adventurer might wish to sell the hide of
  a grizzly bear (with only a few small holes in it).
  The following chart lists the estimated values of such
  items. These values are the amount that a trapper or hunter
  would be paid. To determine the market selling cost, in-
  crease the figure listed by 10%-100% or more, depending on
  local availability. Actual prices may vary.
  1 platinum piece (pp)  =  10 gold pieces (≈ $1000)
  1 gold piece (gp)  =  10 silver pieces (≈ $100)
  1 silver piece (sp)  =  10 copper pieces (≈ $10)
  1 copper piece (cp)  =  10 iron pieces (≈ $1)
  
  HERO Bestiary
  19
  Dollar
  Fantasy
  Animal Part
  Value
  Value
  Fox (various)
  -Alive
  $100-$500
  1 gp-5 gp
  -Dead
  $70-$400
  7 sp-4 gp
  -Skin
  $50-$90
  5 sp-9 sp
  Horse
  -Untrained
  $300
  3 gp
  -Trained Riding
  $500
  5 gp
  -Light Warhorse
  $1,000
  1 pp
  -Heavy Warhorse
  $4,500
  4 pp, 5 gp
  Jaguar*
  -Alive
  $1,800
  1 pp, 8 gp
  -Dead
  $1,000
  1 pp
  -Skin
  $300
  3 gp
  Leopard*
  -Alive
  $20,000
  20 pp
  -Dead
  $8,000
  8 pp
  -Skin
  $2,000
  2 pp
  Monkey
  -Alive
  $300
  3 gp
  -Dead
  $100
  1 gp
  -Skin
  $50
  5 sp
  Rhinoceros*
  -Alive
  $150,000
  150 pp
  -Dead
  $85,000
  85 pp
  -Horn (8 kg average) $190
  1 gp, 9 sp
  -Skin
  $1,500
  1 pp, 5 gp
  Seal (various)
  -Alive
  $1,000-$5,000
  1 pp-5 pp
  -Dead
  $500-$2,500
  5 gp-2 pp, 5 gp
  -Skin
  $100-$500
  1 gp-5 gp
  Sheep, Bighorn
  -Alive
  $3,000
  3 pp
  -Dead
  $2,000
  2 pp
  -Skin
  $500
  5 gp
  Small Animals
  -Alive
  $40
  4 sp
  -Skin
  $25
  2 sp, 5 cp
  Snakes
  -Alive
  $10-$500
  1 sp-5 gp
  -Skin
  $5-$120
  5 cp-1 gp, 5 sp
  Tiger *
  -Alive
  $15,000
  15 pp
  -Dead
  $5,500
  5 pp, 5 gp
  -Skin
  $1,300
  1 pp, 3 gp
  Wolf
  -Alive
  $1,000
  1 pp
  -Dead
  $520
  5 gp, 2 sp
  -Skin
  $130
  1 gp, 3 sp
  Wolverine
  -Alive
  $800
  8 gp
  -Skin
  $250
  2 gp, 5 sp
  * — Animal is illegal to hunt in the modern world.
  Dollar
  Fantasy
  Animal Part
  Value
  Value
  Alligator
  -Alive
  $150
  1 gp, 5 sp
  -Dead
  $100
  1 gp
  -Skin
  $50
  5 sp
  Antelope
  -Alive
  $500
  5 gp
  -Dead
  $200
  2 gp
  -Skin
  $100
  1 gp
  Bear, Black & Brown
  -Alive
  $800
  8 gp
  -Dead
  $400
  4 gp
  -Skin
  $75
  7 sp, 5 cp
  Bear, Grizzly
  -Alive
  $4,000
  4 pp
  -Dead
  $2,000
  2 pp
  -Skin
  $450
  4 gp, 5 sp
  Bear, Polar *
  -Alive
  $8,000
  8 pp
  -Dead
  $4,000
  4 pp
  -Skin
  $900
  9 gp
  Bison *
  -Alive
  $4,000
  4 pp
  -Dead
  $2,000
  2 pp
  Boar
  -Alive
  $300
  3 gp
  -Dead
  $150
  1 gp, 5 sp
  -Tusks (pair)
  $25
  2 sp, 5 cp
  Cougar
  -Alive
  $250
  2 gp, 5 sp
  -Dead
  $130
  1 gp, 3 sp
  -Skin
  $105
  1 gp, 5 cp
  Coyote
  -Alive
  $300
  3 gp
  -Dead
  $150
  1 gp, 5 sp
  -Skin
  $65
  6 sp, 5 cp
  Crocodile
  -Alive
  $250
  2 gp, 5 sp
  -Dead
  $140
  1 gp, 4 sp
  -Skin
  $35
  3 sp, 5 cp
  Deer
  -Alive
  $1,000
  1 pp
  -Dead
  $500
  5 gp
  -Skin
  $120
  1 gp, 2 sp
  Elephant*
  -Alive
  $200,000
  200 pp
  -Dead
  $100,000
  100 pp
  -Tusk (45 kg av.)
  $4,500
  4 pp, 5 gp
  Elk
  -Alive
  $3,000
  3 pp
  -Dead
  $1,500
  1 pp, 5 gp
  -Antlers
  $300
  3 gp
  Falcon
  -Alive
  $2,000
  2 pp
  -Feathers
  $100
  1 gp
  
  20
  HERO Bestiary
  BEASTS OF
  MYTH & FANTASY
  The mythology of various cultures throughout history as
  well as modern fantasy literature provide some exciting
  creatures which can be used in a variety of genres. From the
  dank, slimy creatures that scavenge darkened fantasy ruins
  to hordes of living dead who tirelessly stalk our heroes
  across the screen of B-movies.
  Though the beasts presented here are highly diverse,
  most share the few common Everycreature Skills listed in the
  next column. Other Everycreature Skills which are unique to
  that beast are listed with its abilities.
  Concealment
  Shadowing
  Stealth
  Survival
  Area Knowledge: natural environment
  1-4 pts in their own language
  PS: Specific Animal Abilities (8-)
  OCV: 5; DCV: 21*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -18
  +
  132
  =
  114 =
  39
  +
  75
  Appearance: The Abatwa are the smallest of humanoids,
  standing only a fraction of an inch tall. They are perfectly
  proportioned, dark skinned and wear the traditional garb of
  the tropical tribes.
  Ecology: The Abatwa live in secluded regions of tropical
  forests and plains. They live in peaceful cohabitation with
  tropical ants in large, complex anthills. Though they share
  the clannish family structure of the other tropical tribes, they
  are not openly aggressive. They seek only to live peaceful,
  productive lives. Food is normally obtained by gathering
  parties who forage among the plants for edible greens
  though they do eat cheese, meat, and sweets that might be
  dropped by passersby.
  Motivations: Peace and prosperity are the Abatwa way of
  life. Though not hostile they are expansionistic, spreading
  family groups which eventually grow to large communities
  throughout the tropics. Simple survival is the main motivation
  of the Abatwa, but they are extremely appreciative of art and
  tradition and seek to adorn themselves and their homes with
  diminutive painted jewelry and sculpture.
  Combat Techniques: Typically the Abatwa prefer peaceful
  compromise or diplomatic negotiations to settle confronta-
  tions. They are slow to rouse but share the combat instincts
  of the other tropical tribesmen and are capable of using hand
  held weapons. These weapons are very, very tiny by our
  standards however and are never capable of inflicting more
  than 1 pip of damage to an unprotected, larger opponent.
  Other Names: The Small Tribe.
  Rumors: The Abatwa reveal themselves only to elderly
  mages, young children, and pregnant women. A pregnant
  woman who sees an Abatwa will give birth to a boy.
  ABATWA
  Val
  Char
  Cost
  -25
  STR
  -35
  16
  DEX
  18
  5
  CON
  -10
  1
  BODY
  -18
  10
  INT
  0
  10
  EGO
  0
  5
  PRE
  -5
  10
  COM
  0
  1
  PD
  1
  1
  ED
  0
  3
  SPD
  4
  3
  REC
  4
  28
  END
  9
  18
  STUN
  14
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  107
  Shrinking (80 pts), Persistent, Always On
  (-16 to others’ Sight Perception, +24" KB)
  3
  Bump of Direction
  3
  Immune to fire ant venom
  -10
  Running -5" (1" total)
  5
  Animal Handler (Ants) 12-
  7
  Climbing 14-
  3
  Lang: Local Common (Fluent w/ Accent)
  7
  Riding 14-
  3
  Survival 11-
  2
  Transport Familiarity w/ Riding Animals
  2
  Familiarity w/ Common Melee & Missile Weapons
  0
  ES: Breakfall 8-
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  0
  ES: Tracking 8-
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  DNPC: Ants 14-
  15
  Psych. Limitation: Seclusive (Common, Strong)
  -6
  Creature Bonus
  
  HERO Bestiary
  21
  BANSHEE
  Val
  Char
  Cost
  20
  STR
  10
  12
  DEX
  6
  20
  CON
  20
  10
  BODY
  0
  10
  INT
  0
  18
  EGO
  16
  25
  PRE
  15
  10
  COM
  0
  10
  PD
  6
  10
  ED
  6
  3
  SPD
  8
  8
  REC
  0
  40
  END
  0
  50
  STUN
  20
  Cost
  Abilities
  END
  20
  Desolidification, Persistent, Always On,
  not through solid objects (-1⁄2)
  31
  3d6 RKA, Indirect (any location/direction),
  Time Delay, Affects Solid, No Conscious Control,
  only after wailing (-1⁄2), IIF, 1 Charge
  18
  30
  Afterlife Support (Total)
  60
  Invisibility to Sight & Smell Groups, w/ Fringe,
  0 END
  0
  12
  +30 PRE, only for PRE Attacking (-1),
  only while wailing (-1⁄2)
  22
  Flight 5", 2x Noncombat (20"), 0 END
  0
  20
  Extra-Dimensional Movement (to spiritual plain)
  0
  ES: Deduction 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  2x Effect from PRE Attacks of Holy Men
  20
  Physical Limitation: Dead (All the Time, Greatly)
  15
  Psych. Limitation: Dead (Very Common)
  147
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 6; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  107
  +
  195
  =
  302 =
  227
  +
  75
  Appearance: The Banshee appears as a spectral human-
  oid wearing a burial shroud and floating in the air. Its
  shimmering, translucent form is sometimes immobile, star-
  ing for a time in a specific direction, sometimes wandering
  silently outside a building, but usually wailing in glee or grief
  outside the home of someone, or near someone who often
  soon dies.
  Ecology: Banshees wander secluded areas of the rural
  countryside travelling only occasionally into towns to deliver
  their dread messages. Like ghosts they are believed to be
  the spirits of the dead, but they very rarely appear to those
  who might recognize them. They also differ from ghosts in
  that their appearance is almost always precursor to a deadly
  situation for someone.
  Being undead spirits makes Banshees particularly sus-
  ceptible to the ability of devoutly religious persons’ to dispel,
  drive away or “turn” the undead away.
  Motivations: No one can say for certainty what motivates
  the Banshee. Some say they are cursed to wander the world
  performing their dread task. Some say their warnings to the
  doomed are a more conscious choice in hopes of averting
  the fate or to torment those who will soon die.
  Combat Techniques: Banshees will not engage in direct
  hand to hand combat. If a person is so foolish as to confront
  a Banshee, their boldness will likely be shattered by the
  spirits sudden wailing (PRE Attack), and the Banshee will
  vanish. Normally after the frightening appearance of a Ban-
  shee, the subject of the spirit’s interest will have a life
  threatening accident (3d6 RKA) within a few days. If all whom
  saw the Banshee are safe after a week then no Banshee-
  related harm will likely befall them.
  Other Names: Banshi, Benshee, Wailing Spirit, Lady of
  Death, White Lady of Sorrow, and Ban Sidhe (from the
  Gaelic, the Sidhe were the elder race of Faerie in Ireland).
  Rumors: Some believe that not all the spirits of the dead are
  taken into the next world, nor do they lose their interest in
  earthly affairs. The spirits of those who have done evil must
  wander the world near where the deeds were done warning
  those in danger of their upcoming doom.
  
  22
  HERO Bestiary
  BARBEGAZI
  Val
  Char
  Cost
  16
  STR
  6
  13
  DEX
  9
  16
  CON
  12
  12
  BODY
  4
  8
  INT
  -2
  10
  EGO
  0
  13
  PRE
  3
  8
  COM
  -1
  3
  PD
  0
  3
  ED
  0
  3
  SPD
  7
  6
  REC
  0
  32
  END
  0
  30
  STUN
  2
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  8
  1⁄2d6 HKA, not vs hot things (-1⁄4) – ice
  crusted sleeves
  1
  4
  +2 PD, +2 ED Armor, not vs heat (-1⁄2) – ice crust
  30
  75% Resistant Energy Damage Reduction,
  only vs cold (-1)
  8
  Life Support (Breath Thin Atmosphere, Intense Cold)
  7
  Running +5" (11" total), only on ice & snow (-1⁄2) 1/5"
  16
  Tunnelling 5" through 1 DEF,
  only through snow (-1⁄2)
  1/5"
  3
  Breakfall 13-
  7
  Climbing 15-
  13
  Concealment 16-
  3
  AK: Home Area 12-
  3
  KS: Mountains 12-
  2
  PS: Current Occupation 11-
  3
  Stealth 13-
  2
  Familiarity w/ Common Melee Weapons
  0
  ES: Climbing, Deduction, Tracking 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  5
  1d6/Minute when above freezing
  10
  Psych. Limitation: Seclusive (Common)
  55
  Creature Bonus
  OCV: 4; DCV: 6*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  38
  +
  122
  =
  160 =
  85
  +
  75
  Appearance: The dwarfish Barbegazi are squat, sinewy
  humanoids with large, long feet and icicles covering their
  hair, beards, and clothes. All Barbegazi wear one piece suits
  of white fur matted with sharp ice making it hard to distinguish
  males from females. Their language is similar to the sound
  of marmots and of the wind whistling among the mountain
  peaks.
  Ecology: Barbegazi live on high, snow covered mountains.
  They are absolutely comfortable in the absolute cold of the
  peaks and in fact will die if taken to a climate above 32°. Their
  homes are networks of caves and tunnels near the summits
  of secluded mountain peaks. The entrances to these areas
  are small openings concealed with snow and ice.
  Motivations: Because contact with the Barbegazi has been
  scarce, little is known about this diminutive race. They
  appear to be subtly helpful to other races, whistling to warn
  climbers of potential avalanches. They are also fun-loving,
  often riding avalanches down the mountainside with little
  danger to themselves since they can easily dig themselves
  out from any depth of snow.
  Combat Techniques: Barbegazi usually avoid physical
  confrontation but are capable with swords and spears made
  of ice and have learned to use the sharp crust of ice on their
  clothes to rake opponents.
  Other Names: Frozen Beards, Ice Beards.
  Rumors: Ancient Dwarven tomes speak of the Cold Ones,
  a family of dwarves cursed to live above the tree-line forever.
  
  HERO Bestiary
  23
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme
  Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  15
  Reputation (Extreme) 11-
  19
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  44
  +
  115
  =
  159 =
  84
  +
  75
  Appearance: Basilisks are large, eight legged lizards, some
  5-10 feet in length. The body is large scaled and green to
  brown to black in color. The eyes glow greenly and the mouth
  is filled with short sharp teeth.
  Ecology: Basilisks prefer warmer areas from warm temper-
  ate to tropical, sometimes migrating into cool temperate
  regions during warmer months. They eat mostly vegetation
  and the occasional carrion, since it turns all living animals to
  stone. Basilisks are egg layers. A typical female will lay a
  cluster of 10-20 small, soft eggs, and must protect the young
  after they hatch as their petrifying gaze does not develop for
  several days after. It is during this time that the Basilisk
  population is controlled, especially since predators as well
  as the father Basilisk will seek to eat the hatchlings.
  Motivations: Normal animal motivations.
  Combat Techniques: Unlike the Cockatrice which relies
  primarily on its gaze in combat, the basilisk, being an
  immensely stupid creature, seems unaware of its devastat-
  ing vision. This makes it all the more formidable since it has
  other deadly attacks which it relies on, such as its bite, claws,
  and tail.
  Other Names: Sometimes mistakenly called Cockatrice.
  Rumors: Basilisks hatchlings must feed on the eyes of a
  killed Cockatrice before their gaze attack develops.
  BASILISK
  Val
  Char
  Cost
  20
  STR
  10
  11
  DEX
  3
  20
  CON
  20
  16
  BODY
  12
  5
  INT
  -5
  5
  EGO
  -10
  15
  PRE
  5
  6
  COM
  -2
  10
  PD
  6
  4
  ED
  0
  2
  SPD
  0
  9
  REC
  2
  40
  END
  0
  39
  STUN
  3
  Cost
  Abilities
  END
  10
  1d6-1 HKA – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  6
  +3d6 HA, OIF – tail
  1
  15
  +5 PD, +5 ED Armor
  28
  8d6 Major Transformation (to stone), All or Nothing,
  0 END, Always On, Requires PER Roll, target
  must make eye contact (-1), only on intelligent
  things (-3⁄4), not via reflective surfaces (-1⁄2)
  0
  5
  Extra Limb – +4 legs & tail
  5
  Ultraviolet Vision
  10
  Tracking Scent
  6
  +2 to all Perceptions (12-)
  3
  Concealment 10-
  3
  Stealth 11-
  7
  Survival 13-
  5
  +1 w/ H-to-H combat
  
  24
  HERO Bestiary
  GIANT BAT
  Val
  Char
  Cost
  30*
  STR
  0
  20
  DEX
  30
  20
  CON
  20
  16*
  BODY
  4
  3
  INT
  -7
  5
  EGO
  -10
  23
  PRE
  13
  4
  COM
  -3
  10
  PD
  8
  6
  ED
  2
  3
  SPD
  0
  9
  REC
  6
  50
  END
  5
  34*
  STUN
  3
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  15
  1⁄2d6 HKA, Armor Piercing – bite
  1
  5
  Extra Limbs – wings
  27
  Flight 20", OIF – wings
  1/5"
  6
  +2 w/ Dodge, Grab, & Move By
  15, 8
  Active Sonar;   +4 to Hearing Perception (14-)
  -6, -8
  -3" Running (3" total);   -4 Sight Perception (6-)
  Cost
  Optional Abilities (Vampire)
  END
  44
  2d6 BODY Drain (recovers 5/week), 0 END, only if
  bite does BODY damage (- ), Concentrate (  DCV)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  2x effect from Flash
  15
  Aversion to light (Frequent, Greatly)
  40
  Creature Bonus, Giant Bat Only
  84
  Creature Bonus, Giant Vampire Bat Only
  OCV: 7; DCV: 5*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  Giant
  91
  +
  89
  =
  180 =
  105
  +
  75
  Vampire
  91
  +
  133
  =
  224 =
  149
  +
  75
  Appearance: Giant bats are huge versions of ordinary bats.
  They are capable of reaching a wingspan of over 30 feet.
  Ecology: Giant Bats live in the same habitat as ordinary
  bats, often living with ordinary bats. Large flocks of ordinary
  bats will often have 2-10 Giant Bats as well. Giant Bats eat
  birds, small mammals and occasionally other bats. Farmers
  near the home of large flocks of bats will often find chickens,
  small sheep, and young pigs missing. Giant Vampire Bats
  live exactly as normal vampire bats do, though the risk of
  death from the Bat’s feeding is much greater.
  Motivations: Normal animal motivations.
  Combat Techniques: Giant Bats attack by biting with their
  razor sharp teeth. Sometimes frustrating prey will be carried
  into the air and dropped until it becomes more cooperative.
  Other Names: Night Terror, Nightwing
  Rumors: Some vampires may turn into Giant Vampire Bats.
  BLACK ANNIS
  Val
  Char
  Cost
  28
  STR
  18
  13
  DEX
  9
  20
  CON
  20
  15
  BODY
  10
  10
  INT
  0
  10
  EGO
  0
  25
  PRE
  15
  0
  COM
  -5
  10
  PD
  4
  7
  ED
  3
  3
  SPD
  7
  10
  REC
  0
  40
  END
  0
  39
  STUN
  0
  Cost
  Abilities
  END
  18
  1d6 HKA, Armor Piercing,
  reduced penetration (-1⁄4) – claws
  3
  44
  8d6 Mind Control (w/ telepathic contact), Area Effect
  (10" Radius), 0 END, only to redirect victim (-1⁄2),
  only one victim at a time (-1)
  0
  3
  Damage Resistance 4 rPD/2 rED
  5
  Ultraviolet Vision
  7
  Stealth 14-
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Concealable, Extreme Reaction)
  15
  Reputation (Extreme) 11-
  10
  Aversion to bright sunlight (Common, Moderate)
  48
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  81
  +
  87
  =
  168 =
  93
  +
  75
  
  HERO Bestiary
  25
  Appearance: Black Annises are horrible hags with blue skin
  and and matted black hair. One eye usually bulges evilly and
  one usually sinks back into the head leaving a dark socket.
  The nails on their fingers and toes are black and sharp as
  iron. They grumble menacingly to themselves and cackle
  wickedly at unpredictable times.
  Ecology: Black Annises live in shallow cave which they dig
  into the rocky hillside using their iron-like nails. They sleep or
  stay in the shadows by day and at night wander the surround-
  ing area in search of prey. The preferred diet is of strayed
  children or wandering individuals but the occasional sheep
  or deer is acceptable. The prey is taken to the Annis’ cave
  where it is cooked on a spit and eaten ravenously. The bones
  and possessions are piled near the entrance and are used as
  a bed.
  Motivations: Because they are hunted for their horrible
  ways, Black Annises are nomadic, travelling as individuals
  and staying in one place for only a short time or until they are
  at risk of being discovered. Their sole motivation seems to be
  survival but they appear to take great delight in the suffering
  of others.
  Combat Techniques: Helpless prey is snatched from nar-
  row wooded paths or from open windows. Adult individuals
  are confronted from a distance and are soon ensnared by the
  Annis’ ability to confuse its victim causing it to run towards
  the Annis. It is then easy prey for The Black Annis’ piercing
  claws.
  Other Names: Night Hag, Black Shambler.
  Rumors: They say that Black Annises are witches and evil
  priestess who have displeased their deity and were horribly
  transformed and cursed to stalk the world until they die.
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  5
  11⁄2x effect from Flash (Uncommon)
  15
  11⁄2x effect from fire (Very Common)
  10
  Reputation (Extreme) 8-
  112
  Creature Bonus
  OCV: 6; DCV: 5*; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  109
  +
  148
  =
  257 =
  182
  +
  75
  Appearance: The Bunyip is an awful beast with black, tarry
  fur which grows mane-like near the base of its long neck.
  Small bat-like ears and snake-like eyes adorn its black head
  which terminates in a razor edged beak like an emu’s. It
  shambles about on four short, slimy legs, the back two of
  which are scaly and webbed. The Bunyip’s unearthly howl
  can sometimes be heard near the swamps late at night.
  Ecology: The swamp dwelling Bunyips live as mated pairs
  in holes, caves, or dens made of moss and weeds and the
  bones of their prey. They sleep during the early morning
  hours and fish the waters of the swamps during the day. At
  night they come out onto the land in search of prey.
  Motivations: Bunyips are dark, sinister beasts who are
  aggressively driven by their animal instinct to survive. They
  are viscous and unyielding.
  Combat Techniques: Bunyips stalk up behind their prey
  and emit a horrible cry (PRE Attack). They then pounce while
  the victim is frozen with fear or in flight and gore it with their
  beak.
  Other Names: Kine Pratie, Tunatabah, Dongus, Bunyil.
  Rumors: Some aloof sages say that Bunyips do not exist
  and that their cries from the marshes are made by a tiny bird.
  BUNYIP
  Val
  Char
  Cost
  25*
  STR
  5
  17
  DEX
  21
  26
  CON
  32
  16*
  BODY
  8
  6
  INT
  -4
  10
  EGO
  0
  30
  PRE
  20
  0
  COM
  -5
  12
  PD
  8
  8
  ED
  3
  4
  SPD
  13
  9
  REC
  0
  52
  END
  0
  47*
  STUN
  8
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400KG, +1 to others’ Sight Perception, -2" KB)
  30
  1d6 HKA, Armor Piercing – beak
  3
  9
  +4 PD, +2 ED Armor
  5
  Life Support (Breath Underwater)
  11
  +20 PRE, create fear only (-1⁄2),
  only while roaring (-1⁄4)
  6
  Running +3" (9" total)
  1/5"
  4
  Swimming +2" (4" total)
  1/5"
  5
  Ultraviolet Vision
  10
  Tracking Scent
  6
  +2 to all Perceptions (12-)
  4
  +2 to Hearing Perception (14- total)
  15
  Concealment 16-
  3
  Climbing 12-
  6
  Mimicry, animal noises only (-1⁄2) 14-
  3
  Stealth 12-
  3
  Survival 11-
  15
  +3 w/ H-to-H combat
  
  26
  HERO Bestiary
  CHIMAERA
  Val
  Char
  Cost
  25*
  STR
  0
  14
  DEX
  12
  22
  CON
  24
  23*
  BODY
  20
  4
  INT
  -6
  10
  EGO
  0
  20
  PRE
  10
  4
  COM
  -3
  10
  PD
  5
  9
  ED
  5
  4
  SPD
  16
  12
  REC
  6
  50
  END
  3
  49*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  15
  1d6 HKA – bite
  1
  24
  2d6 HKA, reduced penetration (-1⁄4) – claws
  3
  12
  +3d6 HA, w/ Reduced Penetration – kick
  1
  5
  1 pip HKA – tail bite
  62
  5d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2),
  Persistent, Gradual Effect (1 Hour),
  No Range, only if bite does BODY
  damage (-1⁄2), only affects living things (-1⁄2),
  30 Charges – venom
  36
  3d6 RKA, Reduced by Range – flame breath
  4
  END Reserve (30 pts), Recovers 2/hour
  (powers breath)
  9
  +4 PD, +2 ED Armor
  9
  +15 PRE, only while roaring (-1⁄4),
  create fear only (-1⁄2)
  22
  Flight 16", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  10
  Tracking Scent
  6
  +2 to All Perceptions (11-)
  8
  +2 to Hearing & Smell Perceptions (13- total)
  5
  Defensive Maneuver
  10
  +2 w/ H-to-H combat
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Reputation (Extreme) 11-
  10
  Frequently hungry (goes out of way to find food)
  (Common)
  231
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  92
  +
  262
  =
  354 =
  279
  +
  75
  Appearance: Chimeras are fantastic creatures with the
  head and front portions of lions, the hind parts of goats, and
  tails which are snakes. Great, black wings sprout from the
  creatures’ backs.
  Ecology: Chimeras are solitary beasts which build their lairs
  in shallow caves and on cliffs. These lairs are only tempo-
  rary, however, as Chimeras are constantly on the move
  across the countryside in a never ending search for food.
  They consider all territory they can see as their territory,
  attacking any other Chimera or other threat they see. Chime-
  ras prey primarily on livestock, sometimes reducing a farm-
  ers herds by one quarter.
  Chimeras have two particularly useful abilities: the ability
  to breath fire and to deliver a venomous strike with their tail.
  This last feature makes attacking the Chimera from behind
  a particularly ill-conceived tactic.
  Motivations: Normal animal motivations. Chimeras are
  particularly aggressive.
  Combat Techniques: Chimeras prefer to take their prey
  from the air. They swoop down on the intended target, flying
  past it and raking it with its claws. If the terrain permits, this
  tactic will be repeated until the prey falls. If there is a chance
  that the prey might escape into cover of trees, the Chimera
  will fly into the target (Move Through), Grabbing it and
  proceeding to deliver an envenomed bite with the tail while
  continuing to bite and claw. If at a disadvantage in combat,
  the Chimera will employ its fiery breath or kick out with its
  hind legs while it retreats.
  Rumors: Some say that Chimeras will attack anything that
  moves and in fact cannot see prey if it is motionless.
  
  HERO Bestiary
  27
  Ecology: The Cockatrice is produced when a hen’s egg is
  stolen and hatched by a serpent. The resulting offspring is
  doomed to death due to its susceptibility to weasels and the
  crow of roosters. During its life though, it will rain death and
  destruction on everything it encounters. All living things
  (including the beast itself) that the Cockatrice gazes upon
  instantly wither and die (This is all or nothing. If the damage
  is not sufficient to kill the victim, assume the creature was not
  actually gazing at it). So far the only things that have proven
  impervious to the gaze of a Cockatrice are weasels and the
  plant called rue (which is often used by witches). The
  Cockatrice eats grain, eggs, and the small animals it kills.
  Motivations: Cockatrices are simple, stupid creatures with
  no more aggression than a snake. They seek only to survive,
  and there is no indication that they are aware of the destruc-
  tive nature of their gaze.
  Combat Techniques: Though the Cockatrice is not well
  practiced at fighting (because of the effectiveness of its
  gaze), its serpent’s head does possess a viscous bite.
  Other Names: Cock’s Eye, sometimes mistakenly called
  Basilisk.
  Rumors: Stories are told of men who, before they are seen,
  hood Cockatrices and use them as executioners or guards
  for treasure.
  COCKATRICE
  Val
  Char
  Cost
  -10
  STR
  -20
  12
  DEX
  6
  10
  CON
  0
  8
  BODY
  -4
  4
  INT
  -6
  5
  EGO
  -10
  10
  PRE
  0
  4
  COM
  -3
  3
  PD
  3
  2
  ED
  0
  3
  SPD
  8
  4
  REC
  4
  30
  END
  5
  20
  STUN
  7
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  10
  1⁄2d6 HKA – bite
  1
  25
  6d6 Energy RKA, 0 END, Always On,
  Requires a PER Roll, not if eyes are covered (-1⁄2),
  only affects living things (-1⁄2), not vs rue or
  weasels (-1⁄2), all or nothing (-2)
  4
  Flight 3", OIF – wings
  1/5"
  3
  Concealment 10-
  3
  Survival 11-
  -4
  -2" Running (4" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  10
  Reputation (Extreme) 8-
  25
  Hunted by weasels 14-
  45
  5d6/Segment from rooster’s crow (Common)
  -90
  Creature Bonus
  OCV: 4; DCV: 8*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -10
  +
  70
  =
  60
  =
  15
  +
  75
  Appearance: The Cockatrice appears to be a gross combi-
  nation of a rooster and a serpent. It has the body of a chicken
  with long legs and ratty tailfeathers from which sprouts a
  long, snakey tail. Its head is that of a serpent or lizard with a
  dangling, chicken-like comb running down its head and
  neck.
  
  28
  HERO Bestiary
  UNIQUE DEMON LORDS
  Demon Lords are the ruling class of the hierarchy of Hell.
  As such each lord can be considered the worst of the worst,
  the most horrible of beings. Each lord is responsible for ruling
  a portion of or an entire plane or level of Hell. It is said that
  there are innumerable layers of Hell (frequently called the
  “Hells”).
  The Demon Lords presented here are only a sample of the
  horrors the Hells have to offer and the stats listed are a
  representation of their strength in our world. These demons
  could potentially be much more powerful on their own plane.
  Common Demon Lord Motivations: Demon Lords exist to
  spread evil throughout all the known planes of existence and
  to tempt mortals and acquire their souls by any means
  conceivable. The current lords have risen in the ranks of Hell
  by being very good at these things and by deceit and trickery
  conducted against other lords. Each lord usually has his own
  interests and agendas.
  Common Demon Lord Abilities: Able to draw potent magic
  out of thin air, Demon Lords are unspeakably powerful. Each
  is also highly resistant to damage, except that caused by
  silver or magical weapons, and each has an amulet capable
  of restoring a portion of the demon’s life energy. Demon
  Lords are also capable of seeing into and traveling to other
  dimensions, and can communicate with their minions from
  anywhere.
  GIANT CRAB
  Val
  Char
  Cost
  40*
  STR
  0
  16
  DEX
  18
  28
  CON
  36
  25*
  BODY
  18
  3
  INT
  -7
  5
  EGO
  -10
  35
  PRE
  25
  3
  COM
  -4
  15
  PD
  13
  15
  ED
  9
  4
  SPD
  14
  8
  REC
  0
  56
  END
  0
  44*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  45
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  24
  2d6 HKA, reduced penetration (-1⁄4) – pincer
  3
  10
  +15 STR, only w/ Grab (-1⁄2)
  21
  +10 PD, +4 ED Armor, Hardened, Activation 16-
  or does not cover areas 3-4 (-1⁄4) – shell that does
  not cover the eyestalks which are 2 BODY, 2 PD(r)
  5
  Life Support (breath underwater)
  5
  Extra Limbs – 6 legs
  10
  Running +5" (11" total)
  1/5"
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing 8-
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  2x BODY damage from heat & flame (Common)
  5
  Dependance on seawater (Common), 1d6/5 minutes
  97
  Creature Bonus
  OCV:5; DCV:1*; ECV:2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  112
  +
  125
  =
  237 =
  162
  +
  75
  Appearance: Giant Crabs grow to over 30 feet wide. They
  resemble ordinary soft shelled crabs. 6 legs support the body
  well off the ground and 2 huge pincers are capable of
  chopping through small trees.
  Ecology: Giant Crabs live in coastal oceans near deep coral
  reefs. They eat fish and squid and sometimes come ashore
  to find other prey. They are solitary creatures, and only 1 is
  usually encountered at a time except during mating season
  when 2-20 can bee seen along secluded coastlines.
  Motivations: Normal animal motivations.
  Combat Techniques: The Giant Crab’s only means of
  attack is its claws. It is capable of causing unintentional
  collateral damage simply by moving into things.
  Rumors: Giant Crabs eat huge amounts of oysters and
  digest all but the pearls which deposit in the crab’s stomach.
  
  HERO Bestiary
  29
  BIFRONS – Demon Lord
  Val
  Char
  Cost
  50
  STR
  40
  23
  DEX
  39
  30
  CON
  40
  20
  BODY
  20
  33
  INT
  23
  23
  EGO
  26
  40
  PRE
  30
  0
  COM
  -5
  18
  PD
  8
  15
  ED
  9
  5
  SPD
  17
  20
  REC
  8
  68
  END
  4
  64
  STUN
  4
  Cost
  Abilities
  END
  30
  Shapeshift (any monstrous form), 0 END
  0
  20
  Growth (30 pts), only in monstrous forms (-1⁄2),
  (6,400 KG, +4 to others’ Sight Perception,
  -6 KB, +2" reach)
  3
  14
  +20 PRE, only in monstrous form (-1⁄2)
  107
  Variable Point Magic Pool (80 pts), Change Power
  is 0 Phase Action (+1), Requires a Magic Skill Roll
  17
  Magic Skill 22-
  10
  1d6 HKA, only in monster forms (-1⁄2) – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  12
  +4 PD, +4 ED Armor
  40
  75% Resistant Physical Damage Reduction,
  not vs silver or magic (-1⁄2)
  30
  75% Resistant Energy Damage Reduction,
  only vs heat & cold (-1)
  10
  Mental Defence (20 pts)
  10
  Power Defence (10 pts)
  5
  Lack of Weakness (5 pts)
  22
  Life Support (Doesn’t Breath, Immune to heat,
  cold, disease & aging)
  13
  Regeneration, 4 BODY/Turn, in home dimension
  only (-1), OAF – amulet
  52
  7d6 Major Transform (dead to life),
  Area Effect (10" Radius), takes 1 Turn
  33
  Extradimensional Movement, Earth & Hells,
  x16 mass, costs END
  5
  50
  Clairsentience, Sight Group & Hearing,
  see into past, future, & other dimensions,
  350" Range, Requires KS: Astrology Roll
  10
  Infrared & Ultraviolet Vision
  20
  Mind Link w/ minions, one at a time,
  any dimension, any distance
  24
  Universal Translator 18-
  5
  Fringe Benefits: Member of Hierarchy in Hell
  27
  Acting, Bribery, Bureaucratics, Conversation,
  Interrogation, Oratory, Persuasion, Seduction,
  Streetwise 17- (each)
  21
  Concealment, Deduction, Lipreading, Mimicry,
  Stealth, Tracking, Ventriloquism 17- (each)
  15
  KS: Necromancy 24-
  27
  KS: Astrology; Demonology; Magical Herbs,
  Stones, & Wood 18- (each)
  10
  Familiarity w/ all melee weapons
  40
  +5 w/ All Combat
  75+
  Disadvantages
  15
  Distinctive Features: aura of evil
  (Easily Concealable, Extreme Reaction)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: Blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: must obey anyone
  who invokes true name (Uncommon, Total)
  15
  Psych. Limitation: Overconfident (Very Common)
  10
  Psych. Limitation: Short Tempered (Common)
  15
  Psych. Limitation: Malicious (Very Common)
  10
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Strong)
  5
  Enraged when insulted (Uncommon) 8-, 11-
  10
  Rivalry with other Demon Lords
  704
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 8; Phases: 3, 5, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  263
  +
  686
  =
  949 =
  874
  +
  75
  Appearance: Bifrons, Lighter of the Corpse Flames, ap-
  pears as an undulating, monstrous form whose horrible
  features are often shifting and changing. This form is terrible
  to behold, capable of driving away the bravest of souls,
  though a special command will force him to assume a more
  tolerable humanoid form. This humanoid form is that pic-
  tured in traditional illustrations of demons, having the legs
  and horns of a black goat and standing tall and powerful. In
  this form Bifrons will either appear totally naked or will be
  decked in the spectacular robes of a master of necromancy.
  Ecology: Bifrons is a demonic earl in the hierarchy of Hell.
  His fiery realm is small in comparison with those of other
  demon lords but is no less horribly tormenting to its inhabit-
  ants. It is said to be where the undead go when they die, the
  Hell of Those Who have Died Twice.
  Motivations: Bifrons is possessed of a driving curiosity
  about death. Aside from his normal demonic pursuits, Bifrons
  spends his time studying and experimenting with the dead
  and undead.
  Abilities: Bifrons has the ability to bring the dead back to life,
  as a soulless, undead creature (though the GM might allow
  the person’s soul and mind to be completely restored). (For
  the sake of the Transform, a human corpse has 7 BODY. +1
  BODY per x2 size.) Bifrons also has extensive knowledge of
  astrology and can predict the future.
  Combat Techniques: Bifrons prefers to have his legions of
  undead defend him and will engage in combat even less
  often than other Demon Lords. When he must fight directly
  he prefers magical combat to weapons, though he is quite
  combat skilled.
  Other Names: Vifrons, Corpse-Caller
  Rumors: It is said that when a person dies, his vacant corpse
  becomes magically familiar with Bifrons and that if any
  beings know his true name, it would be the dead.
  
  30
  HERO Bestiary
  CIMERIES – Demon Lord
  Val
  Char
  Cost
  70
  STR
  60
  26
  DEX
  48
  34
  CON
  48
  26
  BODY
  32
  18
  INT
  8
  28
  EGO
  36
  50
  PRE
  40
  18
  COM
  8
  20
  PD
  6
  16
  ED
  9
  6
  SPD
  24
  22
  REC
  6
  76
  END
  4
  78
  STUN
  0
  Cost
  Abilities
  END
  107
  Variable Point Magic Pool (80 pts),
  Change Power is 0 Phase Action (+1),
  Requires a Magic Skill Roll (Magic Skill 20-)
  24
  2d6 HKA, reduced penetration (-1⁄4) – claws
  2
  15
  2d6 HKA, 0 END, requires 20 STR to wield (-1),
  OAF – mace
  0
  11
  4d6 Suppress PRE, Persistent,
  only in combat (-1), Linked to HKA, OAF – mace
  20
  +8 PD, +8 ED Armor, Hardened, OIF – armor
  40
  75% Resistant Physical Damage Reduction,
  not vs silver or magic (-1⁄2)
  30
  75% Resistant Energy Damage Reduction,
  only vs heat & cold (-1)
  4
  Mental Defense (12 pts)
  10
  Power Defense (10 pts)
  10
  Lack of Weakness (10 pts)
  22
  Life Support (Doesn’t Breathe, Immune to heat,
  cold, disease & aging)
  13
  Regeneration, 4 BODY/Turn,
  in home dimension only (-1), OAF – amulet
  27
  +20 PRE, Usable by (16) Others, at Range,
  not usable by demon (-1)
  33
  Extradimensional Movement, Earth & Hells,
  x16 mass, costs END
  5
  70
  Clairsentience, Sight Group & Hearing,
  see into past & other dimensions, 350" Range
  55
  Detect (Sense) lost items, at Range,
  Telescopic (+15 to Ranged PER)
  10
  Infrared & Ultraviolet Vision
  20
  Mind Link w/ minions, one at a time,
  any dimension, any distance
  59
  Follower: Demon Mount
  30
  Universal Translator 18-
  5
  Fringe Benefits: Member of Hierarchy in Hell
  27
  Acting, Bribery, Bureaucratics, Conversation,
  Interrogation, Oratory, Persuasion, Seduction,
  Streetwise 19- (each)
  35
  Concealment, Deduction, Lipreading, Mimicry,
  Stealth, Tracking, Ventriloquism 14- (each)
  60
  KS: Authors, Primitive Native Cultures, Literature,
  Riding Animals 24- (each)
  27
  KS: Demonology, Geography, History 18- (each)
  23
  Riding 24-
  2
  Transport Familiarity (Riding Animals)
  10
  Familiarity w/ all melee weapons
  48
  +6 w/ All Combat
  75+
  Disadvantages
  15
  Distinctive Features: aura of evil (Easily Concealable,
  Extreme Reaction)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: Blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: must obey anyone who invokes
  true name (Uncommon, Total)
  15
  Psych. Limitation: Overconfident (Very Common)
  10
  Psych. Limitation: Short Tempered (Common)
  15
  Psych. Limitation: Malicious (Very Common)
  10
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Strong)
  8
  Enraged when insulted (Uncommon) 11-, 11-
  10
  Rivalry with other Demon Lords
  928
  Creature Bonus
  OCV: 9; DCV: 9; ECV: 9; Phases: 2, 4, 6, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  329
  +
  847
  =
  1176 =
  1101
  +
  75
  Appearance: Cimeries will always first appear mounted on
  his black demon steed which has no definite name. He is
  human in appearance, though very tall and muscular, and
  his body is always deeply shadowed, even in strong light. He
  wears armor of pitted, black metal whose surface appears
  transparent with the writhing forms of the tormented within.
  At his belt is his wicked wailing mace, said to contain more
  tormented souls that weep and cry in combat.
  
  HERO Bestiary
  31
  Abilities: Aside from his normal demonic abilities, Cimeries
  has the ability to make a person brave in the face of any
  adversary. He also possesses “lost sight” which allows him
  to find anything which has been lost. It is also said that there
  is no creature which he cannot ride.
  Combat Techniques: Cimeries often leads his minions into
  battle and engages in direct combat himself. His frightening
  armor and terrible wailing mace make him a more formidable
  foe than can be imagined.
  Other Names: Cinneris, Kyfradies
  Rumors: It is believed that there was once a tribe of jungle
  natives who worshipped Cimeries and one day sought to
  summon him. The tribe was destroyed to the last man.
  Ecology: Cimeries is one of the marquises of Hell. His fiery
  realm is vast and terrible, its inhabitants enduring all manner
  of nightmare for all eternity.
  Motivations: Cimeries is one of the most noble and one of
  the most ruthless of all demon lords. Unless required to, he
  speaks little. Those who have encountered him will fre-
  quently come to the end of the encounter without Cimeries
  having uttered a single word. His demonic interests include
  all things relating to primitive tribes. This is his most favored
  subject of study, and all other civilizations who encounter
  him are treated with great disdain.
  Cost
  Abilities
  END
  70
  Clairsentience, Sight Group & Hearing,
  see into past & other dimensions, 350" Range
  55
  Detect (Sense) concealed items,
  at Range, Telescopic (+15 to Ranged PER)
  10
  Infrared & Ultraviolet Vision
  20
  Mind Link w/ minions, one at a time,
  any dimension, any distance
  24
  Universal Translator 18-
  5
  Fringe Benefits: Member of Hierarchy in Hell
  27
  Acting, Bribery, Bureaucratics, Conversation,
  Interrogation, Oratory, Persuasion, Seduction,
  Streetwise 19- (each)
  21
  Concealment, Deduction, Lipreading, Mimicry,
  Stealth, Tracking, Ventriloquism 16- (each)
  45
  KS: Insanity, Phantasms, Shapeshifters 24- (each)
  27
  KS: Demonology, Geography, History 18- (each)
  10
  Familiarity w/ all melee weapons
  24
  +3 w/ All Combat
  75+
  Disadvantages
  15
  Distinctive Features: aura of evil (Easily Concealable,
  Extreme Reaction)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: Blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: must obey anyone who invokes
  true name (Uncommon, Total)
  15
  Psych. Limitation: Overconfident (Very Common)
  10
  Psych. Limitation: Short Tempered (Common)
  15
  Psych. Limitation: Malicious (Very Common)
  10
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Strong)
  8
  Enraged when insulted (Uncommon) 8-, 8-
  10
  Rivalry with other Demon Lords
  916
  Creature Bonus
  OCV: 10; DCV: 10; ECV: 11; Phases: 2, 4, 6, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  333
  +
  831
  =
  1164 =
  1089
  +
  75
  Val
  Char
  Cost
  55
  STR
  45
  30
  DEX
  60
  30
  CON
  40
  25
  BODY
  30
  33
  INT
  23
  33
  EGO
  46
  50
  PRE
  40
  16
  COM
  3
  18
  PD
  7
  14
  ED
  8
  6
  SPD
  20
  20
  REC
  6
  70
  END
  5
  68
  STUN
  0
  Cost
  Abilities
  END
  30
  Shapeshift (any humanoid form), 0 END
  0
  107
  Variable Point Magic Pool (80 pts),
  Change Power is 0 Phase Action (+1),
  Requires a Magic Skill Roll (Magic Skill 26-)
  25
  11⁄2d6 HKA – bite
  2
  24
  2d6 HKA, reduced penetration (-1⁄4) – claws
  3
  15
  +5 PD, +5 ED Armor
  40
  75% Resistant Physical Damage Reduction,
  not vs silver or magic (-1⁄2)
  30
  75% Resistant Energy Damage Reduction,
  only vs heat & cold (-1)
  10
  Mental Defense (20 pts)
  10
  Power Defense (10 pts)
  10
  Lack of Weakness (10 pts)
  22
  Life Support (Doesn’t Breathe, Immune to heat,
  cold, disease & aging)
  13
  Regeneration, 4 BODY/Turn,
  in home dimension only (-1), OAF – amulet
  37
  Shapeshift into anything, Usable Against Others,
  Ranged, 0 END, not usable by demon (-1)
  0
  30
  10d6 Mental Illusion, 0 END, only to render victim
  oblivious to Shapeshift (-1) Linked to Shapeshift
  0
  67
  10d6 Minor Transform (makes target insane or
  delusive), not vs targets with Shapechanging
  abilities (-1⁄2)
  10
  33
  Extradimensional Movement, Earth & Hells,
  x16 mass, costs END
  5
  OSE – Demon Lord
  
  32
  HERO Bestiary
  Appearance: Ose appears as an large, black leopard whose
  spots are red and dripping with blood. His claws are always
  extended, sparking when they strike stone, and his eyes
  glow like burning coals.
  Ecology: Though only a demon baron, Ose rules a particu-
  larly wicked Hell, the Hell of Insanity. Here, nothing and
  everything is real and the inhabitants are wracked by innu-
  merable and never ending manias.
  Motivations: Ose is an extremely active Demon Lord,
  seeking notoriety among the other lords and the opportunity
  to quickly climb the hierarchic ladder. He is willing to go to any
  lengths to improve his position.
  Abilities: In addition to his newly acquired demonic powers,
  Ose has the power to change people into any shape desired
  and to cause the victim to be totally unaware of the transfor-
  mation. He also has the ability to induce delusions and
  insanity in others. He also has “hidden sight” which allows
  him to see anything that has been concealed or secreted
  away.
  Combat Techniques: If Ose has nothing to gain, he will
  allow his minions do his fighting for him. If he thinks the
  confrontation might be noticed by other demons he will do
  combat himself, using his powerful bite and claws.
  Other Names: Oje, Nightmare Lord
  Rumors: Because of his quick ascent through the ranks of
  the demons, he has carelessly left behind him a number of
  loose ends and clues to his identity which might one day be
  used against him.
  VALFOR – Demon Lord
  Val
  Char
  Cost
  50
  STR
  40
  26
  DEX
  48
  28
  CON
  36
  30
  BODY
  40
  23
  INT
  13
  18
  EGO
  16
  50
  PRE
  40
  20
  COM
  5
  18
  PD
  8
  16
  ED
  10
  6
  SPD
  24
  20
  REC
  8
  80
  END
  12
  70
  STUN
  1
  Cost
  Abilities
  END
  30
  Shapeshift (any composite form), 0 END
  0
  107
  Variable Point Magic Pool (80 pts), Change Power
  is 0 Phase Action (+1), Requires a Magic Skill Roll
  17
  Magic Skill 22-
  10
  1d6 HKA, only in composite forms (-1⁄2) – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  18
  +6 PD, +6 ED Armor
  40
  75% Resistant Physical Damage Reduction,
  not vs silver or magic (-1⁄2)
  30
  75% Resistant Energy Damage Reduction,
  only vs heat & cold (-1)
  10
  Mental Defense (20 pts)
  10
  Power Defense (10 pts)
  5
  Lack of Weakness (5 pts)
  22
  Life Support (Doesn’t Breathe, Immune to heat,
  cold, disease & aging)
  13
  Regeneration, 4 BODY/Turn,
  in home dimension only (-1), OAF – amulet
  20
  8d6 Aid BODY, only to starting value (-1⁄2),
  Requires a Magic Skill Roll
  4
  61
  9d6 Major Transform (people into animals), Re-
  quires a Magic Skill Roll, OAF (Hard to Acquire)
  17
  33
  Extradimensional Movement, Earth & Hells,
  x16 mass, costs END
  5
  Cost
  Abilities
  END
  70
  Clairsentience, Sight Group & Hearing,
  see into past & other dimensions, 350" Range
  10
  Infrared & Ultraviolet Vision
  20
  Mind Link w/ minions, one at a time,
  any dimension, any distance
  28
  Universal Translator 18-
  5
  Fringe Benefits: Member of Hierarchy in Hell
  27
  Acting, Bribery, Bureaucratics, Conversation,
  Interrogation, Oratory, Persuasion, Seduction,
  Streetwise 19- (each)
  63
  Concealment, Deduction, Lipreading, Mimicry,
  Stealth, Tracking, Ventriloquism 17- (each)
  30
  KS: Healing, Occult Medicines 24- (each)
  10
  Familiarity w/ all melee weapons
  32
  +4 w/ All Combat
  75+
  Disadvantages
  15
  Distinctive Features: aura of evil (Easily Concealable,
  Extreme Reaction)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: Blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: must obey anyone who invokes
  true name (Uncommon, Total)
  15
  Psych. Limitation: Overconfident (Very Common)
  10
  Psych. Limitation: Short Tempered (Common)
  15
  Psych. Limitation: Malicious (Very Common)
  10
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Strong)
  5
  Enraged when insulted (Uncommon) 8-, 11-
  10
  Rivalry with other Demon Lords
  789
  Creature Bonus
  OCV: 9; DCV: 9; ECV: 6; Phases: 2, 4, 6, 8, 10, 12;
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  301
  +
  733
  =
  1034 =
  959
  +
  75
  
  HERO Bestiary
  33
  Appearance: Valefor appears as a composite creature,
  composed of various portions of animals, men, monsters,
  and even plants. His body often changes compositions
  between appearances.
  Ecology: Valefor is the demonic baron of a Hell of numbing
  cold. The conditions here are chilling beyond belief, the
  frozen torments unimaginable.
  Motivations: Unspeakably cold is the soul of Valefor. Tor-
  ment and destruction are the reasons for his existence. His
  pastimes are filled by befriending innocent mortals, gaining
  their trust, and then leading them to ultimate destruction.
  Abilities: In addition to his other demonic powers, Valefor
  has the ability to transform people into animals and has
  extensive knowledge, especially of occult medicine.
  Combat Techniques: Valefor avoids combat as much as
  possible, utilizing his minions and his magic more than his
  own fighting ability.
  Other Names: Malephar
  Rumors: Once, long ago, a horribly injured mage, clutching
  a charred scrap of parchment, staggered into a crowded inn.
  With his dying breath he swore that the parchment contained
  the true name of Valefor. Upon examination the scrap merely
  read Bh——i, the middle of the word being obliterated.
  DEMON MOUNT
  Val
  Char
  Cost
  35*
  STR
  10
  20
  DEX
  30
  25
  CON
  30
  19*
  BODY
  10
  9
  INT
  -1
  10
  EGO
  0
  22
  PRE
  12
  6
  COM
  -2
  12
  PD
  8
  10
  ED
  5
  4
  SPD
  10
  9
  REC
  0
  50
  END
  0
  41*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  10
  1d6-1 HKA – bite
  1
  24
  2d6 HKA, reduced penetration (-1⁄4) – hooves
  3
  32
  6d6 Energy Blast,
  Reduced by Range – flame breath
  4
  9
  +3 PD, +3 ED Armor
  20
  50% Resistant Energy Damage Reduction,
  only vs heat & cold (-1⁄2)
  22
  Running +11" (15" total)
  1/5"
  5
  Infrared Vision
  6
  +2 to all Perceptions (13-)
  15
  +3 w/ H-to-H combat
  Cost
  Optional Abilities
  END
  14
  Flight 10", OIF – wings
  1/5"
  16
  +8 PD, +8 ED Armor, OIF – barding
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  Distinctive Features: Aura of evil
  (Not Concealable, Major Reaction)
  10
  2x BODY from holy weapons (Uncommon)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Total)
  105
  Creature Bonus
  OCV: 7; DCV: 5*; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  112
  +
  193
  =
  305 =
  230
  +
  75
  Appearance: Demon Steeds are huge, demonic beasts,
  usually horse-like in appearance but can be in the form of a
  great lizard, dragon, or any other animal. Their skin is black
  as night with few features being discernable. Their eyes
  shine hotly and when they open their mouths, a raging
  furnace can be seen within. Sparks or fire often rise from the
  Demon Steed’s hooves when they run. Demon Steeds are
  decorated with demonic ornamentation or barding.
  
  34
  HERO Bestiary
  DOPPLEGANGER
  Val
  Char
  Cost
  13
  STR
  3
  14
  DEX
  12
  11
  CON
  2
  10
  BODY
  0
  13
  INT
  3
  10
  EGO
  0
  10
  PRE
  0
  6
  COM
  -2
  3
  PD
  0
  3
  ED
  1
  3
  SPD
  6
  5
  REC
  0
  22
  END
  0
  23
  STUN
  0
  Cost
  Abilities
  END
  67
  Variable Power (Mimic) Pool (50 pts), No Skill Roll
  Required, only to mimic known person (-1⁄2), must
  have had contact with person (-1⁄2), takes 1 Turn
  15
  Shape Shift (any form), 0 END, must be living
  form (-1⁄2), Requires Sight PER Roll, takes 1 Turn
  0
  9, 3, 3
  Acting 14-;   Concealment 12-;   Conversation 11-
  9, 9, 9
  Disguise 14-;   Mimicry 14-;   Persuasion 14-
  2, 5, 3
  PS: Misc. 11-;   Shadowing 12-;   Stealth 12-
  0, 0, 0
  ES: Deduction 8-;   ES: Oratory 8-;   ES: Tracking 8-
  75+
  Disadvantages
  5
  Dist. Features (Easily Concealable, Major Reaction)
  15
  Psych. Limitation: Cowardly (Common, Strong)
  64
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  25
  +
  134
  =
  159 =
  84
  +
  75
  Appearance: A Doppleganger’s natural form is very bland
  and ugly. The creatures have pale skin, large cloudy eyes,
  and no body hair. However, a Doppleganger is almost never
  found in its natural form. A Doppleganger may assume the
  form of any living creature which it has had contact with, and
  most Dopplegangers prefer to use these “stolen” forms.
  Ecology: Since Dopplegangers can adapt many of the
  abilities of the forms which they take, they are comfortable in
  many different environments. Its original environment is
  unknown, but it is suspected to be somewhere underground.
  Motivations: Dopplegangers are individuals and their mo-
  tives are as varied as humans’. Most Dopplegangers are
  greedy and violent, but a few are said to be good and use
  their powers to help others.
  Combat Techniques: Dopplegangers are a cowardly lot
  and prefer to use their shape-shifting ability to attack oppo-
  nents by surprise. If a flank attack does not immediately stun,
  knockout or kill an opponent, then the Doppleganger will
  usually attempt to flee, sometimes assuming another form.
  They enter combat only if they are sure they can win.
  Other Names: Shapeshifter
  Rumors: There are many contradictory stories about these
  creatures. Some say that the race is extinct. Others believe
  that they are attempting to control human societies.
  Ecology: Demon Steeds are created from the souls of those
  rare beasts who have been evil during their lives. As evil
  animals are rare, so are Demon Steeds. It is not known why
  there are not more Demon Steeds in the forms of other
  creatures, such as manticores and harpies, who are more
  innately evil. Demon Steeds are commonly owned by demon
  lords and generals of demon forces. It is believed that they
  feed on the souls of those they kill, but this is unconfirmed.
  Motivations: Some little still remains of the Steed’s normal
  animal motivations. Beyond this they are compelled to do
  evil deeds and seem to share the same goals as their
  masters.
  Combat Techniques: Demon Steeds attack in battle with
  their bite and their hooves. They also make frequent use of
  their fiery breath to burn foes several feet away.
  Other Names: Nightmare, Devil’s Steed, Hell Horse
  Rumors: When the Steed appears with the demon astride,
  the Steed is actually the demon himself using the Steed’s
  form as protection.
  
  HERO Bestiary
  35
  Ecology: Lesser Dragons live in areas that are not fre-
  quented by civilization or that are difficult to reach. Often,
  however, these dragon nests are located within a short flight
  of towns or farms where the dragons frequently hunt live-
  stock or even people. The dragon will usually bring its kill
  back to its nest to eat, and these nests are often littered with
  their bones and possessions. Only a single Dragon or a
  mated pair can be found within a very large portion of
  countryside. Once every 10 years a mated pair produces 1-
  6 young which must be fed almost constantly for 5 years
  before they can learn to hunt for themselves. It is during this
  early feeding period when the parent Dragons are frequently
  away from the nest that the young often fall prey to man and
  other predators.
  Motivations: Though slightly more intelligent than normal
  animals, Lesser Dragons share the same motivations and
  instincts to survive. They also have an intense fascination for
  shiny objects of all kinds which they collect in a pile in or near
  their nest.
  Combat Techniques: Lesser Dragons attack very directly
  with bite, claws or tail. If a foe is particularly powerful the
  Dragon will take to the air and breath on the target. The
  breath of Lesser Dragons is usually fire or acid but is
  sometimes of a more rare type such as frost, electricity or
  steam. These rarer breath types are usually only found in
  Dragons that live in unusual environments (arctic Dragons
  having frost breath, etc).
  Other Names: Common Dragon
  Rumors: Some say that Lesser Dragons are the adolescent
  stage of Greater Dragons. Some sages claim that the
  Dragons’ wings are not of sufficient size to carry the beast
  aloft and that there must be some other means that allows
  them to fly.
  LESSER DRAGON
  Val
  Char
  Cost
  45*
  STR
  5
  18
  DEX
  24
  33
  CON
  46
  30*
  BODY
  28
  8
  INT
  -2
  12
  EGO
  4
  30
  PRE
  20
  6
  COM
  -2
  15
  PD
  12
  15
  ED
  8
  3
  SPD
  2
  10
  REC
  0
  66
  END
  0
  60*
  STUN
  5
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  24
  2d6 HKA, reduced penetration (-1⁄4) – bite
  3
  32
  2 d6 HKA, reduced penetration (-1⁄4) – claws
  4
  6
  +3d6 HA, OIF – wing buffet or tail lash
  1
  48
  2d6 Energy RKA, Area Effect (Any),
  Reduced by Range – breath
  6
  4
  END Reserve (30 pts),
  Recovers 2/hour (powers breath)
  21
  +7 PD, +7 ED Armor
  30
  75% Resistant Energy Damage Reduction,
  only vs own breath type (-1)
  5
  Extra Limbs – wings & tail
  12
  Running +6" (12" total)
  1/5"
  20
  Flight 15", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  6
  +2 to all Perceptions (13-)
  3
  Concealment 11-
  3
  Stealth 12-
  9
  Survival 14-
  10
  +2 w/ H-to-H combat
  0
  ES: Breakfall, Climbing, Tracking 8- (each)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable, Extreme
  Reaction)
  15
  Psych. Limitation: Likes shiny objects (Com., Strong)
  20
  Reputation (Extreme) 14-
  278
  Creature Bonus
  OCV: 6; DCV: 2*; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  150
  +
  278
  =
  428 =
  353
  +
  75
  Appearance: Lesser Dragons resemble nightmarish rep-
  tiles with huge, bat-like wings, serpentine neck, and powerful
  teeth and claws. Their coloration is always muddy earth
  tones with no two creatures the same.
  Armor coverage for Dragons is often incomplete, or less in
  some hit location areas (including less PD and ED in those
  areas). This varies with the individual Dragon (it’s up to the
  GM). This can provide an opportunity for a brave warrior to
  get a quick kill. A mounted lance charge might provide
  sufficient damage…
  
  36
  HERO Bestiary
  GREATER DRAGON
  Val
  Char
  Cost
  60*
  STR
  10
  21
  DEX
  33
  38
  CON
  56
  35*
  BODY
  34
  18
  INT
  8
  17
  EGO
  14
  40
  PRE
  30
  10
  COM
  0
  20
  PD
  16
  20
  ED
  12
  4
  SPD
  9
  12
  REC
  0
  76
  END
  0
  80*
  STUN
  16
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  53
  Growth (40 pts), Persistent, Always On (7" long,
  3" wide, 25,000 KG, +5 to others’ Sight Perception,
  -8" KB, +3" reach)
  32
  21⁄2d6 HKA, reduced penetration (-1⁄4) – bite
  4
  40
  3d6+1 HKA, reduced penetration (-1⁄4) – claws
  5
  8
  +4d6 HA, OIF – wing buffet or tail lash
  1
  38
  7d6 Physical Blast, Area Effect (Cone), Double
  Knockback, Reduced by Range, OIF (wings),
  only while flying (-3⁄4) – wind burst
  10
  72
  3d6 Energy RKA, Area Effect (Any),
  Reduced by Range – breath
  9
  6
  END Reserve (50 pts),
  Recovers 2/hour (powers breath)
  60
  Magic Spells (60 pts)
  9
  Magic Skill 16-
  21
  +9 PD, +9 ED Armor
  30
  75%Resistant Energy Damage Reduction,
  only vs own breath type (-1)
  5
  Extra Limbs – wings & tail
  12
  Running +6" (12" total)
  1/5"
  24
  Flight 18", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  9
  +2 to all Perceptions (16-)
  5
  Defensive Maneuver
  3
  Lightsleep
  3
  Bribery 17-
  3
  Concealment 13-
  3
  Conversation 17-
  8
  KS: Current Hobby 17-
  3
  Lang: Local Common
  3
  Stealth 13-
  5
  Survival 12-
  10
  +2 w/ H-to-H combat
  0
  ES: Breakfall, Climbing, Deduction, Trading 8- (each)
  Cost
  Optional Abilities
  END
  10
  Shapeshift (Normal Human form)
  1
  3
  Mental Awareness
  20
  Regeneration 2 BODY/Turn
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  10
  Reputation (Extreme) 8-
  15
  Psych. Limitation: Greedy (Very Common)
  10
  Psych. Limitation: Curious (Common)
  558
  Creature Bonus
  OCV: 7; DCV: 2*; ECV: 6; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  238
  +
  470
  =
  708 =
  633
  +
  75
  Appearance: The appearance of the Greater Dragon is
  basically the same as that of lesser dragons. The Greater
  species however is much more colorful and, because of its
  high intelligence, is well groomed and often adorned with
  rings, bracelets, and other jewelry.
  Armor coverage for Dragons is often incomplete, or less in
  some hit location areas (including less PD and ED in those
  areas). This varies with the individual Dragon (it’s up to the
  GM). This can provide an opportunity for a brave warrior to
  get a quick kill. A mounted lance charge might provide
  sufficient damage…
  Ecology: Greater Dragons live extremely isolated lives in
  areas which are usually far from civilization. They build their
  lairs in caves and caverns which have sources of water and
  game nearby. Here they pursue their individual interests,
  safe from outside interference and accumulate their hoard.
  Most Greater Dragons practice magic, and some are formi-
  dable mages. Since they are quite intelligent, Greater Drag-
  ons have their own language, and most also speak a number
  of humanoid tongues as well. It is believed that Greater
  Dragons mate only once in 100 years producing a single
  offspring which takes decades to raise. It is during this time
  that the Greater Dragon present the greatest threat to
  humanity, frequently raiding farms and cities or demanding
  offerings from cities or even countries to prevent the Dragon’s
  attack. Payment is in the form of livestock or freshly killed
  game.
  Motivations: Greater Dragons are as individually motivated
  as humans. Most share a curiosity and a driving greed for
  gold, gems and jewelry.
  Combat Techniques: Greater Dragons are devastating
  creatures to face in battle. They will always fight rationally,
  utilizing whatever ability necessary to defeat their foe. Aside
  from their formidable teeth, claws, tail lash and wing buffet,
  the Greater Dragon can deliver an incredible blast of air with
  its wings capable of toppling most opponents. They also
  have breath weapons with a greater frequency of unusual
  types than lesser dragons. Lastly their magical ability also
  provides them with a number of combat oriented spells.
  Other Names: Drake
  Rumors: Greater Dragons are said to live for hundreds of
  years and the Dragons’ hoard is the culmination of these
  centuries of collecting, making them massive beyond imagi-
  nation.
  
  HERO Bestiary
  37
  
  38
  HERO Bestiary
  Appearance: Miniature Dragons resemble small dragons
  (only 1 foot long) with the tail of a scorpion. Like larger
  dragons, the shape of drakes varies from region to region,
  from long and serpentine to stout and muscular to slender
  and elegant. Their colors are likewise diverse but all share a
  chameleon-like ability which allows them to blend into any
  area.
  Ecology: Heavy woods and swamps are the preferred
  homes of Miniature Dragons, who live in temperatures
  ranging from cool temperate to arid. Here they nest in hollow
  trees, caves, and mountain cliffs and hunt insects and small
  animals. Miniature Dragons are usually encountered singly
  or, during nesting season, in pairs, sometimes with 1-3
  young. These young, and sometimes the adults, are hunted
  by mages who train them as servants or guardians. This
  popularity is enhanced by the Dragon’s ability to see invisible
  things.
  Motivations: Though as intelligent as humans, Miniature
  Dragon’s motivations are more like those of animals than
  humans, displaying only curiosity and sometimes greed on
  a human level.
  Combat Techniques: When hunting, the Miniature Dragon
  uses its bite. In combat with larger creatures it will fly past its
  opponent and sting it. If the foe is too tough for the stinger to
  effect or seems to be resistant to the poison, the Miniature
  Dragon will flee, returning to the area only after the foe has
  left. Miniature Dragon poison quickly causes unconscious-
  ness which usually lasts for a week, and causes internal
  damage which seldom results in death in humanoids.
  Other Names: Pseudo-Dragon, Drake, Fairy Dragon
  Rumors: Drunken stories are frequently told in taverns that
  say that Miniature Dragons are actually the immature stage
  of true dragons.
  MINIATURE DRAGON
  Val
  Char
  Cost
  0
  STR
  -10
  17
  DEX
  21
  13
  CON
  6
  6
  BODY
  -8
  8
  INT
  -2
  11
  EGO
  2
  13
  PRE
  3
  10
  COM
  0
  5
  PD
  5
  4
  ED
  0
  3
  SPD
  3
  8
  REC
  8
  36
  END
  0
  30
  STUN
  15
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  20
  1⁄2d6 HKA, Continuous – bite
  2
  5
  1 pip HKA – stinger
  31
  8d6 Suppress STUN, NND (appropriate Immunity,
  alien metabolism, Dispel, or anti-venom), Persistent,
  Gradual Effect (1 Turn), No Range, only if stinger
  does BODY damage (-1⁄2), ends after 1 week (-1⁄2),
  only affects living things (-1⁄2), 32 Charges – venom
  17
  2d6 RKA, NND (appropriate Immunity, alien
  metabolism, Dispel, or anti-venom, +2), Persistent,
  Gradual Effect (1 Week), Linked to Suppress,
  No Range, only if stinger does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 32 Charges – venom
  40
  4d6 Suppress all magic, Persistent, Always On,
  No Range
  8
  Mind Link with any one mind, Max. Range 50" (-1⁄4)
  12
  Images (-5 to others’ Sight Perception), 0 END,
  one effect only (chameleon-like ability)(-1),
  must remain motionless (-1)
  6
  +2 PD, +2 ED Armor
  16
  Flight 12", OIF – wings
  1/5"
  35
  Detect (Sense) Invisible things, at Range,
  Discriminatory, Targeting
  4
  +2 w/ stinger
  0
  ES: Deduction 8-
  -6
  -3" Running (3" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  5
  Reputation 8-
  15
  Hunted by mages & powerful beings, NCI,
  to tame & train (-5 pts) 8-
  148
  Creature Bonus
  OCV: 6; DCV: 10*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  43
  +
  215
  =
  258 =
  183
  +
  75
  
  HERO Bestiary
  39
  Combat Techniques: The nearly impenetrable shell of the
  Dragon Turtle make it a very formidable foe. It commonly
  attacks with its bite or occasionally with its breath of super hot
  steam which it can use on a single target or spread across a
  wide area. It can also use this steam to create a fog bank on
  the water to cover its attack.
  Other Names: Sea Dragon, Turtle God
  Rumors: Dragon Turtles sometimes carry the most valuable
  portion of their treasure in their own shells.
  ELEMENTALS
  Appearance: Elementals are primordial beings made from
  the same materials that make up the universe. As their name
  implies, they embody the four basic elements: Air, Fire,
  Water, and Earth. Elementals come in many shapes, sizes
  and forms, but all can assume at least vaguely humanoid
  form and will usually do so when in our world.
  Ecology: Elementals hail from the Elemental Planes of
  existence. These Planes are not fully understood as few
  have traveled there but each plane is believed to be made up
  entirely of its own element or related materials with some
  “contaminants” (other elements). For instance the Elemental
  Plane of Earth is thought to consist only of earth and stone,
  and the inhabitants move through it as easily as we do
  through air. Theories are sketchy and often conflict. In our
  world most Elementals encountered have been summoned
  by a powerful sorcerer to perform a very specific task and will
  not attack unless provoked or instructed to do so. It is thought
  that Elementals can sometimes bridge the gap between
  dimensions in some other ways. The “wild” Elementals are
  normally encountered in a climate similar to their element,
  i.e. fire elementals in a volcano or forest fire, water elementals
  in fountains or lakes, etc. Elementals derive sustenance
  from their element alone, so they require little, if any, food or
  sleep.
  Motivations: On our world, Elementals are motivated by the
  commands of their summoners or a driving need to return to
  their own plane. Most Elementals which have been encoun-
  tered are dull witted and temperamental. It is not known if all
  Elementals are like this or if mages are only capable of
  summoning stupid ones. This theory may be supported by
  the fact that Elementals, because they come from a world
  different from ours, are extremely hard to control.
  Combat Techniques: Elementals use neither weapons nor
  armor, relying on own their natural abilities in combat.
  Rumors: Elementals from conflicting Planes of Existence
  are reputed to hate one another and will attack or flee from
  their arch-nemeses on sight.
  HIT LOCATION: It is not known what parts of an Elemental,
  if any, are more susceptible to damage than others. Apply all
  damage normally.
  GM Note: A GM can obtain a higher strength Elemental by
  merely adding points to the Elemental’s EC while leaving the
  other stats the same. The most powerful Elementals might
  have ECs with double the points given in this product—for
  example, this would provide an Air Elemental with 40 STR
  TK, 12D6 Physical Blast, and a 2x 4D6 continuous explo-
  sion.
  DRAGON TURTLE
  Val
  Char
  Cost
  75*
  STR
  25
  12
  DEX
  6
  40
  CON
  60
  42*
  BODY
  52
  10
  INT
  0
  10
  EGO
  0
  30
  PRE
  20
  3
  COM
  -4
  20
  PD
  13
  20
  ED
  12
  2
  SPD
  -2
  15
  REC
  0
  80
  END
  0
  80*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  53
  Growth (40 pts), Persistent, Always On (25,000 KG,
  +5 to others’ Sight Perception, -8" KB, +3" reach)
  24
  2d6 HKA, reduced penetration (-1⁄4) – bite
  3
  75
  15d6 Energy Blast – steam breath
  7
  30
  Change Environment (fog cloud), 32" Radius
  3
  7
  END Reserve, 40 END, Recovers 7/5 minutes,
  (powers EB & Change Environment)
  6
  +3 PD, +1 ED Armor – hide
  9
  +11 PD, +7 ED Armor, Activation 8-,
  or only covers areas 9-13 (-2) – shell
  7
  +5 to Sight Perception (16-), only underwater (-1⁄4)
  8
  Swimming +8" (10" total)
  1/5"
  4
  Running +2" (8" total)
  1/5"
  5
  +1 w/ H-to-H combat
  0
  ES: Deduction 8-
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  15
  Greedy (Common, Strong)
  280
  Creature Bonus
  OCV: 4; DCV: -1*; ECV: 3; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  182
  +
  228
  =
  410 =
  335
  +
  75
  Appearance: Dragon Turtles are giant creatures having the
  body and shell of a turtle and the head of a dragon. Body
  color is usually pale green, brown, blue or white and the shell
  is hard, rocky and brownish-gray, looking like rocks or small
  islands.
  Ecology: Dragon Turtles build their lairs in caves in or near
  isolated temperate and tropical (usually ocean) bays. The
  entrance to these caves is often underwater though the cave
  itself must be air filled. Here the Dragon Turtle builds its
  hoard, which sometimes includes entire sections torn away
  from ships. It is also here that they build their nests in which
  the eggs, laid by the female every five years, hatch. The
  characteristic Dragon Turtle shell does not harden for over a
  year making the young Dragons susceptible to ocean preda-
  tors.
  Motivations: Though extremely cunning, Dragon Turtles
  are seldom rational enough to speak with. They care only for
  what they want: food and treasure.
  
