TEXT:  
   
  HEkATOTERATOS 
   
  A COMPENDIUM OF 100 CREATURES FOR MAZES & MINOTAURS 
   
   
   
   
   
  Legendary Games Studio 
   
  L G S 
  
  Welcome (Back) to the Labyrinth ! 
   
  When the Mazes & Minotaurs roleplaying game first came up in 1972 (gee ! Is that ten years already ?), it 
  included a selection of 92 folks, monsters, beasts, spirits and animates… then came Men & Monsters, 
  which added 21 new beings (including the Tragic Floating Head, my all-time personal favorite) to the 
  Maziverse. Then, over the years, dozens – no, myriads - of new creatures appeared in various adventure 
  modules as well as in the ever-popular Creatures Compendium column of Griffin magazine.  
   
  The book you are holding in your hands compiles the very best of these contributions, along with a hefty 
  dose of never-published-before material, for a grand total of exactly 100 creatures, hence the title. Hekato-
  what, you ask ? Well, for those who (like me) never really got into Ancient Greek, Hekatoteratos apparently 
  means something like « the book of 100 monsters » - and it was definitely a more stylish than our other 
  ideas for a title, such as the very dull « Manual of Monsters » (my own suggestion), the somewhat pompous 
  « Mythic Bestiary » or the improbable « Monstropaedia » (yes, Dave, that was your idea). 
   
  Rather than being presented as an A-Z list of 100 creatures, this astonishing assembly of dreadful denizens 
  and bizarre beings has been divided into ten sections, with ten entries in each section. 
   
  Olivier Legrand 
   
  Table of Contents 
   
  Three New Special Abilities……………………………….……………..…………….03 
   
  I : Underground Denizens……………………………………………...………………04 
   
  II : Minotaur Variants………………………………………..……..………….…………08 
   
  III : Wild Humanoids……………………..….……………………….………………......12 
   
  IV : Centaur Kin……………………………...……………………..………..……………15 
   
  V : Aerial Beings…………………………………………...………..………..………......19 
   
  VI : Sea Creatures……………………………………………………..………..…………23 
   
  VII : Gigantic Monsters……………………………………………………..…………….27 
   
  VIII : Various Spirits………………………………………….……………..…………….31 
   
  IX : Artificial Animates……………………………………..……...……………………..35 
   
  X : Miscellaneous Creatures………………………………...……..…………………...38 
   
  Glory & Wisdom Awards…………………….………………….....….……...…………42 
   
  Credits 
   
  Editors : Mike Smith & Olivier Legrand 
   
  Contributors (in alphabetical order) : Guy Hoyle, Jonas Mustonen, Olivier Legrand, Jeff Rients, Erik Sieurin and 
  many uncredited Griffin readers without whom this supplement would never have existed. 
   
  Illustrators : Diverse Hands. 
  
   
   
  Three New Abilities 
   
  Cruise : This ability can only be possessed 
  by marine creatures ; it has the same effects as 
  Gallop for swimming. Glory = 0, Wisdom = 0. 
   
  Elemental Powers : The creature has the 
  powers of an Elementalist (see Myth & Magic) 
  with a level equal to the sum of Cunning and 
  Mystique mods and the corresponding Power 
  points, using Mystique as prime requisite. The 
  specific distribution of mastery ranks between 
  the four Elements varies with each creature. 
  Glory = level x 10, Wisdom = level x 10. 
   
  Mimetic Camouflage : This ability allows 
  the creature to « blend in » like a chameleon by 
  mimicking its immediate surroundings. This 
  form of camouflage confers a +4 stealth bonus 
  as long as the creature remains motionless and 
  a +2 bonus if moving. Glory = 5, Wisdom = 10. 
   
   
   
   
   
   
   
   
  From M&M to MMM 
   
  On the whole, the Hekatoteratos was well-
  received by Mazemasters, especially those 
  looking for new creatures to surprise their blasé 
  players (and kill characters in new, inventive 
  ways). Back in the Bronze Age of gaming, this 
  probably meant 80% of Mazemasters ; the 
  other 20% gradually divorced from what they 
  called ‘maze crawling’, preferring to explore 
  either the ‘mytho-epic dimension of the game’ 
  or its more cinematic, peplumesque aspects.  
   
  Diversity became division, division became 
  schism and by the early 90s, these three groups 
  had become established subcultures within the 
  M&M community : Mazists (who just wanted to 
  kill monsters, grab mythic items and burn 
  temples), Mythists (who tried to reunite M&M 
  with Homer and ‘serious’ Greek mythology) and 
  Modernists (who sought inspiration in movies, 
  fantasy novels and comics).  
   
  The Hekatoteratos was published a full decade 
  before these divisions were formalized, but you 
  can already discern their outlines in the diversity 
  of the creatures its presents, a diversity which 
  shows that by the 1980s, Mazes & Minotaurs 
  had reached its maturity as the ancestor of all 
  roleplaying games… 
   
   
  The Tragedy of Mike Smith 
   
  Before we embark on our monstrous odyssey,  
  one last word must be said about Mike Smith, 
  the editor in charge of the Hekatoteratos.  
   
  For some unknown reason, Mike decided to list 
  the various Glory and Wisdom rewards for 
  defeating the new creatures in a single master-
  table located at the end of the book (as in the 
  original M&M rules) instead of giving them in 
  the description of each individual creature, as 
  was customary since the days of Men & 
  Monsters.  
   
  This quickly became the most often voiced 
  criticism about the Hekatoteratos and Mike 
  Smith eventually stopped attending gaming 
  conventions because he could no longer bear 
  the pressure of having to answer : « Yes, you’re 
  right, it should have been done that way. » 
  several hundred times a day.  
   
  In 1986, the Hekatoteratos went through a 
  second printing and this time, Glory and 
  Wisdom awards were given in each individual 
  description. But the curse did not end. A small 
  comment from one of The Wargamist’s game 
  critics (« One has to wonder why it was not 
  done in the first edition. ») delivered the coup-
  de-grâce to Mike’s already crumbling sanity.  
   
  Dressed 
  in 
  an 
  old 
  convention 
  costume 
  (complete with tunic, helmet, sandals and 
  sword), on a sunny June afternoon, Mike 
  entered the offices of The Wargamist and 
  started slaughtering people shouting things 
  like : « How many Glory points do I get for 
  YOU ? » or  « I’m not done yet !  I still need 
  eight stupid creatures to make it to the next 
  level ! ». Mike was shot dead by the police 
  before he could claim the life of his tenth victim.  
   
  This marked the end of The Wargamist 
  magazine, which had lost most of its staff and 
  readership in the tragedy.  
   
  Even to this day, Mike Smith is still remembered 
  by the M&M community as ‘the guy who forgot 
  the Glory points’ and we thought it would be a 
  good idea to dedicate this e-Hekatoteratos to 
  his memory.  
   
  That being said, he should have included the 
  damn points. 
   
  
  I : UNDERGROUND DENIZENS 
      
   
  Capricorn Horror 
   
  Description : Huge, horned creature with a 
  humanoid upper body and a snake-like lower body. 
  Dwells in deep underground caverns. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 180’ 
   
  Initiative : +4 
   
  Melee Attack : +7 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 18 
   
  Hits Total : 24 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Attack (constriction), 
  Grapple (with tail, Might 20), Magic Resistance, 
  Natural 
  Armor, 
  Regeneration 
  (4 
  Hits/round), 
  Supernatural Vigor. 
   
  Daughters of Arachne 
   
  Description : Cruel hybrid creature looking like a 
  man-sized spider with the face of a beautiful 
  woman. They love to play with their prey, taunting 
  their vicitims with their mockingly gentle voices. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +6 
   
  Melee Attack : +9 
   
  Damage : 1d6 (legs) 
   
  Defense Class : 18 
   
  Hits Total : 12 
   
  Danger Evasion : +12 (+16 stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge (+2), Entangle (webs, 
  12’ range, Might 16), Magic Resistance, Poison 
  (sting, 
  paralysis), 
  Sixth 
  Sense, 
  Stealthy, 
  Supernatural Vigor, Tough Skin, Uncanny Agility.  
   
   
   
  Menacing Capricorn Horror (pleonasm)  
   
   
   
  Grotesks 
   
  Description : 
  These 
  malevolent 
  subterranean 
  creatures look like big bodiless heads with arms. 
  They actually have several sticky pedoncules at the 
  bottom of their head/body, which allow them to 
  crawl on every surface. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d10 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 60’ * 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Tough Skin, Wallcrawling. 
   
  * Their movement allowance is reduced because of their 
  peculiar mode of travel. 
   
  
  Lizardians 
   
  Description : Carnivorous reptilian humanoids akin 
  to Troglodytes, but with greater cunning and 
  stamina, as well as powers of regeneration (but 
  missing the Troglodytes’ resistance to magic). 
  Lizardians may be mutant Troglodytes, artificially 
  ‘evolved’ through magical means – or perhaps 
  Troglodytes are simply degenerate Lizardians.  
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +5 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 16 (18 with shield) 
   
  Hits Total : 12 
   
  Danger Evasion : +6 (+10 stealth) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Regeneration (3/rnd), Stealthy, 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Lurkers 
   
  Description : 
  Short-sized, 
  grey-skinned 
  and 
  completely hairless humanoids whose ancestors 
  were granted powers of Mimetic Camouflage by the 
  gods as a « reward » for their cowardice. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Small 
   
  Ferocity : Peaceful Cowardly ! 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +3 
   
  Damage : 1d3 (weapons) 
   
  Defense Class : 13 
   
  Hits Total : 4 
   
  Danger Evasion : +10 (+16 stealth, +18 if hiding) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Mimetic Camouflage, Missile 
  Weapons (darts, 1d6 per individual), Poison 
  (poisoned darts), Sixth Sense, Stealthy. 
  Morlocks 
   
  Description : Morlocks are degenerate Derros who 
  lack the technical knowledge and acumen of their 
  parent race. Physically, they look like bloated, hairy 
  albino Derros – not a very attractive combination. 
   
  Taxonomy : Folk 
   
  Number Appearing : 2d6 
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 60’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +2 
   
  Damage : 1d3 (clubs) 
   
  Defense Class : 14 (16 vs missiles) 
   
  Hits Total : 4 
   
  Danger Evasion : +2 (+6 stealth and detection) 
   
  Mystic Fortitude : +4 
   
  Special 
  Abilities : 
  Magic 
  Resistance, 
  Sharp 
  Senses, Stealthy, Tough Skin. 
   
   
   
   
          
           
   
          
   
   
   
  Now you see me, now you don’t… 
    
  the four stages of the Lurkers Secret Survival Technique  
   
   
   
   
  
   
   
   
                 A Valorous Obsidian Spearman  
                taking the pose for our illustrator 
   
   
  Obsidians 
   
  Description : Obsidians are humanoids whose skin 
  resembles black bronze – and are thus often 
  mistaken 
  for 
  Animates. 
  They 
  live 
  in 
  deep 
  undeground caverns and are sworn enemies of the 
  Derros, who once enslaved their entire race. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Agressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 17 (21 with helmet & shield) 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+2), Grapple (Might 16), 
  Magic Resistance, Missile Weapons (javelins, range 
  100’), Natural Armor, Supernatural Vigor. 
   
  Ratlings 
   
  Description : Sneaky and malevolent rat-headed 
  humanoids who live in deep undeground caves. 
   
