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CG2 - Ancient Adventures

This document provides information for adding ancient Greek-themed adventures to D&D campaigns, including 12 new species, 23 subclasses, 29 city-states, 37 magic items, and 52 monsters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
618 views157 pages

CG2 - Ancient Adventures

This document provides information for adding ancient Greek-themed adventures to D&D campaigns, including 12 new species, 23 subclasses, 29 city-states, 37 magic items, and 52 monsters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1|Page

All the necessary 12 new species, 23 new


information to add subclasses, 29 city -states,
adventures in ancient 37 new magic items,
Greece to your campaign. 52 monsters and more!
Page |2
3|Page

Table of Contents .......................................................................................................................................................................... 3


Introduction ................................................................................................................................................................................... 5
Campaign in Brief ..................................................................................................................................................................... 6
Campaign Traits ........................................................................................................................................................................ 6
Timeline .................................................................................................................................................................................... 7
Chapter 1: Life in Ancient Greece ................................................................................................................................................. 9
Home and Family .................................................................................................................................................................... 10
Pastimes .................................................................................................................................................................................. 11
Religion ................................................................................................................................................................................... 11
Military.................................................................................................................................................................................... 12
Social Status ............................................................................................................................................................................ 13
Adventure Hooks..................................................................................................................................................................... 14
Chapter 2: Characters .................................................................................................................................................................. 14
City-States ............................................................................................................................................................................... 16
New Species ............................................................................................................................................................................ 22
Chapter 3: Classes ....................................................................................................................................................................... 47
Barbarian Paths ....................................................................................................................................................................... 49
Bard Colleges .......................................................................................................................................................................... 51
Cleric Domains........................................................................................................................................................................ 53
Druid Circles ........................................................................................................................................................................... 58
Fighter Archetypes .................................................................................................................................................................. 59
Monk Ways ............................................................................................................................................................................. 61
Paladin Archetypes .................................................................................................................................................................. 63
Rogue Archetypes ................................................................................................................................................................... 64
Warlock Patrons ...................................................................................................................................................................... 66
Chapter 4: Skills .......................................................................................................................................................................... 67
Proficiency and Skill Modifications ........................................................................................................................................ 68
Chapter 5: Equipment.................................................................................................................................................................. 71
Wealth and Money .................................................................................................................................................................. 72
Armor ...................................................................................................................................................................................... 73
Weapons .................................................................................................................................................................................. 74
Miscellaneous Equipment ....................................................................................................................................................... 75
New Material ........................................................................................................................................................................... 77
Vehicles ................................................................................................................................................................................... 78
Chapter 6: Pantheon .................................................................................................................................................................... 81
Divine Arete ............................................................................................................................................................................ 82
Planes of Existence.................................................................................................................................................................. 83
Page |4

Deities ..................................................................................................................................................................................... 85
Chapter 7: Magic Items ............................................................................................................................................................... 87
Armor ...................................................................................................................................................................................... 89
Weapons .................................................................................................................................................................................. 91
Miscellaneous Magic Items ..................................................................................................................................................... 93
Staffs ....................................................................................................................................................................................... 96
Chapter 8: Monsters .................................................................................................................................................................... 97
New Monsters ......................................................................................................................................................................... 98
Creative Commons License....................................................................................................................................................... 154
Product Identity ..................................................................................................................................................................... 154
Open Game Content .............................................................................................................................................................. 154

Please Note: Ancient Adventures tries to stay faithful to its source material. That said, much of the content is highly gender-
focused, with species (e.g. amazons, gorgons, minotaurs, nymphs, pans, and sirens), subclasses (e.g., hestale, melissa, pythia),
and monsters (too many to list here) assigned traits that align them strongly with a gender or culture. Feel free to ignore these
constraints. No offense is intended to the modern reader. This product contains assets that were, wholly or in part, procedurally
generated with the aid of creative software(s) powered by machine learning.
5|Page

For two days the procession had been moving slowly down the Sacred Way towards Olympia. At the head of the parade were
the stern Hellanodicae, the purple-robed judges who would preside over the Olympics. Behind them were assembled a motley
group of officials: referees, trumpeters, and heralds. The trainers and athletes were next, and each team proudly marched under
a banner that identified most of the city-states throughout the Atikoffkai world. There were long-legged slim-waisted, runners,
broad-shouldered pentathletes that would compete in five events, and heavy-chested wrestlers and boxers. Sleek racehorses and
their riders, and colorful chariots, which would compete in the Hippodrome, trailed the procession.
Thelvarus, with the taught frame of a runner and a ready smile, jostled his companion with an elbow to Jarax’s ribs.
“Do you think there will be a large crowd?" he said nervously, glancing around at the other teams. "Here’s hoping we don’t
disappoint.”
Thelvarus was surrounded by his Embassy, representing the city-state of Athenor. A gigantic blue owl flapped on the orange
banner, staring out with the wise eyes of their patron goddess upon the Embassy’s assorted artists, musicians, political leaders,
scholars, poets, and merchants.
His companion, Jarax had the ideal figure of a pentathlete. He was slim, of medium height, with well-developed leg and torso
muscles. His legs were long enough for the stade race and the long jump, his back flexible enough for hurling the javelin and the
discus. Jarax's long hands and slender fingers gave him the proper grip for throwing the discus and the javelin. Both men were
dressed in himations, white robes that swung as they moved.
Jarax’s shock of curly black hair bobbed as he inclined his head in Olympia’s direction.
“My biggest concern right now,” he said, wincing, “is how I’m going to compete after this 35-mile journey.”
Olympia itself had finally come into view, and it slowly dawned on Thelvarus that the thunderous roars he heard were not from
the winds or from wild beasts, but from the collective din of humanity gathered in the city. People from all walks of life had been
making their way to Olympia for several weeks. Princes and tyrants had sailed to the island of Achaea on splendid barges and
ambassadors from various towns vied with each other in dress and paraphernalia. The rich came on horseback and in chariots;
the poor came on donkeys, in carts, and even on foot. Merchants, craftsmen, and food vendors arrived to sell their wares.
Artisans came to sculpt and paint athlete and god alike.
The thought of that many eyes upon him made Thelvarus nervous. He tried to quell his nerves with banter.
“You’ll have a day to rest," Thelvarus said. "Pity the boys.” He gestured at the young men who marched dutifully behind
them. “They have to compete on the first day.”
One of the Hellanodicae glared over his shoulder at the sounds of conversation. Thelvarus immediately clenched his mouth
shut, reminded by his back bruises of the price of disobedience. Still, he was certain the judges would hear the pounding of his
heart, despite the distance between them.
The procession slowly descended into the Valley of Olympia and continued past the gymnasium and palaistra to the north. The
gymnasium was awe-inspiring in its length, long enough to accommodate a double running track. As they passed by its majestic,
triple-arched gateway at the southeast corner, Thelvarus was hard pressed to keep from gasping. But it was not becoming of an
athlete to act in such a fashion, and soon they would be before the crowd he already heard hooting and shouting further south.
Thelvarus glanced over at Jarax, only to see him staring longingly at the Leonidaion to their right. It was a hotel for visiting
official delegates of the games.
“Not for us,” Thelvarus whispered.
Jarax either didn’t hear him or intentionally ignored him.
The procession began to enter the Altis, the area designated by Hercules as most sacred to Zeus. The entire area was adorned
with temples, treasuries, halls, elaborate altars, and thousands of marble and bronze states. The statues, some of which were
several times life-size, were mostly victory dedications to Zeus for athletic and military achievements. There were also
monuments erected in honor of benefactors, and offerings of costly materials given by wealthy tyrants and princes.
A thunderous cheer went up from the spectators assembled from all over the Atikoff, mainland and islands. The cheer set a
chill dancing up Thelvarus’ spine. He was struck by the sudden realization that he was among the chosen, the favored few who
entered the sanctuary as competitors for Olympic honors. Deep down, all the athletes were united in their sudden awareness that
a victory at the Olympic festival was the greatest honor they could achieve in their lifetimes.
Page |6

Ancient Adventures is a role-playing game set in the same era that the Odyssey, the Iliad, and Hercules 12 labors took place,
where heroic men and women struggle with the gods to carve out their own destinies.

CAMPAIGN IN BRIEF Welcome to the ancient world.

The world is a scary place. Everywhere outside the Greek


mainland, monsters lurk, exotic warriors rage, and strange
beasts stalk amongst even stranger foliage. It is up to the Ancient Adventures covers a vast time period, with its roots
Greeks to tame and comprehend these foreign lands. in the Bronze Age. Months are divided into the following:
But they are not alone. The gods of Olympus watch on
with interest, alternately benevolent and diabolical, petty English Month Ancient Adventures Month
and lustful, their own whims tossing heroic Greeks like January Gamelion
February Anthesterion
feathers in the wind. To appease a god is to be blessed and
March Elaphebolion
hated by that god's enemies. One thing is certain: the gods
April Mounichion
will not be ignored.
May Thargelion
This is the time of the legendary war of Troy. Military
June Skirophorion
achievements have advanced the state of warfare—the
July Hekatombaion
phalanx is nearly unbeatable. Greek fire burns and cannot
August Metageitnion
be easily extinguished. The trireme continues to evolve into
September Boedromion
a faster, more maneuverable troop transport. All the while,
October Pyanopsion
generals plot and plan on behalf of their city-states.
November Maimakterion
The city-states are many and their allegiances are
December Poseideon
tenuous. To belong to a city-state can be a great honor but
it can also result in unexpected wars. Worse, being in the
Bronze Age (3000—1150 B.C.): The Minoan
wrong city-state can ultimately mean slavery for its
civilization begins to flourish on the island of Crete and the
inhabitants.
Greek mainland. The Minoans are largely a mystery but
Alongside the heroic Hercules and Odysseus are the city-
Homer has immortalized their warlike counterparts, the
states themselves. Athens, the capital of Attica, and Sparta,
Mycenaeans. The Mycenaeans were the warriors who
the capital of Laconia. While Athens strives for the rights
fought against Troy (approximately 1250 B.C.) in the Iliad
of the individual, Sparta is a tight hierarchy of military-
as well as the adventures of Odysseus in the Odyssey. This
minded warriors. Both philosophies find the other
is a time of high magic and adventure, where beasts and
antithetical but occasionally exchange ideas and beliefs.
creatures of all types roam the land.
The life of a Greek is filled with great beauty and great
Dark Age (1150—900 B.C.): Large-scale wars bring
tragedy.
about an end of the Bronze Age and the beginnings of the
Ultimately, the Greeks are aware that they are all united.
Dark Age. With the Dark Age come isolation, poverty and
They may quibble, but in the face of a larger enemy, they
famine. Iron sees widespread use during this age.
do not hesitate to unite. Their disdain for barbarians (that is,
everyone else that is not Greek) is palpable. Geometric Period (900—700 B.C.): With this period
dawns the age of the polis, or city-state. Populations are
once again on the rise and trade begins to flourish. The
CAMPAIGN TRAITS Greek alphabet spreads and Homer and Hesiod transcribe
their oral traditions.
Ancient Adventures is a world of great intolerance and
Archaic Period (700—480 B.C.): This period sees the
new discoveries, of advancements in medicine and physics birth of democracy in Athens and the rise of Sparta.
and of shockingly brutal warfare. Warriors are proud and
Classical Period (480—336 B.C.): Often considered the
battle to ensure their feats are emblazoned on the memory golden age of Greece, philosophy, democracy, and
of their descendants. The gods are at all times a presence, architecture flourish in Athens. Many famous names are
both subtle and gross, arbitrating and countering each recognizable from this period, including Aristophanes,
other's supernatural agents. Aristotle, Euripedes, Herodotus, Hippocrates, Plato, and
It is up to the PCs to navigate through the deluge and Sophocles. Most influential of all is Alexander the Great,
bring honor to their families, their city-states, and their who expands his empire as far as India. It is also an era of
deity. It will not be easy; monsters of all stripes, war, including the First and Second Pelopennesian Wars.
bloodthirsty foreigners, and the elements themselves strive
Hellenistic Period (323—31 B.C.): This period gives
against the heroes. But without risk there can be no reward, birth to other cities of learning, passing on the legacy of
and no Greek worth his shield would shy away from such Athens to Alexandria, Antioch, and Pergamum. Greek
adventure. language and philosophy spreads to disparate parts of the
world even as Alexander's influence declines. It ends with
the suicide of Cleopatra VII and the annexation of Egypt.
7|Page

TIMELINE
1700 B.C.: Early Greek athlete warriors compete in 507 B.C.: Cleisthenes, Greek reformer, takes power,
sports festivals held in Crete and the Aegean Islands. The increases democracy.
contests are all meant to simulate some aspect of actual 490 B.C.: Battle of Marathon: Persian War - Darius
battlefield combat. attacks Athens
1250 B.C.: The destruction of Troy precipitates the 484 B.C.: Aeschylus, Athenian playwright, wins
Trojan War legend. Athenian Prize.
1200 B.C.: Theseus and Hercules found panmahia, the 480 B.C.: Major battles take place as part of the Persian
unarmed combative martial art of Greece. The term War
"panmahia" would later become disused in favor of the 479 B.C.: Battle of Mycale frees Greek colonies in Asia.
term pankration; originally only used to apply to sporting After the Battle of Salamis, Athens set up the Delian
contests. The ropolo (great club) and lion skin armor would League, treasury on island of Delos, a confederacy of cities
also become symbolic among Hellenic warriors due to the around the Aegean. It was intended as a military defense
famed feats of Iraklis (Hercules). association against Persia but was turned into an empire,
950 B.C.: Beginning of widespread use of iron in collecting tribute and deciding policy of its associates.
Greece. Sparta formed rival Peloponnesian League.
776 B.C.: First Olympiad. 476 B.C.: Battle of Eion: The last action of the Persian
702 B.C.: Pankration is practiced and athletic events are War
conducted in nearly all of the Greek cities and colonies 474 B.C.: Battle of Cumae: Etruscan attack on the
throughout the Mediterranean. colonies of Magna Graecia
683 B.C.: Office of Archon established King was 473 B.C.: Battle of Tegea: Sparta defeats both Argos and
emasculated. Arcadia
648 B.C.: Pankration is officially entered in the 33rd 472 B.C.: Battle of Acragas: Syracuse defeats Acragas
Olympic Games as one of the "heavy" events. 471 B.C.: Battle of Dipaea: Sparta defeats Arcadia again
632 B.C.: Cylon, Athenian noble, seizes Acropolis and 468 B.C.: Battle of Syedra: Naval battle. Athens destroys
tries to make himself king, fails. Persian Fleet
621 B.C.: Draco, Athenian lawgiver, issues code of laws 461 B.C.: Cimon ostracized.
where everything is punishable by death—Draconian. 460 B.C.: The First Peloponnesian War
620 B.C.: Draco's first written law code at Athens—the 459 B.C.: Battle of Halieis: During the Pelopenisian
punishments are so strict that Draco gives rise to a new War; Battle of Cecryphalea: Athenian naval victory over
word, "draconian." the Peloponnesians; Battle of Aegina: Second Athenian
594 B.C.: Solon appointed archon and reforms Athen's naval victory; this time over Corinth
legal system, repealing many of Draco's strict laws. 458 B.C.: Battle of Megara: Second Athenian victory
590 B.C.: Sappho, Greek poetess and priestess, over Corinth
flourishes on island of Lesbos. 457 B.C.: Battle of Tanagra: Spartan victory over Athens
565 B.C.: Pisistratus, Athenian general, organizes and the Phocians; Battle of Oenophyta: Athenian victory
Diakrioi, party of poor people. over the Boeotians
564 B.C.: The great Olympic champion Arrihion defeats 456 B.C.: Aeschylus dies.
his opponent with an ankle lock but is strangled to death in 453 B.C.: Battle of Sicyon: Limited Athenian victory
the process. The judges award the victory to his corpse. over the Sicyonians
561 B.C.: Pisistratus takes power first time, driven out by 449 B.C.: Herodotus, Greek Historian, writes History of
Lycurgus who leads nobles. Greco-Persian War from 490-479.
559 B.C.: Pisistratus restored by help of Megacles. 448 B.C.: Ictinus and Callicrates, Greek architects
556 B.C.: Pisistratus expelled, makes fortune from rebuild Acropolis from Persian destruction.
Thracian mines. 447 B.C.: The building of the Parthenon
550 B.C.: The kopis and the kopidion become widely 441 B.C.: Euripides, Greek playwright, wins Athenian
used by Grecian warriors. prize.
546 B.C.: Croesus, rich king of Lydia, killed at Sardis by 440 B.C.: Heraclitus, Greek philosopher, believes
Persians. everything is mutable.
527 B.C.: Pisistratus dies, succeeded by sons Hippias 439 B.C.: Battle of Salamis (Cyprus): Athenian attack on
and Hipparchus. Persian fleet - Persian fleet destroyed and Persia forced to
525 B.C.: Persian Darius I, son-in-law of Cyrus the Great sign peace treaty.
takes Egypt. 435 B.C.: Phidias, Greek sculptor, completes Zeus at Elis
522 B.C.: Ten master pankratiasts form a loose 1 of 7 wonders.
association to promote and preserve the 433 B.C.: Corinth and Sparta Megara and Aegini also
concepts and skills of their native combative art. ally against Corfu and Athens Rhegium and Leontini also.
Page |8

432 B.C.: End of Golden Age, Peloponnesian Wars 405 B.C.: Lysander captures Athenian fleet, Spartan king
begin Athens under Pericles blockades Potidaea, Corfu Pausanius lays siege to Athens, Cleophon executed,
declares war on Corinth. Corinth and Thebes demand destruction of Athens.
431 B.C.: Sparta led by Archidamus II sets out to destroy 404 B.C.: Athens capitulates Apr 25 Theramenes secures
Athens. terms, prevents total destruction of Athens, Theramenes
430 B.C.: Failed peace mission by Athens, bubonic and Alcibiades are killed.
plague year, Sparta takes no prisoners. 401 B.C.: Thucydides, Greek historian, leaves account of
429 B.C.: Hippocrates, Greek doctor, believes diseases Golden Age and Peloponnesian War at his death.
have physical cause. 400 B.C.: At Nemea the pankratiasts Creugas and
428 B.C.: Mitylene rebels, chief city of Lesbos. Damoxenus struggle for hours without a decision. They
427 B.C.: Archidamus II dies, Alcidas, Greek admiral agree to strike one last blow unresisted. Damoxenus
sent to help Lesbos, raids Ionia and flees after seeing weathers Creugas' punch to the head and returns a spear-
Athenian might. like thrust to his rival, killing him instantly.
426 B.C.: Demosthenes, Athenian general, and Cleon, 399 B.C.: Socrates, Greek philosopher, condemned to
Athenian demagogue, revitalizes Athenian forces, makes death for corrupting youth.
bold plans opposed by Nicias, his first military campaign 347 B.C.: Plato, Greek philosopher, founds Academy.
barely succeeds. 342 B.C.: Aristotle, Greek philosopher, begins teaching
425 B.C.: Athenian fleet bottles up Spartan navy at Alexander, son of Philip of Macedon.
Navarino Bay, Nicias resigns. 338 B.C.: Philip of Macedon defeats Athens and Thebes
424 B.C.: Pagondas of Thebes crushes Athenian army at in last struggle for Greek Independence at Battle of
Delium, Brasidas, a Spartan general, makes a successful Chaeronea Aug 2.
campaign; Cleon exiles Thucydides for 20 years for 336 B.C.: The Athenian pankratiast Dioxippus accepts a
arriving late. challenge and quickly defeats Coragus, the best military
423 B.C.: Truce of Laches supposed to stop Brasidas but warrior from Macedonia. Coragus carries javelin, lance,
doesn't, Nicias leads Athenian forces in retaking Mende. and sword and is armored for battle while Dioxippus is
422 B.C.: Cleon meets Brasidas outside of Amphipolis, naked and armed with only a club. Alexander the Great
both are killed. attends the contest. Later, Dioxippus is framed for theft and
421 B.C.: Peace of Nicias brings temporary end to war, forced to commit suicide.
but Alcibiades, a nephew of Pericles, makes anti-Sparta 333 B.C.: Alexander defeats Persians at Battle of Issus,
alliance. Oct, but Darius III escapes.
420 B.C.: Quadruple alliance of Athens, Argus, 332 B.C.: Alexander conquers Egypt.
Mantinea, and Elis confronts Spartan-Boeotian alliance. 331 B.C.: At Battle of Gaugamela Oct 1, Alexander ends
419 B.C.: King Agis, ruler of Sparta, attacks Argus, Achaemenid Dynasty and takes Persian Empire.
makes treaty. 330 B.C.: Alexander the Great introduces panmahia and
418 B.C.: Mantinea, greatest land battle of war, gives oplomahia (Grecian armed methods) into Persia.
Sparta victory over Argus, which broke treaty; Alcibiades 329 B.C.: Alexander conquers Samarkand.
thrown out, alliance broken. 327 B.C.: Alexander the Great introduces Greek Culture
416 B.C.: Alcibiades makes plans, is restored to power. and martial art into India and Nepal.
415 B.C.: Hermai are mutilated in Athens, Alcibiades 327 B.C.: Alexander invades Northern India, but army is
accused, asks for inquiry, told to set sail for battle, is tired so doesn't pursue it.
condemned to death in absentia, he defects to Sparta. 323 B.C.: Alexander dies, his generals vie for power in
414 B.C.: Lemachus, Athenian commander killed at Wars of the Diadochi.
Syracuse. 300 B.C.: Euclid, Greek mathematician, publishes
412 B.C.: Alcibiades is thrown out of Sparta, conspires Elements, treating both geometry and number theory.
to come back to Athens. 295 B.C.: Athens falls to Demetrius, Lachares killed.
411 B.C.: Democracy ends in Athens by Antiphon, 265 B.C.: Archimedes, Greek mathematician, develops
Peisander, and Phrynichus, overthrown by Theramenes, screw, specific gravity, center of gravity; anticipates
Constitution of the 5000, Athenian navy recalls Alcibiades, discoveries of integral calculus.
confirmed by Athenians. 200 B.C.: A boy's subdivision of pankration is added to
410 B.C.: After several successes, Athenian demagogue the Olympic schedule.
Cleophon rejects Sparta peace overtures. 180 B.C.: Master pankratiasts from the association
408 B.C.: Alcibiades reenters Athens in triumph, seeing the decline of moral values in
Lysander, a Spartan commander, builds fleet at Ephesus. Greece decide to discontinue teaching pankration publicly.
407 B.C.: Lysander begins destruction of Athenian fleet, Henceforth only Olympic pankration was openly taught to
Alcibiades stripped of power. the public.
406 B.C.: Polydamos of Scottusa introduces pankration 146 A.D.: Mainland Greece succumbs to Rome in battle
in Asia in the presence of the Persian Royal Court (at and Olympic pankration begins its decline.
Susa).
9|Page

Bonfires crackled on the hills bordering the festival area far into the night. Friends drank and chatted in the warm glow of the
fires, but the grounds were otherwise silent. Sleeping athletes were not to be disturbed—they had to be up with the sun.
When sunrise cast long shadows across the stadium and Altis, athletes and their trainers were already having a breakfast of
coarse bread dipped in whine and olive oil. After breakfast, the athletes were gathered once more, minus their Embassies, at the
Bouleuterion, an ancient and venerable conglomeration of buildings. It was here the Olympic council held their meetings, and
the archives were kept in the semi-circular storerooms at the end of each hall.
The athletes were assembled before the statue of Zeus Horikos. The deity towered forty feet above them, and even the largest
wrestler was dwarfed by the size of the statue. In each hand, Zeus brandished a thunderbolt. To Thelvarus it seemed a grim
warning that the thunder god's fury would strike any competitor who failed to abide by the Olympic rules. A sacred pig and sheep
were stretched out before them, where ten Hellenodicae waited expectantly with the athletes' trainers.
A herald shouted, “Thelvarus of Athenor, step forward!”
Thelvarus stepped forward between the imposing purple-robed judges, whose expressions were frozen in perpetual glares.
Meno, his father, trailed behind him by three paces.
“Have you observed all the rules of training for at least ten months?”
“I have!”
“Do you swear to conduct yourself with courage, respect, honesty, kindliness, and mental and physical strength?”
Thelvarus raised one hand over the sacred pig. “I swear it!”
The Hellenodicae nodded to themselves, satisfied. They gestured for him to step backwards as Meno stepped forward.
“And who are you?”
“I am Meno, father of Thelvarus.”
“Do you testify that Thelvarus is a true Atikoffkai, that he is descended from pure Atikoffkai lineage on both sides of the
family?”
Meno nodded and said quietly, “I do so testify.”
The Hellenodicae gestured for him to step backwards, and Jarax stepped up to take the oaths.
As Thelvar retreated into the crowd of athletes watching the swearing-in ceremonies, a massive man whose entire body was
corded with knotted muscles slapped Thelvarus on the back.
“And how is our friend Jarax going to compete when his father is not here to speak for him?”
“My father will testify for him,” he said to the monster of a man. Milo was a Crotonian from the northern Atikoff. He was
massive, but the specter of age had left flecks of gray in his hair. Wrinkles creased his eyes and mouth from ready laughter. Milo
was an old favorite in the pankration, a winner of no less than three Olympics. Still, everyone waited for the day when the aging
champion would ultimately be beaten by a younger, faster man.
Milo snorted, flexing his great meaty paws. “I look forward to competing with him in the pentathlon. I hope he passes.”
Thelvarus arched an eyebrow up at Milo, who stood entire head larger. “You’re going to compete in that event as well?”
The larger man frowned down at him. “Yes, what of it?” he said menacingly.
Thelvarus covered his smile with a cough. “Nothing,” he said, “I am just continually surprised by your boundless athleticism.”
Milo broke out into hushed laughter and slapped Thelvarus again on the back. Thelvarus made a mental note to stop amusing
the giant—the whip wounds he received for disobeying a Hellenodicae still stung.
“You are as quick-witted of mind as you are of feet, my friend.” Milo’s face broke into a huge grin. “But look there, now is the
moment of reckoning!”
When Meno stepped forward again, one of the Hellenodicae whispered to his comrade. Thelvarus’ heart skipped a beat.
“Jarax’s father died in battle,” Meno added quickly. “I knew Jarax’s father like a brother, and I stand in his place.”
This seemed to satisfy the judges, who resumed their questioning. “Do you testify that Jarax is a true Atikoffkai, that he is
descended from pure Atikoffkai lineage on both sides of the family?”
Meno repeated, “I do so testify.”
“Good,” muttered one of the Hellenodicae. The impatient response drew chuckles from the assembled crowd. There were quite
a few athletes and the process was tedious.
One by one, the athletes stepped forward, were questioned, proved their birthright, and then stepped back among the other
contestants. Then it was the Hellenodicae who turned to face the statue of Zeus and swore to judge each contest with fairness and
honesty, with total impartiality and objectivity, and never to reveal the names of any contestants for whom they cast their vote.
The final test passed, athletes were ready to participate in the Olympics. With a blare of trumpets and a resounding cheer from
the crowds, the Olympics were declared officially opened.
P a g e | 10

The ancient Greeks invented many things that are taken for granted today in the modern world. Some customs are so common
that we no longer recognize their origins. The Greeks were the first to greet each other with an upraised hand—how we wave
"hello" today. They helped form the concept of the demos, a people ruled system we know today as democracy. They originated
the idea of banishment; if 6,000 citizens cast their votes against someone, that person was banished from the city for 10 years.
The Greeks had modern problems too. The term "draconian" comes from Dracon, who instituted extremely harsh laws that
inevitably ended with the death or torture of the transgressor. Even in ancient times, politicians were corrupt, bribes were
exchanged, and the legal and political systems with the most noble aims often fell far short of their goal.
No wonder, then, that ancient Greece is so familiar yet so strange to the modern reader. We have a lot more in common with
the ancient Greeks than we might think.

HOME AND FAMILY


Greek homes are usually crafted of stone, wood, or clay In the courtyard, families would tell stories to their
bricks. They have two or three rooms, built around an children. Sewing happened there as well as meals. Because
open-air courtyard. Larger homes might also have a the soil along the coast is not very fertile, the Greeks use
kitchen, a room for bathing, a men's dining room, and irrigation and crop rotation to provide a wider variety of
perhaps a woman's sitting area. To the average Greek food. Figs, seafood, wine, olives, and grapes are common,
citizen, the concept of home was a critical part of his role in as well as goat's milk, also used in cheese. Meat is rarely
society. consumed except for religious occasions. It is believed that
A woman's role was at home—indeed, the concept of the deities like the smell of food but dislike the taste, a
oikos required that she be an integral part of it. Therefore, convenient way of allowing worshippers to sacrifice
wives were rarely allowed to leave their homes and men animals without wasting the edible parts.
other than relatives were unwelcome. A male citizen had Adult men socialize by having a symposia. Symposias
every right to kill a man who intruded on his premises. are an opportunity for men to talk politics, eat, and enjoy
Male slaves were often used as guards outside the home for each other's company. Women were barred from attending.
this purpose. Upon entering a home, it is customary to enter Reclining on sofas barefoot, they eat with their fingers,
with the right foot first, thus the term "putting your best clean their mouths with bread, and drink wine—first, an
foot forward." aromatic wine followed by wine mixed with water in krater
This is not to say that visitors were not welcome at a pots.
dwelling. Indeed, visitors might be gods in disguise, so all At the age of 30, men are expected to take a wife, who
visitors are welcome. Before inquiring about a visitor's may be as young as 16. In Athens, marriage is optional, but
identity or business, the host is obligated to have a servant in Sparta it is required. The wedding ceremony usually
or daughter bathe the visitor's feet and hands with scented takes place during a full moon in January. The ceremony
water and then offer the best food and drink in the house. starts the day before, with sacrifices to the gods and
Only then can the host inquire about the guest. The goddesses who protect the institution of marriage (Zeus,
arrangement was mutual; guests are expected to give gifts Hera, Artemis) and the offering of the girl's childhood and
and bring news of other lands, staying no more than two favorite toys to them. It is then followed by a purifying
nights. During this time, neither can hurt the other. ceremony. The day of the wedding, the bride to be appears
Women were able to enjoy the open air in the privacy of in a peplos, which is removed by the husband after she
their courtyard and much of family life centers around that enters their new home.
room. Women are also able to fetch water; one of the few
opportunities a wife sees other people and the marketplace.
At home, the Greek wife rules all. She usually has female
slaves dedicated to working the fields, cleaning, and
cooking.
11 | P a g e

PASTIMES
The Greeks knew how to enjoy themselves. Maintaining Cockfighting and dog fighting are popular, as are dice
a healthy regime of exercise and diet was assumed of all and coin games, including 'odd-even,' and a game called
Greeks. Gymnasiums abound for that purpose. Athletic 'five lines', with pones moving on a five-line area according
competition is considered an ideal to be encouraged, a to the dice. Greeks also play marbles, knucklebones, and
testing ground for the mind and body. To maintain a checkers.
healthy body is pleasing to the gods—in essence, "your The theater is also of primary importance, often used to
body is your temple." As a result, there are many celebrate Dionysus. The Greeks are competitive in all
opportunities for competition, including the Olympic things, even their plays; regular events are held with
Games, although there are many similar games in different dramatic contests. Writers present four works, three
locations throughout Greece. tragedies and a pan play. Panes provide entertainment by
Young men spend a lot of their time training for these playing out humorous acts to lighten the mood.
competitions, and the best of them ultimately represent
their city-state against other city-states. This athletic
training also happens to be useful in war—running,
jumping, and javelin throwing all have application on the
battlefield.

RELIGION
To the Greeks, the gods are an ever-present, if capricious, One common practice is to displace sins upon an animal,
lot. They are to be propitiated, to be feared, to be a goat. By reviling the goat and then sacrificing it to the
respected—but the gods are similar to people in that they gods, the goat becomes a "scapegoat" and diverts any
can be bribed. A Greek who performs his appropriate punishment due to the animal rather than the person.
sacrifices expects the gods to provide something in return. There is a fine line between the supernatural and the
Conversely, a city-state will expect their patron deity to divine. In essence, all things are related to the gods—every
intervene in times of war. monster, every supernatural event, everything stems from
With the role of the gods in mind as divine rulers vs. them.
omniscient arbiters of morality, priests take on a different Another distinction from the typical fantasy genre is that
role. Priests are known as Hierei and their expertise is the ancient world has little concept of magic disassociated
primarily in the performance of rituals rather than healing from the gods. All casters are divine except for the
or combat. They serve a political function, like any other Hermetics, and even they are a cult of Hermes that has
civil servant. There are specific priests dedicated to each learned the art of arcane casting.
deity, but those roles are specializations and are rare. Even the witches known as Pharmakis draw their power
Because the gods have the ability to directly influence from a dark incarnation of Artemis. There are no wizards
reality, evidence of their presence is equally grounded. A performing strange magical experiments on monsters, they
god's appearance is cause for a shrine to be built to the are the result of gods mating with mortal beasts. There are
deity's arrival. Gods regularly intermingle with mortals and no created automata, Hephaestus creates every golem
there are plenty of mortals who make a claim to divine encountered.
heritage. Zeus' promiscuity is legendary and somewhat
embarrassing.
P a g e | 12

MILITARY
Warfare revolves around the Hoplite. Hoplites wear man behind him takes his place. Nevertheless, Hoplites are
shields known as hoplons and wield long spears, an utterly dependent upon each other, and it takes no small
infantry tactic that would be used hundreds of years later in amount of will to stand one's ground in the face of charging
medieval times. The Greeks differ from Swiss pikemen in opposition. Should one Hoplite panic, he exposes his
that they wield a spear in one hand and the hoplon in the neighbors to certain death. Since Hoplites are levied locally
other, with each hoplon covering the man on their left. By by their city-state, their comrades at arms are probably
locking their shields together and marching in sync, the brothers, fathers, cousins, and nephews. A Hoplite who
phalanx became an unstoppable porcupine of shields and shows cowardice dishonors himself before his entire
spears. family.
The formation of the phalanx has several advantages. These tactics are ideal against skirmishers with melee
The most powerful soldiers are placed in front, to hold the weapons, who must face bristling spears only to smash into
line, and in the back, to keep the troops with lower morale a wall of shields. For all its advantages, phalanx tactics
from fleeing. The less-trained troops are in the center, have their weaknesses. Skirmishers armed with missile
supporting the men in front and prodding their brethren weapons fare better against phalanxes—archers can
from behind. When a phalanx attacks, it charges in lock decimate the slow-moving phalanx before it closes. To
step and as the soldiers close, they lower their spears compensate, the Peltastai were invented. Peltastai hide
towards the enemy. The soldiers in front lower their spears within the phalanx and erupt from behind the shields,
at waist-level while Hoplites in the middle raise their spears loosing their volleys, only to return to the protective safety
over their shoulders. This tactic presents the most lethal of the phalanx.
blades while maximizing the protection of the men. Similarly, phalanxes can't move well through rough
The phalanx tactics had a powerful impact on Greek terrain like forests or mountains. Worse, phalanxes have a
society as a whole. Hoplites require less armor than typical tendency to veer to the left as each soldier seeks to protect
Greek heroes—they only need a shield, breastplate, and his brother's left side. Armies that are familiar with phalanx
greaves. The armor is nevertheless an expensive tactics know to attack the right side.
proposition. Therefore, only those wealthy enough to afford The antithesis of the phalanx is the horse archer,
their armor and mobile enough to leave their homes could providing ranged fire and mobility that the phalanx can't
fill the role—enter the warrior farmer. The rise of the match. The answer to skirmishers of this type is the Hippei,
Hoplite would eventually lead to radical changes in Greek although they are not nearly as numerous as Hoplites.
society as the middle-class found itself in control of the Hoplites are a fixture of Greek culture—they are a social
military. class as well as a weapon, and Greek mercenaries find
Psychologically, Hoplite warfare is a very rigid service all over the world.
approach. There is little room for individual heroics—
indeed, the phalanx requires every man to do exactly the
same thing at exactly the same time. If one man falls, the
13 | P a g e

SOCIAL STATUS
A character's rank in a city-state is determined by his or The average aristocrat has between 10 and 20 slaves, whose
her social arete. A PC's starting social arete is determined role ranges from weaver to maid, nurse to porter, baker to
by their social rank, which in turn determines the steward. Slaves are owned both by private individuals and
background available to them. the state, which can use them for such tasks as mining or
even as a police force. It is possible for slaves to achieve
Starting their freedom by paying for their debts with sufficient
Social Rank Background
Arete prestige in their home country.
50 Aristoi aristocrat, knight Social arete can be reduced by a variety of acts, all of
25 Periokoi acolyte, sage them involving breaking the law and otherwise angering
10 Metics guild artisan, guild merchant some authority. The law codes are written on axons, which
-1 or Slaves charlatan, criminal, gladiator, are vertically revolving shafts made of wood, on permanent
lower pirate, urchin display in major cities to ensure all citizens know the law.
1 Helots entertainer, folk hero, soldier Public humiliation causes four levels of exhaustion in
0 Foreigners hermit, outlander addition to the loss of arete, while imprisonment lasts for
1d6 months and causes five levels of exhaustion. Fines
City-state citizens are further divided into hereditary range from 50 drachmae for minor offenses up to as high as
tribes. Some citizens belong to brotherhoods or clans 500 drachmae for major offenses. Executions are preceded
known as phratries. Citizenship normally passes through by imprisonment of 1 month; generally speaking, most
the father only, but Athenian law dictates that it is passed courts expect those imprisoned to attempt an escape and
on through both parents. It's possible to move up and down thereby be exiled. Exiled criminals can start over as xenoi
these ranks by accumulating wealth or going bankrupt. in another city-state (losing all arete in their home).
At the top of the hierarchy are the aristoi. These are the
aristocrats, divided into powerful family factions, who Criminal Offense Arete Punishment
possess enough funds to provide themselves armor, Saving the life of a +3
weapons, and mounts on military campaigns. Their wealth higher social rank
is derived from having property on fertile land, and the Military service +2
closest protection offered by the city walls. Repaying a major debt +2
Below the aristoi are the periokoi. These landed citizens Paying taxes +1
have less productive plots further from the city. The name Trespassing -1 Public humiliation
Vandalism -1 Public humiliation
means "dwellers-round-about" or "dusty feet." They gather
Bribing an official -1 Public humiliation
together for protection in small village communities near
Cheating an employee -1 Fine and
the city. of wages reimbursement
The class below them, the middle class, is the metics. Bearing false witness -1 Fine
They are engaged in manufacturing, trade, and commerce. Embezzlement -2 Public humiliation
Below the metics are helots, semi-free laborers. These and imprisonment
serfs are wholly dependent on their employer and can be Accepting a bribe -2 Flogging
sold as a slave might, although they live with their families. Making false records -2 Flogging and
They give a share of their produce to the farm owner and imprisonment
keep the rest. Helots can be killed without repercussions in Unprovoked violence -2 Fine
regular purges (this was a part of life in Sparta) to keep Crime against a higher Additional -
social rank -2
them in fair of the ruling class. Helots are also required to
Theft -3 Execution
serve in times of war. A helot who makes enough money
Military desertion -3 Execution
can pay off their debts and ascend the social ranks.
Defaulting on work -3 Execution
Most Greek city-states have xenoi, free foreigners. These owed to the state
foreigners are transplants from other city-states or even Adultery -3 Execution
other countries, bringing with them useful skills like Crime against a relative Additional -
pottery or metalworking. They are obliged to pay an annual -4
tax (metoikion) and property tax (eisphora), both of which Rape -5 Execution
are slightly more expensive than for citizens. Xenoi can Murder -6 Execution
actually make their way up the ranks if they display Treason -7 Execution
sufficient loyalty.
Below the xenoi are douloi (slaves), a party of everyday
Greek life. Most slaves are non-Greeks, captives of war.
P a g e | 14

ADVENTURE HOOKS

One PC is chosen to perform a quest at the behest of an Whenever great changes were about in Greece, oracles
oracle or a king. The other PCs go along as companions, were always consulted. The PCs may be sent to consult an
the friends and allies of the main PC who must perform the oracle in a distant land at great risk to themselves.
quest. This is a regular Jason and the Argonauts style Conversely, the oracle may be one of the PCs who is
adventure, which may have several components like the 12 required to deliver a message to a king in a distant land,
labors of Hercules. with the other PCs act as his or her bodyguard. This
adventure hook is an excellent way to introduce PCs,
especially if they come from different city-states who have
a vested interest in an upcoming event.
The PCs are mercenaries that are on campaign. Unlike the
war scenario, their allegiance to a city-state is less
important than their allegiance to gold. Like Xenophon's
Ten Thousand, this is an opportunity to meet people in The gods figure prominently in all things Greek, but in this
strange lands…and kill them. Monsters can figure case, they become more directly involved. Perhaps one of
prominently, or the mercenary band might only be the deities has fallen in love with a PC. Perhaps a new war
embroiled battling barbarians and other armies. of the gods erupts between the giants and the gods, or the
titans and the gods. Hierei must choose sides and heroes
will be enlisted according to their divine patrons. This
campaign promises a series of powerful challenges and
The PCs are competitors in the Olympic Games. The bizarre beasts.
Games are another great way to bring PCs together across
city-state lines as well as embroil them in Greek politics.
There is much to be won (and much Arete to be lost!) at the
Olympic Games. The PCs are hired by a city-state to go to war. This scenario
gives ample opportunity to include hippei, hoplites, and
peltastai doing what they do best—kill the enemy.
Conversely, the opponents might be sparti, centaurs,
arimaspoi, or myrmidons.
15 | P a g e

A sense of peace had fallen over the Olympic site. With the advent of summer, the grapes were still ripening on the vines and
the olives on the trees. It was a good time for the men who worked in the orchards and fields to put down their tools and take up
the javelin and discus. In years past, the lull had often been filled with the clash of battles between neighboring city-states, but
for the Olympics a sacred truce was declared for three months. During the truce, wars were suspended, armies were prohibited
from entering Olympia or threatening the Games, and legal disputes and death penalties were forbidden.
Yet, old rivalries were not easily forgotten, and the crowds, even as they wandered around after the athletes from their own
communities, continued to eye visitors from rival city-states cautiously. The Olympic truce was faithfully observed, for the most
part. Except for the Lacedaemonians.
The Lacedaemonians were banned from participating in the Games after they attacked a fortress in Athenor during the truce.
The Lacedaemonians complained that the truce had not yet been announced at the time of their attack. But they were fined 2,000
minae, two for each soldier, as the law required. This amounted to 200,000 drachmas, and since one drachma was usually a
man’s daily pay, the fine was very steep indeed.
Merchants, politicians, and city officials from many cities walked and talked together as they concluded agreements, renewed
treaties, gossiped, and proved to gather information needed by friends at home. Good friends from far-flung regions of the Atikoff
talked of events and happenings of the four years since they had seen each other.
The rest of the day was taken up with additional vows and sacrifices by the athletes and their trainers. Some made offerings to
the patron gods and goddesses of their city-states. Others consulted soothsayers and seers, hoping for divinations that favored
their success.
Those who did not seek supernatural help wasted no time in dashing to the palaestra, gymnasium, or stadium for one final
practice. As each athlete worked out, kinsmen and admirers trailed them. Each athlete's style and performance were carefully
noted by last-minute bettors to decide on whom they would wager in the feverish few minutes of betting before each event.
Thelvarus proceeded to warm up near Jarax, who was strangely silent. Milo chuckled as he walked past them to his own city-
state’s exercise area.
“What’s tickling the giant?” Jarax asked, his crystal-blue eyes unfocused on the man’s back.
Thelvar shook his head. “Sarapion the Alexandrite opposes him in the pankration.” The final list of entries had been drawn up,
and the order of the preliminary heats was written out on a white board. “He doesn’t have a chance.”
“Do any of you?”
Thelvar glanced over at Pagondas, a swarthy-skinned charioteer for Thebus. He was grinning broadly.
“I’ll take that,” Thelvar said sarcastically, “as an indication of your huge ego.”
“You have us confused," Pagondas snorted, nodding in Milo’s direction, where he was hefting huge weights over his head.
"I’m merely confident in my abilities.”
He smirked at Eugoras, the charioteer for Athenor. “Since Athena is your patron goddess, I expect much from your horses.”
“Athena watches over her chosen." Thelvarus rolled his eyes. "We’re here aren’t we?”
Eugoras, a young, wiry lad, jumped to his feet from where he had been discussing something with another team member. He
put his hands on his hips and jutted his chin out.
“I’m not afraid of you!” he barked at the older Pagondas.
Pagondas laughed. “Then you will die young. Fear is your ally, young pup.”
“Remember the oath,” Jarax hissed.
Eugoras took a deep breath and stretched his neck slightly. “We will find out tomorrow then.”
Pagondas locked gazes with Eugoras. Jarax stood up. A few other Thebites stopped their exercising to watch the confrontation.
Just then, a groan of exertion echoed around them, followed by an explosive boom. It jolted both Pagondas and Eugoras out of
their posturing as they glanced in Milo’s direction. He had tossed a massive weight onto the ground at the conclusion of his
workout.
The moment passed, Pagondas and Eugoras walked in opposite directions to check their horses. Milo grinned over at
Thelvarus and gave him a thumb up.
“You know,” Thelvarus said to Jarax, “I think Milo’s a lot smarter than we give him credit.”
“We should make our sacrifices to Athena,” Jarax said grimly, his mind tightly focused on the events.
Late in the afternoon, other athletes went silently to various altars to give personal pledges and vows, to make supplications to
patron gods for strength, courage, and the skill necessary to win the events in which they would compete.
Dusk fell quickly over the sanctuary. Fires flickered on the hills. Athletes slumbered. A tense hush descended over the valley at
the close of the first day.
P a g e | 16

CITY-STATES
17 | P a g e

Characters in Ancient Adventures are more than just their species and class. Their city-state of origin helps shape their outlook,
reinforce their prejudices, and provides inspiration for their sense of national pride. A character can have one of several types of
citizenship in a city-state.
Each city-state bestows bonuses depending on the character's homeland. In some cases, class specializations require the
character to have a city-state of origin. Some species only come from certain city-states. Additional available backgrounds are
listed for PCs who choose that city-state as homeland. Automatic languages are added to the character's list of languages they
know.