  40
  HERO Bestiary
  AIR ELEMENTAL
  Val
  Char
  Cost
  -20
  STR
  -35
  23
  DEX
  39
  23
  CON
  26
  15
  BODY
  10
  8
  INT
  -2
  10
  EGO
  0
  20
  PRE
  10
  6
  COM
  -2
  2
  PD
  2
  5
  ED
  0
  4
  SPD
  7
  7
  REC
  4
  50
  END
  2
  30
  STUN
  3
  Cost
  Abilities
  END
  40
  Elemental Control – Air
  a-27
  Desolidification (affected by magic), Persistent,
  Always On, not through solid objects (-1⁄2)
  b-27
  4d6 Physical Blast, Affects Solid, 0 END,
  Continuous, Explosion, No Range, No Knockback,
  Concen. (1⁄2 DCV), w/ Reduced Penetr. 2x 2d6
  0
  c-58
  6d6 Physical Blast, Affects Solid,
  Double Knockback, Reduced by Range
  6
  d-45
  Telekinesis (20 STR), Affects Solid
  30
  75% Resistant Physical Damage Reduction,
  only vs magic (-1)
  7
  25% Resistant Energy Damage Reduction,
  only vs magic (-1)
  9
  Life Support (Doesn’t Eat, Excrete or Sleep,
  Immune to Disease & Aging)
  4
  Mental Defense (10 pts), only vs Mind Control (-1)
  20
  Flight 10"
  1/5"
  3
  Concealment 11-
  2
  AK: Home Plane 11-
  3
  Stealth 14-
  0
  ES: Deduction 8-
  -12
  -6" Running (0" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  15
  Physical Limitation: No fine manipulation
  10
  11⁄2x Effect from Air Manipulating Powers
  15
  Psych. Limitation: Wants to return to home plane
  (Common, Strong)
  224
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  103
  +
  261
  =
  364 =
  289
  +
  75
  Appearance: Air Elementals prefer to assume the form of a
  man sized tornado with bits of debris flying about within.
  Angry Air Elementals have been seen displaying small
  bursts of lightning. Some say that they can see features in
  the winds.
  Ecology: Air Elementals can exist any place their is air,
  though “wild” Air Elementals prefer such places as wind
  swept mountaintops and valleys and within terrible storms.
  Made visible only by the noise they make and the debris
  within them they are nearly impossible to touch and have the
  ability to pass through openings of any size.
  Combat Techniques: Air Elementals pick up small oppo-
  nents and buffet them about within their Elemental form.
  Larger foes are blasted by gusts of intense winds, knocking
  most foes several feet.
  Other Names: Wind Demon, Dust Devil
  
  HERO Bestiary
  41
  Appearance: Earth Elementals usually appear as huge,
  bulky humanoid figures made of earth and rock. Their hands
  and feet are somewhat large, and their features are rough
  and craggy.
  Ecology: Earth Elementals can exist anywhere there is
  stone or earth, though “wild” Earth Elementals prefer such
  places as tunnels, mines and mud pits. Earth Elementals
  have the abilities to see through, and tunnel through, earth
  and stone and always know what direction they are facing.
  Combat Techniques: Earth Elementals’ only attack is with
  their massive, boulder-like fists which they swing with devas-
  tating effect. They also have the ability to cause native Earth
  and stone to rise up, entombing their foe.
  Other Names: Living Earth, Mud Monster (also sometimes
  mistaken for Stone Golems).
  EARTH ELEMENTAL
  Val
  Char
  Cost
  50†
  STR
  10
  17
  DEX
  21
  28
  CON
  28
  15
  BODY
  10
  8
  INT
  -2
  10
  EGO
  0
  25
  PRE
  15
  6
  COM
  -2
  12†
  PD
  2
  12†
  ED
  0
  3
  SPD
  3
  10
  REC
  0
  56
  END
  0
  † Bonuses for Density increase
  40
  STUN
  1
   already figured in.
  Cost
  Abilities
  END
  26
  Elemental Control – Earth
  a-23
  Density Increase (30 pts), Persistent, Always On
  (6,400 KG, -6" KB)
  b-36
  5d6 Entangle (5 DEF), Impervious to Sight,
  Hearing & Smell Groups, Entangle takes
  all damage aimed at victim (-1⁄2)
  8
  c-26
  Tunnelling 6" through 10 DEF, Closes Behind
  1/5"
  6
  +2d6 HA – stone fists
  1
  24
  +8 PD, +8 ED Armor
  30
  50% Resistant Physical Damage Reduction
  30
  50% Resistant Energy Damage Reduction
  4
  Mental Defense (10 pts), only vs Mind Control (-1)
  30
  Life Support (Total)
  10
  N-Ray Vision (not through organic matter),
  only through earth & stone (-1)
  3
  Bump of Direction
  3
  Climbing 12-
  2
  AK: Home Plane 11-
  3
  Concealment 11-
  0
  ES: Deduction 8-
  -2
  -1" Running (5" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  15
  Physical Limitation: No fine manipulation
  10
  11⁄2x Effect from Earth Manipulating Powers
  (Uncommon)
  10
  Physical Limitation: Heavy & Clumsy (Frequently)
  15
  Psych. Limitation: Wants to return to home plane
  (Common, Strong)
  15
  Psych. Limitation: Stubborn (Common, Strong)
  173
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  86
  +
  252
  =
  338 =
  263
  +
  75
  
  42
  HERO Bestiary
  Appearance: Fire Elementals usually appear as a cyclone
  of flame or a large ordinary fire which moves, igniting
  everything it touches. The color of the flames change with the
  Elemental’s mood going from yellow or white when it is angry
  to blue when it is sad or depressed. Its normal coloration is
  red to orange.
  Ecology: Fire Elementals can exist anywhere there is some-
  thing to burn, though they prefer places such as active
  volcanos and large fires. They seem to be able to exist even
  in places that have no air. Their form is that of living flame and
  will burn everything they touch even if the Elemental is
  unconscious. It can see the warmth of all things, is immune
  to the effects of heat, and can climb up any surface that can
  be burned.
  Combat Techniques: Fire Elementals are hot tempered
  creatures who lash out at their foes with gouts of flame,
  igniting it and spreading to anything it touches as if the flames
  were alive.
  Other Names: Living Fire (sometimes mistakenly called
  Demon or Devil)
  FIRE ELEMENTAL
  Val
  Char
  Cost
  -30
  STR
  -40
  20
  DEX
  30
  23
  CON
  26
  15
  BODY
  10
  8
  INT
  -2
  10
  EGO
  0
  30
  PRE
  20
  6
  COM
  -2
  1
  PD
  1
  7
  ED
  2
  4
  SPD
  10
  5
  REC
  0
  50
  END
  2
  30
  STUN
  3
  Cost
  Abilities
  END
  30
  Elemental Control – Fire
  a-35
  2d6 Energy RKA, Persistent, Damage Shield,
  Personal Immunity, No Range, Always On,
  not vs wet targets (-1⁄2)
  b-45
  2d6 Energy RKA, Continuous, Uncontrolled,
  Sticky, 1⁄2 END, not vs wet targets (-1⁄2)
  4
  c-20
  75% Resistant Physical Damage Reduction,
  not vs water (-1⁄2)
  d-15
  75% Resistant Energy Damage Reduction,
  only vs fire (-1)
  12
  +8 ED Armor
  17
  Life Support (Doesn’t eat, sleep or excrete, Immune
  to Disease & Aging, Intense Heat & Radiation)
  4
  Mental Defense (10 pts), only vs Mind Control (-1)
  20
  Change Environment (create light) 8" Radius,
  Persistent, Always On, not in fog (-1⁄2)
  5
  +5 REC, OAF (any flammable material)
  4
  Superleap 4"
  1/5"
  5
  Infrared Vision
  2
  Climbing, only up flammable material (-1⁄2) 13-
  3
  Demolitions 11-
  2
  AK: Home Plane 11-
  0
  ES: Deduction 8-
  -8
  -4" Running (2" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  15
  Physical Limitation: No fine manipulation
  10
  11⁄2x Effect from fire manipulating Powers (Uncommon)
  20
  11⁄2x Effect from cold (Common)
  40
  2x Effect from water (Common)
  20
  1d6/Turn from water (Very Common)
  15
  Psych. Limitation: Wants to return to home plane
  (Common, Strong)
  49
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  60
  +
  209
  =
  269 =
  194
  +
  75
  
  HERO Bestiary
  43
  Appearance: Water Elementals usually appear as indepen-
  dently moving river or freestanding, man sized waves of
  water. The water’s surface bubbles and froths when the
  Elemental is angry and seems to calm when it does.
  Ecology: Water Elementals can exist anywhere that is not
  hot enough to cause them damage. They prefer places such
  as rivers, lakes, waterfalls and fountains. They are able to
  pass through small openings, move things about in the
  water, and extend small “riverlets” of themselves over ob-
  stacles or towards opponents.
  Combat Techniques: Water Elementals attack by lashing
  out several feet with geyser like punches or by flowing over
  their foe and drowning it. During this time the foe will feel as
  if he is in fact deep underwater, unable to breath or hear
  clearly.
  Other Names: Living Water, Devil Wave, Tidal Demon
  WATER ELEMENTAL
  Val
  Char
  Cost
  25
  STR
  15
  18
  DEX
  24
  23
  CON
  26
  15
  BODY
  10
  8
  INT
  -2
  10
  EGO
  10
  20
  PRE
  10
  6
  COM
  -2
  8
  PD
  3
  5
  ED
  0
  3
  SPD
  2
  10
  REC
  0
  50
  END
  2
  40
  STUN
  0
  Cost
  Abilities
  END
  18
  Elemental Control – Water
  a-42
  4d6 Entangle, Impervious to Hearing & Smell
  6
  b-9
  6d6 Suppress END, Trigger (when target is
  Entangled), only on Entangled victim (-1)
  4
  c-13
  Telekinesis (30 STR), only in water (-1)
  d-42
  75% Resistant Physical Damage Reduction
  e-21
  75% Resistant Energy Damage Reduction,
  only vs fire (-1)
  f-13
  Desolidification (affected by normal attacks),
  only for passing through narrow spaces (-2)
  g-19
  Stretching 5", 0 END
  0
  21
  Life Support (Doesn’t Breath, Doesn’t Eat,
  Excrete or Sleep, Immune to Disease & Aging)
  8
  Swimming +8" (10" total)
  1/5"
  11
  Concealment 15-
  7
  Stealth 15-
  2
  AK: Home Plane 11-
  4
  Mental Defense (10 pts), only vs Mind Control (-1)
  0
  ES: Deduction 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  15
  Physical Limitation: No fine manipulation
  30
  2x STUN from fire (Very Common)
  10
  11⁄2x Effect from water manipulating Powers
  (Uncommon)
  10
  3d6 Entangle from cold attacks (Common)
  15
  Psych. Limitation: Wants to return to home plane
  (Common, Strong)
  10
  Physical Limitation: Sluggish in cold environments
  (Infrequent, Greatly)
  138
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  98
  +
  230
  =
  328 =
  253
  +
  75
  
  44
  HERO Bestiary
  ENT
  Val
  Char
  Cost
  40*
  STR
  15
  14
  DEX
  12
  30
  CON
  40
  20*‡
  BODY
  14
  18
  INT
  8
  18
  EGO
  16
  23
  PRE
  13
  8
  COM
  -1
  14
  PD
  9
  8
  ED
  2
  3
  SPD
  6
  11
  REC
  0
  ‡ Older, larger Ents will have higher BODY values.
  60
  END
  0
  55*
  STUN
  7
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  11
  1⁄2d6 HKA, Area Effect (4" Radius total w/ reach),
  Selective, reduced penetration (-1⁄4),
  No Range – branches
  2
  6
  Damage Resistance 10 rPD/2 rED
  10
  Life Support (Doesn’t Breath)
  8
  Knockback Resistance -4" (-9" total)
  5
  Infrared Vision
  8
  Detect moisture at Range
  13
  Detect weather at Range (Discriminatory)
  7
  Concealment 16-, only in appropriate setting (-1⁄4)
  8
  AK: Home Area 17-
  0
  ES: Conversation 8-
  0
  ES: Deduction 8-
  -4
  -2" Running (4" total)
  -2
  -2" Swimming (0" total)
  Cost
  Optional Abilities (Willow)
  END
  10
  2d6 Entangle, Entangle & Character both take
  BODY, No Range, Ent takes 1⁄2 damage done to
  Entangle (-1) – willow branches
  2
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  10
  Physical Limitation: Cannot Leap
  10
  Physical Limitation: susceptible to plant diseases
  (Frequently, Slightly)
  15
  Psych. Limitation: Doesn’t hurry (Very Common)
  10
  Reputation 11-
  10
  11⁄2x BODY from heat & cold
  94
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 6; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  141
  +
  103
  =
  244 =
  169
  +
  75
  Appearance: Immobile Ents are indistinguishable from nor-
  mal trees. Upon close examination or if the Ent moves or
  speaks it can be seen that the tree has rough, gnarly facial
  features. Should an Ent decide to move, it draws up its roots
  and uses them as legs.
  Ecology: Ents live in deep forests, preferring sylvan woods
  or areas protected by elves. Except for their human-like
  characteristics they are just like trees and think of them-
  selves as such. Ents can live in any climate though the type
  varies from region to region (Pine Ents in colder climates,
  Palm Ents in warmer).
  Motivations: Ents are motivated by a love of nature and their
  “less fortunate brothers”. They are moody and, since they
  live for hundreds of years, seldom react quickly to non-
  threatening situations. They are not quick-witted, sparkling
  conservationists.
  Combat Techniques: In combat Ents lash out with their
  stinging branches striking at all targets within reach of their
  limbs. Some other types of Ents have other abilities such as
  the Willow Ent which can entangle its victims with its vines.
  Other Names: Tree Ents, The Elder Trees.
  Rumors: Elvish tales tell of the departed spirits of good souls
  who, rather than going Beyond, enter the seed of a tree
  which sprouts into Ent saplings.
  
  HERO Bestiary
  45
  FAIRY FOLK
  ‘The Fairy Folk’ is one of the names given to the races
  of immortal, magical beings who often live secretly away
  from or alongside men. They can loosely be categorized
  into two types, Country Fairies (or Woodland Fairies) and
  Household Fairies. All Fairy Folk seem to maintain an
  order of nobility and have a single King and Queen of the
  Fairies who rule the Folk and are said to be singularly
  powerful.
  Country Fairies live away from human settlements, in
  countrysides or woods, but are often encountered by
  humans. They spend their time, often in their own commu-
  nities, dancing, singing, performing their craft or observing
  passersby. They often live in areas called Fairy Forts.
  Fairy Forts are usually large hills, often ringed, covered or
  crested with trees. The Fort exists in two dimensions at the
  same time. Only Fairy Folk can willingly enter the Fairy
  Fort, transporting themselves to the other dimension.
  Others may only enter the Fort by will of one of the Fairy
  Folk. This applies to Fairy constructions as well. All things
  on the hill in the real world exist in the Fairy Fort as well, and
  anyone in the Fort can see, hear and smell things in the
  real world. But the reverse is not possible. People on the
  hill in the real world cannot in any way sense persons in the
  Fort. (This effect is basically Invisibility and Desolidification
  for the Fairy Folk and anyone they wish within the confines
  of the hill).
  Leprechauns seem to be a Fairy race whom have
  seceded from the rest of the Fairy community. They live in
  their own societies, have their own king, and do not use
  Fairy Forts. It is not known what relations they maintain
  with the rest of the Fairy community.
  Household Fairies live in houses, barns or other build-
  ings, often keeping their existence a secret from people
  living nearby. Some Household Fairies live in peaceful
  coexistence with a building’s inhabitants, doing helpful
  things around the house. Inhabitants of the house often
  leave bits of food and milk out for their Fairies as payment
  for their deeds and to prevent pranks. Other Household
  Fairies simply enjoy living in close proximity to the targets
  of their malevolent pranks. A building will not be inhabited
  by more than one type of Household Fairy though that type
  may change (malevolent Fairies chasing away benevolent
  ones, etc).
  Other Names: Little People, Good Folk, Fay Folk, Sylvan
  Folk.
  GM Note: Some GMs may want to use optional Magical
  Power Pools to more accurately represent Fairy Folk. For
  minor Fairies, this is only 20 points, used for minor annoy-
  ances (e.g., TK or Images to produce pseudo-transforma-
  tions). More powerful fairies have more powerful Magic
  Pools, used for actual Transformations (e.g., turning your
  nose long and green or giving you a fearful itch).
  
  46
  HERO Bestiary
  BOGGART – Fairy Folk
  Val
  Char
  Cost
  5
  STR
  -5
  20
  DEX
  30
  13
  CON
  6
  3
  BODY
  -14
  13
  INT
  3
  18
  EGO
  16
  13
  PRE
  3
  10
  COM
  0
  2
  PD
  1
  3
  ED
  0
  4
  SPD
  10
  4
  REC
  0
  26
  END
  0
  18
  STUN
  5
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
  (-6 to others’ Sight Perception, +9" KB)
  6
  Life Support (Immune to disease & aging)
  13
  Invisibility to Sight w/ Fringe,
  not to other fairy folk (-1⁄2)
  2
  10
  Clinging (normal STR)
  5
  Superleap +5" (6" forward, 3" up)
  1/5"
  7
  AK: Home Area 16-
  3
  Lang: Local Common (fluent w/accent)
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  -8
  -4" Running (2" total)
  -1
  -1" Swimming (1" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  20
  2x STUN & BODY from iron weapons (Uncommon)
  5
  Psych. Limitation: Fear of iron (Uncommon)
  5
  Reputation 8-
  15
  Creature Bonus
  OCV: 7; DCV: 13*; ECV: 6; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  55
  +
  80
  =
  135 =
  60
  +
  75
  Appearance: Boggarts stand about 8 inches tall. They have
  large feet and hands and have an abundance of body hair
  except on the tops of their heads which are generally bald
  with a ring of thick hair around. They are generally unkempt
  and grimy and wear only scraps of clothing.
  Ecology: Boggarts are common household fairies who
  perpetrate annoying, dangerous and even malicious pranks
  around the house and surrounding property at night. These
  nocturnal activities are often attributed to a ghost or other
  spirit haunting the house. It is believed that this malicious-
  ness is caused by a general ignorance as to how to appease
  the Boggarts or drive them away. Typical pranks might
  include such things as spilling containers, blowing out lamps,
  tripping people in the dark, or attracting dangerous creatures
  from the surrounding area to the home. Often the only
  recourse is for the unfortunate family to move to another
  house quickly and quietly lest the Boggart stow away in a box
  or cabinet, opening shop in the new location.
  Motivations: A general lack of understanding of the Boggart
  prevents much knowledge of what motivates them. They
  may not be inherently evil but only resentful and vengeful.
  Combat Techniques: Boggarts are incapable of engaging
  in direct combat. If angered they will begin a covert guerrilla
  assault on the offending party, causing extensive accidents
  around the house.
  Other Names: Bogie, Bogey, Boggle, Bogey-Men
  Rumors: Some say that Boggarts can be appeased by
  placing a bowl of animal’s blood outside the door before
  retiring.
  GNOME – Fairy Folk
  Val
  Char
  Cost
  0
  STR
  -10
  13
  DEX
  9
  10
  CON
  0
  3
  BODY
  -14
  13
  INT
  3
  10
  EGO
  0
  10
  PRE
  0
  12
  COM
  1
  3
  PD
  3
  2
  ED
  0
  3
  SPD
  7
  5
  REC
  6
  20
  END
  0
  16
  STUN
  8
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  53
  Shrinking (40 pts), Persistent, Always On
  (-8 to others’ Sight Perception, +12" KB)
  6
  Life Support (Immune to disease & aging)
  13
  Invisibility to Sight w/ Fringe,
  not to other fairy folk (-1⁄2)
  2
  22
  6d6 Telepathy, 0 END, only detects intentions (-1) 0
  13
  Clairsentience, see future,
  only to see future (-1), 11- Activation
  10
  Tunnelling 2"
  1
  16
  Detect (Sense) traps at Range 14-
  5
  KS: Underground 14-
  3
  Lang: Local Common (fluent w/accent)
  4
  PS: Brewing 13-
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  -8
  -4" Running (2" total)
  -1
  -1" Swimming (1" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  20
  2x STUN & BODY from iron weapons (Uncommon)
  5
  Psych. Limitation: Fear of iron (Uncommon)
  10
  Reputation 11-
  24
  Creature Bonus
  OCV: 4; DCV: 12*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  13
  +
  136
  =
  149 =
  74
  +
  75
  
  HERO Bestiary
  47
  Appearance: Gnomes stand only 5 inches tall but are
  otherwise similar to men. They commonly have beards and
  wear clothing of green, brown and red with pointed red hats
  being popular.
  Ecology: Gnomes are country fairies who once lived lives
  similar to those of the Knockers, overseeing veins of rich ore
  and guiding miners. When the greed of humanity led them to
  unearth the minerals in wasteful amounts, the Gnomes
  abandoned the underground and built their civilization below
  the roots of large trees. Here they live peacefully, living off
  the surrounding area and occasionally filching unnoticeable
  amounts of food and milk from surrounding homes. Few
  Gnomes have ever been caught due to their ability to sense
  traps and snares.
  Motivations: Gnomes are harmless creatures, helpful by
  nature. If a family of Gnomes discover someone in a distress-
  ing situation they will help in some obvious but unexplainable
  way.
  Combat Techniques: Gnomes are not capable of fighting
  (except among themselves) and can cause little harm other
  than pricking with sharp sticks.
  Other Names: Learned One, Superficial Gnome
  Rumors: Gnomes are ancient earth spirits capable of see-
  ing the future.
  
  48
  HERO Bestiary
  LEPRECHAUN – Fairy Folk
  Val
  Char
  Cost
  0
  STR
  -10
  24
  DEX
  42
  10
  CON
  0
  4
  BODY
  -12
  15
  INT
  5
  15
  EGO
  10
  15
  PRE
  5
  20
  COM
  5
  2
  PD
  2
  2
  ED
  0
  3
  SPD
  2
  3
  REC
  2
  20
  END
  0
  18
  STUN
  9
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
  (-6 to others’ Sight Perception, +9" KB)
  6
  Life Support (Immune to Disease & Aging)
  13
  Invisibility to Sight w/ Fringe,
  not to other fairy folk (-1⁄2)
  2
  20
  Shapeshift (any animal form)
  2
  10
  Images to Sight & Hearing, 1 Hex,
  not to other sylvan creatures (-1⁄2)
  1
  13
  Teleport 10", only while no one is looking (-1⁄2)
  2
  2
  Immunity to Alcohol
  20
  4d6 Luck
  5
  Money (Well Off) – gold
  3
  Conversation 12-
  7
  Gambling 13-
  3
  Slight of Hand 13-
  4
  PS: Shoemaker 13-
  4
  Entertainer 13-
  3
  Persuasion 12-
  0
  ES: Climbing, Deduction 8- (each)
  -6
  -3" Running (3" total)
  -1
  -1" Swimming (1" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Reputation 14-
  20
  2x STUN & BODY from iron weapons (Uncommon)
  15
  Psych. Limitation: Loves good wine (Common, Strong)
  15
  Psych. Limitation: Protective of Gold (Common, Strong)
  56
  Creature Bonus
  OCV: 8; DCV: 14*; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  60
  +
  151
  =
  211 =
  136
  +
  75
  Appearance: Leprechauns stand between 6 inches and 24
  inches high. They are dark complected with flushed red
  noses and well groomed hair. When encountered wandering
  the woods they wear hat, jerkin and waistcoat with large gold
  buttons, hose, and heeled shoes with huge silver buckles.
  When encountered in their work the waist coat is replaced by
  a leather apron, and the hat is removed in favor of a bandana.
  Ecology: Leprechauns live and work in quiet secluded
  places often under the roots of trees or in ruined castles.
  They usually hibernate in their homes through winter and
  spring, emerging in the summer when they begin making
  shoes. The tiny sound of hammering can often be heard in
  the woods or moors on warm afternoons.
  Leprechauns are immune to aging and the effects of
  alcohol. They seem to care the least about hiding from
  people, secluded only by their selection of a place to live.
  Somewhere near their home each Leprechaun keeps a
  cache of gold amounting to 1000-5000 gp. For this reason
  they are eagerly sought, but Leprechauns are almost always
  too clever to be forced to reveal the gold. They can become
  invisible at will, create distracting illusions, and can teleport
  when not being looked at directly.
  Motivations: Leprechauns are somewhat manic-depres-
  sive, at one moment sing and merrily working and the next
  moment complaining his woes over a tankard of ale. They
  love shoe making, gold, and good wines and spirits. These
  motivations can often be used to trick the Leprechaun,
  sometimes even into revealing his gold.
  Combat Techniques: Leprechauns are incapable of pre-
  senting any serious threat, though they can talk a good fight.
  When confronted they usually seek to turn invisible or
  teleport away.
  Other Names: Cluricaune, Lurican, Lurikeen, Lurigadaun
  Rumors: In addition to their gold, Leprechauns have the
  ability to grant wishes.
  
  HERO Bestiary
  49
  NYMPHS – Fairy Folk
  Appearance:  All nymphs are beautiful and female. They
  appear either naked or lightly dressed.
  Ecology: Nymphs are native spirits that protect their homes.
  Each nymph protects a specific forest, glen, lake, stream,
  mountain, meadow, cave, etc. Several nymphs will often live
  within a small area. They also have what is called a “Native
  Realm” (perhaps the same thing as a fairy fort) which they
  commonly transport themselves to through a specific fixture
  in our world. This realm is though to be a place of safety and
  meeting, away from the eyes of the world. It is not known if
  Water Nymphs have the same realm as Wood Nymphs or
  even if a realm is shared by all Nymphs of a single type.
  Nymphs live on the things that their home area, or perhaps
  that their realm, provides. The method by which Nymphs
  reproduce is unknown.
  Motivations: Nymphs spend most of their time singing and
  dancing. They play and dance with immortals and are wooed
  by both gods and men. They have been known to help
  persons in distress, such as saving drowning sailors, or
  returning a wounded boy to the edge of his village. Rarely a
  nymph falls in love with a particularly handsome (20+ Come-
  liness) man and attempts to seduce him to go away with her.
  The nymph’s love is sometimes so overpowering that she is
  incapable of reason, a water nymph forgetting that her
  beloved cannot breath underwater and attracting him to his
  doom.
  Nymphs understand the need to use the resources under
  their protection and will allow such things as hunting, wood-
  cutting, and grazing in their domain. If this use becomes
  exploitive or endangers the nymph’s home, the perpetrator
  will be set upon by tragic “coincidences” (trees falling,
  animals attacking, etc.) until he leaves the area. Massive
  foes (in number or size) cannot be so easily dissuaded, and
  the nymphs often enlist the aid of elves or trusted humans to
  help them.
  Combat Techniques: Most nymphs are incapable of com-
  bat though legends tell of some that have been known to
  learn the use of weapons. Nymphs also have the ability to
  change into animals and can fight in these forms, though
  without the animal’s skill.
  
  50
  HERO Bestiary
  WATER NYMPH – Fairy Folk
  Val
  Char
  Cost
  8
  STR
  -2
  18
  DEX
  24
  13
  CON
  6
  9
  BODY
  -2
  13
  INT
  3
  15
  EGO
  10
  18
  PRE
  8
  18
  COM
  4
  2
  PD
  0
  3
  ED
  0
  3
  SPD
  2
  7
  REC
  4
  30
  END
  2
  * Cost listed is for most small water animals.
  25
  STUN
  5
  Cost may vary for larger water animals.
  Cost
  Abilities
  END
  11
  Life Support (Breath Underwater,
  Immune to Disease & Aging)
  14
  4d6 Mind Control, Non-verbal,
  only on water animals (-3⁄4)
  2
  12
  Extradimensional Movement (to home), 2x mass,
  IAF, Immobile (seaweed patch, rock, etc.)
  11
  4d6 Telepathy, only with water animals (-3⁄4)
  2
  40
  Invisibility to Sight Group, No Fringe, 0 END,
  not vs other fairy folk (-1⁄2)
  0
  12
  Clairsentience (see into past), Sight & Sound, 225"
  Range, only where plants grow (-1⁄4), takes 5 Min.,
  Concentrate (1⁄2 DCV) – speak w/ water plants
  4
  7
  Clairsentience (see into future), Sight & Sound,
  225" Range, takes 5 Min., Concentrate (0 DCV),
  No Conscious Control – prophecy
  4
  2
  1d6 Aid BODY, only to starting value,
  Concentrate (1⁄2 DCV), Gestures
  12
  Multiform (one familiar water animal)*
  8
  Swimming +8" (10" total)
  1/5"
  5
  Ultraviolet Vision
  10
  +4 to all Perceptions (16-), only in water (-1⁄4)
  9
  Concealment 15-
  7
  AK: Home Area 16-
  6
  KS: Singing, Dancing & Healing 11- (each)
  9
  Lang: Local Common, Merfolk, 1 Misc.
  3
  Paramedic 12-
  3
  PS: Current Hobby 12-
  9
  Seduction 16-
  7
  Stealth 15-
  3
  Familiarity w/ Common Melee & Nets
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  15
  Psych. Limitation: Protective of Home Waters
  (Uncommon, Total)
  5
  Reputation 8-
  20
  2x STUN & BODY from iron weapons (Uncommon)
  0
  Dependence on water (Very Common), 1d6/Hour
  10
  Psych. Limitation: Mischievous (Common)
  139
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  64
  +
  200
  =
  264 =
  189
  +
  75
  WOOD NYMPH – Fairy Folk
  Val
  Char
  Cost
  8
  STR
  -2
  18
  DEX
  24
  13
  CON
  6
  9
  BODY
  -2
  13
  INT
  3
  15
  EGO
  10
  18
  PRE
  8
  18
  COM
  4
  2
  PD
  2
  3
  ED
  3
  4
  SPD
  12
  7
  REC
  4
  30
  END
  2
  * Cost listed is for 100 pt animals. Cost varies
  25
  STUN
  5
  for larger & smaller animals.
  Cost
  Abilities
  END
  6
  Life Support (Immune to Disease & Aging)
  14
  4d6 Mind Control, Non-verbal,
  only on land animals (-3⁄4)
  2
  12
  Extradimensional Movement (to home),
  2x mass, IAF, Immobile (tree, rock, etc.)
  11
  4d6 Telepathy, only with land animals (-3⁄4)
  2
  40
  Invisibility to Sight Group, No Fringe, 0 END,
  not vs other fairy folk (-1⁄2)
  0
  12
  Retrocognition (Sight & Sound, 225" Range),
  only where plants grow (-1⁄4), takes 5 Minutes,
  Concentrate (1⁄2 DCV) – speak w/ plants
  4
  2
  1d6 Aid BODY, only to starting value,
  Concentrate (1⁄2 DCV), Gestures
  20
  Multiform (one familiar land animal) *
  6
  Running +3" (9" total)
  1/5"
  5
  Ultraviolet Vision
  10
  +4 to all Perceptions (16-), only in woods (- )
  9
  Concealment 15-
  7
  AK: Home Area 16-
  6
  KS: Singing, Dancing & Healing 11- (each)
  9
  Lang: Local Common, Elven, 1 Misc.
  3
  Paramedic 12-
  3
  PS: Current Hobby 12-
  9
  Seduction 16-
  7
  Stealth 15-
  4
  Familiarity w/ Common Melee & Common Missile
  Weapons
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  15
  Psych. Limitation: Protective of Forest
  (Uncommon, Total)
  5
  Reputation 8-
  20
  2x STUN & BODY from iron weapons (Uncommon)
  10
  Psych. Limitation: Mischievous (Common)
  149
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  79
  +
  195
  =
  274 =
  199
  +
  75
  
  HERO Bestiary
  51
  PIXIES
  Appearance: Pixies are small, humanoid creatures no big-
  ger than a human hand. They have red hair and green eyes
  and small, wasp-like wings growing from their backs. They
  commonly dress in green or brown clothing which provides
  camouflage in their forest homes. At night Pixies can be seen
  glowing as they flit about.
  Ecology: Pixies live deep within forests, usually in groups of
  6-20. They make their homes high in treetops in discarded
  bird or hornet nests and pass the time frolicking in the woods
  or tricking passersby.
  Motivations: Pixies live to have fun, playing or tricking
  humans. They are not very bright creatures though and can
  often be confused or led to believe that their intended victim
  is already unstable by doing such things as wearing clothing
  inside out or otherwise acting strangely or unusually.
  Combat Techniques: Pixies cannot fight. They can be a
  danger however to those they beguile, those who are “pixie
  led”. Pixies will often flit about in a curious way some distance
  from a person. Should that person approach to investigate,
  the Pixie will fly slowly away and slowly drain the person’s will
  to resist following. These persons sometimes stumble into
  dangerous situations or are found staggering about in the
  forest, dumbfounded.
  Other Names: Piskie
  Rumors: Pixies have the unique ability to cause people to
  fall asleep.
  PIXIE – Fairy Folk
  Val
  Char
  Cost
  0
  STR
  -10
  18
  DEX
  24
  10
  CON
  0
  3
  BODY
  -14
  8
  INT
  -2
  14
  EGO
  8
  5
  PRE
  -5
  20
  COM
  5
  2
  PD
  2
  2
  ED
  0
  4
  SPD
  12
  6
  REC
  8
  30
  END
  5
  12
  STUN
  4
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  53
  Shrinking (40 pts), Persistent, Always On
  (-8 to others’ Sight Perception, +12" KB)
  6
  Life Support (Immune to disease & aging)
  13
  Invisibility to Sight w/ Fringe,
  not to other fairy folk (-1⁄2)
  2
  44
  15d6 Mind Control w/ telepathic link, 0 END,
  only to encourage people to follow (-11⁄2),
  only while flying (-1⁄2)
  0
  36
  5d6 EGO Drain (returns 5/day),
  Gradual Effect (5 minutes), only while flying (-1⁄2),
  Linked to Mind Control
  5
  14
  Flight 10", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  5
  Concealment 12-
  4
  AK: Home Area 13-
  3
  Lang: Local Common (fluent w/ accent)
  3
  Stealth 13-
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  -10
  -5" Running (1" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  20
  2x STUN & BODY from iron weapons (Uncommon)
  5
  Psych. Limitation: Fear of iron (Uncommon)
  5
  Reputation 8-
  93
  Creature Bonus
  OCV: 6; DCV: 14*; ECV: 5; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  37
  +
  176
  =
  213 =
  138
  +
  75
  WATER NYMPHS
  Appearance:  Water Nymphs appear as beautiful women
  with bluish, greenish or white skin, sometimes wearing
  seaweed, shells or jewelry taken from sunken treasures.
  Ecology: Water Nymphs can inhabit any natural body of
  water. Leaving the water only to socialize with passerby and
  to defend their homes. They are friends with all watergoing
  life and can speak with sea animals and plants. They also
  have the rare ability of precognition.
  Other Water Nymphs: Oceanids and Nixies protect oceans.
  Nereids protect springs, streams and lakes.
  Rumors: Many legendary heroes are believed to be the
  offspring of Nymphs.
  WOOD NYMPHS
  Appearance: Wood Nymphs appear as beautiful, tan skinned
  women, sometimes dressed in clothing of plants or feathers.
  Ecology: Wood Nymphs can inhabit any tree or wooded
  area. Here they frolic, sometimes with satyrs or other wood-
  land creatures, unless they are needed to protect their
  woods. They have the ability to speak with animals and
  plants and the ability to change into a woodland animal.
  Other Wood Nymphs: Oreads protect mountains. Alseids
  protect forest groves. Dryads and Hamadryads protect spe-
  cific trees.
  Rumors: Stories are told of hunters who fall in love with
  young maidens in the woods only to have tragedy strike
  when they find that an animal they have killed is in reality the
  beloved nymph transformed.
  
  52
  HERO Bestiary
  POOKA – Fairy Folk
  Val
  Char
  Cost
  5
  STR
  -5
  18
  DEX
  24
  13
  CON
  6
  5
  BODY
  -10
  13
  INT
  3
  15
  EGO
  10
  15
  PRE
  5
  10
  COM
  0
  2
  PD
  1
  3
  ED
  0
  3
  SPD
  2
  4
  REC
  0
  26
  END
  0
  20
  STUN
  5
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
   (-6 to others’ Sight Perception, +9" KB)
  6
  Life Support (Immune to Disease & Aging)
  13
  Invisibility to Sight w/ Fringe,
  not to other fairy folk (-1⁄2)
  2
  24
  Shapeshift (animal forms), 0 END,
  must be black (-1⁄4)
  0
  30
  Growth (30 pts), 0 END, only w/ Shapeshift (-1⁄2)
  0
  13
  4d6 Telepathy, only w/ animals (-1⁄2)
  2
  10
  Universal Translator, Usable by 8 Others
  (but not the Pooka), only w/ animals (-1⁄2),
  cannot speak language (-1⁄2), Independent
  11
  Concealment 16-
  2
  AK: Home Area 11-
  2
  KS: Misc. 11-
  4
  Lang: Local Common
  3
  Paramedic 12-
  2
  PS: Housekeeping 11-
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  -6
  -3" Running (3" total)
  -1
  -1" Swimming (1" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  10
  Reputation 11-
  20
  2x STUN & BODY from iron weapons (Uncommon)
  5
  Psych. Limitation: Fear of iron (Uncommon)
  74
  Creature Bonus
  OCV: 6; DCV: 10*; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  41
  +
  158
  =
  199 =
  124
  +
  75
  Appearance: Pookas are 10 inch tall creatures with human
  bodies and the heads of animals. They wear tiny replicas of
  human clothing.
  Ecology: Pookas are household fairies who seek to coexist
  peacefully with humans. They do not think of their condition
  so much as living in someone else’s house but as sharing the
  house with someone else. They will not usually make them-
  selves known to their “housemates” but will see to it that the
  house is kept up and protected. To this end Pookas have the
  ability to change into the shape of animals to scare away
  intruders or vandals. If the house’s owner is aware of the
  Pooka and accommodates him, the Pooka might grant the
  person the ability to understand the language of animals.
  Motivations: Pookas share motivations common with hu-
  mans. They wish only to survive and go about their daily
  business, though they do enjoy the occasional prank.
  Combat Techniques: Pookas are all bark and no bite.
  Though they can change into the shapes of animals they are
  not capable of doing much damage beyond the poorly
  placed punch or kick.
  Other Names: Puca, Puka
  Rumors: Evil Pookas exist who can not only assume the
  shape of animals but will have all those animal’s abilities as
  well.
  
  HERO Bestiary
  53
  GIANT FROG
  Val
  Char
  Cost
  20*
  STR
  5
  11
  DEX
  3
  16
  CON
  12
  14*
  BODY
  6
  3
  INT
  -7
  5
  EGO
  -10
  18
  PRE
  8
  3
  COM
  -4
  8
  PD
  5
  5
  ED
  2
  2
  SPD
  -1
  6
  REC
  0
  36
  END
  2
  30*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts.), Persistent, Always On,
  (200 KG, -1 KB)
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – claw
  1
  2
  Damage Resistance, 2 rPD/2 rED
  5
  Stretching (2"), tongue only (-1⁄2),
  no noncombat stretching (-1⁄2)
  10
  Superleap +10" (11" forward, 51⁄2” up)
  1/5"
  9
  Concealment 13-
  4
  +2 w/ Grab (tongue)
  Cost
  Additional Abilities (Poisonous)
  END
  27
  2d6 DEX Drain (recovers 1/hour), NND (appropriate
  Life Support, Immunity, Antidote or skin covering),
  Persistent, Always On, Gradual Effect (1 minute),
  only affects living things (-1⁄2)
  23
  2d6 CON Drain (recovers 1/hour), NND (appropriate
  Life Support, Immunity, Antidote or skin covering),
  Persistent, Always On, Gradual Effect (1 minute),
  only affects living things (-1⁄2), Linked to DEX Drain
  11
  1d6 BODY Drain (recovers 1/hr), NND (appropriate
  Life Support, Immunity, Antidote or skin covering),
  Persistent, Always On, Gradual Effect (1 minute),
  only affects living things (-1⁄2), Linked to DEX Drain
  Cost
  Additional Abilities (Vampire)
  END
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – bite
  1
  44
  2d6 BODY Drain (recovers 5/week), 0 END, only if
  bite does BODY damage (-1⁄2), Concentrate (1⁄2 DCV)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  10
  11⁄2x STUN & BODY from heat (uncommon)
  -33
  Creature Bonus, Giant Frog only
  2
  Creature Bonus, Giant Poisonous Frog only
  -7
  Creature Bonus, Giant Vampire Frog only
  OCV: 4; DCV: 4; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  Giant
  21
  +
  45
  =
  66
  =
  17
  +
  75
  Poison
  21
  +
  106
  =
  127 =
  52
  +
  75
  Vampire
  21
  +
  97
  =
  118 =
  43
  +
  75
  Appearance: Giant Frogs resemble ordinary frogs and
  toads, though they are capable of growing to a size of 8 feet
  high and a length of over 15 feet when stretched out. Their
  weight can reach over 150 kg. Giant Poisonous Frogs are
  more brightly colored than ordinary frogs. Giant Vampire
  Frogs are slightly smaller than other Giant Frogs and have a
  black webbing which stretches between the front and back
  legs. They also have needle sharp teeth, the incisors of
  which are noticeably longer and protrude out of the closed
  mouth.
  Ecology: Giant Frogs and Giant Poisonous Frogs live deep
  within swamps and bogs and sometimes along isolated
  seashores. As many as 2-10 Frogs will often congregate in
  the same area where they eat birds, small animals, and vast
  amounts of insects. Near inhabited areas they are a threat as
  they eat livestock and even the occasional human catch.
  Giant Vampire Frogs prefer swampy areas near human
  habitation where they can find an easy supply of victims in
  the form of livestock and villagers. The Vampire Frog creeps
  near the edge of villages and farms at night and waits for prey
  to come near.
  Motivations: Normal animal motivations.
  Combat Techniques: Giant Frogs attack smaller prey by
  lashing out with their tongue (Grab) and drawing it into the
  Frog’s mouth to be eaten whole. Larger Prey are leapt into
  in an attempt to knock them down (Move By). The Frog then
  lashes it with a single claw until it dies. The wounds of Giant
  Frogs are highly susceptible to infection. Giant Poisonous
  Frogs try to pin foes while their poisonous secretions kill it.
  Giant Vampire Frogs leap onto foes from behind and grab
  hold while biting and draining blood.
  Other Names: Giant Toad, Carrabuncle
  Rumors: Tales are told of giant toads called Carrabuncles
  with gems mounted in their heads. These “Toadstones” are
  reputed to have a number of magical abilities.
  
  54
  HERO Bestiary
  GENII
  Val
  Char
  Cost
  24
  STR
  14
  14
  DEX
  12
  20
  CON
  20
  20
  BODY
  20
  28
  INT
  18
  26
  EGO
  32
  17
  PRE
  7
  14
  COM
  2
  10
  PD
  5
  10
  ED
  6
  5
  SPD
  26
  10
  REC
  2
  60
  END
  10
  42
  STUN
  0
  Cost
  Abilities
  END
  60
  Desolidification (affected by magic), Immune to
  mental Powers, 0 END, not through solid objects
  0
  20
  Shrinking (20 pts), 0 END, Linked to Desolid.
  0
  119
  Cosmic Power Pool (75 pts), Change Power is 0
  Phase action, No Skill Roll required, only to fulfill
  master’s wishes (-1), not if confined (-1⁄2)
  11
  Flight 8", not if confined (-1⁄2)
  1/5"
  25
  Spatial Awareness
  10
  Extra-Dimensional Movement (to Elemental
  Plane of Air), only when relieved of obligations (-1)
  30
  Life Support (Full)
  20
  Universal Translator 15-
  9
  KS: Ancient History 18-
  4
  Familiarity w/ Common Melee &
  Common Missile Weapons
  20
  +4 w/ H-to-H combat
  12
  +4 w/ Ranged attacks
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  5
  Distinctive Features (Easily Concealable)
  15
  DNPC: current master 14-
  5
  Hunted by greedy persons (Less Powerful) 8-
  20
  Psych. Limitation: indebted to person who freed it
  (Common, Total)
  20
  Psych. Limitation: must obey current master
  (Common, Total)
  5
  Reputation 8-
  369
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 9; Phases: 3, 5, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  174
  +
  340
  =
  514 =
  439
  +
  75
  Appearance: In their natural state Genii appear as translu-
  cent humanoids from the waist up whose legs disappear into
  wisps of vapor, sometimes emanating from a bottle, lamp or
  other container. They are capable of assuming any form their
  master wishes.
  Ecology: Genii are powerful creatures from the Elemental
  Plane of Air, usually summoned by mighty mages to perform
  services for them. Once summoned they are commonly
  placed in a sealed container from which they cannot escape
  and promised release in exchange for a number of services.
  Through various twists of fate the Genii’s original master
  often disappears leaving the Genii trapped. If released by
  anyone else the Genii will be honorbound to do him service
  before returning to its home plane. This service varies from
  the granting of a single wish to the fulfillment of the original
  summoner’s agreement. Their vast power in our world gives
  the Genii the ability to grant nearly any wish imaginable.
  GM Note: Great care must be taken in the use of Genii within
  the game as its abilities can quickly destroy game balance.
  Techniques such as limiting the number of wishes granted
  and making sure that any negative repercussions from a
  wish actually come to pass will help maintain balance and
  keep the Genii’s master from becoming too power hungry.
  Motivations: Genii are highly honorable creatures, bound to
  serve whoever frees them. Once their moral obligations
  have been filled, they will seek to return to their own plane.
  Combat Techniques: Genii are typically not aggressive
  creatures but will defend themselves if threatened or fight if
  their master commands. Self defense is commonly with
  sword but if commanded the Genii is capable of launching
  powerful magic blasts.
  Other Names: Jenii, Genie, Jinn, Wishing Spirit
  Rumors: Tales are told of Genii from other Elemental
  Planes such as Efreet who are not so honorable as Genii and
  will seek to destroy anyone who might prevent them from
  returning to their home plane.
  
  HERO Bestiary
  55
  GHOST
  Val
  Char
  Cost
  10
  STR
  0
  12
  DEX
  6
  20
  CON
  20
  10
  BODY
  0
  10
  INT
  0
  20
  EGO
  20
  20
  PRE
  10
  10
  COM
  0
  5
  PD
  3
  5
  ED
  1
  2
  SPD
  0
  6
  REC
  0
  40
  END
  0
  35
  STUN
  10
  Cost
  Abilities
  END
  80
  Desolidification, Immune to mental Powers,
  Persistent, Always On
  30
  afterLife Support (full)
  60
  Invisibility to Sight, Hearing, Smell/Taste Groups,
  No Fringe, 0 END, Concentrate (0 DCV)
  0
  17
  Telekinesis (10 STR), Fine Manipulation, Affects
  Physical World, doesn’t affect Desolid (-1⁄2)
  2
  3
  Change Environ. (1 hex), No Range – create light
  10
  +20 PRE, only for PRE Attacks (-1)
  7
  Flight 5", no noncombat flight (-1⁄2)
  1/5"
  5
  Ultraviolet Vision
  0
  ES: Conversation, Deduction 8- (each)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: cannot appear in direct light
  (Infrequent, Fully)
  20
  Physical Limitation: Dead (All the Time, Greatly)
  15
  Psych. Limitation: Dead (Very Common)
  20
  Psych. Limitation: Unsettled Spirit
  (Very Common, Strong)
  92
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 7; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  70
  +
  212
  =
  282 =
  207
  +
  75
  Appearance: Unlike banshees, who appear in their burial
  shrouds, Ghosts usually appear in the garb they most often
  wore in life or were wearing when they died. Their translucent
  forms usually (thought not always) have no legs being
  apparitions from the waist up, fading to wispy tendrils of light
  below. Often though the ghost remains invisible, detectable
  only by its actions.
  Ecology: Ghosts are the disembodied spirits of persons
  who have died. They roam areas which were special to them
  or which they often frequented while alive. Their appear-
  ances are usually harmless and insignificant but they some-
  times wreak havoc in places where they were killed or where
  a crime has been committed. They do this by wrecking rooms
  and breaking significant things. Like other undead spirits,
  Ghosts are susceptible to the ability of devoutly religious
  persons to dispel, drive away or “turn” the undead away.
  Motivations: Ghosts seem to be oblivious to or easily forget
  their deathly condition. They are usually seen going about
  the routines they performed in life. Some Ghosts, perhaps
  those who died a violent death or whose lives were taken
  from them by others, are particularly violent and sometimes
  seek to take their vengeance on those who have wronged
  them.
  Combat Techniques: Due to their immaterial nature, Ghosts
  are extremely difficult to engage in direct combat. When
  confronted, a Ghost will either throw objects at its foe or
  simply disappear. When taken by surprise, the Ghost will
  often turn on the assailant in all its frightening splendor (PRE
  Attack) and chase the unfortunate soul from its presence.
  Other Names: Forso, Mane, Spirit. Ghosts who have died
  by another’s hand and who seek that person’s death are
  often called Revenants.
  Rumors: If the Ghost of a rich or powerful person is followed
  it might lead to treasures which it hid during its life.
  
  56
  HERO Bestiary
  GHOUL
  Val
  Char
  Cost
  8
  STR
  -2
  18
  DEX
  24
  10
  CON
  0
  8
  BODY
  -4
  8
  INT
  -2
  10
  EGO
  0
  15
  PRE
  5
  2
  COM
  -4
  3
  PD
  1
  2
  ED
  0
  3
  SPD
  2
  4
  REC
  0
  30
  END
  5
  18
  STUN
  1
  Cost
  Abilities
  END
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – claw or bite
  1
  20
  50% Physical Damage Reduction
  6
  afterLife Support (Immune to disease & aging)
  3
  1⁄2 END w/ Running (1/10")
  10
  Tracking Scent
  8
  Detect (smell) flesh at Range
  6
  +2 to Smell Group Perceptions (13-)
  7
  Concealment 13-
  5
  +1 w/ H-to-H combat
  0
  ES: Deduction 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  Psych. Limitation: Always hungry for flesh
  (Very Common, Strong)
  15
  Psych. Limitation: Wants to kill living (Common, Strong)
  15
  Psych Limitation: Fear of fire (Common, Strong)
  15
  Psych. Limitation: Aversion to bright light
  (Very Common)
  15
  Psych. Limitation: Dead (Very Common)
  20
  Physical Limitation: Dead (All the Time, Greatly)
  20
  2x Effect from PRE Attacks of Holy Men
  5
  11⁄2x effect from Flash (Uncommon)
  10
  11⁄2x BODY from fire (Common)
  -136
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  26
  +
  73
  =
  99
  =
  24
  +
  75
  Appearance: Ghouls are hideous humanoid creatures with
  tight, discolored flesh, glaring eyes and long, sharp teeth.
  Ghouls gibber and slaver as they howl through the night in
  their search for flesh.
  Ecology: During the daylight hours Ghouls will hide in dark
  and dim places: crypts, abandoned buildings, caves, etc, as
  they are pained by the light of the sun. After sunset the
  Ghouls prowl forth, hungry for flesh, no matter what its
  condition. Ghouls can often be found running in packs of 4-
  16 through graveyards and charnel-houses, scavenging for
  scraps of flesh and fighting amongst themselves over any
  fleshy morsel. Due to their filthy, desiccated condition of their
  bodies, the wounds inflicted by Ghouls are highly suscep-
  tible to infection.
  Motivations: Some say insanity is an affliction of the spirit —
  a condition spawned of evil. Unless the evil is purged at
  death, before human light has left the body, the twisted and
  maligned body will rise from the grave. These wretches are
  driven by minds warped with animal hunger to seek out and
  devour any flesh they can find.
  Combat Techniques: In battle, Ghouls fight without subtlety
  or tact, attempting only to overwhelm an opponent and feast
  upon his warm, living meat. Ghouls will often quit a combat
  to eat an unconscious or dead foe. They may occasionally
  employ weapons, but most ghouls attack using fangs and
  talons.
  Other Names: Sometimes mistakenly called Zombies.
  Rumors: Emissaries of evil may have banded together vast
  numbers of ghouls, training them as a loosely organized
  fighting force. Disciplined packs strive first for the kill and
  feast only after all foes lie dead.
  
  HERO Bestiary
  57
  GIANTS
  There are a number of huge humanoid races known as
  Giants. Some are more powerful than others. Some are
  more malicious than others. Each race of Giant has its own
  environment in which it is best adapted to live. That environ-
  ment is usually used as an easy reference for speaking of the
  entire race (the race which usually lives in the hills are called
  HILL Giants, etc).
  Common Giant Everycreature Skills:
  Climbing
  Concealment
  Conversation
  Deduction
  Survival
  Trading
  Area Knowledge: Home Environment
  4 pts in their own Language
  Val
  Char
  Cost
  50*
  STR
  20
  15
  DEX
  15
  28
  CON
  36
  25*
  BODY
  22
  13
  INT
  3
  12
  EGO
  6
  30
  PRE
  20
  10
  COM
  0
  18
  PD
  12
  14
  ED
  8
  3
  SPD
  5
  13
  REC
  2
  60
  END
  2
  70*
  STUN
  16
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  20
  Magical Spells (20 pts)
  11
  Magic Skill 16-
  6
  +3 PD, +1 ED Armor
  6
  Running +3" (9" total)
  1/5"
  1
  Swimming +1" (3" total)
  1/5"
  5
  Ultraviolet Vision
  6
  +2 to all Perceptions (14-)
  3
  Bump of Direction
  3
  Concealment 12-
  2
  AK: Home Area 11-
  2
  KS: Caves & Caverns 11-
  3
  Lang: Local Common (Fluent w/ Accent)
  2
  PS: Current Occupation/Hobby 11-
  3
  Survival 11-
  3
  Trading 15-
  3
  Familiarity w/ Common Melee Weapons
  5
  +1 w/ H-to-H combat
  75+
  Disadvantages
  25
  Dist. Features (Not Concealable, Extreme Reaction)
  15
  Reputation (Extreme) 11-
  15
  Psych. Limitation: Seclusive (Very Common)
  5
  11⁄2x Effect from Flash
  143
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  167
  +
  111
  =
  278 =
  203
  +
  75
  Appearance: Cavern Giants stand nearly 20 feet tall. They
  have grayish-brown skin and are less muscular and some-
  what more rotund than the Stone Giants with whom they
  associate. Cavern Giants usually sport dwarf-like beards
  and a fringe of hair. Their clothing, which is relatively well
  made for most giants, consists of fur and leather.
  Ecology: Cavern Giants live in vast cities built in huge
  caverns that are so far underground that even Stone Giants
  are not comfortable living there. Cavern Giants prefer to live
  in total seclusion with their meditations and magical studies.
  They employ Stone Giants as servants and menial laborers
  whom they pay with gems and minor magical items.
  Motivations: The quest for knowledge, both mundane and
  magical, is what inspires Cavern Giants. (Much like the
  Academy of Ancient Knowledge from the Western Shores in
  the Fantasy Hero Rulesbook) a Cavern Giant is motivated to
  great extremes to obtain more knowledge than his neighbor,
  sometimes stooping to darker means to get it. They do not
  part easily with their information and most horde it for
  themselves, secreting valuable tomes and scrolls away from
  all (including the surface world).
  Combat Techniques: Cavern Giants’ first lines of defense
  are traps, magical wards, and paid Stone Giant foot soldiers.
  Should the Cavern Giants themselves fight, they will use
  hugely proportioned hand held weapons.
  Rumors: Dwarven heretics speak of the Cavern Giants as
  gods, claiming that they are responsible for creating the
  dwarven race.
  CAVERN GIANT
  
  58
  HERO Bestiary
  CLOUD GIANT
  Val
  Char
  Cost
  50*
  STR
  10
  15
  DEX
  15
  30
  CON
  40
  26*
  BODY
  20
  18
  INT
  8
  18
  EGO
  16
  35
  PRE
  25
  14
  COM
  2
  16
  PD
  12
  18
  ED
  12
  4
  SPD
  15
  12
  REC
  4
  60
  END
  0
  75*
  STUN
  35
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  15
  Magic Skill 19-
  30
  Magical Spells (30 pts)
  3
  +2 PD Armor
  10
  Running +5" (11" total)
  1/5"
  20
  Flight 10"
  1/5"
  9
  Telescopic Vision (+6 to Ranged PER)
  3
  Concealment 13-
  4
  +3 to Concealment, only in fog or clouds (-1⁄2)
  3
  AK: Home Area 12-
  3
  KS: Skies 12-
  3
  KS: Weather 12-
  3
  KS: Misc. 12-
  12
  Lang: 6 Local languages (all Fluent Conversation)
  3
  PS: Current Occupation/Hobby 11-
  7
  Navigation 13-
  6
  Familiarity w/ Common Melee & Missile Weapons
  0
  ES: Stealth 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  15
  Reputation (Extreme) 11-
  15
  Psych. Limitation: Seclusive (Very Common)
  15
  Psych. Limitation: Greedy (Common, Strong)
  10
  Dislike of racial enemies (Uncommon, Strong)
  8
  Hunted (Watched) by Storm Giants (8-)
  217
  Creature Bonus
  OCV: 5; DCV: 1*; ECV: 6; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  206
  +
  174
  =
  380 =
  305
  +
  75
  Appearance: Cloud Giants tower some 20 feet tall. Their
  smooth skin is the color of the bright, cloudless sky; and their
  short, curled hair is cloudy white. Their craggy features,
  however, betray their giantish heritage. Of all the giantish
  races only they (and some Storm Giants) are sophisticated
  enough to wear well tailored clothing of fine fabric rather than
  fur or leather.
  Ecology: Like their Storm Giant relatives, Cloud Giants live
  in enormous castles which float on clouds. The castles float
  slowly from region to region.
  Motivations: As the Giant’s castle floats over an area the
  Cloud Giants appear in towns below extorting “tolls” to allow
  the people below to be passed by unharmed. These Giants
  are quite greedy and often demand far more than can be
  provided. The Giants then amass with their hirelings and
  rampage across the area taking all they find.
  Combat Techniques: Cloud Giants use huge weapons to
  attack hand to hand and spells and enormous bows to attack
  from a distance. Some cloud castles are armed with great
  siege weapons capable of raining vast destruction on the
  ground below.
  Other Names: Sometimes mistakenly called Titans.
  Rumors: It is said that in those sections of the world where
  the cloud cover seldom breaks, the Cloud Giants have a
  kingdom with not only many castles but a cloud “countryside”
  of sorts where the Giants, mounted on great beasts, hunt
  lesser creatures for sport.
  
  HERO Bestiary
  59
  FIRE GIANT
  Val
  Char
  Cost
  50*
  STR
  20
  14
  DEX
  12
  28
  CON
  36
  27*
  BODY
  26
  10
  INT
  0
  10
  EGO
  0
  35
  PRE
  25
  10
  COM
  0
  18
  PD
  12
  11
  ED
  5
  3
  SPD
  6
  12
  REC
  0
  60
  END
  2
  70*
  STUN
  14
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  3
  +2 PD Armor
  3
  Life Support (Extreme Heat)
  30
  75% Resistant Energy Damage Reduction,
  only vs heat & fire (-1)
  8
  Running +4" (10" total)
  3
  +1 to all Perceptions (12-)
  3
  Concealment 11-
  2
  AK: Home Area 11-
  2
  KS: Volcanos 11-
  3
  Lang: Local Common (Fluent w/ Accent)
  2
  PS: Current Occupation/Hobby 11-
  3
  Survival 11-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  Reputation (Extreme) 14-
  10
  Physical Limitation: Large, Bulky & Clumsy (Frequently)
  15
  Psych. Limitation: Hot Tempered (Very Common)
  30
  2x STUN & 11⁄2x BODY from cold
  5
  Psych. Limitation: Steals from others (Uncommon)
  10
  Dislike of racial enemies (Uncommon, Strong)
  7
  Hunted (Watched) by local races (Limited Area) 11-
  50
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  158
  +
  89
  =
  247 =
  172
  +
  75
  Appearance: Fire Giants tower  nearly 15 feet tall. Their
  black or brown skinned bodies are well muscled for a giant.
  Hair color ranges from brown to red to blonde and the men
  usually have well kept beards. Fire Giants often wear pieces
  of brass, bronze, or copper armor (DEF 5-7) as part of their
  daily attire.
  Ecology: Fire Giants build castles and fortifications in the
  hottest places including tropical jungles, desserts, and in-
  side volcanic mountains. From these fiery locations they
  organize raids against the local communities for food, sup-
  plies, and slaves.
  Motivations: Fiery and volcanic well describes the Fire
  Giant’s temperament. They are smug and brash and live in
  extremely aggressive societies. Violence is their way of life.
  If they’re not raiding the locals, they’re attacking other giant
  clans or fighting amongst themselves.
  Combat Techniques: Most Fire Giants prefer to use huge
  swords. The Giants’ hot temper usually comes into play at
  some point, either to get them into fights or to fire them into
  a rage while in combat (-1 – -3 CV).
  Rumors: Some dwarves suspect that Fire Giants manufac-
  ture huge gems in volcanic furnaces.
  
  60
  HERO Bestiary
  FOREST GIANT
  Val
  Char
  Cost
  45*
  STR
  5
  14
  DEX
  12
  28
  CON
  36
  25*
  BODY
  22
  11
  INT
  1
  12
  EGO
  4
  30
  PRE
  20
  10
  COM
  0
  18
  PD
  15
  10
  ED
  4
  3
  SPD
  6
  12
  REC
  6
  66
  END
  5
  70*
  STUN
  27
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  3
  +2 PD Armor
  8
  Running +4" (10" total)
  1/5"
  5
  Ultraviolet Vision
  6
  +2 to all Perceptions (13-)
  3
  Animal Handling 11-
  7
  Concealment 13-
  3
  Lang: Local Common (Fluent w/ Accent)
  2
  PS: Current Occupation/Hobby 11-
  2, 3
  AK: Home Area 11-;   KS: Forests 12-
  3, 9
  Navigation 11-;   Survival 14-
  5, 3
  Tracking 12-;   Trading 15-
  4
  Familiarity w/ Common Melee & Missile Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Paramedic 8-
  75+
  Disadvantages
  25
  Dist. Features (Not Concealable, Extreme Reaction)
  20
  Reputation (Extreme) 14-
  10
  Physical Limitation: Large, Bulky & Clumsy (Frequently)
  15
  Psych. Limitation: Seclusive (Very Common)
  10
  Dislike of racial enemies (Uncommon, Strong)
  111
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  163
  +
  103
  =
  266 =
  191
  +
  75
  Appearance: Forest Giants stand 13 feet tall. Their skin is
  darkly tanned, and their hair color ranges more widely than
  most giants. They wear leather and furs; sometimes their
  garb consists of a single, giant animal skin. Forest Giants are
  sometimes in the company of forest animals.
  Ecology: Forest Giants make their homes deep in forests,
  in fortresses of huge logs, or in shallow caves. Often they are
  not at home as Forest Giants love to roam through the
  forests. Many a potential thief has died though believing the
  Giant’s home has been left unguarded.
  Motivations: Forest Giants are the most benevolent of the
  giant family. Though they are not Samaritans and prefer to
  be left undisturbed, they are not as openly hostile as most
  other giants are. Forest Giants wander the forest tending to
  dangers to the plants and animals and collecting hidden
  treasures and things of beauty which they secretly prize.
  Combat Techniques: Axes, knives, and bows, all of vast
  size, are commonly used by Forest Giants. They are as
  capable of cutting down an opponent as cutting down a
  tree... often with one swing.
  Rumors: Once in its lifetime a Forest Giant will take a
  member of another race into its home and teach him the
  ways and secrets of the forest.
  
  HERO Bestiary
  61
  Ecology: Frost Giants are at home in the coldest of climates,
  usually in the frozen north but sometimes on the tops of high
  mountains. Their homes range from frozen caverns to large
  snowy igloos to vast ice palaces. Usually their homes are on
  or near rivers or oceans where they moor their raiding boats.
  They hunt seals, walruses and even whales but often supple-
  ment their supplies with food and other materials taken in
  regular raids on nearby communities.
  Motivations: Frost giants are fiery and robust. They fight
  nearly as often as their Fire Giant cousins but consider it a
  sport more than a formal discipline. Friendly brawls abound,
  and they often sing during their raids while cutting down their
  victims. Honor is more important to Frost Giants than to most
  others, and owning and displaying wealth is a mark of status.
  Combat Techniques: Frost Giants love to fight, and they do
  it often and well. They usually use axes and swords, but any
  weapon will do. They are one of the few giant races who
  commonly use shields. In intense combats a Frost Giant may
  go into a berserker rage, throwing himself wildly at every
  opponent.
  Rumors: The greatest of Northmen berserkers are reincar-
  nated as Frost Giants.
  FROST GIANT
  Val
  Char
  Cost
  55*
  STR
  20
  14
  DEX
  12
  30
  CON
  40
  28*
  BODY
  26
  10
  INT
  0
  10
  EGO
  0
  35
  PRE
  25
  10
  COM
  0
  19
  PD
  13
  12
  ED
  6
  3
  SPD
  6
  12
  REC
  0
  60
  END
  0
  75*
  STUN
  17
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  33
  Growth (25 pts), Persistent, Always On, (3,200 KG,
  +3 to others’ Sight Perception, -5 KB, +3" reach)
  3
  +2 PD Armor
  30
  75% Resistant Energy Damage Reduction,
  only vs cold & ice (-1)
  3
  Life Support (Extreme Cold)
  10
  Running +5" (11" total)
  1/5"
  3
  +1 to all Perception Rolls (12-)
  2
  AK: Home Area 11-
  2
  KS: Arctic Environment 11-
  3
  Lang: Local Common (Fluent w/ Accent)
  2
  PS: Current Occupation/Hobby 11-
  9
  Survival 14-
  3
  Tracking 11-
  3
  Trading 16-
  1
  Transport Familiarity. w/ boats
  3
  Familiarity w/ Common Melee Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Navigation 8-
  0
  ES: Oratory (storytelling) 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  5
  Berserk (Enraged) when in combat 8-, Recovers 14-
  20
  Reputation (Extreme) 14-
  10
  Physical Limitation: Large, Bulky & Clumsy (Frequently)
  30
  2x STUN & 11⁄2x BODY from heat
  5
  Psych. Limitation: Steals from others (Uncommon)
  10
  Dislike of racial enemies (Uncommon, Strong)
  7
  Hunted (Watched) by local races (Limited Area) 11-
  98
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  165
  +
  120
  =
  285 =
  210
  +
  75
  Appearance: Frost Giants are frightening to behold. Their
  bodies, reaching over 25 feet tall, are hard, scarred, and
  ivory (to blue) skinned. They dress in the furs of animals and
  adorn themselves with metals and jewels taken in frequent
  raids.
  CLOUD OR STORM GIANT CASTLE
  Val
  Char
  Cost
  10
  BODY
  8
  7
  DEF
  15
  Cost
  Abilities
  30
  Size: 8,000 hexes – castle & grounds
  20
  Location: Distant, Floating in Air
  4
  Flight 3", 0 END, Always On,
  moves only with wind (-1)
  26
  10d6 Dispel all magic, in dungeon (-2), 0 END,
  Always On
  19
  Disguise (cloud) 17-
  Disadvantages
  20
  Distinctive Features (Concealable, Extreme)
  COSTS:
  Char
  Abilities
  Disadv.
  Total
  23
  +
  99
  -
  20
  =
  102
  Appearance: The typical Cloud Giant or Storm Giant castle
  will usually appear as a large, fluffy cloud from below.
  However, if the wind should be too brisk on any given day
  (failed Disguise Roll), the parapets of a mighty castle can be
  seen from the ground below. Most castles will be of an
  average design (If a copy of the Fantasy Hero Companion is
  available, the stats here could represent a castle similar in
  description to Castle Redcliff on page 20), with Storm Giantish
  proportions.
  Surrounding the castle for a few hundred yards around
  are a cloudy, mist shrouded castle “grounds” or “country-
  side”. It is said that Storm Giants sometimes ride great
  beasts here and hunt creatures captured from the world
  below.
  