  Taxonomy : Folk 
   
  Number Appearing : 2d6 
   
  Size : Small 
   
  Ferocity : Agressive 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : +5 
   
  Melee Attack : +4 
   
  Missile Attack : +3 
   
  Damage : 1d3 (weapons) 
   
  Defense Class : 14 (16 vs missiles) 
   
  Hits Total : 4 
   
  Danger Evasion : +8 (+12 detection & stealth) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Lightning Fast, Missile Weapons 
  (darts), Poison (poisoned darts), Sharp Senses, 
  Stealthy, Uncanny Agility.  
   
  Tetrax 
   
  Description : Four-armed ape-like humanoids with 
  chitinous grey skin. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 13 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge (+2), Grapple (Might  
  20), Missile Weapons (javelins, 100’),  Supernatural 
  Vigor, Tough Skin, Uncanny Agility.  
   
  Note : Their four arms enable Tetrax to make one extra 
  attack per battle round - for a total of 2 attacks  per round 
  against men-sized opponents : these two attacks may be 
  made against different opponents or against the same 
  target (make two simultaneous attack rolls and, if 
  necessary, two damage rolls). Their extra arms also 
  increase their Grappling Might, as shown above.
  
  Zorbas 
   
  Description : A race of very ugly anthropophagous 
  dwarves, with red beards and reddish skin. They 
  inhabit the Helicon mountains east of Sybaris, 
  preying on Wildmen and the occasional adventurer. 
  Some of them have been enslaved by decadent 
  Sybarian nobles who use them as spies and 
  assassins. 
   
  Taxonomy : Folk 
   
  Number Appearing : 2d6 in their natural habitat 
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 90’ 
   
  Initiative : +5 
   
  Melee Attack : +4 
   
  Missile Attack : +5 
   
  Damage : 1d3 (spears, knives or darts) + poison 
   
  Defense Class : 16 (18 vs missiles) 
   
  Hits Total : 4 
   
  Danger Evasion : +8 (+12 stealth and detection) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Lightning Fast, Marksmanship, 
  Missile Weapons (darts), Poison (paralysis ; on 
  darts, knives and spears), Sharp Senses, Stealthy, 
  Tough Skin, Uncanny Agility. 
   
   
   
   
   
   
   
  A devious, treacherous, backbiting Zorba 
   
   
   
  From the Letters Page of Griffin Magazine… 
   
  Underground Denizens 
   
  Capricorn Horror : I love Capricorn Horrors. My players kept on complaining on the lack of new creatures so 
  last night, I wiped out the entire party with two Capricorn Horrors. You want new ?  I’ll give you new.  
   
  Daughters of Arachne : Of course, such blatant sexist stereotypes (not to mention sickly Freudian 
  overtones) seriously harm the image of M&M players as responsible, psychologically mature persons, but 
  let’s face it, these babies sure spin a mean web ! 
   
  Grotesks : Giant rolling heads ? Have you guys gone nuts or something ?  As if the Tragic Floating Head 
  was not enough !  These are probably the most ridiculous monsters ever invented for the game ! 
   
  Grotesks (again) : Since Grotesks are obviously based on the Ononoes from Edgar Rice Burroughs’ Tarzan 
  stories, they can’t be ‘the most ridiculous monsters ever invented for the game’. Perhaps they could qualify as 
  the most ridiculous monsters ever invented for a jungle adventure story, but that’s another point entirely. 
   
  Lurkers : +18 bonus when hiding ???  Aren’t things going a little over the top here ?  How are we supposed 
  to kill them if we can’t even see them ?  Uh ? 
   
  Tetrax : Four arms ?  In combat ? Are there any plans for a Tetrax character class ? 
   
  Zorbas : Zorbas ? Are you people at LGS running a secret ‘daftest Greek name for a creature’ contest or 
  something ?  What’s next ?  A living giant protoplasm called the Moussaka ? 
   
   
            
  
   
  II : MINOTAUR VARIANTS 
  Albinotaur 
   
  Description : A Minotaur with white skin, red 
  eyes… and a superior Mystique. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (bear hug), Grapple (Might 16), Magic Resistance, 
  Supernatural Vigor, Tough Skin. 
   
  Bronze Minotaur 
   
  Description : A Minotaur with a bronze-like skin, 
  tougher (but less alert) than the standard species. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +6 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (bear hug), Grapple (Might 16), Magic Resistance, 
  Natural Armor, Supernatural Vigor. 
   
   
   
  A Dancing Minotaur elegantly closing for the kill 
   
  Dancing Minotaur 
   
  Description : An amazingly agile Minotaur (thanks 
  to his hooved legs). Unlike most other Minotaurs, 
  Dancing Minotaurs prefer swords and other melee 
  weapons to unarmed attacks. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +7 
   
  Damage : 1d6 (sword) 
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Danger Evasion : +4 (+8 stealth) 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Battle (+2), Magic 
  Resistance, Stealthy, Supernatural Vigor, Tough 
  Skin, Uncanny Agility. 
   
   
   
   
  
  Golden Minotaur 
   
  Description : As noble and honorable as standard 
  Minotaurs 
  are 
  brutish 
  and 
  beastly, 
  Golden 
  Minotaurs may well be the last remnants of a once 
  mighty race that eventually degenerated into the 
  monstrous Minotaurs – another theory makes them 
  the descendants of a forgotten king who was turned 
  into a bull-headed humanoid by some angry deity. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +6 
   
  Damage : 1d6 (axe) 
   
  Defense Class : 15 (19 with shield & breastplate) 
   
  Hits Total : 12 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+2), Grapple (Might 16), 
  Magic Resistance, Supernatural Vigor, Tough Skin. 
   
  Impostaurs 
   
   
   
  Description : 
  Human 
  brutes 
  and 
  brigands 
  masquerading as Minotaurs (thanks to convincing 
  horned headmasks) to terrify the countryside and 
  satisfy their own bestial urges - under the mask… 
   
  Taxonomy : Special 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Average 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (club or other weapon) 
   
  Defense Class : 14 (minotaur helm) 
   
  Hits Total : 8 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+2), Grapple (Might 16). 
           
  Psychotaur 
   
  Description : A Minotaur with psychic powers of 
  confusion and concealment. Beware ! 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +2 (+6 stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge into Battle (+2), Crushing 
  Attack (bear hug), Grapple (Might 16), Magic 
  Resistance, Psychic Powers (as level 3 Sorcerer, 16 
  Power points), Supernatural Vigor, Tough Skin. 
   
   
   
   
  Beware the Psychotaur’s power of confusion 
   
  
  Red Minotaur 
   
  Description : Also known as a Pyrotaur, this one 
  has a distinctly reddish hue and breathes fire. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Breath Weapon (fire, 20’ range), 
  Charge (+2), Crushing Attack (bear hug), Grapple 
  (Might 16), Magic Resistance, Supernatural Vigor, 
  Tough Skin. 
   
  Rhinotaur 
   
  Description : Huge rhino-headed brute. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +3 
   
  Melee Attack : +6 
   
  Damage : 2d6 (natural) 
   
  Defense Class : 17 (15 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : +0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+4), Crushing Attack 
  (trample), Grapple (Might 20), Magic Resistance, 
  Natural Armor, Supernatural Vigor. 
   
  Silver Minotaur 
   
  Description : An amazingly fast-moving and fast-
  healing Minotaur, with a greyish silvery hue. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +6 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +4 (+8 stealth) 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (bear hug), Grapple (Might 16), Lightning Fast, 
  Magic Resistance, Regeneration (3 points per 
  round), Stealthy, Supernatural Vigor, Tough Skin. 
   
  Twinotaur 
   
  Description : A bicephalous Minotaur. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +5 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +2 (+6 stealth, +3 detection) 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (bear hug), Grapple (Might 16), Magic Resistance, 
  Multiple Heads (2), Stealthy, Supernatural Vigor, 
  Tough Skin. 
   
    
    
   
   
  Yes.. they are the Three Impostaurs. (with apologies to Arthur Machen)
  
   
  From the Letters Page of Griffin Magazine… 
   
   
   
   
  Minotaur Variants 
   
  Minotaur Variants in General : I wonder when this stupid trend will ever end. I mean, what’s next ???  
  Kongotaurs ?  Pseudotaurs ?  Demi-notaurs ?  (expletive deleted)otaurs ? 
   
  Dancing Minotaur : Of course, such blatant sexist stereotypes (not to mention sickly Freudian overtones) 
  seriously harm the image of M&M players as responsible, psychologically mature persons, but let’s face it, 
  these babies sure spin a mean web ! 
   
  Golden Minotaur : This rocks !  It should be included as a playable character class ! 
   
  Psychotaur : M&M has finally entered the Psychedelic Age !  Perhaps you should change the name of your 
  company to Legendary Simulation Designs (LSD), now. 
   
  Wild Humanoids (see next section) 
   
  Abominathol : How can a fantasy monster have a name that sounds like a pharmaceutical product ? 
   
  Anubians : Anubians are great !  Anubians are the best creatures ever designed for M&M ! I love Anubians : 
  I’ve written a pop song about them – called « Walk like an Anubian », it will be the hit of the next Mazecon ! 
   
  Megalopodos : This creature is a barely-disguised version of Bigfoot - with a stupid Greek-sounding name to 
  make it « more M&M ». What’s next ?  The Monster of Lokos Nessos ?   
   
  Orkos : Aside from their use of Giant Boars as mounts, I’m pretty sure these creatures were taken from a 
  little-known English fantasy novel I remember reading several years ago - but I can’t recall its title. Does this 
  sound familiar to anyone ? 
   
  Ubastis & Tigermen : With 30% of its creatures being of feline origin, you Wild Humanoids section clearly 
  shows its deliberate choice to favor one type of beastmen over all others – a bias which I personally find 
  unacceptable, especially since this very section includes only ONE creature of canine stock.  
   
   
  
  III : WILD HUMANOIDS 
   
  Abominathol 
   
  Description : Huge ape-like monster covered in 
  white, wooly fur that haunts the snow-covered 
  mountains of northern Hyperborea. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 180’ 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 2d6 
   
  Defense Class : 16 
   
  Hits Total : 24 
   
  Danger Evasion : +2 (+8 stealth, +10 camouflage) 
   
  Mystic Fortitude : +0 
   
  Special Abilities : Crushing Attack (bear hug, req. 
  Grapple), Crushing Missiles, Grapple (Might 20), 
  Mimetic Camouflage (white fur on snow), Stealthy, 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Note : The Crushing Missiles ability is normally restricted 
  to Gigantic creatures ; in this specific case, it reflects the 
  Abominathol’s ability to cause perilous avalanches in his 
  natural mountain environment (causing 3d6 damage). 
   
  Anubians 
   
  Description : These jackal-headed humanoids from 
  the Desert Kingdom are skilled sorcerers and get 
  along very well with Sphinxes. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +5 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 13 
   
  Hits Total : 8 
   
  Danger Evasion : +6 (+10 detection, +12 stealth, +14 
  hiding as bas-relief) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Mimetic Camouflage (as bas-
  relief), Psychic Powers (as level 4 Sorcerer, with 21 
  Power points total), Sharp Senses, Stealthy. 
  Arimaspians 
   
  Description : 
  One-eyed 
  humanoids 
  (distant 
  relatives of Lesser Cyclops ?) noted for their superb 
  horsemanship skills and their fanatical hatred of 
  Griffins (who are extremely fond of equine flesh).   
   
  Taxonomy : Folk 
   
  Number 
  Appearing : 
  1d10 
  (almost 
  always 
  mounted) 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +4 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 13 (17 on horseback). 
   
  Hits Total : 8 
   
  Danger Evasion : +6 (+10 on horseback) 
   
  Mystic Fortitude : +6 
   
  Special 
  Abilities : 
  Magic 
  Resistance, 
  Marksmanship, Missile Weapons (javelins), Sixth 
  Sense, Supernatural Vigor, Uncanny Agility (only on 
  horseback but effect is doubled). 
   
