HEKATO
HEKATO
                   LGS
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
IV : Centaur Kin……………………………...……………………..………..……………15
V : Aerial Beings…………………………………………...………..………..………......19
VI : Sea Creatures……………………………………………………..………..…………23
IX : Artificial Animates……………………………………..……...……………………..35
X : Miscellaneous Creatures………………………………...……..…………………...38
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                                   The Tragedy of Mike Smith
                                                      Before we embark on our monstrous odyssey,
Cruise : This ability can only be possessed           one last word must be said about Mike Smith,
by marine creatures ; it has the same effects as      the editor in charge of the Hekatoteratos.
Gallop for swimming. Glory = 0, Wisdom = 0.
                                                      For some unknown reason, Mike decided to list
Elemental Powers : The creature has the               the various Glory and Wisdom rewards for
powers of an Elementalist (see Myth & Magic)          defeating the new creatures in a single master-
with a level equal to the sum of Cunning and          table located at the end of the book (as in the
Mystique mods and the corresponding Power             original M&M rules) instead of giving them in
points, using Mystique as prime requisite. The        the description of each individual creature, as
specific distribution of mastery ranks between        was customary since the days of Men &
the four Elements varies with each creature.          Monsters.
Glory = level x 10, Wisdom = level x 10.
                                                      This quickly became the most often voiced
                                                      criticism about the Hekatoteratos and Mike
Mimetic Camouflage : This ability allows
                                                      Smith eventually stopped attending gaming
the creature to « blend in » like a chameleon by
                                                      conventions because he could no longer bear
mimicking its immediate surroundings. This
                                                      the pressure of having to answer : « Yes, you’re
form of camouflage confers a +4 stealth bonus
                                                      right, it should have been done that way. »
as long as the creature remains motionless and
                                                      several hundred times a day.
a +2 bonus if moving. Glory = 5, Wisdom = 10.
                                                      In 1986, the Hekatoteratos went through a
                                                      second printing and this time, Glory and
            From M&M to MMM                           Wisdom awards were given in each individual
                                                      description. But the curse did not end. A small
On the whole, the Hekatoteratos was well-             comment from one of The Wargamist’s game
received by Mazemasters, especially those             critics (« One has to wonder why it was not
looking for new creatures to surprise their blasé     done in the first edition. ») delivered the coup-
players (and kill characters in new, inventive        de-grâce to Mike’s already crumbling sanity.
ways). Back in the Bronze Age of gaming, this
probably meant 80% of Mazemasters ; the               Dressed in an old convention costume
other 20% gradually divorced from what they           (complete with tunic, helmet, sandals and
called ‘maze crawling’, preferring to explore         sword), on a sunny June afternoon, Mike
either the ‘mytho-epic dimension of the game’         entered the offices of The Wargamist and
or its more cinematic, peplumesque aspects.           started slaughtering people shouting things
                                                      like : « How many Glory points do I get for
Diversity became division, division became            YOU ? » or « I’m not done yet ! I still need
schism and by the early 90s, these three groups       eight stupid creatures to make it to the next
had become established subcultures within the         level ! ». Mike was shot dead by the police
M&M community : Mazists (who just wanted to           before he could claim the life of his tenth victim.
kill monsters, grab mythic items and burn
temples), Mythists (who tried to reunite M&M          This marked the end of The Wargamist
with Homer and ‘serious’ Greek mythology) and         magazine, which had lost most of its staff and
Modernists (who sought inspiration in movies,         readership in the tragedy.
fantasy novels and comics).                           Even to this day, Mike Smith is still remembered
The Hekatoteratos was published a full decade         by the M&M community as ‘the guy who forgot
before these divisions were formalized, but you       the Glory points’ and we thought it would be a
can already discern their outlines in the diversity   good idea to dedicate this e-Hekatoteratos to
of the creatures its presents, a diversity which      his memory.
shows that by the 1980s, Mazes & Minotaurs            That being said, he should have included the
had reached its maturity as the ancestor of all       damn points.
roleplaying games…
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
                                                               Menacing Capricorn Horror (pleonasm)
Special Abilities : Crushing Attack (constriction),
Grapple (with tail, Might 20), Magic Resistance,
Natural Armor, Regeneration (4 Hits/round),
Supernatural Vigor.
                                                      Grotesks
Daughters of Arachne
                                                      Description : These malevolent subterranean
Description : Cruel hybrid creature looking like a    creatures look like big bodiless heads with arms.
man-sized spider with the face of a beautiful         They actually have several sticky pedoncules at the
woman. They love to play with their prey, taunting    bottom of their head/body, which allow them to
their vicitims with their mockingly gentle voices.    crawl on every surface.