City-State Native Species Automatic Language Additional Backgrounds Divine Patron


Acarnania Human Arcadian Soldier Apollo
Achaea Human Western Pirate Poseidon
Aegina Human, Myrmidon Ionic Guild Merchant Zeus
Aetolia Human Western Soldier Apollo
Arcadia Cecrops, Centaur, Human Arcadian Herdsman Zeus
Argolis Cecrops, Human Doric Folk Hero Hera
Attica Cecrops, Human Ionic Guild Artisan Athena
Boeotia Human, Nymph, Spartus Eolic Soldier Dionysus
Corinth Human Doric Guild Artisan Aphrodite
Crete Human, Minotaur Doric Soldier Poseidon
Cyprus Human Arcadia Guild Artisan Aphrodite
Cyrene Human Doric Sage Apollo
Doris Human Western Guild Artisan Poseidon
Elis Human Western Soldier Zeus
Epirus Human, Myrmidon Macedonian Folk Hero Zeus
Euboea Human Ionic Guild Merchant Apollo
Illyria Human, Spartus Macedonian Guild Artisan Athena
Laconia Human Doric Soldier Artemis
Libya Amazon, Gorgon Western Soldier Ares
Locris Human Macedonian Folk Hero Zeus
Macedonia Human Eolic Folk Hero Zeus
Malis Human Doric Folk Hero Zeus
Messenia Cecrops, Human Eolic Folk Hero Zeus
Opuntian Cecrops, Human Western Folk Hero Hermes
Phocis Human Western Charlatan Dionysus
Satyrides Panes Doric Folk Hero Hephaestus
Sicily Arimaspos, Human Eolic Soldier Zeus
Thessaly Centaur, Human, Myrmidon Macedonian Guild Artisan Ares
P a g e | 18

Capital: Stratus Capital: Tega


Divine Patron: Apollo Divine Patron: Zeus
Major Towns: Oenidae Major Towns: Tegea, Mantinea, Megalopolis,
Species: Humans Orchomenus
Acarnania rests between the Achelous River and the Species: Cecrops, Centaurs, Humans
Ionian Sea. It has little to offer in the way of trade goods or Arcadia is a mountainous region south of Argolis in the
exports. Peloponnesus, a land inhabited by poor farmers and
primitive shepherds. After the Centaurmachy in Thessaly,
many Centaurs fled to Arcadia. Some of these Centaurs met
their death at the hands of Hercules. Cecrops kings also
Capital: Achaea sprung up here, specifically Pelasgus and his bloodline still
Divine Patron: Poseidon runs strong amongst its people. The country is best known
Major Towns: Leontium, Dyme, Cerynia, Aegium, and for its manpower, which is why Arcadian mercenaries are
Patrae legendary.
Species: Humans
Achaea is located in the northern part of the
Peloponnesus on the Gulf of Corinth and lies between
Sicyon and Elis. Capital: Argos
Divine Patron: Hera
Major Towns: Tiryns, Mycenae, Asine, and Nauplia,
Heraeum
Capital: Aegina Species: Cecrops, Humans
Divine Patron: Zeus The founder of Argos, the 'City of Phoroneus', is
Species: Humans, Myrmidons Phoroneus, a cecrops. It is a very ancient city dominating
Aegina is an island off southeast Greece in the Saronic the coastal plain of Argolis and its lesser cities (Mycenae,
Gulf of the Aegean Sea near Athens. It is a prosperous Tiryns and others). It still exploits its proximity to the sea
maritime city-state. The first Greek coins were struck here. as a commercial center, but greater states have eclipsed
Aegina is most noteworthy for the Myrmidons, the species once proud Argos. The Argive symbol is the hydra.
created by Zeus from ants to serve Aeacus (see Species).
Aeacus went on to marry Endeis and fathered two famous
heroes, Telamon and Peleus. Aeacus also had a mistress,
the Nereid Psamathe. Psamathe bore Aeacus a son, named Capital: Athens
Phocus. Phocus quickly became Aeacus' favorite. Phocus Divine Patron: Athena
had three sons: Crisus, Naubolus and Panopeus. Phocus' Major Towns: Eleusis, Marathon, Aphidna, Thoricus
three sons migrated east of Aetolia and named a territory Species: Cecrops, Humans
after their father. Attica is best known for Athens, the seat of democracy
and much of civilization. It boasts a lineage of Cecrops,
specifically Cecrops. It was during this time that Poseidon
and Athena contested for the patronage of Athens. Later,
Capital: Calydon Athena would rear Erichthonius (another Cecrops born of
Major Towns: Pleuron and Calydon, with a religious Hephaestus) until he was old enough to become king of
center at Thermum Athens. Attica's mines are particularly known for its lead
Species: Humans and silver.
Divine Patron: Apollo
Aetolia is located north of the Gulf of Corinth and the
Gulf of Calydon, east of the Achelous River (separating it
from Acarnania). The Aetolian League eventually replaced
the tribal system governing remote unfortified villages.
Aetolians are considered generally uncivilized, but they
make for excellent mercenaries.
19 | P a g e

Capital: Thebes Capital: Paphos


Divine Patron: Dionysus Divine Patron: Aphrodite
Major Towns: Orchomenus, Thespiae, Coronea, Major Towns: Nicosia
Haliartus, Platea, Tanagra Species: Humans
Species: Humans, Nymphs, Sparti Ancient Cyprus is best known for its cult of Aphrodite.
Thebes is the greatest city state of Boeotia, a wide rural
landscape that is stifling hot in summer and bitterly cold in
winter. The territory is hemmed in by mountain chains on
the north and west, and it has access to the Aegean only Capital: Benghazi
indirectly by the narrow Gulf of Euboea. A fertile district, Divine Patron: Apollo
the Boeotians are known as uncivilized farmers. There are Major Towns: Cyrene
two major regions of Boeotia; a fertile plain dominated by Species: Humans
Thebes, and the slopes of the mountains dominated by the Cyrene is an ancient city near the northern coast of
city of Orchomenus. An oligarchy of great landed Africa, in Cyrenaica. It is a Greek colony founded (c.630
proprietors rules the state, and like other territories have BC) by Aristoteles of Thera, who became king of Cyrene
come together to form a confederacy. Boeotia is best as Battus. At its prime Cyrene is a large and beautiful city
known for the Sparti, who were sown here by Jason of the and an intellectual center noted for its schools of medicine
Argonauts. It is also the seat of Thebes. Thebes suffered a and philosophy. It has a temple of Apollo, an agora, a
power struggle over the worship of Dionysus by King capitol, an acropolis, and a theater.
Pentheus. However, his mother was a supporter of the god,
and she induced the Theban women to leave their houses
and abandon themselves to what is called Bacchic frenzy.
Maenads are thus more common here than elsewhere. Capital: Benghazi
Divine Patron: Poseidon
Major Towns: Pindus, Erineus, Halikarnassos, Boeum,
Cytinium
Capital: Athens Species: Humans
Divine Patron: Aphrodite Doris is small mountainous district in central Greece,
Major Towns: Lechaeum, Cenchreae inland between the Gulf of Corinth and the Malian Gulf. Its
Species: Humans heartland is a fertile valley between Parnassus and Mount
Strategically situated on the Isthmus of Corinth and Oeta. Doris is considered by many Greeks to be the
protected by the fortifications on the Acrocorinthus, birthplace of the species.
Corinth is one of the largest, wealthiest, most powerful, and
oldest cities of ancient Greece. The natural rival of Athens,
Corinth is traditionally allied with Sparta. It is a port and
major transportation center trading in olives, tobacco, Capital: Elis
raisins, and wine. Its rich merchants are reluctant to engage Divine Patron: Zeus
the city in any wars at all. The capital is famed for its Major Towns: Olympia, Pisa, Elis
temple to Aphrodite and its priestesses are prostitutes, Species: Humans
serving the countless visitors, traders and adventurers who Elis is a region of ancient Greece, in west Peloponnesus,
pass through. west of Arcadia. It is divided into three parts—Elis proper,
Pisatis, and Triphylia. A plain watered by the Alpheus and
the Peneus rivers, Elis is notable as a place for breeding
horses and growing flax. The Olympic games are held at
Capital: Knossos Olympia. It is famed for the magnificent temple to Zeus at
Divine Patron: Poseidon Olympia. Every four years the Olympic Games are held
Major Towns: Catreus, Gortyna, Cydonia there, and these wonderful events draw in crowds from all
Species: Humans, Minotaurs across the Greek world.
Crete has one of the world's earliest civilizations, the
Minoan civilization, named after King Minos, the
legendary author of Cretan institutions. Among the most
powerful of the cities (110 in number) are Knossos and
Cydonia. Minotaurs were spawned here.
P a g e | 20

Capital: Ambracia Capital:


Divine Patron: Zeus Divine Patron:
Major Towns: Apollonia, Epidamnos, Elatria, Bucheta, Major Towns:
Pandosia, Palaeste, Chimaera, Anchiasmus, Phoenice, Species: Amazons, Gorgons
Buthrotum, Phanote, Adrianopolis, Cassope, Ephyra, The Atlantians and Gorgons are mortal enemies. The
Passaron, Tecmon, Phylace and Horreum Amazons were enlisted by the Atlanteans to drive the
Species: Humans, Myrmidons Gorgons back. In the end, Myrina and the Amazons
Epirus is a country on the Ionian Sea and west of emerged victors against the Gorgons. The Amazons
Macedon and Thessaly. It is known as the home of the captured over 3000 Gorgon warriors as prisoners. A later
oracle of Dodona. The Myrmidons settled here. uprising forced the Amazons to kill all the Gorgons.
After the death of Phorcys in Libya, his daughter,
Medusa, reined over those living around Lake Tritonis,
going out hunting and leading the Libyans to battle.
Capital: Chalcis Medusa was assassinated by Perseus, who subsequently cut
Divine Patron: Apollo off her head.
Major Towns: Aedepsus, Karystos, Dystos, Eretria,
Styra
Species: Humans
Euboea is a long and narrow island that is traversed Capital: Opus
throughout its length by a mountain range, which forms Divine Patron: Ares
part of the chain that bounds Thessaly on the east and is Major Towns: Amphissa, Naupactus, Thermopylae,
continued south of Euboea in the lofty islands of Andros, Lamia, Halai
Tenos and Myconos. The principal peaks of this range are Species: Humans
grouped in three knots, which divide the island into three Locris is a region in central Greece. The rise of Doris and
portions. Towards the north, opposite the Locrian territory, Phocis split the original region into western and eastern
the highest peaks are Mts. Gaetsades and Xeron. The portions. It is famous for its archers. Amphissa sits on the
former is famous for its medicinal plants, and at its foot are popular approach to Delphi and has found itself in
the celebrated hot springs, near the town of Aedepsus. difficulties on several occasions with that town.

Capital: Shkodra Capital: Vergina


Divine Patron: Athena Divine Patron: Zeus
Major Towns: Lissus, Epidamus, Bardhyllus Major Towns: Kavalla, Philippi Amphipolis, Thasos,
Species: Humans, Sparti Thessaloniki, Vergina, Pella
Illyria is a region in the Balkan Peninsula. The Illyrians Species: Humans
are warlike and frequently engaged in piracy. The mines of Macedonia consists of the coastal plain of the Thermaic
the region, located inland, are attractive to settlers but the Gulf, which has been formed by the rivers Axius, Lydias,
terrain is too harsh for most. and Haliacmon. It is a vast northern kingdom ranging
across mountain ranges, marshy plains and dense forests
with no large cities. Rich in timber, cattle, sheep, horses,
cereals and vines, Macedonia has always been able to
Capital: Sparta support a larger population than any other region in Greece.
Divine Patron: Artemis In climate, the Chalcidice peninsula has a Mediterranean
Major Towns: Amyclae climate and produces olives, fruits, and timber suitable for
Species: Humans ship-construction. Gift giving, blood ties and clan loyalties
Laconia, or Lacedaemon, is a region in southern count for everything.
Peloponnesus, bounded on the west by Messenia and to the
north by Arcadia and Argolis. On the Eurotas, the principal
river, stands Sparta, the capital. Laconian society is unique
in its severe approach to citizenship and war; Laconians are Capital: Trachis
trained since childhood to be soldiers and do not retire from Divine Patron:
the military profession until age 60. Major Towns: Anthela
Species: Humans
Malis is a small district in eastern Greece at the head of
the Malian Gulf. It is surrounded on all sides by mountains,
with Thessaly to the north.
21 | P a g e

Capital: Messene Capital: None


Divine Patron: Zeus Divine Patron: Dionysus
Major Towns: Andania, Arene Major Towns: None
Species: Cecrops, Humans Species: Panes
Messenia is a region of southwest Greece, in the The Satyrides are known for the panes who inhabit the
Peloponnesus. This is the most fertile tract in Greece, and islands. The island produces a particularly strong wine that
produces oranges, citrons, almonds, figs, grapes and olives the panes indulge in, but they do not harvest it enough to
in great abundance and of excellent quality. The plain is make it a viable trade product.
bounded on the north by the Nomian Mountains and their
westerly extension, on the west by the mountains of
Cyparissia, a southern continuation of which forms the
southwest peninsula of the Morea, attaining its greatest Capital: Syracuse
height in Mt Mathia. Off the south coast of, this peninsula Divine Patron: Hephaestus
lies the three, Oenussae islands and the islet of - Major Towns: Panormus, Lilybaeum, Drepanum,
Theganussa (Venetik). In spite of its long coastline, Catania, Zancle, Gela, Selinus, Segesta, Acragas, Himera
Messenia has no good harbors except the Bay of Pylos. Species: Arimaspoi, Humans
Sicily has had a varied and colorful history. The first
known inhabitants of the island were the Elymi, Sicani, and
Siculi. Their originally democratic governments were
Capital: Opus gradually replaced by tyrannies, particularly those of
Divine Patron: Zeus Phalaris at Acragas and of Gelon, Hiero I, and others at
Major Towns: Naupactus Syracuse. Hephaestus' workshop lies beneath Mount Etna.
Species: Cecrops, Humans It is also home to the Arimaspoi.
Locris is made up of two regions on either sides of
Mount Parnassus separated by Phocis. One northeast, along
the coast of mainland Greece facing the northern part of the
island of Euboea, is called Opuntian Locris (and its Capital: Iolkos
inhabitants Opuntes) after the name of Opus, its main city; Divine Patron: Zeus
the other southwest, along the northern shore of the Gulf of Major Towns: Larissa, Crannon, and Pherae
Corinth, around the city of Naupactus, is called Ozolian Species: Centaurs, Humans, Myrmidon
Locris (and its inhabitants Ozolæ). Thessaly is a large, flat and fertile territory in northern
Greece and divided into four major regions: Hestiaotis in
the northwest, Pelasgiotis in the northeast, Thessaliotis in
the southwest and Phthiotis in the southeast. Thessaly is
Capital: Krisa where the Centaurmachy took place between the Centaurs
Divine Patron: Hermes and the Lapiths. When Aeacus exiled his sons for the
Major Towns: Lilaea, Hyampolis, Anticyra, murder of his other son, Phocus, Peleus and Telamon, some
Parapotamii, Panopeus, Daulis and Abe of the Myrmidons followed Peleus. They migrated and
Species: Humans settled in Phthia, in southern Thessaly, where Peleus had
Phocis is a region of central Greece that includes Delphi, married Antigone, daughter of Eurytion or Actor, king of
Mt. Parnassus, and Elatea; Boeotia is on the east, and the Phthia. Horse breeding is popular and powerful aristocratic
Gulf of Corinth is to the south. Phocis is the district in families have made cavalry the backbone of the military.
which the most famous sanctuary of Delphi is located. Thessaly contains the mountains Ossa, Pelion and Othrys,
Phocis owes its name to the mythological hero Phocus, son and is crossed by the river Peneus that flows through the
of Ornytus, himself a son of Sisyphus, king of Corinth. magical Vale of Tempe.
Ornytus earned himself a kingdom in a war with the
Locrians but left it to his son Phocus before returning to
Corinth with his second son Thoas. Phocus later healed and
married Antiope, the mother by Zeus of Amphion and Capital: Seuthopolis
Zethus, the Theban heroes, after she had been struck with Divine Patron: Ares
madness by Dionysus in punishment for the murder of Major Towns: Abdera, Eion, Philippopolis, Amphipolis,
Dirce and was wandering all through Greece. The state is Cabyle, Lysimachea, Apollonia, Maronea, Byzantium
mountainous and its highest (and most famous) peak is Species: Amazons, Humans
Mount Parnassus. The Thracians have highly developed forms of music and
poetry, but their savage warfare is considered barbaric. The
Greeks exploit Thracian gold and silver mines.
P a g e | 22

NEW SPECIES
In Ancient Adventures, all the mythical species live and
breathe alongside their mundane counterparts. Panes frolic
on the Satyrides while nymphs are everywhere, striving to Women's status in Greek society is centered mostly
make a name for themselves in a man's world. Sparti and around the family household, or oikos. They are expected
myrmidon are the elite of Greece's warriors, while to stay at home at all times and manage the household,
minotaurs, gorgons, sirens, and arimaspoi are abominations slaves, and servants. They are not to go outside except to
to be alternately feared and propitiated. fetch water and are so segregated that they are generally
unseen.
Not all women are comfortable with this lifestyle
however—Laconian women are expected to exercise and
Men and women have only one personal name given at be educated like men, because the men are always away.
birth. Married women do not change their names. It is Thus, Laconian women have much more freedoms than
customary for the eldest son to be named after his other Greek women.
grandfather. In cases where a person's name needs Some women can rise above their station by becoming
clarification, the father's name or the name of the city priestesses for female deities. Macedonian women enjoy
would be added, but these additions are not used as a form similar freedoms and are often ruled by queens.
of address. Unlike married women, the hetairai consist of foreigners,
female slaves, freed women, and abandoned girls who
make a living as prostitutes. They enjoy legal safeguards in
most city-states and are experts at music, dancing, and
socializing.
Amazons, gorgons, nymphs, and sirens present as
female, while minotaurs and panes present as male.
Adventurers regularly buck the social status expected of
them but will still face prejudice from those who do not
immediately recognize them as divine beings.
23 | P a g e

The amazons are a species of warrior women. Although Artemis. They worship Ares out of respect for their
they are similar in appearance to human women, they have bloodline. Amazons worship Artemis for the purity of her
strength and endurance unparalleled by human females. hunting abilities and her reliance on no man.
They were originally born of the god Ares and the nymph
Harmonia.

Amazons were able to tame and ride horses long before


Amazons have athletic builds with dark complexions and mainland Greece acquired the skill. Amazons make their
sharp features. Their hair coloring ranges from black to homes in two different countries: at the mouth of the river
dark brown while their eyes range through shades of green Themiscyra, in Pontus and Thrace, under Penthesileia's
to brown. leadership. They are divided into three tribes:
Amazons are notorious for their warlike demeanor. They Themiscyreans (led by Hippolyte), Lycastians, and
are a harsh people, stalwart in the face of certain death and Chadesians. Some groups of amazons are nomadic,
committed to the destruction of their enemies. roaming on horseback across vast swaths of land. Others
Amazons wear long pants (unheard for women in Ancient settle and establish matriarchies with an amazon queen
Adventures) made of animal skin. They also wear clasped ruling over all.
vests with long sleeves. Many amazons wear a girdle
around the waist. They typically wear leopard hide on their
heads and are highly proficient in the use of spear, shield, Amazon names include: Aella, Agave, Ainia, Ainippe,
and bow. Their main weapons are the bow, the librys (a Alcibie, Alcinoe, Alcippe, Alkaia, Amynomene, Anaea,
double-edged axe), and a crescent shaped shield. Anaxilea, Androdameia, Andromache, Andromeda,
Antandre, Antianira, Antianeira, Antibrote, Antimache,
Antimachos, Antioche, Antiope, Antipoeia, Areto,
Whenever amazons give birth, impregnated by Arexmiacha, Aristomache, Asteria, Bremusa, Celaeno,
conquered men, they sear the right breast of the infant. The Clete, Clonie, Clymene, Deianira, Deinomache,
removal of the right breast allows them to wield bows more Derimacheia, Derinoe, Dioxippe, Doris, Echephyle,
effectively when firing arrows. Amazons are also superb Eriboea, Eumache, Euryale, Eurybia, Euryleia, Evandre,
horsemen and experts at mounted archery. Glauce, Harmothoe, Harpe, Hipp, Hippolyte, Hippothoe,
The amazons have waged war against the Atlanteans, the Hypsipyle, Iphinome, Iphito, Kleoptoleme, Kreousa,
Argonauts, and the Mygdonians. They get along fine with Kydoime, Laodoke, Laomache, Lyce, Lykopis, Lysippe,
other women who display strength and courage and look Marpe, Marpesia, Melanippe, Melousa, Menippe,
down upon men in general. Men who are warriors that can Mimnousa, Molpadia, Myrina, Okyale, Okypous, Orithia,
best them in combat will gain a grudging respect; scholars Otrere, Pantariste, Penthesilia, Philippis, Phoebe, Pisto,
and any males who are weak are openly despised. Polemusa, Polydora, Prothoe, Pyrgomache, Scyleia,
Amazon adventurers are violent and headstrong, usually Tecmessa, Teisipyte, Telepyleia, Thalestris, Thermodosa,
war chieftains who want to experience more of the world. Thoe, Thraso, Toxaris, Toxis, Toxophile, Valasca, Xanthe,
They are also committed to beating men at their own game Xanthippe.
and thoroughly enjoy testing the skill of male warriors.
Despite their lineage, amazons worship both Ares and
P a g e | 24

Your Amazon heritage manifests in a variety of traits you Languages. You can speak, read, and write Common.
share with your kin. Saving Face. Amazons are careful not to show weakness
Ability Score Increase. Your Dexterity score increases in front of their allies, for fear of losing status. If you miss
by 2, and your Charisma score increases by 1. with an attack roll or fail an ability check or a saving throw,
Age. Amazon reach adulthood in their late teens and live you can gain a bonus to the roll equal to the number of
less than a century. allies you can see within 30 feet of you (maximum bonus
Alignment. Amazons tend towards chaotic alignments— of +5). Once you use this trait, you can't use it again until
their love of warfare often overrides their allegiance to you finish a short or long rest.
discipline. They tend to be more evil than good as a result Size. Amazons stand between 6 and 7 feet tall and
of their obsession with violent conflict. usually weigh between 180 and 250 pounds. Your size is
Amazon Weapon Training. Themiscyrean and Lycastian Medium.
amazons are proficient with the battleaxe, longbow, Speed. Your base walking speed is 30 feet.
shortbow, spear. Chadesians are also proficient in the
javelin.
Equestrian Lore. You have proficiency with the Animal
Handling and Survival skills.
25 | P a g e

The average arimaspos is a brute with a single eye in the


center of its forehead. Arimaspoi were born of the union of
Arimaspoi have poor relations with just about everyone,
Poseidon and a nymph named Thoosa.
given their cannibalistic habits. Arimaspoi respect strength
and can appreciate any creature larger than then they.
Conversely, they have difficulty understanding the pastoral
Arimaspoi are extremely self-centered and narrow-
life and gravitate towards barbarian tribes that emphasize
minded, perhaps a result of their monocular vision. They
warfare over farming. They have been known to fall in love
are prone to fits of violence and the first to whine about the
with nymphs.
unfairness of their plight should they be wounded.
Arimaspoi will occasionally leave their island to seek
Arimaspoi hail from Sicily and are an uncivilized people
adventure. It is most likely hunger drives them off the
whose society consists solely of hunters and herders. They
island in search of food, which eventually finds them in
live in caverns, with no crafts, laws, or general society to
other, less primitive lands. If the arimaspoi survives his
speak of. Arimaspoi are fond of human flesh however, a
first encounter, he is likely to join a military organization
necessity given their lack of farming skills. When they are
where his prodigious strength can be put to good use.
not gobbling down humans, Arimaspoi tend goats.
Poseidon first birthed Arimaspoi, so they worship him on
occasion, but only when the thought strikes them to
worship anybody at all.
P a g e | 26

Languages. You can read, write, and speak Common and


Giant.
Arimaspoi names include: Acamans, Arges, Argilipus,
Natural Armor. You have thick, leathery skin. When you
Brontes, Elatreus, Euryalus, Halimedes, Polyphemus,
aren't wearing armor, your AC is 12 + your Dexterity
Pyracmon, Steropes, Trachius.
modifier. You can use your natural armor to determine your
AC if the armor you wear would leave you with a lower
AC. A shield's benefits apply as normal while you use your
Your arimaspos heritage manifests in a variety of traits
natural armor.
you share with your kin.
Powerful Build. You count as one size larger when
Ability Score Increase. Your Strength score increases by
determining your carrying capacity and the weight you can
2 and your Constitution score increases by 1.
push, drag, or lift.
Age. Arimaspoi mature at 15 and age at about the same
Size. The typical arimaspos weighs around 350
rate as humans.
pounds. Most arimaspoi stand eight feet tall, but there are
Alignment. Arimaspoi tend towards chaotic behavior and
rumors of massive arimaspoi that are even larger. Your size
neutral ethos, both stemming from their complete lack of
is Medium.
laws and their narrow perspective on life.
Speed. Your base walking speed is 30 feet.
Arimaspos Weapon Training. You are proficient with
Tool Proficiency. You gain proficiency with the artisan's
the warhammer.
tools of your choice: smith's tools or mason's tools.
Keen Smell. Although arimaspoi have poor binocular
vision, they make up with it with their keen sense of smell.
You have advantage on Wisdom (Perception), Wisdom
(Survival), and Intelligence (Investigation) checks that
involve smell.
27 | P a g e

The cabiri, whose native land is Lemnos and whose


principal sanctuary is in Samothrace are descendants of
Cabiri live as simple hunter-gatherers, subsisting
Hephaestus. Like Hephaestus, the cabiri are metallurgists.
primarily on carrion and algae. Much of each cabiro's day
Cabiri appear as crab-like humanoids standing about 8
is spent hunting, filtering algae, or scavenging along the
feet tall. Their two arms end in large pincers. Cabiri color
shore. Cabiri often gather large amounts of sand into their
ranges from reddish-brown to greenish-black.
mouths, suck out all the organic material, and spit out fist-
sized pellets of sand and dirt. These hardened pellets betray
the presence of a nearby cabiro lair. Cabiri generally live in
Cabiri are somewhat alien in their dealings with what
coastal caves. Some tribes dig extensive burrows in seaside
they term "the lesser races." They do feel a certain
cliffs. Within a burrow complex, each cabiro has an
responsibility for what happens in the sea and as minor
individual lair, situated near a large, central meeting area.
divinities in their own right. As a result, they take a fatherly
Though details of cabiro religion are unknown, most
approach to all soft-shelled beings and will patiently
artifacts are believed to be religious in nature, and are
answer questions or usher them away from potential
jealously guarded.
danger.
Cabiro adventurers leave their ocean homes when they
A cabiro tribe seldom has commerce with other tribes,
feel that humanity needs their help. They see themselves as
and almost never with other intelligent species. They are
inheritors of Hephaestus' divine will and act only if an
master smiths, capable of producing some of the infest
omen from him indicates their assistance is needed. They
metallurgy throughout the Greek world.
often seek out great heroes to forge marvelous artifacts for
them.

Cabiro names include: Axierus, Axiocersa, Axiocersus,


Cadmilus.
P a g e | 28

Your cabiri heritage manifests in a variety of traits you Pincers. Your pincers are a natural weapon, which you
share with your kin. can use to make unarmed strikes. If you hit with it, you deal
Ability Score Increase. Your Strength score increases by bludgeoning damage equal to 1d6 + your Strength
2 and your Constitution score increases by 1. modifier, instead of the bludgeoning damage normal for an
Age. Cabiri reach maturity at five years of age. A cabiro unarmed strike. The target is also grappled (escape DC 8 +
can live for up to 20 years. your proficiency bonus + your Strength modifier). Until
Alignment. Cabiri keep to themselves and follow their this grapple ends, the target is restrained, and you can’t
own inscrutable ways in service to Hephaestus. They can constrict another target.
be any form of neutral alignment. Powerful Build. You count as one size larger when
Amphibious. You can breathe air and water. determining your carrying capacity and the weight you can
Languages. You can speak, read, and write Common and push, drag, or lift.
Aquan. Size. Cabiri continue to grow and molt throughout their
Natural Armor. Due to your shell and the shape of your lives, and specimens as tall as 10 feet have been reported
body, you are ill-suited to wearing armor. Your shell Your size is Medium.
provides ample protection, however; it gives you a base AC Speed. Your base walking speed is 30 feet. You also
of 17 (your Dexterity modifier doesn't affect this number). have a swim speed of 20 feet.
You gain no benefit from wearing armor, but if you are Tool Proficiency. You gain proficiency with the artisan's
using a shield, you can apply the shield's bonus as normal. tools of your choice: smith's tools, mason's tools or tinker's
tools.
29 | P a g e

Cecrops are half-serpent beings that sprung up from the


earth, literally the children of Gaia. Cecrops come into
Cecrops divine heritage makes them natural rulers—
being when the motion of the universe is reversed. This
whether or not mortals agree with their right to rule. They
reversal is caused by the movement of the divinities—upon
tend to be cruel and decisive in their actions and alien in
their withdrawal, everything begins to slide backward.
their thoughts.
These times are tumultuous, causing the extinction of
Cecrops worship few gods as they do not believe them to
animal species and wiping out most of humanity. But the
be superior. They worship Gaia alone and thus become
survivors are affected by a complete reversal of their
druids, should one be so humble enough as to take up a life
natures: the old become younger and younger until they
of service to her.
transform into newborns and then disappear completely
into the earth. When the divinities return, these cecrops
spring up from the ground itself and begin to age forward
The cecrops have ruled in Libya and Athens. Cecrops
again.
established dominant monarchies with themselves at the
top and a cadre of human servants and sycophants. Cecrops
reproduce rarely, so worship by other sentient beings is
Cecrops vary in appearance, but all have serpent tails and
critical to their society. Cecrops have also sprung up in
fangs. Cecrops lack body hair except on their heads and are
Arcadia, Argolis, Atlantis, Attica, Messenia, and Opuntian
covered by a fine sheen of nearly invisible scales. They
Locris.
have a compelling presence that makes them impossible to
Generally, cecrops stay put once they have firmly
ignore.
established their authority—cecrops that are adventurers
Cecrops are insufferably arrogant, demanding instant
have ventured forth to establish their legacy. They are
allegiance from all whom they perceive to be their lesser—
usually in search of a long-lost lineage, to conquer a
and they believe everyone is their lesser except other
kingdom, or to reclaim their divine heritage. Whatever the
cecrops. That said, some species can earn their respect
goal, cecrops are always scheming to place themselves in
through heroic action, but those are few and far between.
the power they feel they deserve.
Cecrops do have an appreciation for the wisdom of age and
station and tend to see themselves as equals to kings and
gods when they cross one.
Cecrops names include: Aglauros, Amphictyon, Aras,
Castalius, Coresus, Erichthonius, Evenor, Herse, Indus,
Lelex, Palaechthon, Pandrosos, Pelasgus, Periphas,
Phigalus, Phlegyas, Tyllus.
P a g e | 30

AC if the armor you wear would leave you with a lower


AC. A shield's benefits apply as normal while you use your
Your cecrops heritage manifests in a variety of traits you
natural armor.
share with your kin.
Natural Weapons. Your fanged maw and constricting
Ability Score Increase. Your Intelligence score increases
serpentine body are natural weapons, which you can use to
by 1, your Wisdom score increases by 1, and your
make unarmed strikes. If you hit with your bite, you deal
Charisma score increases by 1.
piercing damage equal to 1d4 + your Strength modifier,
Age. Like humans, cecrops reach adulthood in their late
and your target must make a Constitution saving throw (DC
teens. They show no signs of aging beyond that point
8 + your proficiency bonus + your Constitution modifier).
except for growing larger, so in theory, cecrops could live
On a failed save, the target takes 1d4 poison damage. If you
well over a century.
hit with your constrict attack, you deal bludgeoning
Alignment. Cecrops lean towards neutral alignment
damage equal to 1d6 + your Strength modifier, and the
because of their selfish natures. They are more likely to be
target is grappled (escape DC 8 + your proficiency bonus +
evil than good as a result. They tend towards law over
your Strength modifier). Until this grapple ends, the target
chaos, as law reinforces their authority.
is restrained, and you can’t constrict another target.
Darkvision. You have superior vision in dark and dim
Poison Immunity. You are immune to poison damage
conditions. You can see in dim light within 60 feet of you
and the poisoned condition.
as if it were bright light, and in darkness as if it were dim
Serpent Tail. You cannot wear any equipment that
light. You can’t discern color in darkness, only shades of
requires legs, knees, or feet. Conversely, you cannot be
gray.
knocked prone.
Languages. You can speak, read, and write Common and
Size. Cecrops stand about 5 feet tall when upright, but the
Draconic.
total length of their bodies, head to tail, ranges from 10 to
Natural Armor. You have tough, scaly skin. When you
as much as 20 feet. Your size is Medium.
aren't wearing armor, your AC is 13 + your Dexterity
Speed. Your base walking speed is 30 feet. You also
modifier. You can use your natural armor to determine your
have a swim speed of 15 feet.
31 | P a g e

Centaurs possess the upper bodies of humans and the Centaurs are also very fond of drink and dance. As a
lower bodies of horses. Ixion, king of the Lapiths, in result, they enjoy stalking nymphs. Centaurs can mate with
Thessaly, fathered the first centaurs. After murdering the nymphs, human women, or mares to produce offspring,
father of his betrothed, he fled to Mount Olympus and, which could be centaurs, horses, or men depending on the
adding insult to injury, attempted to rape Hera. parents.
Enraged, Zeus gave Hera's appearance to a nymph named
Nephele. After Ixion coupled with her, Zeus tied him on a
burning wheel that spins infinitely in the air. Nephele gave Centaurs are most numerous in Thessaly, their home of
birth to the first Centaur, a horribly deformed being so origin. Centaur society is very loose, a tribal structure that
awful that even the Grace refused to be present at its birth. allows for the carousing centaurs are so fond of. As a
The first centaur mated with mares in Magnesia, giving rise people, they are extremely dangerous if provoked and can
to the hippocentaurs (centaurs for short) known throughout go to war at a moment's notice. Because of their prodigious
Greece. strength, centaur citizens are also soldiers. Centaurs hail
from Arcadia and Thessaly.
Centaurs are not much for religion. When they do
Although often depicted as exclusively male, there are worship anyone, it's usually Dionysus, who understands
also female centaurs. Centaur coloring varies considerably their uninhibited lifestyle.
is representative of all complexions and hair types found Centaur adventurers would be more common if it wasn't
within both humans and horses. so difficult for them to cross through human lands. They
Centaurs are violent, capricious, and prone to fits of rage. are free spirits by nature, so the adventuring life comes
Their exceptional strength augments their fearsome easily to them. They also embody the best and worst traits
tempers; Centaurs are strong enough to throw boulders or of machismo, combative cultures and are thus inclined to
tree trunks at their enemies. the life of a warrior.
P a g e | 32

Charge. If you move at least 30 feet straight toward a


target and then hit it with a melee weapon attack on the
Centaur names include: Agrios, Aithôn, Antibatês,
same turn, you can immediately follow that attack with a
Antinomos, Asbolos, Cheiron, Dexamenos, Egretos,
bonus action, making one attack against the target with
Eurubotos, Eurytion, Hasbolos, Hupsipulos, Hylaios,
your hooves.
Maineues, Melanchaites, Neôn, Nessos, Nukteus, Oreios,
Equine Build. You count as one size larger when
Oroibios, Petraios, Pholos, Pyrrhos, Simias, Skirtos, Telês,
determining your carrying capacity and the weight you can
Therandros, Ulaios.
push or drag. In addition, any climb that requires hands and
feet is especially difficult for you because of you r equine
legs. When you make such a climb, each foot of movement
Your centaur heritage manifests in a variety of traits you
costs you 4 extra feet, instead of the normal 1 extra foot.
share with your kin.
Hooves. Your hooves are natural melee weapons, which
Ability Score Increase. Your Strength score increases by
you can use to make unarmed strikes. If you hit with them,
2 and your Constitution score increases by 1.
you deal bludgeoning damage equal to 1d4 + your Strength
Age. Centaurs mature at 15 and age at about the same
modifier, instead of the bludgeoning damage normal for an
rate as humans.
unarmed strike.
Alignment. Centaurs are not much for lawful behavior
Languages. You can read, write, and speak Common.
and tend towards the chaos axis. They are more likely to be
Size. A centaur is as big as a heavy horse, but much taller
neutral than evil or good.
and slightly heavier. A centaur is about 7 feet tall and
Centaur Lore. You have proficiency in one of the
weighs up to 2,100 pounds. Your size is Medium.
following skills of your choice: Medicine, Nature, or
Speed. Your base walking speed is 30 feet.
Survival.
33 | P a g e

Gorgons are a species of all-female humanoids that


possess snakes for hair and a gaze that can turn a man to
Gorgons have difficulty relating to weaker male-
stone. They are the results of a mating between Typhon and
dominated societies and find most men to be pompous and
Echidna.
irritating. They are arrogant, headstrong, and combative in
a fashion similar to amazons, but they are also much more
concerned about their appearance. Although they are
Gorgons are a species of warrior women who live in
species of warrior-women, they value comeliness and strive
Libya. They are the elite of their culture in a way similar to
to be desired by men of other species. If the species is
the amazons and regularly wage war upon their nearby
likely to be petrified by their gaze, this makes relationships
female counterparts.
strained at best.
A gorgon is indistinguishable from a normal human at
Gorgons were never well loved by the gods, and Perseus'
distances greater than 30 feet (or closer, if its face is
attacks on Medusa have never been forgiven. As a result,
concealed). Gorgons are best known for their hair of
gorgons tend to worship Gaia over other deities and their
snakes. They often wears garments that enhance their
priests are usually druids.
bodies while hiding their faces behind a hood or veil.
Gorgon adventurers are matriarchs looking to establish
Gorgons are very concerned about their appearance and
their own tribes. They venture into human lands to recruit
take great offense at the implication that the species is
women and destroy men.
somehow cursed—or worse, that their petrification gaze
works because they are so horrifying to look at.
P a g e | 34

Snakes. The snakes on your head are natural weapons,


which you can use to make unarmed strikes. If you hit with
Gorgon names include: Stheno, Euryale, Medusa.
your snakes, you deal piercing damage equal to 1d4 + your
Strength modifier, and your target must make a
Constitution saving throw (DC 8 + your proficiency bonus
Your gorgon heritage manifests in a variety of traits you
+ your Constitution modifier). On a failed save, the target
share with your kin.
takes 1d4 poison damage.
Ability Score Increase. Your Charisma score increases
Poison Immunity. You are immune to poison damage
by 2, and your Dexterity score increases by 1.
and the poisoned condition.
Age. Like humans, gorgons reach adulthood in their late
Petrifying Gaze. Starting at 3rd level, you can use your
teens.
action to unleash the divine energy within yourself, causing
Alignment. Gorgons tend to be selfish, so their alignment
your eyes to turn into pools of darkness. The instant you
usually has some variant of neutral. They are sometimes
transform, other creatures within 10 feet of you that can see
too selfish, which is why they are more evil than good.
you must each succeed on a Charisma saving throw (DC 8
Size. A typical gorgon is 5 to 6 feet tall and about the
+ your proficiency bonus + your Charisma modifier) or
same weight as a human. Your size is Medium.
become restrained until the end of your next turn. Your
Speed. Your base walking speed is 30 feet.
transformation lasts for 1 minute or until you end it as a
Darkvision. You have superior vision in dark and dim
bonus action. During it, once on each of your turns, you can
conditions. You can see in dim light within 60 feet of you
deal extra psychic damage to one target when you deal
as if it were bright light, and in darkness as if it were dim
damage to it with an attack or a spell. The extra psychic
light. You can’t discern color in darkness, only shades of
damage equals your level. Creatures who die from this
gray.
damage are petrified instead. Once you use this trait, you
Natural Armor. You have tough, scaly skin. When you
can't use it again until you finish a long rest.
aren't wearing armor, your AC is 13 + your Dexterity
Languages. You can speak, read, and write Common.
modifier. You can use your natural armor to determine your
AC if the armor you wear would leave you with a lower
AC. A shield's benefits apply as normal while you use your
natural armor.
35 | P a g e

The first minotaur was born of the unnatural lust between Minotaurs don't get along with many people because of
Pasiphae and the Cretan bull as a result of King Minos' their cannibalistic habits. Those who can refrain from
transgressions against Poseidon. It dwelt in the Labyrinth, consuming their comrades tend to work best with other
which was an elaborate maze constructed by King Minos of beings that are of equal strength. Minotaurs are also
Crete and designed by the architect Daedalus to hold the complemented well by strong female personalities like
minotaur. amazons and gorgons.
When Minos won the war against the Athenians, he
exacted his revenge by forcing them to sacrifice seven
maids and youths every ninth year into the Labyrinth to be Minotaurs are not numerous enough to have lands. They
eaten by the minotaur. Other minotaurs have since been are all too often captured for sport by Minoans, who are
spotted, indicating that it's possible the minotaur did more fond of using them in aenas for their bull-leaping events.
with the maids than eat them. Minotaurs hail exclusively from Crete.
Minotaurs make for able-bodied trackers, capable of
navigating any maze. As such, they are sometimes kept on
Minotaurs are headstrong and bullheaded, capable of retainer by rich nobles who enjoy the spectacle of a
incredibly stubborn acts of self-destruction. They are also minotaur guard.
the pinnacle of masculine virility and see any other strong Minotaurs worship Poseidon, their original progenitor
male, or even any stronger being, as a threat to be who caused Pasiphae to fall in lost with a bull. Some also
pummeled into submission. worship Ares for his strength and bloodlust.
P a g e | 36

Keen Smell. Minotaurs are adept trackers. You have


advantage on Wisdom (Perception), Wisdom (Survival),
Minotaur names include Asterius and Asterion.
and Intelligence (Investigation) checks that involve smell.
Languages. You can read, write, and speak Common and
Giant.
Your minotaur heritage manifests in a variety of traits
Minotaur Weapons Training. You are proficient with
you share with your kin.
the greataxe.
Ability Score Increase. Your Strength score increases by
Natural Armor. You have thick, leathery skin. When you
2 and your Wisdom score increases by 1.
aren't wearing armor, your AC is 12 + your Dexterity
Age. Minotaurs mature at 15 and age at about the same
modifier. You can use your natural armor to determine your
rate as humans.
AC if the armor you wear would leave you with a lower
Alignment. Minotaurs aren't evil by nature, they're
AC. A shield's benefits apply as normal while you use your
simply selfish. As a result, they tend towards neutral
natural armor.
alignments. They are less lawful and more chaotic.
Powerful Build. You count as one size larger when
Charge. If you move at least 30 feet straight toward a
determining your carrying capacity and the weight you can
target and then hit it with a melee weapon attack on the
push, drag, or lift.
same turn, you can immediately follow that attack with a
Size. The minotaur is a half-man, half-bull humanoid that
bonus action, making one attack against the target with
stands more than 7 feet tall and weighs about 700 pounds.
your horns.
Minotaurs have bull heads but are otherwise humanoid—
Horns. Your horns are natural melee weapons, which
you choose if you have hooves or a tail. Your size is
you can use to make unarmed strikes. If you hit with them,
Medium.
you deal piercing damage equal to 1d6 + your Strength
Speed. Your base walking speed is 40 feet.
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
37 | P a g e

The myrmidons were originally worker ants. Aeacus, a


son of Zeus, and his mother were the only survivors of a
Myrmidons are greatly desired by war chieftains and
plague that wiped out the population of Aegina. When
kings, as their organization and loyalty are unparalleled.
Aeacus saw that ants were unaffected by the plague, he
They work well in groups and are excellent hoplites, as the
prayed to Zeus for a means of repopulating the island with
tactics lend themselves to organized warfare.
people who were "as hardy as the worker ants." Aeacus got
Myrmidons adventure in entire groups. They hire out
his wish. Zeus transformed the ants into humans, both
their services to powerful warlords. Their legendary
fierce warriors and loyal subjects.
discipline makes them excellent recruits for military
groups. They excel at leading other myrmidons but have
difficulty with less organized (i.e., everybody else) troops.
A typical myrmidon appears as a normal human but
Myrmidons worship Zeus, their progenitor.
exhibits unnerving behavior. Given their unusual heritage,
myrmidons all look the same, with dark features, olive
complexions, and coal-black eyes.
Myrmidons form small, independent kingdoms, led by a
Myrmidons blink too slow, speak in strange rhythms, and
king. Socially, Myrmidons live in communal harmony—
work in perfect unison. They tend to be followers instead of
everyone knows their place and what is expected of him or
leaders and are not eager to venture opinions unless they
her. Myrmidons excavate the earth in the way ants do, by
feel it is shared by their comrades. They work well in a
spreading the soil over the rocks in order to have some
group but are less sure of themselves when alone.
ground to till. They also live in dugouts, refraining from the
use of soil for making bricks. Myrmidons are known in
Aegina, Epirus, and Thessaly.
P a g e | 38

immediately before or after you roll, but before any of the


roll's effects occur. You can speak telepathically to any
Myrmidon names include: Actor, Alcimedon, Antiphus,
myrmidon you can see within 60 feet of you.
Bathycles, Epigeus, Eudorus, Eupolemia, Hiscilla,
Languages. You can speak, read, and write Common.
Menesthius, Pisander.
Mental Discipline. You have advantage on saving throws
against the charmed and frightened conditions.
Myrmidon Lore. You have proficiency with the
Your Myrmidon heritage manifests in a variety of traits
Athletics, Stealth, and Survival skills.
you share with your kin.
Poison Immunity. You are immune to poison damage
Ability Score Increase. Your Strength score increases by
and the poisoned condition.
2, and your Dexterity score increases by 1.
Size. Myrmidons stand between 6 and 7 feet tall and
Age. Amazon reach adulthood in their late teens and live
usually weigh between 180 and 250 pounds. Your size is
less than a century.
Medium.
Alignment. Without a doubt, myrmidons are more lawful
Speed. Your base walking speed is 30 feet. You have a
aligned. They value an established hierarchy too much to
burrow speed of 10 feet.
be very chaotic. Conversely, myrmidons also tend to be
Stonecunning. Whenever you make an Intelligence
notably without strong ethics, usually neutral in alignment.
(History) check related to the origin of stonework, you are
Hive Mind. When you can see another myrmidon within
considered proficient in the History skill and add double
60 feet and make a Wisdom saving throw, you can use your
your proficiency bonus to the check, instead of your normal
reaction to gain advantage on the roll. You can use this trait
proficiency bonus.
39 | P a g e

Nymphs are female spirits of nature. Nymphs vary in the (ocean nymphs), oreads (mountain nymphs), and psameads
particular element that they are attached to, but all appear (desert nymphs). Nymphs, like nature, originate from every
as strikingly beautiful females. Nymphs linked to flora tend part of Greece.
to have eye and hair color that matches the season, while Nymphs are worshippers of the land and have no
nymphs of fauna tend to have hair that matches the texture allegiance to a particular deity. Their divine casters are
of their charges. Nymphs of water have soft features and usually druids.
blue eyes; Nymphs of the earthen terrains possess sharp Nymphs who adventure usually venture forth to protect
and angular features and dark-hued skin tones. Nymph their homelands or find new ones after they are destroyed
voices mimic the sounds of nature, like the chirps of birds through war or fire. Although they dislike cities, they are
or the whisper of the wind through the trees. very comfortable in the outdoors and can wander over great
stretches of land if the whim suits them.