   
   
   
   
   
   
           A crafty Anubian using his dreaded bas-relief ability 
  
  Megalopodos 
   
  Description : Peaceful and shy apemen with huge 
  feet – all to often mistaken for Abominathol by 
  bloodthirsty adventurers. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Large 
   
  Ferocity : Peaceful * 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 180’ 
   
  Initiative : +1 (+3) 
   
  Melee Attack : +1 (+5) 
   
  Missile Attack : +1 (+3) 
   
  Damage : 2d6 (club) 
   
  Defense Class : 16 (14 vs missiles) 
   
  Hits Total : 16 
   
  Danger Evasion : +4 (+8 detection & stealth) 
   
  Mystic Fortitude : +0 
   
  Special Abilities : Grapple (Might = 20), Missile 
  Weapons (thrown rocks), Sharp Senses, Stealthy, 
  Tough Skin, Uncanny Agility. 
   
  * When defending its children, a Megalopodoï becomes 
  Dangerous and uses the scores given in parentheses. 
   
   
  Orkos 
   
  Description : Barbaric and brutish humanoids who 
  use Giant Boars as mounts. They roam in packs 
  under the command of their bloodthirsty warlords 
  and gleefully engage in acts of plunder, rape, 
  wanton destruction and mass slaughter. They are 
  the sworn enemies of the Hyperborean Amazons, 
  who hate the ‘pig-riders’ with burning passion. 
   
  Taxonomy : Folk 
   
  Number Appearing : 2d6 (mounted on Giant Boars) 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Missile Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 12 (16 with shields and helmets). 
   
  Hits Total : 8 
   
  Danger Evasion : +0 
   
  Mystic Fortitude : +0 
   
  Special Abilities : Marksmanship, Missile Weapons 
  (javelins, 100’). 
   
  Orycters 
   
  Description : 5’ tall stocky aardvark-men with a 
  long snout, long ears and a very short temper. They 
  live in tribal communities in the lush savannahs of 
  the South. Once a proud warrior race, they now live 
  as scavengers in the shadow of their long-lost 
  glory… but one day, the Great Orycter Hero will rise 
  and restore the grandeur of the Aardvark Empire ! 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +2 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 14 (16 with shield) 
   
  Hits Total : 8 
   
  Danger Evasion : +2 (+6 stealth and detection) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons (thrown rocks, 
  javelins etc), Sharp Senses, Stealthy, Tough Skin. 
   
  Sand Folk 
   
  Description : An ancient race of evil humanoids 
  with 
  emaciated 
  sand-encrusted 
  bodies 
  and 
  strangely koala-like heads ; they inhabit ancient lost 
  ruins scattered in the sand-covered depths of the 
  Desert Kingdom. They are the arch-enemies of the 
  Orycters : apparently, the Sand Folk once ruled a 
  mighty Desert Empire, which was eventually 
  destroyed by the relentless attacks of the aardvark-
  headed barbarians. 
   
  Taxonomy : Folk 
   
  Number Appearing : 2d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +4 
   
  Damage : 1d6 (claws) 
   
  Defense Class : 15 
   
  Hits Total : 8 
   
  Danger Evasion : +4 (+8 stealth) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Stealthy, Tough Skin. 
   
  
  Tigermen of Kathaï 
   
  Description : Tiger-like humanoids from the far 
  eastern jungles beyon the Land of the Sun ; tall (8’ 
  on the average) and powerfully built, they are as 
  cunning as they are cruel, they are especially prized 
  as elite pit-fighters by the decadent nobles of Ishtar 
  and Kandaria. When on their home territory, they 
  delight in their own bloodsports - hunting human 
  prey for the sheer pleasure of killing.  
   
  Taxonomy : Folk 
   
  Number Appearing : varies 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 180’ 
   
  Initiative : +6 
   
  Melee Attack : +7 
   
  Damage : 2d6 (claws and teeth) 
   
  Defense Class : 16 
   
  Hits Total : 16 
   
  Danger Evasion : +6 (+10 stealth and detection) 
   
  Mystic Fortitude : +0 
   
  Special Abilities : Charge into Combat (+4 bonus), 
  Lightning Fast, Sharp Senses, Stealthy, Tough Skin, 
  Uncanny Agility. 
   
  Ubastis 
   
  Description : Cat-men from the Desert Kingdom ; 
  once a proud and civilized race, they have lost 
  much of their ancient heritage, becoming a 
  bloodthirsty and decadent race ; they are as cruel 
  as they are playful. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d10 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +4 
   
  Missile Attack : +3 
   
  Damage : 1d6 (spears and swords) 
   
  Defense Class : 15 (17 with shield) 
   
  Hits Total : 8 
   
  Danger Evasion : +6 (+10 stealth and detection) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Missile Weapons (javelins, 100’), 
  Sharp Senses, Stealthy, Uncanny Agility. 
   
  Ubastis of Royal Blood 
   
  Description : As their name implies, these « pure-
  breed » Ubastis act as the despotic leaders of their 
  race ; they are stronger than their subjects and have 
  retained a part of their ancestors’ sorcerous lore. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +5 
   
  Damage : 1d6 (sword) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Danger Evasion : +8 (+12 stealth and detection) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Psychic 
  Powers (as level 5 Sorcerers, 24 Power points), 
  Sharp Senses, Stealthy, Uncanny Agility. 
   
   
   
   
  A female Ubasti of Royal Blood checking  
  her weight on her magical bathroom scale 
  
  IV : CENTAUR KIN 
   
  Bucentaurs 
   
  Description : Bucentaurs are to bulls what centaurs 
  are to horses. They are much more massive than 
  Centaurs and their human head, torso and arms are 
  much bigger than those of a mortal man. Like bulls, 
  Bucentaurs are not very bright and are quick to 
  anger (never approach them wearing a red cloak !). 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 180’ 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Damage : 2d6 (huge club) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 24 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+4), Crushing Attack 
  (trampling), Supernatural Vigor. 
   
  Brutaurs 
   
  Description : Degenerate, primitive Centaurs with 
  an equal fondness for human and horse flesh. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ (240’ when galloping) 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Missile Attack : +2 (no penalty while moving) 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (trampling), Gallop, Missile Weapons (javelins), 
  Supernatural Vigor, Uncanny Agility. 
   
  Chironian Centaurs 
   
  Description : The mightiest, noblest, wisest (and 
  rarest ?) of all Centaurs. Unlike other true Centaurs, 
  they are solitary creatures, living in the wilds as 
  sages and semi-nomadic hermits. 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ when galloping) 
   
  Initiative : +4 
   
  Melee Attack : +6 
   
  Missile Attack : +6 (no penalty while moving) 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +6 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+2 bonus), Crushing 
  Attack (trampling), Gallop, Marksmanship, Missile 
  Weapons (bow), Supernatural Vigor, Uncanny 
  Agility. Chironian Centaurs also qualify as level 3 
  Lyrists (with a total of 15 Power points).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A brutish Brutaur armed with a crude club 
   
  
  Centaurides 
   
  Description : Centaurides are the female members 
  of the Centaur species – much more peaceful than 
  their male companions (who are also very jealous). 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d10 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ (240’ when galloping) 
   
  Initiative : +1 
   
  Melee Attack : +1 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Gallop, Uncanny Agility.  
   
  Equinians 
   
  Description : Also known as Anticentaurs, these 
  creatures look like horse-headed humanoids. They 
  sometimes 
  associate 
  with 
  Tragos 
  to 
  attack 
  Centaurs, their hated arch-enemies. It is rumored 
  that the first Equinian was in fact a malformed 
  Centaur foal who was abandoned in the wilderness 
  because of his deformity… 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 12 (14 with shield) 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+2), Supernatural Vigor. 
   
   
   
  This sweet Centauride babe is all legs ! 
   
   
  Ichtyocentaurs 
   
  Description : Very weird green-skinned Triton-
  Centaur hybrids, with the forelegs of a horse and a 
  triton-like scaly tail where the hindlegs should be. 
  Their origins remain a complete enigma : are they 
  actual 
  crossbreeds ? 
  Centaurs 
  cursed 
  by 
  Poseidon ?  Malformed Tritons ? No one knows for 
  sure – the only certain fact is that there are no 
  female ichtyocentaurs. 
   
  Taxonomy : ? 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ when cruising) 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (trident) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special 
  Abilities : 
  Amphibian, 
  Charge 
  (+2), 
  Cruising (but NO Galloping), Entangle (net), 
  Supernatural Vigor,  Tough Skin. 
   
  
  Onocentaurs 
   
  Description : Onocentaurs are to asses what 
  centaurs are to horses. They are cowardly, 
  stubborn, lazy and lustful (not to mention quite 
  stupid). Onocentaurs can easily be recognized by 
  their ridiculous tail and their silly, self-satisfied 
  expression (and by their donkey ears). 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Peaceful (Aggressive when drunk) 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’  
   
  Initiative : 0 (+1 when drunk) 
   
  Melee Attack : 0 (+2 when drunk) 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 12 
   
  Hits Total : 12 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Supernatural Vigor. Onocentaurs 
  are also very good at making fools of themselves, 
  often behaving (literally) as perfect asses.   
   
   
  Sagittarians 
   
  Description : Sagittarians are the best archers of 
  the Centaur race and form a special caste within 
  Centaur society, acting as the honorary guard and 
  elite warriors of Centaur chieftains and kings. 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ (240’ when galloping) 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +4 (no penalty while moving) 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (trampling), 
  Marksmanship, 
  Gallop, 
  Missile 
  Weapons 
  (bow), 
  Poison 
  (poisoned 
  arrows), 
  Supernatural Vigor, Uncanny Agility. 
   
   
   
  Sagittarian taking a careful aim  
  at the Onocentaur’s description paragraph 
   
   
   
  Sataurs 
   
  Description : 
  Sterile 
  Centauride-Satyr 
  hybrid ; 
  looks like a Centaur with small horns and pointed 
  ears. All Sataurs are insane and are treated as 
  outcasts by Centaurs. Their madness, which is the 
  consequence of a terrible divine curse, is also the 
  source of their sorcerous powers. 
   
  Taxonomy : Folk 
   
  Number Appearing : varies 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ when galloping) 
   
  Initiative : +3 
   
  Melee Attack : +3 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 
   
  Hits Total : 12 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (trampling), Gallop, Psychic Powers (as level 3 
  Sorcerer, 15 Power points), Supernatural Vigor, 
  Uncanny Agility. 
   
  
  Winged Centaurs 
   
  Description : Also known as Pegataurs : a race of 
  winged Centaurs who live in the remotest parts of 
  the Thanatari Mountains. Their origins remain a 
  mystery and they tend to be very wary of 
  « grounded beings » (including Centaurs). 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ when galloping or flying) 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Missile Attack : +4 (no penalty while moving) 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 (17 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (trampling), 
  Gallop, 
  Marksmanship, 
  Missile 
  Weapons (bows or javelins), Supernatural Vigor, 
  Uncanny Agility, Winged. 
    
   
   
   
   
   
   
  Zen and the Art of Aerial Archery 
   
   
   
   
  From the Letters Page of Griffin Magazine… 
   
  Centaur Kin 
   
  Centaur Variants : This section rocks !  Now Mazemasters can devide whole campaigns based on Centaurs 
  and Centaurland, with player-character Centaurs fighting Brutaurs and Equinians for glory, territory and fun ! 
   
  Chironian Centaur : My Mazemaster told me that I could not play one. Why ?  Why should standard 
  Centaurs be allowed as a player-character class but not Chironians ?  This is absurd, especially since Lyrists 
  are a predominantly player-character class !  Could you provide some kind of official ruling on this ? 
   