Taxonomy : Monster                                    Taxonomy : Folk
Number Appearing : 1d6                                Number Appearing : 1d10
Size : Medium                                         Size : Medium
Ferocity : Deadly                                     Ferocity : Aggressive
Cunning : Crafty                                      Cunning : Alert
Mystique : Eldritch                                   Mystique : Weird
Movement : 120’                                       Movement : 60’ *
Initiative : +6                                       Initiative : +2
Melee Attack : +9                                     Melee Attack : +3
Damage : 1d6 (legs)                                   Damage : 1d6 (weapons)
Defense Class : 18                                    Defense Class : 15
Hits Total : 12                                       Hits Total : 8
Danger Evasion : +12 (+16 stealth)                    Danger Evasion : +2
Mystic Fortitude : +8                                 Mystic Fortitude : +2
Special Abilities : Charge (+2), Entangle (webs,      Special Abilities : Tough Skin, Wallcrawling.
12’ range, Might 16), Magic Resistance, Poison
(sting,  paralysis),   Sixth    Sense,   Stealthy,    * Their movement allowance is reduced because of their
Supernatural Vigor, Tough Skin, Uncanny Agility.      peculiar mode of travel.
Lizardians                                            Morlocks
Description : Carnivorous reptilian humanoids akin    Description : Morlocks are degenerate Derros who
to Troglodytes, but with greater cunning and          lack the technical knowledge and acumen of their
stamina, as well as powers of regeneration (but       parent race. Physically, they look like bloated, hairy
missing the Troglodytes’ resistance to magic).        albino Derros – not a very attractive combination.
Lizardians may be mutant Troglodytes, artificially    Taxonomy : Folk
‘evolved’ through magical means – or perhaps
Troglodytes are simply degenerate Lizardians.         Number Appearing : 2d6
Taxonomy : Folk                                       Size : Small
Number Appearing : 1d6                                Ferocity : Aggressive
Size : Medium                                         Cunning : Alert
Ferocity : Dangerous                                  Mystique : Normal
Cunning : Clever                                      Movement : 60’
Mystique : Normal                                     Initiative : +2
Movement : 120’                                       Melee Attack : +3
Initiative : +4                                       Missile Attack : +2
Melee Attack : +5                                     Damage : 1d3 (clubs)
Damage : 1d6 (weapons)                                Defense Class : 14 (16 vs missiles)
Defense Class : 16 (18 with shield)                   Hits Total : 4
Hits Total : 12                                       Danger Evasion : +2 (+6 stealth and detection)
Danger Evasion : +6 (+10 stealth)                     Mystic Fortitude : +4
Mystic Fortitude : 0                                  Special Abilities : Magic Resistance,              Sharp
                                                      Senses, Stealthy, Tough Skin.
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.                           Now you see me, now you don’t…
                                                       the four stages of the Lurkers Secret Survival Technique
                                                       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
         A Valorous Obsidian Spearman
                                                       (darts), Poison (poisoned darts), Sharp Senses,
        taking the pose for our illustrator
                                                       Stealthy, Uncanny Agility.
                                                       Tetrax
Obsidians
                                                       Description : Four-armed ape-like humanoids with
Description : Obsidians are humanoids whose skin       chitinous grey skin.
resembles black bronze – and are thus often            Taxonomy : Folk
mistaken for Animates. They live in deep               Number Appearing : 1d6
undeground caverns and are sworn enemies of the
Derros, who once enslaved their entire race.           Size : Medium
Taxonomy : Folk                                        Ferocity : Aggressive
Number Appearing : 1d6                                 Cunning : Alert
Size : Medium                                          Mystique : Weird
Ferocity : Agressive                                   Movement : 120’
Cunning : Alert                                        Initiative : +2
Mystique : Weird                                       Melee Attack : +3
Movement : 120’                                        Missile Attack : +2
Initiative : +2                                        Damage : 1d6 (weapons)
Melee Attack : +3                                      Defense Class : 13
Missile Attack : +2                                    Hits Total : 12
Damage : 1d6 (weapons)                                 Danger Evasion : +2
Defense Class : 17 (21 with helmet & shield)           Mystic Fortitude : +2
Hits Total : 12                                        Special Abilities : Charge (+2), Grapple (Might
                                                       20), Missile Weapons (javelins, 100’), Supernatural
Danger Evasion : +2
                                                       Vigor, Tough Skin, Uncanny Agility.
Mystic Fortitude : +6
                                                       Note : Their four arms enable Tetrax to make one extra
Special Abilities : Charge (+2), Grapple (Might 16),   attack per battle round - for a total of 2 attacks per round
Magic Resistance, Missile Weapons (javelins, range     against men-sized opponents : these two attacks may be
100’), Natural Armor, Supernatural Vigor.              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                                                  A devious, treacherous, backbiting Zorba
Special Abilities : Lightning Fast, Marksmanship,
Missile Weapons (darts), Poison (paralysis ; on
darts, knives and spears), Sharp Senses, Stealthy,
Tough Skin, Uncanny Agility.