Nymphs are playful beings that are always the center of


attention by any males in the room. They have difficulty Nymph names: Abarbarea, Acrete, Adrastia, Aegle,
relating with other females unless they are nymphs and are African, Aglaia, Alcinoe, Amalthea, Ambrosia, Anchiale,
viewed by some as flighty and irresponsible. They have Anchiroe, Anna Perenna, Anthedon, Anthracia, Arethusa,
more compassion for animals than they do for people and Argiope, Argiope, Argyra, Arne, Astacia, Asterodia,
can sometimes seem distant, especially if rejecting an Asterope, Atlantia, Batia, Bryusa, Byblis, Caliadne,
amorous male's advances. Callichore, Calliphaeia, Callirrhoe, Calybe, Calyce,
Calypso, Carmentis, Carthago, Cassotis, Ceto, Chariclo,
Chian, Chloris, Chryse, Chrysopelia, Cleocharia, Cleodora,
Nymphs have the unfortunate role of being the mothers Clonia, Clymene, Cnossia, Coronis, Corycia, Cranae,
of nearly all the other species. As the embodiment of Creusa, Crocale, Cyane, Cyllene, Cymodoce, Cynosura,
nature's feminine virility, they are greatly desired as wives Cyrene, Danais, Daphnis, Daulis, Deiopea, Dercetis,
by conquering kings and common thugs. This demand for Diopatra, Drosera, Dryope, Echenais, Echo, Egeria,
attractive mates has made nymphs exceptionally wary and Eidothea, Erato, Ereutho, Ethemea, Eupetale, Euryte,
cautious around other beings, especially overtly masculine Glauce 5, Gygaean, Hagno, Hamadryads, Harmonia,
creatures like centaurs, minotaurs, and panes. It goes Harpe, Hecaerge, Hegetoria, Helice, Heliconian,
without saying that those species prefer nymphs to all Hieromneme, Himalia, Hora, Hyale, Iaera, Iasis, Idaea, Ide,
others. Indian, Ione, Ismenis, Ithome, Lara, Limnaee, Liriope,
Lotis, Loxo, Lycaste, Lygea, Macris, Marica, Meliad,
Melie, Melite, Menodice, Methe, Mideia, Moria,
Different kinds are linked to different elements of nature: Myrtoessa, Neda, Nephele, Nicaea, Nomia, Ocynoe,
dryads (nymphs of the oak), epimeliads (protectors of Ocynoe, Oenoe, Oinanthe, Opis, Orithyia, Orphne, Orseis,
sheep), hamadryads (tree-nymphs), heleads (nymphs of the Othris, Paria, Pegaea, Pegasis, Penelope, Periboea, Phiale,
fen), meliads (nymphs of the ash-trees), leiomniads Phigalia, Phoebe, Phrixa, Pirene, Pitys, Polyxo, Pomona,
(nymphs of the meadow), naiads (river nymphs), napeae Praxithea, Pronoe, Prothoe, Psecas, Rhanis, Rhene, Rhode,
(nymphs of the valley), nereids (sea nymphs), oceanids Sagaritis, Salmacis, Salmonis, Sebethis, Sicilian, Silene,
P a g e | 40

Sinoe, Sithnid, Sose, Stesichore, Syllis, Symaethian,


Synallasis, Syrinx, Tarentine, Teledice, Telphusa, Theisoa, Mountain nymphs include napeaea and oreads.
Thelpusa, Thisbe, Thoosa, Tithorea, Tritonian, Trygie, Ability Score Increase. Your Constitution score
Urea, Venilia. increases by 1.
Mountain Camouflage. You have advantage on
Dexterity (Stealth) checks to hide in mountain terrain.
Your nymph heritage manifests in a variety of traits you Earth Walk. You can move across difficult terrain made
share with your kin. of earth or stone without expending extra movement.
Ability Score Increase. Your Charisma score increases
by 2.
Age. Nymphs reach adulthood in their late teens but have
no upper limit to their lifespans. Ovine nymphs include epimeliads.
Alignment. Nymphs dislike laws and tend to be more Ability Score Increase. Your Wisdom score increases by
chaotic than lawful. They are benevolent souls, however, 1.
and are usually good or neutral aligned. Evil nymphs are a Ovine Ally. You have advantage on an attack roll against
sorrowful blight on the world, but they are frequently a creature if at least one ovine is within 5 feet of the
created as a result of a deity's curse. creature and the ovine isn't incapacitated. Ovines include
Languages. You can speak, read, and write Common and goats, rams, sheep, and any other ovine hybrids like panes.
Sylvan. Encouraging Strike. If an ovine misses with an attack
Nymph Lore. You have proficiency in the Nature and roll or fails an ability check or a saving throw, you can
Survival skills. grant that ovine a bonus to the roll equal to the number of
Size. Nymphs stand about 4-1/2 feet tall and weigh allies you can see within 30 feet of you (maximum bonus
approximately 95 pounds. Your size is Medium. of +5). Once you use this trait, you can't use it again until
Speech of Beast and Leaf. You have the ability to you finish a short or long rest.
communicate in a limited manner with beasts and plants
native to your favored terrain (as determined by your
subspecies). They can understand the meaning of your Plains nymphs include leiomniads.
words, though you have no special ability to understand Ability Score Increase. Your Dexterity score increases
them in return. You have advantage on all Charisma checks by 1.
you make to influence them. Plains Camouflage. You have advantage on Dexterity
Speed. Your base walking speed is 30 feet. (Stealth) checks to hide in plains terrain.
Unearthly Grace. As an action on your turn, you can Fleet of Foot. Your base walking speed increases to 35
distract nearby foes. Until the end of your next turn, your feet.
allies gain advantage on attack rolls against enemies within
10 feet of you that can see you. Once you use this trait, you
can't use it again until you finish a short or long rest.
Subspecies. Nymphs are as varied as the earth itself. Swamp nymphs include heleads.
Ability Score Increase. Your Dexterity score increases
by 1.
Swamp Camouflage. You have advantage on Dexterity
Desert nymphs include psameads. (Stealth) checks to hide in swamp terrain.
Ability Score Increase. Your Constitution score Child of the Marsh. You have a swimming speed of 30
increases by 1. feet, and you can breathe air and water.
Desert Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in desert terrain.
Fire Resistance. You have resistance to fire damage.
Water nymphs include nereids, naiads, and oceanids.
Ability Score Increase. Your Dexterity score increases
by 1.
Forest nymphs include dryads, hamadryads, and meliads. Child of the Sea. You have a swimming speed of 30 feet,
Ability Score Increase. Your Dexterity score increases and you can breathe air and water.
by 1. Guardians of the Depths. Adapted to even the most
Forest Camouflage. You have advantage on Dexterity extreme ocean depths, you have resistance to cold damage,
(Stealth) checks to hide in forest terrain. and you ignore any of the drawbacks caused by a deep,
Timberwalk. Ability checks made to track you are at underwater environment.
disadvantage and you can move through difficult terrain
made of non-magical plants and overgrowth without
expending extra movement.
41 | P a g e

Panes are half-man, half-goat hybrids. A pan’s hair is red Panes worship Dionysus, the only deity who tolerates
or chestnut brown, while its hooves and horns are jet black. their behavior and even encourages it. They also sometimes
worship Hermes; his impish nature appeals to them.
Pan adventurers are only less common because panes like
Panes are the ultimate party animals, always flirting with to be comfortable—no need to adventure when wine and
any prospective female that should cross their paths. They women are nearby. When those two important supplies run
hold nothing sacred and have a child-like innocence about out, panes begin to wander. In times of famine or war,
the world that proceeds unabated despite hardship and war. panes will travel far and wide to find a comfortable place to
They love to drink, carouse, and womanize. carouse once again. They make excellent aoidoi.
Panes are a fun-loving people with a society that borders
on complete anarchy. They are organized into herds, with
leadership passed on to the elder. They are excellent Pan names include: Astraeus, Cissus, Gemon,
gardeners, musicians, and vintners when they bother to Hypsicerus, Iobacchus, Lamis, Leneus, Lenobius, Lycon,
concentrate for any period of time. Lycus, Maron, Marsyas, Napaeus, Oestrus, Onthyrius,
Tectaphus, Orestes, Petraeus, Pherespondus, Phiereus,
Phlegraeus, Pithos, Poemenius, Pronomusm, Pylaieus,
Panes are the inhabitants of the Satyrides, islands Scirtus, Silenus, Thiasus.
notorious for pan antics. Sailors avoid the islands, just off
the coast of Sicily. When they are forced to dock there,
they bring along a female "sacrifice" to distract local panes,
preoccupying them so that their female passengers can
travel unmolested.
P a g e | 42

Horns. Your horns are natural melee weapons, which


you can use to make unarmed strikes. If you hit with them,
Your pan heritage manifests in a variety of traits you
you deal bludgeoning damage equal to 1d6 + your Strength
share with your kin.
modifier, instead of the bludgeoning damage normal for an
Ability Score Increase. Your Charisma score increases
unarmed strike.
by 2 and your Dexterity score increases by 1.
Languages. You can read, write, and speak Common and
Age. Panes mature at 15 and age at about the same rate as
Sylvan.
humans.
Lucky. When you roll a 1 on an attack roll, ability check,
Alignment. Panes are nearly incapable of obeying laws
or saving throw, you can reroll the die. You must use the
because they can't remember what the laws are. They are
new result, even if it is a 1.
typically chaotic in nature and prone to the selfish pursuit
Pan Lore. You have proficiency with the Charisma
of pleasure, which also makes them neutral aligned.
(Performance) skill.
Charge. If you move at least 30 feet straight toward a
Pan Resilience. You have advantage on saving throws
target and then hit it with a melee weapon attack on the
against poison, and you have resistance against poison
same turn, you can immediately follow that attack with a
damage.
bonus action, making one attack against the target with
Size. A pan is about as tall and heavy as a half-elf. All
your horns.
panes are male. Your size is Medium.
Dancing Tune. As an action on your turn, you can
Speed. Your base walking speed is 40 feet.
distract nearby foes. Until the end of your next turn, your
allies gain advantage on attack rolls against enemies within
10 feet of you that can hear you. Once you use this trait,
you can't use it again until you finish a short or long rest.
43 | P a g e

Sirens are winged female humanoids with bird-like claws Sirens rely almost exclusively on their magical abilities
for legs and a pair of feathery wings jutting from their and are thus a parasitic society, using scores of slaves to do
backs. They are the daughters of Thaumas and the oceanid their bidding. They are unaccustomed to having to work for
Electra. a living and they regularly consume weaker slaves who are
no longer of any value.

Sirens enjoy the company of men and actively court their


attention. They are intrigued by those immune to their Sirens worship Poseidon as the father of the sea, an area
magical charms. They tend to be self-absorbed but crave with which they are intimately accustomed in their role as
attention. tempters of sailors.
Sirens like to entrance hapless travelers with their Sirens were originally tasked with the return of
magical songs and lead them to unspeakable torments. Persephone, and some still wander the lands in search of
Only when a siren has finished playing with its new “toys” her. They seek to accumulate knowledge of entering Hades
will it release them from suffering by killing and and enough power to defeat any guardians found within.
consuming them.
P a g e | 44

Flight. You have a flying speed of 30 feet. You can’t use


your flying speed while you wear medium or heavy armor.
Siren names include: Aello, Celaeno, Ocypete, Podarge,
(If your campaign uses the variant rule for encumbrance,
Peisinoe, Aglaope, Thelxiepeia.
you can’t use your flying speed if you are encumbered.)
Languages. You can read, write, and speak Common and
Auran.
Your siren heritage manifests in a variety of traits you
Siren Lore. You have proficiency with the Charisma
share with your kin.
(Performance) skill.
Ability Score Increase. Your Charisma score increases
Siren’s Song. You know the friends cantrip and can cast
by 2 and your Dexterity score increases by 1.
it without material components.
Age. Sirens mature at 15 and age at about the same rate
Size. Sirens are lightly boned and tend towards a thin
as humans.
body type. They range from 4-1/2 to 5-1/2 feet tall and
Alignment. Sirens are selfish and shrill and thus tend
typically weigh from 95 to 135 pounds. Your size is
towards neutral evil alignment.
Medium.
Darkvision. You have superior vision in dark and dim
Speed. Your base walking speed is 25 feet.
conditions. You can see in dim light within 60 feet of you
Talons. You are proficient with your unarmed strikes,
as if it were bright light, and in darkness as if it were dim
which deal 1d4 slashing damage on a hit.
light. You can’t discern color in darkness, only shades of
gray.
45 | P a g e

Sparti were born of the teeth of a dragon of Ares, sown


by Cadmus. They sprung up out of the earth and
immediately attacked all in sight, including each other,
which nearly resulted in the complete annihilation of the Other species enjoy sparti as warriors but hate them as
species. Five survived. Athena gave the other half of the neighbors. Sparti willingly serve under a more powerful
teeth to King Aeetes of Colchis and Jason of the Argonauts leader but will just as easily fall to bickering if they sense
sowed them. Once again, the sparti resorted to violence, weakness. Larger species tend to gain their respect more
killing each other. quickly than weaker ones.
Of all the non-human species, the sparti live closest to
humans in Thebes. Their descendants are numerous and
Sparti are reptilian humanoids. Their eyes are slit like a intermingle with the Thebans. Some great military
reptile's and their claws are extremely tough. Sparti have commanders have come from the sparti bloodline. Sparti
fangs and scales that are barely detectable except as a are also known in Illyria.
shimmer in sunlight. Sparti worship Ares, their progenitor who spawned the
Sparti are combative to the point of being almost dragon that in turn sacrificed its teeth. The more thoughtful
intolerable. They are always looking for a fight and are sparti worship Athena.
generally surly.
With their breath weapon and immunity to fire, sparti
regularly adventure to defeat monsters and lead hoplites Sparti names: Antiope, Amphion, Chthonius, Creon,
into battle. They are always restless and rarely stay in one Echion, Epaminondas, Hyperenor, Lycus, Menoeceus,
place for very long. Nycteis, Nycteus, Pelorus, Pentheus, Teiresias, Udaeus,
Zethus.
P a g e | 46

Your spartus heritage manifests in a variety of traits you Draconic Ancestry. You are distantly related to a
share with your kin. particular kind of dragon. Choose a type of dragon from the
Ability Score Increase. Your Strength score increases by below list; this determines the damage and area of your
2, and your Constitution score increases by 1. breath weapon, and the type of resistance you gain.
Age. Young sparti grow quickly. They walk hours after Dragon Type Damage Type Breath Weapon
hatching, attain the size and development of a 10-year-old Aionian Acid 5' by 30' line
human child by the age of 3, and reach adulthood by 15. Hydra Poison 5' by 30' line
They live to be around 80. Ketos Thunder 15' cone
Alignment. Sparti aren't necessarily evil, they're just Nemeios Fire 15' cone
always ready for a fight. This makes them more chaotic and Forceful Presence. When you make an Intimidation or
neutral than evil. Persuasion check, you can do so with advantage once per
Breath Weapon. You can use your action to exhale long rest.
destructive energy. It deals damage in an area according to Languages. You can read, speak, and write Common and
your ancestry. When you use your breath weapon, all Draconic.
creatures in the area must make a Dexterity saving throw, Natural Weapons. Your fanged maw and claws are
the type of which is determined by your ancestry. The DC natural weapons, which you can use to make unarmed
of this saving throw is 8 + your Constitution modifier + strikes. If you hit with your bite, you deal piercing damage
your proficiency bonus. A creature takes 2d6 damage on a equal to 1d6 + your Strength modifier. If you hit with your
failed save, and half as much damage on a successful one. claws, you deal slashing damage equal to 1d4 + your
The damage increases to 3d6 at 6th level, 4d6 at 11th, and Strength modifier. In all cases this damage replaces the
5d6 at 16th level. After using your breath weapon, you bludgeoning damage normal for an unarmed strike.
cannot use it again until you complete a short or long rest. Size. Sparti are taller and heavier than humans, standing
Darkvision. You can see in dim light within 60 feet of well over 6 feet tall and averaging almost 250 pounds.
you as if it were bright light, and in darkness as if it were Your size is Medium.
dim light. You can't discern color in darkness, only shades Speed. Your base walking speed is 30 feet.
of gray.
47 | P a g e

After a quick breakfast, spectators hurried from all ends of Olympia to the Hippodrome south of the stadium. Before the sun
was very high, the banks surrounding the Hippodrome were filled with people who had shoved their way to their favorite vantage
points. As they struggled for a seat, people shouted, yelled, and cursed one another. Despite the scalding heat of the rising sun,
none dared wear a hat. It was forbidden to block anyone’s view of the race, and the mastigophorai's whips enforced the message.
A great procession led by judges, officials, and dignitaries made their way to their reserved seats. When all were seated,
heralds blew their blasts, signaling the chariots to pass through an arched gate into the Hippodrome. The charioteers snapped
the reins so that they exploded out into the open to a cacophony of thunderous hooves.
The chariots were low slung, a light platform mounted on an axle without springs. There were only two small wheels, each with
four spokes. Each chariot had four horses. The middle pair of horses was harnessed to a yoke, which was fastened to the pole,
and secured by a strap to the rim of the chariot. The outer pair of horses were trace-horses.
As each chariot appeared, a herald announced the name of the owner, his father’s name, and the city he represented.
“Charioteer Eugoras, son of Demaratus, of Athenor!”
Cheers and boos from twenty thousand throats floated throughout the valley and echoed against the hills. Gelon, a wealthy
Athenorian aristocrat, owned Eugoras' chariot. The wealthy owner took a bow from his privileged seat at one end of the race,
facing the pillars around which the horses and chariots had to make their sharp turns. Thelvarus and Jarax sat nearby in the
section reserved for Athenorians.
“Charioteer Pagondas, son of Cimon, of Thebus!”
The crowd cheered again, but this time Pagondas bowed from his own chariot. He had won enough races to both purchase and
race his own chariot.
The charioteers wheeled their vehicles down the racecourse to the starting gate. The gate resembled the prow of a ship, with its
narrow end pointing toward the course. Before the gate was an altar with a bronze eagle and a center pole, on which a bronze
dolphin was perched.
Each charioteer took his place in a trap that had a rope stretched across its front. Thelvarus noted that Eugoras was placed in
the center, the least favored spot, due to his inexperience in the Olympics. The look on Eugoras' face expressed his displeasure.
The charioteers crouched in their low carts, the framework about as high as their knees on three sides, the rear open, as
another trumpet signaled that the race was about to start. The dolphin toppled from its perch and the eagle soared into the air. At
the same time, the ropes in the traps were lowered, starting with the ones farthest back, one set at a time, until the whole field
formed a straight line at the starting position. To compensate for the advantage of position, all chariots had to proceed abreast
for fifty yards, crossing a balbis, a stone sill placed in the ground, at the same time. All of this Achaean ingenuity guaranteed a
fair start.
The trumpeter blew another blast of his horn, and they were off!
When the chariots reached the balbis, pandemonium reigned. Hooves pounded thundered on the hard ground, whips snapped
over the horses’ heads, and charioteers bellowed at their horses. Spectators roared, screamed, and shrieked instructions.
Forty-three chariots sped down the first lap. Dust flew up in a great cloud and the noise of the wheels filled the Hippodrome.
Each driver mercilessly goaded his team, trying to keep his axles clear and his panting steeds from colliding with a rival. The
horses’ breath steamed in the morning air, their backs drenched with sweat and foam flecked from their straining mouths.
Eugoras' chariot sped ahead of the others as he took the inside turn, reining his inner trace-horse and giving the outer its head
so that his hub just cleared the post by a hair’s breadth. It was a dangerous and daring move, and the crowds shouted their
appreciation.
Pagondas whipped his horses repeatedly, lashing out at the middle pair, harnessed to the chariot pole, and at the outside two,
running alongside freely as trace horses.
Just before the chariots reached the turning point, they had to pass the taraxippos, or horse-terrorizer. It was a circular altar
at the edge of the south bank that the horses had to navigate and was placed just before the first turn.
Eugoras shouted at his horse and snapped his whip as another charioteer bounced in front of him. The charioteer, who
Eugoras didn’t recognize, slammed into the side of his chariot. He was intentionally driving Eugoras' horses into the turn pole!
Eugoras pulled hard on the reins just short of the pole, causing his rival charioteer’s assassination attempt to backfire as his
chariot nicked the pole instead. His chariot careened out of control sideways and flipped, spilling the driver. He was immediately
struck by the hooves of four more horses, who reared backwards in confusion. The chariot behind them was pitched forward and
the driver screamed as he smashed into the backs of his horses. The racecourse became a sea of wrecked chariots.
Eugoras blinked at the carnage before him. Several charioteers and horses were dead or dying, and it was all because
someone had tried to drive him right off the track.
“Drive, you fool!” shouted Gelon from across the Hippodrome. “Drive now!”
Eugoras snapped his head up and looked around him. No other chariots were left. Except Pagondas. He too had seen what was
happening and drew aside, biding his time and keeping clear of the wrecks.
P a g e | 48

For a heartbeat the two rivals glared at each other. Then, with a shout, they whipped their horses into action.
The chariots and debris were dragged out of the way as Pagondas and Eugoras raced onwards. The spectators on either
embankment were wild with excitement as the trumpeter blew the signal for the last half lap. It was a straight gallop to the
finishing post.
Eugoras glanced wide-eyed and stared into the eyes of Pagondas, not more than a few feet away. They were neck-and neck.
Pagondas’ lip curled and he shouted again, whipping his horses with such savagery that Thelvarus feared he would kill them.
Eugoras leaned forward and bellowed at his horses as the finish poles blurred past them.
The crowd exploded into furious cheering at being treated to such a close race. Pagondas slowed his chariot and looked over
at Eugoras.
“The winner is Pagondas, son of Cimon, of Thebus!”
Eugoras cursed quietly as Pagondas stepped out of his chariot. He walked proudly to the judges’ stand, leading the chariot,
while the spectators showered him with flowers and branches. A fillet of wool was tied around his forehead.
Gelon had made his way to Eugoras. “One of them tried to kill me, Gelon,” he said angrily. “He tried to drive me off the track,
I know he did.”
Gelon clapped him on the back but said nothing. It wasn’t unusual for sore losers to come up with excuses for their loss.
Thelvarus and Jarax made their way over to their comrade. “Athenor’s not done yet, Eugoras.” Jarax said. “You gave a good
fight.”
Eugoras, wiping sweat and possibly tears from his face, replied, “Be careful. That was no accident.”
Jarax thought about that as they made their way to the stadium for the Pentathlon.
49 | P a g e

BARBARIAN PATHS
The Greeks are the originators of the word "barbarian" combat. They are generally lawless and have an insatiable
and use it as a derogatory term leveled at any outsider who lust for gold and alcohol. They run barefoot most of the
is a threat to Greek civilization. The first outsiders to have time and use strange ointments in their hair to make them
the honor of the appellation were the Persian invaders look fiercer.
under Artaxerxes and Darius. Later, the Greeks would also There are a variety of different barbarian paths, which
refer to the invading peoples of Northern Europe as must be chosen upon taking the class. The three barbarian
"barbarians." To the Greeks, barbarian speech is harsh and types include the Nordic, Celtic, and Teutonic Barbarians.
unpleasant, sounding like "bar-bar-bar." Because they do Nordic barbarians take the Path of the Berserker. Celtic
not speak or read Greek, they are considered illiterate. barbarians take the Path of the Battlerager (ignoring the
In Ancient Adventures, Barbarians are everything the dwarven requirement). Teutonic barbarians follow the Path
Greeks expect them to be and worse. They cannot sing on of the Totem Warrior.
key and are possessed by an almost demonic rage in

Lycaeon was the second king of Arcadia who fathered


fifty sons and later went on to establish Arcadia's towns
and cities. He founded a cult dedicated to Zeus but decided At 10th level, while you're raging, you can use a bonus
to test his deity. When Zeus showed up at his doorstep, action on your turn to knock a Large or smaller creature
Lycaeon cooked up one of his own sons as a dish. Zeus prone when you hit it with melee weapon attack. The
detected the ruse and as punishment, turned him into a creature must make a Strength saving throw (DC equal to 8
wolf. He also called down lightning upon Lycaeon's house. + your Strength modifier + your Proficiency Bonus) or be
But that didn't stop Lycaeon's sons, who kept on knocked prone.
cannibalizing the locals and sacrificing them in attempts to
halt the slaughter of their livestock by wolves.
Even a flood didn't stop the Lycaeon Zeus (literally, At 14th level, when you enter your rage, you can choose
"Zeus of the She-Wolf"). They popped up again in a number of willing creatures you can see within 30 feet of
Parnassus. The site of Zeus' birth known as Mount Lycaeus you equal to your Constitution modifier (minimum of one
was established as headquarters for all lycaeon. Those who creature). Until your rage ends, the chosen creatures gain
worship Lycaeon become werewolves themselves, albeit the Reckless Attack feature and you have advantage on
with much more control than a traditional werewolf. saving throws against being frightened. You also gain 5
temporary hit points for each creature that accepts the
benefit. You can use this feature a number of times equal to
Starting when you choose this path at 3rd level, when your Constitution modifier (a minimum of once). You
you enter your rage, you can transform, revealing the regain all expended uses when you finish a long rest.
bestial power within you. Until your rage ends, your mouth
transforms into a wolf's snout. Your bite deals 1d8 piercing
damage on a hit. Once on each of your turns when you
damage a creature with your bite, you regain a number of
hit points equal to your Constitution modifier (minimum of
1 hit point).

Beginning at 6th level, the wolf spirit within you grows


in power, causing the natural weapons of your Form of the
Wolf to count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage. You can also track other creatures while traveling
at a fast pace, and you can move stealthily while traveling
at a normal pace.
P a g e | 50

The maenads are followers of Dionysus. They wield the that weighs no more than 200 pounds. The object is either
thyrsos, a staff that is crowned with ivy, and wear the skin knocked over or pushed up to 15 feet away from you.
of a panther, a beast loved by Dionysus for being among Every creature that drinks the milk receives an advantage
the most excitable of animals. The maenads also put a on Wisdom saves for 12 hours. The stream lasts for 1
snake over their locks, for Zeus crowned his son with round. You can perform this ability once per long rest.
snakes when he let him come out of his thigh.

At 14th level, by striking the ground with your staff, you


At 3rd level you can transform any quarterstaff into a can create a stream of wine instead of milk. Every creature
thyrsos. You perform the ritual over the course of 1 hour, drinking the wine benefits from a lesser restoration spell
which can be done during a short rest. The quarterstaff and gains 1d8 temporary hit points +1 point per two
must be within your reach throughout the ritual, at the barbarian levels (maximum +10). You can perform this
conclusion of which you touch the weapon and transform it ability once per long rest.
into a thyrsos. The thyrsos inflicts an extra 1d8 psychic
damage on a hit to humanoids and beasts. It also has the
thrown property with a normal range of 20 feet and a long
range of 60 feet. Immediately after the attack, the weapon
flies back to your hand. You can only have one thyrsos at a
time.

At 6th level you can cause your thyrsos to drip honey as


an action. The honey will sustain three humanoids per
barbarian level for 24 hours. Additionally, any animal hide
you wear bestows an additional +1 bonus to your Armor
Class.

At 10th level, by scratching the earth with your thyrsos


as an action, you can create a stream of milk. The thyrsos
produces 30 gallons of milk that gushes forth in a stream 30
feet long and 1 foot wide. As a bonus action while holding
your thyrsos, you can aim the stream at a creature you can
see within 30 feet of you. The target must succeed on a
Strength saving throw (DC equal to 8 + your Constitution
modifier + your Proficiency Bonus) or take 1d4
bludgeoning damage and fall prone. Instead of a creature,
you can target an object that isn’t being worn or carried and
51 | P a g e

BARD COLLEGES

An aoidos tells epics to his audience, such as the Iliad and


the Odyssey. Through the use of composition, he puts
At 6th level, an aoidos can use one expenditure of Bardic
together a creative story that is different each time he tells
Inspiration to animate plants within 30 feet. The animation
it. Since the story is not memorized but structured in
is centered on the aoidos and all plants in the area will
dactylic hexameter meter, he can fluently sing in poetic
move closer to the aoidos to listen to his music. Should the
verse for very long periods.
aoidos be under attack, the plants will defend him
Perhaps the most famous aoidos is Orpheus, whose
Choose up to ten non-creature plants within range.
singing made the rocks and trees crowd closer to hear him.
Medium targets count as two objects, Large targets count as
Indeed, he was nearly impossible to approach at the height
four plants, Huge targets count as eight lpants. You can’t
of his joy or the depths of his sorrow, as his music would
animate any plants larger than Huge. Small plants are
make every living and inanimate thing dance with
treated as awakened shrubs, Medium plants are vine
happiness or weep with sadness. The most powerful aoidoi
blights, and Large plants are shambling mounds. The plant
can mimic Orpheus' powers, even charming the dead with
is animated for up to 10 minutes or until it is reduced to 0
their lyrics and music.
hit points.
Aoidoi worship two deities most: Apollo, for his musical
In combat, the plant shares your initiative count, but it
ability, and Hermes, for his wanderlust and free spirit. They
takes its turn immediately after yours. It can move and use
of course revere all deities, who often are invoked by the
its reaction on its own, but the only action it takes on its
Aoidoi and expect to be flattered in his tales.
turn is the Dodge action, unless you take a bonus action on
your turn to command it to take one of the actions in its stat
block or the Dash, Disengage, Help, Hide, or Search action.
When you join the College of Aoidos, your songs are so
When you use your Bardic Inspiration feature, you can
soothing that they relax the rocks of their hardness. One use
command which action your animated plants take as part of
of your Bardic Inspiration can cause nonmagical rock of
the same bonus action.
any sort up to 120 feet away in a 40-foot cube to become an
equal volume of thick and flowing mud that remains for as
long as you spend an action each round singing. If you sing
Starting at 14th level, an aoidos can control undead. As a
at an area of ground, it becomes muddy enough that
bonus action, you can expend one use of your Bardic
creatures can sink into it. Each foot that a creature moves
Inspiration to target one undead creature you can see within
through the mud costs 4 feet of movement, and any
30 feet of you. The target must make a Wisdom saving
creature on the ground when you cast the spell must make a
throw (DC equal to your spellcasting save). On a failed
Strength saving throw (DC equal to your spellcasting save).
save, the target must obey your commands for the next 10
A creature must also make this save the first time it enters
minutes. An undead whose challenge rating is equal to or
the area on a turn or ends its turn there. On a failed save, a
greater than your bard level is immune to this effect.
creature sinks into the mud and is restrained, though it can
In combat, the undead shares your initiative count, but it
use an action to end the restrained condition on itself by
takes its turn immediately after yours. It can move and use
pulling itself free of the mud.
its reaction on its own, but the only action it takes on its
If you sing at a ceiling, the mud falls. Any creature under
turn is the Dodge action, unless you take a bonus action on
the mud when it falls must make a Dexterity saving throw
your turn to command it to take one of the actions in its stat
(DC equal to your spellcasting save). A creature takes 18
block or the Dash, Disengage, Help, Hide, or Search action.
(4d8) bludgeoning damage on a failed save, or half as much
When you use your Bardic Inspiration feature, you can
damage on a successful one.
command which action the undead takes as part of the same
bonus action.
Also at 3rd level, an aoidos can sing away ranged
weapon attacks. As a bonus action, you can expend one use
of your Bardic Inspiration to reduce the damage of a ranged
attack by an amount equal to your Bardic Inspiration die
roll.
P a g e | 52

Salius ("jumper") are priests of Ares who are formed • You gain a climbing speed equal to your current
from the aristocracy. They are in charge of carrying Ares' speed.
twelve shields around a city in a religious ceremony. The • You take half damage from falling.
twelve shields are suspended from poles, and the Salii carry
the shields between them, striking them with rods as they
sing and dance. At 6th level, you learn to fend off strikes directed at you,
your mount, or other creatures nearby. If you or a creature
you can see within 5 feet of you is hit by an attack and you
When you join the College of Salius at 3rd level, you are wielding a shield, you can use a reaction to expend one
gain proficiency with medium armor, shields, and martial use of your Bardic Inspiration and add the die roll to the
weapons. target's AC against that attack. If the attack still hits, the
target has bludgeoning, piercing, or slashing resistance
against the attack's damage determined by the damage
Also at 3rd level, you master a variety of acrobatic inflicted.
techniques that allow you to evade danger. As a bonus
action, you can tumble. When you tumble, you gain the
following benefits for the rest of your turn: At 14th level, you have mastered the art of weaving
spellcasting and weapon use into a single harmonious act.
• You gain the benefits of taking the Dash and When you use your action to cast a bard spell, you can
Disengage actions. make one weapon attack as a bonus action.
53 | P a g e

CLERIC DOMAINS
The hiereus is the most common priest, with a a variety of domains that allows them to devote themselves
substantially different function in Greek daily life than their to a particular deity. This is not a standard practice and
religious counterparts in other cultures. Hierei look after most hierei worship all the gods at an appropriate time.
the sacred things, known as hiera, stored in a temple's An older priest initiates hierei into their temple training.
sanctuary. They are not healers but are more functionally The mentor teaches the young hiereus the intricacies of
oriented for civil matters, in much the same way that a cook temple service and how to perform the appropriate civic
or a soldier might. rituals of baptism, marriage, and burial. After serving in a
Since all citizens are familiar with sacrifice, hierei are temple for years, the hiereus might one day take over for
even more specialized. Their specialization in sacrifice and his mentor or even found his own temple in some new,
the particular duties of their temple makes them eligible for unchartered territory.

Anthephoros are "flower-bearers" dedicated to allies that threatens the target breaks the charm. Otherwise,
Aphrodite. They bestow blessings through physical a target remains won over for 1 hour. After the duration
affection, spreading and receiving the love of Aphrodite as expires, the GM determines the reaction and attitude of the
their own divine will. target based on what you compelled the target to do.

Cleric Level Spells At 8th level you can bestow bonuses on a humanoid with
1st charm person, command a magical kiss, once per long rest. An additional kiss is
3rd enthrall, suggestion gained at 17th level. The effects of a kiss last for one hour.
5th aura of vitality, beacon of hope You can use a bonus action to cause any of these effects of
7th compulsion, confusion a creature you kissed within 60 feet.
9th dominate person, geas
• Spells that boost attack rolls, armor class, or saving
throws bestows a +1 bonus for the duration of the
kiss; for enthralled humanoids, the bonus is
When you choose this domain at 1st level, you add your increased to +2.
Charisma modifier (if positive) to your Armor Class when • Attribute-boosting spells increase by an additional
unarmored. +2; for enthralled humanoids, this is increased to
+4.
• Healing spells heal an additional +2 hit points/die;
At 2nd level, you have advantages on Charisma-based for enthralled humanoids, the healing bonus is
checks when using those skills to seduce another person. increased to +3.

At 6th level, you develop such a force of personal At 17th level, you can make a humanoid your thrall
magnetism that you can convince a single target to regard through physical affection. You make a Charisma
you as a trusted friend. (If the target is currently being (Perform) check opposed by the humanoid's Wisdom
threatened or attacked by you or your allies, this ability (Insight) check. If you are successful, the target becomes
won’t work.) your thrall for 24 hours. In order to attack, disobey or lie to
As an action, you expend one use of your Channel you, the thrall must make a Wisdom save against your spell
Divinity. A humanoid target that can understand your save DC. A thrall has disadvantage on all saves against
language within 100 feet of you makes a Wisdom saving your spells or spell-like abilities. If you are attacked or
throw against your spell save DC to avoid being persuaded obviously in danger, your thrall has advantage on attack
by your words and actions. A creature that fails this save rolls while defending you. You can also take a weapon and
becomes enthralled. use an action to wound yourself as an action; if you are still
This ability doesn’t enable you to control the target, but conscious, you can channel hit points lost by the wound
the target perceives your words and actions in the most into any thrall as temporary hit points within 30 ft. A dispel
favorable way. You can try to give the target orders, but he magic spell, protection from evil, or the death of the
or she must win an opposed Charisma check to convince anthephoros liberates the thralls. You may only hold a
the target to perform any actions the target wouldn’t number of thralls equal to your Charisma modifier. A
normally undertake. The target never obeys suicidal or huamnoid cannot be enthralled by two anthephoros at the
obviously harmful orders, and any act by your or your same time.
P a g e | 54

Priestesses of Artemis are young, virgin girls called


arkteusai ("to be a bear"). Priests are either wanderers or
sterile. The beauty of Artemis, her priestesses and her At 2nd level, you have advantages on Wisdom
nymphs must never be exposed or violated. Her (Perception) checks that involve smell.
celebrations usually include wild dances (with women and
men) in the wilderness or around a bonfire. Some
celebrations, such as Panspermia, include going from door At 6th level, you gain darkvision out to 60 ft. You can
to door offering fruit, wine and loaves of bread stamped see in dim light within the radius as if it were bright light,
with figures of animals. This confers good luck on the and in darkness as if it were dim light. You can’t discern
household with the words "Take the good luck, take the color in darkness, only shades of gray.
health-bread which we bring from the goddess".

At 8th level you can expend one use of your Channel


Cleric Level Spells Divinity and an action to shift into a bear as though you
1st hunter’s mark, speak with animals were a druid of equivalent level using the Wild Shape
3rd cordon of arrows, moonbeam ability.
5th conjure animals, conjure barrage
7th dominate beast, polymorph
9th reincarnate, swift quiver At 17th level you have damage resistance to
bludgeoning, piercing, and slashing damage from
nonmagical attacks that aren't silvered.
When you choose this domain at 1st level, in any form,
you can communicate and empathize with any type of bear,
normal or magical. You have advantage on all skill checks
to influence the animal's attitude and you can communicate
simple concepts and (if the animal is friendly) commands,
such as “friend" or “foe.” You can make a Wisdom
(Animal Handling) check opposed by the bear's Wisdom
(Insight) check to give it a command, such “flee” or
“attack.”

Asclepiada are disciples of Asclepios, the god of healing. The standard procedure for healing is for the patient to
Ascelpios was the son of Apollo and Coronis who was bathe in the sea, purifying them. He is then offered honey
instructed in the healing arts by Chiron. He eventually cakes on an altar and ritually bathes in a blessed water
learned the secret of resurrecting the dead from a serpent, basin. The patient then enters the abaton, a sacred
but that knowledge would ultimately prove to be Asclepios' dormitory where the patient enters incubation—falling
downfall. When Zeus discovered that Asclepios had upset asleep into a dream-like state. During the sleep, Asclepios
the natural order, he struck him dead with a thunderbolt. appears to the patient, usually carrying a mortar, pestle, and
His death caused Ascelpios to ascend as a deity of health medicine chest. He will sometimes heal the patient through
and healing. the dream or via an animal intermediary, the most sacred
There are a variety of Asclepian sanctuaries in Greece, being serpents and dogs. If the patient cannot comprehend
including Epidauros on the Greek mainland, Cos (an island Asclepios' healing omen, it is the asclepiada's responsibility
off Asia Minor) and Pergamum in Asia Minor. Asclepian to interpret and administer the appropriate form of healing.
sanctuaries contain baths, inns, theaters, temples, and The asclepiada domain is identical to the Life domain,
gymnasiums. with one exception.
55 | P a g e

I will apply dietetic measures for the benefit of the sick


according to my ability and judgment; I will keep them
An asclepiada must be of neutral alignment and loses
from harm and injustice.
domain abilities if he ever willingly commits an evil act.
I will neither give a deadly drug to anybody who asked
Additionally, an asclepiada's code requires that he follow
for it, nor will I make a suggestion to this effect. Similarly, I
the Hippocratic Oath:
will not give to a woman an abortive remedy. In purity and
I swear by Apollo Physician and Asclepius and Hygieia
holiness, I will guard my life and my art.
and Panaceia and all the gods and goddesses, making them
I will not use the knife, not even on sufferers from stone,
my witnesses, that I will fulfill according to my ability and
but will withdraw in favor of such men as are engaged in
judgment this oath and this covenant:
this work.
To hold him who has taught me this art as equal to my
Whatever houses I may visit, I will come for the benefit of
parents and to live my life in partnership with him, and if
the sick, remaining free of all intentional injustice, of all
he is in need of money to give him a share of mine, and to
mischief and in particular of sexual relations with both
regard his offspring as equal to my brothers in male
female and male persons, be they free or slaves.
lineage and to teach them this art - if they desire to learn it
What I may see or hear in the course of the treatment or
- without fee and covenant; to give a share of precepts and
even outside of the treatment in regard to the life of men,
oral instruction and all the other learning to my sons and
which on no account one must spread abroad, I will keep to
to the sons of him who has instructed me and to pupils who
myself, holding such things shameful to be spoken about.
have signed the covenant and have taken an oath according
If I fulfill this oath and do not violate it, may it be
to the medical law, but no one else.
granted to me to enjoy life and art, being honored with
fame among all men for all time to come; if I transgress it
and swear falsely, may the opposite of all this be my lot.

Hermetics are privy to the ancient traditions of Hermes, a from that of the pharmakis, the hiereus, or the oracle. It is a
body of highly secretive works that detail the foundations tradition that can be learned; and if it can be learned, it can
of life and the quest for spiritual ascension. These works be taught. Hermetics seek out apprentices and converts by
detail formulas and spells, known as "hermetic" using their magic in very public displays.
spellcasting. This literary approach to magic differs greatly The hermetic domain is identical to the Arcana domain.

Hestia's symbol is the perpetually lit fire in her temple,


guarded by her priestesses, the hestales. Every March 1 the
fire is renewed. The hestales must observe absolute chastity Starting at 1st level, you gain the ability to hinder attacks
for 30 years. They cannot show excessive care of their intended for others. When a creature attacks a target other
person, and they must not let the fire go out. If a hestale than you that is within 5 feet of you, you can use your
breaks her vow of chastity before the 30 years are up, she is reaction to impose disadvantage on the attack roll. To do
condemned to be buried alive in the Campus Sceleris so, you must be able to see both the attacker and the target.
(camp of damned people). The hestales wear a tunica, a You interpose an arm, a shield, or some other part of
simple dress that they use for both the temple and everyday yourself to try to throw the attack off target.
life.

Starting at 2nd level, you can use your Channel Divinity


Cleric Level Spells to cloak your allies in flaming armor. As an action, you
1st burning hands, sanctuary channel blessed energy into an ally that you can see within
3rd flame blade, warding bond 30 feet of you. The first time that ally is hit by an attack
5th elemental weapon, spirit guardians within the next minute, the attacker takes fire damage equal
7th fire shield, wall of fire to 2d10 + your cleric level.
9th flame strike, hallow

Beginning at 6th level, the healing spells you cast on


When you choose this domain at 1st level, you gain others can heal you as well. When you cast a spell with a
proficiency with heavy armor. spell slot and it restores hit points to any creature other than
you this turn, you regain hit points equal to 2 + the spell’s
level.
P a g e | 56

At 8th level, you gain the ability to infuse your weapon At 17th level, you gain resistance to two damage types of
strikes with divine energy. Once on each of your turns your choice, choosing from bludgeoning, fire, piercing,
when you hit a creature with a weapon attack, you can radiant, and slashing. Whenever you finish a short or long
cause the attack to deal an extra 1d8 fire damage to the rest, you can change the damage types you chose.
target. When you reach 14th level, the extra damage As an action, you can temporarily give up this resistance
increases to 2d8. and transfer it to one creature you touch. The creature
keeps the resistance until the end of your next short or long
rest or until you transfer it back to yourself as a bonus
action.

The melissa, which means "bee," is the high priestess of


Demeter. The Greeks look upon the bee as a symbol of the
feminine potency because while creating a magical elixir At 2nd level you reenact the sorrow of Demeter's loss of
known for its preservation properties, they also pollinate Persephone. When a creature that you can see within 60
flowers and increase plant fertility. feet of you makes an attack roll, an ability check, or a
The melissa is the only woman with access to the Sacred damage roll, you can use your reaction to expend one use
Altis and watches the Olympic Games from her seat in the of your channel divinity, subtracting 1d6 from the
temple of the goddess, on the eastern side of the stadium. creature's roll. You can choose to use this feature after the
This privilege is handed down from prehistoric times, when creature makes its roll, but before the DM determines
there was a sanctuary in Olympia for the worship of the whether the attack roll or ability check succeeds or fails, or
goddess Demeter and other women deities of the earth and before the creature deals its damage. The creature is
fertility, such as Rhea and Artemis. The melissa is selected immune if it can't hear you or if it's immune to being
from among the women of Elis every four years and her charmed. The die roll to reduce the damage increases to d8
office is of great importance. at 5th level, d10 at 10th level, and d12 at 15th level.
The melissae are best known for their access to the
Eleusian Mysteries.
At 6th level, you share Demeter's grief as she mourns the
long time without Persephone's return. If you speak to a
Cleric Level Spells humanoid alone for at least 1 minute, you wrack it with
1st entangle, goodberry grief. At the end of the conversation, the target must
3rd locate animals or plants, gentle repose succeed on a Wisdom saving throw against your spell save
5th plant growth, speak with dead DC or be frightened of you or another creature of your
7th blight, grasping vines choice. The target is frightened in this way for 1 hour, until
9th commune with nature, raise dead it is attacked or damaged, or until it witnesses its allies
being attacked or damaged. If the target succeeds on its
saving throw, the target has no hint that you tried to
Upon choosing this domain, you can enlighten those who frighten it. Once you use this feature, you can’t use it again
wish to follow the journey through darkness to the light. If until you finish a short rest or long rest.
you share Demeter's story for at least 1 minute, you can
attempt to inspire hope in your audience. At the end of the
performance, choose a number of humanoids within 60 feet At 8th level you rejoice upon the return of Persephone.
of you who watched and listened to all of it, up to a number As a bonus action, you can expend one use of your Channel
equal to your Charisma modifier (minimum of one). Each Divinity to grant yourself a wondrous appearance. When
target must succeed on a Wisdom saving throw against you do so, choose a number of creatures you can see and
your spell save DC or be charmed by you. While charmed who can see you within 60 feet of you, up to a number
in this way, the target idolizes you, it speaks glowingly of equal to your Charisma modifier (minimum of one). Each
you to anyone who speaks to it, and it hinders anyone who of them gains 5 temporary hit points. When a creature gains
opposes you, avoiding violence unless it was already these temporary hit points, it can immediately use its
inclined to fight on your behalf. This effect ends on a target reaction to move up to its speed, without provoking
after 1 hour, if it takes any damage, if you attack it, or if it opportunity attacks. The temporary hit points increases to 8
witnesses you attacking or damaging any of its allies. If a at 5th level, 11 at 10th level, and 14 at 15th level.
target succeeds on its saving throw, the target has no hint
that you tried to charm it. Once you use this feature, you
can’t use it again until you finish a short or long rest.
57 | P a g e

Once the spell ends, you can’t cast it with this feature again
until you finish a short or long rest.
At 17th level, you can travel to the underworld in pursuit
of lost souls. Using this feature, you can cast etherealness.

The pythia is the priestess at Apollo's oracle in Delphi. induced by vapors from a chasm below the temple or from
The name comes from Python, the dragon that was slain by chewing laurel leaves. Continuing his role of a middleman,
Apollo. The pythia operates as a vehicle for Apollo's will to the Hiereus interprets the pythia's response for the
be known to those on earth. A believer makes a sacrifice questioner.
and presents a question to a male Hiereus dedicated to Pythia are usually young women that are physically fit
Apollo. The Hiereus would then presents the question to and attractive and have just reached adulthood. While
the pythia. supporting an oracle, the priestess (pythia) wets her feet in
The pythia sits on a bronze tripod in the adytum, or inner the spring and breathes its' (sometimes hallucinogenic)
chamber of Apollo's temple. In this sacred chamber the vapors. She enters a prophetic trance and utters what
spirit of Apollo overcomes the pythia and inspires the sounds like random words and phrases.
prophecy. Some mythic traditions say the pythia's trance is The Pythia domain is identical to the Knowledge domain.

A cult associated with metallurgy, telchines can also


control the weather, put the evil eye on their enemies and
blight crops and herds with sulfur and the waters of the
Styx.
Starting at 2nd level, you can use your Channel Divinity
to create simple items. You conduct an hour-long ritual that
crafts a nonmagical item that must include some metal: a
Cleric Level Spells
simple or martial weapon, a suit of armor, ten pieces of
1st create or destroy water, fog cloud
ammunition, a set of tools, or another metal object. The
3rd gust of wind, heat metal
creation is completed at the end of the hour, coalescing in
5th bestow curse, call lightning
an unoccupied space of your choice on a surface within 5
7th blight, control water
feet of you. The thing you create can be something that is
9th cloudkill, insect plague
worth no more than 100 st. As part of this ritual, you must
lay out metal, which can include coins, with a value equal
to the creation. The metal irretrievably coalesces and
When you choose this domain at 1st level, you gain
transforms into the creation at the ritual’s end, magically
proficiency with heavy armor and smith's tools.
forming even nonmetal parts of the creation. The ritual can
create a duplicate of a nonmagical item that contains metal,
such as a key, if you possess the original during the ritual.
At 1st level, you gain the ability to imbue magic into a
weapon or armor. At the end of a long rest, you can touch
one nonmagical object that is a suit of armor or a simple or
At 6th level, you gain the ability to infuse your weapon
martial weapon. Until the end of your next long rest or until
strikes with divine energy. Once on each of your turns
you die, the object becomes a magic item, granting a +1
when you hit a creature with a weapon attack, you can
bonus to AC if it’s armor or a +1 bonus to attack and
cause the attack to deal an extra 1d8 lightning damage to
damage rolls if it’s a weapon. Once you use this feature,
the target. When you reach 14th level, the extra damage
you can’t use it again until you finish a long rest.
increases to 2d8.

At 8th level, when you deal lightning damage to a Large


or smaller creature, you can also push it up to 10 feet away
from you.

At 17th level, you have a flying speed equal to your


current walking speed whenever you are not underground
or indoors.
P a g e | 58

DRUID CIRCLES

Greek druids act as advisors and representatives of Gaia, Druids can range from fanatical judges of law and order
the ancient mother goddess of all the Olympic pantheon. to benevolent mendicants to insane, muttering anarchists. It
They wander at will, beholden to none and feared by even all depends on the will of the natural force they worship.
hierei of Zeus. As a result, Greek druids have a great deal Greek Druids disdain hierei (after all, their goddess
of influence in other cultures and strike more than a little birthed the hiereus' pantheon) but tolerate them. They have
fear in the hearts of the superstitious. It's one thing to a begrudging respect for the pharmakis, who shares a
invoke Zeus' wrath … but what if you anger his mother? connection with the wild things of the land. All other
Druids are best known for their ability to influence the classes are expected to recognize a druid's authority.
elements of nature, be it weather, flora, or fauna. They are In all other respects treat the Circle of Gaia as the Circle
also valuable in lands where there is no Greek law. Their of the Land.
divine spells and shapeshifting abilities are an asset to all
who seek their companionship and a bane to their enemies.

Druids are the seers, prophets, and priests of the Gauls.