  Centaurides : My Mazemaster told me that I could not play one. Why ?  Why should male Centaurs be 
  allowed as a player-character class but not female ones ?  This is absurd, especially since Amazons are a 
  predominant player-character class !  Could you provide some kind of official ruling on this ? 
   
  Centaurides (II) : Centaurides ? Shouldn’t they be called centauresses ? 
   
  Centaurides (III) : Why can’t I play a Chironian Centauride ? 
   
  Sagittarians : You should publish a Sagittarian player-character class, with exactly the same characteristics 
  as the Centaur class, but with Skill (rather than Might) as its prime requisite. 
   
  Winged Centaurs : Shouldn’t Winged Centaurs be in the section on Aerial Beings ?  Why did you choose to 
  emphasize its Centaurness over its Wingedness ?  Is this completely arbitrary or is there some hidden reason 
  for this ?  I think all M&M players have the right to know. 
   
  Winged Centaurs (II) : Are there Winged Sagittarians ?  Winged Centaurides ?  Winged Chironian 
  Centaurs ?  Why can’t I play a Winged Chironian Centauride Priestess of Aphrodite ?   
   
  
  V : AERIAL BEINGS 
   
  Carnivorous Cloud 
   
  Description : A strange floating fungus that 
  resembles a fluffy white cloud until it deploys its 
  rending claws and opens its toothy maw. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 180’ (flying) 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 2d6 (maw) 
   
  Defense Class : 13 
   
  Hits Total : 16 
   
  Danger Evasion : +2 (+8 stealth, +10 camouflage) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Mimetic Camouflage (as cloud), 
  Stealthy. 
   
  Flying Unicorn 
   
  Description : Legends say these fabled beasts are 
  unicorn-pegasus 
  crossbreeds. 
  Apart 
  from 
  its 
  obvious physical features (that’s right – wings), this 
  rare aerial breed has a fiercer temper than the 
  classic unicorn, as well as different magical powers. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 180’ (360’ galloping or flying) 
   
  Initiative : +5 
   
  Melee Attack : +4 
   
  Damage : 1d6 (hooves & horn) 
   
  Defense Class : 15 (17 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +12 (+16 stealth and detection) 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Combat (+2 bonus), 
  Elemental Powers (as level 3 Elementalist, with a 
  mastery of III in Air and 15 Power points), Gallop, 
  Lightning Fast, Magic Resistance, Sharp Senses, 
  Sixth Sense, Stealthy, Supernatural Vigor, Uncanny 
  Agility, Winged. 
   
   
   
  Holy shit !  As if giant spiders were not enough ! 
   
   
  Giant Bat 
   
  Description : An oversized bat with a body the size 
  of a bear (and corresponding wingspan !). 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 240’ (flying) 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (claws and fangs) 
   
  Defense Class : 14 (16 vs missiles) 
   
  Hits Total : 8 
   
  Danger Evasion : +8 (+12 detection) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Sharp Senses, Sixth Sense, 
  Uncanny Agility (when flying), Winged. 
   
   
   
  
  Giant Tricephalous Vulture 
   
  Description : Well, the name says it all : a gigantic 
  vulture with three heads. What did you expect ?  Ah 
  yes, the background story : well, they were probably 
  created by some demented wizard a long time ago. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 360’ flying 
   
  Initiative : +5 
   
  Melee Attack : +5 
   
  Damage : 2d6 (beak & talons) 
   
  Defense Class : 14 (12 vs missiles on ground) 
   
  Hits Total : 16 
   
  Danger Evasion : +4 (+10 detection) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Multiple Heads (3), Sharp 
  Senses, Winged. 
   
  Gryphon 
   
  Description : Also known as the Royal Griffin, this 
  rare subspecies of Griffin can be distinguished from 
  common Griffins by its golden feathers which form a 
  somewhat leonine mane at the base of its neck. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 180’ (360’ flying) 
   
  Initiative : +6 
   
  Melee Attack : +6 
   
  Damage : 2d6 (claws & bite) 
   
  Defense Class : 18 (16 vs missiles) 
   
  Hits Total : 16 
   
  Danger Evasion : +6 (+10 stealth and detection) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge (+4), Grapple (Might 20), 
  Lightning Fast, Magic Resistance, Sharp Senses, 
  Stealthy, Uncanny Agility, Tough Skin, Winged. 
   
  Hawkmen 
   
  Description : Flying humanoids who look exactly 
  like Icarians (to whom they are related) but are 
  much hardier and fiercer fighters. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 240’ (flying) 
   
  Initiative : +3 
   
  Melee Attack : +4 
   
  Missile Attack : +5 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 15 (17 vs missiles) 
   
  Hits Total : 12 
   
  Danger Evasion : +6 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Marksmanship, Missile Weapons 
  (bows and javelins), Supernatural Vigor, Uncanny 
  Agility, Winged. 
   
   
   
  - Can’t tell an Hawkman from an Icarian ? 
  Well, just wait until the first battle round… 
   
   
   
   
   
  
  Hippogriff 
   
  Description : This creature looks as a cross 
  between an eagle and a horse. It makes a fantastic 
  aerial mount (provided you can tame it in the first 
  place). 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 180’ (360’ when galloping or flying) 
   
  Initiative : +5 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves, beak & talons) 
   
  Defense Class : 15 (17 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +6 (+10 detection)  
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+2), Crushing Attack 
  (trample), Gallop, Lightning Fast, Magic Resistance, 
  Sharp Senses, Supernatural Vigor, Winged. 
   
  Klaatakaa’rr 
   
  Description : Vicious humanoid predators with dark 
  leathery skin and large bat-like wings, living in the 
  southern mountains of Charybdis. 
   
  Taxonomy : Folk 
   
  Number Appearing : 2d6 : If a 6 is rolled on either die, 
  the group will include a Purple Klaatakaa’rr. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ flying) 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 17 (19 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge (dive from the sky, +2), 
  Grapple (Might 16), Supernatural Vigor, Tough Skin, 
  Uncanny Agility, Winged. 
   
  Note : One of the Klaatakaa’rrs’ favorite tricks is to 
  grapple a victim, fly as high as possible while 
  carrying him (60’ up in one battle round) and then 
  drop the unfortunate individual from this height, 
  resulting in 6d6 Hits of damage. The victim’s only 
  chance is to actually try to « grapple back » the 
  creature (using the usual wrestling rules). 
   
   
   
   
         A noble Hippogriff waiting for a noble rider 
   
  Klaatakaa’rr (Purple) 
   
  Description : Purple Klaatakaa’rrs are the leaders 
  of the Klaatakaa’rr race and are easily identifiable 
  by their blackish purple hue. 
   
  Taxonomy : Folk 
   
  Number Appearing : special 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ flying) 
   
  Initiative : +5 
   
  Melee Attack : +7 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 17 (19 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +6 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (dive from the sky, +2), 
  Grapple (Might 16), Magic Resistance, Supernatural 
  Vigor, Tough Skin, Uncanny Agility, Winged. 
   
   
   
  Bewaaaarrre the Klaatakaa ‘rr ! 
  
   
   
   
   
  A Lamassu masquerading as a statue 
   
  Lamassu 
   
  Description : Giant winged lions (with vaguely 
  human-like faces), Lamassu are almost always 
  encountered as guardians of the lost tombs or 
  ruined 
  temples 
  of 
  the 
  long-dead 
  Hazarian 
  civilization, which once ruled the Land of the Sun. A 
  Lamassu can stay immobile for hours, looking 
  exactly like (and often mistaken for) a huge statue. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d6 
   
  Size : Large 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 180’ (360’ flying) 
   
  Initiative : +5 
   
  Melee Attack : +8 
   
  Damage : 2d6 (claws) 
   
  Defense Class : 18 
   
  Hits Total : 24 
   
  Danger Evasion : +10 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Charge (+4 bonus), Magic 
  Resistance, Sixth Sense, Supernatural Vigor, Tough 
  Skin, Uncanny Agility, Winged. 
   
   
   
  From the Letters Page of Griffin Magazine… 
   
  Aerial Beings 
   
  Aerial Creatures in General : I’m afraid that these creatures are nearly completely useless in the absence of 
  detailed rules for aerial combat. Here are my own house rules on the subject. Flying creatures can be 
  grouped in five Aerial Maneuverability classes, which, for simplicity’s sake, are called Q, R, S, T and P. Within 
  each Aerial Maneuverability class, several specific categories blah blah blah blah blah (…)  
   
  Carnivorous Cloud : Are you people actually smoking  something when designing new monsters ? 
   
  Giant Tricephalous Vulture : Couldn’t anyone come up with a better name than that ? 
   
  Gryphon : Gryphons ?  Griffins ?  Gryphins ?  Griffons ?  Gryffyins ?  Gryphyns ? 
   
  Klaatakaa’rr : And how on Earth are you supposed to pronounce that in the middle of a fight ?  After a dozen 
  tries, my players finally gave up and decided to call them ‘flying chimps’. 
   
  Lamassu : Your version of the Lamassu has almost nothing to do with the Babylonian mythical creature of 
  the same name !  As a Babylonian myself, I can’t help but feel insulted and my only honorable course of 
  action is to call the manyfold curse of Marduk and Tiamat on you and your descendants (for 1d6+1 
  generations), unless you quickly amend yourself by publishing my briliant Babylonian Quest rpg. 
   
  
  VI : SEA CREATURES 
   
  Attack Kelp 
   
  Description : Man-eating seaweed. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d6 
   
  Size : Small 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 60' 
   
  Initiative : +3 
   
  Melee Attack : +6 
   
  Damage : 1d3 
   
  Defense Class : 12 
   
  Hits Total : 4 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Aquatic, Charge Into Combat (+2 
  bonus), Entangle (Might = 12). 
   
  Dolphins 
   
  Taxonomy : Folk (not Beasts) 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 180'  (360’ when cruising) 
   
  Initiative : +4 
   
  Melee Attack : +4 
   
  Damage : 1d6 (head butt) 
   
  Defense Class : 15 (17  vs missiles when cruising) 
   
  Hits Total : 8 
   
  Danger Evasion : +12 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Aquatic, Charge (+2), Cruise, 
  Lightning Fast, Magic Resistance, Sixth Sense, 
  Uncanny Agility 
   
   
   
  A big, bad (and extremely ugly) Fomoroï 
   
  Fomoros 
   
  Description : Fiendish undersea Cyclops with 
  green scaly skin, iron-hard claws and extremely 
  sharp teeth who live in the deepest abysses of the 
  Western Ocean.  They can petrify their victims with 
  their gaze and also hold some form of ancient 
  magical control over the sea.  
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 180’ 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 2d6 (claws and teeth) 
   
  Defense Class : 20 (18 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Amphibian, Crushing Attack 
  (bear hug), Elemental Powers (level 3 Elementalist 
  with 16 Power points and a mastery of III in Water), 
  Fearsome, Grapple (Might 20), Magic Resistance, 
  Natural Armor, Petrification (60’), Supernatural 
  Vigor. All in all, pretty nasty fellows. 
   
   
   
   
  A Nereid and her lucky boyfriend 
  
   
  Giant Sea Anemone of Death 
   
  Description : Exists in various colors. 
   
  Taxonomy : Monster – or Animate… uh, well it’s a 
  plant. 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : None (stationary) 
   
  Initiative : +5 
   
  Melee Attack : +5 
   
  Damage : See below. 
   
  Defense Class : 14 (12 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : +8 (+12 camouflage) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Aquatic, Entangle (Might 20), 
  Mimetic Camouflage (as big alga… plant-thing), 
  Lightning Fast, Mindless, Poison (death), Sixth 
  Sense, Supernatural Vigor, Tough Skin. 
   