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).         Beware the Psychotaur’s power of confusion
Red Minotaur                                                    Silver Minotaur
Description : Also known as a Pyrotaur, this one                Description : An amazingly fast-moving and fast-
has a distinctly reddish hue and breathes fire.                 healing Minotaur, with a greyish silvery hue.
Taxonomy : Monster                                              Taxonomy : Monster
Number Appearing : 1                                            Number Appearing : 1
Size : Medium                                                   Size : Medium
Ferocity : Deadly                                               Ferocity : Deadly
Cunning : Alert                                                 Cunning : Alert
Mystique : Weird                                                Mystique : Weird
Movement : 120’                                                 Movement : 180’
Initiative : +4                                                 Initiative : +6
Melee Attack : +7                                               Melee Attack : +7
Damage : 1d6 (claws & bite)                                     Damage : 1d6 (claws & bite)
Defense Class : 15                                              Defense Class : 15
Hits Total : 12                                                 Hits Total : 12
Danger Evasion : +2                                             Danger Evasion : +4 (+8 stealth)
Mystic Fortitude : +6                                           Mystic Fortitude : +6
Special Abilities : Breath Weapon (fire, 20’ range),            Special Abilities : Charge (+2), Crushing Attack
Charge (+2), Crushing Attack (bear hug), Grapple                (bear hug), Grapple (Might 16), Lightning Fast,
(Might 16), Magic Resistance, Supernatural Vigor,               Magic Resistance, Regeneration (3 points per
Tough Skin.                                                     round), Stealthy, Supernatural Vigor, Tough Skin.
Rhinotaur                                                       Twinotaur
Description : Huge rhino-headed brute.                          Description : A bicephalous Minotaur.
Taxonomy : Monster                                              Taxonomy : Monster
Number Appearing : 1                                            Number Appearing : 1
Size : Large                                                    Size : Medium
Ferocity : Deadly                                               Ferocity : Deadly
Cunning : Average                                               Cunning : Alert
Mystique : Weird                                                Mystique : Weird
Movement : 180’                                                 Movement : 120’
Initiative : +3                                                 Initiative : +5
Melee Attack : +6                                               Melee Attack : +7
Damage : 2d6 (natural)                                          Damage : 1d6 (claws & bite)
Defense Class : 17 (15 vs missiles)                             Defense Class : 15
Hits Total : 24                                                 Hits Total : 12
Danger Evasion : +0                                             Danger Evasion : +2 (+6 stealth, +3 detection)
Mystic Fortitude : +6                                           Mystic Fortitude : +6
Special Abilities : Charge (+4), Crushing Attack                Special Abilities : Charge (+2), Crushing Attack
(trample), Grapple (Might 20), Magic Resistance,                (bear hug), Grapple (Might 16), Magic Resistance,
Natural Armor, Supernatural Vigor.                              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.
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
                                                                      A crafty Anubian using his dreaded bas-relief ability
Power points total), Sharp Senses, Stealthy.
Megalopodos                                            Orycters
Description : Peaceful and shy apemen with huge        Description : 5’ tall stocky aardvark-men with a
feet – all to often mistaken for Abominathol by        long snout, long ears and a very short temper. They
bloodthirsty adventurers.                              live in tribal communities in the lush savannahs of
Taxonomy : Folk                                        the South. Once a proud warrior race, they now live
                                                       as scavengers in the shadow of their long-lost
Number Appearing : 1d6                                 glory… but one day, the Great Orycter Hero will rise
Size : Large                                           and restore the grandeur of the Aardvark Empire !
Ferocity : Peaceful *                                  Taxonomy : Folk
Cunning : Alert                                        Number Appearing : 1d6
Mystique : Normal                                      Size : Medium
Movement : 180’                                        Ferocity : Aggressive
Initiative : +1 (+3)                                   Cunning : Alert
Melee Attack : +1 (+5)                                 Mystique : Normal
Missile Attack : +1 (+3)                               Movement : 120’
Damage : 2d6 (club)                                    Initiative : +2
Defense Class : 16 (14 vs missiles)                    Melee Attack : +3
Hits Total : 16                                        Missile Attack : +2
Danger Evasion : +4 (+8 detection & stealth)           Damage : 1d6 (weapon)
Mystic Fortitude : +0                                  Defense Class : 14 (16 with shield)
Special Abilities : Grapple (Might = 20), Missile      Hits Total : 8
Weapons (thrown rocks), Sharp Senses, Stealthy,        Danger Evasion : +2 (+6 stealth and detection)
Tough Skin, Uncanny Agility.