  62
  HERO Bestiary
  MOUNTAIN GIANT
  Val
  Char
  Cost
  40*
  STR
  15
  14
  DEX
  12
  28
  CON
  36
  25*
  BODY
  24
  8
  INT
  -2
  10
  EGO
  0
  30
  PRE
  20
  8
  COM
  -1
  16
  PD
  11
  10
  ED
  4
  3
  SPD
  6
  12
  REC
  2
  60
  END
  2
  60*
  STUN
  8
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  3
  +2 PD Armor
  8
  Running +4" (10" total)
  1/5"
  3
  +1 to all Perceptions (12-)
  5
  Climbing 13-
  3
  Concealment 11-
  2
  AK: Home Area 11-
  2
  KS: Mountains 11-
  1
  Lang: Local Common (Basic Conversation)
  2
  PS: Current Occupation/Hobby 11-
  9
  Survival 14-
  3
  Familiarity w/ Common Melee Weapons
  5
  +1 w/ H-to-H combat
  3
  +1 w/ H-to-H combat, only on mountains (-1⁄2)
  0
  ES: Trading 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  Reputation (Extreme) 14-
  10
  Physical Limitation: Large, Bulky & Clumsy (Frequently)
  10
  Psych. Limitation: Steals from others (Common)
  10
  Dislike of racial enemies (Uncommon, Strong)
  7
  Hunted (Watched) by local races (Limited Area) 11-
  49
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  137
  +
  69
  =
  206 =
  131
  +
  75
  Appearance: Mountain Giants stand well over 10 feet tall.
  They look much like Hill Giants except they are tougher and
  in better shape due to their harsher, more demanding
  environment.
  Ecology: The rugged, craggy cliffs and mountainsides of
  temperate regions are home to Mountain Giants. They build
  their homes of huge stone slabs or in caves. They forage the
  mountainsides for food, hunting small animals and stealing
  bird eggs. They do not raid local villages for food as often as
  Hill Giants because of the long climb back to their homes.
  Motivations: Like the Hill Giants, Mountain Giants are
  moved by a want to have everything they can think of. Their
  success is only slightly greater than that of Hill Giants.
  Combat Techniques: Mountain Giants use clubs or roughly
  made swords or maces in close combat. When fighting in the
  mountains they throw huge rocks or even start avalanches
  to crush their foes.
  Rumors: Somewhere deep in the mountain ranges, Moun-
  tain Giants have vast mines which produce gemstones and
  precious metals.
  STORM GIANT
  Val
  Char
  Cost
  60*
  STR
  20
  15
  DEX
  15
  30
  CON
  40
  30*
  BODY
  28
  18
  INT
  8
  15
  EGO
  10
  40
  PRE
  30
  14
  COM
  2
  20
  PD
  14
  14
  ED
  8
  4
  SPD
  15
  12
  REC
  0
  60
  END
  0
  80*
  STUN
  20
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  6
  +2 PD, +2 ED Armor
  16
  Flight 10", Concentrate (1⁄2 DCV)
  1/5"
  30
  3d6 Energy RKA, Gestures, 12 Charges – lightning
  17
  2d6 Flash Sight & Sound, Gestures,
  12 Charges, Linked to RKA – lightning
  31
  Change Environment (64" Radius), Variable,
  takes 1 Turn, Gestures – control weather
  7
  12
  Running +6" (12" total)
  1/5"
  12
  Telescopic Vision (+4 to Ranged PER)
  3
  AK: Home Area 12-
  4
  KS: Weather 13-
  10
  Lang: 5 Languages (all Fluent Conversation)
  2
  PS: Current Occupation/Hobby 11-
  3
  Navigation 11-
  6
  Familiarity w/ Common Melee & Common Missile
  Weapons
  5
  +1 w/ H-to-H combat
  2
  +1 w/ lightning
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  15
  Reputation (Extreme) 11-
  20
  Psych. Limitation: Superior (Very Common, Strong)
  15
  Psych. Limitation: Seclusive (Very Common)
  10
  Psych. Limitation: Hot Tempered (Common)
  10
  Dislike of racial enemies (Uncommon, Strong)
  8
  Hunted (Watched) by Cloud Giants (8-)
  231
  Creature Bonus
  OCV: 5; DCV: 1*; ECV: 6; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  210
  +
  199
  =
  409 =
  334
  +
  75
  
  HERO Bestiary
  63
  Appearance: Storm Giants are nearly 30 feet tall. Only
  Titans are taller. Skin color ranges from sky blue to stormy
  blue to dusky violet. Hair is always some shade of black,
  white, or gray. They wear flowing clothes of fur, leather and
  fabrics.
  Ecology: Storm Giants live in grand castles of floating stone
  built on clouds. These cloud castles travel slowly, moved by
  the wind, around the world.
  Motivations: Storm Giants like to think of themselves as
  gods (which they may be). When their castles pass over
  populated areas they send messages carried by flying
  animals to the people below demanding worship and sacri-
  fice in the form of food, livestock, gold and other finery. If the
  terrified populace is cooperative, the Storm Giants will pass
  them by perhaps even causing favorable rains to fall on their
  fields or ending floods. If the Giants are denied by the people,
  they will send regiments down from their castles to raid the
  area possibly even hurling lightning down at the town.
  Combat Techniques: Storm Giants are generals first and
  soldiers second. They send others to deal with most confron-
  tations but are quite capable of doing great damage them-
  selves. They wield great weapons with skill and hurl spells
  and lightning at their foes.
  Rumors: Once long ago the world was enshrouded in
  clouds and Storm Giant Castles were everywhere.
  
  64
  HERO Bestiary
  GOLEMS
  Appearance: Golems are creatures fashioned of some
  substance and magically given a semblance of life. Though
  normally made of substances which are commonly sculpted
  such as clay, stone, and metal, other types are also possible.
  The golem will always have the same features as the
  substance it was made from, clay will be rough and mal-
  leable; stone will be course, etc. The shape golems are made
  in varies; they can appear as humanoids, animals, trees, or
  whatever their creator chooses. A golem’s basic form could
  be just the beginning. The golem could have clothing, armor,
  or be carrying just about anything. Or it could be of uncon-
  ventional design such as a man with a number of arms or a
  tail (add Extra Limbs), a bull with wings (add Flight), or a
  small animal with a gaping maw and rows of teeth (add Killing
  Attack). Though artificial constructions, golems do not have
  exposed joints like constructs or manikins and seem to move
  without restrictions that might impair an artificial creation.
  Ecology: Golems can exist in any setting though some
  inappropriate settings could become harmful to a golem over
  time. Each type of material a golem is made from seems to
  imbue the golem with unique abilities and characteristics.
  Motivations: Golems are never self motivated. They will
  always follow the directions of their master or have pre-
  programmed instructions (see Automatons, pg 180 of the
  Hero System Rulesbook).
  Combat Techniques: Golems employ whatever technique
  is appropriate for their form, usually dictated by whoever
  created them. Most are humanoid in form and can use
  human armor and weapons. Since Golems are usually
  created for a specific reason they will not attack unless they
  are ordered to do so or perhaps if prevented from the
  performance of their designated tasks.
  Other Names: Animaton, Automaton, Collossus
  Rumors: Whispered tales speak of golems with great cun-
  ning and independence who jealously hunt and slay those
  who created them.
  HIT LOCATION: Golems have no vital organs so all damage
  is applied normally. Use appropriate table for each different
  form to determine location.
  OPTIONAL GOLEM ABILITIES: Golems come in different
  sizes and shapes. Larger and smaller Golems have the
  following additional abilities:
  Cost
  Optional Abilities (2'-4' tall Golems)
  13
  Shrinking (10 pts), Persistent, Always
  On (+2 DCV, -2 to others’ Sight Perception, +3" KB)
  -2
  -1 DC w/ HKA (only w/Glass, Ice Golems)
  -6
  -2d6 HA (only w/Wood Golems)
  -4
  Running -2" (4" total)
  -5
  -5 STR (-5 STR total)
  -6, -5
  -3 BODY;   -5 PRE
  Cost
  Optional Abilities (10'-20' tall Golems)
  20
  Growth (15 pts), Persistent, Always On (+15 STR,
  +3 BODY, -2 DCV, +2 to others’ Sight Perception,
  +1" reach, -3" KB)
  5
  +5 PRE
  2
  +1 DC w/ HKA (only w/Glass, Ice Golems)
  6
  +2d6 HA (only w/Wood Golems)
  4
  Running +2" (8" total)
  -10
  -10 STR (5 STR total)
  CLOTH GOLEM
  Val
  Char
  Cost
  0*
  STR
  -10
  12
  DEX
  6
  0
  CON
  -20
  6*
  BODY
  -8
  8
  INT
  -2
  0
  EGO
  -0
  15*
  PRE
  5
  10
  COM
  0
  2
  PD
  2
  1
  ED
  1
  4
  SPD
  18
  0
  REC
  0
  0
  END
  0
  0
  STUN
  -0
  * Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  60
  Takes no STUN. Takes only BODY (Automaton)
  6
  0 END w/ Running
  48
  Darkness to Sound (6" radius),
  4 Continuing Charges of 1 minute
  1
  Damage Resistance 2 rPD
  30
  75% Resistant Physical Damage Reduction,
  only vs blunt weapons (-1)
  2
  Familiarity w/ Common Melee Weapons
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing 8-
  75+
  Disadvantages
  20
  Berserk when master gives order contrary to
  initial programming (Uncommon) 11-, 8-
  20
  2x BODY from fire (burns for 2 Phases)
  10
  Distinctive Features (Concealable)
  19
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 0; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -8
  +
  152
  =
  144 =
  69
  +
  75
  Appearance: Cloth Golems appear as large, stuffed, fig-
  ures, almost like dolls, made of cloth, fur or leather. As they
  have little rigid material within their bodies, their movements
  are erratic, exaggerated and somewhat comical.
  Ecology: Cloth Golems are thought to make ideal personal
  assistants, hence they are frequently employed by kings as
  companions and guardians for their children, and by travel-
  ing entertainers who often include them in their acts.
  Combat Techniques: Cloth Golems are not combat ori-
  ented creatures. Though they are capable of wielding small
  hand held weapons, their low strength prevents them from
  being a serious threat. Their soft, padded bodies also pre-
  vent them from doing any serious striking damage. The only
  defensive capability which is usually designed into them is
  the ability to create areas of silence. This enables the Golem
  to quietly sneak a child out of a dangerous area or prevent
  attackers from communicating with each other.
  
  HERO Bestiary
  65
  FLESH GOLEM
  Val
  Char
  Cost
  15*
  STR
  5
  12
  DEX
  6
  15
  CON
  10
  12*
  BODY
  4
  8
  INT
  -2
  10
  EGO
  0
  15*
  PRE
  5
  4
  COM
  -3
  4
  PD
  1
  3
  ED
  0
  3
  SPD
  8
  6
  REC
  0
  35
  END
  2
  30
  STUN
  2
  * Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  END
  4
  1⁄2 END w/ STR
  15
  2d6 Aid BODY, END & STUN, 0 END,
  only to starting values (-1⁄2), only when
  connected w/ electricity (-1), self only (-1⁄2)
  6
  +2d6 HA
  1
  2
  Familiarity w/ Common Melee Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  20
  Berserk when confused or frustrated (Common) 11-, 11-
  15
  Distinctive Features (Concealable, Major Reaction)
  15
  Fear of fire (Common, Strong)
  -50
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 0; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  38
  +
  37
  =
  75
  =
  0
  +
  75
  Appearance: Flesh Golems are of a different nature than
  other Golems. Their bodies are composed of various parts
  taken from different corpses and given life. This often gives
  them the appearance of walking corpses and hence are
  often mistaken for undead.
  Ecology: Restoring life to the dead is often the excuse given
  by the creators of Flesh Golems for their creations. The
  various body parts, including a brain, are surgically con-
  nected together and the entire being is suffused with electric-
  ity in a process which restores life to the dead form. Though
  often superhumanly strong, this resurrected form is seldom
  as fit as a normal living being. The Flesh Golem can be
  healed of damage or fatigue by small bursts of electricity.
  Motivations: Since the Flesh Golem has an active brain, it
  is capable of some self motivation. At first the Flesh Golem
  will usually follow the instructions of its creator but will
  eventually develop its own motivations. These motivations
  are as simple as survival or as complex as being the
  motivations of the person whose brain it now utilizes (though
  often twisted by the revitalizing process).
  Combat Techniques: Though Flesh Golems are usually
  capable of using weapons, they usually resort to their fists
  and natural strength in the confusion of combat.
  Other Names: (Name of mad doctor)’s Monster
  GLASS GOLEM
  Val
  Char
  Cost
  10*
  STR
  0
  18
  DEX
  24
  0
  CON
  -20
  11*
  BODY
  2
  5
  INT
  -5
  0
  EGO
  -0
  15*
  PRE
  5
  10
  COM
  0
  2
  PD
  0
  8
  ED
  8
  3
  SPD
  2
  0
  REC
  -4
  0
  END
  0
  0
  STUN
  -0
  * Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  END
  60
  Takes no STUN. Takes only BODY (Automaton)
  5
  0 END w/ STR
  6
  0 END w/ Running
  15
  1d6 STUN Drain (recovers 5/hour),
  Area Effect (8" Radius), 6 Continuous Charges of
  1 Turn (1 per arm, leg, torso & head),
  only when a section takes BODY damage (-1⁄2)
  12
  11⁄2d6 HKA, reduced penetration (-1⁄4),
  not vs armor (-1⁄2), only when limbs take
  BODY damage (-1⁄2) – shards
  5
  Damage Resistance 2 rPD/8 rED
  15
  Life Support (doesn’t breath, eat, sleep, etc.)
  10, 0
  +2 w/ H-to-H combat;    ES: Climbing 8-
  75+
  Disadvantages
  20
  Berserk when master gives order contrary to
  initial programming (Uncommon)11-, 8-
  15
  Distinctive Features (Not Concealable)
  30
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 0; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  12
  +
  128
  =
  140 =
  65
  +
  75
  Appearance: Glass Golems are animated figures com-
  posed of multiple chambers of blown glass bound together
  by rope or other line. This arrangement can be as simple as
  a number of specially created bottles strung together in a
  humanoid shape or as intricate as a person sculpted of glass,
  each muscle being a separately blown chamber.
  Ecology: Because Glass Golems will eventually be broken,
  they are most often utilized in situations where that breakability
  is an advantage, in fact expected. Glass Golems are used to
  guard treasures, assassinate people, or a number of them
  can be used in the front line of a surprise assault.
  Combat Techniques: During the Glass Golem’s creation
  the multiple glass chambers are often filled with gas, usually
  poisonous gas. Thus when a chamber breaks, either in
  combat or by the Golem itself, it will release the gas. Wizards
  of invading forces will often employ Glass Golems as a
  delivery system to get the poison gas into enemy encamp-
  ments. If death is not the intention, the glass chambers can
  be filled with other types of gas or obscuring smoke.
  Once a Glass Golem’s appendage is broken it will use
  the shards at the stump to slice at its opponent.
  
  66
  HERO Bestiary
  ICE GOLEM
  Val
  Char
  Cost
  30†*
  STR
  15
  16
  DEX
  18
  0
  CON
  -20
  12*
  BODY
  4
  5
  INT
  -5
  0
  EGO
  -0
  30*
  PRE
  20
  10
  COM
  0
  6†
  PD
  0
  1†
  ED
  1
  3
  SPD
  4
  † Bonuses for Density Increase
  0
  REC
  -10
  already figured in.
  0
  END
  0
  0
  STUN
  -0
  * Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  END
  60
  Takes no STUN. Takes only BODY (Automaton)
  7
  Density Increase (5 pts), Persistent, Always On
  (200 kg, -1 KB)
  15
  0 END w/ STR
  6
  0 END w/ Running
  19
  1d6 HKA, 0 END, reduced penetration (-1⁄4) – claws
  24
  2d6 RKA, Area Effect (Cone), Personal Immunity,
  No Range, 4 Charges – frost breath
  2
  2d6 BODY Aid, only to starting value, self only (-1),
  Linked to RKA, 4 Charges – frost breath
  3
  Damage Resistance 5 rPD/1 rED
  7
  25% Resistant Physical Damage Reduction,
  only vs edged weapons (-1)
  18
  Life Support (doesn’t breath, eat, sleep, etc.,
  immune to intense cold)
  17
  Regeneration (3 BODY/Turn), only when attacked
  by heat or fire (-1⁄2), only if below 32˚F (-1⁄4)
  2
  Familiarity w/ Common Melee Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing 8-
  75+
  Disadvantages
  20
  Berserk when master gives order contrary to
  initial programming (Uncommon) 11-, 8-
  20
  2x BODY from heat & flame (Common)
  10
  Dependance on -32˚F cold (Very Common) 1d6/Turn
  92
  Creature Bonus
   OCV: 5; DCV: 5; ECV: 0; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  27
  +
  190
  =
  217 =
  142
  +
  75
  Appearance: Ice Golems look like sculptures carved or
  molded of ice. These Golems are often hard to discern in
  cold, winter settings.
  Ecology: Ice Golems are created to serve in the coldest
  climates. Their icy form provides them with resistance to cold
  and some weapon damage. Their frost breath is not only an
  effective weapon, but will be used by the Golem to repair
  itself, which can also be accomplished by brief exposure to
  heat so long as the surrounding temperature is below freez-
  ing.
  Combat Techniques: Ice Golems attack by using their Icy
  breath or by slashing with their claws or sharp edges. They
  are, of course, particularly susceptible to heat.
  PAPER GOLEM
  Val
  Char
  Cost
  -30
  STR
  -40
  20
  DEX
  30
  0
  CON
  -20
  1
  BODY
  -18
  5
  INT
  -5
  0
  EGO
  -0
  5
  PRE
  -5
  10
  COM
  0
  0
  PD
  0
  0
  ED
  0
  5
  SPD
  20
  0
  REC
  0
  0
  END
  0
  0
  STUN
  -0
  Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  END
  60
  Takes no STUN. Takes only BODY (Automaton)
  53
  Shrinking (40 pts), Persistent, Always On (-8 to
  others’ Sight Perception, +12" KB)
  9
  Superleap +6" (6" forward, 3" up), 0 END
  60
  75% Resistant Physical Damage Reduction
  2
  1 pip HKA, only vs exposed flesh (-1),
  heals after 1 minute (-1)
  30
  6d6 STUN Drain (recovers 5/hour),
  Gradual Effect (1 minute), only if HKA does
  BODY (-1⁄2), 4 Charges – poison
  7
  2d6 RKA, No Range, Gradual Effect (1 minute),
  only if HKA does BODY (-1⁄2), 4 Charges,
  Linked to STUN Drain – poison
  15
  Concealment 16-
  10
  +2 w/ H-to-H combat
  6
  +3 w/ Roll with Punch
  0
  ES: Climbing 8-
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  20
  Berserk when master gives order contrary to
  initial programming (Uncommon) 11-, 8-
  104
  Creature Bonus
  OCV: 7; DCV: 15; ECV: 0;Phases: 3, 5, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -38
  +
  252
  =
  214 =
  139
  +
  75
  Appearance: Paper Golems look like small human shaped
  figures formed of folded paper (origami). When crouched
  down and immobile they are indistinguishable from crumpled
  paper. When active they are little men a few inches tall which
  leap around constantly to avoid destruction.
  Ecology: Paper Golems are created by mages, who often
  use several at a time, to protect their laboratories or work-
  rooms from intruders. The Golem also makes an ideal
  means of assassination.
  Combat Techniques: Though absolutely incapable of caus-
  ing direct physical damage, the sharp edges of a Paper
  Golem are coated with a fast acting poison which quickly
  renders the target unconscious but is seldom fatal. This
  poison can vary from a simple paralyzer (DEX or SPD Drain)
  to an intensely deadly venom (+2d6 RKA).
  
  HERO Bestiary
  67
  STONE GOLEM
  Val
  Char
  Cost
  35†
  STR
  0
  15
  DEX
  15
  0
  CON
  -20
  14
  BODY
  8
  5
  INT
  -5
  20
  EGO
  -0
  35
  PRE
  25
  10
  COM
  0
  7†
  PD
  0
  5†
  ED
  0
  3
  SPD
  5
  † Bonuses for Density Increase
  0
  REC
  -4
   already figured in.
  0
  END
  0
  0
  STUN
  -0
  * Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  END
  60
  Takes no STUN. Takes only BODY (Automaton)
  37
  Density Increase (25 pts), Persistent,
  Always On (3.2 ton, -5 KB)
  17
  0 END w/ STR
  6
  0 END w/ Running
  28
  9d6 Suppress DEX, Area Effect (9" Radius),
  only for Suppressing CV (-3⁄4), No Range (-1⁄2),
  stopped by walls (-1⁄2), not vs deafness or
  ear protection (-1⁄2) – teeth gnashing
  9
  40
  Darkness to Sound (10" Radius),
  No Range (-1⁄2), stopped by walls (-1⁄2),
  Linked to Suppress – teeth gnashing
  10
  13
  END Reserve, 80 END, Recovers 14/5 hours,
  (powers Suppress & Darkness)
  6
  Damage Resistance 7 rPD/5 rED
  30
  50% Resistant Physical Damage Reduction
  30
  50% Resistant Energy Damage Reduction
  15
  Life Support (doesn’t breath, eat, sleep, etc.)
  2
  Familiarity w/ Common Melee Weapons
  2
  Familiarity w/ Common Missile Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing 8-
  75+
  Disadvantages
  20
  Berserk when master gives order contrary to
  initial programming (Uncommon) 11-, 8-
  225
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 0; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  24
  +
  296
  =
  320 =
  245
  +
  75
  Appearance: Stone Golems are one of the most common of
  the Golems. Their stone bodies can be carved of anything
  from sandstone to granite. The Stone Golem makes an
  irritating scraping sound when it moves.
  Ecology: The Stone Golem is suitable for many purposes
  because of its power and its resistance to wear. It is used
  mainly as a guardian for castles or mages sanctuaries.
  Combat Techniques: Stone Golems will either use huge
  weapons or smash with their stone fists. When engaging in
  combat, a Stone Golem will gnash its teeth (or some other
  appendages) together causing a loud, unbearable noise.
  This noise prevents any conversation and causes difficulty in
  concentration.
  
  68
  HERO Bestiary
  WOOD GOLEM
  Val
  Char
  Cost
  20*
  STR
  10
  16
  DEX
  18
  0
  CON
  -20
  12*
  BODY
  4
  5
  INT
  -5
  0
  EGO
  -0
  20*
  PRE
  10
  10
  COM
  0
  5
  PD
  1
  3
  ED
  3
  4
  SPD
  14
  0
  REC
  -8
  0
  END
  0
  0
  STUN
  -0
  * Varies for other sizes. See Optional Abilities.
  Cost
  Abilities
  END
  60
  Takes no STUN. Takes only BODY (Automaton)
  10
  0 END w/ STR
  6
  0 END w/ Running
  12
  +4d6 HA – solid arms
  43
  3d6 DEX Drain (recovers 5/minute), Continuous,
  Uncontrolled, Sticky, 4 Charges, not vs oil coated
  targets (-1⁄4) – sap
  24
  2d6 Running Drain (recovers 5/minute), Continuous,
  Uncontrolled, Sticky, 4 Charges, not vs oil coated
  targets (-1⁄4), Linked to DEX Drain – sap
  4
  Damage Resistance 5 rPD/3 rED
  20
  50% Resistant Physical Damage Reduction,
  only vs blunt weapons (-1)
  7
  25% Resistant Physical Damage Reduction,
  only vs sharp weapons (-1)
  2
  Familiarity w/ Common Melee Weapons
  2
  Familiarity w/ Common Missile Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing 8-
  75+
  Disadvantages
  20
  Berserk when master gives order contrary to
  initial programming (Uncommon) 11-, 8-
  20
  2x BODY from fire (burns for 2 Phases)
  112
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 0; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  27
  +
  200
  =
  227 =
  152
  +
  75
  Appearance: Wood Golems are also a very common type of
  Golem. They resemble statues carved of green wood which
  can be of various types.
  Ecology: Wood Golems are often used by rangers and
  woodsmen as guards or servants. The innate strength of the
  Wood Golem makes it suitable for a wide variety of tasks.
  Over a long period of time, however, Wood Golems are
  susceptible to insects and the effects of weather.
  Combat Techniques: Wood Golems are able to use most
  weapons or their massive arms in combat. Wood Golems
  also have the ability to spit a gout of concentrated tree sap
  at their opponents, slowing it and spreading to anyone who
  touches it. This sap doesn’t work on items or persons which
  have been coated with oil. It can be removed by soaking in
  hot water for several minutes or in alcohol for a few Turns.
  GREMLIN
  Val
  Char
  Cost
  10
  STR
  0
  18
  DEX
  24
  13
  CON
  6
  4
  BODY
  -12
  18
  INT
  8
  18
  EGO
  16
  10
  PRE
  0
  10
  COM
  0
  4
  PD
  2
  4
  ED
  1
  4
  SPD
  12
  7
  REC
  4
  40
  END
  7
  20
  STUN
  4
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
  (-6 to others’ Sight Perception, +9" KB)
  18
  Life Support (Immune to Disease,
  Doesn’t Eat, Sleep, or Breath)
  20
  Invisibility to normal sight, w/ Fringe
  10
  Clinging
  5
  Ultraviolet Vision
  5, 3
  Climbing 14-;   Computer Programming 13-
  11, 17
  Concealment 17-;   Electronics 18-
  13, 3
  Inventor 18-;   Lockpicking 13-
  17, 4
  Mechanics 18-;   PS: Mechanic or Electrician 13-
  4
  Sciences: Aerodynamics, Metallurgy 11- (each)
  3
  Security Systems 13-
  3
  Systems Operation 13-
  6
  Transport Familiarity w/ Ground, Air, Water Vehicles
  9
  Weaponsmith (Slugthrowers) 14-
  0
  ES: Combat Driving, Combat Piloting, Conversation,
  Deduction, Demolitions, Navigation 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Psych. Limitation: Can’t  resist mechanical devices
  (Common, Strong)
  15
  Psych. Limitation: Mischievous (Common, Strong)
  20
  Psych. Limitation: Moody & Stubborn
  (Very Common, Strong)
  10
  Reputation 11-
  10
  2d6 Unluck
  108
  Creature Bonus
  OCV: 6; DCV: 12*; ECV: 6; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  72
  +
  196
  =
  268 =
  193
  +
  75
  Appearance: Gremlins resemble tiny, pinch-faced elves
  with pointy ears and dirty faces. They usually wear dark,
  greasy coveralls or jumpsuits with pockets full of tools.
  Ecology: Some believe that Gremlins are descended from
  sylvan creatures. They live in colonies of 10-100 in places
  where mechanical things are often built or repaired such as
  tinker’s shops, garages, factories, and airplane hangers.
  They also enjoy travelling in vehicles such as cars, trains and
  planes. In less technologically advanced areas they frequent
  blacksmith’s shops and armories. Here they spend all their
  time tinkering with mechanical things.
  
  HERO Bestiary
  69
  Motivations: Gremlins are obsessed with all things me-
  chanical and can’t resist taking them apart and reassembling
  them (with various degrees of success). They also consider
  broken machines a challenge and can seldom leave them
  alone. They are moody little creature, happily tinkering one
  minute and offended the next. This causes them to retaliate
  against the offender through his mechanical possessions
  which begin to malfunction frequently. Gremlins as a race
  are somewhat bitter because they have never been given
  credit for the many inventions which they have helped
  discover.
  Combat Techniques: Gremlins engage in guerilla combat,
  sabotaging their foes’ equipment, causing it to malfunction or
  even become dangerous to their user.
  Other Names: Gremlins are often synonymous for their
  work which is often known as “Gremlin Effect” (GE).
  Rumors: It is said that Gremlins taught man how to forge
  steel and the dwarves how to smith.
  Ecology: Gorgons are horrible, pathetic creatures who were
  once women of such beauty that they were transformed by
  jealous gods. Secluded places such as abandoned ruins,
  deserted islands, and isolated woodland huts are the typical
  habitats of Gorgons. A Gorgon is forced to hunt game by
  aiming her bow at the target without making direct visual
  contact and must forage for berries and edible plants with her
  eyes closed as her gaze would turn the food to stone.
  Motivations: The viscous, hateful nature of Gorgons moves
  them to destroy anyone they meet.
  Combat Techniques: Gorgons use swords and bows, but
  their most formidable weapon is their gaze which will turn
  anything they gaze at to stone. This power is so potent that
  it will persist even if the Gorgon’s head is cut from its body.
  Other Names: Medusa, though this was the name of a
  specific Gorgon as is Stheno and Euryale.
  Rumors: Gorgons have wings on their backs, hidden be-
  neath their clothing, and are able to fly. Legend has it that a
  lock of Gorgon “hair” is proof against the evil eye.
  GORGON
  Val
  Char
  Cost
  18
  STR
  8
  15
  DEX
  15
  22
  CON
  24
  12
  BODY
  4
  13
  INT
  3
  14
  EGO
  8
  13
  PRE
  3
  2
  COM
  -4
  6
  PD
  2
  5
  ED
  1
  4
  SPD
  15
  10
  REC
  4
  44
  END
  0
  44
  STUN
  12
  Cost
  Abilities
  END
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – claws
  1
  3
  +2 PD Armor
  53
  8d6 Major Transformation (to stone), All or Nothing,
  Persistent, Always On, Requires PER Roll,
  OIF (head), target must make eye contact (-1),
  only living things (and their possessions)(-1⁄2),
  not via reflective surfaces (-1⁄2)
  3, 2
  Concealment 12-;   KS: Misc. 11-
  2, 3
  PS: Misc. 11-;   Stealth 12-
  3, 3
  +1 w/ swords;   +1 w/ bows
  6
  Familiarity w/ Common Melee & Missile Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Concealable, Extreme Reaction)
  20
  Psych. Limitation: Seclusive (Very Common, Strong)
  20
  Reputation (Extreme) 14-
  15
  Hatred of all other races (Common, Strong)
  41
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 5; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  95
  +
  96
  =
  191 =
  116
  +
  75
  Appearance: Gorgons have the bodies of women with
  greenish faces and protruding teeth. Instead of hair the tops
  of their heads are covered by hundreds of writhing snakes
  which seem to serve no other purpose other than to add to
  its ghastly appearance. They wear a variety of clothes which
  they apparently make themselves since they do not trade.
  Gorgons usually speak the Local Common language.
  
  70
  HERO Bestiary
  GRYPHON
  Val
  Char
  Cost
  25*
  STR
  10
  23
  DEX
  39
  20
  CON
  20
  16*
  BODY
  10
  8
  INT
  -2
  10
  EGO
  0
  25
  PRE
  15
  18
  COM
  4
  12
  PD
  8
  10
  ED
  6
  4
  SPD
  7
  10
  REC
  4
  40
  END
  0
  40*
  STUN
  4
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (200 KG, -1" KB)
  15
  1d6 HKA – bite
  1
  32
  21⁄2d6 HKA, reduced penetration (-1⁄4) – claws
  4
  9
  +3 PD, +3 ED Armor
  16
  Running +8" (14" total)
  1/5"
  13
  Flight 10", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  6
  +3 to Sight Perception (14-)
  4
  +2 to Hearing Perception (13-)
  3
  Stealth 14-
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Deduction 8- (each)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  20
  Reputation (Extreme) 14-
  113
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  125
  +
  118
  =
  243 =
  168
  +
  75
  Appearance: Gryphons are very large creatures with the
  bodies of lions, the head, wings and forelegs of eagles, and
  pointed ears like those of a dog. Its head, breast, and wings
  growing from its shoulders are covered with feathers; the
  rest of its body is covered with feline fur. Coloration varies
  between species, from a rather drab tawny body with brown
  feathers to white, gold, or cream flecked with pastel colors.
  Ecology: Gryphons were originally believed to inhabit arid
  craggy regions though reports have it that they have adapted
  into other climes. They build nests in secluded areas much
  like birds, but it is not known if they lay eggs like birds or give
  live birth like mammals. Gryphons are often encountered
  singly, or in mated pairs, sometimes with 1-3 young. They
  hunt farmlands and mountainous herding areas for sheep
  and smaller animals.
  Motivations: Normal animal motivations.
  Combat Techniques: Gryphons attack by swooping down
  upon and raking opponents with razor-sharp claws. If ham-
  pered or unable to fly, they will attack by biting and clawing
  their foe. Groups of gryphons use intricate flight patterns to
  confuse their prey in order to concentrate on one opponent
  at a time.
  Other Names: Godsteeds.
  Rumors: Huge, perfect specimens of gryphons are said to
  serve gods by pulling their chariots. Other rumors depict
  gryphons as punishers of greedy humans. They inhabit
  areas strewn with precious stones used to lure the greedy to
  the gryphon’s lair where they are torn to pieces, though it is
  said that a few have escaped.
  
  HERO Bestiary
  71
  HARPY
  Val
  Char
  Cost
  13
  STR
  3
  15
  DEX
  15
  15
  CON
  10
  12
  BODY
  4
  8
  INT
  -2
  10
  EGO
  0
  15
  PRE
  5
  2
  COM
  -4
  8
  PD
  5
  4
  ED
  1
  4
  SPD
  15
  6
  REC
  0
  30
  END
  0
  27
  STUN
  0
  Cost
  Abilities
  END
  24
  2d6 HKA, reduced penetration (-1⁄4) – talons
  3
  4
  +2d6 HA, OIF – wing buffet
  1
  6
  +10 PRE, create fear only (-1⁄2),
  only while attacking (-1⁄4)
  13
  Flight 10", OIF – wings
  1/5"
  2
  +2 to Sight Perception (12-)
  1
  Lang: Local Common (Basic Conversation)
  3
  Stealth 12-
  3
  +1 w/ Move Through, Move By & Grab
  0
  ES: Breakfall, Climbing, Conversation,
  Deduction 8- (each)
  -8
  -4" Running (2" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  25
  Berserk at anything 11-, 11-
  20
  Reputation (Extreme) 14-
  -57
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  52
  +
  46
  =
  98
  =
  23
  +
  75
  Appearance: A Harpy is the unwholesome fusion of the
  head, arms and breasts of a wretched human female with the
  body of a huge, filthy bird. A harpy’s physical condition is
  frightfully unhealthy. Its hair is a befouled tangle; its face
  smeared with refuse and the remains of its last feed; and its
  huge oily feathers are in a constant state of moult. A harpy’s
  inhuman scream and its offensive reek follow in its wake
  wherever it goes.
  Ecology: Harpies prefer to nest in high treetops or rocky
  crags within easy flight of inhabited areas, or near well-
  traveled roads from where humans can be easily plucked.
  Harpies avoid heavily populated areas where numbers could
  mean an organized threat to them. Several Harpies may nest
  in the same area, though this often leads to squabbles and
  scavenging. Harpies are omnivorous but prefer meat. Little
  restriction is placed on the food’s condition, though fresh
  human flesh is thought to be a Harpy’s meal of choice.
  Though somewhat intelligent, Harpies are psychotic by
  nature, preventing them from caring much about their gen-
  eral condition. Consequently, Harpies die most often from
  infection and food poisoning.
  Motivations: Harpies are unreasoning, antagonistic, and
  violently argumentative. Humanoids, especially humans,
  are a Harpy’s favorite target for abuse. Harpies hoard items
  with no particular interest in their value; knives, bones,
  jewels, feces, etc. are all common in a harpy cache. A
  Harpy’s one satisfaction in life seems to be wreaking havoc
  and assaulting the random unfortunates who cross its path.
  Combat Techniques: The Harpy’s preferred method of
  attack is to swoop upon an unsuspecting ground-bound
  victim, using its terrible screech to freeze the target (PRE
  Attack) and snatch its foe into the air (Move By) to some
  terrific height. Once in the air, a victim may look forward to
  being scratched by talons or plummeting to certain death. If
  a Harpy is confined and cannot take to the air it will attempt
  to buffet opponents with its huge wings and close in with its
  teeth and claws or even some crude weapon. Wounds
  inflicted by a harpy often become infected.
  Other Names: Winged Hags, Feathered Torments.
  Rumors: Stories tell of beautiful Harpies called sirens that
  live on islands and lure ships with sweet, haunting melodies.
  
  72
  HERO Bestiary
  HELL HOUND
  Val
  Char
  Cost
  15
  STR
  5
  18
  DEX
  24
  15
  CON
  10
  12
  BODY
  4
  8
  INT
  -2
  8
  EGO
  -4
  18
  PRE
  8
  6
  COM
  -2
  5
  PD
  2
  8
  ED
  5
  4
  SPD
  12
  7
  REC
  2
  30
  END
  0
  30
  STUN
  2
  Cost
  Abilities
  END
  15
  1d6 HKA – bite
  1
  10
  1⁄2d6 HKA – claw
  1
  22
  3d6 Energy Blast, NND (Immune to heat),
  Cone Area Effect (6"), No Range,
  Reduced by Range, Takes full Phase – breath
  4
  3
  +1 PD, +1 ED Armor
  2
  Running +1" (7" total)
  1/5"
  10, 5
  Tracking Scent;   Discriminatory Smell
  5, 3
  Infrared Vision;   +1 to all Perceptions (12-)
  10, 0
  +2 w/ H-to-H combat;   ES: Climbing 8-
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  Dist. Features: Aura of evil (Not Conc., Major Reaction)
  10
  2x BODY from holy weapons (Uncommon)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Phys. Limit.: blocked by pentagrams (Infrequent, Fully)
  15
  Psych. Limit.: Fear of holy symbols (Uncommon, Total)
  -49
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  66
  +
  85
  =
  151 =
  76
  +
  75
  Appearance: Hell Hounds are huge, demonic dogs the size
  of men. Like Demon Steeds, they are impenetrably black
  with glowing eyes and mouths.
  Ecology: Demons employ Hell Hounds as guards, as inde-
  pendent implements of destruction, or, in numbers, as part
  of their personal protection. Like demon steeds, Hell hounds
  are created from the souls of dogs who have done evil or
  went insane in their former lives. They are found in abun-
  dance in Hell and are usually encountered in our world as
  emissaries of demonic evil, spreading death and destruction
  under the guise of normal dogs.
  Motivations: Hell Hounds retain some innate instinct to
  survive. Beyond this they are compelled to do evil deeds and
  usually share the same goals as their masters.
  Combat Techniques: Hell Hounds attack viciously with bite
  and claw and are able to spray a wide stream of flame.
  Other Names: Devil Dog
  Rumors: Hell Hounds are not only employed by demons but
  also by evil deities of other pathos.
  HIPPOCAMPUS
  Val
  Char
  Cost
  20*
  STR
  0
  14
  DEX
  15
  23
  CON
  26
  15*
  BODY
  6
  8
  INT
  -2
  13
  EGO
  6
  15
  PRE
  5
  10
  COM
  0
  8
  PD
  6
  6
  ED
  1
  3
  SPD
  6
  9
  REC
  4
  46
  END
  0
  36*
  STUN
  2
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400KG, +1 to others’ Sight Perception, -2" KB)
  5
  1 pip HKA – bite
  9
  +3d6 HA – kick/tail lash
  1
  3
  +1 PD, +1 ED Armor
  2
  +2 PD, +2 ED Armor, Activation 8-,
  or only covers areas 13-18 (-2) – scales
  5
  Life Support (Breath Underwater)
  7
  Swimming +7" (9" total)
  1/5"
  6, -12
  +2 to all Perceptions (13-);   -6" Running (0" total)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Distinctive Features (Not Concealable)
  5
  Reputation 8-
  15
  2d6/Turn when out of water (Uncommon)
  10
  Psych. Limit.: Fear of flashes of bright light (Unc., Str.)
  -22
  Creature Bonus
  OCV: 5; DCV: 4*; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  75
  +
  38
  =
  113 =
  38
  +
  75
  
  HERO Bestiary
  73
  HOMUNCULUS
  Val
  Char
  Cost
  0
  STR
  -10
  14
  DEX
  12
  13
  CON
  6
  7
  BODY
  -6
  10
  INT
  0
  10
  EGO
  0
  10
  PRE
  0
  8
  COM
  -1
  2
  PD
  0
  2
  ED
  -1
  3
  SPD
  6
  5
  REC
  4
  26
  END
  0
  24
  STUN
  10
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  6
  +2 to all Perceptions (13-)
  3
  Climbing 12-
  3
  Concealment 11-
  2
  Familiarity w/ Common Melee Weapons
  -6
  -3" Running (3" total)
  -1
  -1" Swimming (1" total)
  0
  ES: Conversation, Deduction 8- (each)
  Cost
  Optional Abilities
  END
  13
  Flight 10", OIF – wings
  1/5"
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – claws
  1
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  1
  Creature Bonus
  OCV: 5; DCV: 9*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  20
  +
  34
  =
  54
  =
  21
  +
  75
  Appearance: Homunculi (plural) look like 12" tall, gnarled
  humans. Skin color often varies from normal flesh color to
  black. They run naked unless they can produce or are given
  some type of clothing. Homunculus are usually made to
  speak a specific language or speak the language of their
  creator.
  Ecology: Homunculi are the magical creations of mages or
  alchemists and are painstakingly produced to act as ser-
  vants or spies. A lone Homunculus will almost always be
  under the control of its maker since only a fool would create
  a Homunculus without first making sure he can control it.
  Such creations strive to destroy their makers and thus
  assure their continued freedom.
  Motivations: The motivation of a Homunculus is usually that
  of its creator.
  Combat Techniques: A few Homunculi have sharp, sting-
  ing claws but most are helpless unless trained to use
  diminutive weapons.
  Rumors: Mad sages claim that Homunculi are not created
  but actually summoned from a magical realm, and they will
  some day rise up and take over this world.
  Appearance: Hippocampi are marine mammals with the
  upper portions of a horse and the lower body of a great fish.
  The upper body is covered with short, horselike fur which
  varies in color as normal horses do. The lower portion is
  covered with scales and usually of a complimentary color to
  the upper body. The hooves of the front legs are usually
  webbed in the middle.
  Ecology: Hippocampi live in seas, oceans and large lakes.
  They roam the waters in herds of up to 20 individuals, grazing
  on kelp and other vegetation. Like horses on the land,
  Hippocampi are often captured by mermen and tritons and
  tamed to become fine riding animals.
  Motivations: Hippocampi are intelligent and playful. Unless
  captured and trained, they have normal animal motivations.
  Once captured and trained they are highly loyal and self-
  sacrificing.
  Combat Techniques: Hippocampus usually avoid combat,
  using their great swimming speed to flee potential dangers.
  If cornered or if their young are threatened, they will attack by
  kicking or lashing out with their tails, biting only if the
  opponent is too close.
  Other Names: Sea Horse, Lake Horse, Aughisky
  Rumors: Hippocampi are a gift from the sea god to his
  subjects. The finest of Hippocampus are used to pull the
  god’s chariots.
  
  74
  HERO Bestiary
  HOARDLING
  Val
  Char
  Cost
  15
  STR
  5
  14
  DEX
  12
  13
  CON
  6
  9
  BODY
  -2
  8
  INT
  -2
  8
  EGO
  -4
  15
  PRE
  5
  2
  COM
  -4
  5
  PD
  2
  4
  ED
  1
  3
  SPD
  6
  6
  REC
  0
  26
  END
  0
  25
  STUN
  1
  Cost
  Abilities
  END
  15
  1d6 HKA – stinger
  1
  36
  3d6 Drain STUN (recovers 5/5 minutes), NND
  (appropriate Immunity, alien metabolism, or anti-
  venom, +2), Persistent, Gradual Effect (5 minutes),
  only if sting does BODY damage (-1⁄2), only affects
  living things (-1⁄2), 12 Charges – venom
  12
  +4 PD, +4 ED Armor
  10
  25% Resistant Physical Damage Reduction, not vs
  silver or magic (-1⁄2)
  10
  25% Resistant Energy Damage Reduction, only vs
  heat & cold (-1⁄2)
  6
  Life Support (Immune to disease & aging)
  14
  Flight 8", x2 noncombat (32"), OIF – wings
  1/5"
  5, 3
  Breakfall 13-;  Stealth 12-
  2
  Familiarity w/ Common Melee Weapons
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  10
  2x BODY from holy weapons (Uncommon)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  20
  Dist. Features: Aura of evil (Not Conc., Major Reaction)
  15
  Physical Limit.: blocked by pentagrams (Infreq., Fully)
  15
  Psych. Limit.: must obey those who invoke true name
  (Uncommon, Total)
  15
  Psych. Limit.: Malicious (Very Common)
  15
  Psych. Limit.: Fear of holy symbols (Uncommon, Total)
  -76
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  26
  +
  113
  =
  139 =
  64
  +
  75
  Appearance: Hoardlings are skeletal figures with red, chiti-
  nous skin stretched tightly over their bones. Bat-like wings
  sprout from their shoulders and at the base of their spines
  grow stinger-tipped tails like those of scorpions. They are
  usually encountered carrying weapons.
  Ecology: Hoardlings make up the bulk of the “working class”
  demons in hell. Their purpose in life is to carry out the menial
  tasks set them by the various demon lords. They also make
  up the majority of most demon fighting forces. More wily and
  capable Hoardlings advance through the demonic ranks,
  sometimes (rarely) even to become minor demon lords.
  Motivations: The underling of a demon lord who does not
  follow commands does not exist for long. This is not to say
  that all Hoardlings are loyal, but those who are discovered to
  be too conniving are instantly destroyed.
  Combat Techniques: Hoardlings are not graceful  fighters.
  Their standard technique is to hack away with their weapon
  or strike with their stinger until their foe falls.
  Other Names: Underling, Low Demon
  Rumors: Hoardlings who aspire to be demon lords are often
  willing to make deals with mortals whom they might take
  advantage of.
  HYDRA
  Val
  Char
  Cost
  55*
  STR
  15
  18
  DEX
  24
  35
  CON
  50
  38*
  BODY
  44
  8
  INT
  -2
  11
  EGO
  2
  35
  PRE
  25
  4
  COM
  -3
  15
  PD
  10
  15
  ED
  8
  3
  SPD
  2
  12
  REC
  0
  70
  END
  0
  70*
  STUN
  1
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  20
  11⁄2d6 HKA, reduced penetration (-1⁄4) – bites
  6
  16
  +4 SPD, only to bite (-11⁄2)
  15
  1d6 HKA – claw
  1
  9
  +3d6 HA – tail
  1
  21
  +7 PD, +7 ED Armor
  5
  Extra Limbs – multiple heads & tail
  4
  Running +2" (8" total)
  1/5"
  5, 10
  Ultraviolet Vision;   360° Vision, OIF (heads)
  3, 5
  +1 to all Perceptions (12-);   Defensive Maneuver
  3, 10
  Lightsleep;   +2 w/ H-to-H combat
  0
  ES: Climbing, Deduction 8- (each)
  Cost
  Optional Abilities
  END
  48
  2d6 Energy RKA, Area Effect (Any),
  Reduced by Range – breath
  6
  4
  END Reserve (30 pts), Recovers 2/hour
  30
  75%Resistant Energy Damage Reduction,
  only vs own breath type (-1)
  14
  Flight 10", OIF (wings)
  1/5"
  3
  Extra Limbs (2 heads), only if a head is cut off (-1⁄2)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Dist. Features (Not Concealable, Extreme Reaction)
  15
  Psych. Limit.: Likes shiny objects (Common, Strong)
  15
  Reputation (Extreme) 11-
  197
  Creature Bonus
  OCV: 6; DCV: 2*; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  176
  +
  166
  =
  342 =
  267
  +
  75
  
  HERO Bestiary
  75
  Appearance: Hydras look like lesser dragons without wings
  and having 6 heads. Coloring is also similar with the occa-
  sional brightly colored individuals.
  Ecology: Hydras seem to prefer dryer, less hospitable
  regions than other dragons. They usually make their lairs in
  caves but a few have been known to build their own dwellings
  out of loosely piled stones. Some believe, however, that this
  is only a temporary structure to conceal the Hydra’s hoard
  until a suitable abode can be found. Hydras are extremely
  unfriendly with their own kind and will only be found in pairs
  during the brief mating season every 5-10 years. Once
  mated, the male and female separate again, sometimes
  attacking each other. The female lays a clutch of 1-4 eggs
  producing 1-2 young which are immediately abandoned by
  the female to fend for themselves.
  Motivations: Hydra are extremely hostile to all other crea-
  tures, often attacking on sight. Though very clever, they have
  only simple animal motivations and a fondness for shiny
  objects.
  Combat Techniques: Hydras attack by lashing out with
  their multiple heads, biting their foes. They may also strike
  their foe with their whiplike tail.
  Other Names: Pyrohydra (fire breathing), Cryohydra (frost
  breathing)
  Rumors: Many cases have been reported of Hydras that
  have breath weapons like their dragon cousins, such as fire
  breath and frost breath.
  IMP
  Val
  Char
  Cost
  10
  STR
  0
  18
  DEX
  24
  15
  CON
  10
  9
  BODY
  -2
  11
  INT
  1
  8
  EGO
  -4
  10
  PRE
  0
  8
  COM
  -1
  2
  PD
  0
  3
  ED
  0
  4
  SPD
  12
  6
  REC
  1
  30
  END
  0
  22
  STUN
  0
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  10
  1⁄2d6 HKA – bite
  1
  5
  1 pip HKA – claw
  21
  6d6 Suppress STUN, NND (Immune to disease),
  Persistent, No Range, only if claws do damage (-1⁄2),
  Gradual Effect (1 Minute), 4 Charge, ends after 6
  hours sleep (-1⁄4) – venom
  7
  2d6 Suppress INT, NND (Immune to disease),
  Persistent, No Range, only if claws do damage (-1⁄2),
  Gradual Effect (1 Turn), 4 Charge, Linked to 6d6
  Suppress, ends after 6 hours sleep (-1⁄4) – venom
  5
  Extra Limb – tail
  11
  Flight 8", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  3
  Concealment 11-
  3
  Shadowing 11-
  5
  +1 w/ H-to-H combat
  0
  ES: Breakfall, Climbing, Conversation, Deduction 8-
  (each)
  75+
  Disadvantages
  10
  2x BODY from holy weapons (Uncommon)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  15
  Distinctive Features: Aura of evil (Concealable,
  Major Reaction)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Total)
  10
  Psych. Limitation: Cowardly (Common)
  -61
  Creature Bonus
  OCV: 6; DCV: 8*; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  41
  +
  88
  =
  129 =
  54
  +
  75
  Appearance: Imps are small, demonic creatures that range
  in size from 1-2 feet tall and come in a variety of descriptions.
  Some are fat with bulbous noses and short horns. Others are
  frail and skeletal, resembling a large red bat.
  Ecology: Imps are one of the lowest underlings of Hell. They
  perform the most menial of tasks, often serving as entertain-
  ing diversions for demon lords, much like pets. Since they
  
  76
  HERO Bestiary
  are conniving, and demon lords are easily angered, Imps do
  not exist for very long and none has ever advanced in the
  demonic ranks.
  Motivations: Serve the master... or else. Few Imps have
  any hidden agenda of their own.
  Combat Techniques: Imps are craven, cowardly fighters,
  attacking only if they have considerable advantage or sur-
  prise. Normal attack is with venomous, infected claws which
  inflict a fast acting disease much like anthrax. The Imp
  slashes with his claws and then flees to a safe distance to
  watch for the venom to take effect. They then hesitantly
  approach to finish off the victim. Close combat, where there
  is no room to flee is usually done by biting.
  Other Names: Gremlin
  Rumors: Imps are merely powerful homonculi created by
  demons.
  GIANT INSECTS — NON-FLYING
  Val
  Char
  Cost
  30*
  STR
  5
  15
  DEX
  15
  20
  CON
  20
  16*
  BODY
  6
  2
  INT
  -8
  5
  EGO
  -10
  25
  PRE
  15
  2
  COM
  -4
  6
  PD
  3
  4
  ED
  0
  3†
  SPD
  5
  9
  REC
  4
  * Bonuses for Growth already figured in.
  40
  END
  0
  34*
  STUN
  0
  † +1 SPD for Scorpions & Spiders.
  Cost
  Abilities
  END
  20
  Growth (15 pts.), 0 END, Persistent, Always On, (800
  KG, +2 to others’ Sight Perception, -3” KB, +1”
  Reach)
  24
  +8 PD, +8 ED Armor
  5
  Extra Limbs
  4
  Running +2" (8" total)
  4
  +2 Hearing Perception (11-)
  8
  +4 Smell Perception (13-)
  -2
  -2" Swimming (0" total)
  0
  ES: Climbing 8-
  Cost
  Additional Abilities (Ant)
  END
  12
  1d6 HKA, reduced penetration (-1⁄4) – mandibles
  1
  37
  5d6 STUN Drain (Recover 5/hour), Persistent,
  Gradual Effect (5 minutes), only if mandibles do
  BODY damage (-1⁄2), 6 Charges – venom
  10
  Clinging, normal STR
  10
  Tunneling 2" (2 DEF)
  1/5"
  Cost
  Additional Abilities (Beetle)
  END
  20
  11⁄2d6 HKA – mandibles
  2
  12
  +4 PD, +4 ED Armor (additional)
  4
  Running +2" (10" total)
  1/5"
  7
  Climbing 14-
  Cost
  Additional Abilities (Scorpion)
  END
  10
  +1 SPD
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – pincers
  1
  5
  1⁄2d6 HKA, OAF – tail stinger
  1
  40
  3d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Minutes), No Range,
  only if stings do BODY damage (-1⁄2), only affects
  living things (-1⁄2), 8 Charges – venom
  4
  Running +2" (10" total)
  1/5"
  10
  +2 w/ H-to-H combat
  Cost
  Additional Abilities (Spider)
  END
  10
  +1 SPD
  10
  1⁄2d6 HKA, bite
  26
  2d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Minutes), No Range,
  only if stings do BODY damage (-1⁄2), only affects
  living things (-1⁄2), 8 Charges – venom
  40
  4d6 Entangle (4 DEF), Sticky,
  Takes full Phase – webbing
  4
  18
  3d6 Entangle (3 DEF), Sticky, Area Effect
  (28 hexes), Independent, takes 30 minute
  (5 minute Limitation level) – web
  9
  13
  Clinging +9 STR (39 STR total)
  2
  Running +1" (9" total)
  1/5"
  5
  +1 w/ H-to-H combat
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  25
  Dist. Features (Not Concealable, Extreme Reaction)
  58
  Creature Bonus, Ant Only
  32
  Creature Bonus, Beetle Only
  66
  Creature Bonus, Scorpion Only
  113
  Creature Bonus, Spider Only
  OCV:5; DCV: 3*; ECV: 2; Phases: 4, 8, 12 †
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  Ant
  51
  +
  132
  =
  183 =
  108
  +
  75
  Beetle
  51
  +
  106
  =
  157 =
  82
  +
  75
  Scorpion
  61
  +
  130
  =
  191 =
  116
  +
  75
  Spider
  61
  +
  177
  =
  238 =
  163
  +
  75
  
  HERO Bestiary
  77
  Appearance: Giant insects look like common insects,
  except. that they are very large, sometimes larger than
  humans.
  Ecology: It is not known whether Giant Insects are the
  product of bizarre mutations, or if they occur naturally. They
  can be found almost anywhere, usually in the same areas as
  their smaller counterparts. Ants and bees are encountered in
  groups of 20-100. Giant Spiders, beetles, and scorpions, are
  usually solitary.
  Motivations: Normal animal motivations.
  Combat Technique: Giant insects fight as do their miniscule
  counterparts, with as little subtlety as possible. Giant Spiders
  often spin huge, sticky webs in treetops and caves. Bees will
  swarm around a victim and sting it to death. Ants, on the other
  hand, march in straight lines or in waves, swarming over and
  literally devouring everything in their path. Beetles and
  scorpions both attack by charging and biting/stinging their
  foes.
  Rumors: Some giant insects are larger than a house and
  can swallow cattle whole.
  GIANT INSECTS — BEES & WASPS
  Val
  Char
  Cost
  10
  STR
  0
  15
  DEX
  15
  20
  CON
  20
  8
  BODY
  -4
  2
  INT
  -8
  5
  EGO
  -10
  25
  PRE
  15
  2
  COM
  -4
  4
  PD
  2
  4
  ED
  0
  3
  SPD
  5
  8
  REC
  4
  40
  END
  0
  28
  STUN
  5
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (+2 DCV, -2 to others’ Sight Perception, +3" KB)
  5
  1 pip HKA – stinger
  48
  7d6 STUN Drain (Returns 5/hour), Persistent,
  Gradual Effect (1 minute), only if stinger does
  BODY damage (-1⁄2), 2 Charges – venom
  3
  +4 PD, +4 ED Armor
  5
  Extra Limbs
  18
  11" Flight, 1⁄2 END, OIF – wings
  1/10"
  4,
  +2 Hearing Perception (11-)
  8, -2
  +4 Smell Perception (13-);   -2" Swimming (0" total)
  -4, 0
  -2" Running (4" total);   ES: Climbing 8-
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  13
  Creature Bonus
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  40
  +
  98
  =
  138 =
  63
  +
  75
  
  78
  HERO Bestiary
  Motivations: Kelpie enjoy sporting with passing riders.
  When not in search of prey they will “play” violently with riders
  while in their humanoid form and offer a kind of gamble to
  passersby while in their equine form. If the rider is smart
  enough to replace the Kelpie’s bridle with one of his own, the
  Kelpie will serve for a time as a willing steed.
  Combat Techniques: In its humanoid form the Kelpie waits,
  hidden in the water or nearby cover, for a passing rider. It
  then leaps onto the horse’s back and grabs the rider,
  crushing him while his animal bolts wildly. Once the victim is
  unconscious it is taken underwater for consumption. In its
  natural form the Kelpie waits for an unsuspecting rider to
  mount it. If the Kelpie’s bridle is not removed, its magic
  prevents the rider from leaping from its back as the Kelpie
  plunges into the water and swims to its underwater lair while
  its prey dies on its back. Bits of a Kelpie’s victim are often
  found floating at the waters edge giving indication of its lair’s
  potential whereabouts.
  Other Names: Water Horse, Ech-Ushkya.
  Rumors: During storms Kelpies are invisible and can only
  be detected by their hoof prints in the water.
  KNOCKER
  Val
  Char
  Cost
  14
  STR
  4
  12
  DEX
  6
  18
  CON
  16
  10
  BODY
  0
  10
  INT
  0
  10
  EGO
  0
  10
  PRE
  0
  6
  COM
  -2
  3
  PD
  0
  4
  ED
  0
  3
  SPD
  8
  7
  REC
  0
  36
  END
  0
  28
  STUN
  2
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  5
  Life Support (Breath Underground)
  20
  Invisibility w/ Fringe to Sight Group,
  only underground (-1⁄2)
  3
  10
  N-Ray Vision (not through organic matter),
  only through earth & stone (-1)
  13
  Detect minerals at Range, Discriminatory
  4
  +2 to Detect (13-)
  27
  Tunnelling 5" through 8 DEF, Fills in Behind,
  only through earth & stone (1⁄4)
  1/5"
  3
  Bump of Direction
  3
  Climbing 11-
  7
  Concealment 13-
  7
  Demolitions (Sapping) 13-
  2
  AK: Home Area 11-
  2
  KS: Tunnels & Underground 11-
  4
  KS: Mining/Minerals 13-
  3
  Stealth 11-
  1
  Familiarity w/ Axes, Maces & Picks
  0
  ES: Conversation, Deduction 8- (each)
  KELPIE
  Val
  Char
  Cost
  23*
  STR
  3
  20
  DEX
  30
  18
  CON
  16
  15*
  BODY
  6
  8
  INT
  -2
  10
  EGO
  0
  10
  PRE
  0
  10
  COM
  0
  8
  PD
  5
  5
  ED
  1
  4
  SPD
  10
  10
  REC
  6
  42
  END
  3
  33*
  STUN
  4
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400KG, +1 to others’ Sight Perception, -2" KB)
  5
  1 pip HKA  – bite
  7
  +3d6 HA, reduced penetration (-1⁄4) – kick
  1
  6
  +3 PD, +1 ED Armor
  5
  Life Support (Breath Underwater)
  20
  3d6 Entangle (3 DEF), Takes No Damage,
  0 END, No Range, IAF (bridle), Kelpie takes
  damage done to Entangle (-1)
  0
  10
  Shapeshift (shaggy humanoid)
  1
  16
  Running +8" (14" total)
  1/5"
  4
  Swimming +4" (6" total)
  1/5"
  12
  +3 to Hearing & Smell Perception (14-)
  9
  Concealment 14-
  1
  Transport Familiarity w/ Horses, etc.
  7
  Riding 15-
  3
  Stealth 13-
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Psych. Limitation: Temporary Steed
  (Uncommon, Strong)
  15
  Psych. Limitation: Wails Before Storms
  (Uncommon, Strong)
  10
  Reputation (Extreme) 8-
  80
  Creature Bonus
  OCV: 7; DCV: 6*; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  82
  +
  123
  =
  205 =
  130
  +
  75
  Appearance: A Kelpie in its natural form appears as a
  splendid riding horse wearing a bridle. When it appears in its
  bestial form its is a slouching, shambling, shaggy humanoid
  with a face which is featureless except for staring black eyes.
  Ecology: Kelpie are dark, magical creatures who lie in wait
  along rivers, lakes, and oceans for unsuspecting riders along
  waterside paths. Their natural habitat is deep underwater
  however, and they only come to land for sport or to “hunt”. In
  its horse form the Kelpie wears a magic bridle (whose origin
  is unknown) which traps any unsuspecting rider on the
  Kelpie’s back. The presence of a Kelpie can be detected by
  its habit of wailing before an approaching storm.
  
  HERO Bestiary
  79
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Psych. Limitation: Seclusive (Common, Strong)
  5
  1d6/Minute when not underground (Uncommon)
  5
  Reputation 8-
  57
  Creature Bonus
  OCV: 4; DCV: 8*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  34
  +
  138
  =
  172 =
  97
  +
  75
  Appearance: Knockers stand just over a foot tall, have large
  ears, a flat nose and a short stubble of hair. They are rarely
  seen however since they become invisible while in the
  tunnels of miners. They communicate with each other, and
  with others, by systematically knocking on the surrounding
  stone. Clever miners who work in areas frequented by
  Knockers have learned to understand this tapping language
  through a system they call Knockology (1 pt Language Skill).
  Knockers are not known to engage in “conversation” with
  miners, however, preferring to merely assist them occasion-
  ally.
  Ecology: Knockers may be creatures from the elemental
  plane of earth though they seem to move as comfortably in
  air as they do through the ground (unlike most earth
  elementals). They are absolutely seclusive in their personal
  lives so almost nothing is known of their way of life beyond
  their helpful nature. It can be assumed that they do not eat
  minerals since they often guide miners to rich veins of ore.
  They are considered by the dwarves to be the fairie of the
  underground.
  Motivations: Unknown. They often knock on rock within
  mines to guide miners or to warn of impending collapse.
  Their assistance is sporadic however, perhaps because no
  one has learned the proper way to thank or reward Knockers
  for their help.
  Combat Techniques: Knockers have never been known to
  engage in combat with anyone. They are very familiar with
  mining tools such as picks and axes and could certainly use
  them in more violent ways.
  Other Names: Knacker, Goldfind (dwarven nickname).
  Rumors: A Knocker was once trapped by a greedy mine
  owner who wanted to force him to seek gold in his existing
  mines, but soon after taking the Knocker from the under-
  ground passages it shrivelled, died and turned to gravel.
  Miners now believe that Knockers die when taken to the
  surface.
  LAND SHARK
  Val
  Char
  Cost
  40*
  STR
  0
  12
  DEX
  6
  21
  CON
  22
  20*
  BODY
  8
  4
  INT
  -6
  5
  EGO
  -10
  24
  PRE
  14
  7
  COM
  -2
  12
  PD
  10
  6
  ED
  2
  3
  SPD
  8
  6
  REC
  0
  42
  END
  0
  44*
  STUN
  8
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  60
  2d6 HKA, Armor Piercing, Continuous,
  reduced penetration (-1⁄2) – bite
  7
  9
  +5 PD, +1 ED Armor
  5
  Life Support (Breath Underground)
  56
  Tunnelling 9", 5 DEF, Fills in Behind,1⁄2 END
  1/10"
  16
  N Ray Vision (not through water),
  only through earth & stone (-1⁄4)
  9, 3
  +3 to all Perceptions (13-);   Concealment 10-
  3, 15
  Stealth 11-;   +3 w/ H-to-H combat
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  Always hungry (goes out of way to find food)(Com.,Str.)
  15
  2d6/Turn when not underground (Uncommon)
  10
  1d6/Turn when not moving through ground (Uncom.)
  141
  Creature Bonus
  OCV: 4; DCV: 0*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  60
  +
  216
  =
  276 =
  201
  +
  75
  Appearance: Land Sharks look like huge sharks with skin
  like marble, teeth like iron and eyes like piercing black onyx.
  When first encountered in our world they are seen as a large
  fin slicing through the ground.
  Ecology: Land Sharks come from the Elemental Plane of
  Earth and move through earth and stone as easily as we do
  through air. They come to our world by summoning or
  through rifts between the planes created by magical con-
  flicts. Here they “swim” through the ground attacking villages
  and bursting from the ground to snatch their unlucky prey.
  Like sharks of our world, Land Sharks must remain con-
  stantly moving through the earth, or they will suffocate.
  Motivations: Normal animal motivations.
  Combat Techniques: Land Sharks hear the sound of people
  and animals walking about and swim towards the sound and
  lash up from underground, usually taking the prey by the legs
  and dragging it underground where it is eaten by the Land
  Shark or torn apart by its passage through the earth.
  Rumors: If a Land Shark is detected, its attack can be
  avoided by remaining motionless.
  
  80
  HERO Bestiary
  GIANT LIZARD
  Val
  Char
  Cost
  50*
  STR
  5
  15
  DEX
  15
  33
  CON
  46
  38*
  BODY
  42
  4
  INT
  -6
  5
  EGO
  -10
  30
  PRE
  20
  4
  COM
  -3
  13
  PD
  10
  10
  ED
  3
  4
  SPD
  15
  10
  REC
  0
  66
  END
  0
  63*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  47
  Growth (35 pts), Persistent, Always On, (12,800 KG,
  +4 to others’ Sight Perception, -7 KB, +3" reach)
  20
  11⁄2d6 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, reduced penetration (-1⁄4) – claw
  1
  15
  +6 PD, +4 ED Armor
  8
  Running +4" (10" total)
  1/5"
  4
  +2 Smell Perception (12-)
  0
  ES: Climbing 8-
  Cost
  Optional Abilities
  END
  2
  Swimming +2" (4" total)
  1/5"
  26
  3d6 RKA, NND (appropriate Life Support,
  Immunity, Antidote), Gradual Effect (1 hour),
  No Range, only if bite does BODY (-1⁄4) – venom
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  128
  Creature Bonus
  OCV: 5; DCV: 1*; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  137
  +
  106
  =
  243 =
  168
  +
  75
  Appearance: Giant Lizards grow to lengths over 50 feet long
  and heights up to 15 feet. They are said to resemble a
  number of normal species of lizards. Some resemble wing-
  less dragons.
  Ecology: Giant Lizards live in a variety of areas from Giant
  Water Lizards that live near rivers and oceans to those
  confused with dragons that live in secluded, mountainous
  areas. They are normally encountered singly or in pairs,
  sometimes with 1-6 young. They are omnivorous, eating
  anything from trees and shrubs to rabbits, horses, and even
  small elephants.
  Motivations: Normal animal motivations.
  Combat Techniques: Targets several feet away are lashed
  with the tail. Nearer targets are bitten until they fall down and
  are then raked with a clawed foot. The wounds from a Giant
  Lizard’s claws are rather susceptible to infection.
  Other Names: Land Dragon
  Rumors: Giant Lizards are in fact the immature stage of
  dragons, sprouting wings as they reach maturity.
  
  HERO Bestiary
  81
  Ecology: Wooded plains and forests are homes to manticore.
  Living in small family groups of 2-4 they stalk all other living
  creatures for food. All parts of the prey are eaten, sometimes
  including clothing and some possessions.
  Motivations: Manticore are extremely clever but possess
  little more than animal intelligence. Though they usually hunt
  only for food, they do enjoy dismembering and eating their
  prey. Manticore have little or no concern for possessions so
  seldom is anything of value found in their lairs, and the
  belongings of its victims are left at the sight of the kill.
  Combat Techniques: After the Manticore stalks near its
  prey it looses one or more of its tail spines at its victim. Within
  moments the muscle numbing poison drops the victim, and
  he begins to die. Quickly the Manticore moves in to finish its
  prey off with its claws and bite.
  Other Names: Manticora
  Rumors: Precious gemstones do not pass through a
  manticore’s digestive system and remain inert in a cavity
  near its stomach.
  MANTICORE
  Val
  Char
  Cost
  25*
  STR
  10
  21
  DEX
  33
  22
  CON
  24
  16*
  BODY
  10
  8
  INT
  -2
  8
  EGO
  -4
  25
  PRE
  15
  4
  COM
  -3
  10
  PD
  6
  9
  ED
  5
  4
  SPD
  9
  9
  REC
  2
  44
  END
  0
  40*
  STUN
  3
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (200 KG, -1" KB)
  37
  1d6 HKA, Armor Piercing, Continuous – bite
  4
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  12
  1⁄2d6 RKA, Penetrating, 12 Charges – tail spines
  78
  4d6 DEX Drain (recovers 5/min.), NND (appropriate
  Immunity, alien metabolism, or anti-venom, +2),
  Persistent, only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 12 Charges – venom
  25
  2d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 min.), No Range, only if bite does
  BODY damage (-1⁄2), only affects living things (-1⁄2),
  Linked to DEX Drain, 12 Charges – venom
  3
  +1 PD, +1 ED Armor
  10
  Running +5" (11" total)
  1/5"
  10
  Tracking Scent
  6
  +2 to all Perceptions (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  3
  Climbing 13-
  5
  Concealment 11-
  3
  Stealth 13-
  10
  +2 w/ H-to-H combat
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Reputation (Extreme) 11-
  232
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  108
  +
  229
  =
  337 =
  262
  +
  75
  Appearance: Manticore have the bodies of large lions with
  a scaly, snake-like tail tipped with long, sharp spines. Its face
  is that of a man with a gaping mouth hiding rows of pointed
  teeth.
  