• Double the range of any healing spell
They are respected and feared by Gauls, for their facility
• Proficiency in Constitution saving throws
with the magical arts is unparalleled. For the most part, the • Advantage on all Charisma-based checks
Druids in Ancient Adventures are similar to their traditional
fantasy counterparts. However, they are different in several If you create a new druid egg, the previous one ceases to
distinct ways. function.
Gaulish druids do not worship one particular deity. They
represent the land, an older time when the land was often
thought as a female. They focus on fertility rites and on At 10th level you summon and eat the rare salmon of
maintaining order, be it through succession or war. knowledge. You can call on this wisdom at any time,
Druids are the keepers of knowledge, advisors to rulers, understanding the entire universe and everything within it.
and the judges of their time. They utilize the Brehon Law, a By biting your thumb as an action, you have advantage on
Law that is admittedly biased towards the more powerful all Intelligence-based skill checks for 1 minute.
individuals of society, but a law nonetheless which they
have absolute jurisdiction over. Druids are highly respected
and even foreigners are loath to attack them. At 14th level, druids are sacred priests amongst the
Gaulish druids have a complex initiation process that Gauls, raised above ordinary folk and touched by the gods.
requires memorizing the Brehon Law by rote. They are Slaying a druid is unthinkable, and even outsiders are
tested at every turn, interpreting the rustle of trees and the hesitant to attack them. An attacker must succeed on a
babbling of brooks. Wisdom save against your spell save DC. If the save
succeeds, the attacker can attack normally and is
unaffected. If the save fails, the attacker can’t follow
Starting at 2nd level, you have advantage on all Wisdom through with the attack, that part of its action is lost, and it
(Insight) and Wisdom (Survival) checks. can’t directly attack you for the duration of the encounter.
Those not attempting to attack you remain unaffected. This
ability does not prevent you from being attacked or affected
Starting at 6th level, you receive a small, egg-shaped by area or effect spells. You cannot attack without breaking
stone as a symbol of your newfound power. It is regarded the awe but may use nonattack spells or otherwise act.
as a source of extremely good fortune by the Gauls. You Attackers who are not from Gaulish lands have advantage
can benefit from the egg yourself or give it to another on the save.
creature. A creature gains a benefit of your choice as long
as the egg is in the creature's possession. When you create
the egg, choose the benefit from the following options:
59 | P a g e

FIGHTER ARCHETYPES

The hippei are the elite forces of the military that are rich
enough to own a horse. The hippei are rare, no more than
300 amongst the Spartans. They are composed of 30 young Starting at 3rd level, your mastery as a rider becomes
men age 20, 21, 22, and so on up to 29, thus creating 300 apparent. You have advantage on saving throws made to
hippei strong. Each year, the 29-year-olds retire when they avoid falling off your mount. If you fall off your mount and
reach 30 even as the 19-year-old prospects advance into the descend no more than 10 feet, you can land on your feet if
esteem ranks of the hippei. you’re not incapacitated. Finally, mounting or dismounting
In contrast to the hoplite, hippei wear no armor and carry a creature costs you only 5 feet of movement, rather than
no shields. Their main weapon is the javelin and the long half your speed.
spear, which they use from horseback. They wear broad-
brimmed hats to protect them from the sun's glare and ride
bareback on their mounts. At 7th level, whether mounted or on foot, your travel
On entering service, hippei are paid an establishment pace is doubled, as is the travel pace of up to ten
grant (called a katastasis) to cover the cost of his mount. companions while they're within 60 feet of you and you're
The katastasis must be paid back on leaving the cavalry, not incapacitated.
unless the mount is killed on active service. Horses are
regularly inspected through a dokimasia, performed by a
council. Horses that fail the dokimasia are branded on the Starting at 10th level, you can add half your proficiency
jaw with the sign of a wheel. Those riders who pass the bonus (rounded up) to any Strength, Dexterity, or
review are entered into the sanides ("chalk boards"), which Constitution check you make that doesn't already use your
are passed on to the taxiarchs, who control the infantry proficiency bonus. In addition, when you make a running
regiments. long jump, the distance you can cover increases by a
Hippei are at their most powerful when mounted. When number of feet equal to your Strength modifier.
astride a horse, they have no parallel in battle. They can
also inspire their lessers and lead them into combat.
Hippei are elite warriors, so it only makes sense that they At 15th level, you learn to fend off strikes directed at
worship the gods of war. Those who enjoy the slaughter you, your mount, or other creatures nearby. If you or a
venerate Ares, while those who strive to act with noble creature you can see within 5 feet of you is hit by an attack,
dignity worship Athena. Hippei also worship Poseidon as you can roll 1d8 as a reaction if you're wielding a melee
the originator of all horses. weapon. Roll the die, and add the number rolled to the
Only the best and brightest warriors join the hippei. Their target's AC against that attack. If the attack still hits, the
task is vital; they must protect the king in battle. Some target has resistance against the attack's damage. You can
hippei are Olympic victors first, guaranteeing the attention use this feature a number of times equal to your
of the three sub-commanders that choose who becomes a Constitution modifier (a minimum of once), and you regain
hippeus. all expended uses of it when you finish a long rest.
Hippei are common only amongst those species that have
horses. Centaurs make the ideal hippeus, since man and
equine are one. Few other species ride horses, although Starting at 18th level, you can run down your foes while
myrmidons and sparti are sufficiently similar to humans to mounted. If your mount moves at least 10 feet in a straight
adopt mounted combat as their weapon of choice. line right before attacking a creature and you hit it with the
attack, that target must succeed on a Strength saving throw
(DC 8 + your proficiency bonus + your Strength modifier)
When you choose this archetype at 3rd level, you gain or be knocked prone. You can use this feature only once on
proficiency in one of the following skills of your choice: each of your turns.
Acrobatics, Animal Handling, Athletics.
P a g e | 60

The Greek word for weapon is hoplon, and so a hoplite is


literally a "man at arms." The characteristic style of Greek
warfare is the close hand-to-hand struggle and tight When you choose this archetype at 3rd level, you learn
formations of heavy infantry called a phalanx. It is these how to inspire your allies to fight on past their injuries.
heavily armed fighters, known as hoplites, who fight either When you use your Second Wind feature, you can choose
in the armies of their own cities or as mercenaries in up to three creatures within 60 feet of you that are allied
foreign service. with you. Each one regains hit points equal to your fighter
Hoplite equipment includes a helmet, a similar bronze level, provided that the creature can see or hear you.
muscled corselet and graves. He carries an alternative to the
normal hoplite sword, the kopis, a heavy slashing sword.
Typically, hoplites approach the enemy on foot. They Also at 3rd level, you become a master of locking down
carry either one or two spears and launch them against their your enemies. Creatures provoke an opportunity attack
opponents. After the spear assault, the two hoplites resort to from you when they move 5 feet or more while within your
swords, but before they engage may hurl heavy stones or reach, and if you hit a creature with an opportunity attack,
small rocks at each other. Officers, known as strategos, are the target's speed is reduced to 0 until the end of the current
expected to fight in the front rank along with other well- turn.
equipped hoplites. The strength of hoplites is in shock
combat. The two armies literally run into each other in
hopes of breaking or encircling the enemy line. Failing that, At 7th level, you learn to interlock your shields. You
things degenerate into a pushing match, with the men in must be wielding a shield to use this feature. When an
back trying to force the front lines through those of the attack roll is made against an ally wielding a shield that is
enemy. within 5 feet of you, you can use your reaction to use your
Just before contact with the enemy, the rear ranks close Second Wind feature and add the number rolled to its AC
up so that each man occupies three feet of frontage and the against that attack, after seeing the roll but before knowing
left side of his shield covers his neighbor. The rear ranks whether it hits or misses.
take a man's place as he falls or is pushed behind him as
required.
Hoplites work best in a team. Their abilities all revolve Starting at 10th level, when you use your Action Surge
around a hoplite's organization and ability to stand fast with feature, you can choose one creature within 10 feet of you
his brethren. They are the grunts of any military that is allied with you. That creature can make one melee or
organization and represent the established military practice ranged weapon attack with its reaction, provided that it can
of polearm tactics. see or hear you. Starting at 18th level, you can choose two
Hoplites value the warrior gods over other deities. For allies within 60 feet of you, rather than one.
the evil types, Ares is the prime choice. More benevolently
inclined hoplites worship Athena. All revere Zeus, the
ultimate authority. Beginning at 15th level, you can extend the benefit of
Hoplites are trained from birth to defend their homes and your Indomitable feature to an ally. When you decide to
their land. Hoplites come from all walks of life. They are use Indomitable to reroll an Intelligence, a Wisdom, or a
fathers, brothers, cousins and uncles. Some hoplites are Charisma saving throw and you aren't incapacitated, you
simply advanced militia. As they progress in skill, they sell can choose one ally within 60 feet of you that also failed its
their services to the highest bidder. All are accountable to saving throw against the same effect. If that creature can
the leaders of the city-state they serve. see or hear you, it can reroll its saving throw and must use
Hoplite organization is based on an average row of eight- the new roll.
men deep. Four of these rows form an enomotia or platoon;
four enomotiai form on their turn a pentekostis or company
which is commanded by a pentekonter; four pentekosteis
formed a lochos or battalion under the leadership of a
lochagos. The average army has about seven of these
lochois.
61 | P a g e

MONK WAYS

The mastigophorai are whip-bearers who specialize in


flogging opponents. They perform crowd control duties at
public functions and also as a form of public punishment At 6th level, your whip or chain is considered magical
when an athlete or coach breaks the rules at a competition. for the purpose of overcoming resistance and immunity to
Their expertise extends to all flexible weapons, including nonmagical attacks and damage. When you hit a target with
spiked chains. your chosen weapon, you can spend 1 ki point to cause the
weapon to deal extra damage to the target equal to your
Martial Arts die. You can use this feature only once on
When you choose this tradition at 3rd level, you are each of your turns.
proficient in whips and spiked chains and they are also
considered monk weapons for you. Additionally, you can
spend 1 ki point to add your Martial Arts die as bonus to At 11th level, you gain the ability to augment your
the following skills: Athletics (to grab something at a weapons further with your ki. As a bonus action, you can
distance), Acrobatics (to prevent a fall or catch someone expend up to 3 ki points to grant one whip you touch a
falling), Sleight of Hand (to remove an object from a bonus to attack and damage rolls when you attack with it.
person), Animal Handling (whipping the animal) and The bonus equals the number of ki points you spent. This
Intimidation (to terrify someone with the whip). bonus lasts for 1 minute or until you use this feature again.
This feature has no effect on a magic weapon that already
has a bonus to attack and damage rolls.

At 17th level, your mastery of weapons grants you


extraordinary accuracy. If you miss with an attack roll
using a monk weapon on your turn, you can reroll it. You
can use this feature only once on each of your turns.

The panmahiast is a master of brutal, all-out combat form Panmahiasts who are starting out will often wander the
called Panmahia. The term means, "total fight." A less land, picking up apprentices by displaying feats of strength
violent version, called pankration, is used in the Olympic and agility. They sell their services to those in need, as
games. Both styles integrate every resource the panmahiast bodyguards and trainers for soldiers.
has to bear: hands, feet, everything except biting and Panmahiasts are capable of the most amazing feats of
gouging. physical skill, from leaping over walls to smashing through
Panmahia techniques blend the best and worst of doors with their bare fists. They are deadly opponents
wrestling and boxing, from uppercut punches to full- against monsters, especially bovines and felines.
powered kicks, joint locks to chokeholds. There's nothing a Panmahiasts value strength and physical prowess.
panmahiast won't consider. Kicking is an essential part of Athena, Ares, and Zeus are all revered.
Panmahia, especially kicks aimed at the abdomen or lower. Panmahiasts train at a local gym, honing their abilities
Kicks above the belt are used sparingly, usually to until they are ready to set out on their own. Some become
incapacitate a foe on the ground. teachers, others become warriors in their own right. All are
A long line of legendary panmahiasts has established a dangerous to cross.
tradition of near invincibility, including the stories of The art of panmahia is appealing to those species that
Arrichion, Dioxxipus, and Polydamos. All three moved disdain weaponry but value strength. Minotaurs and
beyond wrestling human beings and battled lions and multi- arimaspoi both make excellent panmahiasts, but they rarely
limbed monsters. But perhaps the most important have the discipline to complete their training. The art is
panmahiast is its founder, Hercules, who knew how to especially appealing to sparti, who enjoy bringing the full
harness his pneuma to break stones with his bare fists and range of their deadly natural weapons to bear.
kick through war shields.
P a g e | 62

When you choose this tradition at 3rd level, you gain At 11th level, your unarmed attacks are empowered with
advantage on attack rolls and skill checks against bovines. pneuma. Your unarmed attacks are also treated as silvered
Bovines include cows, bison and other herd mammals with and adamantine for the purpose of overcoming resistance
udders as well as minotaurs or creatures that exhibit bovine and immunity to nonmagical attacks and damage.
traits like khalkotauro.

Starting at 17th level, you can instantly kill another living


At 6th level, you gain advantage on attack rolls and skill beast, humanoid, or monstrosity with a single strike. As an
checks against felines. Felines include all the great cats action, you touch one creature within 5 feet of you, and you
(lions, tigers, leopards, etc.) as well as feline humanoids or expend 1 to 10 ki points. The target must make a
creatures that exhibit feline traits like khimaira, nemean Constitution saving throw, and it takes 2d10 necrotic
lions, gryphus, mantikhoras, and sphinxes. damage per ki point spent on a failed save, or half as much
damage on a successful one.
63 | P a g e

PALADIN ARCHETYPES

Thesmothetai are the lawgivers. Amongst their


prestigious ranks are Charondas, Solon, Zaleucus, and the
infamous Draco. Draco's laws are from whence the When you take this oath at 3rd level, you gain the
common term "draconian" comes from; harkening back to following two Channel Divinity options.
the days when Draco's laws were so harsh. Fortunately,
• Reveal Truth. As a bonus action, you can tell when
Solon repealed the majority of his laws.
someone is lying. Each creature of your choice that
A thesmothetus' jurisdiction covers all areas of law, you can see within 30 feet of you must make a
including criminal, civil, and religious. Wisdom saving throw. On a failed save, you can tell if
the creature is lying. This effect ends on the creature if
you are incapacitated or die or if the creature is more
The tenets of the Oath of the Thesmothetus are set down than 30 feet away from you.
in law. • Reveal Deception. As a bonus action, you can spot
the unseen. All hidden creatures within 30 feet must
• Honesty. Don't lie or cheat. Let your word be your
make a Wisdom saving throw or be revealed. Hidden
promise.
objects, clues, and secret doors are automatically
• Law. The law is paramount. It is the mortar that holds
revealed.
the stones of civilization together, and it must be
respected.
• Loyalty. Your word is your bond. Without loyalty,
oaths and laws are meaningless. At 7th level, your senses are almost impossible to foil. As
• Duty. Be responsible for your actions and their an action, you sense the presence of illusions,
consequences, protect those entrusted to your care, shapechangers not in their original form, and other magic
and obey those who have just authority over you. designed to deceive the senses within 30 feet of you,
• Responsibility. You must deal with the consequences provided you aren't blinded or deafened. You sense that an
of your actions, and you are responsible for fulfilling effect is attempting to trick you, but you gain no insight
your duties and obligations. into what is hidden or into its true nature. You can use this
feature a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses of it
You gain oath spells at the paladin levels listed. when you finish a long rest.

Paladin Level Spells


3rd command, identify Beginning at 15th level, you are always under the effects
5th magic mouth, zone of truth of a zone of truth spell. You can turn this power on and off
9th clairvoyance, tongues at will.
13th faithful hound, locate creature
17th commune, geas
At 20th level, as an action, you can emanate an aura of
sunlight. For 1 minute, bright light shines from you in a 30-
foot radius, and dim light shines 30 feet beyond that.
Whenever a chaotic enemy creature starts its turn in the
bright light, the creature takes 10 radiant damage. In
addition, for the duration, you have advantage on saving
throws against spells cast by non-lawful. Once you use this
feature, you can't use it again until you finish a long rest.
P a g e | 64

ROGUE ARCHETYPES

The role of the ekdromos ("runner-out") was created to


counteract Thracian peltastai. To keep the peltastai at bay,
the ekdromoi were created from the fittest and youngest At 9th level, your walking speed increases by 10 feet. If
hoplites. Their goal: to run out of the line to catch and kill a you have a climbing or swimming speed, this increase
few peltastai and drive the rest back. Hoplites are chosen to applies to that speed as well.
serve as ekdromoi by their age-class.
As a result of their role, the ekdromoi are accustomed to
light equipment. They are expected to be able to strike Starting at 13th level, you can use a bonus action on your
quickly and withdraw just as quickly behind the protective turn to gain advantage on the next Dexterity (Acrobatics) or
shields of their comrades. Strength (Athletics) check you make during the same turn.

When you choose this archetype at 3rd level, you gain When you reach 17th level, you have become adept at
proficiency in the Nature and Survival skills if you don't laying ambushes and quickly escaping danger. You can
already have it. Your proficiency bonus is doubled for any take an additional bonus action during the first round of any
ability check you make that uses either of those combat. You take your bonus action at your initiative
proficiencies. minus 10. You can't use this feature when you are
surprised.

Starting at 3rd level, you are difficult to pin down during


a fight. You can move up to half your speed as a reaction
when an enemy ends its turn within 5 feet of you. This
movement doesn’t provoke opportunity attacks.

The hamippoi are lightly armed infantry trained to fight


alongside cavalry. They are more than mere soldiers
however—hammipoi are trained to attack enemy horses. Starting at 13th level, you excel at leading ambushes and
They run into battle holding onto the tails and manes of the acting first in a fight. You have advantage on initiative
cavalry and then disengage to hack at enemy horsemen. rolls.
Hamippoi are especially fond of sliding underneath
enemy horses and slicing open their stomachs. Dodging in
and out of cavalry in battle is not for the faint of heart and Starting at 13th level, the first creature you hit during the
attracts only the most vicious personalities to its ranks. first round of a combat becomes easier for you and others
to strike; attack rolls against that target have advantage
until the start of your next turn.
When you choose this archetype at 3rd level, you gain
advantage on attack rolls and skill checks against equines.
Equines include horses, centaurs, divine horses, hippo Starting at 17th level, you can strike with deadly speed. If
kabeiro golems, hippolektryons, hippokampi, and you take the attack action on your turn, you can make one
hippomonkeri. additional attack as a bonus action. This attack can benefit
from your Sneak Attack even if you have already used it
this turn, but you can't use your Sneak Attack against the
At 3rd level, you master the art of the ambush. You can same target more than once in a turn.
give yourself a bonus to your initiative rolls equal to your
Wisdom modifier. At the start of your first turn of each
combat, your walking speed increases by 10 feet, which
lasts until the end of that turn. If you take the attack action
on that turn, you can make one additional weapon attack as
part of that action. If that attack hits, the target takes an
extra 1d8 damage of the weapon's damage type.
65 | P a g e

The lightly armored troops are known as peltastai. They


are armed with a bundle of javelins and are used mainly for
scouting reconnaissance or raiding. They also carry a sword When you choose this archetype at 3rd level, you gain
or dagger in case of emergency. proficiency in the Nature and Survival skills if you don't
Peltastai are best known for their bundle of javelins. The already have it. Your proficiency bonus is doubled for any
actual number of javelins they carry depend on the length ability check you make that uses either of those
of the javelins, which range from three to five feet. The proficiencies.
javelins are thrown in a very special way, which enables
the peltastai to throw their javelins much further.
The peltast holds the javelin lightly with his fourth and Also at 3rd level, you are difficult to pin down during a
fifth finger, while the second and third finger are hooked fight. You can move up to half your speed as a reaction
around a noose, which is attached to the javelin. When the when an enemy ends its turn within 5 feet of you. This
javelin is above his head, he releases it and gives it a final movement doesn’t provoke opportunity attacks.
swing with the noose.
Peltastai make for ideal adventurers; as scouts, they often
range over a wide variety of terrain. They are frequently At 9th level, your walking speed increases by 10 feet. If
ordered into hostile territory that is rife with adventure you have a climbing or swimming speed, this increase
possibilities. applies to that speed as well.
Peltastai are survivors. As such, nature deities like
Artemis are most revered, both for her stealth and her
deadly influence over flora and fauna. Starting at 13th level, you can use your action to make a
Peltastai are recruited from villages as opposed to the ranged attack against any number of creatures within 10
hoplite, who is recruited from the middle class, and the feet of a point you can see within your weapon’s range.
hippeus, who is recruited from the aristocracy. They are You must have ammunition for each target, as normal, and
considered the lowest of the military ranks and cowardly you make a separate attack roll for each target.
combatants.
The peltast class works best for humanoid species that
are comfortable in the wilderness. Arimaspoi and minotaurs Starting at 17th level, you are ever ready to spring into
are too large. The more warlike species, like amazons and action. If you take the attack action on your first turn of a
gorgons, can appreciate the value of stealth. Panes, if they combat, you can make one additional ranged weapon attack
are disciplined enough to follow orders, can make fine as part of that action. This attack can benefit from your
peltastai. sneak attack even if you have already used it this turn, but
Peltastai are scouts first, warriors second. They specialize you can't use your sneak attack against the same target
in stealth and are adaptable to nearly any environment. more than once in a turn.
They are always the last to join combat but also the last to
leave.
P a g e | 66

WARLOCK PATRONS

The pharmakis is a tradition of witchcraft that finds its When you reach certain levels in this class, you can make
roots in the origins of Circe and Medea, the daughters of more elixirs at the end of a long rest: two at 6th level and
Hecate. Both sorceresses were masters of their art, fully three at 15th level. Roll for each elixir's effect separately.
versed in transforming men into pigs and in the intricacies Each elixir requires its own flask.
of poison. Indeed, the word "pharmakis" is where the You can brew additional elixirs by expending a spell slot
modern word "pharmacist" originates. of 1st level or higher for each one. When you do so, use
As a goddess, Hecate is not formally recognized as part your action to create the elixir in an empty flask you touch,
of the Olympic pantheon, and yet she is still a driving force and you choose the elixir's effect from the table below.
that influences many supernatural events. Although she has
no hiereus, the pharmakis honor her. 1d6 Effect
Pharmakis are experts at brewing potions and crafting Medea’s Healing. The drinker regains a number of
1
wands. They also are quite vain and are not above using hit points equal to 2d4 + your Charisma modifier
their wiles to get what they want. 2
Medea’s Speed. The drinker's walking speed
The art of the pharmakis is illegal in some city-states. increases by 10 feet for 1 hour.
Thus, pharmakis are always on the run for one reason or Circe’s Defense. The drinker gains a +1 bonus to AC
3
another. They often seek out powerful kings to influence for 10 minutes.
them and change the course of history. Alternately, heroes Medea’s Boldness. The drinker can roll a d4 and
might seek them out and take them along as counselors and 4 add the number rolled to every attack roll and
concubines. saving throw they make for the next minute.
Pharmakis are chosen at birth. They are uniformly female Hecate’s Flight. The drinker gains a flying speed of
5
10 feet for 10 minutes.
and beautiful. Her mother indoctrinates each pharmakis in
Circe’s Transformation. The drinker's body is
her art. Some pharmakis will sleep with powerful heroes,
transformed as if by the alter self spell. The drinker
only to leave and give birth to a daughter who will one day 6
determines the transformation caused by the spell,
be a worthy successor. the effects of which last for 10 minutes.

Spell Level Spells


Starting at 10th level, you can incorporate restorative
1st animal friendship, ray of sickness
reagents into some of your works:
2nd alter self, phantasmal force
3rd bestow curse, hypnotic pattern • Whenever a creature drinks an experimental elixir you
4th dominate beast, polymorph created, the creature gains temporary hit points equal
5th geas, mislead to 2d6 + your Charisma modifier (minimum of 1
temporary hit point).
• You can cast lesser restoration without expending a
Starting at 1st level, when you hit a creature with a melee spell slot and without preparing the spell, provided
attack, you deal extra poison damage equal to your level. If you use alchemist's supplies as the spellcasting focus.
You can do so a number of times equal to your
the creature is incapacitated or poisoned, the creature
Charisma modifier (minimum of once), and you regain
instead takes poison damage equal to three times your
all expended uses when you finish a long rest.
level. You can use this feature only once on each of your
turns.
By 14th level, you have been exposed to so many
chemicals that they pose little risk to you, and you can use
Beginning at 6th level, whenever you finish a long rest,
them to quickly end certain ailments:
you can magically brew an elixir in an empty flask you
touch. Roll on the below table for the elixir's effect, which • You gain resistance to acid damage and poison
is triggered when someone drinks the elixir. As an action, a damage, and you are now immune to the poisoned
creature can drink the elixir or administer it to an condition.
incapacitated creature. • You can cast greater restoration and heal without
Brewing an elixir requires you to have alchemist supplies expending a spell slot, without preparing the spell, and
on your person, and any elixir you create with this feature without providing the material component, provided
you use alchemist’s supplies as the spellcasting focus.
lasts until it is drunk or until the end of your next long rest.
Once you cast either spell with this feature, you can't
cast that spell with it again until you finish a long rest.
67 | P a g e

When the horse races were over, long before noon, the crowd quickly dashed to the north, swarming over and around the
banks of the stadium for the beginning of the foot race.
The track for the foot race extended from one end of the stadium to the other. It was 600 feet long from starting line to finish
line. The single lap, 600-foot race conducted there was called "the stadium." On the north side of the stadium was the altar and
seat for the "Priestess of Mother Earth". This was an honorific title conferred on a different woman every four years, and she
was the only woman permitted to view the games. On the south side of the stadium were seats for the judges. All other spectators
stood or sat on the ground to watch the competition.
Having been appropriately oiled and powered, Jarax’s gaze bore holes in the back of the man in front of him, Lampis of
Creton. They were marching in procession after drawing lots for their position. To Jarax, it seemed like one long procession
after another.
As they approached the stadium, they passed a series of bronze statues on the road. Called zanes, they were made in the
likeness of the "Zeus of Oaths" statue they had sworn before upon the beginning of the games. Those who were discovered
cheating were fined, and the money was used to make the statues. The statues were inscribed with messages describing the
offenses, warning others not to cheat, reminding athletes that victory was won by skill and not by money, and emphasizing the
Olympic spirit of piety toward the gods and fair competition. Jarax could hear the screams of thousands of spectators in the
stadium as he passed by the glowering statues. Each one seemed to threaten him with death should he fail.
At the end of the road, the entrance to the stadium was covered, creating a tunnel-like passageway called "the Crypt." It ran
from the sanctuary to the west end of the stadium. As they approached the yawning maw of the Crypt, he could see the light that
opened into the core of the stadium, an infinity away.
Jarax wiped one sweating hand across his brow. He was so nervous he thought he might throw up. He felt awkward, out of
place, after having come so far. His father’s death during the war between Athenor and the Lacedaemonians made life difficult
for him. Jarax felt a great burden on him to prove himself in the games, lest his father’s death and training be in vain. To fail,
was to fail his father’s memory.
With a blast from the heralds, the procession moved out in the sunlit stadium. A horrific roar went up from the crowd, so loud
that Jarax could feel it reverberating in his chest.
Turning sharply to the right, the athletes lined up for identification by name, father’s name, and the city-state he represented.
Then they jogged over to the balbis at one end of the stadium. It was marked off by a stone starting line and by rows of pegs on
either side.
Jarax waited patiently near the balbis. He carried a bronze discus on his shoulder, rubbed with fine sand to improve his grip.
Flute music helped the discus throwers time their rhythm.
Lampis’ style was simple, straightforward—he threw with just one step, straining as his entire body snapped like a snake as it
released. The discus was launched high into the air, whistling into the distance. Four times he repeated the throw, and each time
he pushed his distance a bit further. A judge marked the best of the throws with a peg.
Jarax’s nerves were on edge, for he was the last thrower. Lampis had managed to outdistance the other throwers before him.
He was the man to beat.
Then it was Jarax’s turn. He planted his feet in a firm stance facing the direction of the throw. Jarax arched his arm and hand,
moving the discus backward and forward like a pendulum several times. When he felt the time was right, he advanced his left foot
straight out in front and placed his right leg, knee bent to the rear, with his right foot on the ground. With the discus balanced in
the palm of his right hand and fingers lightly gripping the rim, Jarax snapped the discus away from him. All the while, his eyes
were focused on the discus throughout the swing.
It seemed to hover in space even as it shrunk in size, so straight and powerful was his throw. Jarax knew immediately the throw
went short, because it did not rise up enough in an arch to cover enough distance. He used his second and third throws to test the
wind and his stance, respectively. Both fell short but helped him determine his target.
He couldn’t stop himself from shaking, whether it was from nerves or the sudden cool breeze on his naked body, he wasn’t
sure. Jarax took a deep breath, closed his eyes, and listened to the music for a second as he attempted to drown out the crowd.
He must not fail!
Again he arched his hand and back, and again he sent the discus whistling off towards its goal. It rose up high as it whistled,
hopping in steps up in degrees, and then began its slow descent. The crowd was utterly silent.
The crowd bellowed approval as Jarax’s discus sliced into the ground just past Lampis’ peg. Jarax nearly fell to his knees and
wept in thanks. He managed to maintain some of his composure by making a show of dusting his hands off.
P a g e | 68

PROFICIENCY AND SKILL MODIFICATIONS

In Greece, music is an essential element of everyday life. English Letter Greek Name Greek Letter
Children are educated in both music and dance, specifically A Alpha 
lyre playing. Poetry complemented music and dance. Lyre B Beta 
playing, choruses, and the flute are all commonly practiced. D Delta 
E Epsilon 
E Eta 
G Gamma 
The mountains of Greece with prevailing westerly winds I Iota 
K Kappa 
cause rainfall to be highest in the west. Rainfall is usually
Kh Chi 
in the form of a heavy downpour, which makes agriculture
L Lambda 
challenging. Since eighty percent of Greece is M Mu 
mountainous, agriculture is only practiced on the plains and N Nu 
small valleys between mountains. O Omicron 
O Omega 
P Pi 
Ph Phi 
Knowledge of sacrifice is an important part of Greek life. Ps Psi 
Libations and blood sacrifices are common. R Rho 
To gain arete, a character must show proper deference to S Sigma 
the gods. Before any sacrifice takes place, the person T Tau 
making the sacrifice must be ritually cleansed. This act is Th Theta 
relatively simple (DC 5). U Upsilon 
After the cleansing, a holy silence is declared. The X Xi 
hiereus says a prayer, and then unground barleycorn is Z Zeta 
sprinkled over the animal and altar (DC 7)
Hair is cut from the animal's head and burned on the
altar. Sacrificing animals requires a careful selection of
healthy, whole animals, including wild and domesticated
animals, fish, and even birds (DC 10). Male animals are
sacrificed to gods and female ones to goddesses. Light-
haired beasts are sacrificed to celestial deities, while dark-
haired creatures are sacrificed to the more chthonic deities.
Animals unfit for human consumption are sacrificed to
specific deities—dogs are sacrificed to Hecate and horses
are sacrifice to Poseidon.
Sacrificing a scapegoat is more challenging given the
nature of the sin projected onto it. It requires a DC 15
check.
The sacrifice is killed with a blow from an ax or its throat
is cut. Blood is collected in a bowl and splashed on the
altar. The animal's remains are butchered and the portion
selected for the sacrifice is burned on the altar as wine is
poured into the flames. It is commonly the inedible portions
of the animal that are sacrificed—the gods like the smell of
cooked meat but do not like the taste of it. The entrails are
cooked separately and eaten, and then the rest of it is
distributed to the participants.
A successful sacrifice earns the person making the
sacrifice divine arete (see Chapter 6 for more details).
69 | P a g e

Number Greek Name


1 Heis
2 Duo The Greeks knew how to tan hides and used it for saddles,
3 Treis shoes, shield, harnesses, and clothing. They also used it for
4 Tessares parchment.
5 Pente
6 Hex
7 Hepta
8 Okto There are a wide variety of herd animals in Greece. Goats
9 Ennea and sheep are most common, providing meat, milk, and
10 Deka
cheese. Sheep provide wool, pigs provide meat, and poultry
11 Endeka
provides eggs. Horses are a rare luxury and only possessed
12 Dodeka
13 Triskaideka
by the wealthy—they are not used for plowing. Oxen,
14 Tessareskaideka mules, and donkeys are used as draft animals. Cattle were
15 Pentekaideka used as oxen rather than to produce milk, as the Greeks
16 Hekkaideka prefer to drink goat's milk.
17 Heptakaideka
18 Oktokaideka
19 Evveakaideka
20 Eikosi Hunting is regarded as a sport and a form of entertainment,
30 Triakonta rather than a necessity. The bow and arrow are used, along
40 Tessarakonta with snares, nets, and dogs. Wild prey ranges from boar, to
50 Pentekonta hare, to deer, to birds. With much of Greece largely coastal,
60 Hexekonta fishing is also an important source of food. Fish is cheaper
70 Hebdomekonta than meat, so it is a staple of the poor.
80 Ogdoekonta
90 Enenekonta
100 Hektaon
200 Diakosioi
Because of Greece's climate, trees are scarce in Greece.
300 Traikosioi
Timber is usually imported. Wood is used for boats, carts,
400 Tetrakosioi
ships, scaffolding, and buildings. It is also used for smaller
500 Pentakosioi
1,000 Khilioi objects, including works of art.
10,000 Myrioi
20,000 Duo Myriades
P a g e | 70

The next event was the javelin throw. This time Jarax was to be one of the first to throw. He wasn’t sure if it was a blessing or a
bane to watch the other athletes throw after him. He tried not to think about it.
The javelin Jarax held in his hands was made of elderwood, unlike the one he had wielded in war, which was made of yew. It
was roughly his height in length, with a leather thong wound around the middle of the shaft.
Jarax ran up to the mark with the javelin in his right hand at ear-level. He brought it back for the throw and extended his left
arm forward to aid his balance. Unlike the hunter who dared not take his eyes off of his quarry, Jarax turned his head to focus on
the throw itself. With a mighty heave, he hurled it into the air.
The loop unraveled as the javelin was launched, sending it spinning across the field. Thousands of pairs of eyes watched its
arch as it flew up into the air and then skewered the ground.
The first one fell well beyond where Jarax had expected it. But that was not far enough. His second throw wasn’t much better.
With one javelin left, he knew he had to make the throw count.
Jarax hefted the next javelin, testing its balance. He hadn’t thrown a javelin since the war with Lacedaemonia. It was four
years past, when Athenor and Lacedaemonia were in dispute over trade routes to the south. The Lacedaemonians had answered
their conditions with a series of lightning raids, first on their ships, then on Athenor itself.
Jarax’s father cleared one green grassy hill, waving on the men behind him. They were leading a countercharge against the
advance of the Lacedaemonians, who had routed under the ferocious rage of men defending their homeland. He could still
remember the ebb and flow of the standard bearers as they held their golden-boar flags aloft.
A large man, he never knew his name, sprung up behind Jarax’s father as he spun to shout to his colleagues. It was an
ambush; they had intentionally retreated behind the hill only to outflank them!
Jarax shouted, his limbs leaden, unable to react fast enough. Nobody could hear him in the din of war. Then he remembered
his javelin.
In retrospect, he never had time to aim. But he threw it anyway, with the desperation of a young son trying to save his kin. The
javelin hurdled through the air…
Only to sail over his father’s head. He watched it thud into the ground and fall over, like a cracked willow in the wind.
Then Jarax realized he was watching his own javelin fell short of the other competitors. He had lost the event, but the winner
of the pentathlon needed three out of five wins.
He would do better, Jarax promised himself.
71 | P a g e

Jarax scraped the last of the oil and dust off of himself with his strigil. He frowned as he drew a lot from a silver urn,
identifying his opponent. He was to face Milo the Crotonian in the upright wrestling event. He heaved a sigh. So be it.
Milo grinned broadly. He had won his first Olympic victory in wrestling as a boy, and had won four more since then. Jarax
didn’t have a chance.
“I will make this fast,” Milo said, half-smiling, “so you will not hurt yourself in the other events.”
Jarax furrowed a brow as he stepped onto the skamma. “But you will not be so kind to the others?”
Milo shook his head. “I like you, Jarax. You have spirit. I do not have a chance of winning in the other events of the
pentathlon. But this one I will win.”
“Why?” asked Jarax.
“I do it to spite the faster ones.”
Jarax shrugged and tensed his shoulders, cracking his neck as he did so. There was an advantage to being well rested for the
next event. Still, he was determined to try.
The Hellenodicae repeated the rules of the kulisis: there was to be no tripping, leg holds, or grabs below the hips. Then, Milo
and Jarax grabbed each other by the wrists and leaned forward, head to opposing shoulder.
From the pyramidal starting position, Milo advanced the left leg. His right leg, slightly bent at the knee, stretched behind him
with the right foot firmly planted in the ground. For a brief heart-stopping second Jarax struggled against Milo’s brute strength.
His arm, leg and shoulder muscles shivered in resistance. Then, with the swift motion preceding an attempted throw, Milo’s
muscles relaxed in a powerful ripple throughout his body.
Before Jarax knew it, he was slammed to the ground. The crowd cheered at the successful throw, counting one point for the
match.
Jarax dusted himself and resumed the starting position with Milo. The man’s massive hands easily encircled Jarax’s wrists.
Milo grunted and for a split second Jarax felt Milo’s tense buttocks and back against his thighs. Then he was the victim of the
flying-mare maneuver, and Jarax was tossed up and over, landing on his back. Another point was awarded to Milo.
Jarax jumped to his feet by kicking off the ground with his hands. The crowd hooted in response to his defiant gesture. This
was turning into an embarrassment.
On the third round, Jarax tried to unbalance the giant by charging low. In a gesture of disdain, Milo slapped both hands onto
Jarax’s bare chest and used his immense strength to flip his opponent unceremoniously onto his back.
“Are you going to enter the pankration?” Milo asked, dusting his hands and glancing at future opponents.
Jarax looked sideways at him. “Yes.”
A smile that Jarax didn’t like crept over the larger man’s features. “Good,” was all he said.
P a g e | 72

WEALTH AND MONEY


CH OB DR ST MI TA
Chalkoi
1 1/12 1/72 1/216 1/7,200 432,000
(CH)
Profession Daily Income Obol 1/36,00
12 1 1/6 1/18 1/600
Assistant 3 obols (OB) 0
Bricklayer 2 drachmas Drachma
72 6 1 1/3 1/100 1/6,000
(DR)
Carpenter 3 drachmas Stater
216 18 3 1 1/33 1/1,980
Laborer 1 drachma (ST)
Plasterer 2 drachmas Mina
7,200 600 100 33 1 1/60
(MI)
Sawyer 2 drachmas Talent
432,000 36,000 6,000 1,980 60 1
(TA)

In Ancient Adventures, currency is slightly adjusted to fit


the coins of the various city-states. For a fast and dirty Merchants commonly exchange trade goods without using
conversion, see the table below. currency. Greece exports a wide variety of commodities,
most specifically personal ornaments, pottery, jewelry,
D&D Ancient Adventures furniture and weapons. Its major imports include nuts, figs,
Copper piece (cp) Chalkoi (ch) tallow, cheese, raisins, fish, slaves, grain, timber, and hides.
Silver piece (sp) Obol (ob) As a means of comparison, some trade goods are detailed
Electrum piece (gp) Drachma (dr) below.
Gold piece (gp) Stater (st)
Platinum piece (pp) Talent (ta) Cost Item
1 ch One pound of wheat
The standard coin weighs about a third of an ounce (fifty 2 ch One pound of flour, or one chicken
to the pound). For more historically accurate campaigns, 1 ob One pound of iron
use the table below. When converting items and equipment 5 ob One pound of tobacco or copper
from other campaigns, drachma should have the same value 1 st One pound of cinnamon, or one goat
as gold coins. Thus, a 5 gp item is worth 5 staters. 2 st One pound of ginger or pepper, or one sheep
Most Greeks wear their coins in a bag that they hang 3 st One pig
from their neck. The poor carry coins in their mouth; a 4 st One square yard of linen
silent Greek is a sure sign of a poor one. 5 st One pound of salt or silver
10 st One square yard of silk, or one cow
15 st One pound of saffron or cloves, or one ox
2 mi One pound of gold
73 | P a g e

ARMOR
Light Armor Cost Armor/Shield Bonus Strength Stealth Weight
Leather, Spolas 10 st 12 + Dex modifier — — 5 lb.
Zeira 5 st 11 + Dex modifier — — 3 lb.
Medium Armor Cost Armor/Shield Bonus Strength Stealth Weight
Linothorax 15 st 13 + Dex modifier — — 8 lb.
Cuirass 200 st 15 + Dex modifier (max 2) — —v 30 lb.
Shield Cost Armor/Shield Bonus Strength Stealth Weight
Hoplon 20 st +2 Str 13 — 16 lb.
Hoplon, Leather 35 st +3 Str 13 — 17 lb.

In Ancient Adventures, no equipment more advanced


than a breastplate is appropriate. Shields are much more
common however. Linothorax is composed of stitched/laminated linen fabrics
that is sometimes reinforced with animal skins and/or
bronze scales. The linothorax is the most popular type of
armor worn by the hoplites, since it is cost-effective and
A cuirass protects the body. The most expensive are made
provides decent protection.
of bronze, but the most common are made of numerous
layers of linen or canvas glued together to form a stiff shirt
known as linothorax. These are often reinforced with metal
plates or scales. The cuirass itself consists of a body piece The spolas is a leather jerkin used primarily by hoplites
with armholes cut out and the bottom cut into two layers of who need to move unencumbered.
feathers (pteruges).

The zeira is a thick square cloak that extends to the knee to


A hoplite's first line of defense is his hoplon, carried on the
keep the legs warm. The thick blanket-weave material
left arm. A circular, concave piece of wood, approximately
gives some small protection against missiles.
3 foot in diameter with a bronze rim (to stop splitting) and
faced with a thin sheet of bronze. The hoplon is held by an
armband around the forearm and handgrip and is made of
bronze. Sometimes, a leather curtain is hung from the base
of the shield as protection against missiles.
P a g e | 74

WEAPONS
Simple Melee Weapons Cost Damage Weight Properties
Axe, Librys 10 st 1d8 slashing 6 lb. Versatile (1d10)
Spear, Dory 9 st 1d8 piercing 10 lb. Versatile (1d10)
Spear, Kamax 10 st 1d8 piercing 9 lb. Reach, Special
Martial Melee Weapons Cost Damage Weight Properties
Sword, Kopis 25 st 2d4 slashing 2 lb. Light
Sword, Xiphos 9 st 1d6 piercing 10 lb.

The librys is a double-bladed axe often used by amazons.

A spear, varying in length, with a small leaf-bladed


spearhead, and a small bronze souroter (butt spike). The
chief offensive weapon of the hoplite is his lance, up to
nine feet in length. They are used only for thrusting, not
throwing, and are tipped with iron.

The word "kamax" means reed—a long, thin vine-pole.


Similarly, kamaxes are long, thin cavalry spears designed
primarily for use against infantry. You have disadvantage
when you use a kamax to attack a target within 5 feet of
you. Also, a kamax requires two hands to wield when you
aren’t mounted.

Hoplites also alternatively carry the curved kopis, a


particularly vicious hacking weapon used from horseback.

A xiphos is used in hand-to-hand combat when the Dory is


no longer useful.
75 | P a g e

MISCELLANEOUS EQUIPMENT
Adventuring Gear Cost Weight
Backpack (empty) 2 st 2 lb.1
Barrel (empty) 2 st 30 lb.
Basket (empty) 4 ob 1 lb.
Bedroll 1 ob 5 lb.1
Bell 1 st —
Blanket, winter 5 ob 3 lb.1
Block and tackle 5 st 5 lb.
Bottle, wine, glass 2 st —
Bucket (empty) 5 ob 2 lb.
Caltrops 1 st 2 lb.
Candle 1 ch —
Canvas (sq. yd.) 1 ob 1 lb.
Case, map or scroll 1 st 1/2 lb.
Chain (10 ft.) 30 st 2 lb.
Chalk, 1 piece 1 ch —
Chest (empty) 2 st 25 lb.
Crowbar 2 st 5 lb.
Firewood (per day) 1 ch 20 lb.
Fishhook 1 ob —
Fishing net, 25 sq. ft. 4 st 5 lb.
Flask (empty) 3 ch 1-1/2 lb.
Grappling hook 1 st 4 lb.
Hammer 5 ob 2 lb.
Ink (1 oz. vial) 8 st —
Inkpen 1 ob —
Jug, clay 3 ch 9 lb.
Ladder, 10-foot 5 ch 20 lb.
Manacles 15 st 2 lb.
Manacles, masterwork 50 st 2 lb.
Mug/Tankard, clay 2 ch 1 lb.
Oil (1-pint flask) 1 ob 1 lb.
Parchment (sheet) 2 ob —
Pick, miner’s 3 st 10 lb.
Pitcher, clay 2 ch 5 lb.
Piton 1 ob 1/2 lb.
Pole, 10-foot 2 ob 8 lb.
Pot, iron 5 ob 10 lb.
Pouch, belt (empty) 1 st 1/2 lb.1
Ram, portable 10 st 20 lb.
Rations, trail (per day) 5 ob 1 lb.1
Rope, hempen (50 ft.) 1 st 10 lb.
Rope, silk (50 ft.) 10 st 5 lb.
Sack (empty) 1 ob 1/2 lb.1
Sealing wax 1 st 1 lb.
Sewing needle 5 ob —
Signal whistle 8 ob —
Signet ring 5 st —
Sledge 1 st 10 lb.
Soap (per lb.) 5 ob 1 lb.
Spade or shovel 2 st 8 lb.
Tent 10 st 20 lb.1
Torch 1 ch 1 lb.
Vial, ink or potion 1 st 1/10 lb.
Waterskin 1 st 4 lb.1
Whetstone 2 ch 1 lb.
P a g e | 76

Special Substances and Items Cost Weight


Alchemist’s fire (flask) 20 st 1 lb.
Tools and Skill Kits Cost Weight
Alchemist’s lab 500 st 40 lb.
Artisan’s tools 5 st 5 lb.
Artisan’s tools, masterwork 55 st 5 lb.
Climber’s kit 80 st 5 lb.1
Disguise kit 50 st 8 lb.1
Healer’s kit 50 st 1 lb.
Holly and mistletoe — —
Holy symbol, wooden 1 st —
Holy symbol, silver 25 st 1 lb.
Hourglass 25 st 1 lb.
Musical instrument, common 5 st 3 lb.1
Musical instrument, masterwork 100 st 3 lb.1
Spell component pouch 5 st 2 lb.
Tool, masterwork 50 st 1 lb.
Water clock 1,000 st 200 lb.
Clothing Cost Weight
Belt 3 ob 1 lb.
Boots 1 dr 4 lb.
Hypodemata Koila 1 st 2 lb.
Kausia 5 ob 1 lb.
Kranoi 5 st 2 lb.
Kroupezai 1 st 3 lb.
Kynai 1 st 1 lb.
Peplos 5 st 4 lb.
Pilos 1 st 1 lb.
Pouch 1 dr ½ lb.
Ptasos 2 st 1 lb.
Sandalia 1 st 2 lb.
Sandals 5 ob 2 lb.
Tholia 2 st 2 lb.
Zoma 5 ob 1 lb.
Food, Drink, and Lodging Cost Weight
Ale
Gallon 2 ob 8 lb.
Mug 4 ch 1 lb.
Banquet (per person) 10 st —
Bread, per loaf 2 ch 1/2 lb.
Cheese, hunk of 1 ob 1/2 lb.
Inn stay (per day)
Good 2 st —
Common 5 ob —
Poor 2 ob —
Meals (per day) Cost Weight
Good 5 ob —
Common 3 ob —
Poor 1 ob —
Meat, chunk of 3 ob 1/2 lb.
Wine Cost Weight
Common (pitcher) 2 ob 6 lb.
Fine (bottle) 10 st 1-1/2 lb.
Mounts and Related Gear Cost Weight
Dog, guard 25 st —
Dog, riding 150 st —
Donkey or mule 8 st —
Feed (per day) 5 ch 10 lb.
77 | P a g e

Horse Cost Weight


Horse, heavy 200 st —
Horse, light 75 st —
Pony 30 st —
Warhorse, heavy 400 st —
Warhorse, light 150 st —
Warpony 100 st —
Stabling (per day) 5 ob —
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-
quarter the normal amount.

Greek clothing is very simple. Men and women wear


linen in the summer and wool in the winter. Citizens buy
cloth and clothes in the agora, the marketplace, but that is The normal form of female dress was the peplos, a long
expensive. dress that was wrapped around the body and pulled over
Greek men usually wear a tunic, a knee-length chiton each shoulder. It is usually richly decorated.
made of wool or linen. Over the chiton they wear a wool
cloak (himation) when the temperature dips, which they
A felt or wool hat worn under the helmet to eliminate any
can also use as a blanket if need be. Their legs are bare and
chances of boring a hole in the Hoplite's head.
they wear leather sandals if they can afford them.
Greek women wear one large piece of wool or linen
called a peplos, and wrap it around themselves. It is pinned
in a variety of ways—sometimes leaving the left side open A ptasos is a wide-brimmed traveler's hat that can be
so that a belt is necessary to keep it closed. Dresses are secured by a strap under the chin.
always ankle-length.
Most families make their own clothes, which are simple
tunics and warm cloaks, made of linen or wool, dyed a Sandals consisting of a sole strapped to the foot, with
bright color, or bleached white. The mother, her daughters, thongs carrying a short way up the leg.
and female slaves all make clothes. Clothing is sometimes
decorated to represent the resident city-state. One's place of
origin is a point of pride for every citizen.
A tholia is a conical hat with a flat, broad brim, worn
Only the rich can afford jewelry, which is usually
mainly by women to keep the sun out of their eyes.
purchased from local peddlers in the form of hairpins,
rings, and earrings. Men and women both wear perfume
created from boiled herbs and flowers.
Similarly, only the rich have footwear. The poor are A loincloth wrapped around as a short kilt. Greeks often
easily distinguished by their lack of shoes or sandals. went without undergarments.