                                                       Mystic Fortitude : 0
* When defending its children, a Megalopodoï becomes   Special Abilities : Missile Weapons (thrown rocks,
Dangerous and uses the scores given in parentheses.    javelins etc), Sharp Senses, Stealthy, Tough Skin.
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)                  A female Ubasti of Royal Blood checking
                                                                 her weight on her magical bathroom scale
Mystic Fortitude : +2
Special Abilities : Missile Weapons (javelins, 100’),
Sharp Senses, Stealthy, Uncanny Agility.
IV : CENTAUR KIN
Bucentaurs                                            Chironian Centaurs
Description : Bucentaurs are to bulls what centaurs   Description : The mightiest, noblest, wisest (and
are to horses. They are much more massive than        rarest ?) of all Centaurs. Unlike other true Centaurs,
Centaurs and their human head, torso and arms are     they are solitary creatures, living in the wilds as
much bigger than those of a mortal man. Like bulls,   sages and semi-nomadic hermits.
Bucentaurs are not very bright and are quick to       Number Appearing : 1
anger (never approach them wearing a red cloak !).
                                                      Size : Medium
Taxonomy : Folk
                                                      Ferocity : Dangerous
Number Appearing : 1d6
                                                      Cunning : Clever
Size : Large
                                                      Mystique : Weird
Ferocity : Aggressive
                                                      Movement : 120’ (240’ when galloping)
Cunning : Average
                                                      Initiative : +4
Mystique : Normal
                                                      Melee Attack : +6
Movement : 180’
                                                      Missile Attack : +6 (no penalty while moving)
Initiative : +1
                                                      Damage : 1d6 (weapons)
Melee Attack : +2
                                                      Defense Class : 15
Damage : 2d6 (huge club)
                                                      Hits Total : 12
Defense Class : 12 (14 with shield)
                                                      Danger Evasion : +6
Hits Total : 24
                                                      Mystic Fortitude : 0
Danger Evasion : 0
                                                      Special Abilities : Charge (+2 bonus), Crushing
Mystic Fortitude : 0                                  Attack (trampling), Gallop, Marksmanship, Missile
Special Abilities : Charge (+4), Crushing Attack      Weapons (bow), Supernatural Vigor, Uncanny
(trampling), Supernatural Vigor.                      Agility. Chironian Centaurs also qualify as level 3
                                                      Lyrists (with a total of 15 Power points).
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
                                                              A brutish Brutaur armed with a crude club
Special Abilities : Charge (+2), Crushing Attack
(trampling), Gallop, Missile Weapons (javelins),
Supernatural Vigor, Uncanny Agility.
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.                    This sweet Centauride babe is all legs !
Equinians                                              Ichtyocentaurs
Description : Also known as Anticentaurs, these
creatures look like horse-headed humanoids. They       Description : Very weird green-skinned Triton-
sometimes associate with Tragos to attack              Centaur hybrids, with the forelegs of a horse and a
Centaurs, their hated arch-enemies. It is rumored      triton-like scaly tail where the hindlegs should be.
that the first Equinian was in fact a malformed        Their origins remain a complete enigma : are they
Centaur foal who was abandoned in the wilderness       actual     crossbreeds ?    Centaurs    cursed    by
because of his deformity…                              Poseidon ? Malformed Tritons ? No one knows for
                                                       sure – the only certain fact is that there are no
Taxonomy : Folk                                        female ichtyocentaurs.
Number Appearing : 1d6                                 Taxonomy : ?
Size : Medium                                          Number Appearing : 1d6
Ferocity : Aggressive                                  Size : Medium
Cunning : Alert                                        Ferocity : Aggressive
Mystique : Normal                                      Cunning : Alert
Movement : 120’                                        Mystique : Weird
Initiative : +2                                        Movement : 120’ (240’ when cruising)
Melee Attack : +3                                      Initiative : +2
Damage : 1d6 (weapon)                                  Melee Attack : +3
Defense Class : 12 (14 with shield)                    Damage : 1d6 (trident)
Hits Total : 12                                        Defense Class : 15
Danger Evasion : +2                                    Hits Total : 12
Mystic Fortitude : 0                                   Danger Evasion : +2
Special Abilities : Charge (+2), Supernatural Vigor.   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                                                    Sagittarian taking a careful aim
Hits Total : 12                                                 at the Onocentaur’s description paragraph
Danger Evasion : 0
Mystic Fortitude : 0
Special Abilities : Supernatural Vigor. Onocentaurs
are also very good at making fools of themselves,       Sataurs
often behaving (literally) as perfect asses.