  82
  HERO Bestiary
  MINOTAUR
  Val
  Char
  Cost
  23*
  STR
  3
  18
  DEX
  24
  25
  CON
  30
  15*
  BODY
  6
  10
  INT
  0
  10
  EGO
  0
  20
  PRE
  10
  4
  COM
  -3
  12
  PD
  9
  6
  ED
  1
  3
  SPD
  2
  12
  REC
  8
  50
  END
  0
  41*
  STUN
  6
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400KG, +1 to others’ Sight Perception, -2" KB)
  15
  1d6 HKA – bite
  1
  30
  2d6 HKA, reduced penetration (-1⁄4) – horns
  3
  9
  +4 PD, +2 ED Armor
  9
  +15 PRE, create fear only (-1⁄2),
  only while roaring (-1⁄4)
  8
  Running +4" (10" total)
  1/5"
  5
  Ultraviolet Vision
  10
  Tracking Scent
  8
  +2 to Hearing & Smell Perceptions (13-)
  3
  Stealth 12-
  2
  Familiarity w/ Common Melee Weapons
  10
  +2 w/ H-to-H combat
  6
  +1 w/ Move By & Move Through
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  10
  Psych. Limitation: Short Tempered (Common)
  15
  Reputation (Extreme) 11-
  106
  Creature Bonus
  OCV: 6; DCV: 5*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  98
  +
  128
  =
  226 =
  151
  +
  75
  Appearance: A Minotaur appears as a large, muscular
  humanoid with the head and neck of a bull. Its body is
  covered with thick, coarse hair. Though generally dark in
  coloring (presumably for camouflage), tales speak of blonde
  and even white pelts taken from Minotaurs and sold for high
  prices. A Minotaur’s horns are large and sharp and coveted
  by artisans for decorative carvings and armor. A Minotaur’s
  head differs from ordinary bulls only in the eyes, which gleam
  with human-like cunning, and the mouth, which sports the
  canine teeth of a carnivore.
  Ecology: Minotaurs are generally encountered in long-
  deserted ruins; they appear to prefer abandoned dwellings
  over making their own shelter. Minotaurs are carnivorous,
  though they have been witnessed grazing. They prefer fresh
  meat to stored provisions — many a Minotaur “hunter” has
  been plucked from his hiding place while waiting for the
  “ignorant beast” to take preserved meat used as bait.
  Minotaurs live in mated pairs only until the female gives birth
  to the “calf”. The male then leaves. Except during this mating,
  minotaurs associate only with their own sex and are only
  encountered in groups of 1-5.
  Motivations: The habits of the Minotaur are shrouded in
  mystery, so well do they isolate themselves from the civilized
  world. Minotaurs are known to be solitary creatures, and
  seem to be nomadic. They do not appear to care for human
  (or any other) company.
  Combat Techniques: A Minotaur prefers solitary combat,
  where its size, skill and strength assure an easy victory.
  Minotaurs use human weapons, though if hard pressed in
  combat they will often resort to natural weaponry. Minotaurs
  charge their foes head-on, while terrifying opponents with
  horrible bellows (PRE Attack & Move Through). At close
  range a minotaur will pummel, bite or gore its victim to death.
  Minotaurs are beginning to understand the usefulness of
  armor, booty they normally discard. A typical suit of “Minotaur
  armor” will consist of a variety of ill-matched pieces in various
  conditions.
  Other Names: Bullman, Horned Man, Man-bull.
  Rumors: Wanderers have reported see large tribes of
  Minotaurs, including females and calves, living a more
  civilized lifestyle in mountain caves and valleys.
  
  HERO Bestiary
  83
  MOUNDS
  “Mounds” is a general name used to describe the wide
  variety of non-intelligent, potentially dangerous, organic
  creatures which grow in and inhabit isolated areas of various
  climates. They range from huge one celled organisms which
  wander isolated tombs scavenging flesh to semi-amorphous
  pools which move undetected about battlefields drawing
  blood from the numerous corpses. These types of creatures
  vary widely from location to location and the GM should be
  encouraged to alter the creatures (as well as their color)
  slightly for each encounter to reflect these differences and
  keep the heroes from becoming too familiar with them.
  The Mounds presented here are of various thicknesses
  but all cover about one hex. For Mounds covering larger
  areas either treat each hex as a separate creature or multiply
  the BODY by the number of hexes covered.
  Motivations: All Mounds are non-intelligent and exist only to
  survive.
  Other Name: Piles, Slimes, Blobs.
  HIT LOCATION: As Mounds have no vital organs (except
  Clear Mounds), apply normal damage from all attacks.
  BLACK MOUND
  Val
  Char
  Cost
  -20
  STR
  -30
  10
  DEX
  0
  0
  CON
  -20
  5
  BODY
  -10
  0
  INT
  -10
  0
  EGO
  -0
  12
  PRE
  2
  0
  COM
  -5
  5
  PD
  5
  4
  ED
  4
  3
  SPD
  10
  4
  REC
  8
  18
  END
  9
  15
  STUN
  10
  Cost
  Abilities
  END
  15
  Cannot be Stunned (Automaton)
  12
  2d6 Entangle (2 DEF), Stops Sight Sense Gp., No
  Range, Mound takes damage done to Ent. (-1)
  3
  15
  2d6 Drain, first STUN then BODY (recovers
  1/min.), 0 END, only vs Entangled targets (-1⁄2)
  0
  15
  25% Resistant Physical Damage Reduction
  10
  Stretching 2"
  1
  25
  Spatial Awareness (senses movement & vibrations)
  13, -8
  Concealment 14-;   -4" Running (2" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Physical Limitation: No fine manipulation
  20
  Aversion to bright light (Common, Total)
  10
  1d6/minute in direct sunlight (Common)
  20
  No sight or smell
  -85
  Creature Bonus
  OCV: 3; DCV: 3; ECV: n/a; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -27
  +
  97
  =
  70
  =
  -5
  +
  75
  Appearance: Black Mounds resemble huge, black bladders
  of water or giant leeches (which they are sometimes mis-
  taken for). Their shape is constantly shifting however, and
  they can appear as other shapes such as a seven foot wide
  puddle 6" deep. They have no obvious features or organs
  and they travel by “flowing” along tunnels or through swamps.
  Ecology: Like all Mounds, Black Mounds grow like mold or
  fungus, apparently from nowhere. Black Mounds thrive best
  in damp caves, swamps and sometimes rainforests (though
  they seem to prefer cooler climates). They lie hidden in
  cracks, dark corners or hollow logs in wait for prey. Once the
  prey is dead the Mound covers it as it feeds. It consumes only
  flesh and soft materials, leaving bones and more durable
  possessions behind as it moves on. It  reproduces by splitting
  itself into multiple pieces at some mysterious time.
  Combat Techniques: When prey comes within striking
  distance the Black Mound flows quickly over it forcing itself
  into nose and mouth in an attempt to “drown” it.
  Other Names: Dark Pudding, Black Ooze.
  Rumors: A lighter colored or Grey Mound is sometimes
  encountered in swamps. They fill deep holes and wait for
  passing prey, acting much like quicksand.
  
  84
  HERO Bestiary
  CLEAR MOUND
  Val
  Char
  Cost
  -5
  STR
  -15
  3
  DEX
  -21
  0
  CON
  -20
  6
  BODY
  -8
  0
  INT
  -10
  0
  EGO
  -0
  10
  PRE
  0
  0
  COM
  -5
  6
  PD
  6
  4
  ED
  4
  2
  SPD
  7
  2
  REC
  4
  10
  END
  5
  16
  STUN
  10
  Cost
  Abilities
  END
  15
  Cannot be Stunned (Automaton)
  13
  1d6 RKA, Damage Shield, Persistent, Always On,
  No Range, only vs animal matter (-3⁄4)
  17
  2d6 Entangle (2 DEF), Damage Shield, persistent,
  always on, no rng., takes damage done to Entg. (-1)
  2
  Damage Resistance 3 rPD/1 rED
  15
  25% Resistant Physical Damage Reduction
  25
  Images (-5 to others’ Perception), Persistent,
  one effect only (simulates invisibility)(-1)
  18
  Detect animal matter at Range, Targeting Sense
  6,21
  +3 w/ Detect (12-);   Concealment 18-
  11,-10
  Stealth 14-;   -5" Running (1" total)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  No sight or smell
  15
  Enraged when detects organic material (Com.) 14-, 8-
  15
  Distinctive Features (Not Concealable)
  -50
  Creature Bonus
  OCV: 1; DCV: 1; ECV: n/a; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -43
  +
  133
  =
  90
  =
  15
  +
  75
  Appearance: Clear Mounds appear as roughly cube or ball
  shaped forms of transparent matter that are extremely
  difficult to see (-5 to PER Rolls). Usually the only visable
  features are the creature’s small brain (the size of a child’s
  fist) and perhaps small items it has picked that appear to be
  floating in the air (e.g., coins, small rocks, etc.).
  Ecology: Clear Mounds roam slowly about damp places,
  preferring areas with little vegetation. They can sense and
  seek out animal matter to pick up and digest. Any non-
  organic matter picked up remains inert within the Mound and
  is expelled after several days. They reproduce by depositing
  small bits of themselves on or near the remains of dead
  animals (it takes several days to grow to full size).
  Combat Techniques: Clear Mounds allow their natural
  invisibility to camouflage them as they approach their prey.
  Upon contact with a target the Mound’s adhesive quality
  grabs the victim and begins to draw it into its body.
  Other Names: Invisible Cubes (or Spheres).
  Rumors: Some say that these creatures may be trapped in
  deep pits that they cannot climb out.
  RED MOUND
  Val
  Char
  Cost
  -35
  STR
  -45
  2
  DEX
  -24
  0
  CON
  -20
  4
  BODY
  -12
  0
  INT
  -10
  0
  EGO
  -0
  13
  PRE
  3
  0
  COM
  -5
  5
  PD
  5
  3
  ED
  3
  3
  SPD
  18
  2
  REC
  4
  12
  END
  6
  10
  STUN
  6
  Cost
  Abilities
  END
  15
  Cannot be Stunned (Automaton)
  48
  1d6 BODY Drain (recovers 5/week), 1" Radius
  Effect, Continuous, 1⁄2 END – blood drain
  1
  3
  Damage Resistance 5 rPD/1 rED
  30
  50% Resistant Physical Damage Reduction
  30
  Detect (Sense) blood at Range, Targeting Sense
  10, 19
  +5 w/ Detect (14-);   Concealment 17-
  10
  Regeneration (1 BODY/Turn)
  -12
  Running -6" ( ” total noncombat move)
  75+
  Disadvantages
  5
  Dependence on blood (Common) 2d6/hour
  15
  Physical Limitation: No fine manipulation
  20
  No senses other than Detect (All the Time, Greatly)
  15
  Distinctive Features (Not Concealable)
  -48
  Creature Bonus
  OCV: 1; DCV: 1; ECV: n/a; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -71
  +
  153
  =
  82
  =
  7
  +
  75
  Appearance: Red Mounds look exactly like pools of blood.
  They can be detected as something other than normal blood
  by its lack of contaminants and always fresh appearance.
  Ecology: It is not known how Red Mounds come into being.
  They always appear out of the ground at the sites of massive
  or regular bloodletting such as torture chambers, execution-
  ers’ blocks, and battle fields. Red Mounds feed on the blood
  on and around these areas and their presence can often be
  detected by the total lack of blood in the area (except for the
  appearance of the blood-like Mound itself).
  Combat Techniques: Red Mounds drain blood indiscrimi-
  nately from everything within their reach, from the ground,
  from corpses, and from anyone nearby. Living victims of Red
  Mounds describe the effect as a painful seeping of blood out
  through the very skin. The blood trickles through the victim’s
  pores and to the Mound which consumes it. Survivors are
  physically disfigured for several days due to the large bloody
  splotches which pool under the victim’s skin and must be
  reabsorbed by the body.
  Other Names: Blood Mounds, The Devil’s Leaches.
  Rumors: A description, strikingly similar to that of the Red
  Mound, was once given by an ancient vampire hunter or a
  never before seen vampire form.
  
  HERO Bestiary
  85
  WHITE MOUND
  Val
  Char
  Cost
  0
  STR
  -10
  8
  DEX
  -6
  0
  CON
  -20
  4
  BODY
  -12
  0
  INT
  -10
  0
  EGO
  -0
  12
  PRE
  2
  0
  COM
  -5
  7
  PD
  7
  2
  ED
  2
  2
  SPD
  2
  3
  REC
  6
  20
  END
  10
  15
  STUN
  11
  Cost
  Abilities
  END
  15
  Cannot be Stunned (Automaton)
  7
  +15 STR, only w/ Grab (-1)
  15
  1d6 Energy RKA, Persistent, No Range,
  only after target is Grabbed (-1⁄2) – intense cold
  9
  +5 PD, +1 ED Armor
  23
  Invisibility to Sight, Persistent, Always on,
  only in appropriate settings (-1⁄4)
  10
  Tunnelling 2" through 2 DEF
  1/5"
  5
  Infrared Vision
  10
  +5 to Infrared Vision (14-)
  9
  Concealment 12-
  9
  Stealth 14-
  3
  Tracking 11-
  -6
  Running -3" (3" total)
  -2
  Swimming -2" (0" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Physical Limitation: No fine manipulation
  20
  No senses (other than IR)
  15
  Aversion to intense heat (Uncommon, Total)
  0
  1d6/5 minutes when above 32˚F (Uncommon)
  -56
  Creature Bonus
  OCV: 3; DCV: 3; ECV: n/a; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -23
  +
  107
  =
  84
  =
  9
  +
  75
  Appearance: White Mounds appear as white, lumpy, lightly
  textured mounds which, when immobile, are nearly indistin-
  guishable from surrounding snow. Their shuffling through
  the snow leaves a continuous track four foot wide and a few
  inches deep, resembling something being dragged.
  Ecology: White Mounds appear in areas after many days of
  heavy snow and intense cold. They track through the snow
  in search of warm blooded things to eat. Some cold dwelling
  creatures trap White Mounds and use them to guard areas
  surrounding important places.
  Combat Techniques: White Mounds creep up on their prey
  slowly and strike suddenly, grabbing it and draining the heat
  from its body.
  Other Names: Ice Leach, Snow Monster
  Rumors: Some ancient sages say that White Mounds come
  from a polar region of the Elemental plane of water.
  YELLOW MOUND
  Val
  Char
  Cost
  -35
  STR
  -45
  1
  DEX
  -27
  0
  CON
  -20
  10
  BODY
  0
  0
  INT
  -10
  0
  EGO
  -0
  10
  PRE
  0
  6
  COM
  -2
  5
  PD
  5
  5
  ED
  5
  1
  SPD
  -1
  2
  REC
  4
  0
  END
  0
  16
  STUN
  6
  Cost
  Abilities
  END
  15
  Cannot be Stunned (Automaton)
  15
  Does Not Bleed (Automaton)
  38
  4d6 STUN Drain (recovers 1/hour), Radius Effect,
  Persistent, Damage Shield, Always On, only if
  touched (-11⁄2), 2" Radius (-1), 12 Charges – spores
  60
  75% Resistant Physical Damage Reduction
  15
  25% Resistant Energy Damage Reduction
  8
  Detect animal flesh at Range
  -12, -1
  Running -6" (immobile);   Swimming -1" (1" total)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  No senses (other than Detect)
  15
  Becomes dormant in winter (Infrequent, Fully)
  0
  Dependence on water (Very Common) 2d6/hour
  -62
  Creature Bonus
  OCV: 0; DCV: 0; ECV: n/a; Phases: 7; Base PER: n/a
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -85
  +
  138
  =
  63
  =
  -12
  +
  75
  Appearance: Yellow Mounds appear in various forms and
  shades of yellow, from pale, yellowish, softly textured fungus
  to patches of deep, muddy-brown toadstools. The Mound is
  found partially covering or totally concealing animal car-
  casses and sometimes decaying logs.
  Ecology: It is believed that when something dies deep within
  the forest or in a forested lake or river, a Yellow Mound
  sometimes appears. It spreads slowly over the carcass like
  a mold, digesting the flesh from the bones until it eventually
  covers the carcass. Once established, the Mound sprouts
  hundreds of spore pods over its surface and releases a scent
  which attracts other animals. If an animal disturbs the Mound
  the spores burst from the pods, rendering the animal uncon-
  scious. Other animals arrive, either feasting on the uncon-
  scious animal or becoming victims themselves. Once the
  surviving animals leave, the Mound slowly grows onto the
  fresh remains.
  Combat Techniques: Yellow Mounds are not capable of
  engaging in combat but are dangerous, as listed above.
  Other Names: Yellow Fungus, Brown Spores
  Rumors: In cases when humans fall victim to the Yellow
  Mounds, their possessions can be found unharmed beneath
  the Mound. The hard part is getting to them.
  
  86
  HERO Bestiary
  MUMMY
  Val
  Char
  Cost
  23
  STR
  13
  10
  DEX
  0
  20
  CON
  20
  18
  BODY
  16
  8
  INT
  -2
  18
  EGO
  16
  18
  PRE
  8
  2
  COM
  -4
  8
  PD
  3
  4
  ED
  0
  2
  SPD
  0
  10
  REC
  2
  50
  END
  5
  50
  STUN
  10
  Cost
  Abilities
  END
  9
  +3d6 HA
  1
  10
  +20 PRE, only defense against PRE Attacks (-1)
  40
  75% Resistant Physical Damage Reduction,
  not vs magic (-1⁄2)
  9
  25% Resistant Energy Damage Reduction,
  not vs fire (-3⁄4)
  1
  Damage Resistance 2 rPD
  1
  Mental Defense (5 pts)
  30
  afterLife Support (full)
  15
  Detect (Sense) life at Range, Discriminatory
  0
  ES: Climbing, Deduction 8- (each)
  -2
  -1" Running (5" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  15
  11⁄2 BODY from fire (Very Common)
  20
  2x Effect from PRE Attacks of Holy Men
  20
  Physical Limitation: Dead (All the Time, Greatly)
  15
  Psych. Limitation: Dead (Very Common)
  20
  Psych. Limitation: stalking living things (Com., Total)
  15
  Berserk in combat (Common) 8-, 11-
  15
  Reputation (Extreme) 11-
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  Psych. Limitation: Driven (Very Common, Strong)
  -42
  Creature Bonus
  OCV: 3; DCV: 3; ECV: 3; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  87
  +
  111
  =
  198 =
  123
  +
  75
  Appearance: Mummies appear as shambling, desiccated
  creatures whose bodies have been filled with herbs and
  flowers and wrapped tightly in cloth from head to toe. By the
  time the Mummy becomes active the cloth has loosened and
  deteriorated, falling limply about the dried, putrid body.
  Ecology: In some regions the dead are buried in carved
  sarcophagi, the bodies emptied of organs and filled with
  herbs, flowers and precious materials and wrapped in strips
  of cloth. Persons who were particularly driven in life may
  sometimes reanimate long after their death, to follow their
  original driving motivations in some rudimentary or twisted
  way. It is not known what causes the Mummies to reanimate
  and their appearances are sporadic so they are seldom
  encountered more than one at a time.
  Motivations: Mummies are unswerving driven. Nothing
  short of utter destruction will deter them from their chosen
  task. Typically, mummies exist to protect their honor or the
  treasures which were entombed with them. Occasionally a
  Mummy will return to life with its own agenda. This can range
  from revenge upon hereditary enemies to reviving the mum-
  mified corpses of loved ones to reestablishing its power
  among men. Mummies are also reborn with a burning
  bitterness against all things living and they will take time
  enough to destroy anyone between them and their goal.
  Combat Techniques: Mummies are blunt and straightfor-
  ward with their attacks, hammering away unforgivingly at
  their chosen victims.
  Other Names: Spirit of (deity or long dead ruler)
  Rumors: All of the valuable possessions owned by the
  Mummy during its previous life are sealed within its mummi-
  fied corpse.
  
  HERO Bestiary
  87
  GIANT OCTOPUS
  Val
  Char
  Cost
  65*
  STR
  10
  12
  DEX
  6
  40
  CON
  60
  46*
  BODY
  54
  3
  INT
  -7
  5
  EGO
  -10
  35
  PRE
  25
  2
  COM
  -4
  14
  PD
  10
  8
  ED
  0
  2
  SPD
  -2
  12
  REC
  0
  80
  END
  0
  76*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  67
  Growth (45 pts), Persistent, Always On
  (fills 36 hexes, 50,000 KG, +6 to others’ Sight
  Perception, -9" KB, +4" reach)
  20
  2d6 HKA, only after target is Grabbed (-1⁄2) – beak 3
  2
  Damage Resistance 2 rPD/2 rED
  13
  50% Damage Reduction, only vs blunt attacks (-1⁄2)
  5
  Life Support (breath underwater)
  26
  Darkness to sight (8" R.), No Range, 2 Continuous
  Charges of 1 Turn, only underwater (-1⁄2),
  not in strong current (-1⁄4) – ink cloud
  5
  Extra Limbs (8 tentacles)
  7
  Clinging (normal STR), cannot move up vertical
  surfaces (-1⁄2)
  16
  Swimming +16" (18" total)
  1/5"
  40
  Stretching 4" (8" total reach), 0 END,
  no noncombat stretching (-1⁄2)
  20
  Spatial Awareness
  6
  +3 w/ Grab
  -10
  -5" Running (1" total)
  -12
  -4 to all Perceptions (except Spatial Awareness) (6-)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  2x BODY damage from heat & flame (Common)
  15
  2d6/Turn when out of water (Uncommon)
  195
  Creature Bonus
  OCV: 4; DCV: -2*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  142
  +
  205
  =
  345 =
  270
  +
  75
  Appearance: Giant Octopi look just like ordinary octopi, only
  bigger. Much bigger.
  Ecology: Giant Octopi live deep in the deepest oceans,
  perhaps on the ocean floor. They travel to the surface only
  to hunt for food. They eat giant clams, squid, whales, sharks,
  and other large fish. Sometimes they will even pull people
  from passing ships or sink an entire ship. Groups of more
  than one have never been encountered.
  Motivations: Normal animal motivations.
  Combat Techniques: Giant Octopi have no subtlety. Vic-
  tims are torn apart or simply drawn into the beak and eaten.
  Giant Octopi are capable of squirting a cloud of ink of vast
  size. They use this to take prey unseen or to cover escape.
  Other Names: Kraken
  Rumors: The territory of Giant Octopi are highly sought after
  since there are likely to be many sunken ships nearby ripe for
  salvage.
  
  88
  HERO Bestiary
  OGRE
  Val
  Char
  Cost
  30*
  STR
  10
  14
  DEX
  12
  23
  CON
  26
  20*
  BODY
  16
  8
  INT
  -2
  10
  EGO
  0
  25
  PRE
  15
  2
  COM
  -4
  12
  PD
  8
  9
  ED
  4
  3
  SPD
  6
  10
  REC
  2
  50
  END
  2
  50*
  STUN
  8
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400KG, +1 to others’ Sight Perception, -2" KB)
  10
  1d6-1 HKA – bite
  1
  3
  +2 PD Armor
  4
  Running +2" (8" total)
  1/5"
  3
  +1 to all Perceptions (12-)
  2
  AK: Home Area 11-
  3
  Survival 11-
  2
  Familiarity w/ Common Melee Weapons
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major)
  10
  Physical Limitation: Bulky (Frequently)
  10
  Dislike of Racial Enemies (Uncommon, Strong)
  28
  Creature Bonus
  OCV: 5; DCV: 4*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  103
  +
  40
  =
  143 =
  68
  +
  75
  Appearance: An ogre is any of a wide variety of giantish
  humanoids, ranging from eight to ten feet tall. Ogres are
  hideous and uncouth, as stupid as they are ugly. Some types
  are entirely human-like, while others are horribly grotesque,
  complete with tusks and fur. Skin color is usually tan to
  brown, but examples of black, green and purple can be
  found.
  Ecology: Being truly omnivorous and tougher than the
  harshest environment, ogres can be found almost any-
  where. They eat whatever they can find, but savor the
  occasional feast of maiden flesh. Ogres typically den in
  caves, living in small family groups. The art of building even
  rudimentary huts is beyond them.
  Motivations: Most ogres are driven by hunger, but those
  who live near civilization also adopt greed as a motive.
  Especially strong and intelligent specimens sometimes sign
  up with unscrupulous mercenaries in pursuit of cash. Ogres
  are fiercely territorial and will fight to protect their home and
  family.
  Combat Techniques: “Tek-neek? Wats dat?” Ogres use
  brute force with a dash of intimidation (PRE attack) to crush
  their foes. Although perfectly happy to fight with bare fists, a
  few ogres (the smart ones) wield some form of great club,
  inflicting 9d6 (total) normal damage. Occasionally, a really
  bright one will get his hands on a battle axe or greatsword,
  but shields are totally beyond them. Ogres favor uncured
  skins and hides for armor (1 rPD,1 rED), but lucky ones find
  pieces of heavier armor which they strap loosely about their
  bodies.
  Other Names: Troll (the line between Ogre and Troll is hazy
  at best, although scaled hide seems to be a particularly
  Trollish trait that Ogres lack).
  Rumors: The race of Ogres is rumored to have been created
  by an ancient, incompetent Hill Giant mage.
  
  HERO Bestiary
  89
  ONCA
  Val
  Char
  Cost
  18*
  STR
  3
  20
  DEX
  30
  13
  CON
  6
  15*
  BODY
  4
  5
  INT
  -5
  10
  EGO
  0
  18
  PRE
  8
  6
  COM
  -2
  7
  PD
  4
  4
  ED
  1
  4
  SPD
  10
  8
  REC
  4
  30
  END
  2
  33*
  STUN
  4
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (200 KG, -1" KB)
  15
  1d6 HKA – bite or front claws
  1
  22
  2d6 HKA, Continuous, reduced penetration (-1⁄4),
  only after target is Grabbed (-1⁄2) – hind claws
  6
  20
  1d6+1 HKA – arms
  2
  5
  Extra Limbs – 2 arms & tail
  4
  Running +2" (8" total)
  1/5"
  1
  Swimming +1" (3" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  3
  Ambidexterity (all limbs are “good”)
  7
  Concealment 12-
  3
  Stealth 13-
  32
  +8 w/ all combat, DCV only (-1) – displacement effect
  0
  ES: Climbing 8-
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major)
  15
  Physical Limitation: No fine manipulation
  10
  Reputation (Extreme) 8-
  66
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  69
  +
  117
  =
  186 =
  111
  +
  75
  Appearance: The Onca is a dark, panther-like cat with
  glowing green eyes and two hinged, chitinous appendages,
  or arms, growing from its shoulders. These arms somewhat
  resemble large mandibles with a flexible joint in the middle
  and a ridge of sharp, horny plates running down their length.
  The reflective nature of the Onca’s coloration causes a visual
  distortion (see Ecology).
  Ecology: It is not known if this beast’s origin is natural or
  magical. Its mannerisms are feline but its appearance and
  abilities suggests something supernatural. Its coat is a dark,
  highly reflective blue color, but is capable of somehow
  diffracting light causing visual distortions and making the cat
  appear as if he were some 1-3 feet away from where he truly
  is. It is not known if this effect is controlled but the fact that is
  only manifests itself in combat indicates that it is either
  conscious or caused by some change in adrenaline.
  Oncas live singly or in mated pairs hunting all creatures. No
  Onca “kitten” has ever been seen indicating that they are
  raised in a den until they are grown and then leave to fend for
  themselves.
  Motivations: Normal animal motivations.
  Combat Techniques: Though not as skilled at hunting as
  tigers, Oncas prefer to climb a tree or ledge above animal
  paths and pounce on its prey from above, biting it. Once
  bitten (Grabbed), it will rake its prey with its hind claws. If the
  prey is not Grabbed, or if the Onca is encountered unpre-
  pared, it will attack with its arms. If a victim is bitten and
  pinned, the Onca may proceed to rake it with its hind claws
  and defend itself using its arms. Attacks against Oncas when
  their diffracting effect is active are nearly impossible. A
  guess must be made as to where the beast really is and
  “placed shots” should always be ineffective (roll on Hit
  Location table).
  Other Names: Thrasher Cat, Spiny Panther, Ebony or Black
  Onca, Demon Cat.
  Rumors: Cloaks made of Onca hide imparts the wearer with
  the same displacement effect.
  
  90
  HERO Bestiary
  PHOENIX
  Val
  Char
  Cost
  -5
  STR
  -15
  17
  DEX
  21
  13
  CON
  6
  8
  BODY
  -4
  6
  INT
  -4
  8
  EGO
  -4
  15
  PRE
  5
  10
  COM
  0
  3
  PD
  3
  4
  ED
  1
  3
  SPD
  3
  6
  REC
  6
  26
  END
  0
  20
  STUN
  5
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  10
  1⁄2d6 HKA – beak
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – talons
  1
  3
  +2 PD, +2 ED Armor, Activation 11-,
  or only covers areas 6-14 (-1)
  6
  +10 PRE, create fear only (-1⁄2),
  only while shrieking (-1⁄4)
  37
  Flight 22",1⁄2 END, OIF – wings
  1/10"
  6
  Telescopic Vision (+4 to Ranged PER)
  10
  +2 w/ H-to-H combat
  6
  +3 w/ Move By
  -10
  -5" Running (1" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Physical Limitation: No fine manipulation
  10
  Reputation 11-
  -1
  Creature Bonus
  OCV: 6; DCV: 8*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  23
  +
  91
  =
  114 =
  39
  +
  75
  Appearance: The Phoenix is a bird about the size of an
  eagle and appears to be a relative of the peacock family.
  Some say that it is royal purple in color with gold neck and
  head, scarlet back and black wings. Others say that it is pure
  gold. It is possible that the bird has different colors at different
  stages of its life.
  Ecology: The Phoenix lives anywhere from 500-5000 years.
  During its life it lives much as a normal eagle would, hunting
  small fish and animals. It is friendly to humans, who are
  enthralled by its plumage and voice, and treat it as if it were
  a representative of the gods, not molesting it in any way. At
  the end of its life cycle the Phoenix carries myrrh to a
  secluded nest it has built of twigs of cassia and frankincense
  on a rock ledge. It then dies, combusting in a magnificent ball
  of fire which ignites the nest. In the nest, beneath the
  Phoenix’s ashes, is a tiny egg. When the nest has burned
  entirely the egg hatches into a small Phoenix which grows
  into an adult in several hours.
  PEGASUS
  Val
  Char
  Cost
  25*
  STR
  0
  15
  DEX
  15
  20
  CON
  20
  16*
  BODY
  6
  8
  INT
  -2
  8
  EGO
  -4
  20
  PRE
  10
  18
  COM
  4
  8
  PD
  6
  4
  ED
  0
  3
  SPD
  5
  12
  REC
  12
  40
  END
  0
  49*
  STUN
  18
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  5
  1 pip HKA – bite
  7
  +4d6 HA, reduced penetration (-1⁄4) – hooves
  1
  6
  +3 PD, +1 ED Armor
  12
  Running +6" (12" total)
  1/5"
  13
  Flight 20", OIF – wings
  1/5"
  6
  +2 to all Perceptions (13-)
  4
  +2 to Hearing Perception (15- total)
  15
  +3 w/ H-to-H combat
  0
  ES: Breakfall, Climbing 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Physical Limitation: No fine manipulation
  10
  Reputation 11-
  63
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  90
  +
  88
  =
  178 =
  103
  +
  75
  Appearance: Pegasi are thoroughbred horses with wings
  sprouting from their fore shoulders. Coloration varies from
  common horse tones to rare Pegasi of gold, silver, or pastel
  hues. Pegasi are always healthy-looking.
  Ecology: Pegasi are solitary, nonaggressive creatures which
  prefer to graze among the secluded cliffs and meadows in
  hilly or mountainous terrain. They usually live in pairs and
  choose shallow, cliffside caves for domiciles. One or two
  foals are born every few years. Once a foal reaches three or
  four years it leaves its parents in search of a mate and an
  appropriate area in which to raise its own family.
  Motivations: Normal animal motivations.
  Combat Techniques: Pegasi attack en masse like horses,
  using the greater flexibility offered by flight to their advan-
  tage. Like wild horses, Pegasi can be tenacious fighters
  when cornered—they bite, kick, and trample (Move By).
  Other Names: Steed of the gods.
  Rumors: Stories have been told of extremely secluded
  areas where Pegasi live in herds large enough to black out
  the sun when they take flight. It has also been reported that
  other breeds of pegasi, like other breeds of horses, exist.
  
  HERO Bestiary
  91
  Motivations: Normal animal motivations.
  Combat Techniques: In flight, the Phoenix swoops down
  on its foe, screeching wildly (PRE Attack), and raking with its
  claws (Move By & claws). If not in flight it will first attack with
  its beak and then attempt to take flight.
  Other Names: Firebird, Eagle King
  Rumors: Researchers tell tales of Phoenixes that speak,
  cast spells, and are immune to fire.
  RAKSHASA
  Val
  Char
  Cost
  25*
  STR
  5
  20
  DEX
  30
  25
  CON
  30
  15*
  BODY
  6
  20
  INT
  10
  18
  EGO
  16
  23
  PRE
  13
  0
  COM
  -5
  6 §
  PD
  3
  7 §
  ED
  2
  3 §
  SPD
  0
  9 §
  REC
  6
  * Bonuses for Growth already figured in.
  50
  END
  0
  42*
  STUN
  6
  § Varies at dawn & dusk. see powers.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400 KG, +1 to others’ Sight Perception, -2" KB)
  10
  1⁄2d6 HKA – front claws
  1
  30
  1d6 HKA, Continuous – bite
  3
  11
  1d6+1 HKA, reduced penetration (-1⁄4),
  only after target is bitten (-1⁄2) – hind claws
  2
  30
  Life Support (Full)
  27
  8d6 Telepathy, Invisible to Sight, 0 END,
  Instant, read thoughts only (-1)
  0
  8
  +3d6 Telepathy(as above), only at dawn&dusk (-1) 0
  30
  Shapeshift (any humanoid form), 0 END
  0
  9
  Shrinking (10 pts), 0 END, only w/ Shapeshift
  (+2 DCV, -2 to others’ Sight Perceptions, +3" KB)
  0
  12
  Extradimensional Movement (to home dimension),
  2x mass, only at dawn & dusk (-1)
  10
  +2 PD, +2 ED, +1 SPD, +3 REC,
  only at dawn & dusk (-1)
  3, 3
  KS: Misc. 12-;   PS: Misc. 12-
  5, 15
  Stealth 14-;   +3 w/ H-to-H combat
  30
  Individual Powers & Abilities
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  15
  Dist. Features (Easily Concealable, Extreme Reaction)
  15
  Reputation (Extreme) 11-
  20
  2x BODY & STUN from blessed weapons (Uncommon)
  15
  Psych. Limitation: Fear of Fire (Common, Strong)
  228
  Creature Bonus
  OCV: 7; DCV: 6*; ECV: 6; Phases: 4, 8, 12 §
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  122
  +
  246
  =
  368 =
  293
  +
  75
  
  92
  HERO Bestiary
  Appearance: Rakshasas are capable of taking many forms.
  The natural form is huge, dark and hairy, resembling that of
  an orangutan with a gaping mouth, viscous teeth and claws.
  Their voices roar like thunder.
  Ecology: Rakshasas normally inhabit their own plane of
  existence (sometimes called the Twilight Plain) and travel to
  our world to create havoc and hunt. Travel between these
  planes is only possible for them at dawn and dusk, typically
  arriving at dusk and leaving at dawn. Other Rakshasa
  abilities also grow stronger or exist only during the  hour
  before and after dawn and dusk.
  Motivations: Rakshasas crave creating chaos and causing
  death. They love to “haunt” cemeteries and stalk dark alleys,
  terrifying or killing any who approach. It is believed that they
  hunt mainly for sport since they only consume a small part of
  their victims.
  Combat Techniques: When a single person or two weak
  persons pass nearby the Rakshasa uses its telepathic ability
  to pull an image from the victim’s mind of someone they love
  or trust, and taking the shape of that person. They then call
  the victim over or approach them, sometimes offering a
  friendly embrace. The Rakshasa then Grabs his victim,
  changes to its original form, and guts him with its claws, biting
  at its head.
  Other Names: Called Doppleganger in the desert countries.
  Rumors: Some victims are said to be taken back to the
  Twilight Plane and used as slaves and food.
  Appearance: Giant rats range from 3 feet long, including
  tail, to well over 6 feet in length, not including tail. Weigh
  ranges from 25 kg to 125 kg. They have long, leathery tails
  and are covered in thick, coarse fur of brown or black.
  Ecology: Giant rats can be found in swamps, damp caves,
  and dense woods, often in the company of many ordinary
  rats. Ruins or slums in large cities are often a breeding
  ground, especially in or near drainage sewers and garbage
  heaps. Giant Rats feed on refuse and offal, though they will
  gnaw fresh meat or grain if given the opportunity. Giant Rats
  are encountered in groups of three to five or in packs of thirty
  or more. Rats carry both plague and rabies. The latter results
  from being bitten.
  Combat Technique: Giant Rats swarm over their oppo-
  nents, biting and scratching him to death. While in a pack,
  they can neither be turned aside nor frightened until at least
  half of them are dead.
  Rumors: Giant Albino Rats live in deep caves and carry no
  diseases. Other giant rodents are possible, including cute
  rabbits which can kill the most skilled of knights.
  GIANT RAT
  Val
  Char
  Cost
  8
  STR
  -2
  17
  DEX
  21
  15
  CON
  10
  7
  BODY
  -6
  4
  INT
  -6
  5
  EGO
  -10
  15
  PRE
  5
  6
  COM
  -2
  5
  PD
  3
  4
  ED
  1
  3
  SPD
  3
  5
  REC
  0
  30
  END
  0
  22
  STUN
  4
  Cost
  Abilities
  END
  10
  1⁄2d6 HKA, bite
  1
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4), claws
  1
  3
  +2 PD Armor
  8
  +4 Hearing PER (15-)
  8
  +4 Smell PER (15-)
  5
  Ultraviolet Vision
  7
  Climbing 14-
  7
  Concealment 13-
  3
  Tactics, Pack 11-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Major Reaction)
  -20
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv
  Base
  21
  +
  59
  =
  80
  =
  5
  +
  75
  
  HERO Bestiary
  93
  ROC
  Val
  Char
  Cost
  60*
  STR
  5
  11
  DEX
  3
  23
  CON
  26
  46*
  BODY
  54
  5
  INT
  -5
  5
  EGO
  -10
  28
  PRE
  18
  10
  COM
  0
  14
  PD
  11
  18
  ED
  13
  3
  SPD
  9
  10
  REC
  4
  50
  END
  2
  66*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  60
  Growth (45 pts), Persistent, Always On
  (8" long, 4" wide, 50,000 KG, +6 to others’
  Sight Perception, -9" KB, +4" reach)
  32
  21⁄2d6 HKA, reduced penetration (-1⁄4) – beak
  4
  24
  2d6 HKA, reduced penetration (-1⁄4) – talons
  3
  9
  +6 PD, +6 ED Armor, Activation 11-,
  or only covers areas 6-14 (-1)
  27
  Flight 20", OIF – wings
  1/5"
  15
  Telescopic Vision (+10 to Ranged PER)
  9
  +3 to all Perceptions (13-)
  5
  +1 w/ H-to-H combat
  4
  +2 w/ Move By
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Reputation (Extreme) 11-
  10
  Physical Limitation: Cannot Leap
  180
  Creature Bonus
  OCV: 4; DCV: -1*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  130
  +
  185
  =
  315 =
  240
  +
  75
  Appearance: The Roc appears to be an immense eagle of
  brown or gold color. The beast stands nearly 40 feet high with
  a wingspan of over 150 feet.
  Ecology: Rocs nest on secluded mountain peaks, prefer-
  ably on uninhabited islands. Here they live on elephants,
  rhinoceros and giant animals and raise a nest of 1-3 young
  each year. Animals smaller than bears are seldom attacked
  by Rocs unless that creature is considered a threat to the
  young hatchlings whom the Roc is very protective of.
  Motivations: Normal animal motivations.
  Combat Techniques: Rocs flee from anything they con-
  sider a threat (unimaginable as it is). They fight only if
  seriously annoyed or if the foe is a threat to the young, using
  their claws from the air or their beak from the ground. They
  hunt by simply swooping down and carrying off prey, dashing
  it to the ground if it proves troublesome.
  Other Names: Rocs themselves are sometimes thought to
  be gods by tribesmen and are often given other names by
  those tribesmen.
  Rumors: Storm Giants speak of their brothers who have
  caught and trained Rocs as mounts.
  
  94
  HERO Bestiary
  SALAMANDER
  Val
  Char
  Cost
  5
  STR
  -5
  18
  DEX
  24
  18
  CON
  16
  8
  BODY
  -4
  3
  INT
  -7
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  4
  PD
  3
  8
  ED
  4
  4
  SPD
  12
  4
  REC
  0
  32
  END
  0
  26
  STUN
  6
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  10
  1 pip HKA, Continuous – bite
  1
  10
  1d6 RKA, Damage Shield, Always On, No Range
  2
  6
  END Reserve, 40 END, Recovers 5/Turn,
  only Recovers in fire (-1⁄2), (powers RKA)
  22
  +30 PD Armor, only vs heat & fire (-1)
  30
  75% Resistant Energy Damage Reduction,
   only vs heat & fire (-1)
  3
  Life Support (Immune to Intense Heat)
  10
  Detect (Sense) Fire at Range
  6
  +3 to Detect Fire (13-)
  7
  Concealment 12-
  0
  ES: Climbing 8-
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  Distinctive Features (Not Concealable, Major Reaction)
  5
  Reputation 8-
  20
  Psych. Limitation: Likes to play in fire
  (Very Common, Strong)
  15
  Hunted by Alchemists (More Powerful) 8-
  -15
  Creature Bonus
  OCV: 6; DCV: 10*; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  42
  +
  131
  =
  173 =
  98
  +
  75
  Appearance: Salamanders resemble ordinary black and
  yellow patterned lizards of the swamps. Close observation
  (PER Roll) of these foot long lizards, though, will reveal
  waves of heat rising from their bodies.
  Ecology: Salamanders are believed to come from the
  elemental plane of fire. Through means as yet unknown they
  are transported to our world in various numbers. In this world
  Salamanders are always found near intensely hot places
  such as in the lava and on the slopes of active volcanos. They
  seem to eat combustible materials. The more combustible
  the better.
  Motivations: Salamanders are energetic and playful liz-
  ards. They often play in flowing lava and bask in the heat of
  geyser pools. They are not normally aggressive beasts but
  seem to have no fear of humans or other creatures.
  Combat Techniques: Salamanders are not aggressive
  fighters but are capable of delivering a stinging bite and
  hanging on while their victims are severely burned by their
  radiant heat.
  Other Names: Fire Lizard, Alchemist’s Lizard.
  Rumors: Salamanders are reputed to have magical proper-
  ties and are highly sought after by alchemists.
  
  HERO Bestiary
  95
  SATYR
  Val
  Char
  Cost
  18
  STR
  8
  14
  DEX
  12
  15
  CON
  10
  10
  BODY
  0
  13
  INT
  3
  15
  EGO
  10
  13
  PRE
  3
  13
  COM
  1
  4
  PD
  0
  3
  ED
  0
  3
  SPD
  6
  7
  REC
  0
  36
  END
  3
  31
  STUN
  4
  Cost
  Abilities
  END
  37
  10d6 Mind Control (w/ telepathic contact),
  Area Effect (13" Radius), Personal Immunity,
  No Range, OAF (pipes), Incantations (playing),
  only to inspire intense emotions (-1⁄2),
  not vs deafness or heavy ear protection (-1⁄2)
  7
  4
  Running +2" (8" total)
  1/5"
  9
  +3 to all Perceptions (15-)
  9
  Concealment 15-
  4
  KS: Vinting 13-
  4
  PS: Flute, Cymbal or Drum Playing 13-
  9
  Stealth 15-
  11
  Survival 15-
  2
  Familiarity w/ Spears & Bows
  6
  +2 w/ Spears
  0
  ES: Climbing, Conversation,
  Deduction, Seduction 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Concealable, Major Reaction)
  15
  Reputation 14-
  15
  Psych. Limitation: Mischievous (Common, Strong)
  10
  Psych. Limitation: Territorial (Uncommon, Strong)
  25
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  60
  +
  95
  =
  155 =
  80
  +
  75
  Appearance: Satyrs are woodland creatures with goatlike
  features, such as furry, hoofed legs, tails and horns. Most are
  predominantly human from the waste up and all are male.
  They wear no clothing and are often encountered with
  musical pipes or bottles of alcohol.
  Ecology: The life of a Satyr is a life of endless frolic and
  debauchery. Hunting, dancing, playing their pipes, making
  wine, and chasing Wood Nymphs are all part of the Satyr’s
  lifestyle. Satyrs make their homes in woods, preferably
  sylvan woods, sleeping beneath the trees and eating what
  the woods provide.
  Motivations: Satyrs are manic and playful. They will go to
  great lengths to enjoy themselves. They are also very
  territorial. When unwary intruders enter a Satyr’s territory the
  Satyr will play its pipes. If the intruders are inoffensive they
  will be put to sleep and carried out of the territory. If the
  intruders are considered dangerous, the intent of the music
  will be to instill fear in hopes of driving them off.
  Combat Techniques: Satyrs will always attempt to enthrall
  opponents with their pipes first. If this method fails they will
  employ spears and bows, preferring not to fight bare-handed.
  Other Names: Faun, Sileni (horselike features)
  Rumors: Beautiful females encountered by the Satyr will be
  magically influenced into joining the Satyrs in their frolic.
  
  96
  HERO Bestiary
  SHADOW
  Val
  Char
  Cost
  8
  STR
  -2
  23
  DEX
  39
  13
  CON
  6
  6
  BODY
  -8
  10
  INT
  0
  10
  EGO
  0
  13
  PRE
  3
  2
  COM
  -4
  3
  PD
  1
  3
  ED
  0
  4
  SPD
  7
  8
  REC
  6
  30
  END
  2
  26
  STUN
  0
  Cost
  Abilities
  END
  53
  Desolidification, Persistent, Always On
  25
  1d6 BODY Drain (returns 5/5 minutes),
  Indirect, Affects Real World, takes full Phase
  4
  30
  afterLife Support (full)
  5
  Infrared Vision
  9
  Concealment 16-, only to hide self (-1⁄2)
  3
  Shadowing 11-
  7
  Stealth 16-
  4
  +2 w/ Drain
  0
  ES: Deduction 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  10
  11⁄2x STUN & BODY from light based attacks (Com.)
  20
  1d6 RKA from direct sunlight (Common)
  20
  2x Effect from PRE Attacks of Holy Men
  15
  Psych. Limitation: Dead (Very Common)
  15
  Psych. Limitation: fear of bright lights
  (Uncommon, Total)
  15
  Psych. Limitation: Cowardly (Common, Strong)
  10
  Physical Limitation: Mute (Infrequent, Greatly)
  -19
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  50
  +
  136
  =
  186 =
  111
  +
  75
  Appearance: Shadows appear as merely that … shadows.
  Maintaining the outline of their former owner, Shadows are
  seen as disembodied silhouettes scurrying about more
  common shadows. Or an adventurer, stalking dimly lit halls
  of castles or ruins, might look down to find that he has two
  shadows, one which does not resemble him.
  Ecology: Some say that when a person of unspeakably
  malevolence dies, a shadow of his former evil continues to
  exist after his death. It is this palpable substance that
  composes Shadows. Shadows inhabit the darkened hall-
  ways and rooms of ruins and the perpetual twilight of dense
  woods where they tend to exist together in groups of 2-8.
  They steal into the streets of towns and cities at night,
  blending into the shadows of buildings where they stalk lone
  passersby. The Shadow affixes itself to a person and drains
  away its life energy by making contact with the victim’s own
  shadow. In the predawn hours the Shadows slink back to
  their lairs to digest the stolen life energy.
  Motivations: Shadows are creatures who exist only to feed
  on the life of living beings and perhaps also to kill others.
  They are cowardly creatures who will flee anything that they
  perceive as a threat. This, combined with their undead
  nature makes them unusually susceptible to the ability of
  religious persons to influence undead.
  Combat Techniques: Shadows will not (and perhaps can-
  not) fight directly. Their only offensive ability to inflict harm
  lies in their life draining nature.
  Other Names: Shadow Demon, Shadow of Death
  Rumors: Locked somewhere deep within the mind of the
  Shadow lies all of the knowledge the Shadow’s owner
  possessed in its former life.
  
  HERO Bestiary
  97
  SIREN
  Val
  Char
  Cost
  8
  STR
  -2
  18
  DEX
  24
  13
  CON
  6
  9
  BODY
  -2
  13
  INT
  3
  13
  EGO
  6
  12
  PRE
  2
  20
  COM
  5
  5
  PD
  3
  3
  ED
  0
  3
  SPD
  2
  5
  REC
  0
  26
  END
  0
  20
  STUN
  0
  * DCV bonus already figured in.
  Cost
  Abilities
  END
  6
  1⁄2d6 HKA, reduced penetration (-1⁄4) – claws
  1
  36
  15d6 Mind Control (w/ telepathic contact)
  Explosion (-1d6/3"), 0 END, No Range, Concentrate
  (1⁄2 DCV), Incantations, Requires a PS (Singing) Roll,
  only on men (-3⁄4), only to inspire uncontrolable
  longing (-2), only if victim hears singing (-1⁄2)
  0
  5
  Life Support (Breath Underwater)
  10
  Shapeshift (human woman)
  13
  Flight 10", OIF – wings
  1/5"
  6
  +2 DCV
  2
  Swimming +2" (4" total)
  1/5"
  3
  Perfect Pitch
  7
  Conversation 13-
  2
  AK: Home Area 11-
  3
  Mimicry 11-
  3
  Oratory 11-
  9
  Persuasion 14-
  6
  PS: Singing 15-
  13
  Seduction 16-
  3
  Shadowing 11-
  3
  Stealth 13-
  3
  Survival 11-
  0
  ES: Breakfall, Climbing, Deduction 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Easily Concealable, Extreme Lust)
  20
  2x BODY from heat & fire (Common)
  15
  Psych. Limitation: Toys with prey (Common, Strong)
  15
  Psych. Limitation: Arrogant & Overconfident
  (Common, Strong)
  10
  Reputation 11-
  0
  2d6/Hour when out of water more than 1 day
  (Uncommon)
  30
  Creature Bonus
  OCV: 6; DCV: 8*; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  47
  +
  133
  =
  180 =
  105
  +
  75
  Appearance: A Siren is almost always encountered in its
  alternate form, that of a beautiful, naked woman. In its natural
  form the Siren has the legs of a bird, wings sprouting from its
  back and viciously clawed fingers. In either form the Siren
  has a beautiful, entrancing song.
  Ecology: Normally Sirens are encountered in groups of 1-6.
  They commonly sit on secluded beaches and rocky islands
  where they sing throughout the day. Popular locations in-
  clude bays with sharp, shallow coral reefs and beaches with
  strong undertows. Lairs vary widely from small wooden huts
  to air filled underwater caves.
  Motivations: Sirens use their remarkable beauty and luring
  song to obtain food and the pleasure of rending innocent
  sailors. They are outwardly charming and beguiling but
  inwardly are malicious and hateful.
  Combat Techniques: Sirens sing to sailors on passing
  ships with hopes of luring some to leap into the water and go
  to the Sirens. The joyfully entranced victim either drowns on
  his way to his reward or are ripped to exhausted shreds by
  a Siren.
  Other Names: Those who see Sirens in their natural form
  mistakenly call them harpies due to their similar description.
  Rumors: Extremely talented musicians have been known to
  counteract the alluring song of the Sirens.
  
  98
  HERO Bestiary
  SKELETON
  Val
  Char
  Cost
  13
  STR
  3
  14
  DEX
  12
  10
  CON
  0
  10
  BODY
  0
  5
  INT
  -5
  0
  EGO
  -0
  13
  PRE
  3
  2
  COM
  -4
  1
  PD
  0
  1
  ED
  0
  3
  SPD
  6
  5
  REC
  0
  0
  END
  -10
  0
  STUN
  -0
  Cost
  Abilities
  45
  Takes No STUN (Automaton)
  15
  Does Not Bleed (Automaton)
  5
  1 pip HKA – claws
  12
  +3 PD, +5 ED Armor
  30
  afterLife Support (Full)
  10
  Detect (Sense) life at Range
  6
  0 END w/ STR
  6
  0 END w/ Running
  3
  Concealment 10-
  2
  Familiarity w/ Common Melee Weapons
  2
  Familiarity w/ Common Missile Weapons
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing 8-
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  10
  11⁄2x BODY from blunt weapons (Common)
  10
  Psych. Limitation: Wants to kill living (Common)
  20
  2x Effect from PRE Attacks of Holy Men
  6
  Creature Bonus
  OCV: 5; DCV: 5; ECV: n/a; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  5
  +
  141
  =
  146 =
  71
  +
  75
  Appearance: Skeletons are the bones of humanoids given
  a semblance of life by powerful magics. Usually human
  Skeletons are encountered but dwarf, halfling, and even
  giant skeletons have been reported.
  Ecology: Skeletons are the reanimated corpses of dead
  warriors. Their bodies are too far decayed to become zom-
  bies, and the animating magic usually wipes the remaining
  flesh from the bones. They have no need for sleep or food
  and can survive any climate or hardship. They can be
  encountered in any number, anywhere, depending on the
  needs of the mage who creates them.
  Motivations: Skeletons have no self-motivation. They sim-
  ply follow the instructions of the one who created them.
  Combat Techniques: Skeletons follow the commands of
  their master, fighting until the bones of their bodies are
  broken and strewn about the battlefield. They are capable of
  simple combat — their master doesn’t have to command
  them to swing their swords for instance. However, Skeletons
  have no concept of tactics, and will fight to the death to carry
  out their master’s commands.
  Skeletons sometimes wear bits of armor (DEF 5-6, does
  not add to natural rPD or rED.), perhaps the remains of that
  which they were buried in. The GM should remember that
  skeletons never take STUN damage and cannot be Stunned.
  EGO and PRE attacks also have no effect. However, each
  time an attack successfully penetrates its DEF, some portion
  of the Skeleton breaks away, and with it some of its effective-
  ness. The GM should choose an appropriate loss or roll on
  the table below:
  Roll 1d6
  Abilities Lost
  1
  10 STR (bones fractured or broken)
  2
  1⁄2 Running speed (broken leg bones)
  3
  Normal sight (skull damage)
  4
  Normal hearing (skull damage)
  5
  Life Detection (skull damage)
  6
  1 pip HKA (hands broken)
  Other Names: Skeletal Warrior, Baykole
  Rumors: Tales are told of mages who can not only animate
  humanoid Skeletons, but Skeletons of animals and greater
  beasts.
  
  HERO Bestiary
  99
  GIANT SNAKE
  Val
  Char
  Cost
  40*
  STR
  0
  15
  DEX
  15
  25
  CON
  30
  16*
  BODY
  0
  2
  INT
  -8
  5
  EGO
  -10
  35
  PRE
  25
  2
  COM
  -4
  12
  PD
  3
  8
  ED
  3
  3
  SPD
  5
  14
  REC
  14
  50
  END
  0
  50*
  STUN
  16
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  30
  2d6 HKA – bite
  15
  +6 PD, +4 ED Armor
  20
  Running +10" (16" total)
  1/5"
  16
  Swimming +8" (10" total)
  1/5"
  8
  +4 Hearing Perception (14-)
  5
  +1 w/ H-to-H combat
  3
  Concealment 9-
  5
  Stealth 13-
  0
  ES: Climbing 8-
  Cost
  Optional Abilities (poisonous)
  50
  4d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2),
  Persistent, Gradual Effect (1 Hour), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 30 Charges – venom
  Cost
  Optional Abilities (constrictor)
  8
  STR is Penetrating (+1⁄2), only with squeezing (-1⁄4).
  21
  Choke Hold (+4 DC), 4d6 NND, Grab, -2 OCV
  75+
  Disadvantages
  15
  Phys Limitation: No Fine Manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  103
  Creature Bonus, Giant
  153
  Creature Bonus, Poisonous
  132
  Creature Bonus, constrictor
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  Costs:
  Char
  Powers
  Total
  Disadv
  Base
  Giant
  89
  +
  129
  =
  218 =
  143
  +
  75
  Poisonous 89
  +
  179
  =
  268 =
  193
  +
  75
  Constrictor 89
  +
  158
  =
  247 =
  172
  +
  75
  Appearance: Giant Snakes have been described in a num-
  ber of ways. Most are over 25 feet long and resemble giant
  versions of ordinary snakes. Others have more exotic fea-
  tures such as a long dorsal fin running down their backs or
  a cold repelling, fur coat.
  Ecology: Giant snakes can be found in relatively secluded
  places of all climates. They live in places such as caves, high
  in trees, and burrows in swamps. They are encountered in
  groups of 1-6, usually while they search for food such as wild
  pigs, deer, and even animals as large as hippopotamuses.
  Motivations: Normal animal motivations.
  Combat Techniques: Non-poisonous Giant Snakes coil
  around their prey (Grab) and hold them while biting them.
  Giant Poisonous Snakes use the same technique but need
  only wait for the poison to take effect. Giant Constrictors, in
  addition to bitting, can crush their prey with their powerful
  muscles.
  Other Names: Sea Serpent, Sometimes mistakenly called
  Dragons.
  Rumors: There is said to be a rare species of Giant Snake
  which has a head at each end.
  
  100
  HERO Bestiary
  SPHINX
  Val
  Char
  Cost
  20
  STR
  10
  20
  DEX
  30
  20
  CON
  20
  12
  BODY
  4
  18
  INT
  8
  13
  EGO
  6
  20
  PRE
  10
  18
  COM
  4
  12
  PD
  8
  10
  ED
  6
  5
  SPD
  20
  12
  REC
  8
  50
  END
  5
  40
  STUN
  8
  Cost
  Abilities
  END
  10
  1⁄2d6 HKA – claws
  1
  29
  11⁄2d6 HKA, Continuous, reduced penetration (-1⁄4),
  only after target is Grabbed (-1⁄2) – hind claws
  5
  14
  +5 PD, +5 ED Force Field, Persistent,
  not vs magic (-1⁄2)
  0
  15
  Magic Spells
  9
  Magic Skill 16-
  20
  Flight 15", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  10
  Tracking Scent
  2
  Familiarity w/ Common Melee Weapons
  2
  Familiarity w/ Common Missile Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Reputation (Extreme) 11-
  15
  Berserk when deprived of kill (Uncommon) 11-, 11-
  148
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 5; Phases: 3, 5, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  147
  +
  126
  =
  273 =
  198
  +
  75
  Appearance: Sphinxes have the face and chest of a human
  woman, the body of a lion and the wings of an eagle.
  Sphinxes are predominantly female.
  Ecology: Sphinxes travel from city to city, walking on their
  hind legs and wearing concealing cloaks, searching for
  human prey. Sphinxes often build lairs in isolated places
  such as on islands or in mountain caves and fly to the
  surrounding towns and cities to hunt.
  Motivations: Sphinxes are intelligent, aggressive, and preda-
  tory. They are darkly playful when hunting and socialize with
  their intended prey before striking. If the victim cannot
  escape, the Sphinx will sometimes reveal itself and play
  games with the prey, offering it freedom if it can perform
  some impossible feat. Often the victim is eaten anyway.
  Combat Techniques: Though familiar with the use of bows,
  Sphinxes prefer to engage their foe in close combat. They
  first deceptively embrace or Grab their prey, knocking it to
  the ground. The hind claws are then used to dispatch the
  unfortunate individual.
  Rumors: Wherever Sphinxes are encountered, you can be
  sure that some treasure of the gods is hidden nearby.
  
  HERO Bestiary
  101
  SUCCUBUS
  Val
  Char
  Cost
  20
  STR
  10
  15
  DEX
  15
  16
  CON
  12
  15
  BODY
  10
  18
  INT
  8
  18
  EGO
  16
  20
  PRE
  10
  30
  COM
  10
  10
  PD
  6
  8
  ED
  5
  3
  SPD
  5
  8
  REC
  2
  40
  END
  4
  35
  STUN
  2
  Cost
  Abilities
  END
  20
  Shape Shift (any humanoid form)
  2
  29
  10d6 Mind Control, humanoids only (-1⁄4),
  opposite sex only (-1⁄2)
  5
  2
  Damage Resistance 2 rPD/2 rED
  20
  50% Resistant Physical Damage Reduction,
  not vs silver or magic (-1⁄2)
  6
  25% Resistant Energy Damage Reduction,
  only vs demonic heat & cold (-11⁄2)
  22
  Life Support (Doesn’t breath, immune to heat,
  cold, disease & aging)
  2
  Mental Defense (5 pts)
  10
  Infrared & Ultraviolet Vision
  14
  Flight 14"
  1/5"
  36
  Conversation, Interrogation, Persuasion,
  Seduction 16- (each)
  2
  Familiarity w/ Common Melee Weapons
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features: aura of evil
  (Easily Concealable, Extreme Reaction)
  25
  4d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  15
  Physical Limitation: Blocked by pentagrams
  (Infrequent, Fully)
  15
  Psych. Limitation: must obey anyone who invokes
  true name (Uncommon, Total)
  15
  Psych. Limitation: Devious (Very Common)
  15
  Psych. Limitation: Malicious (Very Common)
  10
  Psych. Limitation: Fear of holy symbols
  (Uncommon, Strong)
  63
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 6; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  115
  +
  168
  =
  283 =
  208
  +
  75
  Appearance: Succubi are demons who assume the shape
  of beautiful women. When in disguise they are indistinguish-
  able from normal persons save for their irresistible beauty.
  Ecology: It is not known what part of Hell Succubi come from
  or how they come by their unnatural beauty. Many have been
  encountered though as they often meddle in the affairs of
  man. a Succubus will normally appear to a man in a form he
  will find irresistible and quickly seduce and beguile him with
  her abilities, until he is oblivious to any wrongdoing of the
  Succubus. She then steals his soul, whether physically or by
  demonic contract is not known, and disappears from his life.
  Motivations: Succubi are some of the most deceptive of
  demons, preferring guile and trickery to force and intimida-
  tion as means of gaining souls and spreading evil. The end
  goal is of course the same, to populate Hell with the souls of
  the tempted and to spread chaos throughout the world.
  Combat Techniques: A Succubus will often run from a fight
  unless significantly more powerful than her opponent. The
  typical weapon of a Succubus is a decorative, often magical,
  dagger.
  Other Names: Deceiver, Witch
  Rumors: It has been said that a Succubus can be defeated
  if her victim is aware of her powers and can beguile her
  before she can affect him.
  
  102
  HERO Bestiary
  COMMON TROLL
  Val
  Char
  Cost
  30*
  STR
  10
  14
  DEX
  12
  25
  CON
  30
  22*
  BODY
  20
  8
  INT
  -2
  10
  EGO
  0
  25
  PRE
  15
  0
  COM
  -5
  13
  PD
  9
  9
  ED
  4
  3
  SPD
  6
  10
  REC
  2
  50
  END
  0
  55*
  STUN
  10
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On (400 KG,
  +1 to others’ Sight Perception, -2" KB)
  15
  1d6 HKA – bite
  1
  24
  2d6 HKA, reduced penetration (-1⁄4) – claws
  3
  6
  +3 PD, +1 ED Armor
  10
  Regeneration 1 BODY/Turn
  4
  Running +2" (8" total)
  1/5"
  5
  Ultraviolet Vision
  3
  Bump of Direction
  3
  Concealment 11-
  2
  AK: Home Area 11-
  2
  KS: Caves & Tunnels
  1
  Lang: Local Common (Basic Conversation)
  3
  Shadowing 11-
  3
  Stealth 12-
  2
  Familiarity w/ Common Melee Weapons
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme
  Reaction)
  10
  2x effect from Flash (Uncommon)
  10
  Physical Limitation: Blind in direct sunlight
  (Uncommon, Greatly)
  15
  Reputation (Extreme) 11-
  82
  Creature Bonus
  OCV: 5; DCV: 4*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  111
  +
  106
  =
  217 =
  142
  +
  75
  Appearance: Trolls are huge, wicked and horrible crea-
  tures. The Common Troll stands ten feet tall with slimy,
  green, scaled skin and sharp claws.
  Ecology: Trolls favor areas away from the burning sun such
  as inside abandoned buildings and caves or under large
  bridges. While they can eat nearly anything, trolls relish the
  taste of human and elven flesh. Once a year Common Trolls
  are driven to mate. A tranquilizer-like hormone is released
  into the male at this time causing him to remain with, and
  sometimes protect, the female until the child is born. At this
  time the male reverts to normal, and he drives the female and
  child out to fend for themselves.
  Motivations: Most trolls are solitary and territorial. They are
  motivated by the need for food and the lust for mayhem.
  Trolls will go to great lengths to cause destruction and
  suffering to other races.
  Combat Techniques: Troll tactics are simple: Attack until
  you can’t anymore! Then run away! The Common Trolls’
  main weapon is their claws. If they are in a particularly
  favorable position they will Grab their foe and begin a
  combination of crushing and biting. A troll’s scaly hide serves
  well as armor, but some wear heavy skins (1 rPD).
  Other Names: Ogre (Trolls and Ogres are easily confused
  with one another, which Ogres deeply resent. Trolls are
  generally bigger, uglier and have the ability to quickly heal
  wounds.)
  Rumors: It is said there is a race of trolls that live in the sea
  who are larger than Common Trolls and can breathe water.
  They hunt in groups of two to six and can destroy the
  mightiest of ships.
  
  HERO Bestiary
  103
  UNICORN
  Val
  Char
  Cost
  25*
  STR
  0
  21
  DEX
  33
  25
  CON
  30
  15*
  BODY
  4
  15
  INT
  5
  20
  EGO
  20
  20
  PRE
  10
  24
  COM
  7
  8
  PD
  6
  6
  ED
  1
  4
  SPD
  9
  15
  REC
  16
  50
  END
  0
  41*
  STUN
  8
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  5
  1 pip HKA – bite
  21
  1d6 HKA, Armor Piercing – horn
  2
  10
  +4d6 HA, reduced penetration (-1⁄4) – hooves
  1
  12
  +5 PD, +3 ED Armor
  25
  5d6 Suppress all magic, Persistent,
  Always On, No Range
  12
  Running +6" (12" total)
  1/5"
  5
  Ultraviolet Vision
  6
  +2 to all Perceptions (14-)
  4
  +2 to Hearing Perception (16- total)
  7
  Concealment 14-
  3
  Stealth 13-
  5
  +1 w/ H-to-H combat
  4
  +2 w/ horn
  9
  +3 w/ Move By & Move Through
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Physical Limitation: No fine manipulation
  15
  Reputation 14-
  177
  Creature Bonus
  OCV: 7; DCV: 5*; ECV: 7; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  149
  +
  148
  =
  297 =
  222
  +
  75
  Appearance: Adult unicorns come in a variety of sizes that
  range from that of a typical goat to the size of a standard
  warhorse. Their coloration also varies from that of a typical
  horse to exotic golds, silvers and iridescent colors. The only
  characteristic common to all unicorns is the single long horn
  growing from the forehead. The horn grows in as large a
  variety of colors as the beast itself, though the colors are
  nearly always complementary.
  Ecology: Unicorns dwell in typical sylvan settings, in herds
  or mated pairs. They are elusive, unobtrusive creatures
  which prefer a solitary life with little contact with mankind.
  Only the sylvan races such as elves and faeries maintain any
  kind of regular relations with Unicorns.
  Motivations: Though more intelligent than humans, Uni-
  corns normally pursue a peaceful animal lifestyle. They have
  been known, however, to take part in endeavors to put down
  evil.
  Combat Techniques: Unicorns fight as horses fight; they
  kick, bite, and trample opponents. The only exception is their
  horn. Unicorns are very adept. with their horns in combat,
  using them as humans do a rapier. The points are very sharp,
  capable of piercing the skin of even a dragon.
  Other Names: Horse of Light, Maidensteed.
  Rumors: Various parts of Unicorns, but specifically their
  horns, are reputed to have magical properties. These range
  from the ability to negate magic to the ability to grant
  immortality. It is said that the only way to capture a Unicorn
  is to trap it using a pure maiden.
  
  104
  HERO Bestiary
  LESSER VAMPIRE
  Val
  Char
  Cost
  25
  STR
  15
  18
  DEX
  24
  13
  CON
  6
  11
  BODY
  2
  13
  INT
  3
  11
  EGO
  2
  13
  PRE
  3
  10
  COM
  0
  8
  PD
  3
  4
  ED
  1
  3
  SPD
  2
  9
  REC
  2
  26
  END
  0
  32
  STUN
  1
  Cost
  Abilities
  END
  5
  1 pip HKA – bite
  8
  1d6 RKA, Continuous, No Range,
  requires successful Grab (-1⁄2), takes 1 Turn,
  Concentrate (0 DCV) – blood drain
  3
  1
  Damage Resistance 5 rPD/1 rED,
  not vs silver or wood (-3⁄4)
  34
  75% Resistant Physical Damage Reduction,
  not vs silver or wood (-3⁄4)
  30
  afterLife Support (Full)
  11
  5d6 Mind Control,
  must establish eye contact (-1), takes full Phase
  2
  10
  Clinging
  2
  Running +1" (7" total)
  1/5"
  15
  Detect (Sense) life at Range, Discriminatory
  3
  PS: Former occupation 12-
  6
  2 PRE Based Skills 12- (each)
  2, 3
  KS: Hobby 11-;   Stealth 13-
  4
  Familiarity w/ Common Melee & Missile Weapons
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  10
  Distinctive Features: pale & sickly (Concealable)
  20
  3d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  0
  Dependence on blood (Common), 3d6/day
  0
  Dependence on sleeping in soil from burial place
  (Common), 3d6/day
  10
  Enraged at sight of blood (Common) 11-, 11-
  10
  Psych. Limitation: Fear of fire (Common)
  15
  Psych. Limit.: Fear of holy symbols (Uncommon, Total)
  20
  Psych. Limitation: Cannot enter buildings unless invited
  by owner (Common, Total)
  20
  Physical Limitation: Must follow commands of Greater
  Vampires (Frequent, Fully)
  10
  Physical Limit.: Aversion to garlic (Infrequently, Greatly)
  15
  Physical Limitation: Cannot cross running water
  (Infrequently, Fully)
  35
  1d6 RKA per Phase from direct sunlight (Very Comm.)
  -72
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 4; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  64
  +
  139
  =
  203 =
  128
  +
  75
  Appearance: Lesser Vampires appear as normal human-
  oids, though drawn and pale. Although their garb is normal,
  they will always have some neck covering to conceal the bite
  marks hidden there.
  Ecology: Lesser Vampires usually act as servants to that
  greater vampire which created them. With a greater vampire
  nearby, Lesser Vampires can number in the dozens. When
  out of the vampire’s control or if left to their own devises,
  Lesser Vampires will roam the countryside at night individu-
  ally or in small groups in search of prey. Like the greater
  vampire, the Lesser must feed once a day or begin to suffer
  painfully. Should its greater vampire master ever be de-
  stroyed, the Lesser Vampires under its control are freed of its
  control and grow to become greater vampires themselves.
  Motivations: Lesser Vampires maintain a semblance of
  normalcy until they sense blood. Even the mention of blood
  will cause them to react. They will begin to sweat and stare,
  unable to look away from the lifeblood they crave. At the
  mere sight of it they might break and attack its source.
  Combat Techniques: Lesser Vampires will normally attack
  with fists or possibly blunt weapons. If their bloodlust is on
  them they will attack maniacally, pummelling and biting. If
  seriously hurt the vampire will attempt to flee back to its
  home.
  Other Names: Blood-Sucker, Vetala
  Rumors: Though they must obey the commands of the
  greater vampire, Lesser Vampires would like nothing more
  than to be freed of their influence.
  