  The tentacle-like appendages of the Giant Sea 
  Anemone of Death cause no direct physical damage 
  but are used to Entangle victims. Only victims who 
  have been Entangled during the previous battle 
  round can be the targets of the creature’s deadly 
  Poison attack – which counts as one of its regular 
  attacks but requires no roll to hit. 
   
  Giant Starfish 
   
  Description : Deadly star-shaped predator from the 
  deep… 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Damage : 2d6 
   
  Defense Class : 16 (14 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : +0 
   
  Mystic Fortitude : +2 
   
  Special 
  Abilities : 
  Aquatic, 
  Natural 
  Armor, 
  Regeneration (4 Hits / round), Supernatural Vigor. 
   
  Note : There have been (so far unverified) rumors 
  of Gigantic Starfishes with Psychic Powers – who 
  knows what ancient horrors lurk in the darkest 
  depths of the oceans ? 
   
    
   
   
   
   
   
  Undersea adventure about to be abruptly ended by great aquatic teamwork 
  
   
   
   
   
   
   
   
  If Hippocampos and Sea Lions could talk, would they argue about politics ?  
   
  Hippocampos 
   
  Description : Also called Sea Horses, these beasts 
  make excellent underwater mounts (once tamed). 
   
  Taxonomy : Beast 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ when cruising) 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (hooves) 
   
  Defense Class : 17 (19  vs missiles when cruising) 
   
  Hits Total : 8 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Aquatic, Charge (+2), Cruise, 
  Tough Skin, Uncanny Agility. 
   
  Sea Hydra 
   
  Description : 
  Undersea 
  (actually 
  amphibious) 
  version of the classic monster from legend.  
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 240’ 
   
  Initiative : +4 (+1 per extra head) 
   
  Melee Attack : +7 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 (16 vs missiles) 
   
  Hits Total : 48 
   
  Danger Evasion : +2 (+1 detection per extra head) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Amphibian, Fearsome, Magic 
  Resistance, Multiple Heads (1d6 extra), Natural 
  Armor, Regeneration (5 Hits / r), Supernatural Vigor. 
  Sea Lions 
   
  Description : Just what the name suggests. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 1d6 (claws & bite) 
   
  Defense Class : 15  
   
  Hits Total : 12 
   
  Danger Evasion : +4 (+8 stealth and detection) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+4), Sharp Senses, 
  Stealthy, Supernatural Vigor, Tough Skin, Uncanny 
  Agility. 
   
  Sons of Dagon  
   
  Description : Evil fish-headed amphibians who only 
  leave their undersea caverns to attack ships. Most 
  of them fight with nets and tridents. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 120’ (120’ swimming) 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Damage : 1d6 (weapons) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Amphibious, Entangle (nets), 
  Tough Skin. 
  
  Telchines 
   
  Description : These mischievous creatures frolic in 
  the seas near inhabited islands, causing havoc and 
  confusion with their weather-affecting powers. 
  Legends say they were once powerful Elementalists 
  whose hubris angered the Gods and were 
  transformed by them into their current form (hybrid 
  creatures with the heads of dogs and the flippers of 
  dolphins) but somehow managed to retain their 
  human intelligence as well as their  magical powers. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +3 
   
  Damage : 1d6 (head butt) 
   
  Defense Class : 14 (16 in water) 
   
  Hits Total : 8 
   
  Danger Evasion : +6 (+8 in water) 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Aquatic, Life Energy Drain (gaze 
  attack), Elemental Powers (level 5, Power 25 ; Air 
  rank III, Water rank II), Uncanny Agility (in water).  
   
   
   
   
   
   
   
   
   
   
  What are you staring at ?  You think I look funny ?  We’ll 
  see if you’re still laughing when me and my Telchine 
  buddies sink your ship with our eldritch elemental powers ! 
   
  From the Letters Page of Griffin Magazine… 
   
  Sea Creatures 
   
  Sea Creatures in General : I’m afraid these creatures are nearly completely useless in the absence of 
  detailed rules for underwater combat. Here are my own house rules on the subject. Marine creatures can be 
  grouped in five Nautical Maneuverability classes, which, for simplicity’s sake, are called B, C, D, E and W. 
  Within each Nautical Maneuverability class, several specific categories blah blah blah blah blah (…)  
   
  Dolphin : Dolphins are so cute. Why can’t I play a dolphin ?  You should definitely publish a Dolphin 
  character class, with powers similar to those of a Nymph (and a much higher swimming bonus). 
   
  Sea Hydra : Aside from its natural environment, what’s the difference between a Sea Hydra and a normal 
  Hydra ?  Or should they be called Land Hydrae now ?  While you were at it, why didn’t you give us the Cave 
  Hydra, the Mountain Hydra, the Forest Hydra and the Garden Hydra ? 
   
  Sea Horses & Sea Lions : Sea Cats, Sea Boars, Sea Bears, Sea Rats… 
   
  Sons of Dagon : Fishmen with a fancy name. 
   
  Telchines : Briliant creature !  You should definitely publish a Telchine character class, with the same powers 
  as the Elementalists (and a much higher swimming bonus). 
   
  
  VII : GIGANTIC MONSTERS  
   
   
  Argusoïd 
   
  Description : Argusoïds are giants whose bodies 
  are covered with eyes (a hundred or so) – a pretty 
  disgusting sight in itself. They make excellent 
  guardians (since they really never sleep) and are 
  (quite logically) mortal enemies of Cyclops. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 240’ 
   
  Initiative : +4 
   
  Melee Attack : +7 
   
  Damage : 3d6 (big mace) 
   
  Defense Class : 18 
   
  Hits Total : 48 
   
  Danger Evasion : +10 (+20 detection !) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Charge (+6), Crushing Attack 
  (trample), 
  Crushing 
  Missiles 
  (60’), 
  Fearsome, 
  Regeneration (5 hits / round), Sharp Senses, Sixth 
  Sense, Supernatural Vigor, Tough Skin. Their many 
  eyes also give them a +10 bonus to detection. 
   
   
  Bicephalous Giant 
   
  Description : Two-headed giant. 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 240’ 
   
  Initiative : +2 
   
  Melee Attack : +2 
   
  Damage : 3d6 (weapons) 
   
  Defense Class : 17 (13 vs missiles) 
   
  Hits Total : 48 
   
  Danger Evasion : 0 (+1 detection) 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Combat (+6 bonus), 
  Crushing Attack (trampling), Crushing Missiles 
  (stones etc), Fearsome, Grapple (Might 24), Magic 
  Resistance, Multiple Heads (2), Supernatural Vigor, 
  Tough Skin. 
   
   
  Crawling Aberration 
   
  Description : A gigantic polypous creature vaguely 
  looking like a cross between a murena and a 
  medusa. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 240’ 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 3d6 (tentacles & bite) 
   
  Defense Class : 20 
   
  Hits Total : 48 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Attack (constriction), 
  Grapple (Might 24), Fearsome, Magic Resistance, 
  Regeneration (5 Hits/round), Supernatural Vigor, 
  Tough Skin. 
   
   
   
   
   
  As we said : polypous AND vaguely looking 
  like a cross between a murena and a medusa. 
   
   
  
  Gigantosaur 
   
  Description : 
  A 
  gigantic, 
  six-legged 
  (and 
  carnivorous) lizard with rock-hard scales. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Average 
   
  Movement : 240’ 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 
   
  Hits Total : 32 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge (+6), Crushing Attack 
  (trample), Fearsome, Natural Armor, Uncanny 
  Agility. 
   
   
  Hellephaunt 
   
  Description : An enormous, elephantine horror, 
  plated with bony armor, with tremendous tusks, 
  shooting flame from its trunk.  
   
  Taxonomy : Monster 
   
  Number Appearing : 1d3 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 240’ 
   
  Initiative : +4 
   
  Melee Attack : +5 
   
  Damage : 3d6 (trunk, tusks etc) 
   
  Defense Class : 19 
   
  Hits Total : 48 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Breath Weapon (burning gas 
  from trunk, 40’ range), Charge (+6), Crushing Attack 
  (trample), Crushing Missiles (thrown with trunk), 
  Grapple (with Trunk, Might 24), Fearsome, Magic 
  Resistance, Natural Armor, Regeneration (5/round), 
  Supernatural Vigor. 
   
  Note : May not use Breath Weapon or Crushing 
  Missiles while Entangling (the bloody thing only has 
  one trunk, thanks Zeus). 
   
   
   
   
   
   
  Big, bad Gigantosaur on the prowl 
   
   
   
  Ice Worm 
   
  Description : A gigantic carnivorous worm entirely 
  covered in white fur that makes it extremely hard to 
  spot in the snow-covered mountains where it lurks. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 240’ (crawling) 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 3d6 (fangs and body) 
   
  Defense Class : 17 (13 vs missiles) 
   
  Hits Total : 32 
   
  Danger Evasion : +2 (+6 stealth) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Crushing Attack (constriction ; 
  requires successful Grapple), Grapple (ensnare with 
  body, Might 24), Mimetic Camouflage, Regeneration 
  (5pts/round), Stealthy, Tough Skin, Uncanny Agility. 
  
  Pyrohydra 
   
  Description : This reddish Hydra only has three 
  heads… but each one breathes fire ! 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 240’ 
   
  Initiative : +6 
   
  Melee Attack : +7 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 (16 vs missiles) 
   
  Hits Total : 48 
   
  Danger Evasion : +2 (+4 detection) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Breath Weapon (40’, fire, can 
  make up to three such attacks per battle round, 
  counting as regular attacks), Fearsome, Magic 
  Resistance, Multiple Heads (3), Natural Armor, 
  Regeneration (5 Hits / round), Supernatural Vigor. 
   
   
  Seven-headed Hydra 
   
  Description : The name says it all. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 240’ 
   
  Initiative : +10 
   
  Melee Attack : +7 
   
  Damage : 3d6 (claws & bite) 
   
  Defense Class : 20 (16 vs missiles) 
   
  Hits Total : 48 
   
  Danger Evasion : +2 (+8 detection) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Magic Resistance, 
  Multiple Heads (7), Natural Armor, Regeneration (5 
  Hits / round), Supernatural Vigor. 
   
   
   
  Yes, you guessed it  – that’s a Seven-Mawed Thing… 
   
   
   
  Seven-Mawed Thing 
   
  Description : 
  Absolutely 
  unspeakable 
  (see 
  illustration).  
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 240’ 
   
  Initiative : +9 
   
  Melee Attack : +6 
   
  Damage : 3d6 (bite) 
   
  Defense Class : 18 
   
  Hits Total : 48 
   
  Danger Evasion : 0 (+6 detection) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Magic Resistance, 
  Mindless, Multiple Heads (seven), Regeneration (5 
  Hits/round), Supernatural Vigor, Tough Skin. 
   
  
  Tarasque 
   
  Description : This abominable and undomitablr 
  crearure looks very much like an Ankylosaurus. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Gigantic 
   
  Ferocity : Deadly 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 240’ 
   
  Initiative : +4 
   
  Melee Attack : +7 
   
  Damage : 3d6 (bite) 
   
  Defense Class : 24 
   
  Hits Total : 48 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Charge (+6), Crushing Attack 
  (trample), Crushing Missiles (in fact mace-like tail ; 
  limited to melee), Fearsome, Invulnerability, Magic 
  Resistance, Regeneration (5 Hits per round), 
  Supernatural Vigor. 
   
   
   
   
   
   
   
  Come on baby, let’s do the Tarasque twist
   
   
   
  From the Letters Page of Griffin Magazine… 
   
  Gigantic Monsters 
   
  Pyrohydra & Seven-headed Hydra : How about a cold-breathing Cryohydra ?  Or a nine-headed Hydra ? 
   