NEW MATERIAL
Short boots that enclose the whole foot.
Bronze is an alloy of copper and tin and has a darker red
hue that can be polished to a beautiful sheen. Bronze is
This felt, broad-brimmed hat provides protection against much harder than copper and holds a sharper edge. The
the sun. biggest advantage of bronze over previous metals is that it
can be cast into the shapes needed. See 5E RPG:
Steampunk Adventures more detailed rules on crafting
Helm, some containing the elegant horsehair crest. with bronze.
Bronze has an AC of 15, 5 HP for a Tiny object, is
immune to necrotic, poison, and psychic damage, and can
be crafted with smith's or tinker's tools with a DC 11 check.
High shoes made of wood. Fragile. A critical hit against an unattended bronze item
or object is destroyed. A critical hit against bronze armor
permanently reduces its AC by 1 (armor reduced to AC 10
A hat made of leather. or a shield reduced +0 bonus is destroyed). An attack roll
of a natural 1 made causes a bronze weapon to take a
permanent and cumulative −1 penalty to damage rolls after
inflicting damage (at -5, the weapon is destroyed).
P a g e | 78

VEHICLES
Name Crew Pass Cargo Speed Cost
Bireme 56 130 56 tons 3.5 MPH 22,400 st
Hemiolia 14 30 14 tons 1 MPH 2,800 st
Pentekonter 50 120 50 tons 3 MPH 10,000 st
Septireme 500 200 100 tons 30 MPH 100,000 st
Trireme 270 40 20 tons 9 MPH 54,000 st

The bireme is a two-level warship with fifty-six oarsmen. 135 to 140 ft in length, beam (hull) 18 ft, beam (outrigger)
The heavy battering ram that was placed on it could splinter 28 ft, oar length upper 32 ft, oar length lower 38 ft, draught
an enemy ship. It can carry 56 tons and 130 soldiers. A 5-6 ft, crew: 500 to 700 made up of 350 rowers, 15-20 deck
bireme can make sea voyages. It moves about 3 ½ miles hands, and 150-200 marines. Septiremes have a bronze
per hour when being rowed. reinforced ram and horn for smashing oars plus up to 5
catapults. It can carry 500 tons. A pentekonter can make
sea voyages. It moves about 30 miles per hour when being
rowed.
The hemiolia, or one-and-a-half has 14 rowers of the upper
bank, 7 on each side, acting as deck crew, enabling the
vessel to move under sail and one and a half banks of oars,
combining speed with staying power. On closing, the mast 130 ft. long, 10 ft. beam (hull),18 ft. outrigger beam, 15ft.
is struck and all oars manned for the final approach. oar, Crew: 170 rowers, including 62 upper (thranite), 54
middle (zygite), 54 lower (thalamite), Marines; 10 hoplites,
4 archers, others had up to 40 marines. Deck hands: 15 plus
the captain (trierarch) and a flautist to keep time. It can
65ft long, 3.5 ft beam, 2.5 ft draught, 1 captain, kreulestes carry 20 tons. A trireme can make sea voyages. It moves
(time beater), 50 rowers, helmsman, 4-5 deck crew. The 50 about 9 miles per hour when being rowed.
oared vessels are constructed of pinewood and consist of
several longitudinal members covered by a stressed carvel-
built skin, with ribs inserted afterwards. A mast and sail are
used for long distance, but these are left ashore on going
into battle, as the extra weight slows the vessel down. Two
large oars or paddles are lashed to the stern and used for
steering. It can carry 50 tons of cargo or 120 soldiers. A
pentekonter can make sea voyages. It moves about 3 miles
per hour when being rowed.
79 | P a g e

The athletes took their places near the bater, a stone sill that provided leverage for the jump. The jumping area was marked off
by a row of spears stuck in the ground. In front was the skamma, a landing area of earth about 50 feet long, broken up, and raked
smooth to provide a soft landing. The smooth earth also made a convenient impression of the jumper’s feet.
Jarax picked up his pair of iron halteres, heavy semicircular dumbbells that would help the jumpers keep their balance and
provide momentum for the jump. Jarax hefted them in his hands, his fingers fastened around the grooves cut in the lower side.
Phayus the Melisian was up. An entire section of the crowd in the stadium began shouting his name.
“PHAY-US!” they shouted.
Jarax turned around to look at them in amazement. Could any one man have that many fans?
Phayus turned to his audience and waved. The shouts of the crowd became deafening and drowned out the other members of
the audience, some of which were hushed into silence to see so many people cheer in unison.
Jarax furrowed his brow. It didn’t seem right that the man received more adulation he had ever seen paid to Zeus himself.
Phayus, who had handsome features in addition to his chiseled profile, bounced up to the bater. His gilded halteres glittered in
his hands.
Jarax blanched. This man had won enough times, was adored so much, that he could afford to gild his halteres. What chance
did he have of beating him?
The Melisian champion started with the weights held close up to his body. He ran a short way, still holding them to the front,
then as he neared the take-off point, he swung them back at arm’s length and then forward on the moment of take-off.
As he launched himself like a gazelle through the air the flute music reached a fever pitch. Gods, thought Jarax, even the flutist
is a fan.
As Phayus descended the cast the halteres away, landing gracefully on the skamma. Even the judges seemed to rush over
breathlessly to measure his success.
The crowd went wild and a cacophony of hoots and hollers rose up from the stadium. Several athletes shook their heads in
defeat, knowing none could rival the mighty Phallus, who had enough free time to focus exclusively on training for the Olympics.
Then it was Jarax’s turn. He took a deep breath, concentrated on the flute music’s rhythm, and on a high pitch launched
himself in the air.
Jarax swung the halteres, threw back his head, and snapped his legs up horizontal to the ground and parallel to his
outstretched arms. Skilled in the control of the propelling power from his feet, legs, and thighs, he catapulted forward.
He landed, but not quite as gracefully as he would have liked. Still, he managed not to pitch forward or fall backwards and
retained his balance in the skamma.
The judges walked warily over to him as Jarax froze, almost afraid to look down for where the other peg was. He noticed the
judge bending down near him as they used a measuring stick to find his position.
Jarax looked down. A little peg, a gold one, was just slightly behind Jarax’s heel. That was Phayus’ peg!
Phayus stomped over, hands on hips. “You can’t be serious,” he said to the judge, who looked genuinely concerned. “This,”
he refused to look at Jarax, “boy surely did not beat me.”
The Hellanodicae gathered in an impenetrable crowd as Jarax stepped out of the way. The judgment was serious—if the
resident champion was about to be unseated, they had to be absolutely positive.
The crowd’s tone became belligerent. People began shouting for results. Some of the other athletes crowded around to see
what was happening.
One of the purple-robed judges turned to a herald and nodded. The boy shrugged his shoulders and shouted to the crowd,
“The winner is Jarax,” the boy paused as he grappled with what to say for Jarax’s father, “of Athenor!”
The crowd’s reaction was immediate and ugly. The low growls, boos, and hisses turned into angry shouts. In no time, some of
the men in the stands had jumped onto the grounds and were rushing towards them.
Jarax glanced around him for a weapon. Naked, there wasn’t much he could resort to.
The venerable judges panicked and called for their mastigophorai, who began jogging towards them, whips in hand. They
wouldn’t reach them in time.
Jarax dove for his halteres. Much to his surprise, the crowd veered in his direction.
They weren’t after the judges—they were after him!
Jarax whirled, his impromptu fist-loads in hand, and socked the first man in the jaw. He went down without a fight. Several
others slammed into him at the same time, but Jarax rolled with the impact and managed to find his footing.
Another man swung at him while a third attempted to grab Jarax’s leg but failed to find a grip due to the sheen of sweat that
drenched Jarax’s body. Jarax dropped his first assailant with a rapid series of close-fisted punches and spun to face the next
threat.
This man was considerably larger than Jarax, and he managed a glancing blow off of his shoulder. Jarax stumbled backwards
when the man, after quickly taking in his surroundings, withdrew a dagger from his robes.
Jarax’s eyes widened as the man thrust the dagger downwards towards his unexposed belly. The only thought that passed
through his mind was what was a citizen doing with weapons during the treaty?
Jarax turned his head and closed his eyes. When Hades did not welcome him, he looked up to see Milo grinning down like a
titan.
P a g e | 80

“You Athenorians are not very good fighters,” he said, chuckling. “But you can jump very far.”
Jarax got to his feet as one of the Hellanodicae walked defiantly up to him. The whip-bearers were viciously beating back the
crowd, which dispersed very quickly after the first few lashes. Milo shook the body of Jarax’s would be assassin like a rag doll.
“You … killed him?” Jarax said incredulously over the sounds of distressed cries and snapping whips.
Milo shrugged his massive shoulders. “Lacedaemonians are very delicate.”
Jarax scrutinized the corpse more closely. Milo had managed to cave the man’s skull in from both sides with a double-fisted
smash.
“There are no clues there,” Milo said, tossing the brained corpse effortlessly to the ground, “But here.”
He opened one palm. The dagger looked like a child’s toy in the giant’s hands. It had a golden boars’ head etched into the
blade.
“The Lacedaemonians,” Milo said seriously. “They wanted the world to know who killed you.”
Jarax bit his lip. “You’re right. We’d better be careful.”
Milo slapped him on the back, laughing that deep hearty laugh. “We?”
81 | P a g e

The full moon hung in the velvet sky over the Altis as night ushered in the third round of Festival activities at Olympida.
Sounds of celebration, music, laughter, and rejoicing could be heard as the winning chariot owners, proudly wreathed in fillets
and garlands, feasted with their friends. Processions wound around the Altis to the sound of the flute and lyre. The feasting and
revelry went on until the early morning.
Early in the morning people walked and talked, went to the gymnasium, palaestra, and stadium to watch the athletes work out.
Many came to gawk at Jarax and Eugoras, as the “survivors.”
Mid-morning, a procession formed at the Prytaneion, headed by the Hellanodicae. They were followed by priests and
attendants and a herd of a hundred bulls to be sacrificed. Next came the sacred ambassadors, each carrying vessels of silver and
gold for Zeus. After them came the horsemen and charioteers, the athletes and their trainers, kinsmen, and friends. The
Prytaneion was an administrative center for the sacred fire of Hestia, goddess of the hearth, which was kept burning day and
night, and from which a flame was carried to light the fires on all the other altars in the sanctuary. Winners would receive free
meals and a seat for life in the Prytaneion.
“Did you hear what the Hellenodicae decided?” Jarax whispered to Thelvar while the waited outside.
Thelvar shook his head. “The Treaty still stands. We will not be allowed to bear weapons.”
Jarax frowned. More than one Athenorian had petitioned for the right to bear arms, but the Hellenodicae insisted on the treaty.
Bodyguards regularly surrounded the other Athenorian officials. For the athletes, the best defense was to travel in pairs. Jarax
and Thelvar stayed together at all times.
Inside, a Hellanodicae scooped up a pile of fiercely glowing embers from the sacred fire. When he emerged from the
Prytaneion, another priest chanted a hymn to Zeus. Assembled dignitaries and athletes fell into line behind the priest who bore
the embers aloft on a flat bowl made just for the event, and decorated with scenes from famous feats performed by Zeus.
Slowly the procession wended its way through the Altis, past the gleaming marble Treasury building, and the Temple of Hera.
Respectful spectators lining the way join in the hymn of praise as they passed. Turning south toward the Temple of Zeus, the
procession formed itself outdoors around the Great Altar.
The Great Altar was a mound of ashes twenty feet high created out of the piled-up remains of past sacrifices from countless
years. Several priests mounted the steps and lit the fire on the altar.
Thelvar leaned over to whisper to Jarax again. “There’s a bounty on Athenorian champions. Guess who funded it?”
Jarax cursed quietly. “Lacaedaemonians.”
Thelvar nodded. “They haven’t forgotten the war, and they’re furious for being banished from the games. The Athenorian
ambassador received an open threat—any Athenorian who doesn’t drop out of the games may be killed.”
One at a time, the bulls were brought to the Altis and drive up the steps to the altar for slaughter. The word “killed” drew
Jarax’s gaze away from the ceremony. “Anybody drop out?”
A smile crept across Thelvar’s lips. “Not a one.”
The cattle’s thighs were taken to the top of the mound and burned, spurting grease and burning fat high into the sky. The rest
of each bull’s body was taken to the central building, the Magistrates’ House, for the victory banquet that would conclude the
Olympic Games.
When all of the one hundred bulls were sacrificed, the procession wound its way through the Altis, back to the Prytaneion.
Thelvar patted Jarax on the back. “Tomorrow’s the foot race, try to get some rest.”
Jarax looked wearily at the ground. He doubted any of them would be sleeping any time soon.
P a g e | 82

The Greek gods. The mere mention of them immediately conjures images of Zeus hurling thunderbolts, Hermes speeding
through the lands on winged boots, Aphrodite entrancing men with her beauty, and even Hades ruling the souls in the
Underworld. They are the essence of immortality. The conquests, epic struggles, loves, losses, and lore that surround them fill
volume after volume of tome and are passed down among each generation of the mortal species that worship the gods.
Greek mythology is rich in history and tales of gods, heroes, women, and monsters. Sages have recorded their exploits while
bards have sung of their deeds and tragedies, the two greatest being Homer and Hesiod. These tales have captured audiences for
ages.

DIVINE ARETE
A PC's relationship with the divine is measured through Any character can attempt to give another the evil eye;
his or her divine arete. Unlike social arete, divine arete is doing so causes a loss of 3 arete and is usually only used by
not limited by region. The gods see all and is they who the desperate. Once per long rest, the evil eye requires the
notice when someone breaks an oath. caster to meet the gaze of the recipient within 60 ft. The
All of these sins or virtues are filtered through the lens of recipient must make a Wisdom saving throw (DC 8 +
the PC's patron deity. Some deities, like Ares, care less curser's Charisma modifier + curser's proficiency bonus).
about anger or violence, while other deities like Aphrodite Failure means the recipient has disadvantage on one check,
may be more concerned about relationships. When arete determined by the recipient, for the next 24 hours. Success
applies to a deity’s interests, the GM can double the penalty means the recipient cannot be cursed by the curser for 1
or bonus arete received. week.
Divine arete can be calculated at the end of a game
session or an in-game week, whichever is easier for the Arete Divine Influence
group to calculate. -1 or lower Erinyes attacks
0
Sin or Virtue Arete 1 Divine Guidance
Defending a deity's interest against enemies +7 10 Divine Luck
Mercy, performing a religious ceremony +6 25 Smite Enemies
Religious observance, charity, attending a +5 50 Divine Vigor
religious ceremony
Resisting temptation, humility, selflessness +4 Erinyes Attacks: Characters with arete below their level
Charity, forgiveness, peace under provocation, +3 in negative numbers (i.e., a 20th level character's arete dips
brotherly love to –21) may be visited by up to three erinyes as the GM's
Honoring parents, telling inconvenient truths, +2 discretion. The erinyes will attempt to drive the character
bravery, fulfilling an oath, using a scapegoat insane. They will appear once and attack. If they are
Moderation in food and drink, productive work, +1 rebuffed, they will not appear again until the character's
animal sacrifice arete decreases again, even by one point.
Laziness, lying to strangers, gluttony, -1 Divine Guidance: A character can visit a temple or
drunkenness other appropriate holy place and receive the benefits of a
Asking for a divine favor: divine guidance -1 divination spell, either cast by the god's priests or in the
Pride, cowardice, passing judgement upon -2
form of a dream or other portent. The level of spell cast
others, manslaughter in fair combat, selfishness,
depends on the supplicant's arete score.
breaking an oath
Divine Luck: The character receives a bonus on a saving
Asking for a divine favor: divine luck -2
throw, skill roll, or ability check of +1 for every point of
Hypocrisy, dishonoring a parent, covetousness, -3
meanness, giving the evil eye
his arete score.
Asking for a divine favor: smite enemies -3 Smite Enemies: A character can smite an enemy with
Theft, greed, usury, omitting religious -4 one attack. He receives a bonus on his attack roll equal to
observances, anger, atheism, false evidence his arete score and a bonus on damage rolls equal to his
against a neighbor level.
Asking for a divine influence: divine vigor -4 Divine Vigor: A character can receive a pool of
Adultery, fornication, lust, assault, rape -5 temporary hit points equal to his arete score or can have
Incest, perversion, blasphemy -6 damage equal to his arete score healed. The temporary hit
Murder, worshipping enemy deities, denying a -7 points disappear if not used up before one minute/level.
god's wishes
Killing a creature sacred to the deity -CR
value
83 | P a g e

PLANES OF EXISTENCE
Minor negative-dominant. Hades has vast, empty
reaches that suck the life out of travelers who cross them. It
is a lonely, haunted plane, drained of color and filled with
Elysium is the closest equivalent to a Heaven in the winds bearing the soft moans of those who died within
afterlife. The souls are ghostly apparitions, incapable of them. Living creatures take 1d6 points of necrotic damage
being touched by mortals. Residents of the Elysian Fields per round. At 0 hit points or lower, they crumble into ash.
spend most of their days exercising on grassy playing fields Enhanced magic. Spells that inflict necrotic damage
or wrestling on the yellow sands. Still others dance, sing, or inflict the maximum amount. Class abilities that use
chant poems. Residents include Orpheus and Musaeus. All negative energy, such as rebuking and controlling undead,
of the residents live in groves and make their beds on the have advantage on the check.
banks of nearby rivers, wandering the plains and valleys as Impeded magic. Spells and spell-like abilities that cause
they see fit. radiant damage inflict the minimum amount and healing
Minor positive-dominant. The Elysian Fields is a spells cure the minimum amount.
riotous explosion of life in all its forms. Colors are brighter,
fires are hotter, noises are louder, and sensations are more
intense as a result of the positive energy swirling through
the plane. Any living being in the Elysian Fields Between the world of the living and dead is Oceanus, the
regenerates 2 hit points per round. world ocean. Similar in effect to Purgatory, it is the
Enhanced magic. Cure spells heal the maximum amount transitional plane between death and life. Oceanus also has
and radiant spells inflict the maximum damage. Class a physical presence, winding around the earth and the sea
abilities that use positive energy, such as turning and with nine rings. It is also a subterranean river.
destroying undead, have advantage on the check. (Undead Oceanus is a sea without a floor or a surface, an entirely
are almost impossible to find on this plane, however.) fluid environment lit by a diffuse glow. The eternal oceans
Impeded magic. Spells and spell-like abilities that cause of this plane vary between ice cold and boiling hot,
necrotic damage (including inflict spells) inflict the between saline and fresh. They are perpetually in motion,
minimum amount. wracked by currents and tides. The plane’s permanent
settlements form around bits of flotsam and jetsam
suspended within this endless liquid. These settlements
drift on the tides of Oceanus.
Upon dying, Greeks are led by Hermes to Hades, past the Subjective directional gravity. Inhabitants of the plane
streams of Oceanus and the White Rock, through the Gates determine their own “down” direction. Objects not under
of the Sun and the Land of Dreams, until they reach the the motive force of others do not move.
Asphodel Fields. This is neither a punishment nor a reward, Enhanced magic. Spells and spell-like abilities that use
but a gray state of apathy where souls live out their or create water double their range and area of effect.
existence as shades. Impeded magic. Spells and spell-like abilities that cause
Hopefully, the soul has coinage under its tongue, placed fire damage inflict the minimum amount.
there by relatives upon its burial. This coin is necessary to
pay Charon, the ferryman. Souls that do not have the
coinage wander aimlessly on the shore.
Across the river resides Cerberus, the three-headed Olympus is the residence of the divine family, the twelve
hound. On the other side of the river are the souls of most important ruling gods and goddesses of Greece, who
children, those who were condemned to death on false are called the Olympians. There they all live together in an
charges, and suicides. Further in is the Vale of Mourning, enormous palace, high above the clouds.
where those who were consumed by unhappiness reside. Getting to Olympus requires either climbing Mount
Finally, the soul reaches the diving road. Olympus or flying there. Both attempts will inevitably
It is here that the soul receives judgment in the Plain of result in divine notice and retribution. The gods only let
Judgment, one leading to Elysium and the other to Tartarus. into Olympus those who they wish—it takes extremely
Few souls make it this far. Here, souls are judged by powerful beings like Titans to storm the gates.
Aeacus, former king of Aegina, Minos, former king of Olympus is guarded by a great gate of clouds and
Crete, and Rhadamanthys, brother of Minos. Each judge maintained by the Seasons. Within are the dwellings of the
has his own responsibility—Aeacus judges Europeans, gods, where they live out their daily lives (eating, sleeping,
Rhadamanthys judges Asians, and Minos judges all—it is etc.) like humans. In their great halls they feast on ambrosia
he who makes the final decision as to where the soul will and nectar.
go. Physical Traits: Unlike other planes, Olympus is a very
specific place: it is accessible through Mount Olympus in
Thessaly, the highest mountain in Greece. Olympus has a
finite shape and size and is divinely morphic. The
P a g e | 84

Olympians have the ability to alter objects, creatures, and


the landscape on planes with this trait. Ordinary characters
find these planes similar to alterable planes in that they may Tartarus is the lowest part of the earth from which all rivers
be affected by spells and physical effort. But the deities originate. It is as far from the earth's surface as the earth is
may cause these areas to change instantly and dramatically, from the sky. For example, an anvil falling down from
creating great kingdoms for themselves. earth would take nine nights and days to reach Tartarus
Olympus' weather is always monitored. There are no upon the tenth. Tartarus is the realm of Erebus, which is
strong winds, rain, or snow unless Zeus wills it. Although pure Darkness.
gravity is normal, time is not—one year is equivalent to Tartarus is also a place of punishment. A threefold fence
eight years of mortal time. of bronze borders it, and night spreads in triple line all
Alignment Traits: Olympus is mildly Law-aligned, as about it. The gates however are of iron. Around the triple
the deities are inclined to follow a set of rules. Zeus' law wall flows the Pyriphlegethon with its flames and its
binds even the most capricious of deities. Creatures who clashing rocks. Within is the entrance proper to Tartarus, an
are chaotic-aligned have disadvantage on all Charisma- enormous portal with pillars of solid adamantine that are
based checks. unbreakable even by the most powerful gods. Atop the
Olympus is a wondrous place, constructed out of brass by portal is a tower of iron in which sits the erinyes Tisiphone,
the arimaspoi. Hephaestus, who crafted clockwork chairs who guards the entrance.
and tables that move themselves in and out of the celestial Tartarus is the home for the worst sinners, including
hall, also created the furnishings and artwork. those who hated their own brothers, those who struck their
Zeus' private quarters are located at the southern end of parents, those who liaisons entangled their friends, those
Olympus and overlooks Athens, Argos, Corinth, Mycanae, who were selfish and greedy, those who killed for adultery,
Sparta, and Thebes. Facing the wild hills of Macedonia on those engaged in treason, dictators, those who committed
the northern side of the palace are armory, banquet hall, incest, and worse. There are unending punishments and
kitchen, servants' quarters and workshops. At the center lies retributions inflicted here: rolling huge rocks, whirling
a square court open to the sky, with private rooms on either round, or sitting in the Chair of Oblivion.
side for each deity. Outside of the main area, beyond the The worst criminals are tossed into the bowels of
kitchen, lay cottages for visiting deities and a variety of Tartarus, never to emerge again. Sinners who have a hope
other necessary structures, including chariot sheds, dog of redemption are thrown into Tartarus' watery depths until
kennels, stables, and a zoo where sacred animals are kept. the rivers spew them out again. They are then carried to
Zeus himself holds court on a throne crafted of Egyptian Acherusian Lake, where they pray to those whom they
marble and adorned with gold. It is seated on a dais seven wronged to forgive them. Should they be forgiven, they are
steps high, each enameled with one of the colors of the released back into Hades. If they are not, the currents drag
rainbow. The final step is a bright blue, representing that all them back into Tartarus where they may eventually be
the sky is Zeus' domain. A ruby-eyed golden eagle is spewed out again to begin the process of forgiveness anew.
sculpted into the right arm of the throne and the seat is Major negative-dominant. Tartarus has vast, empty
covered in the purple fleece of a magical ram. reaches that suck the life out of travelers who cross them. It
Zeus' wife, Hera, sits on a throne carved from ivy. It sits is a lonely, haunted plane, drained of color and filled with
lower than Zeus' throne, only three steps high, but each are winds bearing the soft moans of those who died within
crafted of crystal. The back of the throne is decorated with them. Each round, those within must make a DC 15
golden cuckoos and willow leaves, and a full moon hangs Constitution save or gain a level of exhaustion. A creature
above it. The throne is covered in white cowhide. who dies from exhaustion becomes a wraith. The death
Both thrones face the length of the council hall, and all ward spell protects a traveler from the damage and energy
along that length are five thrones on each side where the drain.
other deities sit and hold court. Enhanced magic. Spells that inflict necrotic damage
inflict the maximum amount. Class abilities that use
negative energy, such as rebuking and controlling undead,
have advantage on the check.
Impeded magic. Spells and spell-like abilities that cause
radiant damage inflict the minimum amount and healing
spells cure the minimum amount.
85 | P a g e

DEITIES
The divinities of the Greek Mythology can be grouped
into four classifications. The first three classifications are
worshipped by druids in their various personifications of God of Light, Prophecy, Music, Healing, Truth,
elemental forces. The first gods are the ancient elemental Town, Communities, the Sun, Archery; Protector of
gods that make up the very fabric of the universe. Flocks and Cattle; Patron of Shepherds
Alignment: Lawful Good
• Aither (the Bright Upper Air) Domains: Pythia
• Gaia (Earth) Favored Weapon: Bow
• Khaos (Air) Symbol: Bow, Crow, Dolphin, Laurel Tree, and Lyre
• Nyx (the dark mist of Night) Traditional Allies: Artemis and Poseidon
• Okeanides (Clouds) Traditional Foes: Arimaspos
• Okeanos (the earth-encircling River Ocean) A god of sunlight, musicians, fortune-tellers and
• Ouranos (the solid dome of the Sky) medicine. He is also the protector of herdsmen, but it is his
• Ourea (Mountains) association with the sun that is most strong. Apollo's deadly
• Pontos (Sea) and unerring skill with the bow is symbolic of rays of light.
• Potamoi (Rivers) Many famous seers and soothsayers claim to have been
The second are the immortal human-affecting spirits given their powers by Apollo.
known as:
• Elpis (Hope)
• Eris (Strife) God of War
• Eros (Love) Alignment: Chaotic Evil
• Hypnos (Sleep) Domains: War
• Keres (Violent Death) Favored Weapon: Spear, Sword
• Peitho (Persuasion) Symbol: Dog, Spear, and Vulture
• Ploutos (Wealth) Traditional Allies: Aphrodite (lover)
• Tyche (Luck) Traditional Foes: Hephaestus, Zeus, Hera, and Hercules
Ares is a war god and father of the Amazons. He is not
The third set of gods is the Lesser Gods, including (but
kind, forgiving, or a deep thinker.
not limited to):
• Hecate
• Helios (who also falls into the first category as the
Sun) Virgin Goddess of the Hunt, Chastity, the Moon;
• Pan Fertility; Patron of all Wild Things
• Persephone Alignment: Chaotic Neutral
• Titans Domains: Arkteusai
Favored Weapon: Bow
The fourth classification encompasses the Greater or Symbol: Bow, Cypress Tree, Deer, Moon
Olympian Gods who rule and are served by all of the other Traditional Allies: Apollo, Orion
divinities. They are listed below. Traditional Foes: Aberrations
Artemis is the virgin sister of Apollo, and she is the
goddess of hunting and of wildlife. She is invoked by
mothers as well as more typically hunters. She has a lunar
Goddess of Love, Desire, Beauty, and Fertility
aspect and is well known as a great and deadly archer. She
Alignment: Chaotic Good
is revered especially in Arcadia.
Domains: Antephoros
Favored Weapon: Mace, Quarterstaff
Symbol: Dove, Myrtle Tree, Rose, and Swan
Traditional Allies: Ares, Adonis, Eros (son), Hercules
(half-brother), and Hephaestus
Traditional Foes: Monstrous humanoids and undead
monsters that seek to corrupt or destroy any natural beauty.
The amorous goddess of love, beauty and sex, married to
Hephaestus. She is fickle and passionate, and prone to
initiating liaisons and romances. Young lovers pray to her.
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Virgin Goddess of the City, Handicrafts, Agriculture, God of the Underworld, Wealth, and Justice; King of
the Arts, Justice, War, Wisdom, Victory the Dead
Alignment: Lawful Neutral Alignment: Lawful Evil
Domains: Knowledge, War Domains: Death
Symbol: Aegis (shield with the head of a medusa), Olive Favored Weapon: Hammer, Sword
Tree, and Owl Symbol: Black Ram and Helmet
Traditional Allies: Bellerophon, Diomedes, Hercules Traditional Allies: Persephone, Zeus, and Poseidon
(half-brother), Jason, Odysseus, Perseus (half-brother), and Traditional Foes: Cronus, Demeter and Undead
Zeus The grim and dark god of the Underworld who rules with
Traditional Foes: Giants and Medusa his wife Persephone. He has no temples and no organized
Favored Weapon: Javelin, Sword cult. Those who wish to call upon him must dig pits to
Athena is the goddess of wisdom and inventiveness, of throw down their sacrifices. He is an aspect of death.
women and the arts and crafts: doctors, teachers, actors,
poets and students. Athena is the armor-clad virgin
daughter of Zeus and burst, fully armed from his head. She
is a warrior who fights for order, peace and righteous God of Fire, the Forge, and Crafts; Patron of Smiths
causes. After her birth she dispensed advice to her father. and Weavers
Alignment: Lawful Good
Domains: Telchine
Favored Weapon: Hammer
Goddess of Corn, Grain, and the Harvest Symbol: Axe, Hammer with Anvil, Forge, Sun
Alignment: Neutral Good Traditional Allies: Aphrodite, Athena, Hermes
Domains: Melissa Traditional Foes: Ares
Favored Weapon: Sickle, Staff The god of fire, smiths and craftsmen in general,
Symbol: Torch, Wheat Hephaestus is a brawny, lame god. He is also associated
Traditional Allies: Persephone, Hermes with volcanoes. In myth he built many fantastic devices,
Traditional Foes: Hades, Poseidon some of which are hidden about the world in labyrinths and
This gentle goddess presides over agriculture, fertility on remote islands. His wife is the adulterous Aphrodite.
and the earth. Her sister Persephone spends six months of
the year with Hades, symbolizing the changing seasons.
Her cult is accompanied by orgies, and her temples, often
found in forests, are called megara. Goddess of Marriage; Queen of the Gods and of
The priesthood of Demeter is preferably blonde (the Olympus
color of ripened corn). They usually wear purple robes and Alignment: Lawful Neutral
a pectoral with symbols of plenty. The priestesses are Domains: Life
unmarried (probably so as not to interfere with the fertility Favored Weapon: Staff
rituals). The priests usually wear masks to represent various Symbol: Cow and Peacock
gods. Traditional Allies: Hephaestus, Hestia
Traditional Foes: Zeus, Poseidon
Hera is Zeus' proper wife, although that doesn't keep the
lascivious Zeus from consorting with anyone he fancies.
God of Wine, the Vine, and Theatre She is the patron of childbirth and marriage. Her wrath is
Alignment: Chaotic Neutral legendary and her jealous rages over Zeus' lovers have led
Domains: Trickery to the downfall of more than one mortal.
Favored Weapon: Dagger, Mace, Staff
Symbol: Grape Vine, Ivy, and Snake
Traditional Allies: Zeus and Hephaestus
Traditional Foes: Hera
A god of wine, pleasure and revelry often invoked at
bars, banquets and orgies. Since he is associated with wine
cultivation, he represents both the pleasures of wine and its
darker side of mad passions and abuse. His favorite method
of punishing wrongdoers is through madness. His cult
throws wild orgies at which respectable women dance
wildly in the countryside to the sound of raucous music.
87 | P a g e

Messenger of the Gods; God of Thieves and God of the Rivers and Seas
Commerce; Guide to the Dead; Patron of Travelers Alignment: Lawful Neutral
Alignment: Chaotic Neutral Domains: Tempest
Domain: Hermetic Favored Weapon: Trident
Favored Weapon: Mace, Staff Symbol: Horse, Pine Tree, and Trident
Symbol: Olive Tree and Winged Boots Traditional Allies: Apollo and Arimaspos
Traditional Allies: Zeus, Maia (mother), and Apollo Traditional Foes: Odysseus and Hercules
(half-brother) The brother of Zeus, Poseidon is the god of the oceans
Traditional Foes: Giants and seas, as well as earthquakes and horses. A harsh and
The winged messenger of the gods, Hermes is also the unrelenting god, Poseidon shows his anger with floods,
god of thieves, travelers and merchants. Hermes guides the storms and earthquakes. Sailors fear him.
spirits of the dead to the underworld, and wayside marker
stones are dedicated to him. The great cults to Hermes are
run by the merchant brotherhoods to which they owe their
good fortune. Gamblers also pray to him. God of the Sky; King of the Gods and Olympus; The
Rain God
Alignment: Lawful Neutral
Domains: Tempest
Virgin Goddess of the Hearth, Home, and Family Symbol: Thunderbolt, Oak Tree, Eagle.
Alignment: Lawful Neutral Traditional Allies: Athena, Apollo, and Dionysus
Domains: Hestale Traditional Foes: Fiends
Favored Weapon: None Favored Weapon: Javelin, Sword
Symbol: House and Ladle Zeus is the head of the Olympian pantheon. As such, he
Traditional Allies: Hera is a sponsor of law, government, and the natural order. As a
Traditional Foes: Any who seek to disrupt the security god of thunderbolts, he is also associated with thunder and
of the home and spread chaos. lightning. Zeus is by no means a benevolent deity,
The goddess of the home and hearth. The family and however, and is prone to capriciousness and petty
community are associated with her gentle cult. Bakers also vengeance if provoked.
sacrifice to her.
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Dawn. The sun feathered the cheeks of the spectators as they rushed to find places in the already crowded stadium. The
remaining athletic events were scheduled, so finding a spot was of paramount importance.
The Hellenodicae were in a special stand along the edge of the embankment that separated the stadium from the Hippodrome.
Across from the race, halfway down its length, was the spot for the only woman allowed to attend the games. There, the priestess
of Demeter, goddess of agriculture, watched on impassively.
Jarax performed some more stretching as Thelvarus jogged by. Eugoras clapped his hands and cheered him on. Jarax simply
nodded in recognition of his compatriot’s eighteenth lap.
The run was grueling and unappreciated by the crowds. Thelvarus tried to ignore the loss of sensation in his legs. His feet
seemed to thud along, independent of his body’s instructions, dutifully slapping their fleshy pads against the dirt without
direction. He held his arms high and close to his body to conserve as much energy as possible for the long distance. His arms
swung rhythmically as his legs moved in long, sweeping strides. He held his chest out and his head high as he sped along on the
balls of his feet.
As he came upon the twentieth and final lap, Thelvarus took a quick glance around. Drumos, the Epidarian, was closing fast.
Thelvarus gritted his teeth and turned his head in the direction of the finish line. He would not fail!
Thelvarus jolted his head, and with that effort increased his pace. Veins strained at his temples as he took stronger, deeper
breaths. His heart did a double beat and then began skipping at high speed in tandem with every grunt. This was it.
The increased effort was not lost on Drumos, who in turn was trailed by several other runners suddenly invigorated by the
sight of the finish line. Quick gasps and groans came from the runners. The crowd went silent.
The spectators craned their necks breathlessly to watch the runners pounding the last final feet to their goal. Teams started
shouting at the top of their lungs to encourage their teammates. And runners just ran as fast as their feet would take them.
The world spun as Thelvarus lifted his legs higher and higher, his body tilted forward to take advantage of the leverage gravity
could lend him. He saw the pounding form of a runner, he wasn’t sure who, out of the corner of his eye.
Thelvarus heaved himself forward as they crossed the finish line. His head was pounding, his lungs searing. Jarax caught him
as he stumbled forward.
“Did I?” was all he managed to pant out.
Jarax looked up beyond Thelvarus’ shoulder. The Hellenodicae were having a heated argument. Finally, one of them threw up
his hands and walked away.
“The winner is Thelvarus of Athenor, son of Meno!”
The crowd cheered wildly as the Athenorian team rushed to congratulate Thelvarus. Thelvarus wept with joy. The Athenorians
had won their first event in the Olympics.
89 | P a g e

ARMOR
The aegis is a shield belonging to Zeus. Athena made the This armor and helm were given to Peleus as a wedding
aegis from the hide of the giant Pallas, whom she killed in gift in his marriage to the nereid Thetis. The armor was
the war against the Giants. In the Iliad, Apollo used the made by Hephaestus. Peleus gave the armor to his son,
aegis to rout the Greek army. Achilles, when the young hero fought in the Trojan War.
Patroclus borrowed the armor from Achilles, but Hector
killed him. Hector wore this armor until Achilles killed him
in single combat.
Armor (shield), legendary (requires attunement)

While holding this shield, you gain a +2 bonus to AC. You


also have immunity to poison damage, the poisoned and Armor (breastplate), very rare (requires attunement)
petrified condition, and all gaze attacks are reflected back
at the original source. While wearing this breastplate, you have an Armor Class of
16.

The Ancile is a large "figure 8" shield. On the shield is a


special form of the sign for Ares, an apple surmounted by a Hephaestus crafted these marvelous weapons for the
spread-winged Victory. It is said to have fallen from warriors of Argolis after they demonstrated extreme valor
heaven and is as a symbol of great reverence and luck. in battle in his name. Chainshields strap to the forearm and
are gripped with one hand. A chainshield is so heavy that
the shield hand can't be used for anything else. All
chainshields are rimmed by a series of vicious blades
Armor (shield), legendary (requires attunement) around the edge of the shield. Connected to the shield's grip
is a length of magical chain that winds and unwinds at the
While holding this shield, you gain a +3 bonus to AC. If the will of the chainshield wielder. A typical chainshield
shield is on your person, you can call on its luck (no action weighs 15 lbs.
required) to reroll one attack roll, ability check, or saving
throw you dislike. You must use the second roll. This
property can’t be used again until the next dawn. This bright red chainshield has an engraving of Hercules
battling Cerberus on it.

Odysseus gave this armor to Neoptolemus, Achilles' son. Armor (shield), very rare (requires attunement)
The armor consists of a helmet crested with gold, a corselet
and greaves of impenetrable temper, all perfectly adapted While holding this shield, you gain a +4 bonus to AC.
to the hero's form, and of consummate workmanship. Alternately, you can forego the bonus to armor class to use
the shield as a +2 martial weapon. The chainshield is a
finesse and reach weapon and inflicts 1d6 + 2 bludgeoning
or slashing damage, determined by the wielder when
Armor (breastplate), legendary (requires attunement) making an attack. You have advantage on attack rolls to
disarm opponents when using the chainshield as a
While wearing this breastplate, you have an Armor Class of weapon. You also have resistance to fire damage when
17. using the chainshield as a shield.
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This bright blue chainshield has an engraving of Hephaestus fashioned a new set of armor for Achilles.
Poseidon with his trident on it. After Achilles' death, Ajax committed suicide after losing
the armor to Odysseus in the funeral games.

Armor (shield), rare (requires attunement)


Armor (shield), legendary (requires attunement)
While holding this shield, you gain a +3 bonus to AC.
Alternately, you can forego the bonus to armor class to use
While holding this shield, you gain a +5 bonus to AC.
the shield as a +1 martial weapon. The chainshield is a
finesse and reach weapon and inflicts 1d6 + 1 bludgeoning
or slashing damage, determined by the wielder when
making an attack. You have advantage on attack rolls to
disarm opponents when using the chainshield as a
weapon. You also have resistance to cold damage when This shield was given to Peleus as a wedding gift in his
using the chainshield as a shield. marriage to the nereid Thetis. The shield was made by
Hephaestus. Peleus gave the shield to his son, Achilles,
when the young hero fought in the Trojan War. Patroclus
borrowed the shield from Achilles, but Hector killed him.
This bright yellow chainshield has an engraving of Zeus Hector wore this shield until Achilles killed him in single
throwing thunderbolts engraved upon it. combat.

Armor (shield), legendary (requires attunement) Armor (shield), very rare (requires attunement)

While holding this shield, you gain a +5 bonus to AC. While holding this shield, you gain a +4 bonus to AC.
Alternately, you can forego the bonus to armor class to use
the shield as a +3 martial weapon. The chainshield is a
finesse and reach weapon and inflicts 1d6 + 3 bludgeoning
or slashing damage, determined by the wielder when
making an attack. You have advantage on attack rolls to
disarm opponents when using the chainshield as a
weapon. You also have resistance to lightning damage
when using the chainshield as a shield.
91 | P a g e

WEAPONS
This bow originally belonged to Eurytus, the Archer-King Weapon (xiphos), very rare (requires attunement)
who taught Hercules how to use the bow. Iphitus, Eurytus'
son, would later pass the bow to the hero, Odysseus. You gain a +3 bonus to attack and damage rolls made with
Odysseus would in turn use the bow to kill Penelope's this magic weapon.
suitors.

Weapon (longbow), legendary (requires attunement) Gaea gave the sickle to her son, the Titan Cronus, so that he
could sever the genitals of his father Uranus. Zeus would
You gain a +3 bonus to attack and damage rolls made with later use the sickle to fight the monster Typhon. Hermes
this magic weapon. When you use this weapon to make a had used the sickle against Argus Panoptes. The last known
ranged attack, the target of your attack becomes your use of the sickle was when Perseus borrowed it from
sworn enemy until it dies or until dawn seven days later. Hermes, to sever the Gorgon Medusa's head.
You can have only one such sworn enemy at a time. When
your sworn enemy dies, you can choose a new one after
the next dawn. When you make a ranged attack roll with
this weapon against your sworn enemy, you have
advantage on the roll. In addition, your target gains no Weapon (xiphos), very rare (requires attunement)
benefit from cover, other than total cover, and you suffer
no disadvantage due to long range. If the attack hits, your You gain a +3 bonus to attack and damage rolls made with
sworn enemy takes an extra 4d6 psychic damage. this magic weapon. In addition, the weapon ignores
resistance to slashing damage. When you attack a creature
that has at least one head with this weapon and roll a 20
on the attack roll, that target takes an extra 4d6 slashing
damage, lopping off a body part with the effect of such loss
determined by the GM. Then roll another d20. If you roll a
Hercules used this famous bow throughout his life. His 20, you lop off one of the creature’s heads instead. The
arrows were smeared with the deadly venom of the monster creature dies if it can’t survive without the lost head. A
Hydra. At his death, the bow was given to Philoctetes. It creature is immune to this effect if it is immune to slashing
was discovered that Troy could not fall unless the bow was damage, doesn’t have or need a head, or the GM decides
brought to the war. Philoctetes used the bow to slay Paris, that the creature is too big for its head to be cut off with
the son of King Priam. this weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.

Weapon (longbow), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with There are two silver bows, one belonging to Apollo and the
this magic weapon. You can use an action to cause thick, other to his twin sister, Artemis. Both bows are elegant
black poison to coat an arrow. The poison remains for 1 longbows crafted from pure silver.
minute or until an attack using this weapon hits a creature.
That creature must succeed on a DC 15 Constitution saving
throw or take 2d10 poison damage and become poisoned
for 1 minute. You can't coat another arrow this way again
until the next dawn. Weapon (longbow), very rare (requires attunement)

When you hit a fiend or an undead with this magic


weapon, that creature takes an extra 2d6 radiant damage.
If the target has 25 hit points or fewer after taking this
damage, it must succeed on a DC 15 Wisdom saving throw
The sword belonged to Hector, but he gave it to or be destroyed. On a successful save, the creature
Telamonian Ajax, when they fought to a draw in a single becomes frightened of you until the end of your next turn.
combat. Ajax would later use this sword to commit suicide.
P a g e | 92

The spear of Achilles made from the ash tree at Mount Weapon (javelin), legendary (requires attunement)
Pelion. The spear was given to Achilles, either by his
father, Peleus, or by his tutor, the centaur Cheiron. Achilles This javelin is a magic weapon. When you hurl it and speak
killed Hector with this spear. its command word, it transforms into a bolt of lightning,
forming a line 5 feet wide that extends out from you to a
target within 120 feet. Each creature in the line excluding
you and the target must make a DC 15 Dexterity saving
Weapon (dory), very rare (requires attunement) throw, taking 4d6 lightning damage and 4d6 thunder
damage on a failed save, and half as much damage on a
You can use an action to cause thick rust to coat the tip. successful one. The lightning bolt turns back into a javelin
The rust remains for 1 minute or until an attack using this when it reaches the target. Make a ranged weapon attack
weapon hits a creature. If the target is a creature other against the target. On a hit, the target takes damage from
than an undead or a construct, it must succeed on a DC 17 the javelin plus 4d6 lightning damage and 4d6 thunder
Constitution saving throw or lose 10 (3d6) hit points at the damage. The javelin’s property can’t be used again until
start of each of its turns due to an infernal wound. Each the next dawn. In the meantime, the javelin can still be
time the wielder hits the wounded target with this attack, used as a magic weapon.
the damage dealt by the wound increases by 10 (3d6). Any
creature can take an action to stanch the wound with a
successful DC 12 Wisdom (Medicine) check. The wound
also closes if the target receives magical healing. The spear
can’t be used this way again until the next dawn. Poseidon was the only person known to wield the trident,
which was made by the Arimaspos, in the war against the
Titans. Poseidon’s golden trident is arguably the second
most powerful artifact of the gods. With this mighty
weapon, he rules the seas with an unforgiving hand.
The thunderbolt was the weapon the arimaspi made for
Zeus, in the war against the Titans. This javelin is the most
powerful artifact of the gods. Large and heavy, it can only
be wielded properly by those blessed by Zeus. Weapon (trident), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with


this magic weapon. The trident has 6 charges. If you are
holding it, you can use an action to expend 1 charge from
the trident and choose one creature you can see on the
ground within 120 feet of you. A fissure opens under it if it
is on land or a tidal wave if at sea. The target must succeed
on a DC 20 Dexterity saving throw or disappear into the
fissure or tidal wave and be destroyed, leaving no remains.
No trace is left of its existence. When you expend the last
charge, the trident returns to Poseidon.
93 | P a g e

MISCELLANEOUS MAGIC ITEMS


Hercules killed a Nemean Lion in his first labor. The lion Nectar is a sweet drink made from fermented honey.
hide was invulnerable to weapon of metal, wood and stone.

Potion, common
Wondrous item, legendary (requires attunement)
You regain 2d4 + 2 hit points when you drink this potion.
You have resistance to nonmagical piercing and slashing
damage while you wear this cloak. Additionally, you can
use an action to make yourself immune to nonmagical
piercing and slashing damage for 10 minutes or until you
are no longer wearing the cloak. Once this special action is This magic girdle of Aphrodite has the power of love
used, it can’t be used again until the next dawn. inspiration. The girdle resembles a light sash made of the
finest gold weave interweaved with a variety of precious
stones including diamonds, sapphires, rubies, emeralds and
topazes. This divine artifact carries the full power of
Aphrodite’s allure, charm, and irresistible attraction.
Sometimes known as the "Horn of Plenty". The cornucopia
contained endless amount of food, such as fruit and nuts.

Wondrous item, legendary (requires attunement)

Wondrous item, uncommon This girdle has 6 charges. While wearing the girdle, you can
expend 1 charge as an action to cast the charm person
If a command word is spoken, an amount of food pours spell (save DC 15) on a humanoid within 30 feet of you,
out. Enough food to feed one humanoid a meal appears. provided that you and the target can see each other. The
The food stops appearing at the start of your next turn. girdle regains all expended charges daily at dawn.

Ambrosia is an uncooked mixture of honey, water, fruit, The hero Perseus severed the head of the gorgon Medusa.
olive oil, cheese and barley. Perseus used the head to turn various enemies into stone,
including the wicked king of Seriphus, Polydectes. Other
gorgon heads have similar properties.

Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. Wondrous item, legendary

While holding this head, you can use an action to cast the
flesh to stone spell (save DC 13) from it. Once used, the
head can't be used again until the next dawn. Each time it
Nectar is a sweet drink made from fermented honey. is used again before then, it has a cumulative 20 percent
chance of not working and dissolving into a pile of goo.

Potion, uncommon

You regain 4d4 + 4 hit points when you drink this potion. Perseus originally took this snakey lock of the Gorgon
Medusa. Hercules would later inherit the lock and give it to
Sterope, the daughter of King Cepheus of Tegea. The hair
would rout any enemy army from the city of Tegea, during
the absence of Cepheus.
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Wondrous item, legendary Wondrous item, very rare

This lock has 3 charges. While holding it, you can use an While all four shoes are affixed to the hooves of a horse or
action and expend 1 charge to release a wave of terror. similar creature, they allow the creature to move normally
Each creature of your choice in a 30-foot radius extending while floating 4 inches above the ground. This effect means
from you must succeed on a DC 15 Wisdom saving throw the creature can cross or stand above nonsolid or unstable
or become frightened of you for 1 minute. While it is surfaces, such as water or lava. The creature leaves no
frightened in this way, a creature must spend its turns tracks and ignores difficult terrain. In addition, the creature
trying to move as far away from you as it can, and it can’t can move at normal speed for up to 12 hours a day without
willingly move to a space within 30 feet of you. It also can’t suffering exhaustion from a forced march.
take reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it from
moving. If it has nowhere it can move, the creature can use
the Dodge action. At the end of each of its turns, a
creature can repeat the saving throw, ending the effect on The kibisis is a magic sack that Perseus borrowed from the
itself on a success. The lock regains 1d3 expended charges
nymphs during his quest to kill the gorgon Medusa. The
daily at dawn.
kibisis appears to be a common cloth sack about 2 feet by 4
feet in size.