  HERO Bestiary
  105
  GREATER VAMPIRE
  Val
  Char
  Cost
  30
  STR
  20
  25
  DEX
  45
  20
  CON
  20
  15
  BODY
  10
  18
  INT
  8
  18
  EGO
  16
  25
  PRE
  15
  20
  COM
  5
  10
  PD
  4
  4
  ED
  0
  4
  SPD
  5
  10
  REC
  0
  40
  END
  0
  40
  STUN
  0
  Cost
  Abilities
  END
  5
  1 pip HKA – bite
  8
  1d6 RKA, Contin., No Range, requires Grab (-1⁄2),
  takes 1 Turn, Concentrate (0 DCV) – blood drain
  3
  9
  2d6 Major Transformation (humanoid into Lesser
  Vampire), Cumulative, No Range, Concentrate
  (0 DCV), takes 1 minute, only once per day per
  victim (-1), only after successful RKA (-1⁄2)
  3
  2
  Damage Resistance 6 rPD/2 rED,
  not vs silver or wood (-3⁄4)
  34
  75% Resistant Physical Damage Reduction,
  not vs silver or wood (-3⁄4)
  28
  Multiform (wolf & vampire bat)
  40
  Desolidification (vulnerable to magic & silver),
  0 END, not through solid objects – mist form
  0
  4
  Flight 3", Linked to Desolidification
  1/5"
  22
  10d6 Mind Control, must establish
  eye contact (-1), takes full Phase
  5
  10
  Mind Link w/ Lesser Vampires, 1 at a time
  1
  30, 10
  Life Support (Full);   Clinging
  15
  Detect (Sense) life at Range, Discriminatory
  12
  Conversation, High Society, Persuasion,
   Seduction 14- (each)
  3, 2
  PS: Former occupation 12-;   KS: Hobby 11-
  3, 15
  Stealth 14-;   +3 w/ H-to-H combat
  4
  Familiarity w/ Common Melee & Missile Weapons
  0
  ES: Climbing, Deduction 8- (each)
  75+
  Disadvantages
  10
  Dist. Features: No reflection in mirrors (Concealable)
  20
  3d6/Turn when on holy ground (Uncommon)
  15
  2d6 RKA from holy water & items (Uncommon)
  10
  2x BODY from holy weapons (Uncommon)
  10
  2x Effect from PRE Attacks of Holy Men
  0
  Dependence on blood (Common), 3d6/day
  0
  Dependence on sleeping in soil from burial place
  (Common), 3d6/day
  10
  Psych Limitation: Fear of fire (Common)
  10
  Psych Limit.: Fear of holy symbols (Uncom., Strong)
  20
  Psy Lim: Can't enter buildings unless invited (Com, Tot)
  10
  Physical Limit.: Aversion to garlic (Infrequently, Greatly)
  15
  Phy. Limit.: Cannot cross running water (Infreq., Fully)
  35
  1d6 RKA per Phase from direct sunlight (Very Com.)
  164
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 6; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  148
  +
  256
  =
  404 =
  329
  +
  75
  Appearance: Greater Vampires, in their true form, are
  exceedingly handsome or beautiful humanoids. They invari-
  ably appear well mannered and well groomed. The only hint
  of their dark nature is the almost unhealthy pallor of their skin.
  During their blood-lust their canine teeth grow long, and their
  eyes grow with unnatural fire. Vampires can also assume the
  form of a bat, wolf, or cloud of mist.
  Ecology: The Greater Vampire can live comfortably in
  almost any climate. They usually make their homes in
  castles or mansions, heavily draping the windows to block
  out all light. The Vampire’s coffin, his actual sleeping quar-
  ters, is normally located in a secret room, often deep in the
  basement.
  The only substance which will sustain a Vampire is blood
  (preferably human blood), which he must partake of once a
  day or begin to suffer a type of physical withdrawal. Each
  time the Greater Vampire bites and drains the blood of his
  victim, that person is slowly transformed into a lesser vam-
  pire, gaining all Powers (though not Skills) of a lesser
  vampire. Unfortunately, he also becomes a member of the
  Undead, and inherits all the Disadvantages of a vampire!
  (But not the points!)
  Motivations: A vampire’s main objective is to ensure a
  steady supply of blood. Since this entails killing people, the
  creature must frequently relocate to a new town to avoid
  suspicion. Vampires will kill anyone who discovers their true
  nature. Note that few vampires will transform a victim into a
  lesser vampire unless absolutely necessary (more vam-
  pires, less blood...).
  Combat Techniques: Vampires disdain weapons, espe-
  cially those that draw blood (waste not, want not). A Vam-
  pires employs its superior strength, speed and entrancing
  ability to subdue its opponent so it may drink its blood. If the
  combat goes against it, the Vampire changes into an appro-
  priate form in order to escape. Greater Vampires often have
  a retinue of two or more lesser vampires at their beck and
  call.
  Other Names: Blood-Sucker, Vetala
  Rumors: Wives’ tales speak of vampires who have no
  theistic affinities so are not frightened by religious symbols.
  
  106
  HERO Bestiary
  VODYANI
  Val
  Char
  Cost
  18
  STR
  8
  14
  DEX
  12
  18
  CON
  16
  12
  BODY
  4
  13
  INT
  3
  15
  EGO
  10
  18
  PRE
  8
  8
  COM
  -1
  6
  PD
  2
  5
  ED
  1
  3
  SPD
  6
  8
  REC
  0
  36
  END
  0
  30
  STUN
  0
  Cost
  Abilities
  END
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  11
  Life Support (Breath Underwater,
  Immune to Aging & Disease)
  10
  Shapeshift – old man
  1
  59
  Multiform – water nymph & fish
  8
  Swimming +8" (10" total)
  1/5
  5, 9
  Ultraviolet Vision;   Concealment 15-
  5, 10
  Stealth 13-;   +2 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Dist. Features (Easily Concealable, Extreme Reaction)
  0
  Dependence on water (Very Common), 2d6/5 Hours
  15
  Reputation (Extreme) 11-
  15
  Psych. Limitation: Hatred of humans (Common, Strong)
  63
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  69
  +
  129
  =
  198 =
  123
  +
  75
  Appearance: Vodyani appear as bulky humanoids with
  large toes, long horns, a snakey tail, eyes like burning coals,
  and lionlike paws instead of hands. Their coloration varies
  from white to blue to green to brown, and they are normally
  draped in slimy seaweed.
  Ecology: Vodyani are immortal spirits who inhabit large,
  stagnant or slow moving bodies of water. Up to 10 can inhabit
  a single body depending on its size. They are nocturnal,
  coming out of the water at night in search of unwary pass-
  ersby. The Vodyani snatch their victims and drag them
  underwater to their small palaces, into slavery. The Vodyani
  does not empower its victims to breath underwater, so they
  often drown before reaching the palace. The palaces (whose
  entrances are cleverly disguised) are made of crystal orna-
  mented with gold and silver taken from sunken treasures. It
  is said to be illuminated by stones which burn with light.
  Vodyani have the ability to change into a moss covered
  fish, a moss shrouded old man with green tinged hair, or a
  greenish water nymph. It is in these later forms that the
  Vodyani tries to lull its victims into security and then snatch
  them away. The Vodyani must be careful, because in all of
  these forms it cannot survive for long periods out of water.
  Motivations: Vodyani have a burning disdain for all other
  humanoids and hatred for some (such as humans), thinking
  them fit only for slavery and perhaps food. Vodyani have
  been known to break into fits of rage and destroy man made
  objects near their water such as dams and mills. This has
  caused some superstitious millers to throw strangers into the
  river in hopes of appeasing the Vodyani.
  Combat Techniques: Though the Vodyani is deadly in
  combat it is a poor tactician and will often flee at the first sign
  of defeat. Their main weapon is their claws, whose wounds
  must be thoroughly cleaned to prevent infection.
  Other Names: Water Spirit, Old Man of the Sea.
  Rumors: Vodyani have been said to react to holy men as do
  undead.
  WENDIGO
  Val
  Char
  Cost
  30*
  STR
  15
  18
  DEX
  24
  20
  CON
  20
  18*
  BODY
  14
  7
  INT
  -3
  10
  EGO
  0
  20
  PRE
  10
  0
  COM
  -5
  10
  PD
  5
  10
  ED
  6
  4
  SPD
  12
  10
  REC
  2
  50
  END
  5
  45*
  STUN
  3
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (200 KG, -1" KB)
  10
  1⁄2 d6 HKA – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  3
  +2 PD Armor
  22
  Invisibility to Sight Group w/ Fringe, 0 END,
  Always On, not to other forest creatures (-1⁄2)
  32
  +40 PRE, Invisible to all senses,
  for PRE Attacks only (-1), create fear only (-1⁄2)
  10
  Running +4" (10" total), 1⁄2 END
  1/10"
  15, 3
  Concealment 16-;   Mimicry 11-
  15, 15
  Shadowing 17-;   Stealth 14-
  7, 7
  Survival 13-;   Tracking 12-
  5
  Ventriloquism 14-, only to throw voice (-3⁄4)
  2
  Familiarity w/ Common Melee Weapons
  5
  +1 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  25
  Dist. Features (Not Concealable, Extreme Reaction)
  15
  Reputation (Extreme) 11-
  15
  Psych. Limitation: Seclusive (Common, Strong)
  10
  Reputation (Extreme) 8-
  128
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  108
  +
  160
  =
  268 =
  193
  +
  75
  
  HERO Bestiary
  107
  Appearance: Ranging in coloration from black to white to
  gray, Wendigos resemble small ogres with large intelligent
  eyes. Few, however, see the beast this well since its natural
  invisibility prevents anyone from seeing it other than as
  indistinct movement at the edge of the person’s vision.
  Usually a vague movement in the brush or a feeling of being
  watched is the only indication of a Wendigo’s presence.
  Ecology: Wendigos live in secluded areas with woods or
  any other tall growth. They are nomadic and travel singly or
  in pairs, marking out a temporary territory wherever they go
  with the use of a scent gland. Spending several weeks in this
  territory, they forage the area and make temporary homes in
  caves and gullies. It is suspected that when the marking
  scent wears off, the Wendigos move on. They are omnivo-
  rous, eating mainly plants and berries and the occasional kill.
  Motivations: Wendigos live much like other secluded crea-
  tures, wishing only to survive. They seem to be very territorial
  as they are only aggressive to people passing through their
  temporary territory. They are curious about bright shiny
  objects and have been known to attack heavily bejeweled
  persons. The curiosity passes quickly after the item is
  obtained however, and the territory of a Wendigo can be
  detected by the presence of gems and jewels found dis-
  carded in secluded places.
  Combat Techniques: The assault of a Wendigo is one of
  terror and intimidation. It will follow its prey, sometimes for
  days, making small, forboding noises and movements in the
  bushes nearby to unnerve the prey. Sometimes it will call out
  to the victim in its own voice which may seem to come from
  all around the terrified victim. Eventually when the victim
  throws off all burdens and runs, the Wendigo strikes it from
  behind while it flees, rending it with its claws and bite.
  Other Names: Spirit of Lonely Places.
  Rumors: Somewhere in the Wendigo’s throat is a small
  orifice which produces a sound that people cannot hear. It is
  this sound which drives victims mad with fear and is highly
  sought by alchemists.
  WERECREATURES
  (LYCANTHROPES)
  Appearance: Werecreatures are persons infected by a
  disease called Lycanthropy which causes them to transform
  into a man-animal during the nights of the full moon. Each
  Lycanthrope has a human form and an animal form. The
  lycanthrope’s human form is perfectly normal, except. that
  slight attributes of the animal form may be apparent. (A
  weretiger may lick herself, a werewolf may bellow, etc.). In
  cases of lycanthropy involving animals smaller than man, the
  man-animal form is typically almost man-sized. This rule
  does not seem to hold for larger creatures such as werebears
  which are very large.
  Ecology: Lycanthropes of various kinds can be found al-
  most anywhere in the world. They tend to live in regions
  which are preferred by their animal counterparts.
  The disease, Lycanthropy, is not fully understood. Some
  think it to be magical in origin. Some believe that it is a
  legitimate biological infection. Whichever the case, lycan-
  thropy seems to be transmitted by the saliva or blood of an
  infected person. The disease is usually transferred to an-
  other person during the creature’s attack through the wounds
  it inflicts. Within days, the newly infected begins to display
  signs of the disease. After an undetermined period of uncon-
  trolled change, only during the full moon, the Werecreature
  often develops some control over his change, enabling him
  to force the transformation on nights without a full moon and
  (rarely) in the daytime.
  Motivations: The motivations of Lycanthropes are widely
  varied. The predominate mental effect that lycanthropy has
  on those infected seems to be an extreme reduction of
  inhibitions. Lycanthropy also drives the Werecreature to eat
  meat, often human flesh. Lastly it appears that some strains
  or “species” of lycanthropy tend to corrupt the victim’s
  personality more than others. Werewolves tend to become
  more evil than werebears, while wereboars simply become
  more violent.
  Combat Techniques: As most Werecreatures are basically
  normal people in their human form, they typically prefer to
  fight in their animal forms.
  Rumors: There are stories of entire villages that wander the
  wilderness as beasts when the moon is full. Various herbs
  and silver are said to be effective weapons against
  Werecreatures. Some believe that Lycanthropes have a
  “transitional form” which displays attributes of both its human
  and animal forms.
  
  108
  HERO Bestiary
  WEREBEAR
  Val
  Char
  Cost
  38*†
  STR
  18
  20
  DEX
  30
  21
  CON
  22
  25*
  BODY
  28
  8
  INT
  -2
  10
  EGO
  0
  25
  PRE
  15
  8
  COM
  -1
  14†
  PD
  7
  ‡  Not vs silver weapons or fire (-1⁄2)
  10†
  ED
  5
  4
  SPD
  10
  * Bonuses for Growth already figured in.
  12
  REC
  4
  42
  END
  0
  † Bonuses for Density Increase
  49*
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persis., Always On (2x mass, -1 KB)
  7
  Density Increase (5 pts), Persistent, Always
  On (2x mass (400 KG total), -1" KB (-2" total))
  25
  11⁄2d6 HKA – bite
  2
  32
  21⁄2d6 HKA, reduced penetration (-1⁄4) – claws
  3
  Sacrifice Throw (tripping), +2 OCV, +1 DCV,
  does STR damage, bear falls on victim
  3
  Multiform (into 75 pt human), only at dawn (-1),
  Requires 1 Turn to shift forms (-1)
  8
  1d6 Major Transform (target into werebear),
  Cumulative, 0 END, No Range, Linked to bite, only
  if bite does BODY damage (-1⁄2), Activation 10-
  10
  +6 PD, +4 ED Armor ‡
  40
  75% Resistant Physical Damage Reduction ‡
  20
  50% Resistant Energy Damage Reduction ‡
  30
  Mind Link w/ grizzly bears (up to 16 at once)
  6
  +10 PRE, create fear only (-1⁄2), only if roaring (-1⁄4)
  5, 3
  Discriminatory Smell;   +1 to all Perceptions (12-)
  3, 3
  Climbing 13-;   Concealment 11-
  -2
  Running -1" (5" total)
  1/5"
  0
  ES: Conversation, Deduction 8- (each)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Frequently hungry. Goes out of way to find food
  (Common, Moderate)
  10
  2x BODY from silver weapons
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  20
  Berserk in combat (Very Common) 8-, 11-
  20
  Automatically Changes into human at dawn
  5
  Limited memory of human form (infrequently, slightly)
  156
  Creature Bonus
  Disadvantages — Human form
  15
  Accidental Change (into bear), during full moon (uncom-
  mon) 14-
  10
  2x BODY from silver weapons
  OCV: 7; DCV: 7; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  136
  +
  200
  =
  336 =
  261
  +
  75
  Appearance: Werebears look like regular bears (of various
  types), with human-like features and mannerisms. Some
  few are able to simulate human speech. A Werebear’s
  human form will become bulkier (than it had been before
  contracting lycanthropy) with bristly hair and frequent hun-
  ger.
  Ecology: Werebears are most often encountered in woods,
  often in the company of other bears, near woodland villages.
  They have all of the natural abilities of normal bears, some-
  times enhanced, and can telepathically communicate with
  other bears.
  Motivations: Werebears are more benevolent than most
  lycanthropes. They are slow to anger but are terrifying when
  enraged. Their driving need to eat raw flesh often earns them
  the reputation of “rogue bear” by the local villagers.
  Combat Techniques: Werebears attack similarly to normal
  bears, biting and clawing their foes. They are highly resistant
  to damage although fire effects them normally and silver
  affects them greatly.
  
  HERO Bestiary
  109
  Motivations: Wereboars seem to be motivated by stubborn-
  ness. Though they share common motivations with other
  boars, their stubbornness drives them even beyond the point
  at which they can remember what it is they want.
  Combat Techniques: Wereboars attack viciously with bite
  and slashing tusks even if they have been mortally wounded.
  WERERAT
  Val
  Char
  Cost
  18
  STR
  8
  18
  DEX
  24
  20
  CON
  20
  13
  BODY
  6
  12
  INT
  2
  10
  EGO
  0
  16
  PRE
  6
  6
  COM
  -2
  6
  PD
  2
  4
  ED
  0
  4
  SPD
  12
  8
  REC
  0
  40
  END
  0
  32
  STUN
  0
  ‡ Not vs silver weapons or fire (-1⁄2)
  Cost
  Abilities
  END
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  20
  1⁄2d6 HKA, Continuous – bite
  3
  3
  Multiform (into 75 pt human), only at dawn (-1),
  Requires 1 Turn to shift forms (-1)
  7
  1d6 Major Transform (target into wererat), Cumula-
  tive, 0 END, No Range, Linked to bite, only if bite
  does BODY damage (-1⁄2), Activation 14-
  6
  +4 PD, +2 ED Armor ‡
  40
  75% Resistant Physical Damage Reduction ‡
  20
  50% Resistant Energy Damage Reduction ‡
  40
  Mind Link w/ rats (up to 64 at once)
  10
  Tracking Scent
  5, 5
  Discriminatory Smell;   Ultraviolet Vision
  3
  +1 to all Perceptions (12-)
  8
  +2 Hearing & Smell Perceptions (14- total)
  2
  +1" Running (7" total)
  1/5"
  9, 3
  Concealment 14-;   Stealth 13-
  5, 10
  (Pack) Tactics 11-;   +2 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Concealable, Extreme Reaction)
  10
  2x BODY from silver weapons
  15
  Reputation (Extreme) 11-
  30
  Berserk in combat (Very Common) 14-, 11-
  20
  Changes into human at dawn
  15
  Physical Limitation: No fine manipulation
  5
  Limited memory of human form (infrequently, slightly)
  90
  Creature Bonus
  Disadvantages — Human form
  5
  Distinctive Features (Easily Concealable)
  15
  Accid. Change (to rat), during full moon (uncom.) 14-
  10
  2x BODY from silver weapons
  OCV: 6; DCV: 6; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  78
  +
  202
  =
  280 =
  205
  +
  75
  WEREBOAR
  Val
  Char
  Cost
  22
  STR
  12
  17
  DEX
  21
  19
  CON
  18
  15
  BODY
  10
  8
  INT
  -2
  10
  EGO
  0
  23
  PRE
  13
  7
  COM
  -2
  10
  PD
  6
  6
  ED
  2
  3
  SPD
  3
  9
  REC
  2
  40
  END
  1
  36
  STUN
  0
  ‡ Not vs silver weapons or fire (-1⁄2)
  Cost
  Abilities
  END
  20
  1⁄2d6 HKA, Continuous – bite
  2
  8
  1⁄2d6 HKA, reduced penetration (-1⁄4) – tusks
  1
  3
  Multiform (into 75 pt human), only at dawn (-1),
  Requires 1 Turn to shift forms (-1)
  7
  1d6 Major Transform (target into wereboar),
  Cumulative, 0 END, No Range, Linked to bite, only
  if bite does BODY damage (-1⁄2), Activation 12-
  6
  +4 PD, +2 ED Armor ‡
  40
  75% Resistant Physical Damage Reduction ‡
  20
  50% Resistant Energy Damage Reduction ‡
  30
  Mind Link w/ boars (up to 16 at once)
  3
  PRE +5, for PRE Attacks only (-1⁄2)
  8
  Running +4" (10" total)
  1/5"
  12
  +3 Smell & Hearing Perceptions (14-)
  5, 3
  Ultraviolet Vision;   Concealment 11-
  15, -4
  +3 w/ H-to-H combat;   -2 Sight Perception (9-)
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  10
  2x BODY from silver weapons
  20
  Distinctive Features (Concealable, Extreme Reaction)
  35
  Berserk in combat (Very Common) 14-, 8-
  20
  Changes into human at dawn
  15
  Physical Limitation: No fine manipulation
  5
  Limited memory of human form (infrequently, slightly)
  80
  Creature Bonus
  Disadvantages — Human form
  15
  Accid. Change (to boar), during full moon (uncom.) 14-
  10
  2x BODY from silver weapons
  OCV: 6; DCV: 6; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  84
  +
  176
  =
  260 =
  185
  +
  75
  Appearance: Wereboars look like huge boars with human-
  like features that often walk on their hind legs. Their human
  forms frequently display over-reactive fits of rage and two
  front lower teeth usually grow somewhat longer and tusklike.
  Ecology: Wereboars live in woods and scrubby plains,
  sometimes near civilization. They are often found in the
  company of 1-8 large normal boars with which they share the
  same abilities and mannerisms. Wereboars are able to
  communicate telepathically with these boars. Wereboars
  are frequently encountered hunting for food in back-alley
  trash heaps and garbage dumps near towns.
  
  110
  HERO Bestiary
  Appearance: Wererats look like man-sized, bipedal rats.
  They slouch at a height of 4 feet tall with a snakey tail that
  trails for feet behind them. Their human forms usually
  develop rat-like features such as oversized incisor teeth and
  large ears.
  Ecology: Wererats prefer to make their homes within a city,
  or more accurately, beneath a city, in the sewers and back
  alleys. They commonly associate with, and sometimes lead,
  a large number of ordinary, and rarely, giant rats. They stalk
  through the city at night eating refuse and killing lone victims.
  Because they frequent such filthy habitats, the wounds from
  a Wererat often become infected.
  Motivations: Wererats are the greediest of all lycanthropes,
  having a seldom controlled lust for shiny objects. They also
  seek to hoard food and trash in their homes. Aside from
  killing their hapless victims, Wererats seem to enjoy terrify-
  ing and torturing their prey.
  Combat Techniques: Wererats attack directly by biting and
  clawing. Almost as often however, they will utilize their
  surroundings to trap, catch or crush their prey by surprise. If
  battle begins to go against them in the slightest, the Wererat
  and his minions will flee to a safe distance and quickly
  regroup to attack again. Only if the Wererat is severely
  injured or if more than half of his minions are destroyed will
  he retreat permanently.
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  2x BODY from silver weapons
  20
  Distinctive Features (Concealable, Extreme Reaction)
  20
  Berserk in combat (Very Common) 11-, 14-
  20
  Changes into human at dawn
  5
  Limited memory of human form (infrequently, slightly)
  175
  Creature Bonus
  Disadvantages — Human form
  5
  Distinctive Features (Easily Concealable)
  15
  Accidental Change (into tiger), during full moon
  (Uncommon) 14-
  10
  2x BODY from silver weapons
  OCV: 7; DCV: 7; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  126
  +
  214
  =
  340 =
  265
  +
  75
  Appearance: Weretigers appear as sleek, human-like fe-
  lines who walk on two legs as often as on four. Though most
  are tiger-like in appearance, Were-Leopards, Panthers, Li-
  ons, and Lynxes have also been encountered. The Werecat’s
  human form develops very supple musculature and some-
  times cat-like eyes. Feline mannerisms are usually dis-
  played.
  Ecology: Weretigers are the most solitary of lycanthropes.
  They tend to live farther from human habitation and even
  associate with their “own kind” much less than other
  lycanthropes.They also seem to have greater control over
  their hunger for human flesh, usually settling for other
  animals which they hunt and kill themselves.
  Motivations: Next to their search for flesh, wanderlust
  seems to be the driving motivation of Weretigers. They
  seldom remain in one location for very long, roaming across
  the countryside in search of more pleasant and more favor-
  able hunting grounds.
  Combat Techniques: Weretigers will normally not attack if
  left alone. If provoked or when hunting they attack aggres-
  sively, biting and raking with their front claws, or Grabbing
  and raking with their hind claws in the manner of their feline
  kin. Weretigers have the best combat sense of the
  lycanthropes and will break off and flee, or even surrender,
  if the fight is going against them.
  WERETIGER
  Val
  Char
  Cost
  25
  STR
  15
  21
  DEX
  33
  21
  CON
  22
  20
  BODY
  20
  8
  INT
  -2
  10
  EGO
  0
  20
  PRE
  10
  12
  COM
  1
  12
  PD
  7
  8
  ED
  4
  4
  SPD
  9
  12
  REC
  6
  44
  END
  1
  44
  STUN
  0
  ‡ Not vs silver weapons or fire (-1⁄2)
  Cost
  Abilities
  END
  20
  1d6+1 HKA – bite or front claws
  2
  34
  2d6 HKA, Continuous, reduced penetration (-1⁄4),
  only after target is Grabbed (-1⁄2) – hind claws
  6
  3
  Multiform (into 75 pt human), only at dawn (-1),
  Requires 1 Turn to shift forms (-1)
  8
  1d6 Major Transform (target into weretiger),
  Cumulative, 0 END, No Range, Linked to bite,
  only if bite does BODY damage (-1⁄2), Activation 10-
  4
  +2 PD, +2 ED Armor ‡
  40
  75% Resistant Physical Damage Reduction ‡
  20
  50% Resistant Energy Damage Reduction ‡
  30
  Mind Link w/ tigers (up to 16 at once)
  6
  +10 PRE, only for PRE Attacks (-1⁄2),
  only while roaring (-1⁄4)
  10
  Tracking Scent
  5
  Ultraviolet Vision
  3
  +2 to all Perceptions (13-)
  4
  +1 Hearing & Smell Perceptions (14- total)
  8
  Running +4" (10" total)
  1/5"
  3
  Climbing 13-
  3
  Concealment 11-
  3
  Stealth 13-
  10
  +2 w/ H-to-H combat
  0
  ES: Conversation, Deduction 8- (each)
  
  HERO Bestiary
  111
  WEREWOLF
  Val
  Char
  Cost
  15
  STR
  5
  18
  DEX
  24
  18
  CON
  16
  12
  BODY
  4
  8
  INT
  -2
  10
  EGO
  0
  20
  PRE
  10
  8
  COM
  -1
  7
  PD
  4
  5
  ED
  1
  4
  SPD
  12
  7
  REC
  0
  36
  END
  0
  30
  STUN
  1
  ‡ Not vs silver weapons or fire (-1⁄2)
  Cost
  Abilities
  END
  24
  2d6 HKA, reduced penetration (-1⁄4) – claws
  3
  30
  1d6 HKA, Continuous – bite
  3
  3
  Multiform (into 75 pt human), only at dawn (-1),
  Requires 1 Turn to shift forms (-1)
  7
  1d6 Major Transform (target into werewolf),
  Cumulative, 0 END, No Range, Linked to bite,
  only if bite does BODY damage (-1⁄2), Activation 14-
  6
  +4 PD, +2 ED Armor ‡
  40
  75% Resistant Physical Damage Reduction ‡
  20
  50% Resistant Energy Damage Reduction ‡
  30
  Mind Link w/ wolves (up to 16 at once)
  10
  Tracking Scent
  5
  Discriminatory Smell
  5
  Ultraviolet Vision
  3
  +1 to all Perceptions (12-)
  8
  +2 Hearing & Smell Perceptions (14- total)
  2
  +1" Running (7" total)
  1/5"
  5
  Concealment 11-
  3
  Stealth 13-
  5
  (Pack) Tactics 11-
  10
  +2 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  20
  Distinctive Features (Concealable, Extreme Reaction)
  10
  2x BODY from silver weapons
  15
  Reputation (Extreme) 11-
  30
  Berserk in combat (Very Common) 14-, 11-
  15
  Aversion to wolfsbane (Uncommon, Total)
  20
  Changes into human at dawn
  15
  Physical Limitation: No fine manipulation
  5
  Limited memory of human form (Infrequently, Slightly)
  85
  Creature Bonus
  Disadvantages — Human form
  5
  Distinctive Features (Easily Concealable)
  15
  Accidental Change (into wolf), during full moon
  (Uncommon) 14-
  10
  2x BODY from silver weapons
  10
  Aversion to wolfsbane (Uncommon, Strong)
  OCV: 6; DCV: 6; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  74
  +
  216
  =
  290 =
  215
  +
  75
  Appearance: Werewolves appear as huge wolves with
  human-like features. Of all the lycanthropes the amount of
  humanity in the werewolf varies most. Some descriptions
  say that they resemble wolves exactly while other describe
  them as humans with dense fur and canine features.
  Ecology: The Werewolf wanders the countryside at night
  with other Werewolves or common wolves at its side. They
  hunt all creatures which are out unprotected at night, eating
  livestock and killing unwary travellers. Like other lycanthropes,
  Werewolves have the ability to speak telepathically with their
  own “species”.
  Motivations: The motivations of Werewolves are very simi-
  lar to those of ordinary wolves, to rule their pack and to
  survive in the wild. Werewolves in humanoid form are rather
  uncomfortable in social situations and tend to remain in their
  dwellings during the daytime hours.
  Combat Techniques: Werewolves attack as the guiding
  portion of an organized pack, alongside wolves and other
  Werewolves. They will guide the rest of their pack into
  attacking and once the prey has weakened, will move in to
  make the kill themselves.
  
  112
  HERO Bestiary
  WIGHT
  Val
  Char
  Cost
  19
  STR
  9
  17
  DEX
  21
  20
  CON
  20
  18
  BODY
  16
  12
  INT
  2
  12
  EGO
  4
  16
  PRE
  6
  2
  COM
  -4
  8
  PD
  4
  5
  ED
  1
  4
  SPD
  13
  8
  REC
  0
  40
  END
  0
  38
  STUN
  0
  Cost
  Abilities
  END
  10
  1 pip HKA, Armor Piercing – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  6
  afterLife Support (Immune to disease & aging)
  40
  Invisibility to Sight Group, w/ fringe, Persistent,
  only in shadows (-1⁄2)
  20
  Spatial Awareness, Discriminatory,
  not if eyes are covered (-1⁄2)
  10, 5
  Tracking Scent;   Climbing 13-
  3
  KS: Caves & Caverns 12-
  9, 15
  Ventriloquism 14-;   +3 w/ H-to-H combat
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  20
  2x Effect from PRE Attacks of Holy Men
  20
  1d6 RKA from direct sunlight (Common)
  20
  Physical Limitation: Dead (All the Time, Greatly)
  15
  Psych. Limitation: Dead (Very Common)
  20
  Berserk in combat (Common) 8-, 8-
  10
  Enraged in presence of living creatures (Com.) 8-, 8-
  17
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 4; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  92
  +
  130
  =
  222 =
  147
  +
  75
  Appearance: Wights are pale, hunched figures with knotted
  muscles and sharp, waxy claws and teeth. They are filthy,
  slavering creatures which wear the remains of their burial
  clothing until it drops away from their hideous bodies. Their
  faces show equal expressions of cunning and insanity.
  Ecology: Wights live in pits and caves located within a few
  miles of where they were originally buried. Here they sleep
  deep within the shadows during the day and range forth at
  night to make their kills as quietly as possible, dragging the
  bodies back to their caves. The Wight is uniquely equipped
  to work at night having the ability to see in total darkness and
  to vanish into shadows and darkness. Like their undead
  cousins, Wights are singularly terrified by all things holy.
  Motivations: Wights rise from the dead retaining enough of
  their former intellect to realize that they will be hunted down
  and killed if found but have an insane drive to kill the living
  and eat their flesh. Therefore they strive singlemindedly to
  strike and to live undetected. It is said that one might reason
  with a Wight but most believe them too bloodthirsty.
  Combat Techniques: Wights attack wildly with bite and
  claws, throwing themselves at their victims. Though they
  attempt to make their kills as quietly as possible, when the
  bloodlust is on them they will snarl and howl wildly while
  fighting.
  Other Names: Taxim, Shadow-Wight, Cave Wight
  Rumors: It is said that of all the types of undead, perhaps
  only the Wight reviles its own condition and might seek
  death.
  WILL-O-WISP
  Val
  Char
  Cost
  5
  STR
  -5
  23
  DEX
  39
  25
  CON
  30
  5
  BODY
  -10
  7
  INT
  -3
  10
  EGO
  0
  15
  PRE
  5
  10
  COM
  0
  10
  PD
  10
  15
  ED
  10
  6
  SPD
  27
  8
  REC
  4
  50
  END
  0
  25
  STUN
  4
  Cost
  Abilities
  END
  24
  Flight 12"
  1/5"
  20
  1d6 RKA, Damage Shield, 0 END,
  No Range – electricity
  0
  18
  Force Field 8 rPD/10 rED, 0 END, Linked to RKA
  0
  12
  5d6 Suppress EGO, takes 1 Turn
  2
  3
  Stealth 14-
  -12
  -6" Running (0" total)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Distinctive Features (Not Concealable)
  10
  Reputation 11-
  20
  Aversion to sunlight (Common, Total)
  39
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 3; Phases: 2, 4, 6, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  111
  +
  63
  =
  174 =
  99
  +
  75
  Appearance: Will-o-Wisps appear as vague, moving lights.
  Sometimes near, sometimes far. Sometimes bright, some-
  times dim. Sometimes their color varies as well. Their
  movement often is mistaken for a torch or lantern being
  carried in the distance.
  Ecology: Will-o-Wisps inhabit bogs and swamps where
  they attract animals and men towards patches of quicksand.
  Their dancing and luminous quality reduce their prey’s
  inhibitions causing its curiosity about the dancing ‘Wisp to
  become overwhelming (This happens if the ‘Wisp drains a
  viewer’s EGO to 0 or below). The prey then wanders towards
  the ‘Wisp, oblivious to everything else (EGO Roll to be
  distracted).
  
  HERO Bestiary
  113
  Motivations: Will-o-Wisps are strange, obscure creatures
  whose motives are not truly known. They may be simple
  creatures striving for survival, or they may be the spirits of
  murderers cursed to wander the world forever.
  Combat Techniques: Will-o-Wisps do not usually engage
  in combat unless angered or cornered. When they do attack,
  they do so by bumping into their opponent, electrocuting him.
  Other Names: Ghost Light, Moor Light, Elf Fire
  Rumors: Some Will-o-Wisps are in reality small fairies who
  have gone mad and burn with a light as bright as their
  madness.
  WYVERN
  Val
  Char
  Cost
  30*
  STR
  5
  18
  DEX
  24
  23
  CON
  26
  18*
  BODY
  10
  7
  INT
  -3
  10
  EGO
  0
  30
  PRE
  20
  2
  COM
  -4
  11
  PD
  8
  6
  ED
  1
  3
  SPD
  2
  8
  REC
  0
  50
  END
  2
  40*
  STUN
  2
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  20
  1d6+1 HKA – bite
  2
  10
  1⁄2 d6 HKA – claws
  1
  3
  1 pip HKA, OIF – tail stinger
  33
  3d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2),
  Persistent, Gradual Effect (1 Hour), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  18
  +6 PD, +6 ED Armor
  5
  Extra Limb – tail
  20
  Flight 15", OIF – wings
  1/5"
  5
  Ultraviolet Vision
  6
  +3 to all Perceptions (12-)
  3
  Concealment 10-
  2, 3
  AK: Home Area 11-;   Shadowing 11-
  3, 5
  Stealth 13-;   Survival 12-
  10
  +2 w/ H-to-H combat
  0
  ES: Breakfall, Climbing 8- (each)
  -4, -2
  -2" Running (4" total);   -2" Swimming (0" total)
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Psych. Limitation: Likes shiny objects (Comm., Strong)
  25
  Dist. Features (Not Concealable, Extreme Reaction)
  10
  Reputation (Extreme) 8-
  113
  Creature Bonus
  OCV: 6; DCV: 4*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  93
  +
  160
  =
  253 =
  178
  +
  75
  Appearance: Wyverns resemble great, flying serpents with
  hind legs and a long tail ending in a stinger. Their coloring is
  almost always gray or black but other earth tones have been
  encountered.
  Ecology: Wyverns prefer hilly or mountainous regions and
  warm, arid climates. From here they range far and wide in
  search of prey from rabbits to sheep to lone travelers. Unlike
  other dragons, Wyverns either eat their kill on site or on the
  safety of a nearby ledge or treetop. Though Wyverns live in
  mated pairs, they always hunt individually. Young are pro-
  duced every 1-3 years and are reputed to be the only
  dragons not hatched from eggs, though this is disputed.
  Motivations: Normal animal motivations.
  Combat Techniques: When hunting, Wyverns snatch
  smaller prey into the air (Grab) and lash out at it with their
  viscous teeth or dash it to the ground if it struggles too much.
  Larger prey is flown past and stung. The Wyvern then waits
  for its venom take effect before moving in. When in direct
  combat Wyverns fight primarily with their bite, only using
  their claws as backup when fighting in the air. A common
  technique is to wait for an opening (when opponent performs
  a maneuver that puts him at reduced DCV) and strike with its
  stinger. Then the Wyvern need only fight defensively (Com-
  bat Skill Levels into DCV) until the poison takes effect.
  Other Names: ‘Verns, Winged Serpent
  Rumors: Wyvern venom is highly prized by assassins, and
  assassin’s guilds in large cities will pay premium prices for it.
  
  114
  HERO Bestiary
  YETI
  Val
  Char
  Cost
  28*
  STR
  8
  13
  DEX
  9
  23
  CON
  26
  18*
  BODY
  12
  8
  INT
  -2
  8
  EGO
  -4
  19
  PRE
  9
  8
  COM
  -1
  6
  PD
  2
  5
  ED
  0
  3
  SPD
  7
  9
  REC
  0
  46
  END
  0
  40*
  STUN
  1
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400 KG, +1 to others’ Sight Perception, -2" KB)
  10
  1⁄2 d6 HKA – bite
  1
  15
  1d6 HKA – claws
  1
  6
  +2 PD, +2 ED Armor
  3
  Life Support (extreme cold)
  4
  +2d6 HA, only after Grab (-1⁄2) – hug/crush
  5
  Climbing 13-
  13
  Concealment 16-
  7
  Stealth 14-
  11
  Survival 15-
  0
  ES: Breakfall, Deduction 8- (each)
  75+
  Disadvantages
  25
  Distinctive Features: Huge/Stinks
  (Not Concealable, Extreme Reaction)
  15
  Reputation (Extreme) 11-
  20
  Psych. Limitation: Seclusive (Very Common, Strong)
  10
  Psych. Limitation: Territorial (Uncommon, Strong)
  9
  Creature Bonus
  OCV: 4; DCV: 3*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  67
  +
  87
  =
  154 =
  79
  +
  75
  Appearance: Yeti look like huge hairy ape-men. Beneath
  their fur of dense shaggy white they are heavily muscles.
  Their mouths are filled with sharp teeth and their eyes are
  small and dark but burn with a human-like intelligence.
  Ecology: Yeti live in the cold, inhospitable climes such as
  the arctic north or the highest mountaintops. They build their
  lairs in caves or holes dug into the snow. Yeti spend much of
  the cold summer months eating the few hardy plants which
  grow only for a few months and then subsist on their
  accumulated fat throughout the winter, perhaps hibernating
  for a short time. Yeti maintain a loose family unit of a mated
  pair of adults and 1-4 young of various ages. Upon reaching
  adulthood the males leave the family in search of a mate of
  their own. The females remain with the family until forcibly
  taken away by a young male.
  Motivations: Normal animal motivations.
  Combat Techniques: Yeti normally fight by hammering
  their foe with their immense fists. If the Yeti is angered or the
  foe is considerable it will use its claws to rake at the face and
  chest.
  Other Names: Omah, Sasquatch, Sasquatl (the last two
  names referring to a relative of the Yeti which inhabits the
  woods of warmer climates.)
  Rumors: Yeti hunters claim that the beasts actually melt into
  nothingness when removed from areas below freezing tem-
  peratures.
  
  HERO Bestiary
  115
  ZOMBIE
  Val
  Char
  Cost
  15
  STR
  5
  8
  DEX
  -6
  10
  CON
  0
  15
  BODY
  10
  5
  INT
  -5
  0
  EGO
  -0
  15
  PRE
  5
  2
  COM
  -4
  5
  PD
  12
  3
  ED
  10
  2
  SPD
  2
  6
  REC
  2
  0
  END
  -10
  0
  STUN
  -0
  Cost
  Abilities
  END
  45
  Takes No Stun (Automaton)
  15
  Does Not Bleed (Automaton)
  7
  Strength is Armor Piercing
  30
  afterLife Support (Full)
  10
  Regeneration (1 BODY/Turn)
  10
  Detect (Sense) life at Range
  11
  0 END w/ STR
  4
  0 END w/ Running
  3
  Stealth 11-
  2
  Familiarity w/ Common Melee Weapons
  -4
  -2" Running (4" total)
  -1
  -1" Swimming (1" total)
  0
  ES: Climbing, Conversation, Deduction 8- (each)
  75+
  Disadvantages
  15
  Distinctive Features (Concealable, Major Reaction)
  10
  Psych. Limitation: Wants to kill living (Common)
  15
  Psych. Limitation: Dead (Very Common)
  20
  Physical Limitation: Dead (All the Time, Greatly)
  18
  Creature Bonus
  OCV: 3; DCV: 3; ECV: n/a; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  21
  +
  132
  =
  153 =
  78
  +
  75
  Appearance: Zombies resemble (relatively) fresh human
  corpses, devoid of spirit, returned to a semblance of life by
  powerful mages.
  Ecology: Zombies have no need for food or sleep and can
  survive any climate or hardship. Since the reanimating
  magic provides only the most rudimentary semblance of life,
  the Zombies’ bodies do not remain preserved and slowly rot
  away. If damaged prematurely, however, any broken bits will
  attempt to reconnect themselves.
  Motivations: A Zombie’s only motivation is to accomplish
  the last given command of its master.
  Combat Techniques: Zombies commonly fight by hammer-
  ing with their powerful fists.
  Zombies sometimes wear bits of armor (DEF 2-6; do not
  add natural rPD or rED) but rarely carry shields. They never
  take STUN and cannot be Stunned. EGO and PRE attacks
  also have no effect. However, each time an attack success-
  fully penetrates its DEF, the Zombie loses body parts and
  effectiveness. The GM should choose an appropriate loss or
  roll randomly on the table below:
  Roll 1d6
  Abilities Lost
  1
  10 STR (bones fractured or broken)
  2
  1⁄2 Running speed (broken leg bones)
  3
  Normal sight (skull damage)
  4
  Normal hearing (skull damage)
  5
  Life Detection (skull damage)
  6
  1d6 normal damage (hands broken)
  Other Names: Living Dead
  Rumors: It is said that sometimes a Zombie will retain its
  original personality after its reanimation.
  
  116
  HERO Bestiary
  PREHISTORIC BEASTS
  The prehistoric world has long fascinated modern society,
  and time travel and lost civilizations have often been the topic
  of fantasy literature. Presented for you here are a variety of
  dinosaurs and prehistoric mammals as well as a timeline
  illustrating what creature existed when.
  The Everycreature Skills that Prehistoric beasts have in
  common with modern animals are listed in the right column.
  As elsewhere, Everycreature Skills which are unique to a
  specific beast are listed with its other abilities.
  Concealment
  Stealth
  Survival
  Area Knowledge: natural environment
  1 pt in their own language
  PS: Specific Creature Abilities
  ANATOSAURUS
  Val
  Char
  Cost
  38*
  STR
  3
  15
  DEX
  15
  30
  CON
  40
  32*
  BODY
  34
  4
  INT
  -6
  5
  EGO
  -10
  20
  PRE
  10
  4
  COM
  -3
  18
  PD
  15
  13
  ED
  7
  3
  SPD
  5
  11
  REC
  4
  60
  END
  0
  54*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  33
  Growth (25 pts), Persistent, Always On, (3,200 KG,
  +3 to others’ Sight Perception, -5 KB, +3" reach)
  20
  11⁄2d6 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  +6 PD, +6 ED Armor
  5
  Extra Limb – tail
  18
  Running +4" (10" total)
  1/5"
  2
  Swimming +2" (4" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Smell Perception (12- total)
  5
  Survival 12-
  5
  +1 w/ H-to-H combat
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  15
  Timid (Common, Strong)
  86
  Creature Bonus
  OCV: 5; DCV: 2*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  114
  +
  107
  =
  221 =
  146
  +
  75
  Appearance: The Anatosaurus is a bipedal dinosaur stand-
  ing 14 feet tall and measuring 30 feet long. Its body was
  designed for spending time in the water, having an alligator-
  like tail and webbing between the toes. The last distinctive
  feature of the Anatosaurus is its duck-like bill which is filled
  with several hundred small, prism shaped teeth.
  Ecology: Anatosaurus lived in swamps and along coastal
  plains, where they spent a great deal of time in the water
  eating water plants and the leaves and pine needles from
  nearby trees. They normally grazed in herds of 10-50 ani-
  mals, relying on their acute senses of sight and hearing to
  avoid predators like the tyrannosaurus.
  
  HERO Bestiary
  117
  DINOSAUR TIMELINE
  Shown here are which dinosaurs existed during what time
  period. This is presented for those GMs who wish to take
  their PCs on a trip into the past and want to be accurate when
  choosing which dinosaurs to use.
  Motivations: Normal animal motivations.
  Combat Techniques: Anatosaurus are extremely ineffec-
  tive in combat and will usually flee. Because of their frequent
  proximity to water, they often fled there, where most preda-
  tors could not follow.
  Other Names: “Duck Lizard”, Trachodon
  JURASSIC
  CRETACEOUS
  170*
  160*
  150*
  140*
  130*
  120*
  110*
  100*
  90*
  80*
  70*
  64
  Albertosaurus
  Allosaurus
  Anatosaurus
  Ankylosaurus
  Apatosaurus
  Brachiosaurus
  Centrosaurus
  Ceratosaurus
  Deinonychus
  Diplodocus
  Iguanadon
  Kentrosaurus
  Microvenator
  Nanosaurus
  Pentaceratops
  Plesiosaurus
  Probactrosaurus
  Pterosaur
  Sauroplites
  Stegosaurus
  Styracosaurus
  Supersaurus
  Torosaurus
  Triceritops
  Tuojiangosaurus
  Tyrannosaurus
  Ultrasaurus
  Valdosaurus
  Wuerhosaurus
  * Hundred million years ago.
  
  118
  HERO Bestiary
  ANKYLOSAURUS
  Val
  Char
  Cost
  40*
  STR
  0
  13
  DEX
  9
  28
  CON
  36
  33*
  BODY
  34
  4
  INT
  -6
  5
  EGO
  -10
  15
  PRE
  5
  6
  COM
  -2
  14
  PD
  12
  7
  ED
  1
  2
  SPD
  0
  8
  REC
  0
  60
  END
  2
  52*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (5,000 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  12
  +4d6 HA – tail
  1
  9
  +4 PD, +2 ED Armor
  10
  +8 PD, +8 ED Armor, Activation 9-, or only covers
  areas 3-4, 7-9 & 17-18 (-11⁄2)
  5
  Extra Limb – tail
  10
  Running +5" (11" total)
  1/5"
  9
  +3 to all Perceptions (13-)
  5
  Survival 12-
  5
  +1 w/ H-to-H combat
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  72
  Creature Bonus
  OCV: 4; DCV: 0*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  81
  +
  111
  =
  192 =
  117
  +
  75
  Appearance: Ankylosaurus are the most recognizable of
  the armored dinosaurs, somewhat resembling giant armadil-
  los. They are 17 feet long, 6 feet wide and their backs arch
  4 foot high. The top of the creature from the beaked head to
  tail is protected by a heavy armor composed of plates of bone
  set close together in thick, leathery skin. This armor meets its
  softer underside at a row of boney horns which run from neck
  to tail. The tail itself ends in a pair of boney, club-like knobs.
  Ecology: The Ankylosaurus were grazing herbivores mov-
  ing in small groups of 2-12 animals. Having a high degree of
  immunity to predators, Ankylosaurus existed in relative
  safety, living a life much like today’s rhinoceros.
  Motivations: Normal animal motivations.
  Combat Techniques: Ankylosaurus were not aggressive
  creatures but did not flee from combat. When attacked by a
  larger predator, the Ankylosaurus simply lowered its more
  tender portions to the ground, leaving only its well armored
  back exposed. Because of the creature’s low center of
  gravity it was extremely difficult to flip over and its horny sides
  and dangerous tail club presented formidable deterrents.
  Other Names: “Armored Lizard”, “Curved Lizard”,
  Euoplocephalus
  
  HERO Bestiary
  119
  APATOSAURUS
  Val
  Char
  Cost
  58*
  STR
  3
  11
  DEX
  3
  40
  CON
  60
  44*
  BODY
  50
  3
  INT
  -7
  5
  EGO
  -10
  25
  PRE
  15
  6
  COM
  -2
  26
  PD
  23
  24
  ED
  16
  2
  SPD
  -1
  11
  REC
  0
  80
  END
  0
  80*
  STUN
  9
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  60
  Growth (45 pts), Persistent, Always On
  (9" long, 4" wide, 40,000 KG, +6 to others’
  Sight Perception, -9" KB, +4" reach)
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  15
  STR is Penetrating, only with tail whip (-1)
  15
  +6 PD, +4 ED Armor
  5
  Extra Limb – tail
  9
  +3 to all Perceptions (13-)
  5
  Survival 12-
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  15
  Timid (Common, Strong)
  147
  Creature Bonus
  OCV: 4; DCV: -2*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  159
  +
  123
  =
  282 =
  207
  +
  75
  Appearance: The Apatosaurus was a large, quadrupedal
  dinosaur standing about 20 feet tall at the back and having
  a 20 foot long neck and smallish head. Many of its toes were
  short and blunt like an elephant’s, and its tail drug some 30
  feet behind it ending in a whip-like tip. Some specimens grew
  to over 75 feet long.
  Ecology: The Apatosaurus roamed the countryside in herds
  of 10-40, sometimes accompanied by other herbivores, with
  the young and weaker members near the center. They ate
  the leaves of tall trees, but since the creatures did not have
  the capacity to properly chew these leaves, they swallowed
  mouthfuls of pebbles to aid digestion.
  Motivations: Apatosaurus had simple animal motivation.
  Their propensity to travel in herds and to protect their young
  from predators marked them as somewhat more intelligent
  than other dinosaurs of the period.
  Combat Techniques: Apatosaurus commonly fled from
  combat though being very slow moving, they were usually
  forced to fight. Typical fighting technique was with bite and
  tail lash.
  Other Names: “Deceptive Lizard”, Brontosaurus,
  Atlantosaurus, Titanosaurus
  
  120
  HERO Bestiary
  CERATOSAURUS
  Val
  Char
  Cost
  35*
  STR
  5
  18
  DEX
  24
  25
  CON
  30
  27*
  BODY
  26
  4
  INT
  -6
  5
  EGO
  -10
  28
  PRE
  18
  2
  COM
  -4
  15
  PD
  12
  15
  ED
  10
  3
  SPD
  2
  8
  REC
  0
  50
  END
  0
  48*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  20
  2d6-1 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, , reduced penetration (-1⁄4) – claws
  1
  12
  +6 PD, +6 ED Armor
  8
  Running +4" (10" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Smell Perception (13- total)
  10
  +2 w/ H-to-H combat
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  91
  Creature Bonus
  OCV: 6; DCV: 4*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  107
  +
  94
  =
  201 =
  126
  +
  75
  Appearance: Ceratosaurus was a bipedal dinosaur, smaller
  than tyrannosaurus. It measured 20 feet long and stood
  almost 8 feet tall. Its hands and feet were sharply clawed,
  and its head had a boney knob above each eye and a short,
  blade-like horn something like a rhinoceros’ on its snout’.
  Ceratosaurus was the only dinosaur to display such a
  feature.
  Ecology: Ceratosaurus was a savage, solitary predator. It
  hunted individually, taking baby stegosaurus and other small
  dinosaurs. Its horn was not thought to be used for attacking
  but may have been used by males in fighting each other over
  females.
  Motivations: Normal animal motivations.
  Combat Techniques: Ceratosaurus attacked its prey by
  Grabbing it in its toothy jaws and slashing at it with its claws.
  When resistance faded the prey was finished off with savage
  biting.
  Other Names: “Horned Reptile”
  
  HERO Bestiary
  121
  DEINONYCHUS
  Val
  Char
  Cost
  15
  STR
  5
  18
  DEX
  24
  15
  CON
  10
  11
  BODY
  2
  4
  INT
  -6
  5
  EGO
  -10
  13
  PRE
  3
  4
  COM
  -3
  8
  PD
  5
  5
  ED
  2
  3
  SPD
  2
  6
  REC
  0
  34
  END
  2
  30
  STUN
  3
  Cost
  Abilities
  END
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  20
  11⁄2d6 HKA, reduced penetr. (-1⁄4) – clawed feet
  2
  9
  +4 PD, +2 ED Armor
  12
  Running +6" (12" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  2
  +1 to Smell Perception (13- total)
  15
  +3 w/ H-to-H combat
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  -1
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  39
  +
  70
  =
  109 =
  34
  +
  75
  Appearance: Deinonychus was a bipedal dinosaur stand-
  ing about 5 feet tall and measuring about 9 feet from nose to
  tail. Their tails were rigid and used mainly for balance. Their
  fore arms were rather short but the three powerful fingers
  were tipped with sharp claws. Their powerful jaws were filled
  with serrated, backwards-pointing teeth, and the second toe
  on each hind foot was tipped with a formidable claw nearly
  6 inches long.
  Ecology: Deinonychus were carnivorous dinosaurs, hunt-
  ing large, slow-moving dinosaurs, such as apatosaurus and
  brachiosaurus, in packs of 5-15. They were fierce, viscous
  hunters capable of killing creatures larger than themselves.
  Motivations: Normal animal motivations.
  Combat Techniques: Deinonychus commonly ran down
  their prey, Grabbing it with their powerful jaws whose back-
  wards-pointing teeth facilitated holding on. They would then
  rake with their devastating hind claws, disemboweling their
  prey. When hunting in packs, several Deinonychus would
  latch onto the creature, hindering its movement, while others
  moved in for the kill.
  Other Names: “Terrible Claw”
  MICROVENATOR
  Val
  Char
  Cost
  5
  STR
  -5
  17
  DEX
  21
  10
  CON
  0
  6
  BODY
  -8
  4
  INT
  -6
  5
  EGO
  -10
  5
  PRE
  -5
  6
  COM
  -2
  5
  PD
  4
  3
  ED
  1
  3
  SPD
  3
  4
  REC
  2
  20
  END
  0
  18
  STUN
  4
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perception, +3" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  1
  6
  Running +3" (9" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  4
  +2 to Smell Perception (14- total)
  10
  +2 w/ H-to-H combat
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  15
  Distinctive Features (Not Concealable)
  15
  Physical Limitation: No fine manipulation
  -65
  Creature Bonus
  OCV: 6; DCV: 8*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -1
  +
  41
  =
  40
  =
  -35
  +
  75
  Appearance: Microvenator was a bipedal dinosaur the size
  of a large turkey, about 3 feet tall and 5 feet long. It had a
  small head and long neck, hind legs and tail.
  Ecology: Microvenator was a viscous little dinosaur which
  hunted small lizards, perhaps in groups of 2-8. They were
  constantly on the move to avoid larger predators such as the
  Allosaurus and the Ceratosaurus.
  Motivations: Normal animal motivations.
  Combat Techniques: Microvenator fled from any larger
  predators and only preyed on small creatures which it
  snapped up with its dangerous bite.
  Other Names: “Small Hunter”
  
  122
  HERO Bestiary
  PLESIOSAURUS
  Val
  Char
  Cost
  43*
  STR
  3
  15
  DEX
  15
  30
  CON
  40
  33*
  BODY
  34
  3
  INT
  -7
  5
  EGO
  -10
  20
  PRE
  10
  8
  COM
  -1
  20
  PD
  17
  15
  ED
  9
  3
  SPD
  5
  9
  REC
  0
  60
  END
  0
  55
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  20
  11⁄2d6 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  +4 PD, +4 ED Armor
  5
  Extra Limb – tail
  8
  Swimming +8" (10" total)
  1/5"
  6
  +2  to all Perceptions (12-)
  6
  +3 w/ bite
  3
  Survival 12-
  -8
  -4" Running (2" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  87
  Creature Bonus
  OCV: 5; DCV: 1*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  115
  +
  92
  =
  207 =
  132
  +
  75
  Appearance: Plesiosaurus were aquatic dinosaurs which
  grew to a length of over 40 feet. Their tails were shorter than
  most dinosaurs and their necks long, ending in a smallish
  head. Their legs were large and flipper-like.
  Ecology: Plesiosaurus were almost exclusively water dwell-
  ers since they were rather slow and clumsy on land. In the
  water however, they were excellent swimmers, able to reach
  impressive speeds. They travelled the lakes and oceans
  individually or in mated pairs feeding on fish and small
  reptiles.
  Motivations: Normal animal motivations.
  Combat Techniques: Plesiosaurus were fierce hunters of
  fish and small reptiles but tended to avoid confrontations with
  larger creatures. When forced to fight, their only weapon was
  the bite provided by their short, sharp teeth.
  Other Names: “Ribbon Reptile”
  Rumors: It is believed by some that the creature sighted in
  various Scottish lakes is one of a family of Plesiosaurus
  which has survived to the 20th century.
  QUETZALCOATLUS
  Val
  Char
  Cost
  13*
  STR
  -7
  15
  DEX
  15
  11
  CON
  2
  8*
  BODY
  -8
  3
  INT
  -7
  5
  EGO
  -10
  13
  PRE
  3
  8
  COM
  -1
  4
  PD
  3
  3
  ED
  1
  3
  SPD
  5
  5
  REC
  4
  32
  END
  10
  26*
  STUN
  10
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (200 KG, +1 to others’ Sight Perception, -2" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  5
  Flight 4", OIF – wings
  1/5"
  10
  Gliding 15", OIF – wings
  6
  +3 to Sight Perception (13-)
  5
  Survival 12-
  -8
  -4" Running (2" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  -65
  Creature Bonus
  OCV: 5; DCV: 4*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  20
  +
  35
  =
  55
  =
  -20
  +
  75
  
  HERO Bestiary
  123
  STEGOSAURUS
  Val
  Char
  Cost
  38*
  STR
  3
  13
  DEX
  9
  35
  CON
  50
  32*
  BODY
  34
  3
  INT
  -7
  5
  EGO
  -10
  15
  PRE
  5
  6
  COM
  -2
  20
  PD
  17
  15
  ED
  8
  2
  SPD
  0
  10
  REC
  0
  70
  END
  0
  57*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  33
  Growth (25 pts), Persistent, Always On, (3,000 KG,
  +3 to others’ Sight Perception, -5 KB, +3" reach)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – tail
  2
  15
  +6 PD, +4 ED Armor
  3
  +4 PD Armor, does not cover head,
  vitals, or legs (-1) – plates
  6
  +2 to all Perceptions (12-)
  5
  Survival 12-
  5
  +1 w/ H-to-H combat
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  76
  Creature Bonus
  OCV: 4; DCV: 1*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  107
  +
  89
  =
  196 =
  121
  +
  75
  Appearance: Stegosaurus stood 15 feet tall from the ground
  to the tallest dorsal plate and 25 feet long from beak to tail.
  Its head was only 16 inches long, but its tail was long, ending
  in four, foot long spikes. Two rows of thin, boney plate ran
  down its back from neck to tail, growing to a height of 2 feet
  tall at the top of its back.
  Ecology: Stegosaurus were peaceful creatures who roamed
  the prairies in small herds of 8-20, grazing on ferns and other
  low plants. Young Stegosaurus were a favorite meal for
  Allosaurus and other predators.
  Motivations: Though Stegosaurus have the same motiva-
  tions as other animals, their tiny brains, only the size of
  golfballs, could probably concentrate on little else. They may
  not have even been smart enough to protect their young.
  Combat Techniques: Stegosaurus probably fled from com-
  bat, but if cornered they were quite defensible. The boney
  plates hindered any large predator from biting or grabbing
  hold of the beast, and the spiked tail could be swung with
  devastating effect.
  Other Names: “Plated Lizard”
  Appearance: Pterosaurs were flying dinosaurs which stood
  approximately as high as a large dog. The Quetzalcoatlus
  was the largest known Pterosaur and had a wingspan that
  may have been as much as 50 feet. They had “hands” set on
  their wings much as bats do today and feet which stretched
  out behind their bodies. Their heads were topped with a long,
  backwards-projecting crest.
  Ecology: Pterosaurs built their nests on cliffs and plateaus,
  in groups of 2-8 with the nests approximately 100 feet apart
  from one another. Until the young reached adulthood, they
  could not fly, so the parents fed them constantly, usually on
  vegetation and fish caught in nearby lakes and oceans.
  Pterosaurs were not competent flyers, using their wing
  muscles only to climb to a height sufficient to glide from. If the
  wings were ever to become severely damaged (Impaired),
  they became useless, making the creature easy prey for
  predators.
  Motivations: Normal animal motivations.
  Combat Techniques: Pterosaurs hunted by flying quickly
  past their prey, snatching it into the air (Move By). Its only
  means of defending itself from larger prey (which it usually
  fled from) was with its meager bite.
  Other Names: Pteranodon, Pterodactyl
  
  124
  HERO Bestiary
  STYRACOSAURUS
  Val
  Char
  Cost
  40*
  STR
  10
  14
  DEX
  12
  38
  CON
  56
  33*
  BODY
  38
  4
  INT
  -6
  5
  EGO
  -10
  25
  PRE
  15
  4
  COM
  -3
  20
  PD
  16
  18
  ED
  10
  3
  SPD
  6
  12
  REC
  0
  76
  END
  2
  62*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On (2000 KG,
  +2 to others’ Sight Perception, -4" KB, +1” Reach)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – horn
  1
  12
  +5 PD, +3 ED Armor
  2
  +3 PD, +1 ED Armor, Activation 8-
  or only covers areas 5-7 (-2) – frill
  10
  Running +5 (11" total)
  1/5"
  5
  Survival 12-
  9
  +3 to all Perceptions (13-)
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  115
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  146
  +
  87
  =
  233 =
  158
  +
  75
  Appearance: Styracosaurus has a bulky body much like
  triceratops, measuring 18 feet long and almost 10 feet tall. Its
  tail was short and thick, and its legs were much like those of
  an elephant. Its beaked snout has a long, sharp horn
  sprouting up near its end, and it had a boney frill ringed with
  spikes growing above its head. The topmost 4-6 of these
  spikes could grow to a length of 3 feet long.
  Ecology: Styracosaurus roamed the scrubby plains in large
  herds numbering 10-50 creatures. They strip the leaves from
  low shrubs and plants with their turtle-like beak. Ceratosaurus
  shared this environment with other dinosaurs such as the
  Albertosaurus which likely hunted it.
  Motivations: Normal animal motivations.
  Combat Techniques: The feisty Styracosaurus was likely
  not fearful of predators, charging them (Move Through) and
  goring them with its nose horn when threatened.
  Other Names: “Spiked Lizard”
  TRICERATOPS
  Val
  Char
  Cost
  45*
  STR
  5
  13
  DEX
  9
  38
  CON
  56
  35*
  BODY
  38
  4
  INT
  -6
  5
  EGO
  -10
  25
  PRE
  15
  4
  COM
  -3
  18
  PD
  15
  15
  ED
  7
  3
  SPD
  7
  11
  REC
  0
  76
  END
  0
  64*
  STUN
  1
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,000 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  24
  2d6 HKA, reduced penetration (-1⁄4) – horns
  3
  15
  +6 PD, +4 ED Armor
  3
  +4 PD, +2 ED Armor, Activation 8-
  or only covers areas 5-7 (-2) – frill
  6
  Running +3" (9" total)
  1/5"
  9
  +3 to all Perceptions (13-)
  2
  +1 to sight Perception (14- total)
  5
  Survival 12-
  5
  +1 w/ H-to-H combat
  4
  +2 w/ Move Through
  -2
  -2" Swimming (0" total)
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  137
  Creature Bonus
  OCV: 4; DCV: 0*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  134
  +
  123
  =
  257 =
  182
  +
  75
  
  HERO Bestiary
  125
  Appearance: The largest of the horned dinosaurs, Tricera-
  tops measured 25 feet from the tip of its beaked snout to the
  end of its short, thick tail, and stood 10 feet tall. It had a large,
  scalloped frill sprouting from the back of its head and
  sweeping over its neck. A short point grew just above its
  beak, and two 4' long horns jutted forward just above its eyes.
  Ecology: Triceratops roamed the open semi-tropical plains
  in large herds of 10-50 creatures. They fed on the leafy
  vegetation and knocked over taller trees to feed on the high
  branches. Triceratops was quite intelligent for a dinosaur
  and had excellent eyesight.
  Motivations: Normal animal motivations.
  Combat Techniques: Triceratops had no real enemies.
  They were highly aggressive creatures, easily a match for
  even tyrannosaurus who often fought amongst themselves
  for territory and mates. They would charge into their foe,
  goring them with their formidable horns.
  Other Names: “Three-horned Face”
  Ecology: Tyrannosaurus is reputed to be the most formi-
  dable of predators. It lived mainly in the temperate forested
  hills and plains. Tyrannosaurus hunted individually taking
  anatosaurus, pachycephalosaurus, and the occasional
  triceratops.
  Motivations: Normal animal motivations.
  Combat Techniques: Tyrannosaurus was faster than most
  of its prey. Hence its normal hunting technique was to run
  down their prey, and clamp their terrible jaws on it. The
  Tyrannosaurus then continuously chews at the prey while
  slashing at it with its viscous claws, perhaps balancing on
  one foot while using the hind claws.
  Other Names: “Tyrant Lizard”, Tyrannosaurus Rex
  TYRANNOSAURUS
  Val
  Char
  Cost
  48*
  STR
  8
  18
  DEX
  24
  38
  CON
  56
  35*
  BODY
  38
  4
  INT
  -6
  5
  EGO
  -10
  30
  PRE
  20
  4
  COM
  -3
  15
  PD
  11
  13
  ED
  5
  4
  SPD
  12
  12
  REC
  0
  76
  END
  0
  63*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On (6500 KG,
  +4 to others’ Sight Perception, -6" KB, +2” Reach)
  32
  21⁄2d6 HKA, reduced penetration (-1⁄4) – bite
  4
  8
  1d6-1 HKA, reduced penetration (-1⁄4) – claws
  1
  15
  +7 PD, +3 ED Armor
  17
  Running +7" (13" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Smell Perception (13- total)
  15
  +3 w/ H-to-H combat
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  179
  Creature Bonus
  OCV: 6; DCV: 2*; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  155
  +
  134
  =
  289 =
  214
  +
  75
  Appearance: The largest known predator, the Tyrannosau-
  rus measured 47 feet long and stood almost 20 feet tall. Its
  arms were relatively short and clawed (as were the feet).
  
  126
  HERO Bestiary
  No world could provide a wider variety of diverse, imagina-
  tive creatures than the real world. From tiny creatures that
  can kill a man in minutes to huge, powerful beasts of extreme
  gentleness. Though even Hero Games can’t bring you all the
  animals in the world, over 70 of the animals that most
  commonly appear in TV, film and heroic literature are pre-
  sented here. These, combined with the statistics for dozens
  of other possible animals presented in the table in the back
  of this book, will hopefully fulfill all your animal needs.
  Just as the character stats for normal people reflect an
  exceptionally healthy individual, the stats for each of these
  animals is a example of an ideal representative of that
  species. For increased realism, particularly in heroic genres,
  these statistics can be adjusted higher or lower to reflect the
  individuality of each animal.
  The common Everycreature Skills for most animals are:
  Concealment
  Stealth
  Survival
  Area Knowledge: natural environment
  1 pt in their own language
  PS: Specific Animal Abilities
  All of the animals here (unless the GM chooses otherwise)
  will have a Familiarity (8- Roll) with each of these Skills, at no
  cost.
  ANIMALS
  ALLIGATOR
  Val
  Char
  Cost
  18
  STR
  8
  15
  DEX
  15
  18
  CON
  16
  13
  BODY
  6
  4
  INT
  -6
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  9
  PD
  5
  8
  ED
  4
  3
  SPD
  5
  12
  REC
  8
  40
  END
  2
  34
  STUN
  3
  Cost
  Abilities
  END
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  6
  +2d6 HA – tail lash
  1
  6
  +3 PD, +1 ED Armor
  5
  Extra Limb – tail
  4
  Swimming +4" (6" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  6
  +3 to Hearing Perception (14- total)
  6
  +3 to Smell Perception (14- total)
  11
  Concealment 14-
  10
  +2 w/ H-to-H combat
  2
  +1 w/ tail
  -6
  -3" Running (3" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  Physical Limitation: Hibernates in cold (Infreq., Fully)
  42
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv
  Base
  64
  +
  63
  =
  127 =
  77
  +
  50
  Appearance: Alligators are large lizard-like reptiles with
  heavy tails and long, flat heads with rounded, broad snouts.
  They have thick, leathery skin that is colored olive, brown, or
  black with yellow cross-bands. True alligators range from 2-
  4 meters in length and weigh up to 150 KG.
  Ecology: Alligators live in warm swamps, marshes, and
  similar wetlands of the southeast United States and the
  Yangtze River basin in China. They are found exclusively in
  warmer climates. Amphibious by nature, alligators spend
  most of their time wallowing in thick marsh mud or cruising
  
  HERO Bestiary
  127
  in shallow, slow-moving water. They are equally at home in
  both fresh and salt-water. They feed on fish, snakes, water-
  fowl, and small mammals. They are usually found in groups
  of three to twenty individuals. Alligators are dormant in cold
  weather, hibernating in dens made of fallen trees and mud.
  Motivations: Alligators are motivated by an aggressive
  instinct to survive. This aggressiveness causes the alligator
  to appear quite violent to modern man and even evil to
  superstitious or uneducated individuals.
  Combat Techniques: Alligators will attempt to bite anything
  within reach. If their opponent is too far away to be bitten,
  they will lash with with their tail, in hopes of knocking the foe
  down. Alligators ride very low in the water and will swim
  slowly looking for prey. When swimming, they are often
  mistaken for logs or matted weeds. Because they do not
  move quickly on land, Alligators will stay in the water to fight.
  Other Names:  Water Lizard, Gator
  Rumors: Some jungle tribes worship alligators as gods,
  believing that the spirits of ancestral chiefs reside in the
  bodies of alligators.
  In Ancient China alligators were thought to be dragons.
  SMALL ANIMALS
  (Raccoons, Foxes, etc.)
  Val
  Char
  Cost
  -5
  STR
  -15
  18
  DEX
  24
  13
  CON
  6
  5
  BODY
  -10
  5
  INT
  -5
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  4
  PD
  4
  3
  ED
  0
  3
  SPD
  2
  4
  REC
  1
  26
  END
  0
  15
  STUN
  3
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent,
  Always On (-4 to others’ Sight Perception, +6" KB)
  4
  1⁄2 d6-1 HKA, reduced penetration (-1⁄4) – bite
  5, 6
  Ultraviolet Vision;   +2 to all Perceptions (12-)
  7, 3
  Concealment 12-;   Stealth 13-
  -4
  -2" Running (4" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  -7
  Creature Bonus
  OCV: 6; DCV: 10*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  10
  +
  48
  =
  58
  =
  8
  +
  50
  Appearance: This category covers the wide variety of
  animals ranging in size from 18-30 inches long. Many of
  these animals are commonly hunted for food or pelts.
  Ecology: Wide and varied. Most live in wooded areas within
  a variety of climates. Research specific animal for more
  details.
  Motivations: Normal animal motivations.
  Combat Techniques: Most of these animals rely on their
  bite primarily, using their claws only when necessary.
  Other Names: Beaver, Muskrat, Opossum
  Rumors: Many woodland animals serve as steeds for the
  fairy folk who can understand their languages.
  