  Ice Worm : How many white fur coats (for Nymphs and Amazons) can be made from one of these 
  creatures ?  What would be the production cost and market price of such garments ?  Would they have any 
  magical properties ? All these questions are left unanswered, which clearly shows this supplement is far from 
  complete – to say the least. On the whole, I must say I’m extremely disappointed by the Hekatoteratos. 
   
  Seven-Mawed Thing : I guess this name was ‘invented’ by the same (obviously over-imaginative) person 
  who gave us the Bicephalous Giant and the Tricephalous Giant Vulture… That’s creativity for you. 
   
  Tarasque : During my holidays in France, I discovered that one of their local saints actually captured and 
  subdued a Tarasque into submission using only the belt of her dress. Where are the rules for this ?  Which 
  leads me to my next question : when will you people publish rules for playing Christian Priests in M&M. My 
  friends and I are eager to convert the whole world of Mythika to the One True Faith. 
   
  
  VIII : VARIOUS SPIRITS 
   
  Alseid 
   
  Description : Distant relatives to nymphs that live in 
  old ruins, guarding them the same way that dryads 
  guard trees. Alseids appear as noblewomen of long-
  gone times and are vain and haughty. They can be 
  very hostile to anyone trying to steal from or destroy 
  the ruins, but can sometimes help adventurers who 
  want to destroy monsters in the ruins. They often 
  appear with wild Folk or Beasts they have charmed, 
  tamed or otherwise conquered.  
   
  Number Appearing : 1 (+ 1d6 servant Folks or Beasts) 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +2 
   
  Damage : 1d6 (if using weapons) 
   
  Defense Class : 14  
   
  Hits Total : 12 
   
  Danger Evasion : +8 (+12 for Stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Nature's Gifts 
  (Level 4, 20 Power Points), Regeneration, Sixth 
  Sense, Stealthy, Supernatural Vigor.  
   
   
  Charont  
   
  Description : Charonts are the spirits of misers and 
  selfish hoarders turned into monsters by the powers 
  of the Underworld. They guard treasures. A charont 
  looks like a gaunt man with an owl's face. They 
  usually carry huge magical hammers (see below).  
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : See below  
   
  Defense Class : 14 
   
  Hits Total : 12 
   
  Danger Evasion : +4 (+8 detection and stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Life Energy Drain (claws), 
  Lifeless, Magic Resistance, Sharp Senses, Sixth 
  Sense, Stealthy, Supernatural Vigor.  
   
   
        A trio of mindless Curetes closing for the kill ! 
   
  Curetes 
   
  Description : These lightning spirits appear as 
  young, bronze-armored men armed with shields and 
  swords.  They are often found in places struck by 
  lightning and other places holy to Zeus, and punish 
  those who flout his laws, pursuing their divine 
  mission to the exclusion of all other considerations. 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 180’ 
   
  Initiative : +5 
   
  Melee Attack : +5 
   
  Damage : 1d6 (sword) 
   
  Defense Class : 25 (w shield and helmet) 
   
  Hits Total : 12 
   
  Danger Evasion : +10 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Charge (+2), Fearsome, Lifeless, 
  Lightning Fast, Magic Resistance, Mindless, Natural 
  Armor, Supernatural Vigor, Uncanny Agility. Curetes 
  are also able to hurl bolts of lightning (treat as 
  Breath Weapon). 
   
  Note : If curetes have been sent to punish 
  somebody who has violated one of Zeus’ laws, 
  defeating 
  or 
  destroying 
  a 
  curete 
  does 
  not 
  automatically risk the further displeasure of the King 
  of the Gods. The encounter with the curetes is 
  considered sufficient chastisement; however, further 
  crimes will be dealt with more harshly. 
   
   
  Hammer of Hades : The Hammer of Hades is a 
  magical weapon with a Reach of II. In the hands of 
  a Priest of Hades, or anyone who has Hades as 
  his Divine Patron, its damage rolls are increased 
  by the user’s Faith bonus. In the case of Charonts, 
  the +2 bonus comes from their Mystique. 
   
  
  Eolians 
   
  Description : These playful but impetuous spirits of 
  the winds appear as clouds – but should not be 
  confused with Carnivorous Clouds. 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 180’ 
   
  Initiative : +1 
   
  Melee Attack : +1 
   
  Damage : n/a (insubstantial)  
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Danger Evasion : +6 (+10 hiding as clouds) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Elemental Powers (level 3, with 
  Air at rank III and 17 Power points), Insubstantial, 
  Lightning 
  Fast, 
  Magic 
  Resistance, 
  Mimetic 
  Camouflage 
  (as 
  clouds), 
  Supernatural 
  Vigor, 
  Uncanny Agility. 
   
  Note that the Eolian’s Elemental Powers are its only way to 
  cause direct physical damage to material opponents. 
   
  Flamoïds 
   
  Description 
  : 
  These 
  spirits 
  are 
  the 
  living 
  embodiment of fire and appear as living flames. 
  They can be found in or near the forges of Lesser 
  Cyclops, acting as guardians, assistants and energy 
  source. 
   
  Number Appearing : 2d6 
   
  Size : Small 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : +5 
   
  Melee Attack : +5 
   
  Damage : n/a (insubstantial)  
   
  Defense Class : 16 (18 vs missiles) 
   
  Hits Total : 6 
   
  Danger Evasion : +6 (+10 hiding as flames) 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Elemental Powers (level 3, with 
  Fire at rank III and 17 Power points), Insubstantial, 
  Lightning 
  Fast, 
  Magic 
  Resistance, 
  Mimetic 
  Camouflage 
  (as 
  flames), 
  Supernatural 
  Vigor, 
  Uncanny Agility  
   
  Note that the Flamoïd’s Elemental Powers are its only way 
  to cause direct physical damage to material opponents. 
   
   
   
  Sometimes, being the shadow of a  
  god can be pretty BORING, you know ? 
   
   
  God-Shadow 
   
  Description : The gods themselves are so powerful 
  even their shadows are to be feared.  Sometimes 
  these shadows get loose and wander in the lands of 
  mortals.  
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Unearthly 
   
  Movement : 180’ 
   
  Initiative : +3 
   
  Melee Attack : +4 
   
  Damage : n/a (insubstantial)  
   
  Defense Class : 17 
   
  Hits Total : 24 
   
  Danger Evasion : +6 
   
  Mystic Fortitude : +10 
   
  Special Abilities : Elemental Powers (level 5, 26 
  Power points, specific distribution of elemental 
  ranks varies according to the shadow’s owner), 
  Fearsome, 
  Insubstantial, 
  Magic 
  Resistance, 
  Mindless, Supernatural Vigor. 
   
  The God-Shadow’s Elemental Powers are its only way to 
  cause direct physical damage to material opponents. 
   
   
   
   
  
   
   
  A deadly Ker draping herself in her cloak of darkness 
   
  Keres 
   
  Description : Keres (sing. Ker) are vicious she-
  demons with bat-like wings, razor-sharp claws and 
  piercing fangs. who prey on the life-energy of their 
  victims, devouring their very souls. They are 
  generally encountered near entrances to the 
  Underworld. Most of the time, their actions are 
  guided by their own malignancy and hunger but like 
  the Lesser Furies, they sometimes act as agents of 
  divine retribution, carrying their merciless task with 
  the deadly efficiency of a professional assassin. 
   
   
  Taxonomy : Spirit 
   
  Number Appearing : 1d3 
   
  Size : Medium 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Unearthly 
   
  Movement : 120’ (240’ flying) 
   
  Initiative : +5 
   
  Melee Attack : +8 
   
  Damage : 1d6 (claws and fangs) 
   
  Defense Class : 19 (21 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +10 (+14 stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Life Energy Drain (bite*), Magic 
  Resistance, Regeneration (3 Hits / round), Sixth 
  Sense, Stealthy, Supernatural Vigor, Tough Skin, 
  Uncanny Agility, Winged. 
  Lares 
   
  Description : Lares (sing. Lar) are benign spirits 
  who protects farms, wineyards, olive groves and the 
  like. They look like small, beautiful youths, who 
  carry a basket or horn full of food, their Cornucopia. 
  They reward pious, hardworking and serious 
  people, 
  but 
  punish 
  the 
  wicked, 
  lazy 
  and 
  disrespectful. They know everything about the area 
  they live in, and are gossipy little guys. Lares are 
  the natural enemies of Lemures (see below).  
   
  Number Appearing : 1 
   
  Size : Small 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : +2 
   
  Melee Attack : +2 
   
  Damage : A lar has no effective physical attack 
  unless he shapeshifts  
   
  Defense Class : 16 (18 vs missiles) 
   
  Hits Total : 6 
   
  Danger Evasion : +6 (+10 to Stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Magic Resistance, Stealthy, 
  Supernatural Vigor, Uncanny Agility.  
   
  Shapeshifting : Lares also have the powers of a 
  level 4 Shapeshifter with 20 Power points ; they 
  prefer changing into farm animals like bulls, rams or 
  guard dogs to fight. 
   
  Cornucopia : All lares carry a basket or horn of plenty, a 
  cornucopia. The lar, or anyone he has given the 
  cornucopia, can every day bring enough wine, bread, 
  cheese, fruit and olives from it to feed up to the user’s 
  Faith or Mystique bonus x 3 people (ie six people for the 
  lar). If the cornucopia is stolen or the lar is killed, it 
  becomes cursed, and everything it produces is poisoned.  
   
   
   
  A nice-looking Lar carrying his Cornucopia 
   
   
  * Victims killed by a Ker’s Life Energy Drain can never be 
  resurrected by any power (including Divine Intervention), 
  since their souls are reaped by the Keres and directly sent 
  to Hades at the very instant of their death. 
  
   
       Oracle Owls  can be such pretentious poseurs. 
   
  Oracle Owl 
   
  Description : White sacred owls associated with 
  the goddess Athena. 
   
  Taxonomy : Spirit 
   
  Number Appearing : 1 
   
  Size : Small 
   
  Ferocity : Peaceful 
   
  Cunning : Crafty 
   
  Mystique : Unearthly 
   
  Movement : 180’ flying 
   
  Initiative : +3 
   
  Melee Attack : 0 
   
  Damage : 1d3 (beak and talons) 
   
  Defense Class : 25 (29 vs missiles when flying) 
   
  Hits Total : 6 
   
  Danger Evasion : +12 
   
  Mystic Fortitude : +10 
   
  Special 
  Abilities : 
  Invulnerability, 
  Magic 
  Resistance, Oracular Powers (as level 6 Oracle, 32 
  Power points), Sixth Sense, Supernatural Vigor, 
  Uncanny Agility, Winged. 
   
   
  Lemures 
   
  Description : Lemures are evil spirits who haunt 
  lonely desolate places. They look like emaciated, 
  mishapen urchins. They are dishonest, greedy and 
  cowardly, and like to steal from or harass travelers 
  through "their" lands. They are compulsive and 
  cheating gamblers. Lemures hate lares and lust for 
  alseids and nymphs.  
   
  Number Appearing : 1 
   
  Size : Small 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : +3 
   
  Melee Attack : +4 
   
  Damage : 1d3 (sharp nails) + life-energy drain 
   
  Defense Class : 16 (18 vs missiles) 
   
  Hits Total : 6 
   
  Danger Evasion : +10 (+14 stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Grapple (Might = 12), Life-
  Energy Drain (bite, 1d6 Hits), Lifeless, Magic 
  Resistance, Sixth Sense, Stealthy, Supernatural 
  Vigor, Uncanny Agility.  
   