                                                        Description : Sterile Centauride-Satyr hybrid ;
                                                        looks like a Centaur with small horns and pointed
                                                        ears. All Sataurs are insane and are treated as
Sagittarians                                            outcasts by Centaurs. Their madness, which is the
                                                        consequence of a terrible divine curse, is also the
Description : Sagittarians are the best archers of
                                                        source of their sorcerous powers.
the Centaur race and form a special caste within
Centaur society, acting as the honorary guard and       Taxonomy : Folk
elite warriors of Centaur chieftains and kings.         Number Appearing : varies
Number Appearing : 1d3                                  Size : Medium
Size : Medium                                           Ferocity : Aggressive
Ferocity : Aggressive                                   Cunning : Clever
Cunning : Alert                                         Mystique : Weird
Mystique : Normal                                       Movement : 120’ (240’ when galloping)
Movement : 120’ (240’ when galloping)                   Initiative : +3
Initiative : +2                                         Melee Attack : +3
Melee Attack : +3                                       Damage : 1d6 (weapons)
Missile Attack : +4 (no penalty while moving)           Defense Class : 15
Damage : 1d6 (weapons)                                  Hits Total : 12
Defense Class : 14                                      Danger Evasion : +4
Hits Total : 12                                         Mystic Fortitude : +2
Danger Evasion : +4                                     Special Abilities : Charge (+2), Crushing Attack
Mystic Fortitude : 0                                    (trampling), Gallop, Psychic Powers (as level 3
                                                        Sorcerer, 15 Power points), Supernatural Vigor,
Special Abilities : Charge (+2), Crushing Attack        Uncanny Agility.
(trampling),   Marksmanship,      Gallop, Missile
Weapons (bow), Poison (poisoned arrows),
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                         Zen and the Art of Aerial Archery
(trampling),   Gallop,   Marksmanship,    Missile
Weapons (bows or javelins), Supernatural Vigor,
Uncanny Agility, Winged.
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.
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.                  - 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
                                                              A noble Hippogriff waiting for a noble rider
Danger Evasion : +6 (+10 detection)
Mystic Fortitude : +6
Special Abilities : Charge (+2), Crushing Attack           Klaatakaa’rr (Purple)
(trample), Gallop, Lightning Fast, Magic Resistance,
Sharp Senses, Supernatural Vigor, Winged.                  Description : Purple Klaatakaa’rrs are the leaders
                                                           of the Klaatakaa’rr race and are easily identifiable
                                                           by their blackish purple hue.
Klaatakaa’rr                                               Taxonomy : Folk
                                                           Number Appearing : special
Description : Vicious humanoid predators with dark
leathery skin and large bat-like wings, living in the      Size : Medium
southern mountains of Charybdis.                           Ferocity : Deadly
Taxonomy : Folk                                            Cunning : Clever
Number Appearing : 2d6 : If a 6 is rolled on either die,   Mystique : Weird
the group will include a Purple Klaatakaa’rr.              Movement : 120’ (240’ flying)
Size : Medium                                              Initiative : +5
Ferocity : Dangerous                                       Melee Attack : +7
Cunning : Alert                                            Damage : 1d6 (claws & bite)
                                                           Defense Class : 17 (19 vs missiles when flying)
Mystique : Weird
                                                           Hits Total : 12
Movement : 120’ (240’ flying)
                                                           Danger Evasion : +6
Initiative : +3
                                                           Mystic Fortitude : +6
Melee Attack : +5                                          Special Abilities : Charge (dive from the sky, +2),
Damage : 1d6 (claws & bite)                                Grapple (Might 16), Magic Resistance, Supernatural
Defense Class : 17 (19 vs missiles when flying)            Vigor, Tough Skin, Uncanny Agility, Winged.
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.
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
                                                              As we said : polypous AND vaguely looking
Special Abilities : Charge into Combat (+6 bonus),          like a cross between a murena and a medusa.
Crushing Attack (trampling), Crushing Missiles
(stones etc), Fearsome, Grapple (Might 24), Magic
Resistance, Multiple Heads (2), Supernatural Vigor,
Tough Skin.
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                   Big, bad Gigantosaur on the prowl
(trample), Fearsome, Natural Armor, Uncanny
Agility.
Size : Medium
Ferocity : Peaceful                                      Curetes
Cunning : Clever
                                                         Description : These lightning spirits appear as
Mystique : Eldritch                                      young, bronze-armored men armed with shields and
Movement : 120’                                          swords. They are often found in places struck by
Initiative : +2                                          lightning and other places holy to Zeus, and punish
                                                         those who flout his laws, pursuing their divine
Melee Attack : +2                                        mission to the exclusion of all other considerations.