The "Helm of Darkness" or "Cap of Darkness" belongs to


Wondrous item, uncommon
Hades, the god of the Underworld. The arimaspi made it
during the war against the Titans. Perseus borrowed the
This kibisis has an interior space considerably larger than
Helm during his quest against the gorgon Medusa.
its outside dimensions, roughly 2 feet in diameter at the
mouth and 10 feet deep. The kibisis can hold up to 1000
pounds, not exceeding a volume of 128 cubic feet. The
kibisis weighs 30 pounds, regardless of its contents.
Wondrous item, legendary (requires attunement) Retrieving an item from the kibisis requires an action. If the
kibisis is overloaded, pierced, or torn, it ruptures and is
While wearing this helmet, you are hidden from divination destroyed, and its contents are scattered in the Astral
magic. You can’t be targeted by such magic or perceived Plane. If the kibisis is turned inside out, its contents spill
through magical scrying sensors. You can also turn invisible forth, unharmed, but the kibisis must be put right before it
as an action. Anything you are wearing or carrying is can be used again. Breathing creatures inside the kibisis
invisible with you. You remain invisible until the helmet is can survive up to a number of minutes equal to 10 divided
removed, until you attack or cast a spell, or until you use a by the number of creatures (minimum 1 minute), after
bonus action to become visible again. which time they begin to suffocate. Placing a kibisis inside
an extradimensional space created by a handy haversack,
portable hole, or similar item instantly destroys both items
and opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
Hephaestus shod with brass the celestial steeds, which creature within 10 feet of the gate is sucked through it to a
random location on the Astral Plane. The gate then closes.
whirled the chariots of the gods through the air, or along
The gate is one-way only and can’t be reopened.
the surface of the sea.

Hephaestus, as a wedding gift, made this necklace for


Harmonia, the wife of Cadmus. Harmonia was the daughter
of Ares and Aphrodite. It was passed down to several
generations in the House of Thebes, but it always led to
their ruin. The necklace is of an amphisbaena, with open
mouths as if hissing. The two mouths on each side enclose
with their jaws a golden eagle upright, its wings covered
with yellow jasper and moonstone. The whole work is set
with sparkling gems in masterly refinement.
95 | P a g e

Wondrous item, legendary (requires attunement) The winged cap of Hermes causes the wearer to become
invisible.
While wearing this necklace, your Charisma score increases
by 2, to a maximum of 20. You have advantage on
Charisma (Persuasion) checks made to interact with
members of the opposite sex and disadvantage on checks Wondrous item, legendary (requires attunement)
made to interact with the same sex.
Curse. This necklace is cursed and becoming attuned to it While wearing this cap, you can turn invisible as an action.
extends the curse to you. Until the curse is broken with Anything you are wearing or carrying is invisible with you.
remove curse or similar magic, you are unwilling to part You remain invisible until the cap is removed, until you
with it, keeping it within reach at all times. attack or cast a spell, or until you use a bonus action to
become visible again.

This oil is made from a plant that sprung up when


Prometheus' blood dripped down upon the earth. There is These golden shoes allow any being to tread the air or the
enough to cover one full grown man. water and move from place to place with the speed of the
wind, or even of thought.

Potion, rare
Wondrous item, rare (requires attunement)
For 1 minute after you apply this oil, you have resistance to
all damage. While wearing these shoes, you can use an action to speak
its command word. This gives you the power of flight for 1
hour with a flying speed of 60 feet or until you repeat the
command word as an action. When the duration expires,
you can’t use them again for 1d12 hours.
Triton reared Athena together with his own daughter Pallas.
The two girls were playmates, and Athena accidentally
killed Pallas during a play-fight. Grief-stricken, Athena
made a three cubits high wooden statue in the likeness of
Pallas, with the feet joined together, and holding in its right These winged sandals belong to Hermes.
hand a spear, and in the left a distaff and spindle.

Wondrous item, legendary (requires attunement)


Wondrous item, legendary
While you wear these sandals, you have a flying speed
Any enemy of Athena who looks upon the palladium equal to your walking speed. You can use the sandals to fly
directly must succeed on a DC 15 Constitution saving throw for up to 4 hours, all at once or in several shorter flights,
or become blinded for 1 minute. The creature can repeat each one using a minimum of 1 minute from the duration.
the saving throw at the end of each of its turns, ending the If you are flying when the duration expires, you descend at
effect on itself on a success. The palladium senses any a rate of 30 feet per round until you land. The sandals
creature within 120 miles who intends to harm followers of regain 2 hours of flying capability for every 12 hours they
Athena. At the same time, the palladium creates the effect aren’t in use.
of a bless spell upon all creatures friendly to Athena in a
20-mile radius. Immediately thereafter, the palladium
sends forth a mental alert to these friendly creatures,
warning them of possible danger from the unfriendly
creature or creatures within the 120-mile radius.
P a g e | 96

STAFFS
A shepherd staff that first belonging to Apollo, but the god Staff, rare (requires attunement)
of light gave the Caduceus to Hermes in exchange for the
lyre. Two snakes entwined the staff. The Caduceus is the This rod has 10 charges. While holding it, you can use an
herald staff and the staff that guide the shades to the action to expend 1 or more of its charges to cast one of the
Underworld. following spells from it, using your spell save DC and
spellcasting ability modifier: cure wounds (1 charge per
spell level, up to 4th), lesser restoration (2 charges),
freedom of movement (4 charges). The rod regains 1d6 + 4
Staff, legendary (requires attunement) expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the rod vanishes in a flash of
This staff has 20 charges. While holding it, you can use an light, lost forever.
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and
spellcasting ability modifier: cure wounds (1 charge per
spell level, up to 4th), protection from poison (2 charges),
haste (3 charges), raise dead (5 charges), or heal (6 The thyrsus is a staff used by Dionysus and his followers.
charges). The staff regains 1d6 + 4 expended charges daily Dionysus managed to kill Eurytus with the thyrsus during
at dawn. If you expend the last charge, roll a d20. On a 1, the war against the Giants. Thyrsus is made of oak with
the staff vanishes in a flash of light, lost forever. twined ivy running its length and a pinecone embedded on
the head.

This rod of olive wood has two serpents carved into it and Staff, legendary (requires attunement)
is topped by a pair of wings.
This staff has 20 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and
spellcasting ability modifier: crown of madness (2 charges),
plant growth (3 charges), transport via plants (6 charges),
imprisonment (9 charges). The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff vanishes in a flash of
light, lost forever.
97 | P a g e

The morning sun climbed upwards into the heavens as the runners lined up for the major event: the stade. The spectators,
crowding on the sidelines, craned their necks for a glimpse of the trim figures waiting near the stone starting line for the
trumpeter’s signal.
The athletes had gathered at the balbis, a slab of stone set into the ground. Every four feet along the balbis, there was a post
that separated each runner. Assembled in a proud line were Jarax, Lampis, and Milo, with knees slightly bent, their toes gripping
the grooves. They each had one heel a few inches off the ground, with their torsos bent slightly and their arms thrust forward.
Every muscle was tensed, wound up for the explosive release at the command of the trumpet.
The stade was a mere 200 yards in length. As the final event in the pentathlon, it was the determining factor for anyone who
had won two of the five games. Eumines had won the javelin event, Milo had won the upright wrestling, and Jarax had won the
long jump and discus. Eumines was a long-limbed youth, with little body fat. His eyes darted around nervously and he seemed to
almost vibrate in place. Most importantly, he was a full head taller than Jarax.
Jarax sized him up. The man was longer in the legs. Damn, thought Jarax.
A shrill cry blew from the trumpet, and the runners leaped into the air, launching themselves with a powerful burst born of
years of athletic training, specialized diets, and nervous excitement. The wind whistled past Jarax’s ears as the more powerfully
built Milo lurched past him, his corded limbs propelling him forward at first. But it was not a burst of speed he could maintain.
At 50 yards, Jarax and Eumines were in the lead. Eumines’ long stride plunged along next to Jarax, and he seemed to dance
alongside the smaller man. His stride was elegant, his poise perfect. Milo stumped along behind them.
At 100 yards, Eumines was easily pacing him. The taller man’s long limbs were a decided advantage, both in running and in
launching the javelin.
At 150 yards, Jarax screamed internally at his legs and, to his amazement, they responded. Slowly, he started to close the gap
between them. Eumines glanced over his shoulder in surprise to see Jarax so close. He turned his head to pour on his own burst
of speed, but it was too late, Jarax was already gaining…
And they were across! Milo pounded past the line a few seconds later. The crowd went wild with hoots and hollers. It was a
very close race. But who had won?
“And the winner is Eumines, of Korinthus, son of Agrippides!”
Now Eumines was tied with Jarax for wins. The judges had to decide who was the most athletic, most powerful, and most
importantly, most graceful.
The crowd went silent as the Hellenodicae huddled together for their decision. After a moment one of them muttered to the
herald.
“And the winner of the pentathlon is…”
He looked around, savoring the moment.
“Eumines!”
Jarax’s vision swam as his limbs trembled from exhaustion. All that, for nothing?
Eumines’ teammates jogged up to their champion and held him aloft, as the Athenorians had done for Thelvarus only hours
before. Jarax’s teammates slowly crowded around him.
Milo was in the comforting crowd. “He made us both look like fools.” He shot a murderous glare at where Eumines might be,
surrounded by a mass of cheering athletes and fans.
“You will redeem yourself in the pankration.”
When Jarax looked up, Milo was gone.
P a g e | 98

NEW MONSTERS
Greek myth is the origin of many monsters that are common to traditional fantasy tropes. The following creatures can be used
as is: catoblepas, centaur, cyclops, leucrotta, medusa, minotaur, satyr, siren (use harpy), titan (use empyrean), triton (use
merfolk). Several creatures have similar names but are quite different in appearance and abilities; they're described on the
following pages.

Condition Immunities poisoned, prone


Senses darkvision 60 ft., passive Perception 14
Languages –
Proficiency Bonus +3
Challenge 8 (3,900 XP)

Contamination. The basiliskos emits an aura of corruption


30 feet in every direction. Plants that aren't creatures
wither in the aura, and the ground in it is difficult terrain
for other creatures. Any creature that starts its turn in the
aura must succeed on a DC 12 Constitution saving throw or
take 14 (4d6) poison damage. A creature that succeeds on
This serpent is not more than 12 inches long and adorned the save is immune to this basiliskos’ Contamination for 24
with a bright white marking on the head like a sort of hours.
diadem. Corrupt Water. At the start of each of the basiliskos’ turns,
A basiliskos is a reptilian monster that can kill living exposed water within 30 feet of it is befouled. Underwater,
creatures with a mere gaze. A basiliskos usually has a dull this effect lightly obscures the area until a current clears it
brown body with a yellowish underbelly. away. Water in containers remains corrupted until it
A basiliskos relies on its breath weapon, biting only evaporates. A creature that consumes this foul water or
when opponents come within reach. These creatures tend to swims in it must make a DC 12 Constitution saving throw.
spend most of their time lying in wait for prey, which On a successful save, the creature is immune to the foul
includes small mammals, birds, reptiles, and similar water for 24 hours. On a failed save, the creature takes 14
(4d6) poison damage and is poisoned for 1 minute. At the
creatures.
end of this time, the poisoned creature must repeat the
Curse of Cyrene. Basiliskos are primarily found in
saving throw. On a failure, the creature takes 18 (4d8)
Cyrene. Their ability to corrupt water is particularly deadly
poison damage and is poisoned until it finishes a long rest.
as they are common in deserts, ensuring parched travelers Keen Smell. The basiliskos has advantage on Wisdom
die of thirst before they even encounter the beast directly. (Perception) checks that rely on smell.
Serpent Ward. Any reptile that attacks the basiliskos and
can hear its hiss suffers disadvantage on all attack rolls
against it.
Small dragon, unaligned Swamp Camouflage. The basiliskos has advantage on
Dexterity (Stealth) checks made to hide in swamp terrain.
Armor Class 17 (natural armor)
Hit Points 33 (6d6 + 12) ACTIONS
Speed 20 ft.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d8 + 2) piercing damage.
15 8 (-1) 15 2 (-4) 12 11 Poison Breath (Recharge 5-6). The basiliskos spits acid in a
(+2) (+2) (+1) (+0) 15-foot cone. Each creature in that area must make a DC 9
Dexterity saving throw, taking 10 (3d6) poison damage on
Skills Perception +3, Stealth +1 a failed save, or half as much damage on a successful one.
Damage Immunities poison
99 | P a g e

Infernus they reside on the Seventh Circle, responsible for


creating new centaurs from existing damned souls (see 5E
Foes: Heaven & Hell for more details).

Medium Fiend, Typically Chaotic Evil

Armor Class 17 (natural armor)


Hit Points 49 (9d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 12 12 13 13 14
(+4) (+1) (+1) (+1) (+1) (+2)

Skills Deception +4, Perception +3, Persuasion +4, Stealth


+3
Damage Immunities lightning, poison
Damage Resistances bludgeoning, piercing, and slashing
from non-magical weapons; acid, cold, fire
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Proficiency Bonus +2
Challenge 4 (1,100 XP)

Innate Spellcasting. The akhyls’ innate spellcasting ability


is Charisma (spell save DC 12, +6 to hit with spell attacks).
She can innately cast the following spells, requiring no
material components:
• At will: pass without trace, sleep
• 2/day: invisibility (self only)
Magic Resistance. The akhyls has advantage on saving
throws against spells and other magical effects.

ACTIONS

Claws. +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4)


piercing damage, and the target's Strength score is
reduced by 1d4. The target dies if this reduces its Strength
This awful-looking hag stands before you, dismal and to 0. Otherwise, the reduction lasts until the target finishes
dejected, green and pale, dirty-dry, fallen in on herself with a short or long rest.
hunger, knee-swollen, her nails grown long on her hands, Centaurification (1/day). The akhyls magically touches a
and from her nostrils a trickle of blood keeps running off sleeping humanoid. The target must make a DC 11
her cheeks, dripping to the ground. Constitution saving throw. On a successful save, a creature
becomes immune to this akhyls’ Centaurification. On a
An akhyls daimon is about the same height and weight as failed save, the target is poisoned, which causes it to also
a female human. gain 1 level of exhaustion. While poisoned in this way, the
target must repeat the saving throw at the start of each of
Curse of Thessaly. They infest Thessaly, preying on
its turns. Three successful saves against the poison end it,
anyone they can catch by luring them into an ambush while
and ending the poison removes any levels of exhaustion
disguised as a long lost loved one or attacking invisibly
caused by it. Each failed save causes the target to suffer
while their prey sleeps. Akhyls who have sufficient another level of exhaustion. Once the target reaches 6
centaurs under their command will simply use their levels of exhaustion, it dies and instantly transforms into a
minions to convert victims by force. centaur under the akhyl’s control. The transformation of
Daughters of Nyx. Akhyls are the daughters of Nyx but the body can be undone only by a wish spell.
have known to be employed by Hera for revenge. In
P a g e | 100

Damage Immunities poison


Damage Resistances fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities poisoned, prone
Skills Deception +7, Perception +6, Performance +7,
Persuasion +7, Stealth +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal
Proficiency Bonus +3
Challenge 7 (2,900 XP)

Magic Resistance. The drakaina has advantage on saving


throws against spells and other magical effects.
Song of Rest. The drakaina can perform a song while taking
a short rest. Any ally who hears the song regains an extra
1d6 hit points if it spends any Hit Dice to regain hit points
at the end of that rest. The drakaina can confer this benefit
on itself as well.
This strange creature possesses the upper bodiy of a Spellcasting. The drakaina is a 4th-level spellcaster. Its
beautiful woman and a coiling serpent tail instead of legs. spellcasting ability is Charisma (spell save DC 15, +7 to hit
It also has huge, bat-like wings that jut from its shoulder with spell attacks). It has the following bard spells
blades. prepared:
• Cantrips (at will): friends, mage hand, vicious
The most famous of the drakainai is Echidna, the mother mockery
of the drakones species and many other terrible monsters. • 1st level (4 slots): charm person, healing word,
Drakainas are rarely alone, preferring instead to send their heroism, sleep, thunderwave
minions into combat. A typical drakaina’s coils are 20 feet • 2nd level (3 slots): invisibility, shatter
long. The creature weighs about 3,800 pounds. Taunt (2/day). The drakaina can use a bonus action on its
Drakainai use their spells and spell-like abilities to turn to target one creature within 30 feet of it. If the target
confuse and weaken opponents before entering combat. can hear the drakaina, the target must succeed on a DC 15
Hades Bound. Drakainai roam Hades, looking for other Charisma saving throw or have disadvantage on ability
minions to subjugate. They are native to the Second Circle checks, attack rolls, and saving throws until the start of the
of Infernus (see 5E Foes: Heaven & Hell for more details). bard's next turn.

ACTIONS

Multiattack. The drakaina makes one short sword attack


Large Fiend, Typically Chaotic Evil and one constrict attack.
• Short sword. Melee Weapon Attack: +8 to hit, reach 5
Armor Class 17 (natural armor) ft., one creature. Hit: 8 (1d6 + 5) slashing damage.
Hit Points 52 (7d10 + 14) • Constrict. Melee Weapon Attack: +8 to hit, reach 10
Speed 20 ft., fly 70 ft. ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage,
and the target is grappled (escape DC 15) if it is a
STR DEX CON INT WIS CHA Large or smaller creature. Until this grapple ends, the
20 17 15 14 16 18 target is restrained, and the lamia can't constrict
(+5) (+3) (+2) (+2) (+3) (+4) another target.
101 | P a g e

Skills Deception +7, Perception +4


Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal
Proficiency Bonus +2
Challenge 4 (1,100 XP)
Shapechanger. The empusa can use its action to
polymorph into a Small or Medium humanoid, bull, mule,
or dog, or back into its true form. Without wings, the
empusa loses its flying speed. Other than its size and
speed, its statistics are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It
reverts to its true form if it dies.

Telepathic Bond. The empusa ignores the range restriction


on its telepathy when communicating with a creature it
has charmed. The two don't even need to be on the same
plane of existence.
What you at first took for a beautiful woman reveals itself ACTIONS
to be much worse; its hair is a crown of flames and its legs
are strange—one leg is made of brass, the other is a Multiattack. The empusa makes two melee attacks, or it
donkey's leg. makes one melee attack and teleports before or after the
attack.
Empusa are daimons spawned of Hades who shapeshift • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
into beautiful women to get close enough to their prey, only one creature. Hit: 6 (2d4 + 1) slashing damage.
to drain them of blood during an intimate moment. Instead of dealing damage, the empusa can grapple
Empusa are crafty opponents but avoid direct the target (escape DC 11).
confrontations. Should one be discovered, cursing • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
vociferously at it is sometimes enough to dispel the willing creature, or a creature that is grappled by the
creature entirely. empusa, incapacitated, or restrained. Hit: 4 (1d6 + 1)
Blessed of Hecate. Empusa are sacred to Hecate. In piercing damage plus 7 (2d6) necrotic damage. The
Infernus, they dwell on the Second Circle, using their target's hit point maximum is reduced by an amount
charms to lure the lustful to their doom (see 5E Foes: equal to the necrotic damage taken, and the empusa
Heaven & Hell for more details). regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
• Teleport. The empusa magically teleports, along with
Medium Fiend (Infernal), Typically Chaotic Evil any equipment it is wearing or carrying, up to 60 feet
to an unoccupied space it can see.
Armor Class 17 (natural armor) Charm. One humanoid the empusa can see within 30 feet
Hit Points 33 (6d8 + 6) of it must succeed on a DC 12 Wisdom saving throw or be
Speed 30 ft., fly 50 ft. magically charmed for 1 day. The charmed target obeys
the empusa’s verbal or telepathic commands. If the target
STR DEX CON INT WIS CHA suffers any harm or receives a suicidal command, it can
13 13 13 16 14 20 repeat the saving throw, ending the effect on a success. If
(+1) (+1) (+1) (+3) (+2) (+5) the target successfully saves against the effect, or if the
effect on it ends, the target is immune to this empusa’s
Damage Immunities electricity, poison Charm for the next 24 hours. The empusa can have only
Damage Resistances acid, cold, fire; bludgeoning, piercing, one target charmed at a time. If it charms another, the
and slashing from nonmagical attacks effect on the previous target ends.
Condition Immunities poisoned
P a g e | 102

Languages Common, Infernal


Proficiency Bonus +4
Challenge 11 (7,200 XP)

Foment Madness. Any creature that isn't a demon that


starts its turn within 30 feet of the erinyes must succeed
on a DC 14 Wisdom saving throw, or it whispers of its sins
in its head for a moment and has disadvantage on its next
attack roll, saving throw, or ability check. If the saving
throw against Foment Madness fails by 5 or more, the
creature is instead subjected to the confusion spell for 1
minute (no concentration required by the erinyes). While
under the effect of that confusion, the creature is immune
to Foment Madness.
Vengeful Tracker. The erinyes knows the distance to and
Before you hovers a creature that only passably direction of any creature against which it seeks revenge,
resembles a woman. Its eyes weep tears of blood, huge even if the creature and the erinyes are on different planes
wings protrude from its shoulders, and its hands and feet of existence. If the creature being tracked by the erinyes
are tipped with awful claws. dies, the erinyes knows.

ACTIONS
The erinyes are punishers of those who commit murder,
perjury, ingratitude, disrespect, harshness, violation of filial
Multiattack. The erinyes makes three attacks: two with its
piety and the laws of hospitality. They will track down the
scourge and one with its snake hair, or one with its bite,
criminal to the ends of the earth and drive him mad. An one with its claws, and one with its snake hair.
erinyes stands about 6 feet tall and weighs about 150 • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
pounds. target. Hit: 8 (1d8 + 4) piercing damage.
Tartarus Bound. When they are not tracking down the • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
guilty, erinyes reside in Tartarus to torture the damned. one creature. Hit: 9 (2d4 + 4) slashing damage. If the
They are sacred to Hades and often in his employ. In target is a creature against which the erinyes has
Infernus they reside on the Sixth Circle and are sworn vengeance, the target takes an extra 14 (4d6)
interchangeable with the Furies (see 5E Foes: Heaven & psychic damage. Instead of dealing damage, the
Hell for more details). erinyes can grapple the target (escape DC 16)
provided the target is Large or smaller.
• Scourge. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage plus 17
(5d6) poison damage.
Medium Fiend, Typically Lawful Evil
• Snake Hair. Melee Weapon Attack: +7 to hit, reach 5
Armor Class 18 (natural armor) ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus
Hit Points 110 (13d8+52) 14 (4d6) poison damage.
Speed 30 ft., fly 60 ft. • Vengeful Glare. The erinyes targets one creature it
can see within 30 feet of it and against which it has
STR DEX CON INT WIS CHA sworn vengeance. The target must make a DC 14
18 16 18 14 14 15 Wisdom saving throw. On a failure, the target is
(+4) (+3) (+4) (+2) (+2) (+2) paralyzed until the erinyes deals damage to it, or until
the end of the erinyes' next turn. When the paralysis
Saving Throws Con +8, Wis +6, Cha +4 ends, the target is frightened of the erinyes for 1
Damage Immunities electricity, poison minute. The frightened target can repeat the saving
Damage Resistances acid, cold, fire; bludgeoning, piercing, throw at the end of each of its turns, with
and slashing from nonmagical attacks that aren't silvered disadvantage if it can see the erinyes, ending the
Condition Immunities poisoned frightened condition on itself on a success.
Skills Insight +6, Perception +6
Senses truesight 120 ft., passive Perception 16
103 | P a g e

Medium Fiend, Typically Chaotic Evil

Armor Class 18 (natural armor)


Hit Points 51 (6d8 + 24)
Speed 20 ft.

STR DEX CON INT WIS CHA


19 12 18 11 15 12
(+4) (+1) (+4) (+0) (+2) (+1)

Damage Immunities electricity, poison


Damage Resistances acid, cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities poisoned
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Infernal
Proficiency Bonus +3
Challenge 5 (1,800 XP)

Ethereal Jaunt. As a bonus action, the invidia can magically


shift from the Material Plane to the Ethereal Plane, or vice
versa.
Keen Smell. The invidia has advantage on Wisdom
(Perception) checks that rely on smell.
Magic Resistance. The invidia has advantage on saving
throws against spells and other magical effects.

The hag approaches you with dragging steps. Her cheeks ACTIONS
are sallow, her whole body shrunk, her eyes askew and
squinting; black decay befouls her teeth, her bosom drops Multiattack. The invidia makes two attacks, one with its
with bile, and venom coats her tongue. bite and one with its claws.
• Claws. +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4
Invidia daimons roam Hades, eager to spread their + 4) piercing damage.
disease. An invidia daimon is about the same height and • Bite. +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 +
weight as a female human. 4) piercing damage and the target's Strength score is
Invidia daimons attack good creatures on sight if the reduced by 1d4. The target dies if this reduces its
Strength to 0. Otherwise, the reduction lasts until the
odds of success seem favorable. These creatures rip
target finishes a short or long rest.
through armor and flesh with their deadly teeth. They love
Sleep Gaze. The invidia gazes at one creature it can see
to use sleep and then strangle those who are overcome by
within 30 feet of it. The target must make a DC 13 Wisdom
it. saving throw. On a failed save, the target succumbs to a
Loathed by Zeus. There is no love lost between invidia magical slumber, falling unconscious for 10 minutes or
and servants of Zeus, whom they despise. They reside on until someone uses an action to shake the target awake. A
the Fourth Circle of Infernus where they are responsible for creature that successfully saves against the effect is
lulling the slothful to further inactivity (see 5E Foes: immune to this invidia's gaze for the next 24 hours.
Heaven & Hell for more details). Undead and creatures immune to being charmed aren't
affected by it.
P a g e | 104

Innate Spellcasting. The kako’s innate spellcasting ability is


Wisdom. It can innately cast the following spells, requiring
no material or verbal components:
• At will: pass without trace
Keen Hearing and Smell. The kako has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Rage (Recharges after a Short or Long Rest). As a bonus
action, the kako can enter a rage that lasts for 1 minute.
The rage ends early if the kako is knocked unconscious or if
his its ends and it hasn't attacked a hostile creature or
taken damage since its last turn. While raging, the kako
gains the following benefits: It has advantage on Strength
checks and Strength saving throws; It deals an extra 3
damage when it hits a target with a melee weapon attack;
It has resistance to bludgeoning, piercing, and slashing
An old, blind man waves piteously to you from the damage.
ground, begging for alms. Shapechanger. The kako can use its action to polymorph
into a dog-humanoid hybrid or into a dog, or back into its
A kako daimon is a lupine fiend that can take the shape true form, which is humanoid. Its statistics, other than its
AC, are the same in each form. Any equipment it is wearing
of a mastiff or a man. Kako daimons roam Hades looking
or carrying isn't transformed. It reverts to its true form if it
for the weak to prey on.
dies.
In its natural form, it resembles a man–dog hybrid with Telepathic Bond. The kako ignores the range restriction on
terrible jaws and sharp claws. As whelps, kako daimons are its telepathy when communicating with a creature it has
nearly indistinguishable from dogs, except for their size charmed. The two don't even need to be on the same
and claws. As they grow larger and stronger, their skin plane of existence.
darkens to bluish-red and eventually becomes blue
altogether. A full-grown kako daimon is about 6 feet long ACTIONS
and weighs 180 pounds. A kako daimon’s eyes glow red
when the creature becomes excited. Multiattack (Humanoid or Hybrid Form Only). The kako
Blessed of Eris. They are the spawn of Eris and are makes one attack with its bite in dog form, one with its
sacred to her. In Infernus they are native to the Woe Wood claws in humanoid form, or two with its bite and its claws
of the Seventh Circle (see 5E Foes: Heaven & Hell for in hybrid form.
more details). • Bite (Dog or Hybrid Form Only). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 +
5) piercing damage. If the target is a creature, it must
succeed on a DC 14 Constitution saving throw or
contract a disease. Until the disease is cured, the
Medium Fiend (Shapechanger), Typically Chaotic Evil target can't regain hit points except by magical
means, and the target's hit point maximum decreases
Armor Class 18 (natural armor) by 3 (1d6) every 24 hours. If the target's hit point
Hit Points 67 (9d8 + 18) maximum drops to 0 as a result of this disease, the
Speed 40 ft. target dies.
• Claws (Humanoid or Hybrid Form Only). Melee
STR DEX CON INT WIS CHA Weapon Attack: +8 to hit, reach 5 ft., one creature.
20 15 16 18 18 18 Hit: 10 (2d4 + 5) slashing damage.
(+5) (+2) (+3) (+4) (+4) (+4) Charm. One humanoid the kako can see within 30 feet of it
must succeed on a DC 15 Wisdom saving throw or be
Damage Immunities electricity, poison magically charmed for 1 day. The charmed target obeys
Damage Resistances acid, cold, fire; bludgeoning, piercing, the kako's verbal or telepathic commands. If the target
and slashing from nonmagical attacks suffers any harm or receives a suicidal command, it can
Condition Immunities poisoned repeat the saving throw, ending the effect on a success. If
Skills Deception +7, Perception +7, Stealth +6 the target successfully saves against the effect, or if the
Senses darkvision 60 ft., passive Perception 17 effect on it ends, the target is immune to this kako's Charm
Languages Common, Infernal for the next 24 hours. The kako can have only one target
Proficiency Bonus +3 charmed at a time. If it charms another, the effect on the
Challenge 6 (2,300 XP) previous target ends.
105 | P a g e

STR DEX CON INT WIS CHA


17 17 12 13 14 16
(+3) (+3) (+1) (+1) (+2) (+3)

Damage Immunities electricity, poison


Damage Resistances acid, cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities poisoned
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal
Proficiency Bonus +2
Challenge 4 (1,100 XP)

Blood Frenzy. The keres has advantage on melee attack


rolls against any creature that doesn't have all its hit
points.
Consume Life. As a bonus action, the keres can target one
creature it can see within 5 feet of it that has 0 hit points
and is still alive. The target must succeed on a DC 11
Constitution saving throw against this magic or die. If the
You see a roiling mass of fanged and taloned women, target dies, the keres regains 10 (3d6) hit points.
clothed in bloody garments, fighting over the fallen in Ethereal Jaunt. As a bonus action, the keres can magically
Hades. They rush forward to drink of the black blood, and shift from the Material Plane to the Ethereal Plane, or vice
each, as soon as she snatches a corpse, hooks her great versa.
claws into it and drags it into the ethereal. Keen Smell. The keres has advantage on Wisdom
(Perception) checks that rely on smell.
Magic Resistance. The keres has advantage on saving
Keres are the daimons of violent death, be it in battle,
throws against spells and other magical effects.
through murder, or accident. They are the inevitable results
Rampage. When the keres reduces a creature to 0 hit
of death and are called upon when a person's life is to
points with a melee attack on its turn, the keres can take a
naturally end as determined by the fates. bonus action to move up to half its speed and make a bite
Like vultures, keres swarm over battlefields, fighting attack.
with each other over prey in a bloodlust. They are never
found alone, and their rampages only propel more of them ACTIONS
into a frenzy that makes them nearly impossible to fight
off. Multiattack. The keres makes two attacks, only one of
Spawn of Nyx. As children of Nyx, keres are behold to which can be a bite attack.
no one. Keres do not recognize divine allegiances and it's • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
not uncommon for deities to protect their favored servants' one creature. Hit: 8 (2d4 + 3) slashing damage.
souls by sending a guardian to ward off a keres attack lest Instead of dealing damage, the keres can grapple the
their soul be consumed. On Infernus they are native to the target (escape DC 13).
Fifth Circle of Infernus (see 5E Foes: Heaven & Hell for • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
more details). willing creature, or a creature that is grappled by the
keres, incapacitated, or restrained. Hit: 7 (1d8 + 3)
piercing damage plus 7 (2d6) necrotic damage. The
target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the keres
Medium Fiend, Typically Chaotic Evil regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest.
Armor Class 17 (natural armor) The target dies if this effect reduces its hit point
Hit Points 22 (4d8 + 4) maximum to 0.
Speed 30 ft., fly 40 ft.
P a g e | 106

Skills Deception +4, Perception +5, Stealth +5


Senses darkvision 60 ft., passive Perception 15
Languages Common, Infernal
Proficiency Bonus +3
Challenge 7 (2,900 XP)

Charm. One humanoid the lamia can see within 30 feet of


it must succeed on a DC 13 Wisdom saving throw or be
magically charmed for 1 day. The charmed target obeys
the lamia's verbal or telepathic commands. If the target
suffers any harm or receives a suicidal command, it can
repeat the saving throw, ending the effect on a success. If
the target successfully saves against the effect, or if the
effect on it ends, the target is immune to this lamia's
Charm for the next 24 hours. The lamia can have only one
target charmed at a time. If it charms another, the effect
on the previous target ends.
Magic Resistance. The lamia has advantage on saving
throws against spells and other magical effects.
Shapechanger. The lamia can use its action to polymorph
into a Small or Medium humanoid, or back into its true
form. Without a tail its movement rate changes to 30 feet.
Other than its size and speed, its statistics are the same in
each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
What was once a beautiful woman is now clearly Telepathic Bond. The lamia ignores the range restriction
something else entirely—a half woman, half serpent hybrid, on its telepathy when communicating with a creature it
with the upper half entirely feminine and the lower that of a has charmed. The two don't even need to be on the same
serpent. plane of existence.

Lamia roam Hades, looking for blood. A typical lamia is ACTIONS


about 8 feet long and weighs about 700 pounds.
Loved and Loathed. Lamia are sacred to Poseidon and Multiattack. The lamia makes two melee attacks, but only
loathed by Hecate, who is believed to have cursed them one can be a bite.
originally. • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 9 (2d4 + 4) slashing damage plus 15
Lamia are native to the Third Circle of Infernus where
(4d6 + 1) psychic damage. Instead of dealing damage,
they drink the blood of the gluttonous (see 5E Foes:
the lamia can grapple the target (escape DC 15).
Heaven & Hell for more details).
• Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the
lamia, incapacitated, or restrained. Hit: 7 (1d6 + 4)
piercing damage plus 7 (2d6) necrotic damage. The
Medium Fiend (Shapechanger), Typically Chaotic Evil target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the lamia
Armor Class 18 (natural armor) regains hit points equal to that amount. The
Hit Points 49 (9d8 + 9) reduction lasts until the target finishes a long rest.
Speed 60 ft. The target dies if this effect reduces its hit point
maximum to 0.
STR DEX CON INT WIS CHA • Constrict. Melee Weapon Attack: +7 to hit, reach 10
18 15 12 13 15 12 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage,
(+4) (+2) (+1) (+1) (+2) (+1) and the target is grappled (escape DC 15) if it is a
Large or smaller creature. Until this grapple ends, the
Damage Immunities electricity, poison target is restrained, and the lamia can't constrict
Damage Resistances acid, cold, fire; bludgeoning, piercing, another target.
and slashing from nonmagical attacks
Condition Immunities poisoned, prone
107 | P a g e

Divine boars are 12 feet long and weigh as much as


2,000 pounds. The gods send divine boars when they are
displeased, usually when mortals fail to make an
appropriate sacrifice.
Divine boars are omnivorous and spend most of their
time destroying farms and killing people. They viciously
attack anything that approaches them. A divine boar
charges its opponent, trying to rip the target open with its
tusks.
Natives of Aetolia. Divine boards have since taken root
in Aetolia, where one was sent to express divine
displeasure.
Messengers of the Gods. Both Artemis and Zeus have
used divine boars to punish their errant worshippers. They
normally live on Olympus, where the gods hunt them and
keep the population under control. They are sacred to
Poseidon and Artemis. In Celestia, they reside on the
sphere of Soselon (see 5E Foes: Heaven & Hell for more
Larger than any boar should ever be, this beast has details).
golden bristles and piercing black eyes.

Large Celestial, Unaligned

Armor Class 15 (natural armor)


Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 17 (+3) 2 (-4) 13 (+1) 8 (-1)

Damage Resistances fire, poison, radiant


Condition Immunities poisoned
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages –
Proficiency Bonus +3
Challenge 5 (1,800 XP)

Charge. If the divine boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be
knocked prone.
Illumination. The divine boar sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Smell. The divine boar has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The divine boar has advantage on saving throws against spells and other magical effects.
Relentless (Recharges after a Short or Long Rest). If the divine boar takes 10 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.

ACTIONS

Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6). The divine boar exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity
saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
P a g e | 108

Divine eagles are used as familiars to the gods. A typical


divine eagle stands about 10 feet tall, has a wingspan of up
to 20 feet, and resembles its smaller cousins in nearly every
way except size. It weighs about 500 pounds.
A divine eagle typically attacks from a great height,
diving earthward at tremendous speed. When it cannot
dive, it uses its powerful talons and slashing beak to strike
at its target’s head and eyes.
A solitary divine eagle is typically hunting or patrolling
in the vicinity of its nest and generally ignores creatures
that do not appear threatening. A mated pair attacks in
concert, making repeated diving attacks to drive away
intruders, and fights to the death to defend their nest or
hatchlings.
Blessed of Zeus. Divine eagles are sacred to Zeus and he
will sometimes grant one as a familiar to those with
sufficient arete. In Celestia, they reside on the sphere of
This large eagle is covered in golden feathers. Its eyes Rajoth (see 5E Foes: Heaven & Hell for more details).
belie an intelligence and cunning not normally associated
with eagles.

Large Celestial, Typically Lawful Neutral

Armor Class 13 (natural armor)


Hit Points 26 (4d10+4)
Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

Damage Immunities necrotic, poison, fire, radiant


Condition Immunities poisoned
Skills Perception +4
Senses passive Perception 14
Languages Common, Celestial
Proficiency Bonus +2
Challenge 3 (700 XP)

Dive Attack. If the divine eagle is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon
attack, the attack deals an extra 7 (2d6) damage to the target.
Familiar. The divine eagle can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two
are bonded, the master can sense what the divine eagle senses as long as they are within 1 mile of each other. While the divine
eagle is within 10 feet of its master, the master shares the divine eagle’s Magic Resistance trait. At any time and for any reason, the
divine eagle can end its service as a familiar, ending the telepathic bond.
Flyby. The divine eagle doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Illumination. The divine eagle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Sight. The divine eagle has advantage on Wisdom (Perception) checks that rely on sight.
Magic Resistance. The divine eagle has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The divine eagle makes two attacks: one with its beak and one with its talons.
• Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
• Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
109 | P a g e

This steed shimmers with the light of the divine. Its


golden eyes measure you with intelligence.

These animals are similar to heavy horses but are trained


and bred for strength and aggression. They roam Olympus
and are used as mounts by the gods or to pull their chariots.
Lucky heroes may be gifted with one by a deity who favors
them.
Divine horses have tremendous affection for their owners
and are known to mourn if harm comes to their master.
They are immortal, which means that their mourning is
sadly inevitable.
Blessed by the Gods. Divine horses are one of the most
common creatures affiliated with the gods. They can be
associated with Hera, Zeus, Poseidon, or Ares. In Celestia,
they reside on the sphere of Cryptim (see 5E Foes: Heaven
& Hell for more details).

Large Celestial, Typically Lawful Neutral

Armor Class 18 (natural armor)


Hit Points 102 (12d10 + 36)
Speed 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 17 (+3) 9 (-1) 13 (+1) 6 (-2)

Damage Immunities necrotic, poison, fire, radiant


Condition Immunities poisoned
Skills Perception +4
Senses passive Perception 14
Languages Understands Common and Celestial but cannot speak
Proficiency Bonus +3
Challenge 8 (3,900 XP)

Illumination. The divine horse sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Smell. The divine horse has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The divine horse has advantage on saving throws against spells and other magical effects.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same
turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the horse can make
another attack with its hooves against it as a bonus action.

ACTIONS

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
P a g e | 110

This splendid hound has fine eyes and a shimmering


coat. It is long from head to tail, its eyes prominent, large,
and bright that sparkle with intelligence.

Divine hounds are native to Olympus and used by the


gods as hunting companions. The divine hound is
impetuous and of steadfast valor, who attack even bearded
bulls and rush upon monstrous boars and destroy them.
They are not swift, but they have abundant spirit and
genuine strength unspeakable and dauntless courage. They
are used to protect the flock and guard the house.
Divine hounds are known to always catch their marks
and are unparalleled trackers.
Blessed of Zeus. Divine hounds are sacred to Zeus, who
has often found them to be vexing when a divine hound is
matched against an opponent it can never catch. It is
believed Zeus also gave them their Petrifying Failure
feature so that their honor as perfect trackers would never
be besmirched. In Celestia, they reside on the sphere of
Soselon (see 5E Foes: Heaven & Hell for more details).

Medium Celestial, Typically Lawful Good

Armor Class 16 (natural armor)


Hit Points 26 (4d8 + 8)
Speed 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 17 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0)

Damage Immunities necrotic, poison, fire, radiant


Condition Immunities poisoned
Skills Perception +4
Senses passive Perception 14
Languages Understands Common and Celestial but cannot speak
Proficiency Bonus +2
Challenge 2 (450 XP)

Faultless Tracker. The divine hound is given a quarry by its summoner. The divine hound knows the direction and distance to its
quarry as long as the two of them are on the same plane of existence. The divine hound also knows the location of its summoner.
Illumination. The divine hound sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Hearing and Smell. The divine hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The divine hound has advantage on saving throws against spells and other magical effects.
Petrifying Failure. If a divine hound cannot catch its quarry after one month, it must make a DC 12 Constitution saving throw each
sunrise. If the saving throw fails by 5 or more, the divine hound is instantly petrified. Otherwise, the divine hound begins to turn to
stone and is restrained. The divine hound must repeat the saving throw at the end of its next turn, becoming petrified on a failure or
ending the effect on a success. The petrification lasts until the divine hound is freed by the greater restoration spell or other magic.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
111 | P a g e

This snake is larger than any snake should be. Its scales
shimmer with a divine aura.

Divine vipers roam Olympus, waiting for their assigned


tasks. They are sent by the gods to alternately punish or
protect mortals, depending on the circumstances.
Divine vipers rely on their venomous bite to kill prey and
defend themselves.
Blessed of Hera. Divine vipers are often associated with
Hera. She uses them frequently to get revenge on foes, reals
or imagined, particularly in retaliating against the spawn of
Zeus' dalliances. In Celestia, they reside on the sphere of
Soselon (see 5E Foes: Heaven & Hell for more details).

Huge Celestial, Unaligned

Armor Class 15 (natural armor)


Hit Points 45 (6d12 + 6)
Speed 20 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 13 (+1) 1 (-5) 12 (+1) 2 (-4)

Damage Immunities necrotic, poison, fire, radiant


Condition Immunities poisoned
Skills Perception +3
Senses blindsight 10 ft., passive Perception 13
Languages –
Proficiency Bonus +2
Challenge 4 (1,100 XP)

Illumination. The divine viper sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Keen Smell. The divine viper has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The divine viper has advantage on saving throws against spells and other magical effects.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC
11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
P a g e | 112

Multiattack. The dragon can use its Frightful Presence. It


then makes two attacks: one with its bite and one to
constrict.
• Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage plus 7
(2d6) acid damage.
• Constrict. Melee Weapon Attack: +12 to hit, reach 15
ft., one Large or smaller creature. Hit: 17 (2d10 + 6)
bludgeoning damage. The target is grappled (escape
DC 20) if the aionian dragon isn't already constricting
a creature, and the target is restrained until this
grapple ends.
Acid Breath (Recharge 5-6). The dragon exhales acid in a
60-foot cone. Each creature in that cone must make a DC
14 Dexterity saving throw, taking 54 (12d8) acid damage
on a failed save, or half as much damage on a successful
This serpent's crest shines with a golden gleam. Its eyes
one.
flash like fire and its whole body is suffused with venom.
Frightful Presence. Each creature of the dragon's choice
Between its triple rows of teeth, its three-forked tongue that is within 120 feet of the dragon and aware of it must
flickers. succeed on a DC 17 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
Nature's Guardian. Aionian dragons are guardians by throw at the end of each of its turns, ending the effect on
nature and when not hunting, spend most of their time itself on a success. If a creature's saving throw is successful
resting in riverside caves. They are extremely territorial and or the effect ends for it, the creature is immune to the
will attack any perceived intruders. dragon's Frightful Presence for the next 24 hours.
Swallow. The aionian dragon makes one bite attack against
a Medium or smaller target it is grappling. If the attack hits,
the target is also swallowed, and the grapple ends. While
Huge Dragon, Typically Chaotic Evil swallowed, the target is blinded and restrained, it has total
cover against attacks and other effects outside the aionian
Armor Class 19 (natural armor) dragon, and it takes 21 (6d6) acid damage at the start of
Hit Points 230 (20d12 + 100) each of the aionian dragon's turns. An aionian dragon can
Speed 40 ft. have only one creature swallowed at a time. If the aionian
dragon takes 30 damage or more on a single turn from the
STR DEX CON INT WIS CHA swallowed creature, the aionian dragon must succeed on a
DC 19 Constitution saving throw at the end of that turn or
22 10 21 16 17 16
(+6) (+0) (+5) (+3) (+3) (+3) regurgitate the creature, which falls prone in a space
within 10 feet of the aionian dragon. If the aionian dragon
Saving Throws Dex +6, Con +11, Wis +9, Cha +9 dies, a swallowed creature is no longer restrained by it and
can escape from the corpse by using 15 feet of movement,
Damage Immunities acid, poison
Damage Resistances bludgeoning, piercing, and slashing exiting prone.
from nonmagical attacks Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Condition Immunities poisoned, prone target. Hit: 15 (2d8 + 6) bludgeoning damage.
Skills Perception +9, Stealth +6
Senses darkvision 120 ft., passive Perception 19 LEGENDARY ACTIONS
Languages Draconic
The aionian dragon can take 3 legendary actions, choosing
Proficiency Bonus +6
Challenge 17 (18,000 XP) from the options below. Only one legendary action option
can be used at a time, and only at the end of another
Acid Blood. A creature within 5 feet of the aionian dragon
takes 5 (1d10) acid damage whenever it hits the dragon creature's turn. The aionian dragon regains spent
legendary actions at the start of its turn.
with a melee attack that deals piercing or slashing damage.
• Detect. The dragon makes a Wisdom (Perception)
Legendary Resistance (3/Day). If the dragon fails a saving check.
throw, it can choose to succeed instead. • Tail Attack. The dragon makes a tail attack.
Wakeful. The aionian dragon never sleeps. • Chomp (Costs 2 Actions). The aionian dragon makes
one bite attack or uses its Swallow.
ACTIONS
113 | P a g e

creatures. Any creature that starts its turn in the aura must
succeed on a DC 19 Constitution saving throw or take 14
(4d6) poison damage. A creature that succeeds on the save
is immune to this hydra's Contamination for 24 hours.
Hold Breath. The hydra can hold its breath for 1 hour.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Multiple Heads. The hydra has nine heads. While it has
more than one head, the hydra has advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious. Whenever
the hydra takes 25 or more damage in a single turn, one of
its heads dies. If all its heads die, the hydra dies. At the end
of its turn, it grows two heads for each of its heads that
died since its last turn, unless it has taken fire damage
since its last turn. The hydra regains 10 hit points for each
What at first appeared to be multiple snakes tangled up head regrown in this way.
with each other is in fact a multi-headed best, all of them Reactive Heads. For each head the hydra has beyond one,
connected to one large serpent body. it gets an extra reaction that can be used only for
opportunity attacks.
Hydras are reptile-like monsters with nine heads. A Wakeful. While the hydra sleeps, at least one of its heads
hydra is gray brown to dark brown, with a light yellow or is awake.
tan underbelly. The eyes are amber, and the teeth are
yellow-white. It is about 20 feet long and weighs about ACTIONS
4,000 pounds.
Multiattack. The hydra makes as many attacks as it has
Deadly by Nature. Hydras are extremely poisonous, such
heads plus one to constrict.
that their blood is used in arrows to slay even more
• Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
fearsome opponents. Their breath is dire enough to kill a one target. Hit: 10 (1d10 + 5) piercing damage plus 4
man where he stands, but even the miasma that surrounds (1d8) poison damage.
them can poison attackers even while the hydra sleeps. • Constrict. Melee Weapon Attack: +10 to hit, reach 5
ft., one Large or smaller creature. Hit: 16 (2d10 + 5)
bludgeoning damage. The target is grappled (escape
DC 19) if the hydra isn't already constricting a
Huge Dragon, Typically Chaotic Evil creature, and the target is restrained until this
grapple ends.
Armor Class 15 (natural armor) Poison Breath (Recharge 5-6). The dragon exhales poison
Hit Points 230 (20d12 + 100) in a 60-foot cone. Each creature in that cone must make a
Speed 30 ft., swim 30 ft. DC 15 Dexterity saving throw, taking 54 (12d8) poison
damage on a failed save, or half as much damage on a
STR DEX CON INT WIS CHA successful one.
20 12 20 2 (-4) 10 7 (-2) Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
(+5) (+1) (+5) (+0) target. Hit: 14 (2d8 + 5) bludgeoning damage.