   
  Thieving Sack : All lemures carry a magical sack 
  that can steal things. If the holder of the sack is 
  within 30 feet of a container that is not held by 
  another being, he can magically transfer one of the 
  items from the other container into the thieving sack. 
  Whenever a character tries to retrieve a specific 
  item from the sack, there is a 10% chance that the 
  item is permanently lost. This chance increases to 
  20% if the sack was stolen from a lemure that still 
  exists. Only Divine Intervention may restore items 
  lost in a lemure’s thieving sack. 
   
   
   
  From the Letters Page of Griffin Magazine… 
   
  Various Spirits 
   
  Eolians & Flamoïds : Where do these stupid names come from ?  Also, since these two types of creatures 
  are obviously elemental spirits, why didn’t you include water and earth elementals as well ?  It was a simple 
  matter of common sense – especially in a game that features a realm of magic (Elementalism) based on the 
  four traditional Greek elements of earth, air, fire and water.  
   
  Keres & Curetes : As if Divine Wrath and the Lesser Furies were not enough…  
   
  Lares : What’s the point ?  I mean, M&M player-characters are supposed to be heroes, or at least 
  adventurers, not farmers… Is this case slowly turning into Shepherds & Sickles ? 
   
  Oracle Owls : Level 6 ?  Hoot !  You mean they can see the footoore ? Hoot ! 
   
   
   
   
  
   
  IX : ARTIFICIAL ANIMATES 
   
  Bronze Bird 
   
   
  Description : A huge metallic bird that can be used 
  as an aerial mount (two seats). 
   
  Taxonomy : Animate 
   
  Number Appearing : varies 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 360’ flying 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Damage : 2d6 (beak and talons) 
   
  Defense Class : 17 (19 in flight) 
   
  Hits Total : 24 
   
  Danger Evasion : 0 (+2 in flight) 
   ( 
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance, Mindless, 
  Natural Armor, Supernatural Vigor, Uncanny Agility 
  (in flight), Winged. 
   
  Bronze Horse 
   
  Description : Horse automatons. 
   
  Taxonomy : Animate 
   
  Number Appearing : varies 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Weird 
   
  Movement : 120’ (240’ when galloping) 
   
  Initiative : +3  
   
  Melee Attack : +4 
   
  Damage : 1d6 (hooves & bite) 
   
  Defense Class : 13 
   
  Hits Total : 12 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : +2 
   
   
  Special Abilities : Charge (+2), Crushing Attack 
  (trampling), Gallop, Magic Resistance, Mindless, 
  Natural Armor, Supernatural Vigor. 
   
   
   
   
  Metallic Menace at its Meanest : a Derros Warcraft 
   
  Derros Warcraft 
   
  Description : Not a creature per se but  a 
  magically-animated vehicle resembling a huge 
  mettalic spider. Each warcraft is manned by a 
  Derros, hidden in the mettalic body of the creature. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d6 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Crafty 
   
  Mystique : Normal 
   
  Movement : 180’ 
   
  Initiative : +5 
   
  Melee Attack : +8 
   
  Damage : 2d6 (metallic limbs) 
   
  Defense Class : 16 (14 vs missiles) 
   
  Hits Total : 16 
   
  Danger Evasion : +6 
   
  Mystic Fortitude : 0 
   
   
  Special Abilities : Breath Weapon (30’), Charge 
  (+4), Mindless, Natural Armor. 
   
  Note : The warcraft’s Cunning actually reflects that 
  of its Derros pilot. Its Breath Weapon is actually a 
  primitive flamethrower. Bringing the warcraft to 2 
  Hits or less will disable it ; bringing it below zero Hits 
  will actually damage the Derros inside (Derros only 
  have 4 Hits).  
   
   
   
   
  
  Golden Ram 
   
  Description : Much like the Bronze Bull, except 
  that…  well you get the idea. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 2d6 (horns & hooves) 
   
  Defense Class : 17 (15 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge (+4), Crushing Attack 
  (trampling), Magic Resistance, Mindless, Natural 
  Armor, Supernatural Vigor 
   
  Living Caryatids 
   
   
  Description : Living caryatids appear to be a 
  decorative stone pillar fashioned in the shape of a 
  beautiful young woman. Their most common use is 
  as guardians of some place or treasure; appearing 
  to be nothing more than a lifeless carving, they 
  come “alive” when their charge is threatened or 
  disturbed.  They are often found in the ruins of 
  ancient palaces and temples. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d3 
   
  Size : Gigantic 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 240’ 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 3d6 (fists) 
   
  Defense Class : 24 (20 vs missiles) 
   
  Hits Total : 48 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Crushing Attack (crushing grip), 
  Grapple (Might 24), Invulnerability, Fearsome, 
  Magic Resistance, Mindless, Supernatural Vigor. 
   
  Mechanical Archers 
   
  Description : Automatons with bows and arrows. 
  Each archer is equipped with a quiver of 12 arrows. 
  Once they have shot their arrows, these automatons 
  cannot fight in melee, being only ‘programmed’ to 
  shoot and move. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +1 
   
  Melee Attack : not applicable 
   
  Missile Attack : +3 
   
  Damage : 1d6 (arrows) 
   
  Defense Class : 17 
   
  Hits Total : 12 
   
  Danger Evasion : +0 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance, Mindless, 
  Marksmanship, Missile Weapons (bow and arrows), 
  Natural Armor, Poison (on arrows, generally 
  paralyzing), Supernatural Vigor. 
   
   
   
   
  Well, at least WE have a roof over our heads 
   
   
   
  
  Midas Men 
   
   
   
  Description : Animated statues made of stargold. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Damage : 1d6 (fists) 
   
  Defense Class : 22 
   
  Hits Total : 12 
   
  Danger Evasion : +0 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Attack (bear hug), 
  Grapple (Might 16), Magic Resistance, Mindless, 
  Invulnerability, Supernatural Vigor 
   
   
  Once killed, each Midas Man can be « chipped » for 10 
  gold coins worth of gold (with the same encumbrance as 
  coins). 
   
  Rocky Python 
   
  Description : A huge constrictor snake made of 
  interconnected stones. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 2d6 (body) 
   
  Defense Class : 17 (15 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : 0 (+2 stealth, +4 camouflage) 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Crushing Attack (constriction), 
  Grapple (Might 20), Magic Resistance, Mindless, 
  Mimetic Camouflage (among rocks), Natural Armor, 
  Supernatural Vigor. 
   
  Silver Beetle 
   
  Description : 
  Massive 
  metallic 
  scarabs 
  who 
  produce weird, psychedelic music when attacking. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d6 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 180’ 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 2d6 (legs and mandibles) 
   
  Defense Class : 17 
   
  Hits Total : 24 
   
  Danger Evasion : 0 
   ( 
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance, Mindless, 
  Natural Armor, Wallcrawling. 
   
  Singing Keledones 
   
  Description : Golden automatons in the form of 
  sirens (woman-headed birds), who song with an 
  entrancing (if a bit articificial) voice. 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d6 
   
  Size : Small 
   
  Ferocity : Peaceful 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 90’ (180’ flying) 
   
  Initiative : 0 
   
  Melee Attack : 0 
   
  Damage : 1d3 (talons) 
   
  Defense Class : 17 (21 vs missiles when flying) 
   
  Hits Total : 4 
   
  Danger Evasion : 0 
   ( 
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance, Mindless, 
  Natural Armor, Winged.  
   
  The magical music produced by these mechanical 
  birds actually disrupts the concentration of any 
  Lyrist within hearing distance, absolutely preventing 
  him from using his Poetic magical powers. The 
  Keledones can sing indefinitely : the only way to 
  stop them is to destroy them. 
   
   
  
  X : MISCELLANEOUS CREATURES  
   
   
  Dichotomians 
   
  Description : These hairless humanoids look like 
  normal humans, except for one striking difference : 
  the left half of their entire body is ebony black while 
  the right half is ivory white – the halved being 
  separated by a perfectly vertical line. They were 
  once a race of atheist Philosophers who were 
  constantly debating about the arbitrary nature of 
  concepts such as good and evil : apparently, some 
  deity eventually grew weary (or perhaps amused ?) 
  of their intellectual arrogance and punished them by 
  dividing their body, their mind and their soul in two 
  opposite parts. From dawn to twilight, dichotomians 
  are under the influence of their white side, acting in 
  a peaceful and courteous manner… changing to a 
  totally wicked, vicious and malevolent personality 
  from nightfall to dawn under the influence of their 
  dark half. Although each half is perfectly aware of 
  the existence of the other, it has absolutely no 
  control over its thoughts, intents or actions.  
   
  Taxonomy : Folk 
   
  Number Appearing : varies 
   
  Size : Medium 
   
  Ferocity : Peaceful (day) / Dangerous (night) 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 120’ 
   
  Initiative : +2 (day) / +4 (night) 
   
  Melee Attack : +2 (day) / +6 (night) 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 13 
   
  Hits Total : 8 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Magic Resistance. 
  .  
    
   
            The Hooded Horror is watching you !
   
   
  Diomedian Horses 
   
  Description : These appear to be normal, if high-
  spirited, horses; however, they have been raised 
  from birth on a diet of human flesh and blood. 
   
  Taxonomy : Beast 
   
  Number Appearing : varies 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 120’ (240’ galloping) 
   
  Initiative : +3 
   
  Melee Attack : +5 
   
  Damage : 1d6 (hooves & teeth) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Charge Into Combat (+2 Bonus), 
  Crushing Attack (Trample), Gallop, Uncanny Agility. 
   
  Hooded Horror 
   
  Description : These mysterious beings appears to 
  be robed humans, until they throw back their hoods 
  and reveal that they possess a single giant 
  unblinking eye where their heads should be !  
   
  Taxonomy : Uncertain 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +3 
   
  Melee Attack : +4 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 14 
   
  Hits Total : 8 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Psychic Powers (as a level 4 
  Sorcerer, 
  20 
  Power 
  points 
  total), 
  Stealthy, 
  Wallcrawling. 
   
   
   
   
  
  Muscusii 
   
  Description : A miniature race of humanoid mice, 
  the Muscusii (sing. Muscus) are fierce enemies of 
  the Rhabdosian frog-people, very proud of their cliff 
  city of Mus, and devotees of Athena. Their war with 
  the frogs stems from the rivalry between their divine 
  patrons.  
   
  Taxonomy : Folk 
   
  Number Appearing : 1d20 x 10 
   
  Size : Tiny 
   
  Ferocity : Peaceful 
   
  Cunning : Alert 
   
  Mystique : Normal 
   
  Movement : 30’ (5’ burrowing) 
   
  Initiative : +1 
   
  Melee Attack : +1 
   
  Damage : 1pt 
   
  Defense Class : 16 (w shield & helmet, 20 vs missiles) 
   
  Hits Total : 2 
   
  Danger Evasion : +2 (+6 stealth) 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Missile Weapons, Stealthy, 
  Uncanny Agility. 
   
  Perytons 
   
  Description : Absurd creatures who look like a 
  cross between an eagle and a stag (yes, complete 
  with antlers), with (wait for it) a completely human-
  like shadow. There are, of course, many theories 
  about the origins of these weird and mishapen 
  creatures – but the Hekatoteratos is proud to 
  present you with the Truth : Perytons were created 
  as a joke by a blasé god (who prefers to remain 
  anonymous).  
   
  Taxonomy : Monster 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Unearthly 
   
  Movement : 120’ (360’ flying) 
   
  Initiative : +2 
   
  Melee Attack : +3 
   
  Damage : 1d6 (talons & bite) 
   
  Defense Class : 17 (19 vs missiles when flying) 
   
  Hits Total : 12 
   
  Danger Evasion : +4 
   
  Mystic Fortitude : +6 
   
  Special Abilities : Charge into Combat (+2 bonus), 
  Supernatural Vigor, Uncanny Agility, Winged. 
   