Damage : 1d6 (if using weapons)                          Number Appearing : 1d6
Defense Class : 14                                       Size : Medium
Hits Total : 12                                          Ferocity : Dangerous
Danger Evasion : +8 (+12 for Stealth)                    Cunning : Alert
Mystic Fortitude : +8                                    Mystique : Unearthly
Special Abilities : Magic Resistance, Nature's Gifts     Movement : 180’
(Level 4, 20 Power Points), Regeneration, Sixth
Sense, Stealthy, Supernatural Vigor.                     Initiative : +5
                                                         Melee Attack : +5
                                                         Damage : 1d6 (sword)
Charont                                                  Defense Class : 25 (w shield and helmet)
                                                         Hits Total : 12
Description : Charonts are the spirits of misers and
selfish hoarders turned into monsters by the powers      Danger Evasion : +10
of the Underworld. They guard treasures. A charont       Mystic Fortitude : +10
looks like a gaunt man with an owl's face. They
                                                         Special Abilities : Charge (+2), Fearsome, Lifeless,
usually carry huge magical hammers (see below).
                                                         Lightning Fast, Magic Resistance, Mindless, Natural
Number Appearing : 1                                     Armor, Supernatural Vigor, Uncanny Agility. Curetes
Size : Medium                                            are also able to hurl bolts of lightning (treat as
                                                         Breath Weapon).
Ferocity : Dangerous
                                                         Note : If curetes have been sent to punish
Cunning : Average
                                                         somebody who has violated one of Zeus’ laws,
Mystique : Eldritch                                      defeating or destroying a curete does not
Movement : 120’                                          automatically risk the further displeasure of the King
                                                         of the Gods. The encounter with the curetes is
Initiative : +2
                                                         considered sufficient chastisement; however, further
Melee Attack : +4                                        crimes will be dealt with more harshly.
Damage : See below
Defense Class : 14
Hits Total : 12                                            Hammer of Hades : The Hammer of Hades is a
Danger Evasion : +4 (+8 detection and stealth)             magical weapon with a Reach of II. In the hands of
                                                           a Priest of Hades, or anyone who has Hades as
Mystic Fortitude : +8                                      his Divine Patron, its damage rolls are increased
Special Abilities : Life Energy Drain (claws),             by the user’s Faith bonus. In the case of Charonts,
Lifeless, Magic Resistance, Sharp Senses, Sixth            the +2 bonus comes from their Mystique.
Sense, Stealthy, Supernatural Vigor.
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,                     Sometimes, being the shadow of a
Lightning Fast, Magic Resistance, Mimetic                              god can be pretty BORING, you know ?
Camouflage (as clouds), Supernatural Vigor,
Uncanny Agility.
                                                              God-Shadow
Note that the Eolian’s Elemental Powers are its only way to
cause direct physical damage to material opponents.
                                                              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
Flamoïds                                                      mortals.
Description : These spirits are the living                    Number Appearing : 1
embodiment of fire and appear as living flames.               Size : Large
They can be found in or near the forges of Lesser             Ferocity : Aggressive
Cyclops, acting as guardians, assistants and energy
source.                                                       Cunning : Clever
Number Appearing : 2d6                                        Mystique : Unearthly
Size : Small                                                  Movement : 180’
Ferocity : Dangerous                                          Initiative : +3
Cunning : Alert                                               Melee Attack : +4
Mystique : Eldritch                                           Damage : n/a (insubstantial)
Movement : 90’                                                Defense Class : 17
Initiative : +5                                               Hits Total : 24
Melee Attack : +5                                             Danger Evasion : +6
Damage : n/a (insubstantial)                                  Mystic Fortitude : +10
Defense Class : 16 (18 vs missiles)                           Special Abilities : Elemental Powers (level 5, 26
                                                              Power points, specific distribution of elemental
Hits Total : 6                                                ranks varies according to the shadow’s owner),
Danger Evasion : +6 (+10 hiding as flames)                    Fearsome,     Insubstantial,  Magic   Resistance,
Mystic Fortitude : +10                                        Mindless, Supernatural Vigor.
Special Abilities :    Elemental Powers (level 3, with        The God-Shadow’s Elemental Powers are its only way to
Fire at rank III and   17 Power points), Insubstantial,       cause direct physical damage to material opponents.
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.
                                                         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)
A deadly Ker draping herself in her cloak of darkness
                                                         Mystic Fortitude : +8
                                                         Special Abilities : Magic Resistance, Stealthy,
Keres                                                    Supernatural Vigor, Uncanny Agility.