  128
  HERO Bestiary
  VERY SMALL ANIMALS
  (Rabbits, Squirrels, etc.)
  Val
  Char
  Cost
  -20
  STR
  -30
  15
  DEX
  15
  8
  CON
  -4
  2
  BODY
  -16
  3
  INT
  -7
  5
  EGO
  -10
  5
  PRE
  -5
  10
  COM
  0
  2
  PD
  2
  2
  ED
  0
  4
  SPD
  15
  4
  REC
  4
  16
  END
  0
  10
  STUN
  4
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
  (-6 to others’ Sight Perception, +9" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  6
  +2 to all Perceptions (12-)
  4
  +2 to Hearing Perception (14- total)
  7, -1
  Concealment 12-;   -1" Swimming
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Hunted by most predators 14-
  -20
  Creature Bonus
  OCV: 5; DCV: 11*; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -32
  +
  60
  =
  28
  =
  20
  +
  50
  Appearance: This category covers animals smaller than
  beavers, raccoons, etc., ranging from 8-20 inches long. Like
  Small Animals, these animals are hunted for food and fur.
  Ecology: Wide and varied. Most live in wooded areas within
  a variety of climates. Research specific animal for more
  details.
  Motivations: Normal animal motivations.
  Combat Techniques: Most animals of this size flee from
  confrontations. When forced to fight, their only weapon is
  their bite.
  Other Names: Chipmunk, Ferret, Guinea Pig
  Rumors: Old women tell stories that say that all animals are
  in reality some form of fairy.
  MEDIUM ANTELOPE
  Val
  Char
  Cost
  8
  STR
  -2
  18
  DEX
  24
  13
  CON
  6
  8
  BODY
  -4
  5
  INT
  -5
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  2
  PD
  0
  2
  ED
  -1
  4
  SPD
  12
  5
  REC
  0
  26
  END
  0
  24
  STUN
  5
  Cost
  Abilities
  END
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – horns
  1
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  7
  +3d6 HA, reduced penetration (-1⁄4) – kick
  1
  12
  Running +6" (12" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Timid (Common, Strong)
  -9
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  25
  +
  46
  =
  71
  =
  21
  +
  50
  Appearance: Antelopes are four legged, hoofed mammals
  which resemble deer. They come in various sizes and their
  short fur varies in coloring and pattern. Large Antelopes
  stand 5-7 foot tall. Medium Antelopes stand 3-5 foot tall, and
  Small Antelopes stand 2-4 foot tall. Some types have long
  horns.
  Ecology: Most antelopes inhabit warm or arid regions such
  as the plains of Africa. They travel in large herds for safety
  and are commonly led by a single male.
  Motivations: Normal animal motivations. Antelopes are
  timid and will flee a confrontation unless cornered or defend-
  ing their young.
  Combat Techniques: The antelope’s main defensive
  weapon is its horns. It will resort to its bite only if it is incapable
  of utilizing its horns. It is also capable of a powerful kick, but
  the maneuver is only used while it is being chased.
  Rumors: Some native tribes believe that the spirits of their
  dead ancestors are reincarnated as antelopes and other
  animals.
  
  HERO Bestiary
  129
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Creature Bonus
  OCV: 4; DCV: 8*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  31
  +
  59
  =
  90
  =
  40
  +
  50
  Appearance: Badgers are broad, heavily furred mammals
  standing only several inches tall but growing to be nearly 3
  foot long. They have viciously sharp teeth and short legs
  ending in sharp claws.
  Ecology: Badgers live in Europe, Asia, China, and North
  America in forests or plains of climates varying from subarc-
  tic to warm temperate in small family groups of 2 adults and
  2-6 young. They are cunning hunters and viscous fighters.
  Motivations: Normal animal motivations.
  Combat Techniques: Though capable fighters, badgers
  will usually not fight a stronger opponent, preferring to dig
  into the ground or run to cover to escape. When in combat
  they will primarily use their bite.
  BADGER
  Val
  Char
  Cost
  0
  STR
  -10
  11
  DEX
  3
  13
  CON
  6
  6
  BODY
  -4
  4
  INT
  -6
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  4
  PD
  4
  3
  ED
  0
  3
  SPD
  9
  5
  REC
  2
  26
  END
  0
  20
  STUN
  7
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – claws
  1
  5
  Tunneling 1" (1 DEF)
  5
  Ultraviolet Vision
  5
  Concealment 11-
  5
  +1 w/ H-to-H combat
  -4
  Running -2" (4" total)
  
  130
  HERO Bestiary
  BARRACUDA
  Val
  Char
  Cost
  15
  STR
  5
  14
  DEX
  12
  18
  CON
  16
  10
  BODY
  0
  2
  INT
  -8
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  3
  PD
  0
  4
  ED
  0
  3
  SPD
  6
  7
  REC
  0
  36
  END
  0
  27
  STUN
  0
  Cost
  Abilities
  END
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  5
  Life Support (Breath Underwater)
  12
  Swimming +12" (14" total)
  3, 20
  Ultrasonic Hearing;   Targeting Hearing
  10, 5
  Tracking Scent;   Discriminatory Smell
  9
  +3 to all Perceptions (12-)
  4
  +2 w/ bite
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  2d6/Turn when out of water (Uncommon)
  13
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  29
  +
  64
  =
  93
  =
  43
  +
  50
  Appearance: Barracudas reach a length of 8 feet long and
  have powerful bodies and sharp, dagger-like teeth.
  Ecology: Predatory Barracuda are found in tropical waters
  especially around reefs and shipwrecks where they make
  their homes. They are known to attack humans and their
  bites are often mistakenly attributed to sharks.
  Motivations: Normal animal motivations.
  Combat Techniques: When attacking larger opponents,
  Barracudas bite in an attempt to drive off the opponent and
  will then let go. If the opponent is not driven off within a few
  Phases the Barracuda will retreat. If attacking smaller prey,
  the Barracuda will bite continuously until the prey is dead.
  BAT
  Val
  Char
  Cost
  -25
  STR
  -35
  20
  DEX
  30
  10
  CON
  0
  2
  BODY
  -16
  3
  INT
  -7
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  1
  PD
  1
  3
  ED
  1
  3
  SPD
  0
  3
  REC
  2
  20
  END
  0
  7
  STUN
  3
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
  (-6 to others’ Sight Perception, +9" KB)
  3
  +1d6 HA – bite
  35
  Active Sonar, Targeting
  5, 9
  Discriminatory  Sense of Touch;   Stealth 16-
  6, 14
  +3 to Hearing Perception (14-);   Flight 7"
  1/5"
  7
  Clinging, not to smooth surfaces (-1⁄2)
  -10, -6
  -5" Running (1" total);   -3 to Sight Perception (7-)
  Cost
  Additional Abilities (Vampire Bat)
  END
  8
  1d6 Drain END (returns 5/day), 0 END, Gradual
  Effect (5 min.), only if bite does BODY damage (-1⁄2)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Timid (Common, Strong)
  0
  Creature Bonus (Common Bat)
  5
  Creature Bonus (Vampire Bat)
  OCV: 7; DCV: 13*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  Common
  -31
  +
  108
  =
  77
  =
  27
  +
  50
  Vampire
  -31
  +
  116
  =
  85
  =
  35
  +
  50
  Appearance: Bats range in size from 6-18 inches and in
  color from brown to black. Bats have tiny “hands” set on top
  of their wings about halfway towards the tips.
  Ecology: Bats live in temperate to tropical climates, migrat-
  ing seasonally to accommodate their need for warmth. They
  have a strong aversion to bright light and usually sleep in
  caves or dense trees during the day and flying out in massive
  clouds to hunt at sunset. Bats eat fruit and insects, which
  they eat massive amounts of, and are rarely a threat to
  humans (though they often carry rabies).
  Motivations: Normal animal motivations.
  Combat Techniques: Bats will flee from anything larger
  than themselves unless cornered or panicked. Vampire bats
  will attach themselves to animals and chew a small wound.
  The Bat then draws out a small amount of blood—this is
  seldom life threatening.
  Other Names: Flitter-mouse, Winged Mouse
  Rumors: Bats drain all blood from their victims, killing them
  and causing them to become undead.
  
  HERO Bestiary
  131
  BEARS
  Appearance: Bears are large, humanoid mammals with
  shaggy fur which ranges in color from light brown to black, or
  white in polar regions. They generally run on all fours and are
  surprisingly agile climbers. Adult Bears stand 7 feet tall or
  more, and weigh several hundred kilograms.
  Motivations: Though some attack without provocation, Bears
  are curious and generally peaceful creatures and will usually
  fight only when frightened or cornered.
  Combat Techniques: Bears attack by swiping at their prey
  with huge claws. They often chase their target trying to trip
  them(Sacrifice Throw). Once a target is prone they will
  attempt to Grab and bite the victim on the exposed flesh
  above the Bears arms. This attack is supplemented by
  crushing the victim. A mother Bear will become Enraged if
  her cubs are attacked.
  BLACK BEAR
  Val
  Char
  Cost
  23†
  STR
  8
  15
  DEX
  15
  18
  CON
  16
  12
  BODY
  4
  5
  INT
  -5
  5
  EGO
  -10
  20
  PRE
  10
  10
  COM
  0
  8†
  PD
  3
  6†
  ED
  1
  3
  SPD
  5
  10
  REC
  2
  36
  END
  0
  † Bonuses for Density Increase
  33
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  7
  Density Increase (5 pts), Persistent, Always On
  (2x mass (200 KG), -1" KB)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – claws
  2
  3
  Sacrifice Throw (tripping), +2 OCV, +1 DCV,
  does STR damage, bear falls on victim
  3
  +2 PD Armor
  6
  +10 PRE, create fear only (-1⁄2),
  only while roaring (-1⁄4)
  4
  +1 to Hearing & Smell Perceptions (11-)
  3
  Climbing 12-
  3
  Concealment 10-
  5
  +1 w/ H-to-H combat
  -4
  -2 to Sight Perception
  -2
  Running -1" (5" total)
  1/5"
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Physical Limitation: Hibernates in winter
  (Infrequent, Fully)
  10
  Frequently hungry (goes out of way to find food)
  (Common)
  15
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  49
  +
  56
  =
  105 =
  55
  +
  50
  Ecology: Black Bears prefer the country life, feeding on
  honey, nuts, berries, and roots found in wooded areas.
  Some bears hibernate during winter, choosing caves or
  heavily wooded groves for accommodation. Most bears are
  encountered singly, or sometimes in family groups of two or
  three.
  Rumors: Some black bears are revered as spirits of the
  woodlands, protecting the forest from destruction by hu-
  mans.
  
  132
  HERO Bestiary
  POLAR BEAR
  Val
  Char
  Cost
  30*†
  STR
  5
  20
  DEX
  30
  20
  CON
  20
  20*
  BODY
  16
  5
  INT
  -5
  5
  EGO
  -10
  20
  PRE
  10
  10
  COM
  0
  10†
  PD
  6
  10†
  ED
  5
  3
  SPD
  0
  * Bonuses for Growth already figured in.
  10
  REC
  6
  36
  END
  -2
  † Bonuses for Density Increase
  42*
  STUN
  4
  already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (4x mass, +1 to others’ Sight Perception, -2" KB)
  7
  Density Increase (5 pts), Persistent, Always On
  (2x mass (800 KG total), -1" KB (-3" total))
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  3
  Sacrifice Throw (tripping), +2 OCV, +1 DCV,
  does STR damage, bear falls on victim
  12
  +4 PD, +4 ED Armor
  3
  Life Support (immune to intense cold)
  9
  +15 PRE, create fear only (-1⁄2), while roaring (-1⁄4)
  4
  +1 to Hearing & Smell Perceptions (11-)
  1, 7
  Swimming +1" (3" total);   Concealment 13-
  -2, -4
  -1" Running (5" total);   -2 to Sight Perception (8-)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Frequently hungry (goes out of way to find food)
  (Common)
  20
  Hunted by poachers (More Powerful, NCI) 8-
  71
  Creature Bonus
  OCV: 7; DCV: 6*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  85
  +
  81
  =
  166 =
  116
  +
  50
  Appearance: Polar Bears are shaggy and white furred,
  often blending in with their snow covered surroundings (PER
  Roll). A typical specimen can stand over 10 feet tall.
  Ecology: Polar Bears inhabit the area around the North Pole
  along the southern edge of the Arctic ice pack. They are
  carried south with the ice moves in the spring and return
  north when the ice breaks up. Though they avoid areas of
  water, Polar Bears are powerful swimmers and are protected
  from the cold by dense fur and thick body fat. They feed on
  seals, fish and sea birds, supplementing this in the warmer
  months with grasses and berries. Polar Bears are hunted in
  the modern world only by poachers.
  
  HERO Bestiary
  133
  NORTH AMERICAN BISON
  Val
  Char
  Cost
  35*†
  STR
  5
  11
  DEX
  3
  18
  CON
  16
  22*
  BODY
  18
  5
  INT
  -5
  5
  EGO
  -10
  15
  PRE
  5
  10
  COM
  0
  5†
  PD
  1
  5†
  ED
  1
  3
  SPD
  9
  * Bonuses for Growth already figured in.
  7
  REC
  2
  40
  END
  2
  † Bonuses for Density Increase
  39*
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  7
  Density Increase (5 pts), Persistent, Always On
  (2x mass (1600 KG total), -1" KB (-4" total))
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – horns
  2
  6
  +2 PD, +2 ED Armor
  10
  Running +5" (11" total)
  1/5"
  8
  +2 to Hearing & Smell Perceptions (12-)
  -6
  -3 to Sight Perception (7-)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot leap (Frequently)
  15
  Timid (Common, Strong)
  23
  Creature Bonus
  OCV: 4; DCV: 2*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  47
  +
  61
  =
  108 =
  58
  +
  50
  Appearance: A bison is a huge, four legged, hoofed mam-
  mal with large head and a hump above its shoulders. Its fur
  is shaggy and black or brown and a pair of dangerous horns
  sit atop its head.
  Ecology: Bison wander vast temperate plains of North
  America and Europe in immense numbers grazing the
  plentiful grasslands. In winter they migrate somewhat south
  digging in the snow for food and utilizing fat built up in the
  warmer months.
  Motivations: Normal animal motivations.
  Combat Techniques: Bison commonly run from confronta-
  tion. When they do fight they use their sharp horns, charging
  their target (Move Through).
  Other Names: Buffalo
  Rumors: Some of the Native American Indian deities are
  said to appear in the form of bison.
  
  134
  HERO Bestiary
  BOAR
  Val
  Char
  Cost
  13
  STR
  3
  17
  DEX
  21
  15
  CON
  10
  12
  BODY
  4
  5
  INT
  -5
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  8
  PD
  5
  4
  ED
  1
  3
  SPD
  3
  8
  REC
  4
  30
  END
  0
  28
  STUN
  1
  Cost
  Abilities
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  12
  1d6 HKA, reduced penetration (-1⁄4) – tusks
  1
  3, 3
  +2 PD Armor ;   +5 PRE, create fear only (-1⁄2)
  5, 8
  Ultraviolet Vision;   +4 to Smell Perception (14-)
  8, 7
  +4 to Hearing Perception (14-);   Concealment 12-
  15
  +3 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Psych. Limitation: Bad Temper (Common)
  45
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  55
  +
  65
  =
  120 =
  70
  +
  50
  Appearance: Boars are wild pigs covered with coarse, dark
  hair. They range from 2-5 feet in length, and weigh from 100
  to 300 KG. Some varieties are equipped with large tusks.
  Ecology: Boars live in temperate climes, from Europe
  through Asia as far as the East Indies and in North America,
  foraging in woods and brushlands for roots and edible plants.
  They travel in herds of five to twenty members, though
  sometimes a single forager is encountered.
  Motivations: Though motivated only to survive, Boars have
  volatile tempers and will often attack for no apparent reason.
  Combat Techniques: Boars charge at their opponent,
  attempting to bite or gore the victim. Larger specimens may
  attempt to knock down and trample an opponent.
  Other Names: Pig, Swine, Razorback
  CAPE BUFFALO
  Val
  Char
  Cost
  35*
  STR
  10
  18
  DEX
  24
  28
  CON
  36
  23*
  BODY
  20
  5
  INT
  -5
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  5
  PD
  1
  5
  ED
  -1
  3
  SPD
  2
  8
  REC
  -4
  48
  END
  -4
  47*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  12
  +4d6 HA – horns
  1
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – horns
  2
  6
  +2 PD, +2 ED Armor
  6
  Running +3" (9" total)
  1/5"
  5
  +1 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot leap (Frequently)
  10
  Enraged when startled (Common) 14-, 14-
  15
  Timid (Common, Strong)
  33
  Creature Bonus
  OCV: 6; DCV: 4*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  63
  +
  65
  =
  128 =
  78
  +
  50
  
  HERO Bestiary
  135
  CAMEL
  Val
  Char
  Cost
  25*
  STR
  0
  11
  DEX
  3
  20
  CON
  20
  16*
  BODY
  6
  4
  INT
  -6
  5
  EGO
  -10
  13
  PRE
  3
  8
  COM
  -1
  5
  PD
  3
  4
  ED
  0
  3
  SPD
  9
  8
  REC
  4
  40
  END
  0
  32*
  STUN
  1
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  6
  +2 PD, +2 ED Armor
  2
  Flash Defense (2 pts)
  6
  Running +3" (9" total)
  1/5"
  8
  +4 to Hearing Perception (13-)
  4
  +2 w/ spit
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  5
  Physical Limitation: Cannot Leap
  17
  Psych. Limitation: Stubborn (Common, Strong)
  0
  Creature Bonus
  OCV: 4; DCV: 2*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  32
  +
  50
  =
  82
  =
  32
  +
  50
  Appearance: Camels are long legged beasts with long
  necks, coarse hair and tufted tails. Camels also have humps
  on their backs which contains fat for extra energy. The
  Dromedary Camel common to northern Africa and the middle
  east has one hump and the Bactrian Camel of the Gobi
  desert and central Asia has two. Camels stand over 8 feet tall
  and weigh up to 500 KG.
  Appearance: Cape Buffaloes are large herd animals with
  large, strong horns which grow out towards the sides or back.
  Their coats are brownish-black and are thick in young
  buffaloes and sparse in older ones.
  Ecology: Cape Buffaloes live throughout Africa south of the
  Sahara Desert, in warm temperate to arid regions where
  they graze on grassy plains. A typical herd can range from
  tens to thousands of buffaloes.
  Motivations: Normal animal motivations.
  Ecology: Camels are perfectly suited for hot, arid environ-
  ments. They are capable of going without water for several
  weeks, living on the fat stored in its hump and the water in its
  tissues. African camels exist mostly as domesticated ani-
  mals with few living wild. Bactrian Camels, while often
  domesticated, still exist in vast, wild herds across southwest
  Asia.
  Motivations: Normal animal motivations. Camels are how-
  ever, often stubborn.
  Combat Techniques: In combat they will usually bite, kick
  or kneel on opponents. It is said that they will also spit on
  someone they do not like.
  Other Names: Dromedaries
  Rumors: Uneducated persons believe that a camel’s hump
  is full of water.
  Combat Techniques: Cape Buffaloes will commonly flee
  from dangerous situations. However, when a buffalo is
  startled by anything, like a gunshot or the sudden charge of
  a lion, it charges (Move Through) and becomes the most
  dangerous of big game animals. When attacked, Cape
  Buffaloes are capable of killing lions.
  Rumors: Entire herds of Cape Buffaloes have been known
  to trample a safari party at the sound of a single gunshot.
  
  136
  HERO Bestiary
  DOMESTIC CAT
  Val
  Char
  Cost
  -15
  STR
  -25
  18
  DEX
  24
  10
  CON
  0
  3
  BODY
  -14
  6
  INT
  -4
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  1
  PD
  1
  1
  ED
  -1
  4
  SPD
  12
  4
  REC
  4
  20
  END
  0
  8
  STUN
  0
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite/claws
  1
  Superleap +1" (1" forward,1⁄2” up)
  5, 10
  Ultraviolet Vision;   Tracking Scent
  4
  +2 to Hearing Perception (14- total)
  6, 5
  +2 to all Perceptions (12-);   Breakfall 14-
  3, 5
  Climbing 13-;   Concealment 11-
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  -10
  Creature Bonus
  OCV: 7; DCV: 11*; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -15
  +
  70
  =
  55
  =
  5
  +
  50
  Appearance: Domestic cats come in a large variety of sizes,
  colors, hair lengths, temperaments and breeds too numer-
  ous to mention here.
  Ecology: Cats have been raised for centuries in all parts of
  the world and are adapted to nearly all climates. Their
  preferred diet is of meat, often small rodents which they
  catch, and a small amount of vegetation.
  Motivations: Normal animal motivations.
  Combat Techniques: Unless cornered, Domestic Cats will
  flee from creatures larger than themselves. They can be,
  however, ruthless to smaller creatures, often playing with
  their prey before killing it.
  Other Names: Feline, Tabby, Siamese, etc.
  Rumors: Cats are actually evil creatures who sit on your
  chest when you sleep and steal your breath until you die.
  CHEETAH
  Val
  Char
  Cost
  17
  STR
  7
  22
  DEX
  36
  18
  CON
  16
  12
  BODY
  4
  6
  INT
  -4
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  9
  PD
  6
  7
  ED
  3
  4
  SPD
  8
  9
  REC
  4
  36
  END
  0
  31
  STUN
  1
  Cost
  Abilities
  END
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  3
  +1 PD, +1 ED Armor
  24
  Running +12" (18" total)
  1/5"
  10
  Tracking Scent
  6
  +2 to all Perceptions (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  3
  Climbing 13-
  5
  Concealment 11-
  3
  Stealth 13-
  10
  +2 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  114
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  79
  +
  100
  =
  179 =
  129
  +
  50
  Appearance: Compared to a lion, a Cheetah’s legs are long
  and its head is small. Their fur is short and tawny yellow with
  closely spaced black spots and white underside. They are
  over 4 feet long with a tail half again that length and weigh
  over 45 KG.
  Ecology: Cheetahs live on the plains of arid regions in Africa
  and southwest Asia where they hunt antelope and gazelle.
  They prefer the blood and entrails of the animals they kill,
  often leaving the rest of the carcass untouched. They seldom
  return to a previous day’s kill. Cheetahs are the fastest land
  animal, running at nearly 100 kph (Noncombat).
  Motivations: Normal animal motivations.
  Combat Techniques: When hunting, unlike most cats who
  like to stalk their prey and pounce, Cheetahs sprint after their
  prey, quickly running it down, biting it and then raking it with
  their claws.
  Other Names: Hunting Leopard
  Rumors: Some believe that the Cheetah can run even
  faster, but it has simply not been clocked at higher speeds.
  
  HERO Bestiary
  137
  some have been known to eat meat) and they sleep in trees
  in nests of vines and branches. They observe a social order
  with inferior males respecting superior males.
  Motivations: Chimpanzees have normal animal motiva-
  tions, however they are quite intelligent for animals and often
  display human-like understanding.
  Combat Techniques: Chimpanzees will usually flee from
  most combat, climbing up into the safety of the trees. From
  here they can rain sticks down on their antagonist until it
  leaves. When in close combat they will punch or bite.
  Other Names: Chimp
  CHIMPANZEE
  Val
  Char
  Cost
  18
  STR
  8
  15
  DEX
  15
  15
  CON
  10
  8
  BODY
  -4
  8
  INT
  -2
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  4
  PD
  0
  3
  ED
  0
  3
  SPD
  5
  7
  REC
  0
  30
  END
  0
  25
  STUN
  0
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  6
  +10 PRE, create fear only (-1⁄2) while threatening (-1⁄4)
  5, 3, 5
  Acrobatics 14-;   Breakfall 13-;   Climbing 14-
  -4, -2
  -2" Running (4" total);   -2" Swimming (0" total)
  50+
  Disadvantages
  10
  Creature Bonus
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  22
  +
  38
  =
  60
  =
  10
  +
  50
  Appearance: Chimpanzees are small, light skinned apes
  with dark hair, large ears and no tail. They usually walk on
  hands and feet but will often walk upright for short distances.
  Ecology: Chimpanzees live in tropical rain forests of Africa,
  ranging from the Niger basin to Angola, living in groups of up
  to 40. Fruit, leaves and roots are their primary diet (though
  
  138
  HERO Bestiary
  COUGAR
  Val
  Char
  Cost
  18
  STR
  8
  20
  DEX
  30
  18
  CON
  16
  10
  BODY
  0
  6
  INT
  -4
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  9
  PD
  5
  7
  ED
  3
  4
  SPD
  10
  9
  REC
  2
  36
  END
  0
  32
  STUN
  4
  Cost
  Abilities
  END
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  3
  +1 PD, +1 ED Armor
  6
  +10 PRE, create fear only (-1⁄2), while roaring (-1⁄4)
  12
  Running +6" (12" total)
  1/5"
  10, 6
  Tracking Scent;   +2 to all Perceptions (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  5, 9
  Climbing 14-;   Concealment 13-
  5, 10
  Stealth 14-;   +2 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  109
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  72
  +
  102
  =
  174 =
  124
  +
  50
  Appearance: Cougars could be described as short-legged,
  maneless lions. They are tawny colored with lighter patches
  on underside and face.
  Ecology: Cougars live comfortably in many settings across
  North America from hot, temperate prairies of Mexico to the
  cold forests and mountains of Alaska. They hunt mainly at
  night and their skill rivals that of the tiger. Cougars seldom
  attack man and are sometimes caught when young and
  domesticated.
  Motivations: Normal animal motivations.
  Combat Techniques: Cougars commonly leap from
  branches or cliffs onto their prey, grabbing hold with their bite
  and raking with their hind claws.
  Other Names: Puma, Mountain Lion
  Rumors: Native Indians believe the cougar to be a spirit sent
  by the gods to perform some task.
  CROCODILE
  Val
  Char
  Cost
  23*
  STR
  3
  15
  DEX
  15
  20
  CON
  20
  15*
  BODY
  6
  4
  INT
  -6
  5
  EGO
  -10
  20
  PRE
  10
  10
  COM
  0
  10
  PD
  6
  8
  ED
  4
  3
  SPD
  5
  12
  REC
  8
  40
  END
  0
  35*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (4x mass, +1 to others’ Sight Perception, -2" KB)
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  6
  +2d6 HA – tail lash
  1
  9
  +4 PD, +2 ED Armor
  5
  Extra Limb – tail
  4
  Swimming +4" (6" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  6
  +3 to Hearing Perception (14- total)
  6
  +3 to Smell Perception (14- total)
  11
  Concealment 14-
  10
  +2 w/ H-to-H combat
  2
  +1 w/ tail
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  82
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  61
  +
  91
  =
  152 =
  102
  +
  50
  
  HERO Bestiary
  139
  DOGS
  Ecology: This category covers all domestic canines. Though
  most thrive best in a specific climate, all can be found in any
  area inhabited by man. The stats presented here are for
  three common breeds of various sizes.
  Motivations: Normal animal motivations. Dogs are often
  trained to perform atypical actions.
  Combat Techniques: Unless trained to attack first, dogs will
  typically growl to chase adversaries away. When engaging
  in combat, dogs bite.
  DOBERMAN — Dog
  Val
  Char
  Cost
  8
  STR
  -2
  17
  DEX
  21
  13
  CON
  6
  9
  BODY
  -2
  6
  INT
  -4
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  7
  PD
  5
  4
  ED
  1
  3
  SPD
  3
  6
  REC
  4
  34
  END
  4
  28
  STUN
  7
  Cost
  Abilities
  END
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  1
  Damage Resistance 1 rPD/1 r ED
  6
  +10 PRE, create fear only (-1⁄2), while growling (-1⁄4)
  4
  Running +2" (8" total)
  1/5"
  5, 5
  Ultraviolet Vision;    Ultrasonic Hearing
  5, 6
  Tracking Scent;   +3 to Hearing Perception (13-)
  6, 3
  +3 to Smell Perception (13-);   Lightsleep
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  24
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  36
  +
  53
  =
  89
  =
  39
  +
  50
  Appearance: Crocodiles are similar in appearance to alliga-
  tors but have long, slender heads and snouts, and grow
  much larger, sometimes reaching 8-9 meters (+15 pts
  Growth). The largest crocodile ever killed was 28 feet long
  and weighed 1400 pounds. Their coloring is uniformly grey.
  Ecology: Crocodiles live in Africa, Asia, Australia, and
  America, in tropical climates near swamps, marshes or
  oceans. Unlike the alligator, the crocodile is often found in
  brackish water and sometimes swims out to sea. Crocodiles
  build their dens into the banks with openings below water
  level. They eat fish and small animals caught near the water.
  Motivations: Normal animal motivations.
  Combat Techniques: When hunting, Crocodiles lie in wait,
  submerged to the eyes, near the water’s banks. When an
  animal approaches the water’s edge the Crocodile leaps
  from the water, grabs it and drags it underwater to drown it.
  If the prey is large, such as a zebra or man, the Crocodile
  clamps its jaws on the prey and rolls in the water with it,
  ripping off large hunks of flesh, adding bleeding to drowning
  on the prey’s list of things to worry about.
  Other Names: Croc, Water Lizard
  Rumors: There are tales told by those who have lived deep
  in the jungle about Crocodiles of enormous size that they call
  Leviathans.
  
  140
  HERO Bestiary
  COLLIE — Dog
  Val
  Char
  Cost
  -5
  STR
  -15
  14
  DEX
  12
  10
  CON
  0
  5
  BODY
  -10
  6
  INT
  -4
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  5
  PD
  5
  3
  ED
  1
  3
  SPD
  6
  4
  REC
  4
  26
  END
  3
  17
  STUN
  7
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  3
  +5 PRE, create fear only (-1⁄2), while growling (-1⁄4)
  2
  Running +2" (8" total)
  1/5"
  10
  Tracking Scent
  5
   Ultrasonic Hearing
  5
  Ultraviolet Vision
  6
  +3 to Hearing Perception (13-)
  6
  +3 to Smell Perception (13-)
  3
  Lightsleep
  3
  Stealth 13-
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  -2
  Creature Bonus
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -1
  +
  64
  =
  63
  =
  13
  +
  50
  SCOTTISH TERRIER — Dog
  Val
  Char
  Cost
  -10
  STR
  -20
  11
  DEX
  3
  8
  CON
  -4
  4
  BODY
  -12
  6
  INT
  -4
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  2
  PD
  2
  2
  ED
  0
  3
  SPD
  9
  4
  REC
  4
  20
  END
  2
  8
  STUN
  0
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  10
  Tracking Scent
  5
  Ultrasonic Hearing
  5
  Ultraviolet Vision
  6
  +3 to Hearing Perception (13-)
  6
  +3 to Smell Perception (13-)
  3
  Lightsleep
  3
  Stealth 13-
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  -28
  Creature Bonus
  OCV: 4; DCV: 8*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -32
  +
  69
  =
  37
  =
  -13
  +
  50
  
  HERO Bestiary
  141
  DOLPHIN
  Val
  Char
  Cost
  20*
  STR
  5
  15
  DEX
  15
  18
  CON
  16
  12*
  BODY
  2
  7
  INT
  -3
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  10
  PD
  7
  8
  ED
  4
  3
  SPD
  5
  7
  REC
  0
  36
  END
  0
  29*
  STUN
  0
  * Bonus for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (2x mass, -1" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  9
  1d6+1 HKA, Move Through attacks only (-1),
  reduced penetration (-1⁄4) – nose bash
  2
  5
  +10 PD, only when performing a Move Through (-1)
  3
  +1 PD, +1 ED Armor
  14
  Swimming +14" (16" total)
  1/5"
  15
  Active Sonar
  4
  +2 to Sight Perception (12-)
  6
  +3 to Hearing Perception (13-)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Timid (Common, Strong)
  10
  No sense of smell (Frequent, Slightly)
  -6
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  41
  +
  55
  =
  96
  =
  46
  +
  50
  Appearance: Dolphins are small members of the whale
  family. Their bodies are sleek with a pronounced snout. They
  are uniformly gray, sometimes lightening on the underside.
  Ecology: Dolphins live in all warm and temperate oceans
  and are encountered both in deep ocean and coastal waters.
  They eat immense quantities of sardines and herring and are
  frequently encountered in waters with other fish which are
  also harvested by man.
  Motivations: Though they share the same motivations as
  other animals, Dolphins are highly intelligent creatures,
  debatably nearly as intelligent as man.
  Combat Techniques: Because their bite is of limited effect,
  Dolphins commonly swim into their opponents, butting them
  with their noses (Move By).
  Other Names: Bottle-nosed Dolphin, mistakenly called por-
  poise.
  Rumors: Dolphins are believed by some to be at least as
  intelligent as man, and are delegated to the animal world only
  because of the lack of appropriate communicative ability.
  
  142
  HERO Bestiary
  BALD EAGLE
  Val
  Char
  Cost
  -8
  STR
  -18
  18
  DEX
  24
  8
  CON
  -4
  4
  BODY
  -12
  5
  INT
  -5
  5
  EGO
  -10
  12
  PRE
  2
  10
  COM
  0
  3
  PD
  3
  4
  ED
  2
  4
  SPD
  12
  4
  REC
  4
  26
  END
  5
  16
  STUN
  8
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – beak
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – talons
  1
  58
  Flight 23", 1⁄2 END
  1/10"
  6
  Telescopic Vision (+4 to Ranged PER)
  10
  +2 w/ H-to-H combat
  6
  +3 w/ Move By
  -10
  -5" Running (1" total)
  -2
  -2" Swimming
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  47
  Creature Bonus
  OCV: 6; DCV: 8*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  11
  +
  101
  =
  112 =
  62
  +
  50
  Appearance: The Bald Eagle stands 20-30 inches tall with
  a wingspan of 4-5 feet. Coloring is brown (which is uniform
  on immature eagles) with white plumage on the neck and
  head.
  Ecology: Eagles can be found in all but the hottest and
  coldest climes. The Bald Eagle, which used to range all
  across North America, is now only found in Alaska and
  Florida. They nest in tall trees and on high cliffs near lakes,
  rivers and oceans. Here they hunt fish near the surface,
  diving swiftly and snatching them from the water and return-
  ing to the nest to feed or feed their young. They also hunt
  rabbits, waterfowl and even young deer. A typical eagle nest
  will contain 1-3 young and is tended by both parent eagles.
  Motivations: Normal animal motivations.
  Combat Techniques: Bald Eagles (as well as other eagles)
  normally make an initial attack from the air, either Grabbing
  smaller prey or buffeting larger prey with its knuckles (Move
  By), which is also done to airborne opponents. Once an
  eagle has grabbed its prey, it will hold on with its talons, doing
  additional damage, and tear with its beak.
  Other Names: Fish Hawk
  Rumors: Though often depicted as symbols of bravery,
  eagles are often thought of as cowardly scavengers.
  
  HERO Bestiary
  143
  ELECTRIC EEL
  Val
  Char
  Cost
  -10
  STR
  -20
  14
  DEX
  12
  8
  CON
  -4
  2
  BODY
  -16
  2
  INT
  -8
  5
  EGO
  -10
  5
  PRE
  -5
  10
  COM
  0
  3
  PD
  3
  4
  ED
  2
  3
  SPD
  6
  3
  REC
  2
  16
  END
  0
  10
  STUN
  4
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  64
  7d6 Energy Blast, 0 END, Explosion, Invisible,
  Personal Immunity, No Range, No Knockback
  0
  5
  Life Support (Breath Underwater)
  3
  Swimming +3" (5" total)
  1/5"
  35
  Spatial Awareness, 360˚
  3
  Ultrasonic Hearing
  20
  Targeting Hearing
  10
  Tracking Scent
  5
  Discriminatory Smell
  6
  +2 to all Perceptions (11-)
  6
  +3 to Smell Perception (14- total)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  2d6/Turn when out of water (Uncommon)
  58
  Creature Bonus
  OCV: 5; DCV: 9*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -34
  +
  172
  =
  138 =
  88
  +
  50
  Appearance: Actually not related to the eel family, this fish
  has a long, slender body measuring 4-8 feet long, with a
  single long fin running from beneath its chin to the tip of its
  tail. Its eyes are small and its skin is muddy grey in color.
  Ecology: Electric Eels live in warm, shallow, murky waters
  of warmer, fresh water lakes and rivers of South America. It
  is nocturnal, hunting smaller fish which it stuns with its
  electricity. Nearly half of its body is composed of electric
  organs which run from the back of the head to the end of the
  tail and are capable of producing 550 volts (enough to stun
  a horse). This electricity is not only used as a weapon but
  allows the Eel to navigate in murky waters.
  Motivations: Normal animal motivations.
  Combat Techniques: When confronted, the Electric Eel
  normally delivers a mild warning shock (1-3d6) in an attempt
  to drive the foe away. If this is insufficient the Eel will deliver
  its full voltage.
  Other Names: Electric Fish
  Rumors: Tales are told of spears which are tipped with the
  organs of Electric Eels that deliver terrible shocks in combat.
  MORAY EEL
  Val
  Char
  Cost
  10
  STR
  0
  14
  DEX
  12
  10
  CON
  0
  5
  BODY
  -10
  2
  INT
  -8
  5
  EGO
  -10
  15
  PRE
  5
  10
  COM
  0
  3
  PD
  1
  2
  ED
  0
  3
  SPD
  6
  4
  REC
  0
  20
  END
  0
  20
  STUN
  5
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  3
  +1 PD, +1 ED Armor
  5
  Life Support (Breath Underwater)
  4
  Swimming +4" (6" total)
  1/5"
  3, 20
  Ultrasonic Hearing;   Targeting Hearing
  10, 5
  Tracking Scent;   Discriminatory Smell
  6
  +3 to Smell Perception (13- total)
  6, -12
  +2 to all Perceptions (11-);   -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  2d6/Turn when out of water (Uncommon)
  -13
  Creature Bonus
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  1
  +
  71
  =
  72
  =
  22
  +
  50
  Appearance: Moray Eels come in a variety of types ranging
  in length from 1' to over 10' long. Some are drably colored in
  muddy greens and browns while some are brightly colored
  in ochre, emerald or sapphire to match their coral surround-
  ings. Because their need for constantly flowing water through
  their mouths requires them to swim with their mouths open,
  Moray Eels always appear to be panting or threatening.
  Ecology: Moray Eels live in tropical and sub-tropical ocean
  waters. Morays lurk in holes or crevasses in reefs and bolt
  out to catch passing prey, often consuming them in one bite.
  They usually only travel in pairs during mating season.
  Motivations: Normal animal motivations. The viscous repu-
  tation given them is for the most part unfounded since most
  attacks are provoked by the unwary disturbing of a Moray’s
  nest. They can, however, be uncommonly aggressive during
  mating season when they might attack without provocations.
  Combat Techniques: They will often flee from larger crea-
  tures unless surprised or cornered (or during mating sea-
  son). They normally attack by biting. If they feel endangered
  they will release their opponent and flee.
  Other Names: Morays
  Rumors: Moray Eels are often thought to be man-eaters,
  attacking swimmers, sometimes even attacking boats.
  
  144
  HERO Bestiary
  AFRICAN ELEPHANT
  Val
  Char
  Cost
  45*†
  STR
  5
  15
  DEX
  15
  30
  CON
  40
  34*
  BODY
  38
  6
  INT
  -4
  5
  EGO
  -10
  25
  PRE
  15
  10
  COM
  0
  13†
  PD
  9
  8†
  ED
  1
  3
  SPD
  5
  * Bonuses for Growth already figured in.
  9
  REC
  0
  60
  END
  0
  † Bonuses for Density Increase
  57*
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  33
  Growth (25 pts), Persistent, Always On (x 32 mass,
  +3 to others’ Sight Perception, -5" KB, +1” Reach)
  7
  Density Increase (5 pts), Persistent, Always On
  (2x mass (6400 KG total), -1" KB (-6" total))
  20
  11⁄2d6 HKA, reduced penetration (-1⁄4 ) – tusks
  2
  15
  +6 PD, +4 ED Armor
  5
  Extra Limb – trunk
  12
  Running +6" (12" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  2
  +1 to Smell Perception (12- total)
  5
  +1 w/ H-to-H combat
  50+
  Disadvantages
  13
  Enraged when startled (Uncommon) 14-, 8-
  10
  Physical Limitation: Limited Fine Manipulation
  5
  Physical Limitation: Cannot leap (Frequently)
  138
  Creature Bonus
  OCV: 5; DCV: 2*; ECV: 2;Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  114
  +
  102
  =
  216 =
  166
  +
  50
  Appearance: African Elephants stand over 14 feet tall and
  weigh up to 6 tons. They have trunks which stretch to the
  ground and large ears which reach below their mouths
  (differing from the Indian Elephant which
  has smaller ears). Elephant tusks grow to
  nearly 8 feet in larger specimens.
  Ecology: The African Elephant lives in
  brush plains, forests, or even semi-desert
  regions of Africa. They travel in herds of
  up to 100 elephants, eating plants, leaves
  and fruit. Herds are typically led by an
  experienced female with the young and
  other females close behind. The mature
  males follow at a short distance.
  Motivations: Normal animal motivations.
  Combat Techniques: Elephants usually
  flee from confrontations unless  cornered
  or their young are threatened. They will
  stampede when panicked trampling any-
  thing in their path. When cornered or
  against heavy numbers, Elephants will
  form a circle around the weak and young
  (Stronger members of a herd are very
  protective of the weaker members.) El-
  ephants attack smaller opponents by first
  Grabbing. Squeezing, throwing to the
  ground, or crushing against the tusks usu-
  ally follows. They attack a larger oppo-
  nent with their tusks. Elephants which
  have been trained in the manner of
  warhorses will storm undaunted through
  enemy lines.
  Other Names: Pachyderm
  Rumors: Some people say that elephants
  remember everything that happens to
  them. Others tell of elephants who, when
  they become too old to keep up with the
  herd, go to vast elephant graveyards to
  die.
  
  HERO Bestiary
  145
  GILA MONSTER
  Val
  Char
  Cost
  0
  STR
  -10
  9
  DEX
  -3
  11
  CON
  2
  2
  BODY
  -16
  2
  INT
  -8
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  3
  PD
  3
  2
  ED
  0
  2
  SPD
  1
  3
  REC
  2
  22
  END
  0
  12
  STUN
  3
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On
  (-4 to others’ Sight Perception, +6" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  4
  2d6 (phy.) Energy Blast, NND, (appropriate Immun.,
  alien metabolism, or anti-venom), Persistent,
  No Range, takes +1 Phase to activate, Gradual
  Effect (1 day), only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 12 Charges – venom
  3
  +1 PD, +1 ED Armor
  7
  +10 STR, only for holding after bite (-1⁄2)
  6
  +2 to all Perceptions (11-)
  7, 2
  Stealth 13-;   +1 w/ bite
  -10, -2
  -5" Running (1" total);   -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  -53
  Creature Bonus
  OCV: 3; DCV: 7*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -36
  +
  48
  =
  12
  =
  -38
  +
  50
  Appearance: Gila Monsters are large, slow-moving lizards
  measuring up to 4 feet long. Their snouts are rounded and
  their coloring is black with pink and yellow patches.
  Ecology: The poisonous Gila Monster
  lives in the hot, arid deserts of the south-
  west US and neighboring Mexico. Since it
  not good at hunting it searches for food at
  night, eating mainly eggs, young birds
  and rodents. When food is scarce they
  gain nourishment from their body fat which
  has been known to sustain them for up to
  3 years. During this time the lizard’s tail
  becomes thin.
  Motivations: Normal animal motivations.
  Combat Techniques: Gila Monsters do
  not engage in combat unless surprised or
  cornered as they are poor combatants
  and horribly slow. Their teeth are not
  sharp but their jaws are powerful, allowing
  them to clamp onto their foe while poison-
  ous saliva is pumped into the wound.
  Though powerful, the poison is seldom
  life threatening to man. Poison is only
  used in defense, not normally while hunt-
  ing.
  Other Names: Poison Lizard
  Rumors: Clubs tipped with the teeth of
  Gila Monsters deliver the same poison as
  the beast itself.
  
  146
  HERO Bestiary
  GIRAFFE
  Val
  Char
  Cost
  30*
  STR
  5
  15
  DEX
  15
  23
  CON
  26
  18*
  BODY
  10
  5
  INT
  -5
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  5
  PD
  2
  5
  ED
  0
  3
  SPD
  5
  8
  REC
  0
  46
  END
  0
  38*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (x8 mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4) – hooves
  2
  9
  +3 PD, +3 ED Armor
  3
  +1 to all Perceptions (11-)
  4
  +2 to Hearing Perception (13- total)
  16
  Running +8" (14" total)
  1/5"
  4
  +2 w/ hoof attack
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  10
  Physical Limitation: Cannot leap (Frequently)
  15
  DCV 0 when drinking or feeding from ground
  (Frequent, Greatly)
  49
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  58
  +
  76
  =
  134 =
  84
  +
  50
  Appearance: The world’s tallest animal, the giraffe mea-
  sures up to 20 feet tall. Its coloring is tan and gold with large
  brown spots.
  Ecology: Giraffes live in the savanna
  south of the Sahara desert, in herds of 20-
  30 young adult males, females and young.
  Older males tend to travel seclusively
  behind the herd. With their long necks
  they can browse on leaves from high
  limbs and their long tongue allows them to
  go without water for several days. When
  drinking they must move their front legs
  wide apart so that their heads may reach
  low enough to drink. Giraffes rest by
  crouching with their legs tucked beneath
  them, resting their neck and head along
  their backs while they sleep.
  Motivations: Normal animal motivations.
  Combat Techniques: Except for lions
  and man, Giraffes have no natural en-
  emies. Their powerful kick deters any
  predators. In combat they use this kick
  with devastating effect.
  Rumors: Some zoologists say that gi-
  raffes do not sleep.
  
  HERO Bestiary
  147
  GORILLA
  Val
  Char
  Cost
  25*
  STR
  10
  15
  DEX
  15
  20
  CON
  20
  14*
  BODY
  6
  7
  INT
  -3
  5
  EGO
  -10
  15
  PRE
  5
  10
  COM
  0
  5
  PD
  1
  4
  ED
  0
  3
  SPD
  5
  8
  REC
  0
  40
  END
  0
  34*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (190 KG, -1" KB)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  6
  +2d6 HA – arm swing
  1
  6
  +10 PRE, create fear only (-1⁄2),
  only while roaring (-1⁄4)
  3
  +1 PD, +1 ED Armor
  3
  Acrobatics 11-
  5
  Climbing 12-
  6
  +2 w/ arm swing
  -2
  -1" Running (5" total)
  1/5"
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  20
  Hunted by poachers (More Powerful, NCI) 8-
  19
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  49
  +
  40
  =
  89
  =
  39
  +
  50
  Appearance: The largest of the apes, the Gorilla is broad
  and muscular. Short, dark fur covers all but the chest and
  face. Gorillas normally move on all four
  legs but can stand upright, usually while
  assuming and aggressive posture.
  Ecology: Gorillas live in dense, secluded
  forests of tropical regions. Western Goril-
  las live in Cameroon, Equatorial Guinea,
  and the Congo in sea-level valleys. The
  Eastern Lowland Gorilla lives in the for-
  ested valleys of Zaire and the East African
  Rift Valley, Mountain Gorillas are found in
  the mountains of eastern Zaire and parts
  of Rwanda and Uganda.
  A troop of Gorillas consists of several
  families led by a single, older male. They
  live peacefully in their jungle territory eat-
  ing fruits and vegetation. They obtain
  nearly all their water from their food.
  Motivations: Though highly intelligent and
  sensitive for animals, they share common
  animal motivations.
  Combat Techniques: Though normally
  nonaggressive, Gorillas are extremely
  powerful fighters. Before resorting to com-
  bat they will attempt to scare adversaries
  away (PRE Attack). In combat they will
  punch or Grab opponents and hold on,
  proceeding to bite.
  Other Names: Great Ape, Man Eating
  Ape.
  Rumors: Superstitious tribesmen believe
  that Gorillas are flesh eaters and hunt
  man for sport.
  
  148
  HERO Bestiary
  Appearance: The Hippopotamus rivals the rhinoceros as
  the second largest living land animal. Its huge body is nearly
  15 feet long and stands 5 feet at the shoulder. The eyes and
  nostrils are set high on the head so it may submerge itself
  almost completely underwater. The hippo’s skin is hard and
  rough and uniformly gray.
  Ecology: Hippos are found in Africa, between the Khartoum
  in the Sudan and the Zambezi River. They live in groups of
  20-100 individuals. They inhabit hot, scrubby plains which
  have a large source of water nearby. Here they spend much
  of their time basking in the sun and cooling themselves in the
  waters where they may submerge all but their nostrils. At
  night they emerge from the water to graze the surrounding
  grasses. Though large and ungainly, hippos can move with
  surprising speed and are able to stay underwater for several
  minutes. Hippos are territorial and will fight to protect their
  mate or territory.
  Motivations: Normal animal motivations.
  Combat Techniques: Hippos can be viscous fighters. When
  on land, a hippo will retreat into water where it can fight more
  efficiently. A hippo’s main attack is its powerful bite.
  Other Names: River Horse, Behemoth
  Rumors: Gods of the regions where hippos live are said to
  often take the form of the Hippopotamus.
  HIPPOPOTAMUS
  Val
  Char
  Cost
  35*†
  STR
  0
  15
  DEX
  15
  24
  CON
  28
  30*
  BODY
  34
  5
  INT
  -5
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  12†
  PD
  8
  7†
  ED
  0
  3
  SPD
  5
  * Bonuses for Growth already figured in.
  8
  REC
  2
  48
  END
  0
  † Bonuses for Density Increase
  47*
  STUN
  -10
  already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (x8 mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  13
  Density Increase (10 pts), Persistent, Always On
  (4x mass (4 tons total), -2" KB (-5" total))
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  2
  15
  +5 PD, +5 ED Armor
  2
  Swimming +2" (4" total)
  3
  +1 w/ H-to-H combat, only in water (-1⁄2)
  -2
  Running -1" (5" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation.
  5
  Physical Limitation: Cannot leap (Frequently)
  78
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  77
  +
  71
  =
  148 =
  98
  +
  50
  
  HERO Bestiary
  149
  HORSES
  Ecology: Horses are found inhabiting grassy plains in all but
  the hottest and coldest climates. Their diet consists of grass
  and various grains. Wild horses live in herds of 10-100, with
  the females and the dominant male near the center of the
  herd and the lesser males on the outside.
  Motivations: Wild horses have normal animal motivations.
  Domestic horses can be trained to perform uncharacteristic
  feats. Nearly all horses, except perhaps warhorses, will
  always flee from fire and sudden noises.
  Combat Techniques: Unless trained to do otherwise or
  unless foals are threatened, horses will flee confrontation.
  When attacking, horse kick out with their front hooves,
  rearing up on their hind legs. Anyone approaching near
  enough is usually bitten.
  RIDING HORSE
  Val
  Char
  Cost
  25*
  STR
  5
  15
  DEX
  15
  20
  CON
  20
  16*
  BODY
  8
  5
  INT
  -5
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  7
  PD
  4
  4
  ED
  0
  3
  SPD
  5
  7
  REC
  0
  40
  END
  0
  34*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On (4x mass,
  +1 to others’ Sight Perception, -2" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  7
  +3d6 HA, reduced penetration (-1⁄4) – hooves
  1
  3
  1 PD, 1 ED Armor
  14
  Running +7" (13" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Hearing Perception (13- total)
  4
  +2 to Smell Perception (13- total)
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  15
  Psych. Limit.: Fear of fire & loud noises (Uncom., Total)
  22
  Creature Bonus
  OCV: 5; DCV: 4*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  45
  +
  52
  =
  97
  =
  47
  +
  50
  Appearance: This category represents the typical riding
  horse which can be of a number of breeds. See other
  references for descriptions of specific breeds.
  Motivations: This type of horse is usually trained to permit
  riders and to follow simple guiding instructions given through
  the reigns. Better trained riding horses also follow other
  instructions such as coming when called or whistled to.
  DRAFT HORSE
  Val
  Char
  Cost
  28*
  STR
  3
  14
  DEX
  12
  20
  CON
  20
  18*
  BODY
  10
  5
  INT
  -5
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  8
  PD
  5
  4
  ED
  0
  3
  SPD
  6
  7
  REC
  0
  40
  END
  0
  35*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  7
  +3d6 HA, reduced penetration (-1⁄4) – hooves
  1
  3
  +1PD, +1 ED Armor
  8
  Running +4" (10" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Hearing Perception (13-)
  4
  +2 to Smell Perception (13-)
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  15
  Psych. Limit.: Fear of fire & loud noises (Uncom., Total)
  22
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  44
  +
  53
  =
  97
  =
  47
  +
  50
  Appearance: This category represents the larger breeds of
  horses such as Clydsdales, which were used more for
  pulling than for riding. This can also represent untrained and
  unconditioned heavy warhorses.
  Motivations: Draft Horses are seldom trained to do more
  than pull, turn, and stop. Some are trained to allow riders and
  to not be startled by such things as fire and loud noises.
  
  150
  HERO Bestiary
  LIGHT WARHORSE
  Val
  Char
  Cost
  25*
  STR
  0
  18
  DEX
  24
  18
  CON
  16
  17*
  BODY
  8
  5
  INT
  -5
  5
  EGO
  -10
  16
  PRE
  6
  10
  COM
  0
  7
  PD
  5
  4
  ED
  0
  3
  SPD
  2
  6
  REC
  0
  40
  END
  2
  31*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  7
  +3d6 HA, reduced penetration (-1⁄4) – hooves
  1
  3
  +1 PD, +1 ED Armor
  2
  +3 PRE, only for defense (-1⁄2)
  12
  Running +6" (12" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Hearing Perception (13- total)
  4
  +2 to Smell Perception (13- total)
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  47
  Creature Bonus
  OCV: 6; DCV: 4*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  48
  +
  59
  =
  107 =
  57
  +
  50
  Appearance: Warhorses are sturdy animals, trained to
  remain calm under the most trying conditions and to attack
  on command. The Light warhorse is most often used by
  traveling knights because it serves as a competent riding
  animal as well as a combat-worthy steed. They are not as
  capable in combat as heavier warhorses since they are too
  lightly built to accommodate heavily armored riders while
  wearing armor of their own.
  Motivations: Warhorses are trained not only for riding but
  also to perform in a number of combat situations. They are
  conditioned to remain calm and responsive in the midst of
  intense combat and to lash out with teeth and hooves on
  command or whenever someone moves in front of them.
  
  HERO Bestiary
  151
  HEAVY WARHORSE
  Val
  Char
  Cost
  30*
  STR
  5
  16
  DEX
  18
  22
  CON
  24
  18*
  BODY
  10
  5
  INT
  -5
  8
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  8
  PD
  5
  4
  ED
  0
  3
  SPD
  2
  7
  REC
  1
  44
  END
  0
  37*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  5
  +3d6 HA, reduced penetration (-1⁄4) – hooves
  1
  6
  +2 PD, +2 ED Armor
  2
  +3 PRE, only for defense (-1⁄2)
  8
  Running +4" (10" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Hearing Perception (13- total)
  4
  +2 to Smell Perception (13- total)
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  54
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  58
  +
  56
  =
  114 =
  64
  +
  50
  Appearance: Heavy Warhorses are about the same size as
  draft horses. They are huge animals whose only purpose is
  to wade into battle with a fully armored knight astride and
  participate in melee while wearing heavy barding. Since they
  are not finely trained riding animals, they do not move quickly
  or well.
  Motivations: Heavy Warhorses have the same mental
  characteristics as other trained warhorses.
  HYENA
  Val
  Char
  Cost
  15
  STR
  5
  15
  DEX
  15
  15
  CON
  10
  10
  BODY
  0
  5
  INT
  -5
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  5
  PD
  2
  2
  ED
  -1
  3
  SPD
  5
  6
  REC
  0
  30
  END
  0
  26
  STUN
  0
  Cost
  Abilities
  END
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  13
  +20 STR, only w/ jaws (-1⁄2)
  6
  +10 PRE, create fear only (-1⁄2),
  only when howling (-1⁄4)
  5
  Ultraviolet Vision
  13
  Running +4" (10" total), 1⁄2 END
  1/10"
  3
  +1 to all Perceptions (11-)
  3
  Concealment 10-
  11
  (Pack) Tactics 14-
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Timid (Common, Strong)
  10
  Distinctive Features: strong odor
  (Concealable if downwind)
  -9
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  19
  +
  62
  =
  81
  =
  31
  +
  50
  Appearance: Hyenas are doglike animals with brown spot-
  ted, tawny grey, or golden yellow coats. They have large,
  rounded ears and powerful shoulders which are higher than
  their hindquarters.
  Ecology: Hyenas live in southern Asia and northern Africa.
  They run in packs of up to 20 individuals led by a single
  dominant male. In the daytime they sleep in caves or
  burrows, coming out to hunt at night. Their reputation for
  cowardice is mostly unfounded, as they hunt such animals
  as zebras and wildebeests, and is perhaps caused by their
  reluctance to defend their kills or to fight individually.
  Motivations: Normal animal motivations.
  Combat Techniques: Hyenas will chase their prey, tiring
  hyenas being replaced by fresh ones, until they prey is
  exhausted. In combat they will bite with their jaws, which are
  capable of shattering bones. Hyenas typically target the
  body of their foes (treat as a “placed” Body Shot).
  Other Names: Laughing Hyena
  Rumors: Hyenas are sometimes thought to be evil crea-
  tures that hunt man and laugh when they kill.
  
  152
  HERO Beastiary
  KANGAROO
  Val
  Char
  Cost
  15
  STR
  5
  14
  DEX
  12
  13
  CON
  6
  10
  BODY
  0
  5
  INT
  -5
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  4
  PD
  1
  3
  ED
  0
  3
  SPD
  6
  6
  REC
  0
  26
  END
  0
  25
  STUN
  0
  Cost
  Abilities
  END
  8
  1d6-1 HKA, reduced penetration (-1⁄4) – claws
  1
  2
  Superleap +2" (5" forward, 2 1⁄2” up)
  1/5"
  12
  Running +6" (12" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  4
  +2 to Hearing Perception (14- total)
  2
  +1 to Smell Perception (13- total)
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Timid (Common, Strong)
  -35
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  13
  +
  32
  =
  45
  =
  -5
  +
  50
  Appearance: Kangaroos are the world’s largest marsupial,
  weighing about 90 kg and standing nearly 7 feet tall with a tail
  over 4 feet long. The coat is reddish-gray, lightening near the
  belly and under the tail. Females are often found with young,
  or joeys, in their front pouches.
  Ecology: Kangaroos graze in herds of 6-12 individuals,
  feeding mostly at night on roots and grasses. When moving
  slowly Kangaroos walk with a hopping stride on all 4 legs, but
  can attain speeds of up to 48 kph by leaping on their hind
  legs, using their tails for balance.
  Motivations: Normal animal motivations.
  Combat Techniques: Kangaroos will usually only attack in
  self defense by kicking out both hind feet to claw their
  opponents. The attack is usually targeted at the torso (treat
  as a “placed” Body Shot).
  Rumors: Kangaroos fight mainly by lashing out, or “boxing”,
  with its front feet.
  
  HERO Beastiary
  153
  KOMODO DRAGON
  Val
  Char
  Cost
  20*
  STR
  5
  15
  DEX
  15
  20
  CON
  20
  13*
  BODY
  4
  2
  INT
  -8
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  7
  PD
  4
  5
  ED
  1
  3
  SPD
  5
  10
  REC
  6
  40
  END
  0
  34*
  STUN
  3
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (2x mass, -1" KB)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  4
  1 pip HKA, reduced penetration (-1⁄4 ) – claws
  6
  +2d6 HA – tail
  1
  9
  +3 PD, +3 ED Armor
  5
  Extra Limb – tail
  5
  Infrared Vision (tongue)
  3
  +1 to all Perceptions (10-)
  4
  +2 to Hearing Perception (12- total)
  10
  +2 w/ H-to-H combat
  2
  +1 w/ tail
  -2
  -1" Running (5" total)
  1/5"
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  15
  Frequently hungry (goes out of way to find food)
  (Common, Strong)
  42
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  53
  +
  79
  =
  132 =
  82
  +
  50
  Appearance: Komodo Dragons are the largest living lizards
  measuring up to 12 feet long and weighing nearly 136 KG.
  They resemble stout, long legged alligators with long, sharp
  claws. Unlike alligators they carry their entire mass, includ-
  ing most of the tail, up off the ground when walking.
  Ecology: Komodo Dragons inhabit a few isolated Indone-
  sian islands living on a wide variety of terrains. They sleep
  among the rocks at night and spend most of the day eating
  carrion, or hunting monkeys, pigs and deer. They are so
  voracious that they will even attack other Komodo Dragons.
  Individuals are very protective of their kills, lashing out at any
  intruder. Komodo Dragons are encountered individually or,
  rarely, in pairs.
  Motivations: Normal animal motivations. Komodo Dragons
  are very aggressive with intruders.
  Combat Techniques: Komodo Dragons attack by first lash-
  ing out with their tails (check for Knockback or Knockdown)
  and then leaping onto the foe, biting it. Small opponents are
  simply bitten.
  Other Names: Boja Dara
  Rumors: When first discovered, Komodo Dragons were
  believed to be actual living dragons, their large, flickering
  yellow tongue being mistaken for a burst of fire.
  
  154
  HERO Beastiary
  LEOPARD
  Val
  Char
  Cost
  18
  STR
  8
  23
  DEX
  39
  18
  CON
  16
  10
  BODY
  0
  6
  INT
  -4
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  8
  PD
  4
  8
  ED
  4
  4
  SPD
  7
  8
  REC
  0
  36
  END
  0
  32
  STUN
  4
  Cost
  Abilities
  END
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, , reduced penetration (-1⁄4) – claws
  1
  6
  +10 PRE, create fear only (-1⁄2), while roaring (-1⁄4)
  12
  Running +6" (12" total)
  1/5"
  1
  Swimming +1" (3" total)
  1/5"
  10
  Tracking Scent
  6
  +2 to all Perceptions (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  5
  Climbing 14-
  9
  Concealment 13-
  5
  Stealth 14-
  10
  +2 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  111
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  76
  +
  100
  =
  176 =
  126
  +
  50
  Appearance: Of all the large cats, the Leopard most re-
  sembles a domestic housecat. Its pelt is tawny gold with
  black spots with no two pelts having the same pattern. The
  area a Leopard is from can often be determined by its spot
  pattern.
  Ecology: Leopards live in many climates throughout Asia
  and Africa with the rare Ounce, or white Snow Leopard,
  inhabiting the Himalayas. Leopards hunt monkeys, antelope
  or cattle and can sometimes become man-eaters making
  them a terrible danger. They are encountered individually
  and only rarely in mated pairs during mating season (Feb.-
  Mar.).
  Motivations: Normal animal motivations.
  Combat Techniques: Leopards attack in much the same
  way as other cats. They first Grab the victim, sometimes
  biting and hanging on, and proceeding to disembowel it with
  the hind claws.
  Other Names: Panther
  Rumors: Leopards are often worshipped as deities and
  sacrifices, sometimes human, are offered to counter unfor-
  tunate events.
  
  HERO Beastiary
  155
  LION
  Val
  Char
  Cost
  23*
  STR
  8
  20
  DEX
  30
  20
  CON
  10
  14*
  BODY
  6
  6
  INT
  -4
  5
  EGO
  -10
  20
  PRE
  10
  10
  COM
  0
  10
  PD
  6
  8
  ED
  4
  4
  SPD
  10
  9
  REC
  2
  40
  END
  0
  36*
  STUN
  3
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (250 KG, -1" KB)
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  2
  16
  1d6+1 HKA, , reduced penetration (-1⁄4) – claws
  2
  3
  +1 PD, +1 ED Armor
  9
  +15 PRE, create fear only (-1⁄2), while roaring (-1⁄4)
  10
  Running +5" (11" total)
  1/5"
  10
  Tracking Scent
  6
  +2 to all Perceptions (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  3
  Climbing 13-
  5
  Concealment 11-
  3
  Stealth 13-
  10
  +2 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  120
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  75
  +
  110
  =
  185 =
  135
  +
  50
  Appearance: This most recognized of big cats is over 10
  feet long and weighs 250 KG. Only the adult male Lion has
  the distinctive reddish mane.
  Ecology: Lions live in prides of 10-30 individuals. At one
  time they ranged from southern Europe, Asia, and Africa.
  Now they can only be found in the wild in India’s Gir Forest
  and central Africa. Food is caught at night by the lioness. The
  males then eat first followed by the females and then cubs
  (sometimes causing cubs to starve). Even though they are
  capable of killing anything from mice to elephants, their diet
  consists mainly of zebras and antelopes It is not unknown for
  Lions to become man-eaters, stalking women and children.
  Motivations: Normal animal motivations.
  Combat Techniques: When hunting, Lions stalk near their
  prey and spring forward, grabbing it in its jaws. Pursuit is not
  common after an initial miss. In combat, Lions attack with
  their bite and, after a successful Grab, the hind claws.
  Other Names: King of Beasts
  Rumors: Lions are said to be magical creatures whose
  image appears in the stars, and their hides make excellent
  magical armor.
  
  156
  HERO Beastiary
  MANDRILL
  Val
  Char
  Cost
  15
  STR
  5
  15
  DEX
  15
  13
  CON
  6
  6
  BODY
  -8
  6
  INT
  -4
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  6
  PD
  3
  3
  ED
  0
  3
  SPD
  5
  6
  REC
  0
  30
  END
  2
  26
  STUN
  5
  Cost
  Abilities
  END
  8
  1d6-1 HKA, reduced penetration (-1⁄4) – bite
  1
  3
  Acrobatics 12-
  3
  Climbing 12-
  5
  (Pack) Tactics 11-
  3
  +1 w/ bite
  -2
  -1" Running (5" total)
  1/5"
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  20
  Psych Lim: Devotion to Pack (Common, Total)
  -25
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  27
  +
  18
  =
  45
  =
  -5
  +
  50
  Appearance: Mandrills have been described as the ugliest
  of monkeys and brutal tyrants of the forest. Standing upright,
  they are nearly 4 feet tall. The coat is dark brown but the male
  has striking colors on and around the face with white cheeks,
  orange beard, red nose and blue ridges on the muzzle.
  Ecology: Mandrills live in rough, rocky, mountainous re-
  gions of Africa and the Middle East. They do not normally
  inhabit forests because they cannot climb trees. They live in
  troops of up to 300 individuals under the leadership of
  several older males. The Mandrill’s devotion to family is
  highly developed. Males rarely court females who have
  already been claimed and infidelity in females is punished by
  death. Their sophisticated organization lead some to believe
  that the troop has its captains, lieutenants, and guards.
  Mandrills are omnivorous and control a great number of
  insects though they also do extensive damage to gardens
  and steal eggs.
  Motivations: Normal animal motivations. Though they do
  not actively seek out fights, they respond to any encroach-
  ment as an assault.
  Combat Techniques: Mandrills fear nothing and if con-
  fronted will attack viciously, biting and clubbing wildly. They
  often fight until dead.
  Rumors: Old seafarer’s legends tell of an isolated tropical
  islands inhabited by viscous, carnivorous apes.
  