  Rhabdosians 
   
  Description : A tiny race of humanoid frogs, the 
  Rhabdosians are fierce enemies of the Muscusii 
  mouse-people, very proud of their swamp city of 
  Rhana, and devotees of Poseidon. Their war with 
  the mice stems from the rivalry between their divine 
  patrons. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d20 x 10 
   
  Size : Tiny 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Normal 
   
  Movement : 30’ (even on difficult ground or in water) 
   
  Initiative : +1 
   
  Melee Attack : +2 
   
  Damage : 1pt (miniature weapons) 
   
  Defense Class : 16 (w helmet & shield, 20 vs missiles) 
   
  Hits Total : 2 
   
  Danger Evasion : +2 
   
  Mystic Fortitude : 0 
   
  Special Abilities : Amphibious, Missile Weapons 
  (javelins, range 10’), Poison (on javelins, causes 
  paralysis), Uncanny Agility. 
   
   
   
   
   
   
   
   
  For those who wondered WHAT they look like… 
  
    
   
   
   
  A thoughtful Son of Cecrops contemplates the ineluctable 
  coming of the mating season with some apprehension 
   
  Sons of Cecrops 
   
  Description : Sons of Cecrops are the male 
  specimens of the Lamia race (see Mazes & 
  Minotaurs p 51). They only represent 10% or so of 
  the 
  total 
  Lamia 
  population. 
  Although 
  their 
  appearance is similar, they are actually very 
  different in terms of characteristics : they are less 
  deadly than their female companions in combat but 
  have more powerful sorcerous abilities. Cecropians 
  do not share the Lamiae’s taste for human flesh and 
  tend to shun their company – including during the 
  mating season, since Lamiae also have the habit of 
  devouring their sexual partners once impregnated. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Crafty 
   
  Mystique : Eldritch 
   
  Movement : 120’ 
   
  Initiative : +4 
   
  Melee Attack : +5 
   
  Damage : 1d6 (weapon) 
   
  Defense Class : 16 
   
  Hits Total : 12 
   
  Danger Evasion : +6 (+10 stealth) 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Crushing Attack (constriction), 
  Grapple (Might 16), Magic Resistance, Psychic 
  Powers (as a level 5 Sorcerer, 25 Power points 
  total), Regeneration (3 Hits / round), Stealthy, 
  Supernatural Vigor, Tough Skin. 
  Stichios 
   
  Description : Description: Stichioses are trees 
  possessed by the vampiric spirits of the restless 
  dead. They cannot move, but try to harm those who 
  come near. It fights anyone trying to cut it down with 
  its branches or magical powers, and tries to suck 
  the life from any being resting close to it (within 
  120’) 
   
  Taxonomy : Animate 
   
  Number Appearing : 1d4 per grove 
   
  Size : Large 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : None (rooted) 
   
  Initiative : +2 
   
  Melee Attack : +4 
   
  Damage : 2d6 
   
  Defense Class : 22 (20 vs missiles) 
   
  Hits Total : 24 
   
  Danger Evasion : 0 
   
  Mystic Fortitude : +4 
   
  Special Abilities : Invulnerability, Life Energy Drain 
  (« gaze », only works on immobile, surprise or 
  distracted targets ; each Hit lost by the victim also 
  gives the Stichios 1 Power point, up to its regular 
  maximum), Lifeless, Psychic Powers (as a level 2 
  Sorcerer, 13 Power points), Supernatural Vigor. 
   
  Tragostomos 
   
  Description : This goat-mutilating and blood-
  drinking creature is a sworn enemy of Tragoi and 
  Satyrs. It looks like a hunched quadruped with warty 
  green skin and glowing red eyes. 
   
  Taxonomy : Monster 
   
  Number Appearing : 1 
   
  Size : Small 
   
  Ferocity : Deadly 
   
  Cunning : Clever 
   
  Mystique : Weird 
   
  Movement : 90’ (180’ galloping) 
   
  Initiative : +7 
   
  Melee Attack : +8 
   
  Damage : 1d3 (bite) 
   
  Defense Class : 17 
   
  Hits Total : 6 
   
  Danger Evasion : +8 (+12 stealth & detection) 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Gallop, Life Energy Drain (bite), 
  Lightning 
  Fast, 
  Sharp 
  Senses, 
  Stealthy, 
  Supernatural Vigor, Tough Skin, Uncanny Agility, 
  Wallcrawling. 
   
  
  Voyagers 
   
  Description : These are actually human time-
  travellers from a very distant future. 
   
  Taxonomy : Folk 
   
  Number Appearing : 1d6 
   
  Size : Medium 
   
  Ferocity : Peaceful 
   
  Cunning : Clever 
   
  Mystique : Normal 
   
  Movement : 120’ 
   
  Initiative : +2 
   
  Melee Attack : +2 
   
  Missile Attack : +2 
   
  Damage : 1d6 (see below) 
   
  Defense Class : 12 (20 with force-field on) 
   
  Hits Total : 8 
   
  Danger Evasion : +4 
   ( 
  Mystic Fortitude : +4 
   
  Special Abilities : Invulnerability (force-field belt), 
  Magic 
  Resistance 
  (ultra-rational 
  mindset), 
  Petrification (40’, in fact paralyzing ray ; effects are 
  only temporary and last only for 1d6 minutes). 
   
   
   
   
  From the Letters Page of Griffin Magazine… 
   
  Artificial Animates 
   
  Bronze Birds & Horses : Bronze Dogs, Bronze Cats, Bronze Mules, Bronze Barbarians… 
   
  Derros Warcraft : At least we didn’t get the Giant Derros Fighting Automaton… 
   
  Silver Beetles : Roll up, roll up for the mystery tour !  
   
  Singing Keledones : The Singing Keledones… aka the Bronze Age living juke-box. 
   
  Miscellaneous Creatures 
   
  Muscusii & Rhabdosians : Mouses ?  Frogs ?  Who needs combat scores when all you have to do is stomp 
  the damn critters under your sandal ? 
   
  Tragostomos : After Bigfoot, the Chupacabras !  What’s next ?  Small grey humanoids in flying disks ? 
   
  Voyagers : As if the Derros Warcraft was not enough… Time travellers with high-tech equipment ?  That’s 
  probably the most mood-destroying ‘creature’ ever published for M&M (or any other RPG for that matter) !  
  My players would simply lynch me if I used this sort of thing in my campaign. If you want to mix swords and 
  rayguns, just play Encounter Critical. Please leave such sci-fi nonsense out of our beloved Bronze Age ! 
   
  What ?  No Hecatonchire ? 
   
  Many creatures were considered for inclusion in the Hekatoteratos, before being rejected by the editors – 
  such as the Hecatonchire, a giant from Greek mythology with 50 heads and 100 arms – which, in M&M 
  terms, translated as a +49 bonus to Initiative and detection and 49 extra attacks per battle round.  
   
  Many of these Rejected Creatures (RC) eventually ended up in the pages of various magazines and fanzines 
  or in second-rate clones of the Hekatoteratos published by other companies, such as Justicars College’s 
  infamous Bizarre Bestiary or Labyrinthine Designs’ pathetic Monsterama. 
    
  
  Glory / Wisdom Rewards 
   
  Abominathol = 150 / 20 
  Albinotaur = 150 / 30 
  Alseid = 70 / 500 
  Anubians = 60 / 210 
  Argusoïd = 840 / 40 
  Arimaspians = 60 / 40 
  Attack Kelp = 23 / 0 
  Bicephalous Giant = 600 / 50 
  Bronze Bird = 90 / 30 
   
  Bronze Horse = 60 / 30 
  Bronze Minotaur = 150 / 30 
  Brutaurs = 55 / 10 
  Bucentaurs = 70 / 10 
  Capricorn Horror = 320 / 40 
  Carnivorous Cloud = 140 / 10 
  Centaurides = 0 / 0 
  Charont = 65 / 70 
  Chironian Centaurs = 70 / 10 
  Crawling Aberration = 600 / 50 
  Curetes = 95 / 140 
  Dancing Minotaur = 140 / 30 
  Daughters of Arachne = 220 / 40 
  Derros Warcraft = 150 / 20 
  Dichotomians = 25 (night only) / 20 
  Diomedian Horses = 45 / 0 
  Dolphins = 0 / 0 
  Eolians = 90 / 180 
  Equinians = 30 / 10 
  Flamoïds = 55 / 180 
  Flying Unicorn = 0 / 0 
  Fomoros = 560 / 110 
  Giant Bat = 80 / 10 
  Giant Sea Anemone of Death = 170 / 30 
  Giant Starfish = 160 / 20 
  Giant Tricephalous Vulture = 220 / 20 
  Gigantosaur = 480 / 10 
  God-Shadow = 220 / 220 
  Golden Minotaur = 120 / 30 
  Golden Ram = 120 / 30 
  Grotesks = 20 / 0 
  Gryphon = 320 / 20 
  Hawkmen = 50 / 10 
  Hellephaunt = 920 / 70 
  Hippocampos = 30 / 0 
  Hippogriff = 150 / 30 
  Hooded Horror = 45 / 200 
  Ice Worm = 520 / 20 
  Ichtyocentaurs = 45 / 10 
  Impostaurs = 25 / 0  
   
  Keres = 105 / 140 
  Klaatakaa’rr = 60 / 10 
  Klaatakaa’rr (Purple) = 75 / 30 
  Lamassu = 340 / 40 
  Lares = 0 / 0 
  Lemures = 35 / 140 
  Living Caryatids = 300 / 50 
   
  Lizardians = 60 / 20 
  Lurkers = 25 / 20 
  Mechanical Archers = 45 / 30 
  Megalopodos = 70 / 0 
  Midas Men = 60 / 40 
   
   
  Morlocks = 18 / 20 
  Muscusii = 5 / 0 
  Obsidians = 50 / 30 
  Onocentaurs = 0 / 0 
  Oracle Owl = 0 / 0 
  Orkos = 20 / 0 
  Orycters = 35 / 0 
  Perytons = 80 / 10 
  Psychotaur = 160 / 180 
  Pyrohydra = 920 / 90 
  Ratlings = 30 / 0 
  Red Minotaur = 190 / 50 
  Rhabdosians = 7 / 0 
  Rhinotaur = 300 / 30 
  Rocky Python = 130 / 40 
  Sand Folk = 30 / 0 
  Sagittarians = 65 / 0 
  Sataurs = 60 / 160 
  Sea Hydra = 600+80 per extra head / 50+10 per extra head 
  Sea Lions = 120 / 10 
  Seven-headed Hydra = 1080 / 110 
  Seven-Mawed Thing = 1000 / 110 
  Silver Beetle = 70 / 20 
  Silver Minotaur = 200 / 40 
  Singing Keledones = 10 / 20 
  Sons of Cecrops = 200 / 290 
  Sons of Dagon = 25 / 0 
  Stichios = 140 / 150 
  Tarasque = 880 / 60 
  Telchines = 160 / 70 
  Tetrax = 75 / 10 
  Tigermen of Kathaï = 70 / 0 
  Tragostomos = 90 / 30 
  Twinotaur = 180 / 40 
  Ubastis = 40 / 0 
  Ubastis of Royal Blood = 70 / 120 
  Voyagers = 75 / 70 
  Winged Centaurs = 60 / 10 
  Zorbas = 35 / 0 
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/1st edition (1972)/Mazes & Minotaurs 1e - Hekatoteros.pdf