Saving Throws Dex +7, Con +12, Wis +7, Cha +5 LEGENDARY ACTIONS
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing The hydra can take 3 legendary actions, choosing from the
from nonmagical attacks options below. Only one legendary action option can be
Condition Immunities poisoned, prone used at a time, and only at the end of another creature's
Skills Perception +24, Stealth +7 turn. The hydra regains spent legendary actions at the start
Senses darkvision 120 ft., passive Perception 34 of its turn.
Languages – • Detect. The dragon makes a Wisdom (Perception)
Proficiency Bonus +6 check.
Challenge 19 (22,000 XP) • Tail Attack. The dragon makes a tail attack.
• Summon Crab (Costs 2 Actions). The hydra summons
Contamination. The hydra emits an aura of corruption 30 a karkinos.
feet in every direction. Plants that aren't creatures wither
in the aura, and the ground in it is difficult terrain for other
P a g e | 114

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It


then makes two attacks: one with its bite and one to
constrict.
• Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage.
• Constrict. Melee Weapon Attack: +13 to hit, reach 20
ft., one Large or smaller creature. Hit: 19 (2d10 + 8)
bludgeoning damage. The target is grappled (escape
DC 21) if the ketos dragon isn't already constricting a
creature, and the target is restrained until this
grapple ends.
Thunder Breath (Recharge 5-6). The dragon exhales
thunder in a 90-foot cone. Each creature in that cone must
make a DC 20 Constitution saving throw, taking 67 (15d8)
thunder damage on a failed save, or half as much damage
on a successful one.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it must
succeed on a DC 15 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
This sea serpent is entirely aquatic, with hundreds of fins
throw at the end of each of its turns, ending the effect on
dispersed amongst its coils ending in a fish-like tail. Its itself on a success. If a creature's saving throw is successful
eyes flicker brightly when roused and its roar is like or the effect ends for it, the creature is immune to the
thunder. dragon's Frightful Presence for the next 24 hours.
Swallow. The ketos dragon makes one bite attack against a
Ketos dragons enjoy snatching morsels from coasts and Medium or smaller target it is grappling. If the attack hits,
off ships. For this reason, ketos dragons are often given the target is also swallowed, and the grapple ends. While
sacrifices. swallowed, the target is blinded and restrained, it has total
cover against attacks and other effects outside the ketos
dragon, and it takes 21 (6d6) acid damage at the start of
each of the ketos dragon's turns. An ketos dragon can have
Gargantuan Dragon, Typically Chaotic Evil only one creature swallowed at a time. If the ketos dragon
takes 30 damage or more on a single turn from the
Armor Class 22 (natural armor) swallowed creature, the ketos dragon must succeed on a
DC 20 Constitution saving throw at the end of that turn or
Hit Points 367 (21d20 + 147)
Speed 40 ft., swim 40 ft. regurgitate the creature, which falls prone in a space
within 10 feet of the ketos dragon. If the ketos dragon dies,
STR DEX CON INT WIS CHA a swallowed creature is no longer restrained by it and can
27 14 25 8 (-1) 15 14 escape from the corpse by using 15 feet of movement,
(+8) (+2) (+7) (+2) (+2) exiting prone.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
Saving Throws Dex +7, Con +12, Wis +7, Cha +7 target. Hit: 17 (2d8 + 8) bludgeoning damage.
Damage Immunities thunder
Damage Resistances bludgeoning, piercing, and slashing LEGENDARY ACTIONS
from nonmagical attacks
The ketos dragon can take 3 legendary actions, choosing
Condition Immunities prone
Skills Perception +7, Stealth +7 from the options below. Only one legendary action option
can be used at a time, and only at the end of another
Senses darkvision 120 ft., passive Perception 17
Languages Draconic creature's turn. The ketos dragon regains spent legendary
actions at the start of its turn.
Proficiency Bonus +7
Challenge 24 (62,000 XP) • Detect. The dragon makes a Wisdom (Perception)
check.
Amphibious. The dragon can breathe air and water. • Tail Attack. The dragon makes a tail attack.
Legendary Resistance (3/Day). If the dragon fails a saving • Chomp (Costs 2 Actions). The ketos dragon makes
throw, it can choose to succeed instead. one bite attack or uses its Swallow.
115 | P a g e

Huge Dragon, Typically Neutral

Armor Class 19 (natural armor)


Hit Points 256 (19d12 + 133)
Speed 40 ft.

STR DEX CON INT WIS CHA


27 10 25 8 (-1) 19 18
(+8) (+0) (+7) (+4) (+4)

Saving Throws Dex +6, Con +13, Wis +10, Cha +10
Damage Immunities fire
This massive serpent has three rows of hooked teeth, a
Damage Resistances bludgeoning, piercing, and slashing
threefold quivering tongue, and a gilded forehead. Green from nonmagical attacks
spumes drips from its fangs and its eyes glitter with Condition Immunities prone
malevolence. Skills Perception +10, Stealth +6
Senses darkvision 120 ft., passive Perception 20
Nemeios dragons attack everything in sight, grappling Languages Draconic
and biting. These beasts are primarily found in Achaea. Proficiency Bonus +6
Wyrmlings are sometimes raised as companions to heroes. Challenge 18 (20,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving


throw, it can choose to succeed instead.
Medium Dragon, Typically Neutral
ACTIONS
Armor Class 17 (natural armor)
Multiattack. The dragon makes two attacks: one with its
Hit Points 75 (10d8 + 30)
bite and one to constrict.
Speed 40 ft.
• Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 19 (2d10 + 8) piercing damage.
19 10 17 14 17 12 • Constrict. Melee Weapon Attack: +13 to hit, reach 15
(+4) (+0) (+3) (+2) (+3) (+1) ft., one Large or smaller creature. Hit: 19 (2d10 + 8)
bludgeoning damage. The target is grappled (escape
Saving Throws Dex +3, Con +6, Wis +6, Cha +4 DC 22) if the nemeios dragon isn't already constricting
Damage Immunities fire a creature, and the target is restrained until this
Condition Immunities prone grapple ends.
Skills Perception +6, Stealth +3 Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-
Senses darkvision 60 ft., passive Perception 16 foot cone. Each creature in that line must make a DC 14
Languages Draconic Dexterity saving throw, taking 54 (12d8) fire damage on a
Proficiency Bonus +3 failed save, or half as much damage on a successful one.
Challenge 7 (2,900 XP) Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.
ACTIONS
LEGENDARY ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) The nemeios dragon can take 3 legendary actions,
poison damage. choosing from the options below. Only one legendary
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15- action option can be used at a time, and only at the end of
foot cone. Each creature in that line must make a DC 11 another creature's turn. The nemeios dragon regains spent
Dexterity saving throw, taking 24 (7d6) fire damage on a legendary actions at the start of its turn.
failed save, or half as much damage on a successful one. • Detect. The dragon makes a Wisdom (Perception)
check.
• Tail Attack. The dragon makes a tail attack.
• Bite (Costs 2 Actions). The nemeios dragon makes
one bite attack.
P a g e | 116

This huge giant's head is covered with one hundred eyes,


each blinking at different times so it never misses a thing.

Argus giants are the perfect guardians. They are called


the "All Seeing" because they have one hundred eyes in
their heads, sleeping two at a time while the rest remain on
guard.
Sacred to Hera. The original argos giant was named
Panoptes, who lived in the Argolis in the Peloponnese.
When Zeus was consorting with the nymph Io, Hera
discovered them in the act. Zeus quickly transformed Io
into a white heifer, but Hera was not deceived and
demanded the animal as a gift. She appointed Panoptes as
its guard. Panoptes' achievements were legendary: he slew
a bull that ravaged Arcaida, a satyr robber, the serpent
Echidna, and the murderers of Apis. Distressed, Zeus sent
Hermes on a rescue mission. Hermes lulled Panoptes to
sleep with his music and then cut off his head. Distressed,
Hera placed Panoptes eyes on the feathers of a peacock.

Huge Giant, Typically Lawful Neutral

Armor Class 16 (chainmail)


Hit Points 184 (16d12 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 15 (+2) 20 (+5) 17 (+3) 23 (+6) 16 (+3)

Skills Insight +9, Perception +109


Senses truesight 120 ft., passive Perception 119
Languages Common, Giant
Proficiency Bonus +3
Challenge 7 (2,900 XP)

Multiple Eyes. The argus has advantage on saving throws against being blinded.
Vigilant. The argus can't be surprised.
Wakeful. While the argus sleeps, at least one of its pairs of eyes are awake.

ACTIONS

Multiattack. The argus attacks twice with its greatclub or makes one greatclub attack and uses Weird Insight once.
• Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
• Weird Insight. The argus targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception)
check against the argus’ Wisdom (Insight) check. If the argus wins, it magically learns one fact or secret about the target. The
target automatically wins if it is immune to being charmed.
117 | P a g e

Cacus giants are fond of stealing cattle, dragging them by


their tails on their backs so that they are impossible to
track. Cacus giants lair in labyrinths underground, further
concealed by their smoke breath.
Some cacus giants have bright orange hair. An adult male
is 12 feet tall, has a chest that measures 9 feet around, and
weighs about 7,000 pounds. Females are slightly shorter
and lighter. Cacus giants can live to be 350 years old.
Cacus giants wear sturdy cloth or leather garments
colored red, orange, yellow, or black. Warriors wear
helmets and half-plate armor of blackened steel.
Blessed of Hephaestus. The original cacus was a
monstrous, fire-breathing giant who dwelt in a cave on the
Aventine Hill in Latium. Hercules slew him when they
crossed after dispatching Geryon. Cacus foolishly
attempted to steal the bulls Hercules had in turn taken from
Geryon, dragging them backwards by their tails. To
Geryon's dismay all of his defenses failed him and Hercules
burrowed him out of the volcano.
Cacus giants heat their rocks in a nearby fire, geyser, or
lava pools, so that they deal extra fire damage.
Terrible in both appearance and demeanor, this giant
has stiff, bristly hair covering his head and face. Licks of
flame and smoke curl from its lips.

Huge Giant, Typically Neutral Evil

Armor Class 14 (hide armor)


Hit Points 162 (13d12 + 78)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Dex +4, Con +11


Skills Perception +7, Stealth +4, Survival +7
Damage Immunities fire
Senses darkvision 120 ft., truesight 60 ft., passive Perception 17
Languages Common, Giant
Proficiency Bonus +5
Challenge 14 (11,500 XP)

Labyrinthine Recall. The argus giant can perfectly recall any path he has traveled, and he is immune to the maze spell.

ACTIONS

Multiattack. The giant makes two greatclub attacks.


• Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +1 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Fire Breath (Recharge 5–6). The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 11 Dexterity
saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Smoke Cloud (Recharge 6). The cacus giant exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each
creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of the cacus giant’s next turn. Creatures completely in
the cloud are blinded and can't be seen.
P a g e | 118

Siege Monster. The Charybdis giant deals double damage


to objects and structures.

ACTIONS

Multiattack. The charybdis giant makes two slam attacks


or two water jet attacks.
• Slam. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 25 (3d10 + 9) bludgeoning damage,
and the target is grappled (escape DC 23). The
charybdis giant can grapple up to four targets. When
the charybdis giant moves, all creatures it is grappling
move with it.
• Water Jet. Ranged Weapon Attack: +15 to hit, range
120 ft., one target. Hit: 21 (6d6) bludgeoning damage,
and the target is knocked prone if it fails a DC 23
Strength saving throw.

LEGENDARY ACTIONS
This tremendous giant's hair sways with the currents of
The charybdis giant can take 3 legendary actions, choosing
the water as its cheeks puff up, sucking in thousands of
from the options below. Only one legendary action can be
gallons, only to expel them a moment later.
used at a time and only at the end of another creature's
turn. the charybdis giant regains spent legendary actions at
Charybdis giants are cursed to live beneath the sea, the start of its turn.
overcome with an all-consuming thirst that they struggle to • Crush. One creature that the charybdis giant is
quench, even sequestered at the bottom of the ocean. They grappling is crushed for 25 (3d10 + 9) bludgeoning
take out their frustrations on the ships in the sea above and damage.
use their special powers to wreck all who cross them. • Fling (Costs 2 Actions). The charybdis giant releases
one creature it is grappling by flinging the creature up
to 60 feet away from it, in a direction of its choice. If
the flung creature comes into contact with a solid
Gargantuan Giant, Typically Neutral Evil surface, such as a wall or floor, the creature takes 1d6
bludgeoning damage for every 10 feet it was flung.
Armor Class 15 (natural armor) • Whirlpool (Costs 3 Actions). The charybdis giant
Hit Points 341 (22d20 + 110) targets a body of water at least 100 feet square and
Speed 0 ft., swim 100 ft. 50 feet deep, causing a whirlpool to form in the
center of the area. The whirlpool forms a vortex that
STR DEX CON INT WIS CHA is 10 feet wide at the base, up to 100 feet wide at the
29 14 20 12 18 12 top, 50 feet tall, and lasts for 1 minute or until the
(+9) (+2) (+5) (+1) (+4) (+1) charybdis giant is incapacitated. Any creature or
object in the water and within 50 feet of the vortex is
Saving Throws Str +10, Con +11 pulled 10 feet toward it. A creature can swim away
Damage Resistances bludgeoning, piercing, and slashing from the vortex by succeeding on a DC 23 Strength
from nonmagical attacks (Athletics) check. When a creature enters the vortex
Damage Immunities acid, cold, poison for the first time on a turn or starts its turn there, it
Condition Immunities poisoned, prone, restrained must make a DC 23 Strength saving throw. On a failed
Senses blindsight 120 ft., passive Perception 14 save, the creature takes 18 (4d8) bludgeoning
Languages Aquan, Giant damage and is caught in the vortex until it ends. On a
Proficiency Bonus +6 success, the creature takes half damage and isn't
Challenge 17 (18,000 XP) caught in the vortex. A creature caught in the vortex
can use its action to try to swim away from the vortex
Amphibious. The Charybdis giant can breathe air and as described above, but it has disadvantage on the
water. Strength (Athletics) check to do so. The first time each
Legendary Resistance (3/Day). If the Charybdis giant fails a turn that an object enters the vortex, the object takes
saving throw, she can choose to succeed instead. 18 (4d8) bludgeoning damage. This damage occurs
Magic Resistance. The charybdis giant has advantage on each round it remains in the vortex.
saving throws against spells and other magical effects.
119 | P a g e

Each of these earthborn monsters is equipped with six


great arms, two springing from his shoulders, and four
below from his prodigious flanks.

The gegenee is a hulking, misshapen biped. An adult


stands some 10 feet tall and weighs about 900 pounds.
Gegenees speak a crude dialect of Common and Giant.
Gegenee are unabashed cannibals and will set upon any
whom they can catch.
Blessed of Hera. The gegenees live on Bear Mountain in
Mysia, close to the rich mainland of Phrygia. The isthmus,
with its two shores, lies east of the River Aesepus. The
nearby isthmus and plain belong to the Doliones, led by
King Cyzicus. Under the protection of Poseidon, the
Gegenees didn't dare attack, but when the Argonauts
encountered them, they were brought low by spears and
arrows.
Gegenees charge into melee combat unless their
opponents are out of reach, in which case they throw rocks.
They sometimes try to overrun armored opponents to reach
unarmored opponents in back ranks. With its first few
melee attacks, a gegenee tends to flail about
indiscriminately. After a few rounds, it concentrates on foes
that have been hitting it most often.

Large Giant, Typically Neutral Evil

Armor Class 15 (hide armor)


Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +5, Survival +3


Senses passive Perception 13
Languages Common, Giant
Proficiency Bonus +2
Challenge 4 (1,100 XP)

ACTIONS

Multiattack. The giant makes three greatclub attacks or three ranged attacks.
• Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
• Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

.
P a g e | 120

Geryons are herdsman by trade and are experts at


monitoring their sheep with their three sets of eyes.
Geryons are leaders of men and are often valued as
national treasures by city-states where they rule. Crossing a
geryon means crossing its servants and even entire armies.
They are fond of orthus hounds and often keep them
domesticated.
King of Erytheia. The original geryon giant was a ruler
of the island of Erytheia, where he kept magnificent oxen.
Hercules was commanded by Eurystheus to fetch Geryon's
oxen. Landing in Libya, Diodorus made Hercules collect a
large fleet in Crete to sail against Crysaor, a king of Iberia.
Hercules performed many feats along the way, having
earned a golden boat from Helios. It was in that boat that he
slew Geryon and his minions.
Adult geryons are about 13 feet tall and weigh 5,200
pounds. They live about 75 years.
This bizarre giant has the bodies of three men joined into
one at the belly, but splitting into three again from the
flanks and thighs down. A pair of huge bat wings juts from
the middle torso's back.

Large Giant, Typically Neutral

Armor Class 20 (cuirass, shields)


Hit Points 75 (10d10 + 20)
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 8 (-1) 15 (+2) 12 (+1) 10 (+0) 18 (+4)

Skills Animal Handling +3, Perception +9, Persuasion +7, Survival +3


Senses passive Perception 19
Languages Common, Giant
Proficiency Bonus +3
Challenge 6 (2,300 XP)

Three Heads. The geryon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the geryon's heads is asleep, its other head is awake.

ACTIONS

Multiattack. The geryon makes three attacks with its dory spears.
• Dory Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
121 | P a g e

From the shoulders of this gigantic amalgam of beings can grapple up to four targets. When the giant moves,
spring fifty heads and a hundred arms. all creatures it is grappling move with it.
• Pummel. The giant pounds six of its fists at a point on
Sons of Gaia and Uranus, betrayed by their father and the ground within 20 feet of it. Any creature in a 20-
locked in Tartarus, Zeus later enlisted them in the war foot-radius, 20-foot-high cylinder centered on this
against the Titans and set them as guardians to Tartarus. point must succeed on a DC 18 Dexterity saving throw
or take 33 (6d10) bludgeoning damage and fall prone.
Structures, as well as nonmagical objects that are
neither being worn nor carried, take the same
amount of damage if they are in the cylinder (no
Gargantuan Giant, Typically Lawful Neutral
save).
• Fling. One Large or smaller object held or creature
Armor Class 22 (natural armor)
grappled by the giant is thrown up to 60 feet in a
Hit Points 512 (25d20 + 250)
random direction and knocked prone. If a thrown
Speed 50 ft.
target strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown.
STR DEX CON INT WIS CHA
If the target is thrown at another creature, that
30 15 30 10 8 (-1) 24
creature must succeed on a DC 18 Dexterity saving
(+10) (+2) (+10) (+0) (+7)
throw or take the same damage and be knocked
prone.
Damage Immunities lightning, thunder
Boulder Barrage (Recharge 4–6). The giant throws
Damage Resistances bludgeoning, piercing, and slashing
boulders in a 90-foot cone. Each creature in that area must
from nonmagical attacks
make a DC 18 Dexterity saving throw, taking 88 (25d6)
Skills Perception +7
bludgeoning damage on a failed save, or half as much
Senses truesight 120 ft., passive Perception 17
damage on a successful one.
Languages Common, Giant
Proficiency Bonus +8
LEGENDARY ACTIONS
Challenge 26 (90,000 XP)
The giant can take 3 legendary actions, choosing from the
Multiple Heads. The giant has fifty heads. While it has
options below. Only one legendary action can be used at a
more than one head, the giant has advantage on saving
time and only at the end of another creature's turn. the
throws against being blinded, charmed, deafened,
giant regains spent legendary actions at the start of its
frightened, stunned, and knocked unconscious. Whenever
turn.
the giant takes 10 or more damage in a single turn, one of
• Fling. The giant makes one slam attack or uses its
its heads dies. If all its heads die, the giant dies.
Fling.
Reactive Heads. For each head the giant has beyond one,
it gets an extra reaction that can be used only for • Thundercrack (Costs 2 Actions). The giant unleashes a
opportunity attacks. terrible thundercrack in a 100-foot-radius sphere
Wakeful. While the giant sleeps, at least one of its heads is centered on himself. All other creatures in the area
awake. must succeed on a DC 26 Constitution saving throw or
Legendary Resistance (3/Day). If the giant fails a saving take 31 (9d6) thunder damage and be deafened for 1
throw, it can choose to succeed instead. minute. On a successful save, a creature takes half as
Magic Resistance. The giant has advantage on saving much damage and is deafened until the start of the
throws against spells and other magical effects. giant's next turn.
Magic Weapons. The giant’s weapon attacks are magical. • Screaming Gale (Costs 3 Actions). The giant releases
Innate Spellcasting. The giant's innate spellcasting ability is a blast of thunder and wind in a line that is 1 mile
Charisma (spell save DC 23). It can innately cast the long and 20 feet wide. Objects in that area take 22
following spells, requiring no material components: (4d10) thunder damage. Each creature there must
• At will: detect magic, fog cloud, light succeed on a DC 18 Dexterity saving throw or take 22
(4d10) thunder damage and be flung up to 60 feet in
• 3/day each: feather fall, fly, misty step, telekinesis
a direction away from the line. If a thrown target
• 1/day each: control weather, gaseous form
collides with an immovable object, such as a wall or
floor, the target takes 3 (1d6) bludgeoning damage
ACTIONS
for every 10 feet it was thrown before impact. If the
target would collide with another creature instead,
Multiattack. The giant makes three melee attacks and
that other creature must succeed on a DC 18
then uses Fling or Pummel.
Dexterity saving throw or take the same damage and
• Slam. Melee Weapon Attack: +18 to hit, reach 20 ft.,
be knocked prone.
one target. Hit: 29 (3d12 + 10) bludgeoning damage,
and the target is grappled (escape DC 26). The giant
P a g e | 122

This massive humanoid is hairier than usual, even for a


giant of its size. It has thick eyebrows and a squat nose,
with black, beady eyes.

Polyphonte was the granddaughter of Ares, who scorned


womanhood and preferred to hunt like Artemis. Infuriated
by Polyphonte's behavior, Aphrodite decided to punish her
by forcing the mortal to fall in love with a bear. The results
of their union are the oreios.
Oreios giants look much like normal giants, though
slightly stockier, and with coarser, stiffer hair and stiff. In
their hybrid forms they are terrifying foes, wielding their
axes and bite to good effect.
Sacred to Ares. The original giants were spawned
through an argument with two different gods, Aphrodite
and Artemis. Polyphonte scored Aphrodite's worship and
went to the mountains to practice Artemis' sports instead.
This displeased Aphrodite, who made Polyphonte fall in
love with a bear. Disgusted, Artemis turned all beasts
against the mortal. Polyphonte fled to her father's house
and raised the half-bear children, who honored neither god
nor man. Zeus sent Hermes to punish them as he saw fit,
but they were ultimately Ares' kin and so he rescued them
before Hermes could chop off their hands and feet.

Huge Giant, Typically Neutral

Armor Class 14 (hide)


Hit Points 210 (20d12 + 80)
Speed 40 ft. (climb 30 ft. in bear or hybrid form)

STR DEX CON INT WIS CHA


21 (+5) 12 (+1) 19 (+4) 11 (+0) 12 (+1) 12 (+1)

Skills Animal Handling +5, Perception +7, Survival +5


Damage Immunities bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Senses passive Perception 17
Languages Common, Giant (can't speak in bear form)
Proficiency Bonus +4
Challenge 11 (7,200 XP)

Shapechanger. The oreios giant can use its action to polymorph into a Huge bear-humanoid hybrid or into a Huge bear, or back into
its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The oreios giant has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. In bear form, the oreios giant makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid
form, it can attack like a bear or a humanoid.
• Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
• Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8+ 5) slashing
damage.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
123 | P a g e

What at first appeared to be a golden warhorse is


actually a clockwork horse made of gold. Its eyes are made
of glittering gems, steam puffs from its nostrils, and flames
flicker from its jaws.

A hippokabeiro is a golem that is about the size of a


warhorse.
Sacred to Hephaestus. Hephaestus crafted the original
pair of hippokabeiro for his sons, the two gods known as
Kabeiroi. Hephaestus crafts these golems for his faithful
followers and heroes who please him.

Large Construct (Clockwork, Gold), Typically Neutral

Armor Class 17 (natural armor)


Hit Points 33 (6d10)
Speed 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 10 (+0) 13 (+1) 13 (+1) 12 (+1)

Damage Immunities necrotic, poison, psychic


Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Understands Common but cannot speak
Proficiency Bonus +2
Challenge 4 (700 XP)

Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make
a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine
Malfunction table in 5E RPG: Steampunk Adventures.
Constructed Nature. The golem doesn't require air, food, drink, or sleep.
Repairable. A DC 14 tinker’s tools check restores one hit point for each point rolled over the DC.
Trampling Charge. If the hippokabeiro moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the
same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the hippokabeiro
can make another attack with its hooves against it as a bonus action.

ACTIONS

Multiattack. The hippokabeiro makes two attacks, one with its hooves and one with its bite.
• Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
• Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6). The hippokabeiro exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity
saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
P a g e | 124

A massive, magnificent construct, this gigantic eagle has


golden plumage from head to tail. Its glittering eyes are
made of gemstones.

These enormous creatures are 30 feet long from the beak


to the base of the tail, with wingspans as wide as 80 feet. A
Kaukasios weighs about 8,000 pounds.
Made for Torture. The chief purpose of kaukasios
golems is to torture titans, feasting on their flesh despite not
gaining any nourishment from it.
A Kaukasios attacks from the air, swooping earthward to
snatch prey in its powerful talons and carry it off for itself
and its young to devour.

Gargantuan Construct (Clockwork, Gold), Typically Neutral

Armor Class 17 (natural armor)


Hit Points 189 (18d20)
Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA


28 (+9) 15 (+2) 10 (+0) 2 (-4) 13 (+1) 11 (+0)

Skills Perception +6
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages -
Proficiency Bonus +5
Challenge 13 (10,00 XP)

Assassinate. During its first turn, the kaukasios has advantage on attack rolls against any creature that hasn't taken a turn. Any hit
the kaukasios scores against a surprised creature is a critical hit.
Clockwork Engine. When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make
a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine
Malfunction table in 5E RPG: Steampunk Adventures.
Constructed Nature. The golem doesn't require air, food, drink, or sleep.
Keen Sight. The kaukasios has advantage on Wisdom (Perception) checks that rely on sight.
Repairable. A DC 14 tinker’s tools check restores one hit point for each point rolled over the DC.

ACTIONS

Multiattack. The kaukasios makes two attacks: one with its beak and one with its talons.
• Beak. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
• Talons. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled
(escape DC 22). Until this grapple ends, the target is restrained, and the kaukasios can't use its talons on another target.
125 | P a g e

Damage Immunities fire, necrotic, poison, psychic


Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages -
Proficiency Bonus +3
Challenge 8 (3,900 XP)

Constructed Nature. The golem doesn't require air, food,


drink, or sleep.
Frightful Presence. Each creature of the khalkotauro's
choice that is within 120 feet of the khalkotauro and aware
of it must succeed on a DC 12 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw is
This massive bull appears to be sculpted from a single successful or the effect ends for it, the creature is immune
piece of bronze. Its eyes glow with a terrible rage and to the khalkotauro's Frightful Presence for the next 24
flames shoot from its nostrils. hours.
Heated Body. A creature that touches the khalkotauro or
These bronze bulls were crafted by Hephaestus and were hits it with a melee attack while within 5 feet of it takes 7
given as a gift to Aeetes, the king of Colchis. (2d6) fire damage.
A typical khalkotauro stands over 6 feet tall at the Repairable. A DC 11 tinker’s tools check restores one hit
shoulder and measures 8 feet from snout to tail. It weighs point for each point rolled over the DC.
about 4,000 pounds. The sight of a kholkotauro inspires Steam Engine. When the construct dies, it inflicts 20 (6d6)
terror; they are living furnaces, heated metal that burns fire damage in a 10 ft. radius. Creatures in the radius can
make a DC 11 Dexterity saving throw for half damage.
from some divine internal flame.
Alternately, when it suffers a critical hit or dies, roll on the
Scared to Hephaestus. These bronze bulls were gifted by
Steam Engine Malfunction table in 5E RPG: Steampunk
Haphaestus to King Aeetes of Colchis. When Jason and the
Adventures.
Argonauts arrived in Colchis looking for the Golden Trampling Charge. If the khalkotauro moves at least 20
Fleece, Aeetes demanded Jason yoke the bulls and plow a feet straight toward a creature and then hits it with a gore
field with dragon's teeth. attack on the same turn, that target must succeed on a DC
Khalkotauroi are nothing if not aggressive. They attack 16 Strength saving throw or be knocked prone. If the target
intruders on sight, attempting to trample, gore, or burn is prone, the khalkotauro can make one attack with its
them. Whenever possible, a khalkotauro begins an hooves against it as a bonus action.
encounter by charging at its opponents.
ACTIONS

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 18 (2d12 + 5) piercing damage plus 7 (2d6) fire
Large Construct (Bronze, Steam), Typically Neutral
damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Armor Class 20 (natural armor)
target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6)
Hit Points 44 (8d10)
fire damage.
Speed 40 ft.
Fire Breath (Recharge 5-6). The khalkotauro exhales fire in
a 15-foot cone. Each creature in that area must make a DC
STR DEX CON INT WIS CHA
11 Dexterity saving throw, taking 24 (7d6) fire damage on a
21 10 10 2 (-4) 12 9 (-1)
failed save, or half as much damage on a successful one.
(+5) (+0) (+0) (+1)

Skills Perception +4
P a g e | 126

STR DEX CON INT WIS CHA


15 15 10 12 12 17
(+2) (+2) (+0) (+0) (+1) (+3)

Skills Perception +3, Performance +5


Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Proficiency Bonus +2
Challenge 1 (200 XP)

Antimagic Susceptibility. The construct is incapacitated


while in the area of an antimagic field. If targeted by dispel
magic, the construct must succeed on a Constitution
saving throw against the caster's spell save DC or fall
unconscious for 1 minute.
Orgone Engine. When the construct dies, it inflicts 10 (3d6)
psychic damage in a 5 ft. radius. Creatures in the radius can
make a DC 12 Dexterity saving throw for half damage.
Alternately, when it suffers a critical hit or dies, roll on the
Orgone Engine Malfunction table in 5E RPG: Steampunk
Adventures.
Constructed Nature. The golem doesn't require air, food,
drink, or sleep.
Repairable. A DC 14 tinker’s tools check restores one hit
point for each point rolled over the DC.

ACTIONS

Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) bludgeoning damage.
Repair (3/Day). The khrysea can restore (9) 2d8 hit points
to itself or to one construct or object within 5 feet of it.
Luring Song. The khrysea sings a magical melody. Every
humanoid and giant within 300 feet of the khrysea that can
These statues crafted of gold act and move like real hear the song must succeed on a DC 11 Wisdom saving
women, despite the cold gaze of their unseeing eyes. throw or be charmed until the song ends. The khrysea
must take a bonus action on its subsequent turns to
The khryseai are beautiful women-shaped automatons, continue singing. It can stop singing at any time. The song
magical singers crafted by Hephaestus out of gold to adorn ends if the khrysea is incapacitated. While charmed by the
the first, mythical temple of Apollon at Delphi. They are khrysea, a target is incapacitated and ignores the songs of
often sent as companions to other constructs to help other khryseai. If the charmed target is more than 5 feet
maintain them; if pressed, they can use their musical talent away from the khrysea, the target must move on its turn
to lure attackers into an ambush with their sponsored toward the khrysea by the most direct route. It doesn't
construct. avoid opportunity attacks, but before moving into
damaging terrain, such as lava or a pit, and whenever it
takes damage from a source other than the khrysea, a
target can repeat the saving throw. A creature can also
repeat the saving throw at the end of each of its turns. If a
Medium Construct (Gold, Orgone), Typically Neutral creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this khrysea's
Armor Class 13 (natural armor) song for the next 24 hours.
Hit Points 31 (7d8)
Speed 30 ft.
127 | P a g e

This watchdog is crafted entirely out of gold. It scans the


surrounding area with mechanical intensity.

Kuon golems are shaped in the form of large mastiffs,


entirely out of gold. Kuon golems stand their ground,
barking if an intruder approaches, only attacking when a
trespasser attempts to pass them.

Medium Construct (Gold, Orgone), Typically Neutral

Armor Class 16 (natural armor)


Hit Points 26 (4d8 + 8)
Speed 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 11 (+0)

Skills Perception +4
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 14
Languages Understands Common but cannot speak
Proficiency Bonus +2
Challenge 1 (200 XP)

Antimagic Susceptibility. The construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the
construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Constructed Nature. The golem doesn't require air, food, drink, or sleep.
Keen Hearing and Smell. The kuon has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Orgone Engine. When the construct dies, it inflicts 10 (3d6) psychic damage in a 5 ft. radius. Creatures in the radius can make a DC
12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Orgone Engine Malfunction
table in 5E RPG: Steampunk Adventures.
Repairable. A DC 14 tinker’s tools check restores one hit point for each point rolled over the DC.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
Bark. When a creature that is not an ally of the kuon's master approaches within 30 feet of the kuon, it barks, audible within 300
feet of it. The kuon continues to bark until the disturbance moves out of range and for 1d4 of the kuon's turns afterward.
P a g e | 128

At over eight feet tall and nearly nine hundred pounds,


each of these massive limestone statues has a distinctive t-
shaped brow and nose, with two wide staring circles for
eyes. They are ceremonially equipped for combat
according to their station, with boxers wear cesti and
shields, archers wielding bows, and warriors wielding
swords and shields.

Limestone golems are ritualistic guardians buried in


giants' tombs. Giants carve them as a sort of honor guard
for their dead, ensuring that grave despoilers do not dare
trespass on their great tombs. Limestone golems are crafted
by stone giants, but hill giants and other species will often
pay for their creation for particularly esteemed giant
chieftains.
Giant tombs can have over twenty of these golems
depending on the giant's status, with three boxers, two
archers ,and one warrior per tomb for lower-ranking nobles
(CR 1-7); six boxers, four archers, and two warriors for
mid-tier leaders (CR 8-16); and 12 boxers, eight archers,
and four warriors for the highest ranking chieftains (CR
17+).

Limestone warriors wield swords and shields. They are


considered the leaders of the retinue that guards a giant's
tomb and are the rarest of the three limestone golem types.

The most common limestone warrior, these figures wield


a cestus in one hand and hold a shield overhead in the
other, in greeting or salute.

Not as common as boxers but less common than


warriors, archers hold a cestus in one hand that wields a
bow, and have a hand open in greeting, palm facing
upwards as was traditional at the time.
129 | P a g e

Large Construct (Stone, Wyrd), Typically Lawful Neutral

Armor Class 17 (archer) or 19 (boxer or warrior)


Hit Points 95 (10d10 + 40)
Speed 25 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Skills Perception +3
Damage Immunities cold, necrotic, poison, psychic
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Proficiency Bonus +4
Challenge 7 (2,900 XP)

Antimagic Susceptibility. The construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the
construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Constructed Nature. The golem doesn't require air, food, drink, or sleep.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Repairable. A DC 12 mason’s tools check restores one hit point for each point rolled over the DC.
Wyrd Engine. When the construct dies, it inflicts 20 (6d6) psychic damage in a 10 ft. radius. Creatures in the radius can make a DC
10 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Orgone Engine Malfunction
table in 5E RPG: Steampunk Adventures.

ACTIONS

Multiattack. The golem makes two melee or ranged attacks.


• Cestus (boxer or archer only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
• Sword (warrior only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
• Shield Bash (boxer or warrior only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (4d4 + 4) bludgeoning
damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
• Shortbow (archer only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (2d6) piercing damage.
P a g e | 130

Condition Immunities frightened, paralyzed, petrified,


poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Understands Common but does not speak
Proficiency Bonus +5
Challenge 15 (13,000 XP)

Construct Fortitude. If damage reduces the talos golem to


0 hit points, it must make a Constitution saving throw with
a DC of 5 + the damage taken, unless the damage is
piercing or from a critical hit. On a success, the talos golem
drops to 1 hit point instead.
Constructed Nature. The golem doesn't require air, food,
drink, or sleep.
Fire Absorption. Whenever the talos is subjected to fire
damage, it takes no damage and instead regains a number
of hit points equal to the fire damage dealt.
Heated Body. A creature that touches the talos or hits it
with a melee attack while within 5 feet of it takes 10 (3d6)
fire damage.
Heated Weapons. Any metal melee weapon the talos
wields deals an extra 10 (3d6) fire damage on a hit
(included in the attack).
Repairable. A DC 11 tinker’s tools check restores one hit
point for each point rolled over the DC.
Steam Engine. When the construct dies, it inflicts 40
(12d6) fire damage in a 15 ft. radius. Creatures in the
A titanic humanoid sculpted of bronze stands at the
radius can make a DC 15 Dexterity saving throw for half
ready, its unseeing eyes and expressionless but finely
damage. Alternately, when it suffers a critical hit or dies,
sculpted features surveying its surroundings. roll on the Steam Engine Malfunction table in 5E RPG:
Steampunk Adventures.
This golem has a humanoid body made from bronze. A
talos golem can be fashioned in any manner, although it ACTIONS
almost always displays armor of some sort. A talos golem
is 24 feet tall and weighs about 10,000 pounds. Multiattack. The talos makes two melee attacks.
Scared to Hephaestus. Created by Hephaestus, the • Xiphos. Melee Weapon Attack: +12 to hit, reach 15
original talos golem was gifted to King Minos of Crete. It ft., one target. Hit: 17 (3d6 + 7) piercing damage plus
would patrol the island three times a day and, upon spotting 10 (3d6) fire damage.
intruders, heat itself up and throw rocks or grappled its • Fist. Melee Attack: +7 to hit, reach 10 ft., one target.
opponents. It was defeated by an arrow to its one weakness, Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6)
in its ankle, which uncorks the molten lava within. fire damage. If the target is a creature, it is grappled
(escape DC 20). Until the grapple ends, the target is
restrained, and the talos can't use this attack on
anyone else.
Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft.,
Huge Construct (Bronze, Steam), Typically Neutral one target. Hit: 24 (4d10 + 2) bludgeoning damage. If the
target is a creature, it must succeed on a DC 20 Strength
Armor Class 20 (natural armor and shield) saving throw or be knocked prone.
Hit Points 230 (20d12 + 100)
Speed 40 ft. REACTIONS
STR DEX CON INT WIS CHA Rock Catching. If a rock or similar object is hurled at the
24 15 20 10 12 11 talos, the talos can, with a successful DC 10 Dexterity
(+7) (+2) (+5) (+0) (+1) (+0) saving throw, catch the missile and take no bludgeoning
damage from it.
Skills Athletics +12, Perception +6
Damage Vulnerabilities psychic
Damage Immunities fire, necrotic, poison
131 | P a g e

This strange beast has the foreparts of an eagle and the


hindquarters of a lion. The feathers along its back are
black, and those on its front are red, and the wings are
white. Its neck is variegated with feathers of a dark blue; its
eyes shine like fire.

Gryphus are powerful, majestic creatures with the


characteristics of both lions and eagles. From nose to tail,
an adult gryphus can measure as much as 8 feet. Neither
males nor females are endowed with a mane. A pair of
broad, golden wings emerge from the creature’s back and
span 25 feet or more. A gryphus weighs about 500 pounds.
Gold Diggers. Gryphus dig up gold and line their nests
with it, which causes them to inevitably come into conflict
with men. Their beaks and claws are so strong that they can
even dig for gold in the bare rock if they can sense it.
Gryphus are daytime hunters; those seeking gold are
advised to approach their nests at night.

Large Monstrosity, Unaligned

Armor Class 17 (natural armor)


Hit Points 59 (7d10+ 21)
Speed 30 ft., burrow 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 5 (-3) 13 (+1) 8 (-1)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages -
Proficiency Bonus +2
Challenge 3 (700 XP)

Arimaspos Hatred. The gryphus has advantage on attacks against arimaspos.


Keen Sight. The gryphus has advantage on Wisdom (Perception) checks that rely on sight.
Pounce. If the gryphus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the gryphus can make one beak
attack against it as a bonus action.
Treasure Sense. The gryphus can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60
feet of it.

ACTIONS

Multiattack. The gryphus makes two attacks: one with its beak and one with its claws.
• Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
• Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
P a g e | 132

These three withered old women have but one eye and hours. Unless the target is surprised or the revelation of
one tooth between them. the hag's true form is sudden, the target can avert its eyes
and avoid making the initial saving throw. Until the start of
In Greek "graeae" means "old women." That is what they its next turn, a creature that averts its eyes has
appear to be; three old women. The original graeae were disadvantage on attack rolls against the hag.
named Dino, Enyo and Pephredo, but they have many Graea Eye (Coven Only). A graea coven can craft a magic
monstrous sisters and brothers. Each coven of three graeae item called a graea eye, which is made from a real eye
have just one tooth and one eye between them. Their coated in varnish and often fitted to a pendant or other
original parents were Ceto, a daughter of Oceanus, and wearable item. The graea eye is usually entrusted to a
Phorcys, a son of Pondus. The gorgons are related to them minion for safekeeping and transport. A graea in the coven
and the graeae are the ones who guard the path that leads to can take an action to see what the graea eye sees if the
graea eye is on the same plane of existence. A graea eye
the gorgons.
has AC 10, 1 hit point, and darkvision with a radius of 60
A graea's true form is that of a man-sized swan with the
feet. If it is destroyed, each coven member takes 3d10
head and arms of an old woman. They are made of sea psychic damage and is blinded for 24 hours. A graea coven
foam and return to that form if destroyed. can have only one graea eye at a time, and creating a new
one requires all three members of the coven to perform a
ritual. The ritual takes 1 hour, and the graeae can't
perform it while blinded. During the ritual, if the graeae
Medium Elemental, Typically Neutral Evil take any action other than performing the ritual, they must
start over.
Armor Class 14 (natural armor) Shared Spellcasting (Coven Only). While all three members
Hit Points 52 (7d8 + 21) of a graea coven are within 30 feet of one another, they
Speed 30 ft., fly 50 ft. can each innately cast spells. The graea's innate
spellcasting ability is Charisma (spell save DC 12, +4 to hit
STR DEX CON INT WIS CHA with spell attacks) and requiring no material components:
16 13 16 18 17 13 • At will: create or destroy water, detect evil and good,
(+3) (+1) (+2) (+4) (+3) (+1) detect magic, fog cloud, purify food and drink
• 3/day each: tongues, water breathing, water walk
Damage Resistances acid, cold, lightning • 1/day each: conjure elemental (water elemental
Skills Arcana +7, Deception +4, History +7, Insight +6, only), control water, gaseous form
Investigation +7, Nature +7, Perception +6, Religion +7
Senses darkvision 30 ft., passive Perception 16 ACTIONS
Languages Common, Aquan
Proficiency Bonus +2 or +3 Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge 4 (1,100 XP) or 5 (1,800 XP) when part of a target. Hit: 10 (2d6 + 3) piercing damage.
coven Water Jet. The graea magically shoots water in a 60-foot
line that is 5 feet wide. Each creature in that line must
Amphibious. The graea can breathe air and water. make a DC 12 Dexterity saving throw. On a failure, a target
Elemental Demise. If the graea dies, its body disintegrates takes 21 (6d6) bludgeoning damage and, if it is Huge or
into a burst of sea foam, leaving behind only equipment smaller, is pushed up to 20 feet away from the graea and
the graea was wearing or carrying. knocked prone. On a success, a target takes half the
Hag Coven. When graeae must work together, they form bludgeoning damage, but is neither pushed nor knocked
covens, in spite of their selfish natures. A coven is made up prone.
of graeae, all of whom are equals within the group. A Illusory Appearance. The graea covers herself and
coven consists of three graeae so that any arguments anything she is wearing or carrying with a magical illusion
between two graeae can be settled by the third. that makes her look like an ugly creature of her general
Horrific Appearance. Any humanoid that starts its turn size and humanoid shape. The effect ends if the graea
within 30 feet of the graea and can see the hag's true form takes a bonus action to end it or if she dies. The changes
must make a DC 14 Wisdom saving throw. On a failed save, wrought by this effect fail to hold up to physical inspection.
the creature is frightened for 1 minute. A creature can For example, the graea could appear to have no claws, but
repeat the saving throw at the end of each of its turns, someone touching her hand might feel the claws.
with disadvantage if the graea is within line of sight, ending Otherwise, a creature must take an action to visually
the effect on itself on a success. If a creature's saving inspect the illusion and succeed on a DC 15 Intelligence
throw is successful or the effect ends for it, the creature is (Investigation) check to discern that the graea is disguised.
immune to the hag's Horrific Appearance for the next 24
133 | P a g e

Medium Elemental, Typically Chaotic Evil

Armor Class 11 (natural armor)


Hit Points 38 (7d8+7)
Speed 20 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA


12 13 12 7 (-2) 10 6 (-2)
(+1) (+1) (+2) (+0)

Saving Throws Con +4


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Skills Perception +2, Stealth +3
Senses darkvision 60 ft., passive Perception 12
This awful looking being has the upper body of an ugly Languages Common
female and the lower body of a vulture. Its wings and claws Proficiency Bonus +2
are spattered with filth and you can smell its foul stench Challenge 3 (700 XP)
even at a distance.
Dive Attack. If the harpyia is flying and dives at least 30
The harpyiai are spirits of wicked gusts of wind. As such, feet straight toward a target and then hits it with a melee
weapon attack, the attack deals an extra 9 (2d8) damage to
they are the hounds of Zeus, snatching things and people
the target.
from the earth. Unexplainable disappearances are often
Flyby. The harpyia doesn't provoke an opportunity attack
associated with them.
when it flies out of an enemy's reach.
Harpyiai befoul all that is clean and good, a scourge of Keen Sight and smell. The harpyia has advantage on
the gods hell-bent on sullying anything edible. They are the Wisdom (Perception) checks that rely on sight and smell.
picture of foulness and have a disposition to match. In Stench. Any creature other than an infernal harpy that
battle, harpyiai serve as advanced troops, ruining morale starts its turn within 5 feet of the harpy must succeed on a
from above with their excrement. They are particularly DC 12 Constitution saving throw or be poisoned until the
effective in sieges, poisoning water and food supplies. start of the creature's next turn. On a successful saving
Sacred to Zeus. As children of Zeus, harpyiai are not throw, the creature is immune to the stench of all infernal
easy to harm. They are immune to most mundane weapons harpies for 1 hour.
and if pressed, will flee back to the heavens. If pursued by
magical flight, a deity may intervene to protect them. ACTIONS

Multiattack. The harpy makes one attacks with its claws


and uses Befoul.
• Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage. If the
target is a creature, the harpyia can choose to deal no
damage with the attack to disarm the target. The
target must succeed on a DC 11 Strength saving throw
or drop one item it is holding on the ground.
• Befoul (Recharge 6). The harpy befouls one creature
directly below it. If the target is Medium or smaller, it
must succeed on a DC 11 Constitution saving throw or
be poisoned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
P a g e | 134

What appears at first to be a horse is actually a hybrid,


with the foreparts of a horse and the tail, wings, and hind-
legs of a rooster.

Hippolektryons are absurd-looking beasts, a combination


of horse and rooster. A typical hippolektryon is 9 feet long,
has a wingspan of 20 feet, and weighs 1,000 pounds.
Humorous Guardians. They are regularly the butt of
jokes and their humorous appearance is meant to scare
away fiends, darkness, and the restless dead. To that end,
they have a curious position in Greek society; they are both
signs of hope and a laughingstock. A serious hero would
think twice before riding one, but jokesters and agents of
chaos may find their appearance perfectly suited to their
personas.
Hippolektryons dive at their prey and strike with their
clawed hindlegs. When they cannot dive, they attack with
hooves. Mated pairs and flights of these creatures attack in
concert, diving repeatedly to drive away or kill intruders.
Hippolektryons fight to the death to defend their nests and
their hatchlings, which are prized as aerial mounts and
fetch a handsome price in many civilized areas.

Large Monstrosity, Typically Chaotic Neutral

Armor Class 12 (natural armor)


Hit Points 59 (7d10+ 21)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 13 (+1)

Saving Throws Dex +4, Wis +3, Cha +3


Skills Perception +3, Performance +3
Senses darkvision 60 ft., passive Perception 13
Languages -
Proficiency Bonus +2
Challenge 3 (700 XP)

Aura of Radiance. The hippolektryon magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The
hippolektryon can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a
spell of 3rd level or lower, the spell that created that darkness is dispelled.
Tail Feathers (2/Day). The hippolektryon can use a bonus action on its turn to shake its tail feathers at one creature within 30 feet
of it. If the target can see the hippolektryon, the target must succeed on a DC 13 Charisma saving throw or have disadvantage on
ability checks, attack rolls, and saving throws until the start of the hippolektryon's next turn.

ACTIONS

Multiattack. The hippolektryon makes two attacks: one with its hooves and one with its claws.
• Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) radiant
damage.
• Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) radiant damage.
135 | P a g e

This half-horse/half-fish hybrid has the front of an


equine, complete with flowing mane and long, strong legs.
The legs end in fins instead of hooves. The hindquarters are
that of a great fish. The entire body is covered in fine
scales.

A typical hippokampos' scales vary in color from ivory to


deep green, with shade of blue and silver.
Hippokampoi are docile creatures and only fight if
threatened or if an ally is threatened. In combat, they use
their powerful bite or tail slap.
Sacred to Poseidon. It is perhaps not surprising that the
hippokampoi are sacred to Poseidon. They are used by
seafaring beings in service to him as mounts and beasts of
burden to pull their chariots.

Large Monstrosity, Typically Neutral

Armor Class 12 (natural armor)


Hit Points 59 (7d10+ 21)
Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

Skills Perception +3
Senses passive Perception 13
Languages Understands Common but cannot speak
Proficiency Bonus +2
Challenge 2 (450 XP)

Charge. If the hippokampos moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn,
the target takes an extra 7 (2d6) bludgeoning damage.
Amphibious. The hippokampos can breathe air and water.

ACTIONS

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
P a g e | 136

Large Beast, Unaligned

Armor Class 18 (natural armor)


Hit Points 73 (7d10+ 21 + 35)
Speed 60 ft.