  HERO Beastiary
  157
  Appearance: The Rhesus Monkey is the most commonly
  seen monkey by civilized man. It is the typical organ grinder’s
  monkey and the most common laboratory monkey. It is
  almost 3 feet long from head to foot and has long, brown hair
  with pinkish face and hind quarters.
  Ecology: Rhesus Monkeys are normally found in northern
  India, south-east Asia, and northern China. Their troops
  normally consist of 10-25 individuals and up to 60 individuals
  in protected areas. They eat fruits, vegetables and grains
  and do enormous damage to crops. They are fiercely territo-
  rial and fight to protect their foraging grounds.
  Motivations: Normal animal motivations. Rhesus (and other
  monkeys) are quite intelligent and can quickly learn to use
  tools and distinguish words and signs.
  Combat Techniques: Monkeys normally avoid dangerous
  situations, climbing high into the trees to escape. When
  defending their territory, fighting amongst themselves, or if
  cornered they will grab and bite, sometimes lashing out with
  their small fists.
  Other Names: Macaque Monkeys
  Rumors: Somewhere in the deep jungle there is a large,
  black monkey who leads all the monkey troops and watches
  the world of man with jealous contempt.
  RHESUS MONKEY
  Val
  Char
  Cost
  8
  STR
  -2
  14
  DEX
  12
  10
  CON
  0
  6
  BODY
  -8
  6
  INT
  -4
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  2
  PD
  1
  2
  ED
  0
  3
  SPD
  2
  4
  REC
  2
  26
  END
  3
  14
  STUN
  0
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  5
  1 pip HKA, reduced penetration (-1⁄4) – bite
  3, 7
  +1d6 HA ;   Acrobatics 15-
  7, 7
  Breakfall 15-;   Climbing 15-
  -2, -4
  -2" Swimming (0" total);   -2" Running (4" total)
  1/5"
  50+
  Disadvantages
  -20
  Creature Bonus
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -6
  +
  36
  =
  30
  =
  -20
  +
  50
  
  158
  HERO Beastiary
  MOOSE
  Val
  Char
  Cost
  33*
  STR
  8
  14
  DEX
  12
  25
  CON
  30
  22*
  BODY
  18
  5
  INT
  -5
  5
  EGO
  -10
  20
  PRE
  10
  10
  COM
  0
  14
  PD
  10
  10
  ED
  5
  3
  SPD
  6
  9
  REC
  0
  50
  END
  0
  44*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (800 KG,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  12
  1d6 HKA, reduced penetration (-1⁄4) – kick
  1
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4),
  not during Winter (-1) – antlers
  2
  2
  +1 DC w/ HKA, reduced penetration (-1⁄4),
  only during Fall (-11⁄2) – antlers
  3
  +2 PD Armor
  12
  Running +6" (12" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  94
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  84
  +
  75
  =
  159 =
  109
  +
  50
  Appearance: Moose are the largest members of the deer
  family, standing up to 10 feet tall and having antlers up to 7
  feet wide. There coat is grayish or reddish-brown, duller and
  grayer in the winter. Male Moose shed their antlers during the
  winter, beginning to grow new ones during March or April
  which reach full size August.
  Ecology: Moose live in well-watered, wooded regions of the
  Rocky Mountains, Canada and Alaska, and in Norway,
  Sweden, the USSR, Mongolia and China in Europe and
  Asia. Moose eat grass and water plants and are solitary
  animals except during winter when several will combine to
  form “yards” which are large areas of trampled snow where
  there are abundant bushes for feeding. They also become
  more social during mating season (September-October)
  when bulls often fight each other (usually doing little dam-
  age). Their common enemies are wolves, bears, pumas and
  sometimes wolverines and coyotes.
  Motivations: Normal animal motivations.
  Combat Techniques: A Moose normally attack by charging
  its foe, attempting to strike with horns and knock the foe to the
  ground (Move By) and then trample it.
  Other Names: Moose are called Elk in Europe and Asia.
  MULE
  Val
  Char
  Cost
  20*
  STR
  0
  11
  DEX
  3
  18
  CON
  16
  13
  BODY
  2
  4
  INT
  -6
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  10
  PD
  8
  6
  ED
  3
  3
  SPD
  9
  6
  REC
  0
  36
  END
  0
  25
  STUN
  0
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (4x mass, +1 to others’ Sight Perception, -2" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  7
  +3d6 HA, reduced penetration (-1⁄4) – hooves
  1
  1
  Damage Resistance 1 rPD/1 r ED
  8
  Running +4" (10" total)
  1/5"
  3
  +1 to all Perceptions (11-)
  4
  +2 to Hearing Perception (13- total)
  4
  +2 to Smell Perception (13- total)
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  15
  Psych. Limitation: Fear of fire & loud noises
  (Uncommon, Total)
  15
  Psych. Limitation: Stubborn (Frequent, Greatly)
  15
  Domesticated
  -36
  Creature Bonus
  OCV: 4; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  25
  +
  44
  =
  69
  =
  19
  +
  50
  
  HERO Beastiary
  159
  Appearance: These smaller relatives of the horse are one
  of the most common beasts of burden. They are usually
  grayish in color though brown and white spots are common.
  Ecology: Mules are the offspring of female horses and male
  asses. They are bred specifically as work animals and are
  not themselves capable of breeding. Mules commonly eat
  grains and grass.
  Motivations: Normal animal motivations. Mules can be
  stubborn when tired or if its load is too heavy.
  Combat Techniques: Mules will attempt to kick opponents
  with their hind hooves and bite foes who approach too close
  to be kicked.
  Other Names: Ass, Donkey
  ORANGUTAN
  Val
  Char
  Cost
  23
  STR
  13
  15
  DEX
  15
  18
  CON
  16
  10
  BODY
  0
  7
  INT
  -3
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  8
  PD
  3
  6
  ED
  2
  3
  SPD
  2
  9
  REC
  0
  36
  END
  0
  31
  STUN
  0
  Cost
  Abilities
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  3
  +1d6 HA – arm swing
  0
  ES: Acrobatics 8-
  5
  Breakfall 12-
  7
  Climbing 13-
  4
  Running +4" (10" in trees),
  only while swinging in trees (-1)
  1/5"
  -4
  -4" Running (2" on ground)
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  5
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  38
  +
  17
  =
  55
  =
  5
  +
  50
  Appearance: Orangutans are nearly 5 feet tall when stand-
  ing completely upright. The males weight about 100 KG and
  the females almost half that. In the wild they always walk on
  all four legs, only learning to walk upright in captivity. Males
  grow mustaches or beards.
  Ecology: The Orangutan is the only great ape found in Asia,
  living in the tropical rain forests of Borneo and Sumatra. It
  spends most of its time swinging in the trees and is as
  capable of grasping with its feet as with its hands. It sleeps
  at night in the treetops in nests it builds each night. Orangu-
  tans do not live in troops as other apes do. They are solitary
  creatures who only socialize during mating season and
  during adolescence when they briefly run in small bands.
  Motivations: Normal animal motivations.
  Combat Techniques: Orangutans fight by lashing out with
  their powerful arms and by biting when in close quarters.
  
  160
  HERO Beastiary
  OSTRICH
  Val
  Char
  Cost
  20
  STR
  10
  18
  DEX
  24
  15
  CON
  10
  12
  BODY
  4
  5
  INT
  -5
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  8
  PD
  4
  4
  ED
  1
  3
  SPD
  2
  7
  REC
  0
  30
  END
  0
  30
  STUN
  0
  Cost
  Abilities
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4 – kick
  1
  9
  Telescopic Vision (+6 to Ranged PER)
  10
  Running +5" (11" total)
  1/5"
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  4
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  40
  +
  29
  =
  69
  =
  19
  +
  50
  Appearance: The world’s largest living bird stands 10 feet
  tall, nearly half of this size being neck. Plumage is black with
  white on the tail and wings, and they have only two toes
  which help them to run quickly.
  Ecology: Ostriches live on the dry plains of Africa in troops
  of several males, each with 3-5 females, and assorted
  young. The Ostrich’s size allows them to see danger at
  considerable distances. They cannot fly but can run at
  speeds reaching 60 kph (noncombat). Their diet consists
  mostly of vegetation and some small animals such as
  rodents and lizards. Ostriches are sometimes caught and
  trained to carry loads or pull carts.
  Motivations: Normal animal motivations.
  Combat Techniques: In combat Ostriches deliver a power-
  ful kick capable of crippling a horse. If the opponent is too
  close to kick, the Ostrich will bite.
  Rumors: It is thought by some that, to hide, an ostrich will
  bury its head in the ground.
  GREAT HORNED OWL
  Val
  Char
  Cost
  -10
  STR
  -20
  14
  DEX
  12
  10
  CON
  0
  4
  BODY
  -12
  3
  INT
  -7
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  3
  PD
  3
  3
  ED
  1
  3
  SPD
  10
  4
  REC
  2
  26
  END
  3
  12
  STUN
  3
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – beak
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – talons
  1
  51
  Flight 18", 2x Noncombat (42" max.), 1⁄2 END
  1/10"
  20
  Targeting Hearing
  9
  Telescopic Vision (+6 to Ranged PER)
  8
  +2 to Sight & Hearing Perceptions (12-)
  7
  Concealment 12-
  5
  Stealth 12-
  6
  +3 w/ Move By
  -10
  -5" Running (1" total)
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  39
  Creature Bonus
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -15
  +
  119
  =
  104 =
  54
  +
  50
  
  HERO Beastiary
  161
  PYTHON
  Val
  Char
  Cost
  13
  STR
  3
  11
  DEX
  3
  15
  CON
  10
  12
  BODY
  4
  2
  INT
  -8
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  4
  PD
  1
  3
  ED
  0
  2
  SPD
  0
  7
  REC
  2
  30
  END
  0
  29
  STUN
  2
  Cost
  Abilities
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  3
  +1 PD, +1 ED Armor
  10
  +15 STR, only w/ Grab & squeeze (-1⁄4)
  14
  STR has Penetration, only w/ squeezing (-1⁄4)
  2
  Swimming +2" (4" total)
  1/5"
  8
  +4 to Hearing Perception (13-)
  5, 9
  Climbing 12-;   Concealment 13-
  7, 5
  Stealth 13-;   +1 w/ H-to-H combat
  4, -4
  +2 w/ Grab;   -2" Running (4" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  2
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  5
  +
  67
  =
  72
  =
  22
  +
  50
  Appearance: Pythons come in a variety of colors depending
  on the region but all are quite large, some up to 15 feet long.
  Ecology: Some Pythons live in tropical forests where they
  climb trees. The African Python prefers open country. They
  are solitary creatures and more than one is seldom encoun-
  tered at a time. Pythons can
  unhinge their lower jaws
  enabling them to swallow
  objects much larger than
  themselves. This large a
  meal would last a Python for
  weeks.
  Motivations: Normal ani-
  mal motivations.
  Combat Techniques: Py-
  thons lay in ambush for a
  victim to pass. Once within
  striking distance, the snake
  springs into the victim, pos-
  sibly knocking it down, and
  biting it. The Python then
  wraps itself around the prey,
  suffocating it.
  Other Names: Constrictor
  Appearance: Great Horned Owls grow to sizes of nearly 3
  feet tall with a wingspan of almost 6 feet. Their mottled brown
  plumage allows them excellent camouflage in the trees. The
  hooting of the owl sounds so similar to the laughing and
  moaning of humans that those unfamiliar with owls might not
  know the difference (INT Roll or appropriate KS Roll).
  Ecology: Horned Owls live in woodland areas across a wide
  range extending from Canada all the way to southern South
  America. During the daytime they sit motionless in the
  treetops and begin to hunt at twilight. Normal prey consists
  of anything from mice to rabbits, even to domestic poultry or
  cats if wild food is scarce.
  Motivations: Normal animal
  motivations.
  Combat Techniques: Owls
  hunt much the same way as
  hawks and falcons. A small
  target is swooped down on
  and carried off to be torn
  apart with talons, or struck
  with the knuckles (Move By)
  if the prey is too large to
  carry off.
  Other Names: Eagle Owl,
  Night Tiger
  Rumors: Owls are the popu-
  lar companion of witches and
  wizards and they are reputed
  to possess great wisdom and
  knowledge.
  
  162
  HERO Beastiary
  RAT
  Val
  Char
  Cost
  -15
  STR
  -25
  11
  DEX
  3
  5
  CON
  -10
  2
  BODY
  -16
  4
  INT
  -6
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  1
  PD
  1
  3
  ED
  2
  3
  SPD
  9
  3
  REC
  4
  16
  END
  3
  11
  STUN
  6
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  45
  Shrinking (30 pts), Persistent, Always On
  (-6 to others’ Sight Perception, +9" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  5, 6
  Ultraviolet Vision;   +2 to all Perceptions (12-)
  3
  Tunnelling 1" (1 DEF), only through dirt (-1⁄2)
  3
  Contortionist 12-
  -6, -1
  -3" Running (3" total);   -1" Swimming (1" total)
  50+
  Disadvantages
  15
  Hunted by dogs & cats 8-
  -47
  Creature Bonus
  OCV: 4; DCV: 10*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -41
  +
  59
  =
  18
  =
  -32
  +
  50
  Appearance: This creature can grow to almost 2' long (not
  including the tail) with the average being only about 1'. Their
  fur is slick and ranges in color from black to brown to white
  with frequent combinations. Their tails are pink and scaly.
  Ecology: Though capable of existing in the wild, Rats truly
  flourish in inhabited areas where food for the Rats abounds.
  Rats are omnivorous, eating vast amounts of grains and
  other foods and contaminating still more with their drop-
  pings. Rats also carry diseases such as Bubonic Plague.
  Motivations: Normal animal motivations.
  Combat Techniques: Rats normally flee from any superior
  opponent, unless cornered. When fighting among them-
  selves or fighting a lesser creature, rats attack exclusively
  with their bite, hanging on to continue damage.
  Other Names: Vermin, Black Plague
  Rumors: Rats are reputed to possess vast cunning and
  intelligence but are said to be susceptible to the tunes played
  by Ratwives, following them uncontrollably.
  RAY
  Val
  Char
  Cost
  8
  STR
  -2
  14
  DEX
  12
  11
  CON
  2
  10
  BODY
  0
  2
  INT
  -8
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  2
  PD
  0
  2
  ED
  0
  2
  SPD
  0
  4
  REC
  0
  22
  END
  0
  20
  STUN
  0
  Cost
  Abilities
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  5
  Life Support (Breath Underwater)
  4
  Swimming +4" (6" total)
  1/5"
  5
  Discriminatory Smell
  5
  Discriminatory Touch
  10
  Tracking Scent
  6
  +2 to all Perceptions (11-)
  4
  +2 to Touch Perception (13- total)
  11
  Concealment 13-
  -12
  -6" Running (0" total)
  Cost
  Additional Abilities (Stingray)
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – stinger
  16
  2d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Hours), No Range,
  only if stinger does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 2 Charges – venom
  2
  Swimming +2" (8" total)
  1/5"
  Cost
  Additional Abilities (Electric Ray)
  END
  37
  4d6 Energy Blast, Explosion, 0 END, Personal
  Immunity, Invisible, No Range, No Knockback
  0
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  2d6/Turn when out of water (Uncommon)
  -51
  Creature Bonus; Common Ray
  -29
  Creature Bonus; Stingray
  -14
  Creature Bonus; Electric Ray
  OCV: 5; DCV: 5; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  Common
  -8
  +
  42
  =
  34
  =
  -16
  +
  50
  Sting
  -8
  +
  64
  =
  56
  =
  6
  +
  50
  Electric
  -8
  +
  79
  =
  71
  =
  21
  +
  50
  Appearance: Flat bodied Rays come in a variety of species.
  Stingrays measure from 20 inches to over 15 feet wide and
  have one or more long spines near its tail. Coloring is mottled
  brown and white, blending well with the ocean floor. Electric
  Rays range in size from 2-6 feet wide and are grayish in color.
  
  HERO Beastiary
  163
  Appearance: The Black Rhino stands 5 feet tall and 11 feet
  long and weighs up to 900 KG. It has a thick, heavy hide and
  two horns on its snout (as opposed to the Indian Rhino which
  has only one). The White Rhino, similar in size to the Black
  Rhino,  is white because of the mud it bathes in which dries
  very light. This lightness, combined with the animal’s darker
  hide make it difficult to see when it enters a wooded area (-
  2 Sight Perception).
  Ecology: The Black Rhino lives in the dry regions of Africa
  with some sparse trees and brush to protect it from the wind
  and sun. The Rhino feeds on these shrubs and find water in
  the scarce mudholes. Rhinos are usually encountered indi-
  vidually but sometimes in mated pairs.
  Motivations: Normal animal motivations.
  Combat Techniques: Rhinos generally retreat from dan-
  ger, though they will attack if cornered or provoked. If a scent
  from upwind or a sound should startle a rhino it will charge.
  When attacking, a rhino will first attempt to gore its target and
  attempt to knock them down. When fleeing, the Rhino will run
  at full (noncombat) speed for as long as it can maintain or
  until it no longer perceives danger. Anything in its path is at
  risk of being trampled.
  Other Names: Unicorn. The White Rhino fits the historical
  description of a unicorn.
  Rumors: The rhino’s horn will soften and dissolve when in
  contact with alkaline materials (such as alkaline based
  poisons). This gives rise to the belief that a cup made of the
  horn of a unicorn will detect poison.
  Ecology: Rays live mainly in warm and tropical waters on
  ocean floors where their coloring disguises them. Diet con-
  sists of shellfish and other invertebrates. Though they do not
  normally travel in schools, several Rays can often be found
  in the same area. The Stingray has a potent poison which it
  injects into predators through its tail spines. The Electric Ray
  has powerful electric organs in the back of its head which
  produce a stinging shock, though not nearly as powerful as
  that of the electric eel.
  Motivations: Normal animal motivations.
  Combat Techniques: Rays normally flee from creatures
  larger than themselves. Most Rays attack by biting. Stin-
  grays also use their spines to lacerate their foe (and inject
  poison). Electric Rays wrap their “wings” around their prey
  and release their electrical charge which is potent enough to
  stun their normal prey.
  Other Names: Torpedo (Electric Ray)
  BLACK RHINOCEROS
  Val
  Char
  Cost
  35*†
  STR
  5
  14
  DEX
  12
  25
  CON
  30
  30*
  BODY
  34
  5
  INT
  -5
  5
  EGO
  -10
  15
  PRE
  5
  10
  COM
  0
  14†
  PD
  10
  10†
  ED
  4
  3
  SPD
  6
  * Bonuses for Growth already figured in.
  8
  REC
  0
  50
  END
  0
  † Bonuses for Density Increase
  51*
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On
  (x8 mass, +2 to others’ Sight Perception, -4" KB)
  7
  Density Increase (5 pts), Persistent, Always On
  (x2 mass (1600 KG total), -1" KB (-5" total))
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4) – horn
  2
  15
  +6 PD, +4 ED Armor
  6
  +10 PRE, only when charging (-1⁄4),
  create fear only (-1⁄2)
  14
  Running +7" (13" total)
  1/5"
  20
  Targeting Sense of smell
  2
  +1 w/ Hearing Perception (11-)
  4
  +2 w/ Smell Perception (12-)
  6
  +2 w/ Strike, Move By & Move Through
  -6
  -3 w/ Sight Perception (7-)
  50+
  Disadvantages
  10
  Physical Limitation: Limited Fine Manipulation
  10
  Physical Limitation: Cannot leap (Frequently)
  15
  Enraged when seriously injured or stressed
  (Common) 11-, 14-
  114
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  91
  +
  108
  =
  199 =
  149
  +
  50
  
  164
  HERO Beastiary
  SEA LION
  Val
  Char
  Cost
  20†
  STR
  -5
  14
  DEX
  12
  18
  CON
  16
  17
  BODY
  14
  5
  INT
  -5
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  8†
  PD
  4
  7†
  ED
  0
  3
  SPD
  6
  6
  REC
  2
  36
  END
  0
  † Bonuses for Density increase
  29
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  20
  Density Increase (15 pts), Persistent, Always On
  (600 KG, -4" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  3
  +1 PD, +1 ED Armor
  6
  +2 to all Perceptions
  4
  +2 to Sight Perception
  8
  Swimming +8" (10" total)
  1/5"
  5
  +1 w/ H-to-H combat
  -6
  -3" Running (3" total)
  50+
  Disadvantages
  15
  Hunted by Killer Whales 8-
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  -9
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  37
  +
  44
  =
  81
  =
  31
  +
  50
  Appearance: Sea Lions are over 6 feet long and weigh more
  than 500 KG. Their bodies appear to be covered by slick,
  black skin when wet, but the Sea Lion actually has a coat of
  stiff hair which slicks back when wet. Sea Lions move
  differently than regular seals as their back flippers allow
  them to move with a more quadrupedal gate.
  Ecology: Sea Lions can be found along the coasts of
  Australia, South America, and California. This is the type of
  “seal” most commonly seen in circuses and other shows.
  They move much more easily in the water than on land and
  hunt squid and fish in groups of 2-20. Larger groups congre-
  gate on land to breed and sun themselves. They are killed in
  great numbers by killer whales who hunt them for food. Sea
  Lions are pests to fishermen and dock workers since they eat
  fish and collect on piers in such numbers that their combined
  weight sometimes destroys the pier.
  
  HERO Beastiary
  165
  Motivations: Normal animal motivations. Sea Lions can be
  trained to perform simple tricks.
  Combat Techniques: Sea Lions do not present much of a
  threat to larger foes though they are capable of delivering a
  viscous bite. They flee from most confrontations.
  Other Names: Eared Seal
  Rumors: Seamen aboard the great sailing ships of the past
  have confused Sea Lions with mermaids.
  COMMON SEAL
  Val
  Char
  Cost
  13
  STR
  3
  12
  DEX
  6
  15
  CON
  10
  10
  BODY
  0
  3
  INT
  -7
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  4
  PD
  1
  6
  ED
  3
  2*
  SPD
  -2
  6
  REC
  0
  30
  END
  0
  25
  STUN
  0
  * 3 SPD in water.
  Cost
  Abilities
  END
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  1
  4
  +1 PD, +2 ED Armor
  7
  +1 SPD, only in water (-1⁄2) *
  6
  +2 to all Perceptions (12-)
  2
  +1 to Sight Perception (13 – total)
  9
  Swimming +9" (11" total)
  1/5"
  -1
  -5" Running (1" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot leap (Frequently)
  20
  Hunted by man (More Powerful, NCI) 8-
  15
  Hunted by Killer Whales (More Powerful) 8-
  -79
  Creature Bonus
  OCV: 4; DCV: 4; ECV: 3; Phases: 6, 12*
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  0
  +
  31
  =
  31
  =
  -19
  +
  50
  Appearance: Common Seals measure up to 8 feet long and
  weigh over 150 KG. Their short fur is brownish-grey with
  lighter undersides having browner spots. Unlike sea lions,
  Common Seals are unable to support their weight on their
  flippers and must lay on the ground, bouncing or scooting
  along to move.
  Ecology: Common Seals live in northern waters such as the
  north Atlantic, north Pacific, North Sea and Arctic Ocean.
  They prefer to spend most of their time in the water where
  they are much more dexterous and can even sleep. They
  come ashore only to rest, breed and escape killer whales.
  Motivations: Normal animal motivations.
  Combat Techniques: Common Seals are only aggressive
  to fish and other seals who wander too close to their territory.
  Their only attack is their bite.
  Other Names: Earless Seal, Harbor Seal
  
  166
  HERO Beastiary
  SHARKS
  Motivations: Normal animal motivations.
  Combat Techniques: Sharks first stalk their prey and then
  lash out, biting the victim and hanging on. It may then
  continue to chew at the prey.
  GREAT WHITE SHARK
  Val
  Char
  Cost
  30*
  STR
  0
  15
  DEX
  15
  25
  CON
  30
  27*
  BODY
  26
  2
  INT
  -8
  5
  EGO
  -10
  23
  PRE
  13
  10
  COM
  0
  10
  PD
  8
  8
  ED
  3
  3
  SPD
  5
  7
  REC
  0
  50
  END
  0
  45*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  2
  15
  +5 PD, +5 ED Armor
  5
  Life Support (Breath Underwater)
  24
  Swimming +16" (18" total), 1⁄2 END
  1/10"
  5
  Discriminatory Smell
  10
  Tracking Scent
  3
  Ultrasonic Hearing
  20
  Targeting Hearing
  6
  +2 to all Perceptions (11-)
  6
  +3 to Smell Perception (14- total)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  Always hungry (goes out of way to find food)
  (Common, Strong)
  20
  Berserk in presence of blood (Uncommon) 14-, 11-
  15
  2d6/Turn when out of water (Uncommon)
  10
  1d6/Turn when not moving in water (Uncommon)
  81
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  82
  +
  129
  =
  211 =
  161
  +
  50
  Appearance: The Great White Shark ranges in size from 20
  feet to over 35 feet and in weight from 1,800 KG to 5 tons.
  Coloring is slate grey above, lightening below. Since it draws
  oxygen through its mouth into the gills, the shark always
  swims with its mouth open, displaying its formidable teeth.
  Ecology: Great Whites live near the surface of deep tropical
  waters where they hunt fish and squid for food. They hunt in
  loose groups of 2-10 sharks, each maintaining its distance
  from the other until a kill is made. The aggressiveness of the
  Great White Shark is legendary, surpassed only by the mako
  shark. The shark must remain swimming its entire life, and in
  fact sleeps swimming, to keep oxygen moving through its
  gills. If the shark were to be motionless in the water it would
  suffocate.
  Other Names: Great White, Man Eater, White Pointer
  Rumors: Stories are told of Great White Sharks which grow
  to a size far greater than 35 feet.
  Men, p82, bot., 60%
  
  HERO Beastiary
  167
  HAMMERHEAD SHARK
  Val
  Char
  Cost
  25*
  STR
  0
  15
  DEX
  15
  20
  CON
  20
  19*
  BODY
  12
  2
  INT
  -8
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  8
  PD
  6
  6
  ED
  2
  3
  SPD
  5
  6
  REC
  0
  40
  END
  0
  34*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  20
  Growth (15 pts), Persistent, Always On (8x mass,
  +2 to others’ Sight Perception, -3" KB, +1” Reach)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  6
  +2 PD, +2 ED Armor
  5
  Life Support (Breath Underwater)
  10
  Swimming +8" (10" total), 1⁄2 END
  1/10"
  5
  Discriminatory Smell
  10
  Tracking Scent
  3
  Ultrasonic Hearing
  20
  Targeting Hearing
  6
  +2 to all Perceptions (11-)
  6
  +3 to Smell Perception (14- total)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  Always hungry (goes out of way to find food)
  (Common, Strong)
  15
  2d6/Turn when out of water (Uncommon)
  10
  1d6/Turn when not moving in water (Uncommon)
  31
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  50
  +
  91
  =
  141 =
  91
  +
  50
  Appearance: Hammerhead Sharks are similar to other
  sharks except that their heads are greatly expanded with the
  eyes and nostrils set on the ends of the “hammer”. They grow
  to be over 20 feet long and can weigh up to a ton.
  Ecology: Hammerhead Sharks live in all tropical waters,
  occasionally wandering as far north as Great Britain. They
  feed on fish and like most sharks are scavengers. They also
  have a reputation for attacking man. The reason for the
  shape of their heads is uncertain but is reputed to increase
  swimming speed because of its hydrofoil shape.
  Other Names: Balancefish
  MAKO SHARK
  Val
  Char
  Cost
  20*
  STR
  0
  15
  DEX
  15
  22
  CON
  24
  16*
  BODY
  8
  2
  INT
  -8
  5
  EGO
  -10
  19
  PRE
  9
  10
  COM
  0
  7
  PD
  5
  5
  ED
  1
  3
  SPD
  5
  6
  REC
  0
  44
  END
  0
  32*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (4x mass, +1 to others’ Sight Perception, -2" KB)
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  3
  +1 PD, +1 ED Armor
  5
  Life Support (Breath Underwater)
  12
  Swimming +12" (14" total), 1⁄2 END
  1/10"
  5
  Discriminatory Smell
  10
  Tracking Scent
  3
  Ultrasonic Hearing
  20
  Targeting Hearing
  6
  +2 to all Perceptions (11-)
  6
  +3 to Smell Perception (14- total)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  15
  Always hungry (goes out of way to find food)
  (Common, Strong)
  15
  2d6/Turn when out of water (Uncommon)
  10
  1d6/Turn when not moving in water (Uncommon)
  26
  Creature Bonus
  OCV: 5; DCV: 4*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  49
  +
  87
  =
  136 =
  86
  +
  50
  Appearance: The Mako Shark averages 10-12 feet in length
  with larger specimens exceeding 18 feet. It is metallic blue in
  color fading to white on its belly.
  Ecology: The Mako Shark ranges from the Gulf of Maine
  through the Gulf of Mexico, preferring warm and tropical
  waters. It lives in shallow water in the summer eating fish and
  squid, and moves into deeper waters in the cooler months.
  The Mako is the world’s fastest shark, perhaps the fastest
  fish swimming at speeds over 95 kph (noncombat). It uses
  this speed to swim down other, sometimes larger, fish.
  
  168
  HERO Beastiary
  BIGHORN SHEEP
  Val
  Char
  Cost
  17
  STR
  7
  14
  DEX
  12
  13
  CON
  6
  12
  BODY
  4
  5
  INT
  -5
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  4
  PD
  1
  3
  ED
  0
  3
  SPD
  6
  6
  REC
  0
  26
  END
  0
  28
  STUN
  0
  Cost
  Abilities
  END
  10
  +4d6 HA, reduced penetration (-1⁄4) – head butt
  1
  7
  +3d6 HA, reduced penetration (-1⁄4) – kick
  1
  1
  Damage Resistance 1 rPD/1 rED
  3
  Superleap +3" (51⁄2” forward, 3" up)
  1/5"
  2
  Running +1" (7" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  5
  Defense Maneuver
  3
  Climbing, not vertically (-1) 14-
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  -9
  Creature Bonus
  OCV: 5; DCV: 5; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  19
  +
  37
  =
  56
  =
  6
  +
  50
  Appearance: These large sheep grow to a size of over 6 feet
  tall and a weight of over 135 KG. Color is brownish white.
  Females have short, curved horns. Male horns grow very
  large and curve around behind the head, even forward again
  in old animals
  Ecology: Bighorn Sheep live in North America from Alaska
  south to Mexico and in Siberia. They thrive in dry high
  country and snowy mountaintops where their unsurpassed
  jumping and climbing abilities allow them to move easily.
  They move in herds of about 50 individuals eating the sparse
  grass and roots.
  Motivations: Normal animal motivations.
  Combat Techniques: Combatting Sheep will always keep
  opponents in front of them. If attacked by more than one foe
  they will constantly turn to confront the nearest. They attacks
  by springing forward and striking with their horns (Move By).
  Other Names: Ram, Mountain Goat
  Rumors: Boots made from the skin of old mountain goats
  empower the wearer with incredible leaping ability.
  SNAKES
  Val
  Char
  Cost
  -8
  STR
  -18
  14‡
  DEX
  12
  5
  CON
  -10
  3‡
  BODY
  -14
  2
  INT
  -8
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  * Bonus for Shrinking already figured in.
  2
  PD
  2
  Increase DCV by 2 for Timber Rattlesnake,
  1
  ED
  0
  Fer-de-lance, Asp Viper, and Death Adder.
  3
  SPD
  2
  3
  REC
  4
  ‡ BODY is 2, STUN is 13, DEX is 15,
  22
  END
  6
  for Timber Rattlesnake, Fer-de-lance,
  14‡
  STUN
  8
  Asp Viper, and Death Adder.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  4
  1 pip HKA, reduced penetration (-1⁄4) – bite
  8
  +4 to Hearing Perception (13-)
  9
  Concealment 13-
  5
  Stealth 13-
  5
  +1 w/ H-to-H combat
  4
  +2 w/ bite
  -10
  -5" Running (1" total)
  -1
  -1" Swimming (1" total)
  Cost
  Additional Abilities (Timber Rattlesnake)
  END
  13
  Shrinking (+10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions (-4 total), +2 DCV
  (total DCV 9), +6" KB)
  16
  2d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 day), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  5
  Infrared Vision (tongue)
  4
  +2 to IR Vision (11-)
  
  HERO Beastiary
  169
  Cost
  Additional Abilities (Eastern Diamondback) END
  17
  2d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Hours), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  5, 4
  Infrared Vision (tongue);   +2 to IR Vision (11-)
  3
  +3 STR
  Cost
  Additional Abilities (Fer-de-lance)
  END
  13
  Shrinking (+10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions (-4 total), +2 DCV
  (total DCV 9), +6" KB)
  24
  3d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 Day), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  5, 4
  Infrared Vision (tongue);   +2 to IR Vision (11-)
  Cost
  Additional Abilities (Asp Viper)
  END
  13
  Shrinking (+10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions (-4 total), +2 DCV
  (total DCV 9), +6" KB)
  32
  4d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 Day), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  Cost
  Additional Abilities (Death Adder)
  END
  13
  Shrinking (+10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions (-4 total), +2 DCV
  (total DCV 9), +6" KB)
  35
  4d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Hours), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  5, 3
  Bite is Continuous; +3 STR
  Cost
  Additional Abilities (Sea Snake)
  END
  35
  4d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Hours), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 4 Charges – venom
  1, 3
  Swimming +1" (2" total);   +3 STR
  Cost
  Additional Abilities (Egyptian Cobra)
  END
  50
  4d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 Hour), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 30 Charges – venom
  Cost
  Additional Abilities (Ringhal)
  END
  42
  4d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 Hour), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 8 Charges – venom
  15
  3d6 Flash, Persis., Linked to RKA, 1 hex Range (-1⁄2),
  only if venom is spat (-1⁄2), 8 Charges – venom
  5
  Bite is Continuous
  3, 4
  +3 STR;   +2 w/ spit attack
  Cost
  Additional Abilities (King Cobra)
  END
  62
  5d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 Hour), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 30 Charges – venom
  5
  +5 PRE
  Cost
  Additional Abilities (Mamba)
  END
  58
  5d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (5 Minutes), No Range,
  only if bite does BODY damage (-1⁄2),
  only affects living things (-1⁄2), 8 Charges – venom
  3, 5
  +3 STR;   +5 PRE
  2
  Running +1" (2" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: -1 SPD & -5 DEX when cold
  (Infrequent, Greatly)
  15
  Timid (Com., Strong), only for Ordinary & Sea Snake
  -79
  Creature Bonus; Common Snake
  -41
  Creature Bonus; Timber Rattlesnake
  -50
  Creature Bonus; Eastern Diamondback
  -33
  Creature Bonus; Fer-de-lance
  -34
  Creature Bonus; Asp Viper
  -23
  Creature Bonus; Death Adder
  -40
  Creature Bonus; Sea Snake
  -29
  Creature Bonus; Egyptian Cobra
  -10
  Creature Bonus; Ringhal
  -12
  Creature Bonus; King Cobra
  -11
  Creature Bonus; Mamba
  OCV: 5; DCV: 7*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  Common
  -26
  +
  37
  =
  11
  =
  -39
  +
  50
  Timber
  -26
  +
  75
  =
  49
  =
  -1
  +
  50
  E. Diamond -26
  +
  66
  =
  40
  =
  -10
  +
  50
  Fer-d-lance -26
  +
  83
  =
  57
  =
  7
  +
  50
  Asp Viper
  -26
  +
  82
  =
  56
  =
  6
  +
  50
  D. Adder
  -26
  +
  93
  =
  67
  =
  17
  +
  50
  Sea Snake -26
  +
  76
  =
  50
  =
  0
  +
  50
  E. Cobra
  -26
  +
  87
  =
  61
  =
  11
  +
  50
  Ringhal
  -26
  +
  106
  =
  80
  =
  30
  +
  50
  King Cobra -26
  +
  104
  =
  78
  =
  28
  +
  50
  Mamba
  -26
  +
  105
  =
  79
  =
  29
  +
  50
  
  170
  HERO Beastiary
  warming themselves on warm rocks and logs or in scrubby
  bushes. Death Adders are found across Australia (except in
  the central desert) and on the surrounding islands such as
  New Guinea. They frequent dry, scrubby areas in Australia
  and rain forests elsewhere. Seas Snakes are found through-
  out the world inhabiting most temperate and tropical coastal
  areas. The Egyptian Cobra is found across the northern
  three quarters of Africa and throughout the Arabian Penin-
  sula. They can be found here in almost any setting except
  tropical rainforests. The Ringhal is found in southeast and
  southern Africa from Rhodesia to Cape Province. The King
  Cobra can be found over a wide range from India through
  Southeast Asia. Mambas can be found from Ethiopia and
  Somalia south to Natal and southwest Africa in any low, dry
  scrubby areas.
  Motivations: Normal animal motivations.
  Combat Techniques: The only combat ability of most
  snakes is their bite and subsequent venom (see section on
  Venom). In addition the Death Adder and the Ringhal have
  the ability to hold their prey while continuing to inject venom
  and the Ringhal to spit venom into the eyes of a foe, blinding
  it.
  Other Names: Hamadryad (King Cobra),
  Rumors: Legends of the Basilisk describe it as the king of
  snakes, able to kill anyone whom it looks at. Its venom was
  said to be so powerful that it could kill anyone who smelled
  it at a distance.
  Appearance: The Timber Rattlesnake grows from 4-8 feet
  long. Its body is yellowish brown in color with transverse
  brownish patterns. The Eastern Diamondback Rattlesnake
  grows to over 8 feet and is patterned with brown diamond
  shaped markings. The lance shaped Fer-de-lance is 4-6
  feet long with grayish brown body and dark, diamond shaped
  splotches. The Asp Viper reaches a size of only 3 feet long.
  Its coloring is reddish brown with a black dorsal stripe and
  spots running down the length of its back, sometimes form-
  ing a zigzag band. Death Adders grow to a size of 18-36
  inches long with a gray or reddish to yellowish brown color.
  It is patterned with irregular brownish bands. Sea Snakes
  are black and light grayish green, either dark above and light
  below or dark ringed along their 5 foot length. Egyptian
  Cobras grow to 4-6 feet and possibly up to 10 feet long.
  Coloring is yellow to almost black, the yellow often having
  black spots. The Ringhal is a hooded snake which grows to
  24-36 inches in length. Coloring is dark brown with an
  irregular pattern of light colored stripes and small black
  spots. The King Cobra ranges in length from 14-18 feet and
  is dark yellowish green in color. Mambas grow to a size of 8-
  12 feet long and are dark, metallic gray in color. There is a
  regular pattern of darker rings along their entire length.
  Ecology: Timber Rattlesnakes range from New England to
  Florida and west to the Mississippi River. They are found in
  wooded hills in the northern sections and in swamps and low
  forests in the southern. Eastern Diamondbacks range from
  North Carolina to Florida and west as far as Louisiana,
  commonly encountered in coastal lowlands, dry pine woods,
  in fields, or occasionally in the water. The Fer-de-lance is
  found only on the West Indian island of Martinique in less
  inhabited forests. The Asp Vipers are found across south-
  ern Europe, Asia, and Africa. They commonly stay fairly
  close to their burrows and are most frequently encountered
  
  HERO Beastiary
  171
  GIANT SQUID
  Val
  Char
  Cost
  35*
  STR
  5
  14
  DEX
  12
  30
  CON
  40
  30*
  BODY
  32
  2
  INT
  -8
  5
  EGO
  -10
  18
  PRE
  8
  10
  COM
  0
  20
  PD
  17
  10
  ED
  4
  3
  SPD
  6
  10
  REC
  2
  60
  END
  0
  53*
  STUN
  5
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  27
  Growth (20 pts), Persistent, Always On, (1,600 KG,
  +2 to others’ Sight Perception, -4 KB, +1" reach)
  12
  1d6 HKA, reduced penetration (-1⁄4) – bite
  1
  17
  Darkness to sight (5" Radius), No Range,
  1 Continuing Charge of 1 Turn,
  only underwater (-1⁄2), not in strong current (-1⁄4)
  2
  Damage Resistance 2 rPD/2 r ED
  8
  Life Support (Breath Underwater, High Pressure)
  20
  Stretching 4" (5" total reach), 0 END,
  no noncombat stretching (-1⁄2)
  5
  Extra Limbs – 10 tentacles
  10
  Clinging (normal STR)
  9
  Swimming +9" (11" total)
  1/5"
  6
  +2 to all Perceptions (11-)
  4
  +2 to Sight Perception (13- total)
  4
  +2 w/ Grab
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Hunted by Sperm Whales 8-
  20
  3d6/Turn when out of water (Uncommon)
  125
  Creature Bonus
  OCV: 5; DCV: 3*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  113
  +
  112
  =
  225 =
  175
  +
  50
  Appearance: Giant Squid have torpedo shaped bodies that
  are 15 feet long, with 8 tentacles that stretch out to over 50
  feet each and 2 longer tentacles that reach to nearly 75 feet.
  Giant Squid come in a variety of colors. Some Squid that
  dwell in deep oceans are bejewelled with colored, light
  producing phosphors.
  Ecology: Giant Squid live in deep oceans where they hunt
  fish and invertebrates and are in turn hunted by sperm
  whales. Propulsion is achieved by drawing water into the
  body and squirting it out through the funnel shape behind the
  head. They are also capable of producing the ink cloud
  characteristic of all squid.
  Motivations: Normal animal motivations.
  Combat Techniques: Giant Squid Grab their opponents
  and squeeze them or draw them into their beaks for rending.
  Other Names: Giant Octopus, Kraken, Cephalopod
  Rumors: Sailors tell tales of Giant Squid that are capable of
  eating whales and dragging entire ships under the water.
  
  172
  HERO Beastiary
  SWARMING ANIMALS
  Some animals attack as a swarm. These animals are so
  insignificant that, individually, they do not warrant Character-
  istics and Abilities but when they attack as a swarm they are
  capable of doing considerable damage. The Statistics listed
  here are for an entire swarm of the creature listed, since they
  act as a group and cannot really be attacked individually. For
  instance, if the damage done to a swarm exceeds its CON
  (technically Stunning it), the swarm has been disbursed
  enough that it cannot attack effectively and must reform. If
  the damage exceeds the swarm’s STUN (knocking it uncon-
  scious), the swarm has been seriously dispersed and will
  take a considerable amount of time to reform and attack, if it
  does at all. The BODY listed for a swarm is the amount of
  BODY damage which must be done to the entire swarm
  before most of the bees (ants, piranha, etc.) will be killed.
  HIT LOCATION: Swarms have no vital organs, all portions
  of the swarm being the same. Either apply all damage
  normally or, for greater realism, use the following chart:
  SWARM
  3d6 Roll
  Density
  STUNx
  N STUN
  BODYx
  To Hit
  3-6
  Low
  x1⁄2
  x1⁄2
  x1⁄2
  -1 OCV
  7-14
  Average
  x1
  x1
  x1
  -3 OCV
  15-18
  High
  x11⁄2
  x11⁄2
  x2
  -8 OCV
  BEE & WASP SWARM
  Val
  Char
  Cost
  -40
  STR
  -50
  17
  DEX
  21
  14
  CON
  8
  8
  BODY
  -4
  2
  INT
  -8
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  0
  PD
  0
  1
  ED
  -2
  4
  SPD
  13
  3
  REC
  0
  28
  END
  0
  20
  STUN
  5
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  30
  3d6 Energy Blast (Physical),
  NND (appropriate immunity, sealed clothing),
  Area Effect (4 hexes), 0 END, No Range,
  reduced penetration (-1⁄4) – stings
  7
  1⁄2 d6 RKA, NND (appropriate Immunity,
  alien metabolism, or anti-venom, +2), Persistent,
  Gradual Effect (1 Day), No Range,
  only if stings do BODY damage (-1⁄2),
  only affects living things (-1⁄2), 64 Charges – venom
  30
  75% Resistant Physical Damage Reduction, only vs.
  small sized weapons (fists, swords, bullets, etc) (-1)
  15
  25% Resistant Energy Damage Reduction
  5
  +10 PRE, only for Defense (-1)
  10
  Flight 5"
  1/5"
  10, 10
  Clinging (normal STR);   360° Vision
  9, 5
  +3 to all Perceptions (12-);   Defensive Maneuver
  -12, -2
  -6" Running (1⁄2” noncombat); -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Physical Limit.: Incapacitated in water (Infreq., Total)
  20
  Psych. Limitation: Protective of Queen (Com., Total)
  1
  Creature Bonus
  OCV: 6; DCV: 8*; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  -29
  +
  130
  =
  101 =
  51
  +
  50
  Appearance: Swarms composed of bees or wasps appear
  as a vague, amorphous cloud of insects which might fill
  several cubic meters. This mass is always shifting in shape
  and density as it flies.
  Ecology: Bees and wasps are found almost everywhere but
  the coldest regions. Some bees build their hives in boxes or
  empty attic, other wasps build their nests in trees or under-
  ground. If the nest is disturbed or if the insects feel that their
  queen is in danger they will attack as a swarm.
  Motivations: Bees and wasps have normal animal motiva-
  tions.
  Combat Techniques: Bee and Wasp Swarms usually at-
  tack unseen and without warning, aggressively stinging their
  foe until it is dead or something separates the swarm from it
  (water, sealed door, etc).
  
  HERO Beastiary
  173
  TIGER
  Val
  Char
  Cost
  25*
  STR
  10
  21
  DEX
  33
  23
  CON
  26
  18*
  BODY
  14
  6
  INT
  -4
  5
  EGO
  -10
  20
  PRE
  10
  10
  COM
  0
  12
  PD
  8
  8
  ED
  3
  4
  SPD
  9
  9
  REC
  0
  46
  END
  0
  43*
  STUN
  3
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (200-400 KG, -1" KB)
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – bite
  2
  12
  1d6 HKA, reduced penetration (-1⁄4) – front claws
  1
  14
  11⁄2 d6 HKA, reduced penetration (-1⁄4),
  only after target is Grabbed (-1⁄2) – hind claws
  2
  3
  +1 PD, +1 ED Armor
  6
  +10 PRE, create fear only (-1⁄2),
  only while roaring (-1⁄4)
  12
  Running +6" (12" total)
  1/5"
  2
  Swimming +2" (4" total)
  1/5"
  10
  Tracking Scent
  5
  Ultraviolet Vision
  6
  +2 to all Perception (12-)
  8
  +2 to Hearing & Smell Perceptions (14- total)
  3
  Climbing 13-
  5
  Concealment 11-
  3
  Stealth 13-
  10
  +2 w/ H-to-H combat
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  168
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 2; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  102
  +
  131
  =
  233 =
  183
  +
  50
  PIRANHA SCHOOL
  Val
  Char
  Cost
  -30
  STR
  -40
  22
  DEX
  36
  20
  CON
  20
  16
  BODY
  12
  3
  INT
  -7
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  2
  PD
  2
  2
  ED
  -2
  5
  SPD
  18
  5
  REC
  2
  40
  END
  0
  34
  STUN
  8
  Cost
  Abilities
  END
  24
  1⁄2 d6 HKA, Continuous, Area Effect (hexes),
  reduced penetration (-1⁄4) – bites
  3
  30
  75% Resistant Physical Damage Reduction, only vs.
  small sized weapons (fists, swords, bullets, etc) (-1)
  5
  +10 PRE, only for Defense (-1)
  4
  Swimming +4" (6" total)
  1/5"
  10
  360° Vision
  6
  +2 to all Perceptions (12-)
  5
  Defensive Maneuver
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  2d6/Turn when out of water (Uncommon)
  20
  Berserk in presence of food (Common) 14-, 14-
  14
  Creature Bonus
  OCV: 7; DCV: 7; ECV: 2; Phases: 3, 5, 8, 10, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  42
  +
  72
  =
  114 =
  64
  +
  50
  Appearance: Schools of Piranhas, composed of up to 1000
  fish, are almost undetectable until you’re in the water. Only
  a silvery reflection of the fish while they move can be seen
  from above the water. The school will be somewhat dis-
  persed at first, but when it attacks it will be much more dense.
  Ecology: Piranhas are found in sluggish, freshwater rivers
  and lakes of Central and South Americas. Any creature
  which enters the water is potential prey for Piranha, from
  insects to alligators to man.
  Motivations: Normal animal motivations.
  Combat Techniques: Though they attack viciously and
  without warning, a school of Piranha are not able to do
  considerable damage unless their prey cannot get out of the
  water.
  
  174
  HERO Beastiary
  WALRUS
  Val
  Char
  Cost
  25*†
  STR
  -5
  10
  DEX
  0
  23
  CON
  26
  24*
  BODY
  24
  3
  INT
  -7
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  11†
  PD
  8
  6†
  ED
  -1
  2
  SPD
  0
  * Bonuses for Growth already figured in.
  7
  REC
  2
  46
  END
  0
  † Bonuses for Density increase
  39*
  STUN
  0
  already figured in.
  Cost
  Abilities
  END
  13
  Growth (10 pts), Persistent, Always On
  (400 KG, +1 to others’ Sight Perception, -2" KB)
  13
  Density Increase (10 pts), Persistent, Always On
  (4x mass (1700 KG total), -2" KB (-4" total))
  16
  1d6+1 HKA, reduced penetration (-1⁄4) – tusks
  2
  15
  +5 PD, +5 ED Armor
  5
  Swimming +5" (7" total)
  1/5"
  9
  +3 to all Perceptions (13-)
  4
  +2 w/ tusks
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  20
  Hunted by man (More Powerful, NCI) 8-
  15
  Hunted by Killer Whales (More Powerful) 8-
  10
  Creature Bonus
  OCV: 3; DCV: 2*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  40
  +
  75
  =
  115 =
  65
  +
  50
  Appearance: The typical Walrus measures 15 feet in length
  and weighs 1700 KG. Females are about a third smaller (-10
  pts Density Increase). Both sexes have shaggy whiskers
  and tusks. The skin is hard, wrinkled and thick, growing
  thicker with age.
  Ecology: Walruses live the northern waters of the Atlantic
  and Pacific Oceans, the Atlantic species being slightly smaller.
  They live in large colonies on beaches and ice flows, the
  males remaining separate from the females except during
  mating season. The tusks are used not only as a weapon, but
  as a tool to dig clams, its primary food, from the ocean floor
  and as a grapple to help haul its bulk out of the water.
  normally timid, Walruses are quick to defend their young
  and, despite their bulk, are capable of moving as fast as a
  man can run.
  Motivations: Normal animal motivations.
  Combat Techniques: Walruses attack with their tusks,
  lashing out with impressive force. Sometimes the Walrus will
  try to pin its opponent with its massive weight (Grab) while it
  attacks.
  Appearance: The largest members of the cat family stand
  over 4 feet tall and 10 feet long. They can weigh from 180-
  230 KG. Females are slightly smaller. The Tigers’ striping
  provides excellent camouflage in forests and high grass.
  Ecology: Tigers live in south, southeast, and east Asia,
  inhabiting the forests and grasslands. Here they rest and
  sleep in the comfortable seclusion of the forest and emerge
  early in the evening to hunt, usually individually but some-
  times in pairs. They do not seem particular in their food,
  killing anything from antelopes to boars to peacocks and
  fishing if game is scarce. Leftovers of the kills are dragged
  into the cover of the forest for eating later. Tigers seem to
  care much less about the condition of their meat than other
  cats and will even eat carrion that is several days old.
  Motivations: Normal animal motivations.
  Combat Techniques: Tigers attack by Grabbing their prey
  with their powerful jaws and holding on while they continue
  to bite and rake with the hind claws. When Tigers hunt in
  pairs, one Tiger waits in ambush while the other drives the
  prey.
  Rumors: Many believe that the Tiger is responsible for the
  tales of the legendary Manticore and that it has three rows of
  teeth and whiskers which are poisonous quills.
  
  HERO Beastiary
  175
  WHALES
  Appearance: These huge, oceangoing mammals have
  blowholes on top of their heads and tail fins which are
  arranged horizontally rather than vertically (as fish’s are).
  Their are two types of Whales; toothed Whales and baleen
  Whales. Toothed Whales have large teeth and actively hunt
  fish and other animals for food. Baleen Whales have a comb-
  like material that hangs inside their mouths called baleen
  and is used as the Whale swims to strain fish and crusta-
  ceans for food. They also have folded grooves on the bottom
  of their throats called pleats which expand, enlarging the
  throat to catch more food.
  Motivations: Some believe that Whales are highly intelli-
  gent creatures though their actions tend to follow normal
  animal motivations.
  HUMPBACK WHALE
  Val
  Char
  Cost
  60*
  STR
  5
  10
  DEX
  0
  28
  CON
  36
  41*
  BODY
  44
  5
  INT
  -5
  5
  EGO
  -10
  10
  PRE
  0
  10
  COM
  0
  20
  PD
  17
  20
  ED
  14
  2
  SPD
  0
  9
  REC
  0
  56
  END
  0
  54*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  60
  Growth (45 pts), Persistent, Always On
  (8" long, 4" wide, 40 tons, +6 to others’
  Sight Perception, -9" KB, +4" reach)
  12
  +4 PD, +4 ED Armor
  3
  Life Support (High Pressure)
  17
  Swimming +17" (19" total)
  1/5"
  6
  +2 to all Perceptions (12-)
  4
  +2 to Hearing Perception (14- total)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  10
  No sense of smell (Frequent, Slightly)
  10
  Timid (Common)
  5
  1d6/Minute when beached (Uncommon)
  96
  Creature Bonus
  OCV: 3; DCV: -3*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  101
  +
  90
  =
  191 =
  141
  +
  50
  Appearance: Humpbacks are baleen Whales which grow to
  a size of 40-60 feet long and a weight of up to 40 tons. They
  are black skinned with whitish spots on their flippers and
  flukes. Their predominate features are the multiple knobs or
  bumps on their heads and the length of their front flippers
  which are very flexible and grow to almost a third the length
  of their bodies.
  Ecology: Humpback Whales live in deep ocean waters,
  migrating each summer to polar regions where they feed on
  shrimp-like krill. After 4 months of this feeding the Hump-
  backs migrate to more tropical waters again, eating very little
  and existing on the blubber they have built up. Some Hump-
  backs stay in tropical waters all year. The Humpback Whale
  has a propensity for beaching themselves for unknown
  reasons. They are also extremely protective of their mates
  and young. Males will not abandon injured mates, and
  females, sometimes with the help of another protective
  female, will often interpose themselves between calves and
  danger.
  Combat Techniques: Though very protective, Humpback
  Whales are not aggressive. Any attacks are made by bump-
  ing (Strike) and ramming (Move Through).
  Other Names: Big-Winged New Englander
  
  176
  HERO Beastiary
  ORCA (Killer Whale)
  Val
  Char
  Cost
  40*
  STR
  0
  18
  DEX
  24
  30
  CON
  40
  35*
  BODY
  38
  6
  INT
  -4
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  13
  PD
  11
  10
  ED
  4
  3
  SPD
  6
  8
  REC
  0
  60
  END
  0
  55*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  40
  Growth (30 pts), Persistent, Always On, (6,400 KG,
  +4 to others’ Sight Perception, -6 KB, +2" reach)
  24
  2d6 HKA, reduced penetration (-1⁄4) – bite
  3
  9
  +3 PD, +3 ED Armor
  3
  Life Support (High Pressure)
  12
  Swimming +12" (14" total)
  1/5"
  4
  +2 to Sight Perception (12-)
  6
  +3 to Hearing Perception (13-)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  10
  No sense of smell (Frequent, Slightly)
  123
  Creature Bonus
  OCV: 6; DCV: 2*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  112
  +
  86
  =
  198 =
  148
  +
  50
  Appearance: The familiar Orca grows to
  a size of 20-30 feet and a weight of up to
  8 tons. The characteristic black and white
  pattern varies little from whale to whale,
  so Orca are usually differentiated by their
  tall dorsal fin which is different in every
  individual and can grow up to 6 feet tall.
  They are toothed whales.
  Ecology: Orca are fearless creatures,
  having no natural enemies. They live in all
  but tropical and arctic oceans in groups
  (of 5-40) called pods. These pods some-
  times travel in larger groups (superpods)
  of more than 100. Each pod has its own
  set of sounds, or dialect. Orca are among
  the ocean’s greatest hunters, often work-
  ing in packs to kill fish, seals, sea lions,
  dolphins, whales, squids, birds, and sea
  turtles. There are even reports of Orca
  that lead whale hunters to humpback
  whales, detaining an animal until it is
  killed, in exchange for the choice bits of
  flesh.
  Combat Techniques: Orca attack with
  cunning and teamwork. They will attempt
  to pull their target deep underwater, suffo-
  cating it, while they tear off large hunks of
  flesh.
  Other Names: Killer Whale, Killer Black-
  fish, Whale Killer
  Rumors: It is said that Orca have infal-
  lible memories and never forget a trans-
  gression.
  
  HERO Beastiary
  177
  SPERM WHALE
  Val
  Char
  Cost
  70*
  STR
  15
  11
  DEX
  3
  35
  CON
  50
  46*
  BODY
  54
  6
  INT
  -4
  5
  EGO
  -10
  13
  PRE
  3
  10
  COM
  0
  20
  PD
  15
  20
  ED
  13
  2
  SPD
  -1
  12
  REC
  0
  70
  END
  0
  68*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  60
  Growth (45 pts), Persistent, Always On
  (8" long, 4" wide, 58 tons, +6 to others’
  Sight Perception, -9" KB, +4" reach)
  32
  21⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  4
  29
  4d6 Energy Blast, NND (deafness, ear protection),
  0 END, only in water (-1⁄2), only used while
  hunting (-1⁄4), Reduced by Range – sonic blast
  0
  12
  +4 PD, +4 ED Armor
  3
  Life Support (High Pressure)
  15
  Swimming +15" (17" total)
  1/5"
  4
  +2 to Sight Perception (12-)
  6
  +3 to Hearing Perception (13-)
  -12
  -6" Running (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  5
  Physical Limitation: Cannot Leap
  10
  No sense of smell (Frequent, Slightly)
  15
  Timid (Common, Strong)
  5
  1d6/Minute when beached (Uncommon)
  187
  Creature Bonus
  OCV: 4; DCV: -2*; ECV: 2; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  138
  +
  149
  =
  287 =
  237
  +
  50
  Appearance: The toothed Sperm Whale grows to 50 feet or
  more and weighs up to 58 tons. The head profile is squarish
  in shape and often covered with multiple scars from the
  beaks of giant squid. The blowhole is far forward on the head
  and to the left. Color is uniformly dark brown to dark gray.
  Ecology: Sperm Whales are found in all the world’s oceans
  in schools of up to 50 males or 50 females and young. During
  breeding season, males fight over “harems” of females. Diet
  consists of fish, squid and octopus.
  Combat Techniques: Sperm Whales fight by biting, slap-
  ping with their tails (Strike), and by ramming (Move Through).
  Rumors: Tales are told of huge, white specimens of Sperm
  Whales capable of swallowing small boat loads of people
  whole.
  
  178
  HERO Beastiary
  WOLF
  Val
  Char
  Cost
  10
  STR
  0
  17
  DEX
  21
  15
  CON
  10
  10
  BODY
  0
  6
  INT
  -4
  5
  EGO
  -10
  8
  PRE
  -2
  10
  COM
  0
  5
  PD
  3
  3
  ED
  0
  3
  SPD
  3
  5
  REC
  0
  30
  END
  0
  23
  STUN
  0
  Cost
  Abilities
  END
  8
  d6 HKA, reduced penetration (-1⁄4) – bite
  1
  1
  Damage Resistance 1 rPD/1 r ED
  12
  +15 PRE, create fear only (-1⁄2), while growling (-1⁄4)
  2
  Running +1" (7" total)
  1/5"
  5, 5
  Ultraviolet Vision;   Ultrasonic Hearing
  3
  +1 to all Perceptions (11-)
  6
  +3 to Hearing Perception (14- total)
  6,5
  +3 to Smell Perception (14- total);   Stealth 12-
  7, 7
  Concealment 12-;   (Pack) Tactics 13-
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  23
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  21
  +
  67
  =
  88
  =
  38
  +
  50
  Appearance: Wolves are generally
  3 feet high and 5 feet long, weighing
  80 KG or more. The coats of Grey
  Wolves vary from grey to black. The
  slightly smaller Red Wolf’s coat
  ranges from Reddish brown to brown.
  Ecology: Grey Wolves inhabit much
  of Europe, Asia and North America.
  Red Wolves are confined to southern
  and southwest sections of North
  America. Wolves travel in packs of
  10-40 individuals hunting small ani-
  mals such as rabbits, mice, and foxes,
  and other animals as large as deers.
  Several Wolves can bring down
  moose and elk. Wolves are highly
  territorial and will chase away or kill
  intruders.
  Motivations: Normal animal motiva-
  tions.
  Combat Techniques: Wolves hunt
  individually and in groups. They are
  capable of working together as a pack
  to chase prey until it is exhausted and
  then make the kill. The attack is made
  by biting and hanging on, proceeding
  to thrash about, tearing at the prey.
  Other Names: Timber Wolf (Grey
  Wolf)
  Rumors: Wolves are suspected of
  possessing an innate evil and many
  are believed to consort with or even
  be witches or evil wizards.
  
  HERO Beastiary
  179
  WOLVERINE
  Val
  Char
  Cost
  0
  STR
  -10
  11
  DEX
  3
  13
  CON
  6
  10
  BODY
  0
  4
  INT
  -6
  5
  EGO
  -10
  15
  PRE
  5
  10
  COM
  0
  4
  PD
  4
  3
  ED
  0
  3
  SPD
  9
  6
  REC
  6
  26
  END
  0
  25
  STUN
  8
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  13
  Shrinking (10 pts), Persistent, Always On
  (-2 to others’ Sight Perceptions, +3" KB)
  8
  1⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  3
  +1 PD, +1 ED Armor
  3
  +1 to all Perceptions (11-)
  3
  Concealment 10-
  5
  Climbing 12-
  5
  Stealth 12-
  5
  +1 w/ H-to-H combat
  -4
  -2" Running (4" total)
  -2
  -2" Swimming (0" total)
  50+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  15
  Psych. Limitation: Fearless (Common, Strong)
  20
  Berserk when encounters another creature
  (Very Common) 11-, 14-
  -34
  Creature Bonus
  OCV: 4; DCV: 6*; ECV: 2; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  15
  +
  51
  =
  66
  =
  16
  +
  50
  Appearance: This largest member of the weasel family
  resembles a large badger or small bear. Its length is about 4
  feet, and weight is 27 KG. It has a shaggy coat of dense, dark
  brown fur with a pale band across the face and along each
  side. The long claws of the Wolverine are prominent.
  Ecology: Wolverines live in coniferous forests of Europe,
  Asia and North America. Territorial animals, a male Wolver-
  ine will often share the same territory with up to 3 females.
  Wolverines are cunning, fearless and opportunistic hunters.
  They are capable of killing animals the size of reindeer and
  defend their kill, or any carrion they encounter, with viscous
  enthusiasm. They are said to be capable of eating more than
  any other carnivore, which has earned them their nickname.
  Motivations: Normal animal motivations.
  Combat Techniques: Wolverines will resourcefully use any
  situation to make a kill, such as attacking moose while they
  are slowed in deep snow, or leaping from trees onto its prey.
  Wolverines attack smaller prey by biting and larger prey with
  a combination of biting and clawing.
  Other Names: Glutton
  Rumors: Tribesmen of the north revere the Wolverine as a
  god much the same as jungle tribesmen view the lion.
  
  180
  HERO Beastiary
  Appearance: The Giant Ape resembles a normal gorilla in
  appearance but stands over 60 feet tall when fully erect.
  Ecology: Giant Apes live on isolated tropical islands which
  are often inhabited by dinosaurs or other monsters. Here
  they live off of the many fruits which grow on the islands. If
  the island is inhabited by native tribesmen, the Giant Ape will
  often be left offerings of food in exchange for peaceful
  coexistence.
  Motivations: Giant Apes have normal animal motivations.
  They are highly intelligent creatures however, capable of
  deductive leaps which might rival human level intelligence.
  Combat Techniques: Giant Apes attack smaller victims by
  bashing with its massive fists; a GM may wish to give such
  attacks an Area Effect of 3 hexes. Equal or large size
  creatures are bitten and grappled with normally.
  Other Names: Ape King
  Rumors: Giant Apes have a weakness for any creature
  which is consistently kind to it and will seek to claim it and
  protect it from harm.
  MOVIE MONSTERS
  Many of the creatures from the movies and TV have
  already appeared elsewhere in this book, such as vampires
  and dinosaurs. Here we present representations of more
  modern or stylized monsters inspired by popular movies.
  The Everycreature Skills for most of these monsters are:
  Climbing
  Concealment
  Deduction
  Shadowing
  Stealth
  Area Knowledge: natural environment
  1-4 pts in their own language
  GIANT APE
  Val
  Char
  Cost
  70*
  STR
  0
  14
  DEX
  12
  50
  CON
  80
  58*
  BODY
  72
  8
  INT
  -2
  10
  EGO
  0
  30
  PRE
  20
  8
  COM
  -1
  25
  PD
  23
  15
  ED
  5
  3
  SPD
  6
  30
  REC
  36
  100
  END
  0
  100*
  STUN
  12
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  80
  Growth (60 pts), Persistent, Always On
  (16" tall, 8" wide, 400,000 KG, +8 to others’
  Sight Perception, -12" KB, +8" reach)
  20
  11⁄2 d6 HKA, reduced penetration (-1⁄4) – bite
  2
  17
  1⁄2 END w/ STR
  36
  +15 PD, +9 ED Armor
  38
  Running +19" (25" total)
  1/5"
  8
  +2 to sight & hearing Perceptions (13-)
  6
  +3 to smell Perception (14-)
  10, 5
  Tracking Scent;   Breakfall 14-
  13, 7
  Climbing 17-;   Survival 13-
  15, 0
  +3 w/ H-to-H combat;   ES: Acrobatics 8-
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  20
  Distinctive Features (Not Concealable, Major Reaction)
  10
  Hunted by other monsters (As Powerful) 8-
  25
  Hunted by military (More Powerful, NCI) 11-
  373
  Creature Bonus
  OCV: 5; DCV: -3*; ECV: 3; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  263
  +
  255
  =
  518 =
  443
  +
  75
  
  HERO Beastiary
  181
  GIANT KILLER SLIME
  Val
  Char
  Cost
  0*
  STR
  -10
  10
  DEX
  0
  10
  CON
  0
  15*
  BODY
  10
  1
  INT
  -9
  0
  EGO
  -0
  20
  PRE
  10
  4
  COM
  -3
  0
  PD
  0
  2
  ED
  0
  3
  SPD
  3
  10
  REC
  16
  40
  END
  0
  40*
  STUN
  20
  * Changes as creature grows.
  Cost
  Abilities
  END
  15
  Cannot Be Stunned (Automaton)
  15
  Does Not Bleed (Automaton)
  0
  Growth (0 pts), Persistent, Always On
  183
  10d6 Transfer BODY to Growth
  (7 pts Transferred = 5 pts Growth), returns 5/day,
  0 END, Always On, only after Grab (-3⁄4)
  0
  11
  Desolidification (affected by cold), not through
  solid objects, affected normally by all attacks (-2)
  4
  26
  +16 PD, +10 ED Armor, not vs cold (-1⁄2)
  60
  75% Resistant Physical Damage Reduction
  40
  75% Resistant Energy Damage Reduction,
  not vs cold (-1⁄2)
  19
  Life Support (Doesn’t Breath, Immune to pressures,
  high radiation, intense heat)
  5
  +10 PRE, only for Defense (-1)
  6
  Running +3" (9" total)
  1/5"
  10
  Detect (Sense) movement at Range
  75+
  Disadvantages
  20
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Physical Limitation: No fine manipulation
  10
  Physical Limitation: Cannot Leap
  10
  Physical Limitation: No Senses (Frequently, Slightly)
  20
  2x BODY from cold attacks (Common)
  15
  1d6 RKA/minute from -32° (Uncommon)
  30
  Hunted by military (NCI) 14-
  20
  Hunted by military (NCI, only for testing) 11-
  212
  Creature Bonus
  OCV: 3; DCV: 3*; ECV: n/a; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  37
  +
  390
  =
  427 =
  352
  +
  75
  Appearance: Giant Killer Slimes appear as reddish, bluish
  piles of viscous, multi-textured slime. When it first hatches,
  it is only large enough to fill a 10 gallon bucket, but it is
  capable of growing to limitless proportions.
  Ecology: The Killer Slimes travel through space, dormant
  inside meteor-like eggs. Once one lands on a habitable
  planet the egg hatches and the Slime begins to consume all
  the fleshy life it can find, growing ever larger as it feeds. It
  eats by draining away the BODY of its prey and consuming
  it (once a victim’s BODY drops below 2x its normal BODY,
  the creature is disintegrated). The Slime wanders at random,
  following any trace of movement in search of food. Its slimy
  body moves by “flowing” along and can ooze through any
  opening. Though nearly unstoppable, Giant Killer Slimes are
  highly susceptible to cold temperatures and can be killed or
  at least frozen indefinitely if contained in a freezing area.
  Motivations: Giant Killer Slimes live only to survive and
  grow. They have no other capacity beyond these functions.
  Combat Techniques: The Slime attacks by Grabbing or
  flowing over its prey, consuming it.
  HIT LOCATION: Giant Killer Slimes have no vital organs
  and all damage should be applied normally.
  