Description : Keres (sing. Ker) are vicious she-         Shapeshifting : Lares also have the powers of a
demons with bat-like wings, razor-sharp claws and        level 4 Shapeshifter with 20 Power points ; they
piercing fangs. who prey on the life-energy of their     prefer changing into farm animals like bulls, rams or
victims, devouring their very souls. They are            guard dogs to fight.
generally encountered near entrances to the
                                                         Cornucopia : All lares carry a basket or horn of plenty, a
Underworld. Most of the time, their actions are          cornucopia. The lar, or anyone he has given the
guided by their own malignancy and hunger but like       cornucopia, can every day bring enough wine, bread,
the Lesser Furies, they sometimes act as agents of       cheese, fruit and olives from it to feed up to the user’s
divine retribution, carrying their merciless task with   Faith or Mystique bonus x 3 people (ie six people for the
the deadly efficiency of a professional assassin.        lar). If the cornucopia is stolen or the lar is killed, it
                                                         becomes cursed, and everything it produces is poisoned.
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                                            A nice-looking Lar carrying his Cornucopia
Special Abilities : Life Energy Drain (bite*), Magic
Resistance, Regeneration (3 Hits / round), Sixth         * Victims killed by a Ker’s Life Energy Drain can never be
Sense, Stealthy, Supernatural Vigor, Tough Skin,         resurrected by any power (including Divine Intervention),
                                                         since their souls are reaped by the Keres and directly sent
Uncanny Agility, Winged.                                 to Hades at the very instant of their death.
                                                            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
   Oracle Owls can be such pretentious poseurs.
                                                            Mystique : Eldritch
                                                            Movement : 60’
Oracle Owl                                                  Initiative : +3
Description : White sacred owls associated with             Melee Attack : +4
the goddess Athena.                                         Damage : 1d3 (sharp nails) + life-energy drain
Taxonomy : Spirit                                           Defense Class : 16 (18 vs missiles)
Number Appearing : 1                                        Hits Total : 6
Size : Small                                                Danger Evasion : +10 (+14 stealth)
Ferocity : Peaceful                                         Mystic Fortitude : +8
Cunning : Crafty                                            Special Abilities : Grapple (Might = 12), Life-
Mystique : Unearthly                                        Energy Drain (bite, 1d6 Hits), Lifeless, Magic
                                                            Resistance, Sixth Sense, Stealthy, Supernatural
Movement : 180’ flying                                      Vigor, Uncanny Agility.
Initiative : +3
Melee Attack : 0                                            Thieving Sack : All lemures carry a magical sack
Damage : 1d3 (beak and talons)                              that can steal things. If the holder of the sack is
                                                            within 30 feet of a container that is not held by
Defense Class : 25 (29 vs missiles when flying)             another being, he can magically transfer one of the
Hits Total : 6                                              items from the other container into the thieving sack.
Danger Evasion : +12                                        Whenever a character tries to retrieve a specific
                                                            item from the sack, there is a 10% chance that the
Mystic Fortitude : +10                                      item is permanently lost. This chance increases to
Special     Abilities :  Invulnerability,   Magic           20% if the sack was stolen from a lemure that still
Resistance, Oracular Powers (as level 6 Oracle, 32          exists. Only Divine Intervention may restore items
Power points), Sixth Sense, Supernatural Vigor,             lost in a lemure’s thieving sack.
Uncanny Agility, Winged.
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                                           For those who wondered WHAT they look like…
Mystic Fortitude : +6
Special Abilities : Charge into Combat (+2 bonus),
Supernatural Vigor, Uncanny Agility, Winged.
                                                           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
A thoughtful Son of Cecrops contemplates the ineluctable
 coming of the mating season with some apprehension        Danger Evasion : 0
                                                           Mystic Fortitude : +4
Sons of Cecrops                                            Special Abilities : Invulnerability, Life Energy Drain
                                                           (« gaze », only works on immobile, surprise or
Description : Sons of Cecrops are the male                 distracted targets ; each Hit lost by the victim also
specimens of the Lamia race (see Mazes &                   gives the Stichios 1 Power point, up to its regular
Minotaurs p 51). They only represent 10% or so of          maximum), Lifeless, Psychic Powers (as a level 2
the total Lamia population. Although their                 Sorcerer, 13 Power points), Supernatural Vigor.
appearance is similar, they are actually very
different in terms of characteristics : they are less
deadly than their female companions in combat but          Tragostomos
have more powerful sorcerous abilities. Cecropians
do not share the Lamiae’s taste for human flesh and        Description : This goat-mutilating and blood-
tend to shun their company – including during the          drinking creature is a sworn enemy of Tragoi and
mating season, since Lamiae also have the habit of         Satyrs. It looks like a hunched quadruped with warty
devouring their sexual partners once impregnated.          green skin and glowing red eyes.