  182
  HERO Beastiary
  HACH-Û-RUI
  Val
  Char
  Cost
  115*
  STR
  0
  10
  DEX
  0
  60
  CON
  100
  70*
  BODY
  78
  7
  INT
  -3
  8
  EGO
  -4
  50
  PRE
  40
  6
  COM
  -2
  35
  PD
  33
  30
  ED
  18
  2
  SPD
  0
  40
  REC
  32
  120
  END
  0
  170*
  STUN
  65
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  140
  Growth (105 pts), Persistent, Always On
  (128" tall, 64" wide, 102.4 kton, +14 to others’
  Sight Perception, -21" KB, +64" reach)
  29
  1⁄2 END on STR
  75
  5d6 HKA – bite
  7
  15
  +5d6 HA – tail swipe
  3
  130
  STR plus tail swipe as cone Area Effect (+1)
  135
  6d6 Energy RKA, Armor Piercing – breath
  13
  69
  +26 PD, +20 ED Armor
  8
  Mental Defense 10 pts
  Cost
  Abilities
  END
  12
  6d6 Absorption Energy to STUN,
  only vs radiation (-1), only to starting value (-1⁄2)
  85
  Running +34" (40" total), 1⁄2 END
  1/10"
  29
  Swimming +23" (25" total), 1⁄2 END
  1/10"
  10
  +2 w/ H-to-H combat
  6
  +4 w/ breath
  75+
  Disadvantages
  15
  Physical Limitation: No fine manipulation
  25
  Distinctive Features (Not Concealable,
  Extreme Reaction)
  10
  Hunted by other Giant Monsters 8-
  25
  Hunted by all Governments (NCI) 14-
  950
  Creature Bonus
  OCV: 3; DCV: -11*; ECV: 3; Phases: 6, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  357
  +
  743
  =
  1100 =
  1025
  +
  75
  Appearance: Hach-Û-Rui, or Japanese Reptile, is one of
  the most formidable and destructive creatures known to
  man. It towers over 500 feet tall, easily taller than most
  buildings. Its body is reptilian having a thick, armored hide
  and long, destructive tail.
  Ecology: Hach-Û-Rui is thought to be a type of dinosaur
  who, instead of dying millions of years ago, fell into a kind of
  suspended animation deep beneath the ocean off the coast
  
  HERO Beastiary
  183
  of Japan. There it slowly mutated from the massive radiation
  released by the multiple atomic bombs dropped during WW
  II, and is awakened by any massive underwater distur-
  bances such as bomb testing or powerful hurricanes.
  Motivations: Once awakened, Hach-Û-Rui will angrily wreak
  destruction across the nearest land mass (usually Japan). It
  seems that it has little more than animal intelligence and,
  except when it seeks out and feeds on radiation, wishes only
  to take out its frustrations on its surroundings and return to
  the sea to continue its sleep.
  Combat Techniques: There is almost nothing which Hach-
  Û-Rui can do that is not highly destructive. In his rage he will
  cause massive destruction by smashing buildings and any-
  thing else it can find with its feet and tail. Hach-Û-Rui can also
  breath a stream of intense radiation which hits its target with
  the force of a bomb.
  Other Names: Lightning Lizard, Death from the Sea
  Rumors: Many in Japan believe that Hach-Û-Rui is not a
  horrible monster but a faithful ally of Japan, appearing only
  when some other destructive creature threatens.
  HUNTER ALIEN
  Val
  Char
  Cost
  28*
  STR
  13
  23
  DEX
  39
  28
  CON
  36
  18*
  BODY
  14
  13
  INT
  3
  13
  EGO
  6
  18
  PRE
  8
  2
  COM
  -4
  15
  PD
  10
  15
  ED
  9
  4
  SPD
  7
  11
  REC
  0
  56
  END
  0
  44*
  STUN
  0
  * Bonuses for Growth already figured in.
  Cost
  Abilities
  END
  7
  Growth (5 pts), Persistent, Always On
  (2x mass, -1" KB)
  25
  11⁄2 d6 HKA, 0 END, OIF – retractable claws
  0
  60
  4d6 RKA, Armor Piercing, OIF – shoulder blaster
  9
  27
  END Reserve (40 END, Recovers 36/Turn)
  OIF (shoulder blaster), powers RKA
  2
  +3 w/ RKA, OIF (helmet) – laser sight
  20
  +10 PD, +10 ED Armor, Activation 15-, OIF
  15
  Invisibility to sight (w/ fringe), 0 END,
  doesn’t work when wet (-1⁄2), OIF (armor)
  0
  5
  Infrared Vision
  4
  Detect Detection 14-, Visible, OIF – helmet
  4
  Running +2" (8" total)
  1/5"
  2
  Swimming +2" (4" total)
  1/5"
  9
  Breakfall 16-
  9
  Climbing 16-
  15
  Mimicry 17-
  17
  Stealth 20-
  4
  Familiarity w/ Common Melee &
  Common Missile Weapons
  10
  +2 w/ H-to-H combat
  Optional Weapons
  26
  2d6+1 HKA, 0 END, OAF – spear
  37
  2d6 RKA, Armor Piercing, Penetrating, 0 END,
  OAF – throwing razor
  16
  5d6 Entangle (5 DEF), Takes No Damage From
  Attacks, 1 Charge, requires solid surface beyond
  target (-Á), OAF – capture net
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Major Reaction)
  15
  Overconfidence (Very Common, Moderate)
  15
  Urge to hunt  (Very Common, Moderate)
  10
  No sight (except IR) (Frequent, Slightly)
  5
  Phosphorescent Blood (Infrequent, Slightly)
  231
  Creature Bonus
  OCV: 8; DCV: 8; ECV: 5; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  141
  +
  235
  =
  376 =
  301
  +
  75
  
  184
  HERO Beastiary
  Appearance: Hunter Aliens are a race of muscular, bipedal
  fish. Their normal bodies are smooth and pale skinned with
  large claws on the hands and feet. When normally encoun-
  tered, however, they will be wearing a type of light combat
  armor consisting of a bullet resistant mesh and various
  mounted armor plates and weapons. This armor imparts
  almost complete invisibility on the Hunter.
  Ecology: Hunter Aliens travel the galaxy hunting the inhab-
  itants of other planets for sport. The Hunter’s kills are usually
  cleaned “in the field” and only a small momento, a skull,
  hand, or finger, is kept as a trophy. The rest is discarded.
  These “safaris” usually last 2-10 days at which time the
  Hunter is picked up by a retrieval ship.
  Motivations: Hunter Aliens believe they are the only supe-
  rior life in the galaxy. All other life forms are merely animals,
  there for the killing. They enjoy hunting these animals for
  sport and have a kind of ranking system based on the
  number and type of trophies.
  Combat Techniques: Though capable hand to hand fight-
  ers, Hunter Aliens prefer to utilize a variety of weapons at
  there disposal from shoulder mounted lasers to wrist mounted
  mechanical claws to common spears and nets. Their hel-
  mets are designed to detect retinal dilation in those around
  them allowing them to realize when their invisible form has
  been detected. As they hunt for sport, their prey are ruth-
  lessly killed.
  Other Names: Predatory Alien, The Devil of Summer
  Rumors: Few have lived to tell tales of these horrible aliens.
  Those who have say that the Hunters like to kill exceptional
  prey with their bare hands.
  75+
  Disadvantages
  10
  Distinctive Features: Emotionless (Concealable)
  25
  Psych. Limitation: Singleminded (Very Common, Total)
  15
  Psych. Limitation: Disregard for life (Very Common)
  10
  11⁄2 x BODY from heat (Common)
  5
  11⁄2 x BODY from radiation (Uncommon)
  5
  11⁄2 x BODY from magnetics (Uncommon)
  351
  Creature Bonus
  OCV: 7; DCV: 7; ECV: n/a; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  33
  +
  463
  =
  496 =
  421
  +
  75
  Appearance: Hunter Cyborgs appear exactly as normal
  humans do. Cyborgs who have seen combat often wear
  sunglasses, hats or bandages to conceal damage to their
  artificial bodies.
  Ecology: Hunter Cyborgs are sophisticated killing machines.
  They are created to blend into society while they seek out
  and kill people for their masters. Cyborgs are often released
  unarmed into the world to begin their hunt, stealing weapons
  and equipment as they work. Once a target is eliminated the
  Cyborg can either be instructed to return to its master for
  further orders or simply self-destruct to prevent it from being
  traced back to its point of origin.
  Motivations: Hunter Cyborgs have no motivations of their
  own. Their only purpose is to follow the instructions of their
  masters as efficiently as possible.
  Combat Techniques: Hunter Cyborgs have no style in
  combat unless such is their master’s wish. They use the
  simplest, most direct method available in combat. If an
  attacker is not viewed as a serious threat, the Cyborg will
  sometimes ignore it entirely in favor of pursuing its goal.
  Other Names: Robot Assassin
  Rumors: It is said that today’s technology is not capable of
  producing a robotic being as advanced as this.
  HUNTER CYBORG
  Val
  Char
  Cost
  25
  STR
  15
  20
  DEX
  30
  0
  CON
  -20
  16
  BODY
  12
  20
  INT
  10
  0
  EGO
  -0
  15
  PRE
  5
  10
  COM
  0
  0
  PD
  -5
  0
  ED
  0
  4
  SPD
  10
  0
  REC
  -14
  0
  END
  -10
  0
  STUN
  -0
  Cost
  Abilities
  END
  45
  Takes No STUN (Automaton)
  15
  Does Not Bleed (Automaton)
  13
  Armor Piercing STR
  29
  0 END w/ STR & Running
  10
  +20 PRE, only for Defense (-1)
  144
  +18 PD, +14 ED Armor (x3 cost)
  8
  Knockback Resistance -4"
  30
  Life Support (Full)
  8
  Running +4" (10" total)
  1/5"
  10
  Infrared & Ultraviolet Visions
  12
  Telescopic Vision (+8 to Ranged PER)
  3
  Ambidexterity
  10
  Eidetic Memory
  13
  Combat Driving 18-
  13
  Combat Piloting 18-
  9
  Computer Programming 16-
  1
  Disguise 8-
  9, 9
  Electronics 14-;   Mechanics 14-
  13
  Mimicry 16-
  5
  Tracking 14-
  8
  Transport Familiarity. w/ Ground Vehicles, Air
  Vehicles, Water Vehicles, Space Vehicles
  6
  Familiarity w/ Common Melee, Common Missile,
  Small Arms
  10
  Weaponsmith w/ Slugthrowers & Energy Weap. 14-
  15
  +5 w/ all Ranged Attacks
  15
  +3 w/ H-to-H combat
  
  HERO Beastiary
  185
  XENOMORPHS
  Appearance: Xenomorphs are horrible alien parasites. Adults
  are skeletal, insect-like, and black as night. Hatchlings
  resemble pale, boney spiders a foot long with dangling
  intestines which drag behind them.
  Ecology: Xenomorphs hatch from leathery, slime filled
  eggs. They immediately search for another living creature
  and implant an embryo in the creature’s throat. The hatchling
  then dies. After several days of incubation the embryo bursts
  from the host-creature’s throat, usually killing the host. The
  young embryo, only a few inches long, immediately seeks
  out an isolated area where it grows to its full adult size. After
  feeding, the adult proceeds to lay its eggs near a reliable
  source of food. Xenomorphs are carnivorous though they kill
  far more than they eat. The blood of a Xenomorph goes
  through a violent chemical change when exposed to the air
  causing it the become highly corrosive.
  Motivations: Xenomorphs are motivated solely by their
  urge to survive and reproduce across an ever widening
  territory. They will go to any lengths to fulfill this motivation.
  Combat Techniques: A Xenomorph attacks with maniacal
  fury, giving no quarter. If it takes its prey by surprise, it will
  make a PRE Attack and bite the victim. In open combat it will
  use its claws, biting only after a successful Grab.
  Other Names: Alien Horror
  Rumors: Somewhere deep in space is the Xenomorphs’
  homeworld, said to be a place of unspeakable terror.
  XENOMORPH (Adult)
  Val
  Char
  Cost
  18
  STR
  8
  18
  DEX
  24
  25
  CON
  30
  13
  BODY
  6
  10
  INT
  0
  16
  EGO
  12
  28
  PRE
  18
  0
  COM
  -5
  10
  PD
  6
  6
  ED
  1
  3
  SPD
  2
  9
  REC
  0
  50
  END
  0
  46
  STUN
  11
  Cost
  Abilities
  END
  15
  1d6-1 HKA, Armor Piercing – bite
  1
  12
  1d6 HKA, reduced penetration (-1⁄4) – claws
  1
  6
  1⁄2 d6 Energy RKA, Contin., Uncontrolled (4 Charges
  per shot), Sticky, No Cons. Control, 1" Range (-1⁄2),
  only when Xenomorph takes BODY (-1), ends if
  creature dies (-1⁄2), 16 Charges – corrosive blood
  21, 10
  +9 PD, +5 ED Armor ;   Clinging (Normal STR)
  5, 5
  Mental Defense;   Extra Limb – tail
  7, 13
  +15 PRE, only for PRE Attacks (-1);   Survival 16-
  5, 9
  Ultraviolet Vision;   +3 to all Perceptions (14-)
  7, 9, 7
  Breakfall 14-;   Climbing 15-;   Stealth 14-
  17, 7
  Concealment 18-;   (Pack) Tactics 11-
  3,15
  Tracking 11-;   +3 w/ H-to-H combat
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  15
  Psych. Limitation: Hunts “hosts” (Very Common)
  20
  Psych. Limitation: Driven (Very Common, Strong)
  10
  Physical Limitation: Alien Physique (Infrequent, Greatly)
  141
  Creature Bonus
  OCV: 6; DCV: 6; ECV: 5; Phases: 4, 8, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  113
  +
  173
  =
  286 =
  211
  +
  75
  XENOMORPH (Hatchling)
  Val
  Char
  Cost
  5
  STR
  -5
  20
  DEX
  30
  13
  CON
  6
  7
  BODY
  -6
  6
  INT
  -4
  10
  EGO
  0
  15
  PRE
  5
  0
  COM
  -5
  4
  PD
  3
  3
  ED
  0
  4
  SPD
  10
  6
  REC
  4
  26
  END
  0
  24
  STUN
  7
  * Bonus for Shrinking already figured in.
  Cost
  Abilities
  END
  27
  Shrinking (20 pts), Persistent, Always On (-4 to
  others’ Sight Perception, +6" KB)
  5
  1⁄2 d6 Energy RKA, Continuous, Uncontrolled
  (4 Charges per shot), Sticky, No Conscious Control,
  1" Range (-1⁄2), only when Xenomorph takes
  BODY (-1), ends when creature dies (-1⁄2),
  12 Charges – corrosive blood
  13
  Choke Hold (+2 DC), 3d6 NND, -2 OCV
  10
  +20 STR, only w/ Grab (-1)
  5
  +10 PRE, defense only (-1)
  13
  Clinging (+9 STR)
  5
  Infrared Vision
  9
  +3 to all Perceptions (13-)
  8
  Multiform (into adult), IIF (host body), No Conscious
  Control, only once (-2), 1 day delay, Conc. (0 DCV)
  5, 5
  Extra Limb – tail;   Climbing 14-
  15, 3
  Concealment 16-;   Stealth 13-
  6, 5
  +3 w/ Choke Hold;   +1 w/ H-to-H combat
  75+
  Disadvantages
  25
  Distinctive Features (Not Concealable, Extreme)
  25
  Psych. Limit.: must implant embryo (Very Com., Total)
  20
  Psych. Limitation: Driven (Very Common, Strong)
  10
  Physical Limitation: Alien Physique (Infrequent, Greatly)
  24
  Creature Bonus
  OCV: 7; DCV: 11*; ECV: 3; Phases: 3, 6, 9, 12
  COSTS:
  Char
  Powers
  Total
  Disadv.
  Base
  45
  +
  134
  =
  179 =
  104
  +
  75
  
  186
  HERO Beastiary
  COMBAT STAT SUMMARY
  TABLE & INDEX
  Beasts of Myth and Fantasy
  Name
  STR
  DEX CON BOD
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STN
  OCV
  DCV
  Move
  Damage
  Notes
  Abatwa
  -25
  16
  5
  1
  5
  1
  0
  1
  0
  3
  3
  18
  5
  21
  1"
  1 pip maximum
  § 20
  Ant, Giant
  30
  15
  20
  16
  25
  14
  8
  12
  8
  3
  9
  40
  5
  3
  8" {2}
  1d6 †‡, venom
  § 76
  Banshee
  20
  12
  20
  10
  25
  10*
  0* 10*
  0*
  3
  8
  50
  4
  4
  6" [5]
  [11d6 PRE], [3d6 RKA]
  § 21
  Barbegazi
  16
  13
  16
  12
  13
  5
  2
  5
  2
  3
  6
  30
  4
  6
  {11,5"}
  1⁄2 d6 ‡, wp
  § 22
  Basilisk
  20
  11
  20
  16
  15
  15
  5
  9*
  5*
  2
  9
  39
  4
  4
  6"
  1d6-1 ‡, 1d6 †‡, [8d6 TR] § 23
  Bat, Giant
  30
  20
  20
  16
  23
  10
  0
  6
  0
  3
  9
  34
  7
  5
  3" [20]
  1⁄2 d6 ‡
  § 24
  Bee, Giant
  10
  15
  20
  8
  25
  8
  4
  8
  4
  3
  8
  28
  5
  7
  4" [11]
  1 pip ‡, venom
  § 77
  Beetle, Giant
  30
  15
  20
  16
  25
  18
  12
  16
  12
  3
  9
  40
  5
  3
  10"
  11⁄2 d6 ‡
  § 76
  Black Annis
  28
  13
  20
  15
  25
  10
  4
  7
  2
  3
  10
  39
  4
  4
  6"
  1d6 †‡, [8d6 mind cont.]
  § 24
  Boggart
  5
  20
  13
  3
  13
  2
  0
  3
  0
  4
  4
  18
  7
  13
  2" {5}
  spells
  § 46
  Bunyip
  25
  17
  26
  16
  30
  16
  4
  10
  2
  4
  9
  47
  6
  5
  9" (4")
  1d6 ‡, [9d6 PRE]
  § 25
  Chimaera
  25
  14
  22
  23
  20
  14
  4
  11
  2
  4
  12
  49
  5
  3
  6" [16]
  1d6 ‡, 2d6 ‡, [v]
  § 26
  Cockatrice
  -10
  12
  10
  8
  10
  3
  0
  2
  0
  3
  4
  20
  4
  8
  4" [3"]
  1⁄2 d6, [6d6 RKA]
  § 27
  Crab, Giant
  40
  16
  28
  25
  35
  25* 10* 19*
  4*
  4
  8
  44
  5
  1
  11" (2)
  2d6 †‡
  § 28
  Demon Mount
  35
  20
  25
  19
  22
  15
  3 13*
  3*
  4
  9
  41
  7
  5
  15"
  1d6-1 ‡, 2d6 †‡, [v]
  § 33
  Demon, Bifrons
  50
  23
  30
  20
  40
  22*
  4* 19*
  4*
  5
  20
  64
  7
  7
  6"
  1d6 ‡, 1d6 †‡, [v]
  § 29
  Demon, Cimeries
  70
  26
  34
  26
  50
  28*
  8* 24*
  8*
  6
  22
  78
  9
  9
  6"
  2d6 †‡, 2d6 ‡, [v]
  § 30
  Demon, Ose
  55
  30
  30
  25
  50
  23*
  5* 19*
  5*
  6
  20
  68
  10
  10
  6"
  11⁄2 d6 ‡, 2d6 †‡, [v]
  § 31
  Demon, Valfor
  50
  26
  28
  30
  50
  24*
  6* 22*
  6*
  6
  20
  70
  9
  9
  6"
  1d6 ‡, 1d6 †‡, [v]
  § 32
  Doppleganger
  13
  14
  11
  10
  10
  3
  0
  3
  0
  3
  5
  23
  5
  5
  6"
  [v]
  § 34
  Dragon Turtle
  75
  12
  40
  42
  30
  23
  3
  21
  1
  2
  15
  80
  4
  -1
  8" (10)
  2d6 †‡, 15d6 energy blast § 39
  Dragon, Greater
  60
  21
  38
  35
  40
  29
  9 29*
  9*
  4
  12
  80
  7
  2
  12" [18] 21⁄2 d6 †‡, 3d6+1 †‡, [v]
  § 36
  Dragon, Lesser
  45
  18
  33
  30
  30
  22
  7 22*
  7*
  3
  10
  60
  6
  2
  12" [15] 2d6 †‡, 21⁄2 d6 †‡, [v]
  § 35
  Dragon, Miniature
  0
  17
  13
  6
  13
  7
  2
  6
  2
  3
  8
  30
  6
  10
  3" [12]
  1⁄2 d6, 1 pip, [v]
  § 38
  Elemental, Air
  -20
  23
  23
  15
  20
  5*
  0*
  4*
  0*
  4
  7
  30
  8
  8
  [10"]
  4d6/6d6 physical blast
  § 40
  Elemental, Earth
  50
  17
  28
  15
  25
  20*
  8* 20*
  8*
  3
  10
  40
  6
  6
  5" {6}
  (12d6), 5d6 entangle
  § 41
  Elemental, Fire
  -30
  20
  23
  15
  30
  1*
  0* 15*
  8*
  4
  5
  30
  7
  7
  2" {4}
  2d6/2d6 Energy EKA
  § 42
  Elemental, Water
  25
  18
  23
  15
  20
  8*
  0*
  5*
  0*
  3
  10
  40
  6
  6
  6" (10)
  (5d6), 4d6 entangle, [v]
  § 43
  Ent
  40
  14
  30
  20
  23
  14
  10
  8
  2
  3
  11
  55
  5
  3
  4"
  1⁄2 d6 †‡ area effect
  § 44
  Fairies, Boggart
  5
  20
  13
  3
  13
  2
  0
  3
  0
  4
  4
  18
  7
  13
  2" {5}
  spells
  § 46
  Fairies, Gnome
  0
  13
  10
  3
  10
  3
  0
  2
  0
  3
  5
  16
  4
  12
  2" {2}
  spells
  § 46
  Fairies, Leprechaun
  0
  24
  10
  4
  15
  2
  0
  2
  0
  3
  3
  18
  8
  14
  3" {10}
  spells
  § 48
  Fairies, Nymph, Water
  8
  18
  13
  9
  18
  2
  0
  3
  0
  3
  7
  25
  6
  6
  6" (10)
  spells
  § 50
  Fairies, Nymph, Wood
  8
  18
  13
  9
  18
  2
  0
  3
  0
  4
  7
  25
  6
  6
  9"
  spells
  § 50
  Fairies, Pixie
  0
  18
  10
  3
  5
  2
  0
  2
  0
  4
  6
  12
  6
  14
  1" [10]
  spells
  § 51
  Fairies, Pooka
  5
  18
  13
  5
  15
  2
  0
  3
  0
  3
  4
  20
  6
  10
  3"
  spells
  § 52
  Frog, Giant (poisonous)20 11
  16
  14
  18
  8
  2
  5
  2
  2
  6
  30
  4
  4
  6" {10}
  1⁄2 d6 ‡, venom
  § 53
  Frog, Giant (vampire) 20
  11
  16
  14
  18
  8
  2
  5
  2
  2
  6
  30
  4
  4
  6" {10}
  1⁄2 d6 ‡, 1⁄2 d6 ‡, drain
  § 53
  Frog, Giant
  20
  11
  16
  14
  18
  8
  2
  5
  2
  2
  6
  30
  4
  4
  6" {10}
  1⁄2 d6 ‡
  § 53
  Genii
  24
  14
  20
  20
  17
  10*
  0* 10*
  0*
  5
  10
  42
  5
  5
  6" [8]
  wp, spells
  § 54
  Ghost
  10
  12
  20
  10
  20
  5*
  0*
  5*
  0*
  2
  6
  35
  4
  4
  6" [5]
  (2d6)
  § 55
  Ghoul
  8
  18
  10
  8
  15
  3*
  0
  2
  0
  3
  4
  18
  6
  6
  6"
  1⁄2 d6 †‡
  § 56
  
  HERO Beastiary
  187
  Beasts of Myth and Fantasy
  Name
  STR
  DEX CON BOD
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STN
  OCV
  DCV
  Move
  Damage
  Notes
  Giant, Cavern
  50
  15
  28
  25
  30
  21
  3
  15
  1
  3
  13
  70
  5
  3
  9" (3)
  (10d6), wp
  § 57
  Giant, Cloud
  50
  15
  30
  26
  35
  18
  2
  18
  0
  4
  12
  75
  5
  1
  11" [10] (10d6), wp, spells
  § 58
  Giant, Fire
  50
  14
  28
  27
  35
  20
  2 11*
  0*
  3
  12
  70
  5
  3
  10"
  (10d6), wp
  § 59
  Giant, Forest
  45
  14
  28
  25
  30
  20
  2
  10
  0
  3
  12
  70
  5
  3
  10"
  (9d6), wp
  § 60
  Giant, Frost
  55
  14
  30
  28
  35
  21
  2 12*
  0*
  3
  12
  75
  5
  3
  11"
  (11d6), wp
  § 61
  Giant, Mountain
  40
  14
  28
  25
  30
  18
  2
  10
  0
  3
  12
  60
  5
  3
  10"
  (8d6), wp
  § 62
  Giant, Storm
  60
  15
  30
  30
  40
  22
  2
  16
  2
  4
  12
  80
  5
  1
  12" [10] (12d6), wp, 3d6 RKA
  § 62
  Gnome
  0
  13
  10
  3
  10
  3
  0
  2
  0
  3
  5
  16
  4
  12
  2" {2}
  spells
  § 46
  Golem, Cloth
  0
  12
  0
  6
  15
  2*
  0*
  1
  0
  4
  0
  0
  4
  4
  6"
  special
  § 64
  Golem, Flesh
  15
  12
  15
  12
  15
  4
  0
  3
  0
  3
  6
  30
  4
  4
  6"
  (3d6), wp
  § 65
  Golem, Glass
  10
  18
  0
  11
  15
  2
  2
  8
  8
  3
  0
  0
  6
  6
  6"
  1⁄2 d6 †‡, [v]
  § 65
  Golem, Ice
  30
  16
  0
  12
  30
  6*
  5*
  1
  1
  3
  0
  0
  5
  5
  6"
  1d6 †‡, [v]
  § 66
  Golem, Paper
  -30
  20
  0
  1
  5
  0*
  0*
  0
  0
  5
  0
  0
  7
  15
  6" {6}
  1 pip, poison
  § 66
  Golem, Stone
  35
  15
  0
  14
  35
  7*
  7*
  5*
  5*
  3
  0
  0
  5
  5
  6"
  (7d6), wp
  § 67
  Golem, Wood
  20
  16
  0
  12
  20
  5*
  5*
  3
  3
  4
  0
  0
  5
  5
  6"
  (4d6), wp, [v]
  § 68
  Gorgon
  18
  15
  22
  12
  13
  8
  2
  5
  0
  4
  10
  44
  5
  5
  6"
  1d6 †‡, wp, [v]
  § 69
  Gremlin
  10
  18
  13
  4
  10
  4
  0
  4
  0
  4
  7
  20
  6
  12
  6"
  [v]
  § 68
  Gryphon
  25
  23
  20
  16
  25
  15
  3
  13
  3
  4
  10
  40
  8
  8
  14" [10] 1d6 ‡, 21⁄2 d6 †‡
  § 70
  Harpy
  13
  15
  15
  12
  15
  8
  0
  4
  0
  4
  6
  27
  5
  5
  2" [10]
  2d6 †‡, (41⁄2 d6)
  § 71
  Hell Hound
  15
  18
  15
  12
  18
  6
  1
  9
  1
  4
  7
  30
  6
  6
  7"
  1d6 ‡, 1⁄2 d6 ‡, 3d6 blast
  § 72
  Hippocampus
  20
  14
  23
  15
  15
  9*
  1*
  7*
  1*
  3
  9
  36
  5
  4
  (9")
  1 pip ‡, (7d6)
  § 72
  Hoardling
  15
  14
  13
  9
  15
  9*
  4*
  8*
  4*
  3
  6
  25
  5
  5
  6" [8]
  wp, 1d6 ‡, venom
  § 74
  Homunculus
  0
  14
  13
  7
  10
  2
  0
  2
  0
  3
  5
  24
  5
  9
  3"
  opt.– 1⁄2 d6 †, wp
  § 73
  Hydra
  55
  18
  35
  38
  35
  22
  7
  22
  7
  3
  12
  70
  6
  2
  8"
  6x 11⁄2 d6 ‡, 1d6 ‡, (14d6) § 74
  Imp
  10
  18
  15
  9
  10
  2
  0
  3
  0
  4
  6
  22
  6
  8
  6" [8]
  1⁄2 d6 ‡, 1 pip ‡, venom
  § 75
  Kelpie
  23
  20
  18
  15
  10
  11
  3
  6
  1
  4
  10
  42
  7
  6
  14" (6)
  1 pip ‡, (71⁄2 d6),[v]
  § 78
  Knocker
  14
  12
  18
  10
  10
  3
  0
  4
  0
  3
  7
  28
  4
  8
  6" {5}
  wp
  § 78
  Land Shark
  40
  12
  21
  20
  24
  11
  5
  7
  1
  3
  6
  44
  4
  0
  6" {9}
  2d6 †‡
  § 79
  Leprechaun
  0
  24
  10
  4
  15
  2
  0
  2
  0
  3
  3
  18
  8
  14
  3" {10}
  spells
  § 48
  Lizard, Giant
  50
  15
  33
  38
  30
  19
  6
  14
  4
  4
  10
  63
  5
  1
  10"
  11⁄2 d6 †‡, 1d6 †‡
  § 80
  Manticore
  25
  21
  22
  16
  25
  11
  1
  10
  1
  4
  9
  40
  7
  7
  11"
  1d6 ‡, 1d6 †‡, [v]
  § 81
  Minotaur
  23
  18
  25
  15
  20
  16
  4
  8
  2
  3
  12
  41
  6
  5
  10"
  1d6 ‡, 2d6 †‡, wp, [v]
  § 82
  Mound, Black
  -20
  10
  0
  5
  12
  5*
  0*
  4
  0
  3
  4
  18
  3
  3
  2"
  2d6 entangle, [v]
  § 83
  Mound, Clear
  -5
  3
  0
  6
  10
  6*
  3*
  4
  1
  2
  2
  16
  1
  1
  1"
  2d6 entangle, [v]
  § 84
  Mound, Red
  -35
  2
  0
  4
  13
  5*
  5*
  3
  1
  3
  2
  10
  1
  1
  1⁄2 ”
  1d6 BODY drain
  § 84
  Mound, White
  0
  8
  0
  4
  12
  12
  5
  3
  1
  2
  3
  15
  3
  3
  3" {2}
  [v]
  § 85
  Mound, Yellow
  -35
  1
  0
  10
  10
  5*
  0*
  5*
  0*
  1
  2
  16
  0
  0
  0"
  4d6 STUN drain
  § 85
  Mummy
  23
  10
  20
  18
  18
  8*
  2*
  4*
  0*
  2
  10
  50
  3
  3
  5"
  (71⁄2 d6)
  § 86
  Nymph, Water
  8
  18
  13
  9
  18
  2
  0
  3
  0
  3
  7
  25
  6
  6
  6" (10)
  spells
  § 50
  Nymph, Wood
  8
  18
  13
  9
  18
  2
  0
  3
  0
  4
  7
  25
  6
  6
  9"
  spells
  § 50
  Octopus, Giant
  65
  12
  40
  46
  35
  14*
  2*
  8
  2
  2
  12
  76
  4
  2
  1" (18)
  2d6 ‡, (13d6)
  § 87
  Ogre
  30
  14
  23
  20
  25
  14
  2
  9
  0
  3
  10
  50
  5
  4
  8"
  1d6-1 ‡, wp
  § 88
  Onca
  18
  20
  13
  15
  18
  7
  0
  4
  0
  4
  8
  33
  7 7/15
  8" (3)
  1d6 ‡, 2d6 †‡, 1d6+1 ‡
  § 89
  Pegasus
  25
  15
  20
  16
  20
  11
  8
  5
  1
  3
  12
  49
  5
  3
  12" [20] 1 pip ‡, (9d6) †
  § 90
  Phoenix
  -5
  17
  13
  8
  15
  3*
  0*
  4*
  0*
  3
  6
  20
  6
  8
  1" [22]
  1⁄2 d6 ‡, 1d6 †‡
  § 90
  Pixie
  0
  18
  10
  3
  5
  2
  0
  2
  0
  4
  6
  12
  6
  14
  1" [10]
  spells
  § 51
  Pooka
  5
  18
  13
  5
  15
  2
  0
  3
  0
  3
  4
  20
  6
  10
  3"
  spells
  § 52
  Rakshasa
  25
  20
  25
  15
  23
  6*
  0*
  7*
  0*
  3*
  9*
  42
  7
  6
  6"
  1⁄2 d6 ‡, 1d6 ‡, 1d6+1 †‡
  § 91
  Rat, Giant
  8
  17
  15
  7
  15
  7
  2
  4
  0
  3
  5
  22
  6
  6
  6"
  1⁄2 d6 ‡, 1⁄2 d6 †‡
  § 92
  Roc
  60
  11
  23
  46
  28
  14*
  0* 18*
  0*
  3
  10
  66
  4
  -1
  6" [20]
  21⁄2 d6 †‡, 2d6 †‡
  § 93
  Salamander
  5
  18
  18
  8
  13
  4
  0
  8*
  0*
  4
  4
  26
  6
  10
  6"
  1 pip ‡, 1d6 RKA, [v]
  § 94
  
  188
  HERO Beastiary
  Beasts of Myth and Fantasy
  Name
  STR
  DEX CON BOD
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STN
  OCV
  DCV
  Move
  Damage
  Notes
  Satyr
  18
  14
  15
  10
  13
  4
  0
  3
  0
  3
  7
  31
  5
  5
  8"
  wp, [v]
  § 95
  Scorpion, Giant
  30
  15
  20
  16
  25
  14
  8
  12
  8
  4
  9
  40
  5
  3
  10"
  1⁄2 d6 ‡, 1⁄2 d6 ‡, venom
  § 76
  Shadow
  8
  23
  13
  6
  13
  3*
  0*
  3*
  0*
  4
  8
  26
  8
  8
  6"
  1d6 BODY drain
  § 96
  Siren
  8
  18
  13
  9
  12
  5
  0
  3
  0
  3
  5
  20
  6
  8
  6" [10]
  1⁄2 d6 †‡, [v]
  § 97
  Skeleton
  13
  14
  10
  10
  13
  4
  1
  6
  1
  3
  5
  0
  5
  5
  6"
  1 pip ‡, wp
  § 98
  Snake, Giant
  40
  15
  25
  16
  35
  18
  6
  12
  4
  3
  14
  50
  5
  3
  16" (10) 2d6 ‡, (8d6)
  § 99
  Sphinx
  20
  20
  20
  12
  20
  17
  5
  15
  5
  5
  12
  40
  7
  7
  6" [15]
  1⁄2 d6 ‡, [v], wp, spells
  § 100
  Spider, Giant
  30
  15
  20
  16
  25
  14
  8
  12
  8
  4
  9
  40
  5
  3
  9"
  1⁄2 d6 ‡, venom, [v]
  § 76
  Succubus
  20
  15
  16
  15
  20
  10*
  2*
  8*
  2*
  3
  8
  35
  5
  5
  6" [14]
  wp, [v]
  § 101
  Troll, Common
  30
  14
  25
  22
  25
  16
  3
  10
  1
  3
  10
  55
  5
  4
  8"
  1d6 ‡, 2d6 †‡
  § 102
  Unicorn
  25
  21
  25
  15
  20
  13
  5
  9
  3
  4
  15
  41
  7
  5
  12"
  1 pip ‡, 1d6 ‡, (9d6) †
  § 103
  Vampire, Greater
  30
  25
  20
  15
  25
  10*
  6*
  4*
  2*
  4
  10
  40
  8
  8
  6" [3]
  1 pip ‡, [v]
  § 105
  Vampire, Lesser
  25
  18
  13
  11
  13
  8*
  5*
  4*
  1*
  3
  9
  32
  6
  6
  7"
  1 pip ‡, [v]
  § 104
  Vodyani
  18
  14
  18
  12
  18
  6
  0
  5
  0
  3
  8
  30
  5
  5
  6" (10)
  1d6 †‡
  § 106
  Wasp, Giant
  10
  15
  20
  8
  25
  8
  4
  8
  4
  3
  8
  28
  5
  7
  4" [11]
  1 pip ‡, venom
  § 77
  Wendigo
  30
  18
  20
  18
  20
  12
  2
  10
  0
  4
  10
  45
  6
  6
  10"
  1⁄2 d6 ‡, 1d6 †‡
  § 106
  Werebear
  38
  20
  21
  25
  25
  20*
  6* 14*
  4*
  4
  12
  49
  7
  7
  5"
  11⁄2 d6 ‡, 21⁄2 d6 †‡, [v]
  § 108
  Wereboar
  22
  17
  19
  15
  23
  14*
  4*
  8*
  2*
  3
  9
  36
  6
  6
  10"
  1⁄2 d6 ‡, 11⁄2 d6 †‡, [v]
  § 109
  Wererat
  18
  18
  20
  13
  16
  10*
  4*
  6*
  2*
  4
  8
  32
  6
  6
  7"
  1d6 †‡, 1⁄2 d6 ‡, [v]
  § 109
  Weretiger
  25
  21
  21
  20
  20
  20*
  2* 14*
  2*
  4
  12
  44
  7
  7
  10"
  1d6+1 ‡, 2d6 †‡, [v]
  § 110
  Werewolf
  15
  18
  18
  12
  20
  11*
  4*
  7*
  2*
  4
  7
  30
  6
  6
  7"
  2d6 †‡, 1d6 ‡, [v]
  § 111
  Wight
  19
  17
  20
  18
  16
  8
  0
  5
  0
  4
  8
  38
  6
  6
  6"
  1 pip ‡, 1d6 †‡
  § 112
  Will-o-Wisp
  5
  23
  25
  5
  15
  18
  8
  25
  10
  6
  8
  25
  8
  8
  [12]
  1d6 RKA (no range)
  § 112
  Wyvern
  30
  18
  23
  18
  30
  17
  6
  12
  6
  3
  8
  40
  6
  4
  4" [15]
  1d6+1 ‡, 1⁄2 d6 ‡, [v]
  § 113
  Yeti
  20
  13
  23
  18
  19
  8
  2
  7
  2
  3
  9
  40
  4
  3
  6"
  1⁄2 d6 ‡, 1d6+1 ‡, [v]
  § 114
  Zombie
  15
  8
  10
  15
  15
  5
  0
  3
  0
  2
  6
  0
  3
  3
  4"
  (3d6), wp
  § 115
  Prehistoric Creatures
  Allosaurus
  40
  16
  33
  31
  30
  26
  5
  20
  4
  3
  15
  68
  6
  6
  10"
  2d6 †‡
  4 t
  Anatosaurus
  38
  15
  30
  32
  20
  24
  6
  19
  6
  2
  11
  54
  5
  2
  10" (4") 11⁄2 d6 †‡
  § 116
  Ankylosaurus
  40
  13
  28
  33
  15
  18*
  4*
  9*
  2*
  2
  8
  52
  4
  0
  11"
  1⁄2 d6 †‡, (12d6)
  § 118
  Apatosaurus
  58
  11
  40
  44
  25
  32
  6
  28
  4
  2
  11
  80
  4
  -2
  6"
  1d6+1 †‡, (111⁄2 d6)
  § 119
  Baluchitherium
  45
  14
  30
  34
  30
  20
  4
  15
  3
  3
  15
  72
  5
  5
  10"
  2d6 †‡
  6 t
  Bear, Cave
  33
  20
  25
  25
  30
  18
  5
  10
  4
  3
  12
  54
  7
  7
  5"
  11⁄2 d6 †‡
  750 k
  Brachiosaurus
  65
  11
  40
  47
  40
  35
  8
  20
  6
  2
  20 100
  4
  4
  8"
  (15d6)
  70 t
  Ceratosaurus
  35
  18
  25
  27
  28
  21
  6
  21
  6
  3
  8
  48
  6
  4
  10"
  2d6-1 †‡, 1d6 †‡
  § 120
  Corythosaurus
  38
  15
  30
  32
  25
  24
  5
  16
  4
  3
  14
  66
  5
  5
  12"
  (7d6)
  4 t
  Deinonychus
  15
  18
  15
  11
  13
  12
  4
  7
  2
  3
  6
  30
  6
  6
  12"
  1⁄2 d6 †‡, 11⁄2 d6 †‡
  § 121
  Diplodocus
  50
  11
  33
  37
  30
  28
  7
  20
  5
  2
  17
  79
  4
  4
  6"
  1d6 †‡
  11 t
  Icthyosaurus
  40
  15
  33
  34
  33
  23
  5
  20
  4
  3
  15
  71
  5
  5
  (10")
  1d6-1 †‡
  7 t
  Mammoth
  45
  16
  28
  35
  35
  20
  7
  15
  5
  3
  15
  72
  6
  6
  12"
  2d6 †‡
  6 t
  Mastodon
  40
  16
  25
  35
  30
  18
  4
  12
  2
  3
  13
  68
  6
  6
  12"
  2d6 †‡
  5 t
  Microvenator
  5
  17
  10
  6
  5
  5
  0
  3
  0
  3
  4
  18
  6
  8
  9"
  1 pip †‡
  § 121
  Plesiosaurus
  43
  15
  30
  33
  20
  24
  4
  19
  4
  3
  9
  55
  5
  1
  2" (10") 11⁄2 d6 †‡
  § 122
  Quetzalcoatlus
  13
  15
  11
  8
  13
  4
  0
  3
  0
  3
  5
  26
  5
  4
  [4/15"]
  1 pip †‡
  § 122
  Smilodon
  30
  21
  19
  15
  25
  12
  0
  6
  0
  4
  10
  40
  7
  7
  10"
  11⁄2 d6 †‡
  250 k
  Stegosaurus
  38
  13
  35
  32
  15
  26*
  6* 19*
  4*
  2
  10
  57
  4
  1
  6"
  1⁄2 d6 †‡, 1d6+1 †‡
  § 123
  Styracosaurus
  40
  14
  38
  33
  25
  25*
  5* 21*
  3*
  3
  12
  62
  5
  3
  11"
  1d6 †‡, 1d6 †‡
  § 124
  Titanothere
  40
  11
  28
  33
  30
  22
  6
  18
  4
  3
  14
  67
  4
  4
  11"
  2d6 †‡
  5 t
  Triceratops
  45
  13
  38
  35
  25
  24*
  6* 19*
  4*
  3
  11
  64
  4
  0
  9"
  1d6 †‡, 2d6 †‡
  § 124
  Tyrannosaurus
  48
  18
  38
  35
  30
  22
  7
  16
  3
  4
  12
  63
  6
  2
  13"
  21⁄2 d6 †‡, 1d6-1 †‡
  § 125
  
  HERO Beastiary
  189
  Animals
  Name
  STR
  DEX CON BOD
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STN
  OCV
  DCV
  Move
  Damage
  Notes
  Addax
  13
  15
  13
  11
  10
  6
  0
  3
  0
  3
  6
  25
  5
  5
  12"
  1⁄2 d6 †‡
  120 k
  Alligator
  18
  15
  18
  13
  18
  12
  3
  9
  1
  3
  12
  34
  5
  5
  3" (6)
  1d6 †‡, (51⁄2 d6)
  § 126
  Alpca
  10
  11
  10
  8
  8
  3
  0
  2
  1
  3
  4
  18
  4
  4
  3"
  1⁄2 d6 †‡
  70 k
  Animals, Small
  -5
  18
  13
  5
  10
  4
  0
  3
  0
  3
  4
  15
  6
  10
  4"
  1⁄2 d6 †
  § 127
  Animals, Very Small
  -20
  15
  8
  2
  5
  2
  0
  2
  0
  4
  4
  10
  5
  11
  2"
  1 pip
  § 128
  Antelope, Medium
  8
  18
  13
  8
  8
  2
  0
  2
  0
  4
  5
  24
  6
  6
  12"
  1⁄2 d6 †‡, 1 pip, (41⁄2 d6†)
  § 128
  Baboon
  20
  15
  15
  7
  20
  6
  0
  3
  0
  3
  7
  25
  5
  5
  4"
  1d6-1 †‡
  40 k
  Badger
  0
  11
  13
  6
  10
  4
  0
  3
  0
  3
  5
  20
  4
  8
  4" {1}
  1⁄2 d6 †
  § 129
  Barracuda
  15
  14
  18
  10
  18
  3
  0
  4
  0
  3
  7
  27
  5
  5
  (14")
  1⁄2 d6 †
  § 130
  Bat, Common
  -25
  20
  10
  2
  10
  1
  0
  3
  0
  3
  3
  7
  7
  13
  1" [7]
  (+1d6 HA)
  § 130
  Bat, Vampire
  -25
  20
  10
  2
  10
  1
  0
  3
  0
  3
  3
  7
  7
  13
  1" [7]
  (+1d6 HA)
  § 130
  Bear, Asiatic Black
  18
  15
  13
  10
  10
  7
  1
  5
  1
  3
  7
  26
  5
  5
  4"
  1d6-1 †‡
  110 k
  Bear, Black
  23
  15
  18
  12
  20
  10
  2
  6
  0
  3
  10
  33
  5
  5
  5"
  1d6 †‡, 1d6+1 †‡
  § 131
  Bear, Brown
  28
  14
  18
  16
  10
  11
  2
  7
  1
  3
  10
  39
  5
  5
  4"
  1d6 †‡
  300 k
  Bear, Grizzly
  30
  20
  18
  17
  30
  12
  2
  8
  1
  3
  10
  41
  7
  7
  5"
  1d6 †‡
  360 k
  Bear, Indian Sloth
  20
  14
  13
  11
  10
  8
  1
  6
  1
  3
  7
  28
  5
  5
  4"
  1d6-1 †‡
  130 k
  Bear, Kodiak
  33
  20
  23
  22
  35
  13
  3
  9
  2
  3
  12
  51
  7
  7
  5"
  11⁄2 d6 †‡
  360 k
  Bear, Polar
  30
  20
  20
  20
  20
  14
  4
  14
  4
  3
  10
  42
  7
  6
  5" (3)
  1d6+1 †‡, 1d6 †‡
  § 132
  Bee Swarm
  -40
  17
  14
  8
  8
  0*
  0*
  1
  0
  4
  3
  20
  6
  8
  [5"]
  3d6 energy blast, venom § 172
  Bison, N. American
  35
  11
  18
  22
  15
  7
  2
  7
  2
  3
  7
  39
  4
  2
  11"
  1d6+1 †‡
  § 133
  Boar
  13
  17
  15
  12
  13
  10
  2
  4
  0
  3
  8
  28
  6
  6
  6"
  1d6 †‡
  § 134
  Bobcat
  8
  18
  13
  6
  13
  4
  0
  2
  0
  4
  7
  17
  6
  6
  12"
  1d6-1 †‡
  15 k
  Buffalo, Cape
  35
  18
  28
  23
  18
  7
  2
  7
  2
  3
  8
  47
  6
  4
  9"
  (11d6), 1d6+1 †‡
  § 134
  Buffalo, Water
  30
  11
  23
  21
  15
  12
  2
  8
  1
  3
  11
  48
  4
  4
  12"
  1d6+1 †‡
  800 k
  Caiman
  15
  15
  15
  11
  18
  8
  3
  6
  1
  3
  6
  27
  5
  5
  4"
  1d6 †‡
  100 k
  Camel
  25
  11
  20
  16
  13
  7
  2
  6
  2
  3
  8
  32
  4
  2
  9"
  (5d6), 1 pip †‡
  § 135
  Caribou
  18
  15
  18
  13
  25
  8
  0
  4
  0
  3
  8
  31
  5
  5
  18"
  1d6 †‡
  300 k
  Cat, Domestic
  -15
  18
  10
  3
  8
  1
  0
  1
  0
  4
  4
  8
  7
  11
  6" {1}
  1 pip †
  § 136
  Cheetah
  17
  22
  18
  12
  18
  10
  1
  8
  1
  4
  9
  31
  7
  7
  18"
  1d6+1 †‡, 1d6 †‡
  § 136
  Chimpanzee
  18
  15
  15
  8
  10
  4
  0
  3
  0
  3
  7
  25
  5
  7
  4"
  1d6 †‡
  § 137
  Cougar
  18
  20
  18
  10
  18
  10
  1
  8
  1
  4
  9
  32
  7
  7
  12"
  1d6+1 †‡, 1d6 †‡
  § 138
  Cow
  20
  11
  18
  16
  13
  10
  1
  8
  1
  2
  8
  35
  4
  4
  10"
  1d6 †‡
  350 k
  Coyote
  3
  14
  8
  6
  8
  2
  0
  1
  0
  3
  3
  12
  5
  5
  8"
  1⁄2 d6 †
  20 k
  Crocodile
  23
  15
  20
  15
  20
  14
  4
  10
  2
  3
  12
  35
  5
  5
  6" (6)
  1d6+1 †‡, (61⁄2 d6)
  § 138
  Deer, Axis
  11
  14
  13
  8
  8
  6
  0
  3
  0
  3
  6
  21
  5
  5
  10"
  1d6 †‡
  70 k
  Deer, Roe
  10
  14
  10
  7
  8
  5
  0
  2
  0
  3
  4
  17
  5
  5
  10"
  1⁄2 d6 †‡
  50 k
  Deer, White-tailed
  15
  14
  15
  10
  8
  7
  0
  3
  0
  3
  6
  26
  5
  5
  12"
  1d6+1 †‡
  100 k
  Dingo
  5
  14
  8
  7
  8
  3
  0
  1
  0
  3
  3
  14
  5
  5
  8"
  1⁄2 d6 †‡
  30 k
  Dog, Alsatian/Shepherd 8
  15
  10
  7
  10
  4
  0
  2
  0
  3
  4
  16
  5
  5
  6"
  1⁄2 d6 †‡
  20 k
  Dog, Collie
  -5
  14
  10
  5
  10
  5
  0
  3
  0
  3
  4
  17
  5
  7
  8"
  1⁄2 d6 †
  § 140
  Dog, Doberman
  8
  17
  13
  9
  13
  7
  1
  4
  1
  3
  6
  28
  6
  6
  8"
  1d6 †‡
  § 139
  Dog, Scottish Terrier -10
  11
  8
  4
  8
  2
  0
  2
  0
  3
  4
  8
  4
  8
  6"
  1 pip †
  § 140
  Dolphin
  20
  15
  18
  12
  10
  11
  1
  9
  1
  3
  7
  29
  5
  5
  (16")
  1 pip †‡, 1d6+1 †‡
  § 141
  Eagle, Bald
  -8
  18
  8
  4
  12
  3
  0
  4
  0
  4
  4
  16
  6
  8
  1" [23]
  1⁄2 d6 †, 1d6 †
  § 142
  Eel, Electric
  -10
  14
  8
  2
  5
  3
  0
  4
  0
  3
  3
  10
  5
  9
  (5")
  7d6 energy blast
  § 143
  Eel, Moray
  10
  14
  10
  5
  15
  4
  1
  3
  1
  3
  4
  20
  5
  7
  (6")
  1⁄2 d6 †‡
  § 143
  Eland
  25
  15
  23
  20
  20
  11
  1
  7
  0
  3
  10
  45
  5
  5
  14"
  1d6 †‡
  600 k
  Elephant, African
  45
  15
  30
  34
  25
  19
  6
  12
  4
  3
  9
  57
  5
  2
  12"
  11⁄2 d6 †‡
  § 144
  Elk
  25
  15
  23
  18
  23
  12
  1
  9
  0
  3
  10
  43
  5
  5
  14"
  1d6+1 †‡
  450 k
  Emu
  18
  17
  13
  8
  10
  6
  0
  5
  0
  3
  7
  24
  6
  6
  13"
  1d6-1 †‡
  55 k
  Falcon, Peregrine
  -20
  21
  3
  3
  15
  2
  0
  2
  0
  5
  3
  10
  7
  7
  [20"]
  1 pip †
  2 k
  
  190
  HERO Beastiary
  Animals
  Name
  STR
  DEX CON BOD
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STN
  OCV
  DCV
  Move
  Damage
  Notes
  Fox, Red
  0
  11
  5
  4
  5
  1
  0
  0
  0
  3
  1
  7
  4
  4
  6"
  1 pip †
  7 k
  Gazelle
  8
  18
  13
  8
  13
  5
  0
  3
  0
  4
  5
  19
  6
  6
  17"
  1d6 †‡
  75 k
  Gemsbok
  15
  13
  15
  14
  10
  7
  0
  4
  0
  3
  6
  30
  5
  5
  12"
  1⁄2 d6 †‡
  200 k
  Gibbon
  10
  11
  8
  6
  8
  4
  0
  2
  0
  2
  4
  15
  4
  4
  4"
  1⁄2 d6 †‡
  12k
  Gila Monster
  0
  9
  11
  2
  10
  4
  1
  3
  1
  2
  3
  12
  3
  7
  1"
  1 pip †, venom
  § 145
  Giraffe
  30
  15
  23
  18
  10
  8
  3
  8
  3
  3
  8
  38
  5
  3
  14"
  11⁄2 d6 †‡
  § 146
  Goat, Domestic
  8
  8
  8
  7
  8
  3
  0
  1
  0
  2
  4
  15
  3
  3
  6"
  (1d6)
  50 k
  Gorilla
  25
  15
  20
  14
  15
  6
  1
  5
  1
  3
  8
  34
  5
  5
  5"
  1⁄2 d6 †‡, (7d6)
  § 147
  Guanaco
  13
  11
  13
  10
  8
  4
  0
  3
  1
  3
  6
  24
  4
  4
  3"
  1⁄2 d6 †‡
  100 k
  Hippopotamus
  35
  15
  24
  30
  10
  15
  5
  12
  5
  3
  8
  47
  5
  3
  5" (4)
  11⁄2 d6 †‡
  § 148
  Horse, Draft
  28
  13
  20
  18
  13
  5
  1
  4
  1
  3
  7
  35
  5
  3
  10"
  1 pip †‡, (81⁄2 d6) †
  § 149
  Horse, Hvy. Warhorse 30
  16
  22
  18
  18
  6
  2
  5
  2
  3
  7
  37
  5
  3
  10"
  1 pip †‡, (9d6) †
  § 151
  Horse, Lt. Warhorse
  25
  18
  18
  17
  16
  5
  1
  4
  1
  3
  6
  31
  6
  4
  12"
  1 pip †‡, (8d6) †
  § 150
  Horse, Riding
  25
  15
  20
  16
  13
  5
  1
  4
  1
  3
  7
  34
  5
  4
  13"
  1 pip †‡, (8d6) †
  § 149
  Hyena
  15
  15
  15
  10
  8
  5
  0
  2
  0
  3
  6
  26
  5
  5
  10"
  1⁄2 d6 †‡
  § 151
  Ibex
  15
  11
  13
  10
  8
  7
  0
  3
  0
  3
  6
  25
  4
  4
  8"
  1d6 †‡
  100 k
  Kangaroo
  15
  14
  13
  10
  8
  4
  0
  3
  0
  3
  6
  25
  5
  5
  12" {2}
  1d6-1 †‡
  § 152
  Komodo Dragon
  20
  15
  20
  13
  18
  10
  3
  8
  3
  3
  10
  34
  5
  5
  5"
  1d6 †‡, 1 pip †‡
  § 153
  Leopard
  18
  23
  18
  10
  18
  8
  0
  8
  0
  4
  8
  32
  8
  8
  12" (3)
  1d6+1 †‡, 1d6 †‡
  § 154
  Lion
  23
  20
  20
  14
  20
  11
  1
  8
  1
  4
  9
  36
  7
  7
  11"
  11⁄2 d6 †‡, 1d6+1 †‡
  § 155
  Llama
  18
  11
  15
  12
  10
  5
  0
  4
  1
  3
  7
  29
  4
  4
  4"
  1⁄2 d6 †‡
  140 k
  Macaque, Japanese
  13
  11
  8
  6
  10
  5
  0
  2
  0
  2
  5
  17
  4
  4
  4"
  1⁄2 d6 †‡
  15 k
  Mandrill
  15
  15
  13
  6
  18
  6
  0
  3
  0
  3
  6
  26
  5
  5
  5"
  1d6-1 †‡
  § 156
  Monkey, Rhesus
  8
  14
  10
  6
  8
  2
  0
  2
  0
  3
  4
  14
  5
  7
  4"
  1 pip †‡, (21⁄2 d6)
  § 157
  Moose
  33
  14
  25
  22
  20
  16
  2
  10
  0
  3
  9
  44
  5
  3
  12"
  1d6 †‡, 11⁄2 d6 †‡
  § 158
  Mule
  20
  11
  18
  13
  10
  10
  1
  6
  1
  3
  6
  25
  4
  3
  10"
  1 pip †‡, (7d6) †
  § 158
  Ocelot
  10
  18
  15
  7
  13
  5
  0
  3
  0
  4
  5
  20
  6
  6
  12"
  1d6-1 †‡
  15 k
  Orangutan
  23
  15
  18
  10
  10
  8
  0
  6
  0
  3
  9
  31
  5
  5
  4"
  1 pip †‡, (51⁄2 d6)
  § 159
  Orca
  40
  18
  30
  35
  13
  16
  3
  13
  3
  3
  8
  55
  6
  2
  (14")
  2d6 †‡
  § 176
  Osprey
  -15
  15
  3
  3
  10
  2
  0
  2
  0
  4
  2
  13
  5
  5
  [20"]
  1⁄2 d6 †
  2 k
  Ostrich
  20
  18
  15
  12
  10
  8
  0
  4
  0
  3
  7
  30
  8
  8
  11"
  1 pip †‡, 1⁄2 d6 †‡
  § 160
  Otter, River
  3
  15
  5
  6
  5
  2
  0
  1
  0
  3
  2
  11
  5
  5
  (8")
  1 pip †
  14 k
  Otter, Sea
  5
  14
  8
  7
  8
  4
  0
  2
  0
  2
  3
  14
  5
  5
  (8")
  1 pip †‡
  36 k
  Owl
  -10
  18
  5
  4
  13
  2
  0
  2
  0
  4
  2
  14
  6
  6
  [18"]
  1⁄2 d6 †
  4 k
  Owl, Great Horned
  -10
  14
  10
  4
  10
  3
  0
  3
  0
  3
  4
  12
  5
  7
  1" [18]
  1 pip †, 1⁄2 d6 †
  § 160
  Peccary
  5
  11
  8
  6
  5
  2
  0
  1
  0
  3
  3
  13
  4
  4
  10"
  1d6 †‡
  30 k
  Pig, Domestic
  13
  11
  13
  12
  10
  6
  1
  4
  0
  3
  6
  26
  4
  4
  10"
  1d6 †‡
  100 k
  Piranha School
  -30
  22
  20
  16
  13
  2*
  0*
  2
  0
  5
  5
  34
  7
  7
  (6")
  1⁄2 d6 area effect †
  § 173
  Python
  13
  11
  15
  12
  8
  5
  1
  4
  1
  2
  7
  29
  4
  4
  4" (4)
  1 pip †‡, (51⁄2 d6)
  § 161
  Ram, Bighorn
  13
  15
  12
  12
  15
  8
  0
  4
  0
  3
  6
  25
  5
  5
  6"
  (6d6)
  150 k
  Ram, Domestic
  10
  11
  10
  10
  10
  5
  0
  2
  0
  3
  4
  20
  4
  4
  6"
  (2d6)
  100 k
  Rat
  -15
  11
  5
  2
  8
  1
  0
  3
  0
  3
  3
  11
  4
  10
  3"
  1 pip †‡
  § 162
  Ray, Common
  8
  14
  11
  10
  8
  2
  0
  2
  0
  2
  4
  20
  5
  5
  (6")
  1 pip †‡
  § 162
  Ray, Electric
  8
  14
  11
  10
  8
  2
  0
  2
  0
  2
  4
  20
  5
  5
  (6")
  1 pip †‡, 7d6 energy blast§ 162
  Ray, Sting-
  8
  14
  11
  10
  8
  2
  0
  2
  0
  2
  4
  20
  5
  5
  (8")
  1 pip †‡, venom
  § 162
  Rhea
  15
  15
  13
  7
  8
  5
  0
  3
  0
  3
  6
  22
  5
  5
  13"
  1⁄2 d6 †‡
  25 k
  Rhinoceros, Black
  35
  14
  25
  30
  15
  20
  6
  14
  4
  3
  8
  51
  5
  3
  13"
  11⁄2 d6 †‡
  § 163
  Sea Lion
  20
  14
  18
  17
  13
  9
  1
  8
  1
  3
  6
  29
  5
  5
  3" (10)
  1 pip †‡
  § 164
  Seal, Common
  13
  12
  15
  10
  10
  5
  1
  8
  2
  v
  6
  25
  4
  4
  1" (11)
  1 pip †‡
  § 165
  Seal, Elephant
  35
  11
  28
  30
  15
  16
  5
  10
  4
  3
  13
  62
  4
  4
  (6")
  1d6 †‡
  3.6 t
  Shark, Great White
  30
  15
  25
  27
  23
  15
  5
  13
  5
  3
  7
  45
  5
  3
  (18")
  11⁄2 d6 †‡
  § 166
  
  HERO Beastiary
  191
  Animals
  Name
  STR
  DEX CON BOD
  PRE
  tPD
  rPD
  tED
  rED
  SPD
  REC
  STN
  OCV
  DCV
  Move
  Damage
  Notes
  Shark, Hammerhead
  25
  15
  20
  19
  18
  10
  2
  8
  2
  3
  6
  34
  5
  3
  (10")
  1d6 †‡
  § 167
  Shark, Mako
  20
  15
  22
  16
  19
  8
  1
  6
  1
  3
  6
  32
  5
  4
  (14")
  1d6+1 †‡
  § 167
  Sheep, Bighorn
  17
  14
  13
  12
  8
  4
  1
  3
  1
  3
  6
  28
  5
  5
  7" {3}
  (71⁄2 d6) †, (61⁄2 d6) †
  § 168
  Snake, Asp Viper
  -8
  15
  5
  2
  10
  2
  0
  1
  0
  3
  3
  13
  5
  9
  1"
  1 pip †, venom
  § 169
  Snake, Common
  -8
  14
  5
  3
  10
  2
  0
  1
  0
  3
  3
  14
  5
  7
  1"
  1 pip †
  § 168
  Snake, Death Adder
  -5
  15
  5
  2
  10
  2
  0
  1
  0
  3
  3
  13
  5
  9
  1"
  1 pip †, venom
  § 169
  Snake, E. Diamondback-5 14
  5
  3
  10
  2
  0
  1
  0
  3
  3
  14
  5
  7
  1"
  1 pip †, venom
  § 169
  Snake, Egyptian Cobra -8
  14
  5
  3
  10
  2
  0
  1
  0
  3
  3
  14
  5
  7
  1"
  1 pip †, venom
  § 169
  Snake, Fer-de-lance
  -8
  15
  5
  2
  10
  2
  0
  1
  0
  3
  3
  13
  5
  9
  1"
  1 pip †, venom
  § 169
  Snake, King Cobra
  -8
  14
  5
  3
  15
  2
  0
  1
  0
  3
  3
  14
  5
  7
  1"
  1 pip †, venom
  § 169
  Snake, Mamba
  -5
  14
  5
  3
  15
  2
  0
  1
  0
  3
  3
  14
  5
  7
  2"
  1 pip †, venom
  § 169
  Snake, Ringhal
  -5
  14
  5
  3
  10
  2
  0
  1
  0
  3
  3
  14
  5
  7
  1"
  1 pip †, venom
  § 169
  Snake, Sea Snake
  -5
  14
  5
  3
  10
  2
  0
  1
  0
  3
  3
  14
  5
  7
  1"
  1 pip †, venom
  § 169
  Snake, Timber Rattler -8
  15
  5
  2
  10
  2
  0
  1
  0
  3
  3
  13
  5
  9
  1"
  1 pip †, venom
  § 168
  Springbok
  10
  18
  13
  7
  10
  5
  0
  2
  0
  4
  5
  19
  6
  6
  16"
  1d6 †‡
  35 k
  Squid, Giant
  35
  14
  30
  30
  18
  20
  2
  10
  2
  3
  10
  53
  5
  3
  (11")
  1d6 †‡
  § 171
  Tiger
  25
  21
  23
  18
  20
  13
  1
  9
  1
  4
  9
  43
  7
  7
  12" (4)
  1d6+1 †‡, 1d6 †‡
  § 173
  Tortoise, Galapogos
  13
  8
  13
  14
  10
  18
  5
  12
  4
  2
  6
  28
  3
  3
  1"
  1⁄2 d6 †‡
  200 k
  Turtle, Allig. Snapping
  8
  15
  12
  8
  10
  2
  5
  2
  4
  3
  5
  18
  5
  5
  1⁄2 ”
  1⁄2 d6+1 †‡
  50 k
  Turtle, Giant Sea
  15
  11
  15
  12
  10
  13
  3
  10
  1
  2
  6
  28
  4
  4
  (4")
  1⁄2 d6 †‡
  150 k
  Vicuna
  10
  11
  10
  8
  8
  3
  0
  2
  1
  3
  4
  18
  4
  4
  3"
  1⁄2 d6 †‡
  70 k
  Walrus
  25
  10
  23
  24
  13
  15
  5
  11
  5
  2
  7
  39
  3
  2
  6" (7")
  1d6+1 †‡
  § 174
  Warthog
  10
  14
  13
  10
  10
  6
  1
  4
  0
  3
  5
  22
  5
  5
  11"
  1⁄2 d6 †‡
  100 k
  Wasp Swarm
  -40
  17
  14
  8
  8
  0*
  0*
  1
  0
  4
  3
  20
  6
  8
  [5"]
  3d6 energy blast, venom § 172
  Whale, Blue
  75
  15
  45
  51
  60
  30
  8
  20
  6
  2
  24 112
  5
  5
  (8")
  (16d6)
  130 t
  Whale, Humpback
  60
  10
  28
  41
  10
  24
  4
  24
  4
  2
  9
  54
  3
  -3
  (19")
  (12d6)
  § 175
  Whale, Killer
  40
  18
  30
  35
  13
  16
  3
  13
  3
  3
  8
  55
  6
  2
  (14")
  2d6 †‡
  § 176
  Whale, Sperm
  70
  11
  35
  46
  13
  24
  4
  24
  4
  2
  12
  68
  4
  -2
  (17")
  21⁄2 d6 †‡, 4d6 en. blast
  § 177
  Wolf
  10
  17
  15
  10
  8
  5
  1
  3
  1
  3
  5
  23
  6
  6
  7"
  1⁄2 d6 †‡
  § 178
  Wolverine
  0
  11
  13
  10
  15
  5
  1
  4
  1
  3
  6
  25
  4
  6
  4"
  1⁄2 d6 †‡, 1d6 †‡
  § 179
  Yak
  25
  11
  18
  19
  13
  10
  1
  8
  1
  2
  9
  41
  4
  4
  10"
  1d6 †‡
  500 k
  Zebra
  20
  11
  8
  11
  5
  8
  1
  2
  1
  2
  6
  25
  4
  4
  12"
  (4d6)
  350 k
  Zebu
  28
  11
  20
  20
  15
  10
  2
  8
  1
  2
  10
  44
  4
  4
  10"
  1d6 †‡
  550 k
  Movie Monsters
  Ape, Giant
  70
  14
  50
  58
  30
  40
  15
  24
  9
  3
  30 100
  5
  3
  25"
  11⁄2 d6 †‡, (14d6)
  § 180
  Hach-Û-Rui
  115
  10
  60
  70
  50
  61
  26
  50
  20
  2
  40 170
  3 -11
  40"(25) 5d6 ‡, (28d6), 6d6 RKA
  § 182
  Hunter Alien
  28
  23
  28
  18
  18
  25* 10* 25* 10*
  4
  11
  44
  8
  8
  8" (4)
  11⁄2 d6 ‡, 4d6 RKA, wp
  § 183
  Hunter Cyborg
  25
  20
  0
  16
  15
  18* 18* 14* 14*
  4
  0
  0
  7
  7
  10"
  (5d6), wp
  § 184
  Slime, Giant Killer
  0
  10
  10
  15
  20
  0*
  0*
  2*
  0*
  3
  10
  40
  3
  3
  9"
  [v]
  § 181
  Xenomorph, Adult
  18
  18
  25
  13
  28
  19
  9
  11
  5
  3
  9
  46
  6
  6
  6"
  1d6-1 ‡, 1d6 †‡, [v]
  § 185
  Xenomorph, Hatchling
  5
  20
  13
  7
  15
  4
  0
  3
  0
  4
  6
  24
  7
  11
  6"
  [v]
  § 185
  Attacks: All attacks, unless presented in parentheses, are Killing Attacks; attacks in brackets are special attacks; “wp” indicates that wp are
  sometimes used; “[v]” indicates that the creature has special attacks and its description should be referenced.
  Movement: Only the primary movement rate is given. Movement rates in parentheses are for swimming rates; swimming rates are only given for
  creatures with a swimming rate greater than 2". Movement rates in brackets are for flying rates. Movement rates in {}’s are special movement
  modes (e.g., tunneling, super leap, etc.).
  § # — See the text on page # for special abilities and attacks.
  # k — If a number followed by a “k” is given, it is the creature’s approximate mass in kilograms.
  # t — If a number followed by a “t” is given, it is the creature’s approximate mass in tons.
  † — This Killing Attack has the Reduced Penetration Limitation.
  ‡ — This damage can be increased by the creature if it uses its strength coupled with the attack.
  * — Special defense or stat (e.g., Damage Resistance, Desolidification, increased speed, etc.).
  
  192
  HERO Beastiary
  ART BIBLIOGRAPHY
  Cirker, Blanche. 1800 Woodcuts by Thomas Bewick and His
  School. New York: Dover Publications, Inc., 1962.
  Gesner, Konrad. Curious Woodcuts of Fanciful and Real Beasts.
  New York: Dover Publications, Inc., 1971.
  Green, John. Birds of Prey Coloring Book.
  New York: Dover Publications, Inc., 1989.
  Green, John. Favorite Dogs Coloring Book.
  New York: Dover Publications, Inc., 1983.
  Green, John. Monkeys and Apes Coloring Book.
  New York: Dover Publications, Inc., 1988.
  Green, John. Whales and Dolphins Coloring Book.
  New York: Dover Publications, Inc., 1990.
  Green, John. Wild Animals Coloring Book.
  New York: Dover Publications, Inc., 1987.
  Green, John. Wild Cats of the World Coloring Book.
  New York: Dover Publications, Inc., 1988.
  Harter, Jim. Animals, 1419 Copyright-Free Illustrations
  of Mammals, Birds, Fish, Insects, etc.
  New York: Dover Publications, Inc., 1979.
  Harter, Jim. Harter’s Picture Archive for Collage and Illustration.
  New York: Dover Publications, Inc., 1978.
  Harter, Jim. Men, A Pictorial Archive from Nineteenth-Century
  Sources. New York: Dover Publications, Inc., 1980.
  Heck, J.G. The Complete Encyclopedia of Illustration.
  New York: Park Lane, 1979.
  Huber, Richard. Treasury of Fantastic and Mythological
  Creatures. New York: Dover Publications, Inc., 1981.
  Johnson, Fridolf. Mythical Beasts Coloring Book.
  New York: Dover Publications, Inc., 1976.
  Kalmenoff, Matthew. The Days of the Dinosaur Coloring Book.
  New York: Dover Publications, Inc., 1987.
  O’Brien, John. Elves, Gnomes and Other Little People Coloring
  Book. New York: Dover Publications, Inc., 1980.
  Quinn, Gerard. The Clip Art Book.
  New York: Crescent Books, 1990.
  Quirk, Thomas C., Jr. Reptiles and Amphibians Coloring Book.
  New York: Dover Publications, Inc., 1981.
  Rao, Anthony. The Dinosaur Coloring Book.
  New York: Dover Publications, Inc., 1980.
  Sovak, Jan. Prehistoric Mammals Coloring Book.
   New York: Dover Publications, Inc., 1991.
  These fine products are sold at better retail outlets worldwide. Available at better game stores — or order from ICE, Inc. P.O. Box 1605
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  $20.00
  This campaign book shows you how to run a Cyberpunk science
  fiction campaign using the HERO system. Inside are extensive
  guidelines for designing cyberpunk characters, handling cybernet-
  ics, dealing with the Cyberspace Net, and setting up a cyberpunk
  campaign.
  Adventurers Club™ Magazine
  $3.00
  The magazine for Hero Gamers! The articles and columns are
  dedicated to expanding and improving the already fine line of Hero
  Games. The AC answers your questions and keeps you informed
  on upcoming releases.
  #1000 – Rolemaster™
  $38.00
  I.C.E.’s advanced Fantasy Role Playing Game system.
  #6050 – Shadow World™ Master Atlas, 2nd Ed.
  $24.00
  A unique fantasy gaming environment supported by comprehen-
  sive stats for Rolemaster. It is also usable with most major fantasy
  role playing systems.
  #9050 – Space Master: RPG™ Book
  $26.00
  ICE’s Science Fiction Role Playing Game system! Completely
  compatible with Rolemaster, Space Master covers professions,
  races, cultures, settings, and much more.
  #5100 – Cyberspace™
  $18.00
  Set in the gritty near future where Megacorporation repression
  collides with Sprawl street warfare, Cyberspace is fully compatible
  with Space Master & Rolemaster.
  #7500 – Bladestorm™, miniatures rules
  $30.00
  Bladestorm is a fast-paced skirmish-style fantasy miniatures
  game with rich background material and scenarios.
  #8100 – Middle-earth Role Playing™ Boxed
  $18.00
  This product provides the structure and framework for Role
  Playing in the greatest fantasy setting of all time... J.R.R. Tolkien’s
  Middle-earth®!
  #7010 – Silent Death™ (deluxe boxed game)
  $40.00
  Crammed full with 18 metal miniature spacecraft and bases,
  dice, maps, counters and more, Silent Death is an exciting boxed
  game of space fighter combat. Also available without the miniatures
  as Silent Death Unleaded™ (#7000) for $20.00.
  
SOURCE: textdata/thevault/Hero System/Hero System - Bestiary 4th.pdf