Taxonomy : Monster                                         Taxonomy : Monster
Number Appearing : 1                                       Number Appearing : 1
Size : Medium                                              Size : Small
Ferocity : Aggressive                                      Ferocity : Deadly
Cunning : Crafty                                           Cunning : Clever
Mystique : Eldritch                                        Mystique : Weird
Movement : 120’                                            Movement : 90’ (180’ galloping)
Initiative : +4                                            Initiative : +7
Melee Attack : +5                                          Melee Attack : +8
Damage : 1d6 (weapon)                                      Damage : 1d3 (bite)
Defense Class : 16                                         Defense Class : 17
Hits Total : 12                                            Hits Total : 6
Danger Evasion : +6 (+10 stealth)                          Danger Evasion : +8 (+12 stealth & detection)
Mystic Fortitude : +8                                      Mystic Fortitude : +2
Special Abilities : Crushing Attack (constriction),        Special Abilities : Gallop, Life Energy Drain (bite),
Grapple (Might 16), Magic Resistance, Psychic              Lightning   Fast,    Sharp      Senses,    Stealthy,
Powers (as a level 5 Sorcerer, 25 Power points             Supernatural Vigor, Tough Skin, Uncanny Agility,
total), Regeneration (3 Hits / round), Stealthy,           Wallcrawling.
Supernatural Vigor, Tough Skin.
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).
    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                  Klaatakaa’rr = 60 / 10
Albinotaur = 150 / 30                   Klaatakaa’rr (Purple) = 75 / 30
Alseid = 70 / 500                       Lamassu = 340 / 40
Anubians = 60 / 210                     Lares = 0 / 0
Argusoïd = 840 / 40                     Lemures = 35 / 140
Arimaspians = 60 / 40                   Living Caryatids = 300 / 50
Attack Kelp = 23 / 0                    Lizardians = 60 / 20
Bicephalous Giant = 600 / 50            Lurkers = 25 / 20
Bronze Bird = 90 / 30                   Mechanical Archers = 45 / 30
Bronze Horse = 60 / 30                  Megalopodos = 70 / 0
Bronze Minotaur = 150 / 30              Midas Men = 60 / 40
Brutaurs = 55 / 10                      Morlocks = 18 / 20
Bucentaurs = 70 / 10                    Muscusii = 5 / 0
Capricorn Horror = 320 / 40             Obsidians = 50 / 30
Carnivorous Cloud = 140 / 10            Onocentaurs = 0 / 0
Centaurides = 0 / 0                     Oracle Owl = 0 / 0
Charont = 65 / 70                       Orkos = 20 / 0
Chironian Centaurs = 70 / 10            Orycters = 35 / 0
Crawling Aberration = 600 / 50          Perytons = 80 / 10
Curetes = 95 / 140                      Psychotaur = 160 / 180
Dancing Minotaur = 140 / 30             Pyrohydra = 920 / 90
Daughters of Arachne = 220 / 40         Ratlings = 30 / 0
Derros Warcraft = 150 / 20              Red Minotaur = 190 / 50
Dichotomians = 25 (night only) / 20     Rhabdosians = 7 / 0
Diomedian Horses = 45 / 0               Rhinotaur = 300 / 30
Dolphins = 0 / 0                        Rocky Python = 130 / 40
Eolians = 90 / 180                      Sand Folk = 30 / 0
Equinians = 30 / 10                     Sagittarians = 65 / 0
Flamoïds = 55 / 180                     Sataurs = 60 / 160
Flying Unicorn = 0 / 0                  Sea Hydra = 600+80 per extra head / 50+10 per extra head
Fomoros = 560 / 110                     Sea Lions = 120 / 10
Giant Bat = 80 / 10                     Seven-headed Hydra = 1080 / 110
Giant Sea Anemone of Death = 170 / 30   Seven-Mawed Thing = 1000 / 110
Giant Starfish = 160 / 20               Silver Beetle = 70 / 20
Giant Tricephalous Vulture = 220 / 20   Silver Minotaur = 200 / 40
Gigantosaur = 480 / 10                  Singing Keledones = 10 / 20
God-Shadow = 220 / 220                  Sons of Cecrops = 200 / 290
Golden Minotaur = 120 / 30              Sons of Dagon = 25 / 0
Golden Ram = 120 / 30                   Stichios = 140 / 150
Grotesks = 20 / 0                       Tarasque = 880 / 60
Gryphon = 320 / 20                      Telchines = 160 / 70
Hawkmen = 50 / 10                       Tetrax = 75 / 10
Hellephaunt = 920 / 70                  Tigermen of Kathaï = 70 / 0
Hippocampos = 30 / 0                    Tragostomos = 90 / 30
Hippogriff = 150 / 30                   Twinotaur = 180 / 40
Hooded Horror = 45 / 200                Ubastis = 40 / 0
Ice Worm = 520 / 20                     Ubastis of Royal Blood = 70 / 120
Ichtyocentaurs = 45 / 10                Voyagers = 75 / 70
Impostaurs = 25 / 0                     Winged Centaurs = 60 / 10
Keres = 105 / 140                       Zorbas = 35 / 0