STR DEX CON INT WIS CHA


20 17 21 6 (-2) 17 16
(+5) (+3) (+5) (+3) (+3)

Damage Immunities fire, necrotic, poison


Condition Immunities poisoned
Skills Perception +6
Senses passive Perception 16
Languages -
Proficiency Bonus +3
Challenge 7 (2,900 XP)

Charge. If the hippomonokeros moves at least 20 feet


straight toward a target and then hits it with a horn attack
on the same turn, the target takes an extra 9 (2d8) piercing
This creature, which looks like a form of wild ass, is as damage. If the target is a creature, it must succeed on a DC
big as a horse. Its body is white except for the head, which 16 Strength saving throw or be knocked prone.
approaches purple, while its eyes give off a dark blue color. Relentless (Recharges after a Short or Long Rest). If the
It has a horn on its forehead two feet long; the lower part hippomonokeros takes 10 damage or less that would
of the horn is white, the upper part is crimson, while the reduce it to 0 hit points, it is reduced to 1 hit point instead.
middle is jet-black. Sudden Rush. Until the end of the turn, the
hippomonokeros’ speed increases by 120 feet and it
A typical adult hippomonokeros grows to 8 feet in doesn't provoke opportunity attacks.
length, stands 5 feet high at the shoulder, and weighs 1,200
pounds. Females are slightly smaller and slimmer than ACTIONS
males. Their flesh is inedible.
Multiattack. A hippomonokeros makes three attacks: one
A Deadly Panacea. Hippomonokeroi are incredibly fast
with its horn, one with its bite, and one with its hooves.
unicorns capable of fiercely defending themselves, and for
• Horn. Melee Weapon Attack: +8 to hit, reach 5 ft.,
good reason—their horns are a panacea for poisons,
one target. Hit: 9 (1d8 + 5) piercing damage and the
disease, and even bestow fire resistance. Hippomonokeroi target must make a DC 14 Dexterity saving throw or
cannot be taken alive; they fight to the death to protect their takes a permanent and cumulative −1 penalty to the
foals. AC of any armor or shield it is wearing. Armor
Fierce Combatants. A hippomonokeros' horn is reduced to an AC of 10 or a shield that drops to a +0
practically indestructible, and when pitted against man- bonus is destroyed.
made armor are capable of destroying them. In addition to • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
their wicked kicks, hippomonokeroi can use their teeth to target. Hit: 9 (1d8 + 5) piercing damage. If the target
tear weapons out of the grasp of their opponents. is a creature, the hippomonokeros can choose to deal
no damage with the attack to disarm the target. The
target must succeed on a DC 16 Strength saving throw
or drop one item it is holding on the ground.
• Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage.
137 | P a g e

Proficiency Bonus +2
Challenge 2 (450 XP)

Chameleon Fur. The hyaina can change the color of its fur
to match the color and texture of its surroundings. As a
result, it has advantage on Dexterity (Stealth) checks made
to hide.
Corpse Feast. As a bonus action, the hyaina can target one
creature it can see within 5 feet of it that has 0 hit points
and is still alive. The target must succeed on a DC 12
Constitution saving throw or die. If the target dies, the
hyaina regains 10 (3d6) hit points.
Keen Smell. The hyaina has advantage on Wisdom
(Perception) checks that rely on smell.
Mimicry. The hyaina can mimic animal sounds and
humanoid voices. A creature that hears the sounds can tell
they are imitations with a successful DC 11 Wisdom
(Insight) check.
Slippery. The hyaina has advantage on ability checks and
This strange looking beast has the facial features of a
saving throws made to escape a grapple.
short-nosed dog but a body shaped somewhat like a feline Silencing Shadow. When there is a light source within 60
with a long, inflexible neck, an awkward trot, and an awful feet of the hyaina and its shadow is visible, any creature
bay that sounds like laughter. that starts its turn within 30 feet of the hyaina can be
forced to make a DC 14 Constitution saving throw if the
Hyainas are pack hunters infamous for their cunning and hyaina isn't incapacitated and can see the creature. If the
their unnerving vocalizations. They are about 3 feet long saving throw fails, the creature cannot speak for 1 minute.
and weighs about 120 pounds. It can make a saving throw each round at the start of its
Hunters of Men. Hyainas have the capacity to simulate turn to end the effect. Unless surprised, a creature can
human speech. They are cunning enough to learn the names avoid the hyaina's shadow at the start of its turn. If the
of and picks up the name of shepherds and call to them in creature does so, it can't see the hyaina until the start of its
familiar voices in order to lure humans into a trap. They next turn, when it can avoid the hyaina's shadow again. If
also can imitate a person crying out in pain to attract the creature looks at the hyaina in the meantime, it must
predators. immediately make the save.

ACTIONS

Multiattack. The hyaina makes one attack with its gaze


Medium Beast, Unaligned and one with its bite.
• Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Armor Class 14 (natural armor) target. Hit: 8 (1d8 + 4) piercing damage.
Hit Points 32 (5d8 + 10) • Paralyzing Gaze. The hyaina targets one creature it
Speed 50 ft., burrow 10 ft. can see within 30 feet of it. If the target can see the
hyaina, the target must succeed on a DC 12
STR DEX CON INT WIS CHA Constitution saving throw against this magic or be
14 15 15 10 13 6 (-2) paralyzed for 1 minute. The target can repeat the
(+2) (+2) (+2) (+0) (+1) saving throw at the end of each of its turns, ending
the effect on itself on a success. If the target's saving
Skills Perception +3, Deception +0, Stealth +4 throw is successful, or if the effect ends on it, the
Senses passive Perception 13 target is immune to the Paralyzing Gaze of all hyainas
Languages - for 1 hour.
P a g e | 138

Indos worms have teeth strong enough that they can


crush with the greatest ease anything that they get between
them, be it stone, be it animal, tame or wild. Each one is
covered with a hide two fingers thick. During the daytime
they live at the bottom of the river, wallowing in mud and
slime; for that reason they are not to be seen.
Night Feeders. Indos worms are nocturnal, only crawling
onto land at nightfall, attacking all they encounter. They
crush and then drag down their prey into a body of water
and eat it there, devouring every member of the victim
excepting its paunch. They sometimes get hungry during
the day and will ambush animals drinking from the water
by dragging them down.
Weapons of War. Indos worms do have some value as
weapons of war—a thick oil can be extracted from their
bodies. Ten vials of alchemist's fire can be extracted per
worm.
This massive worm is so large that a ten-year old boy
could hardly encircle it with his arms. A single tooth is
attached to the upper jaw, another to the lower, and both
are square and about eighteen inches long.

Large Beast, Unaligned

Armor Class 14 (natural armor)


Hit Points 33 (6d10)
Speed 20 ft., burrow 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 10 (+0) 1 (-5) 10 (+0) 2 (-4)

Condition Immunities blind, prone


Skills Perception +2, Stealth +4
Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 13
Languages -
Proficiency Bonus +2
Challenge 2 (450 XP)

Ambusher. In the first round of a combat, the indos worm has advantage on attack rolls against any creature it surprised.
Amphibious. The indos worm can breathe air and water.
Flammable Blood. If the indos worm drops to half its hit points or fewer, it gains vulnerability to fire damage.
Swamp Camouflage. The worm has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

ACTIONS

Multiattack. The worm makes two attacks: one with its grinding jaws and one to constrict.
• Grinding Jaws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
• Constrict. Melee Weapon Attack: +3 to hit, reach 10 ft., one creature. Hit: 11 (3d6 + 1) bludgeoning damage. If the target is
Medium or smaller, it is grappled (escape DC 11) and pulled 5 ft. toward the indos worm. Until this grapple ends, the target is
restrained, the worm tries to drown it, and the worm can't constrict another target.
139 | P a g e

This giant crab blends in with the swamp muck, but it's
larger than a man and even more aggressive.

Karkinos are crabs that have symbiotic relationships with


hydras. They clean hydras and eat carrion they leave
behind. Karkinoi will defend their host if sufficiently
provoked.
Sacred to Hera. Karkinoi are often employed as tools of
Hera's vengeance. Although they are not particularly
powerful opponents, they are dangerous in groups or when
paired with other creatures. Hera is fond of sending swarms
of them after sleeping heroes who rest too close to the
shore or in swamps.

Large Beast, Unaligned

Armor Class 15 (natural armor)


Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 8 (-1) 14 (+2) 3 (-4) 9 (-1) 3 (-4)

Damage Immunities poison


Condition Immunities poisoned
Skills Perception +1, Stealth +1
Senses blindsight 30 ft., passive Perception 17
Languages -
Proficiency Bonus +2
Challenge 3 (700 XP)

Amphibious. The karkinos can breathe air and water.


Shell Camouflage. While the karkinos remains motionless with its eyestalks and pincers tucked close to its body, it resembles a
natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence
(Nature) check.

ACTIONS

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the target is grappled
(escape DC 13). The karkinos has two claws, each of which can grapple only one target
P a g e | 140

throws against being blinded, charmed, deafened,


frightened, stunned, and knocked unconscious. Whenever
the kerberos takes 2 or more damage in a single turn, one
of its heads dies. If all its heads die, the kerberos dies. t
one of its heads is awake.
Pounce. If the kereberos moves at least 20 feet straight
toward a creature and then hits it with a claw attack on the
same turn that target must succeed on a DC 17 Strength
saving throw or be knocked prone. If the target is knocked
prone, the kerberos can make two attacks—one with its
bite and one with its snakes—against it as a bonus action.
Reactive Heads. For each head the kerberos has beyond
one, it gets an extra reaction that can be used only for
opportunity attacks.
Sunlight Sensitivity. While in sunlight, the kerberos has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
This large three-headed mastiff is noteworthy for more Wakeful. While the kerberos sleeps, at least one of its
than just its extra forequarters. Its tail is that of a snake other heads are awake.
and its entire neck is ringed with smaller snakes. Its claws
are that of a lion. ACTIONS

Guardians of the Dead. Kerberos hounds are greatly Multiattack. The kerberos makes five attacks: three with
coveted as faithful guardians of dark places, and their its bite, one with its claw, and one with its snakes.
hearing is such that they can even hear ghosts. To that end • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
they are often used as guardians of the underworld. target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6)
acid damage.
• Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.
• Snakes. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Large Fiend, Typically Lawful Neutral one creature. Hit: 7 (1d6 + 4) piercing damage, and
the target must make a DC 16 Constitution saving
Armor Class 19 (natural armor) throw, taking 21 (6d6) poison damage on a failed
Hit Points 127 (15d10 + 45) save, or half as much damage on a successful one.
Speed 50 ft. Terrifying Howl. The kerberos howls. Any beast or
humanoid within 300 feet of the kerberos and able to hear
STR DEX CON INT WIS CHA its howl must succeed on a DC 17 Wisdom saving throw or
19 13 17 4 (-3) 18 10 be frightened for 1 minute. A frightened target can repeat
(+4) (+1) (+3) (+4) (+0) the saving throw at the end of each of its turns, ending the
effect on itself on a success. If a target's saving throw is
Damage Immunities acid, poison successful or the effect ends for it, the target is immune to
Condition Immunities poisoned any kerberos' Terrifying Howl for the next 24 hours.
Skills Perception +59 Acid Breath (Recharge 5-6). The kerberos exhales acid in a
Senses truesight 120 ft., passive Perception 169 30-foot line that is 5 feet wide. Each creature in that line
Languages - must make a DC 14 Dexterity saving throw, taking 49
Proficiency Bonus +5 (11d8) acid damage on a failed save, or half as much
Challenge 15 (13,000 XP) damage on a successful one.

Keen Hearing and Smell. The kerberos has advantage on


Wisdom (Perception) checks that rely on sound or smell.
Multiple Heads. The kerberos has fifty heads. While it has
more than one head, the kerberos has advantage on saving
141 | P a g e

STR DEX CON INT WIS CHA


19 13 17 4 (-3) 13 10
(+4) (+1) (+3) (+1) (+0)

Damage Immunities fire, poison


Condition Immunities poisoned
Skills Perception +5
Senses passive Perception 15
Languages -
Proficiency Bonus +4
Challenge 10 (5,900 XP)

Charge. If the khimaira moves at least 20 ft. straight


toward a target and then hits it with a ram attack on the
same turn, the target takes an extra 5 (2d4) bludgeoning
damage. If the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone. If the target
is prone, the khimaira can make one bite attack against it
as a bonus action.
Keen Smell. The khimaira has advantage on Wisdom
(Perception) checks that rely on smell.
Multiple Heads. The khimaira has three heads. While it has
more than one head, the khimaira has advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious. Whenever
the khimaira takes 33 or more damage in a single turn, one
of its heads dies. If all its heads die, the khimaira dies.
Reactive Heads. The khimaira gets an extra reaction that
can be used only for opportunity attacks.
Running Leap. With a 10-foot running start, the khimaira
can long jump up to 25 feet.
Wakeful. While the khimaira sleeps, at least one of its
heads is awake.

ACTIONS

Multiattack. The khimaira makes three attacks: one with


its bite or claws, one with its ram, and one with its
snakebite. When its fire breath is available, it can use the
This horrible monstrosity is an amalgamation of three breath in place of its horns.
animals: goat, lion, and snake. It has the head and body of • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
a lion, an additional head and hind legs of a goat, and has target. Hit: 11 (2d6 + 4) piercing damage.
a snake for a tail. • Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage.
A khimaira is about 5 feet tall at the shoulder, nearly 10 • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
feet long, and weighs about 4,000 pounds. The khimaira one target. Hit: 11 (2d6 + 4) slashing damage.
prefers to surprise prey. It often lies concealed until it • Snakebite. Melee Weapon Attack: +8 to hit, reach 15
charges. ft., one creature. Hit: 7 (1d6 + 4) piercing damage,
and the target must make a DC 15 Constitution saving
throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one.
Fire Breath (Recharge 5-6). The goat head exhales fire in a
Large Monstrosity, Unaligned
15-foot cone. Each creature in that area must make a DC
13 Dexterity saving throw, taking 31 (7d8) fire damage on a
Armor Class 19 (natural armor)
failed save, or half as much damage on a successful one.
Hit Points 102 (12d10 + 36)
Speed 30 ft.
P a g e | 142

themselves three times a month with oil made from milk


and wipe themselves with skins. The clothes of men and
women alike are not skins with the hair on, but skins tanned
and very fine. The richest wear linen clothes, but they are
few in number. They have no beds, but sleep on leaves or
grass. He who possesses the greatest number of sheep is
considered the richest, and so in regard to their other
possessions. All, both men and women, have tails above
their hips, like dogs, but longer and hairier. They live
longer than any other men, 170, sometimes 200 years.

Medium Humanoid, Typically Lawful Neutral

Armor Class 14 (natural armor, shield)


Hit Points 11 (2d8 +2)
Speed 30 ft.

STR DEX CON INT WIS CHA


This humanoid is black in appearance, with the head and 15 14 13 8 (-1) 11 8 (-1)
teeth of a dog. Beneath its chin hangs down a beard and (+2) (+2) (+1) (+0)
strong and very sharp nails cover its hands. Its whole body
is covered with hair. Skills Athletics +6, Perception +3, Stealth +3, Survival +3
Senses passive Perception 15
Languages Kunokephalos; Understands Common but can't
Kunokephaloi are dog-headed, humanoids that wander in
speak
loose tribes. A kunokephalos is about 7-1/2 feet tall and
Proficiency Bonus +2
weighs 300 pounds. Kunokephaloi speak Kunokephalos.
Challenge 1 (200 XP)
Their own language sounds likes screeching to humans.
Most kunokephaloi have dirty yellow or reddish-brown Keen Hearing and Smell. The kunokephalos has advantage
fur. Kunokephaloi also keep goats and sheep, and while on Wisdom (Perception) checks that rely on hearing or
their food is the flesh of wild beasts, they drink the milk of smell.
goats. Sudden Rush. Until the end of the turn, the kunokephalos’
Meat Eaters. Kunokephaloi live on raw meat and speed increases by 60 feet and it doesn't provoke
number about 120,000. They live in the mountains and do opportunity attacks.
not practice any trade beyond hunting; they cook their prey
by letting it roast in the sun. They also rear numbers of ACTIONS
sheep and goats, drinking the milk of the sheep and whey
made from it. They eat the fruit of the Siptakhora, whence Multiattack. The kunokephalos makes two melee attacks:
amber is procured, since it is sweet. They also dry it and one with its bite and one with its spear, shortsword, or
keep it in baskets, as the Greeks keep their dried grapes. claws. It makes two ranged attacks with its longbow.
They make rafts which they load with this fruit together • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
with well-cleaned purple flowers and 260 talents of amber, target. Hit: 4 (1d4 + 2) piercing damage.
• Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
with the same quantity of the purple dye, and 1000
one target. Hit 7 (2d4 + 2) slashing damage.
additional talents of amber, which they send annually to the
• Shortsword. Melee Weapon Attack: +4 to hit, reach 5
king of India. They exchange the rest for bread, flour, and
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
cotton stuffs with the Indians, from whom they also buy
• Longbow. Ranged Weapon Attack: +4 to hit, range
swords for hunting wild beasts, bows, and arrows, being 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
very skillful in drawing the bow and hurling the spear. damage, and the target's speed is reduced by 10 feet
Every five years the king sends them a present of 300,000 until the end of its next turn.
bows, as many spears, 120,000 shields, and 50,000 swords. • Spear. Melee or Ranged Weapon Attack: +4 to hit,
Cave Dwellers. Kunokephaloi live in caves. They set out reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
for the chase with bows and spears, and as they are very 2) piercing damage, or 6 (1d8 + 2) piercing damage
swift of foot, they pursue and soon overtake their quarry. when used with two hands to make a melee attack.
The women have a bath once a month, the men do not have
a bath at all, but only wash their hands. They anoint
143 | P a g e

STR DEX CON INT WIS CHA


20 15 19 7 (-2) 12 9 (-1)
(+5) (+2) (+4) (+1)

Damage Immunities poison


Condition Immunities poisoned
Skills Perception +5, Stealth +6
Senses darkvision 60 ft., passive Perception 15
Languages -
Proficiency Bonus +4
Challenge 9 (5,000 XP)

Keen Smell. The mantikhoras has advantage on Wisdom


(Perception) checks that rely on smell.
Mimicry. The mantikhoras can mimic any sounds it has
heard, including voices. A creature that hears the sounds
can tell they are imitations with a successful DC 17 Wisdom
(Insight) check.
This monstrosity is as big as the largest lion, of a red Pounce. If the mantikhoras moves at least 20 feet straight
color like cinnabar, and shaggy like a dog. Its face is not toward a creature and then hits it with a claw attack on the
that of a wild beast but of a man, and it has three rows of same turn, that target must succeed on a DC 17 Strength
teeth set in its upper jaw and three in the lower; these are saving throw or be knocked prone. If the target is prone,
exceedingly sharp and larger than the fangs of a hound. Its the mantikhoras can make one bite attack against it as a
ears also resemble a man’s except that they are larger and bonus action.
shaggy; its eyes are blue-gray and they too are like a Tail Spike Regrowth. The mantikhoras has twenty-four tail
man’s, but its feet and claws are those of a lion. To the end spikes. Used spikes regrow when the mantikhoras finishes
a long rest.
of its tail is attached the stinger of a scorpion and the tail
has stings at intervals on either side.
ACTIONS

A typical mantikhoras is about 10 feet long and weighs Multiattack. The mantikhoras makes three attacks: one
about 1,000 pounds. The mantikhoras' scorpion-like tail with its bite, one its claws, and one with its sting, or three
contains a sting more than a foot long at the end. It has with its tail spikes.
other stings on each side of its tail. If is attacked from a • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
distance, it sets up its tail in front and discharges its stings target. Hit: 9 (1d8 + 5) piercing damage.
as if from a bow; if attacked from behind, it straightens it • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
out and launches its stings in a direct line to the distance of one target. Hit: 12 (2d6 + 5) slashing damage.
a hundred feet. The stings are about a foot long and about • Sting. Melee Weapon Attack: +9 to hit, reach 5 ft.,
as thick as a small rush. one creature. Hit: 10 (1d10 + 5) piercing damage, and
the target must make a DC 16 Constitution saving
throw, taking 22 (4d10) poison damage on a failed
save, or half as much damage on a successful one.
Large Monstrosity, Unaligned • Tail Spike. Ranged Weapon Attack: +6 to hit, range
50/100 ft., one target. Hit: 6 (1d8 + 2) piercing
Armor Class 17 (natural armor) damage, and the target must make a DC 16
Hit Points 57 (6d10 + 24) Constitution saving throw, taking 22 (4d10) poison
Speed 60 ft. damage on a failed save, or half as much damage on a
successful one.
P a g e | 144

This is no ordinary sheep—its wool glistens like gold. A


thin trail of spittle drips from its jaws and its eyes are
bloodshot with rage.

Due to their golden coats, melokhryseoi are particularly


vulnerable to the heat of the sun. When the sun is at its
height, melokhryseoi go into a fit of rage, attacking
everything in sight.
Sacred to Aphrodite. Melokhryseoi are sacred to
Aphrodite, who used them as a means of testing Psyche.
Convinced the task was impossible, Psyche was ready to
throw herself off a cliff before she heard a prophecy from a
nearby river, which shared the secret of the golden sheep.
Psyche waited until the melokhryseoi were calmed by the
afternoon breeze and then snuck past them to a cove of
trees where some of their wool was caught clinging to the
branches. A melokhryseos' coat, if it can be sheared with
special shearing tools, nets 10 st worth of wool.

Medium Monstrosity, Unaligned

Armor Class 13 (natural armor)


Hit Points 9 (2d8)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Damage Immunities poison


Condition Immunities poisoned
Skills Perception +2
Senses passive Perception 12
Languages -
Proficiency Bonus +2
Challenge 2 (450 XP)

Charge. If the melokhyrseos moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the
target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be
knocked prone.
Sun-Induced Rage (Recharges after a Short or Long Rest). As a bonus action, the melokhryseos can enter a rage if is in sunlight. This
rage lasts for 1 minute. The rage ends early if the melokhyrseos is knocked unconscious or if its turn ends and it hasn't attacked a
hostile creature or taken damage since his last turn. While raging, the melokhryseos gains the following benefits: It has advantage
on Strength checks and Strength saving throws; It deals an extra 3 damage when he hits a target with a melee weapon attack; it has
resistance to bludgeoning, piercing, and slashing damage.
Sure-Footed. The melokhyrseos has advantage on Strength and Dexterity saving throws made against effects that would knock it
prone.

ACTIONS

Multiattack. The melokhyrseos makes one attack with its ram and one with its bite.
• Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
• Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC
11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
145 | P a g e

Camel Sacrifices. The locals hunt them by harnessing


three camels apiece, males on either side sharing the
drawing, and a female in the middle. The man himself rides
on the female, that when harnessed has been taken away
from as young an offspring as may be. Their camels are as
swift as horses, and much better able to bear burdens
besides. With teams so harnessed they ride after the gold,
being careful to be engaged in taking it when the heat is
greatest; for the ants are then out of sight underground.
This ant is not as big as a dog but bigger than a fox; The gold hunters grab as much gold as they can (itself
other than its size, it looks like a normal ant. spread throughout the sand) and flee. Myrmex are very fast,
so fast that they can catch a camel at full speed; to that end,
Myrmex indikos are among the hardiest and most the other camels are left as sacrifices to keep the ants busy
adaptable vermin. They are known for their mining of gold while the rider on the female flees. The fate of the male
and are routinely raided by humans for the building camels is a stark reminder to the mare of her potential fate,
material they use in their hives. and it is believed to lend speed to her flight.
These ants live underground, digging out the sand in the
same way as the ants in Greece, to which they are very
similar in shape, and the sand which they carry from the
holes is full of gold.

Small Beast, Unaligned

Armor Class 17 (natural armor)


Hit Points 9 (2d8)
Speed 60 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 13 (+1) 1 (-5) 13 (+1) 9 (-1)

Damage Resistances fire


Skills Perception +3
Senses tremorsense 60 ft., passive Perception 13
Languages -
Proficiency Bonus +2
Challenge 1 (200 XP)

Hive Mind. The myrmex indikos is immune to the charmed and frightened conditions while within 30 feet of at least one other
myrmex indikos.
Pack Tactics. The myrmex indikos has advantage on an attack roll against a creature if at least one of the myrmex indikos’ allies is
within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The myrmex indikos can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
check.
Treasure Sense. The myrmex indikos can pinpoint, by scent, the location of precious metals and stones, such as coins and gems,
within 60 feet of it.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +3) piercing damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 12). Until this grapple ends, the myrmex indikos can bite only the grappled creature and has
advantage on attack rolls to do so.
P a g e | 146

Nemean lions are patient hunters, just like their smaller


cousins, but apt to take on bigger prey. Nemean lions grow
to be up to 15 feet long and weigh up to 3,500 pounds.
A Nemean lion attacks by running at prey, leaping, and
clawing and biting as it rakes with its rear claws. It often
jumps onto a creature larger than itself.
Offspring of Echidna. The Nemean lion gained its name
from the mountain valley of Nemea, between Cleonae and
Phlius. King Eurystheus ordered Hercules to skin the
monster. Hercules plugged up one of the lion's cave
entrances, trapping it, and then fired arrows at it in vain.
When the arrows bounced off its chest, Hercules resorted to
his club, stunning it, before he strangled it with his bare
hands. Hercules was puzzled as to how to create a cloak
from the beast, only to receive divine insight to use the
lion's own claws on its hide. It is this hide that served
This golden lion is larger than a man, with a confidence Hercules so well in later adventures. As for the king, he
and power in its limbs that indicate it is more than just an fled in terror upon seeing Hercules' abilities and demanded
oversized feline. he shares his exploits outside of the town's gates.

Large Beast, Unaligned

Armor Class 15 (natural armor)


Hit Points 68 (8d8 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 17 (+3) 3 (-4) 12 (+1) 10 (+0)

Damage Immunities piercing and slashing from nonmagical attacks


Skills Perception +4, Stealth +5
Senses passive Perception 14
Languages -
Proficiency Bonus +3
Challenge 5 (1,800 XP)

Keen Smell. The Nemean lion has advantage on Wisdom (Perception) checks that rely on smell.
Magic Weapons. The Nemean lion’s weapons are considered magical.
Pack Tactics. The Nemean lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of
the creature and the ally isn't incapacitated.
Pounce. If the Nemean lion moves at least 20 ft. straight toward a creature and then hits it with a claws attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Nemean lion can make
one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

ACTIONS

Multiattack. The Nemean lion makes two attacks, one with its claws and one with its bite.
• Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
• Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
147 | P a g e

This large mastiff stands as tall as a man at the shoulder


and has two heads and a long, snake-like tail.

Orthus hounds are large two-headed hounds that can be


distinguished by their penetrating double bark. Orthus
hounds always hunt in packs, and it is not uncommon to
find more than one pack hunting in the same area.
An orthus hound attacks by biting, with each head biting
independently of the other.
Child of Echidna. Orthus hounds were birthed by
Echidna and are sacred to her, although she is not sensate
enough to care about the fate of her children. It is believed
orthus hounds spawn sphinxes.

Medium Monstrosity, Unaligned

Armor Class 15 (natural armor)


Hit Points 39 (6d8 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 15 (+2) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +5
Senses passive Perception 15
Languages -
Proficiency Bonus +2
Challenge 2 (450 XP)

Keen Hearing and Smell. The orthus hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The orthus hound has advantage on an attack roll against a creature if at least one of the orthus hound's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Two-Headed. The orthus hound has advantage on Wisdom (Perception) checks and on saving throws against being blinded,
charmed, deafened, frightened, stunned, or knocked unconscious.

ACTIONS

Multiattack. The dog makes three attacks: two with its bite and one to constrict.
• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 11 Strength saving throw or be knocked prone.
• Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is
grappled (escape DC 11). Until this grapple ends, the target is restrained, and the orthus hound can't constrict another target.
P a g e | 148

This majestic horse has two huge, feathery wings jutting


from its shoulders.

The original Pegasos was born of the blood of Medusa


when the hero Perseus chopped off her head. Its coat
usually has a gleam of silver.
The hero Bellerophon managed to catch Pegasos at the
spring of Pirene on Acrocorinth and broke him in. These
two experienced many adventures and when Bellerophon
was killed, Pegasos ascended to Olympus where Zeus
places Pegasos among the constellations. Fortunately, there
are many other Ethiopian descendants that have a similar
appearance.
Servants of Zeus. As the carriers of Zeus' thunderbolts,
they are immune to the threats of the sky like thunder and
lightning. As bringers of water, a stomp of their hoof can
wreck devastation to their foes.
A typical pegasos stands 6 feet high at the shoulder,
weighs 1,500 pounds, and has a wingspan of 20 feet.

Medium Monstrosity, Unaligned

Armor Class 14 (natural armor)


Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 6 (-2) 13 (+1) 13 (+1)

Damage Immunities lightning, thunder


Skills Perception +3
Senses passive Perception 13
Languages –
Proficiency Bonus +3
Challenge 5 (1,100 XP)

Dive Attack. If the pegasos is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the
attack deals an extra 9 (2d8) piercing damage on a hit.
Flyby. The pegasos doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Shape Water. The pegasos can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use
of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.

ACTIONS

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Water Lash. The pegasos stamps it hoof on the ground. It causes a 5-foot cube of water in front of it to strike a target up to 60 feet
away. The target must make a DC 14 Strength saving throw. On a failed save, it takes 16 (4d6 + 2) bludgeoning damage, and if it is a
Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the
target takes half as much damage and isn't pushed or knocked prone.
149 | P a g e

This warped being has a beautiful female's upper torso, • Bite. Melee Weapon Attack: +12 to hit, reach 20 ft.,
the lower body of a fish, and six heads attached to its torso. one target. Hit: 10 (1d10 + 5) piercing damage and
the target is grappled (escape DC 20). Until this
According to some myths, Phorcys and Hecate are the grapple ends, the target is restrained, and the scylla
parents of this horrendous monster, others say Typhon and can't bite another target with that head.
Echidna beget the monster. Yet another myth says that • Fist. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Scylla was born a radiantly beautiful nymph who was one target. Hit: 10 (1d10 + 5) bludgeoning damage. If
cursed into her current vile form. the target is Large or smaller, it is grappled (escape
DC 20) and restrained until the grapple ends. The
scylla has two fists, each of which can grapple one
target.
• Fling. One Large or smaller object held or creature
Huge Monstrosity, Typically Chaotic Evil
grappled by the scylla is thrown up to 60 feet in a
random direction and knocked prone. If a thrown
Armor Class 16 (natural armor)
target strikes a solid surface, the target takes 3 (1d6)
Hit Points 253 (22d12 + 110)
bludgeoning damage for every 10 feet it was thrown.
Speed 20 ft., swim 60 ft.
If the target is thrown at another creature, that
creature must succeed on a DC 16 Dexterity saving
STR DEX CON INT WIS CHA
throw or take the same damage and be knocked
20 12 20 10 10 5 (-3)
prone.
(+5) (+1) (+5) (+0) (+0)
Frightful Presence. Each creature of the scylla's choice
within 120 feet of it and aware of it must succeed on a DC
Skills Perception +7, Stealth +8
15 Wisdom saving throw or become frightened for 1
Senses darkvision 60 ft., passive Perception 17
minute. A creature can repeat the saving throw at the end
Languages Common
of each of its turns, with disadvantage if the scylla is within
Proficiency Bonus +7
line of sight, ending the effect on itself on a success. If a
Challenge 22 (41,000 XP)
creature's saving throw is successful or the effect ends for
it, the creature is immune to the scylla's Frightful Presence
Ambusher. In the first round of a combat, the scylla has
for the next 24 hours.
advantage on attack rolls against any creature it surprised.
Swallow. The scylla makes one bite attack against a Large
Amphibious. The scylla can breathe air and water.
or smaller creature it is grappling. If the attack hits, the
Legendary Resistance (3/Day). If the scylla fails a saving
target takes the bite's damage, the target is swallowed,
throw, she can choose to succeed instead.
and the grapple ends. While swallowed, the creature is
Magic Resistance. The scylla has advantage on saving
blinded and restrained, it has total cover against attacks
throws against spells and other magical effects.
and other effects outside the scylla, and it takes 56 (16d6)
Multiple Heads. The scylla has five heads. While it has
acid damage at the start of each of the scylla's turns. If the
more than one head, the scylla has advantage on saving
scylla takes 60 damage or more on a single turn from a
throws against being blinded, charmed, deafened,
creature inside it, the scylla must succeed on a DC 20
frightened, stunned, and knocked unconscious. Whenever
Constitution saving throw at the end of that turn or
the scylla takes 20 or more damage in a single turn, one of
regurgitate all swallowed creatures, which fall prone in a
its heads dies. If all its heads die, the scylla dies.
space within 10 feet of the scylla. If the scylla dies, a
Reactive Heads. For each head the scylla has beyond one,
swallowed creature is no longer restrained by it and can
it gets an extra reaction that can be used only for
escape from the corpse by using 30 feet of movement,
opportunity attacks.
exiting prone.
Regeneration. The scylla regains 10 hit points at the start
of its turn. If the scylla takes acid or fire damage, this trait
LEGENDARY ACTIONS
doesn't function at the start of the scylla's next turn. The
scylla dies only if it starts its turn with 0 hit points and
The scylla can take 3 legendary actions, choosing from the
doesn't regenerate.
options below. Only one legendary action can be used at a
Siege Monster. The scylla deals double damage to objects
time and only at the end of another creature's turn. The
and structures.
scylla regains spent legendary actions at the start of its
Wakeful. While the scylla sleeps, at least one of its heads is
turn.
awake.
• Attack. The scylla makes one bite attack or slam
attack.
ACTIONS
• Move. The scylla moves up to half its speed.
Multiattack. The scylla makes one fist attack and as many • Chomp (Costs 2 Actions). The scylla makes one bite
bite attacks as it has heads, each of which it can replace attack or uses its Swallow.
with one use of Fling or Swallow.
P a g e | 150

18 12 13 18 19 19
(+4) (+1) (+1) (+4) (+4) (+4)

Damage Resistances psychic


Skills Insight +7, Perception +7
Senses truesight 120 ft., passive Perception 17
Languages Common
Proficiency Bonus +3
Challenge 6 (2,300 XP)

Dive Attack. If the sphinx is flying and dives at least 30 ft.


straight toward a target and then hits it with a melee
weapon attack, that target must succeed on a DC 15
Strength saving throw or be knocked prone. If the target is
Before you reclines a strange-looking amalgamation of prone, the sphinx can make one bite attack against it as a
lion, bird, reptile, and woman. From a lion's body sprouts bonus action.
wings and a reptilian tail, which is topped by the bosom Flyby. The sphinx doesn't provoke opportunity attacks
and head of a woman. The face is impassive, almost sad, in when it flies out of an enemy's reach.
demeanor. Inscrutable. The sphinx is immune to any effect that would
sense its emotions or read its thoughts, as well as any
Born of Echidna and Typhon, sphinxes have the
divination spell that it refuses. Wisdom (Insight) checks
attributes of a female woman, a lion, and a serpent's tail.
made to ascertain the sphinx's intentions or sincerity have
Sphinxes are fond of asking riddles and devouring those
disadvantage.
who answer incorrectly. They are rare, however, because if Keen Smell. The sphinx has advantage on Wisdom
a particular clever traveler answers the riddle, the sphinx is (Perception) checks that rely on smell.
likely to kill herself.
The Punisher of Thebes. The most famous sphinx was ACTIONS
sent by the gods to plague the town of Thebes as
punishment an ancient crime, eating all who failed to solve Multiattack. The sphinx makes three attacks, one with its
her riddle. King Kreon of Thebes offered the throne to the bite, one with its claws, and one to constrict. It can replace
one who could stop her. Oedipus solved the sphinx's riddle, its bite attack with a use of Weird Insight.
whereupon she cast herself off the mountainside in despair. • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
In close combat, sphinxes use their powerful claws to target. Hit: 8 (1d8 + 4) piercing damage.
flay the flesh from their enemies. Despite their deadly • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
nature, they prefer to avoid combat whenever possible. one target. Hit: 11 (2d6 + 4) slashing damage.
• Constrict. Melee Weapon Attack: +10 to hit, reach 5
ft., one creature. Hit: 8 (1d8 + 4) bludgeoning
damage, and the target is grappled (escape DC 15).
Until this grapple ends, the creature is restrained, and
the snake can't constrict another target.
Large Monstrosity, Typically Lawful Evil
• Weird Insight. The sphinx targets one creature it can
see within 30 feet of it. The target must contest its
Armor Class 18 (natural armor)
Charisma (Deception) check against the sphinx's
Hit Points 78 (12d10 + 12) Wisdom (Insight) check. If the sphinx wins, it
Speed 50 ft., fly 60 ft.
magically learns one fact or secret about the target.
The target automatically wins if it is immune to being
STR DEX CON INT WIS CHA
charmed.
151 | P a g e

These strange metallic-feathered birds are sacred to Ares.


When stymphalians makes their lair, they feed on living
creatures within a 5-mile radius. Stymphalians are very
fond of flesh and devour livestock, cattle, and will attack
humans.
On the Move. Stymphalians reside in the Stymphalian
lake in Arcadia. They were driven by Hercules and
compelled to take refuge in the island of Aretias in the
Euxine, where they were afterwards found by the
Argonauts.
Bronze Fury. Stymphalians attack from the air. When
flying, stymphalians loose a volley of bronze feathers at its
foes or else swoops down and attacks with their beak,
flying out of range before opponents can react. On the
These birds are of the size of a crane, and are like the
ground, stymphalians attack with their beaks.
ibis, but their beaks are more powerful, and not crooked. It
has brass feathers and talons.

Medium Swarm of Tiny Monstrosities, Unaligned

Armor Class 12 (natural armor)


Hit Points 24 (7d8 - 7)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Languages -
Proficiency Bonus +2
Challenge 2 (450 XP)

Aversion of Noise. If the stymphalians takes thunder damage or is surprised by a loud noise, it has disadvantage on attack rolls and
ability checks until the end of its next turn.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large
enough for a Small stymphalians. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or fewer.
Feathers (Recharge 5-6). The stymphalians fire feathers in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity
saving throw, taking 21 (6d6) piercing damage or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer on a failed
save. Creatures take half as much damage on a successful save.
P a g e | 152

After a simple lunch, crowds gathered in front of the Temple of Zeus for the pankration, the free-for-all combination of
wrestling and boxing. In the pankration, there were very few rules. Just about every vicious and deadly maneuver was allowed,
except for biting and gouging. It was the last of the heavy events following the foot races.
Jarax slowly wound a long thong of leather around each arm, with the fingers free. He then wrapped soft leather straps around
the upper part of his palm so he could clench his fist for a punch. He flexed his fingers as he watched Milo smash another one of
his competitors into defeat.
Milo’s reputation had spiraled to mythic proportions since he displayed his capacity for violence by crushing a man’s skull.
Sarapion, who was to battle Milo first, was nowhere to be found. The Hellenodicae fined him in his absence.
Jarax vented his anger on opponent after opponent. The list of competitors was curiously short. A crowd started to gather
around the wrestling ring. Rumors spread like wildfire of a grudge match between Milo and Jarax. Jarax tried not to think about
it. Several mastigophorai stood alertly by to punish competitors who broke the rules and to ensure there were no further
assassination attempts.
The other Athenians crowded around across from the Crotonians. Croton had not yet won an event, but Milo was the favorite
for the pankration. Jarax’s medium build marked him as likely to go down quickly and painfully, but he was a versatile athlete.
He had landed blows on larger opponents without taking much damage himself.
Then a herald was announcing his name. The Crotonians cheered as Milo stepped into the ring. His nose was bloodied, one of
his ears was torn, but it was all just evidence of desperate men using desperate measures. They had both beaten all the men who
stood in their way to victory. Whoever was left was the victor. It was the last event.
Milo flashed him a bloodied grin and hunched over, spreading his fingers wide. Jarax took a deep breath, clenched his fists
and stepped into the ring.
“Begin!” shouted the herald.
He danced forward to test Milo’s reach. The bigger man swept at him with one meaty paw, like a kitten playing with a mouse.
Jarax ducked low and the man’s knuckles brushed his hair.
Jarax was primarily a wrestler by trade, which put him at a disadvantage when he pitted his bulk against Milo’s. Milo,
however, was primarily a boxer and he specialized in closed-fisted hits.
He kicked out at Milo’s shin and when Milo shifted his leg to avoid the blow, punished him for his slow movement by tagging
the man’s cheek with his wrapped fist. The Athenians whooped in approval.
Jarax grunted as he connected and danced back again, but not fast enough. He suffered an open-handed slap to his pectorals
that left a huge red mark of its owner. The Crotonians cheered.
Jarax shook his fist out while Milo stalked him. It was like hitting a wall. And yet, Milo was panting hard. Jarax changed
tactics and ducked another attack. Perhaps he could exhaust him.
Milo shook his head. “I know this tactic, Jarax,” he said, leaning on his knees in clear recognition that Jarax had no intention
of retaliating. “It will not work.”
Jarax jutted his chin out defiantly. “Then why are you panting, old man?”
Milo chuckled, shook his head and with a bellow, rushed him. Jarax tried to dive out of the man’s reach but his opponent’s
long arms were outstretched. He tripped and fell over Milo’s wrist. It was all he could do to keep his face from smashing into the
ground.
And then Milo was upon him like a savage bear, both huge arms encircling him as Jarax struggled to wriggle free. One huge
python of an arm wrapped around his throat while the other struggled to keep his flailing arms still. Jarax’s ear was smashed up
against Milo’s chin. Boos and cheers erupted from the crowd.
“I’ll tell you a secret,” Milo whispered into Jarax’s ear, “I am too old for this game.”
Jarax lifted one elbow up and slammed it into the older man’s gut. Milo winced, but did not relinquish his grip.
“I have danced this dance before,” Milo whispered again. “and won it several times. And yet, what do I have for my family.
Olive wreaths will not feed my grandchildren.”
Jarax snapped his body in an effort to force his way out of the man’s grip, but he didn’t get very far. His face started to turn
purple.
“They will pay me well for your defeat, Jarax. 50,000 drachmas, to be precise.”
Jarax smashed his fists upwards into Milo’s face, which finally released the grip. He stumbled to the ground and rolled to his
feet, gasping for air. The crowd’s cheering reached a fever pitch and the mastigophorai started to keep an eye on the crowd as
well as the competitors.
“You’re going to have to kill me,” Milo snarled, still grinning. “Because if you do not, I’m going to kill you first.”
Jarax knew he had to finish the match quickly. He jumped into his foe’s reach and fired off two quick punches to Milo’s face.
The man’s head bobbed back, but not enough to slow him down. Both hands grabbed Jarax’s shoulders, then one slapped itself
around his throat. Milo dragged him by the neck so they were once again within intimate speaking distance.
“I’m going to crush the life out of you, boy,” Milo said as Jarax’s face turned bright red. “so you’d better kill me quickly. I
know you know how to do it."
Jarax’s eyes bulged and a thin line of spittle dripped from his lips as he struggled to tear Milo’s hands off of his throat. To kill
any man in such a contest was to be banished for life from the Olympics!
153 | P a g e

Milo put his other hand to Jarax’s throat, leaving his body open to attack. Then he slowly began to increase the pressure.
“You’re young. You have a whole life ahead of you,” Milo said, his dire whispers unheard by the screaming crowd, “give an old
man his dying wish.” He increased the pressure on Jarax’s throat. “Or I will kill you and you will die a martyr.”
A low moan escaped Jarax’s throat, but that was all he could muster in response. He slapped both hands onto Milo’s wrists to
support himself. For a split-second, he looked like a babe in a proud father’s arms, his legs curled beneath him.
Then Jarax kicked out viciously with his entire body into Milo’s throat, crushing his windpipe. Milo grunted and pitched
forward, his fingers finally sliding from Jarax’s throat. He fell to his knees, his face purple from asphyxiation and then collapsed
face down into the dirt.
The crowd lurched then, as the mastigophorai momentarily struggled to keep them from spilling into the wrestling area. One
man was screaming wildly, gesticulating and pointing, cursing and swearing. Jarax blinked as he recognized the man.
It was Meno.
The Crotonians had no cause to be angry with him, because Jarax had given their hero a great honor in his death. But in doing
so, he disgraced Athenor.
Whips cracked loudly, but it all seemed so far away. Hellenodicae shouted commands; heralds repeated their orders and the
whip-bearers beat back the crowd, all in a dreamy haze.
When the mastigophorai finally managed to get the crowd under control, Jarax was surrounded by guards, ushered out of the
area and, he knew, out of Olympia.
“And the winner is Milo the Crotonian!” shouted a herald.

***

No athletic events were scheduled for the final day of the Olympic Festival. In the morning, another procession wound through
the Altis toward the Temple of Zeus, while the entire Olympic community looked on. Each Olympic victor carried in his right
hand a palm branch, awarded him after the judges made their decision and the heralds proclaimed his name.
Standing in the magnificent Temple of Zeus, before a massive gold-and-ivory statue of the king of the gods, each athlete
exchanged his palm branch for the cherished crown of wild olives. Even the statue itself was wreathed with gold, to
commemorate his victory over the old gods at Olympia. Outside the temple, the spectators showered the newly crowned
champions with flowers and leaves.
Not one Athenorian was among them.
At the docks, Jarax could hear the crowds cheering wildly as each competitor met his fans and teammates. He sighed and
looked down at the wooden planks.
A palm branch landed unceremoniously in his field of vision. Jarax looked up in surprise.
“You didn’t collect your crown?” he said incredulously. “You would turn down immortality?”
Thelvarus put one hand on Jarax’s shoulder. “We won a war against the Laecaedaemonians. And yet, four years later, men
still lost their lives over it.”
“I am banished from the Olympics forever,” Jarax said, all light in his eyes dead.
“You ended a vendetta between two cities,” Thelvar said softly. “You brought great honor to an aging champion. And most
importantly, you’re still alive.” He picked up the palm branch and handed it to Jarax. “All I did was run fast. You deserve this
more than I do.”
Jarax looked at the palm branch for a long moment. Then he tossed it into the ocean. “For Milo,” he said simply, “may we all
die so honorably.”
Thelvarus nodded somberly and patted his friend on the back. “Come on,” he said, stepping onto the planks to the Athenorian
ship, “let’s go home.”
P a g e | 154

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

COPYRIGHT NOTICE
• 5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal Enterprises, LLC; Author Michael Tresca.


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31115
155 | P a g e

• Daimon, Keres: Rachealmarie, • Golem, Kaukasios: Dream by Wombo,


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• Daimon, Lamia: ePic Character Generator, • Golem, Khalkotauro: Dream by Wombo,
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generator/ f4a81f736f41
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• Divine Horse: Parker_West, • Golem, Limestone (Boxer): I, Shardan, CC BY-SA 3.0,
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• Divine Hound: SilviaP_Design, • Golem, Limestone (Warrior): Shardan - Own work, CC
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warrior-2755927/ science-fiction-3333202/
• Species, Amazon: SilviaP_Design, • Sphinx: Dream by Wombo,
https://pixabay.com/illustrations/woman-warrior- https://dream.ai/listing/7d0ffdca-84f0-47f9-a1c1-
amazone-beauty-3056071/ 4859682b0a25
• Species, Arimaspos: Reproto Technologies, • Stymphalian: crazypinsel,
https://vimeo.com/98881817 https://pixabay.com/illustrations/bird-flying-bird-
• Species, Cabiro: Can Akgul, transparent-animal-4558487/
https://vimeo.com/27971513 • Xiphos: By Vincenzo80 - Own work, CC0,
• Species, Cecrops 2: ePic Character Generator, https://commons.wikimedia.org/w/index.php?curid=166
https://overheadgames.com/category/epic-character- 93428
generator/
• Species, Cecrops: Parker_West,
https://pixabay.com/illustrations/monsters-creatures-
beasts-minotaur-3268060/
• Species, Centaur 2: Parker_West,
https://pixabay.com/illustrations/centaur-kentaur-
kentauros-horseman-3009132/
• Species, Centaur: anaterate,
https://pixabay.com/illustrations/centaur-hybrids-spear-
weapon-fight-3158829/
• Species, Gorgon 2: thefairypath,
https://pixabay.com/illustrations/medusa-fantasy-
woman-female-snake-2228453/
• Species, Gorgon: DeeDee51,
https://pixabay.com/illustrations/medusa-monster-
female-mythology-4591059/
• Species, Harpyia: ePic Character Generator,
https://overheadgames.com/category/epic-character-
generator/
• Species, Minotaur 1: ePic Character Generator,
https://overheadgames.com/category/epic-character-
generator/
CG2 157 | P a g e

Over a decade in the making!

Originally planned as a setting supplement for 3.5, Ancient


Adventures has returned from the ashes for players and
game masters alike . This guide includes everything from
an overview of life in Ancient Greece to new species and
classes, from changes to how skills work to new arms and
armor, from a guide to the Greek pantheon to dozens of
new magic items and monst ers.

If you've ever wanted to play a one -eyed arimaspos, crab -


shelled cabiro, or a snake -tailed cecrops, this setting is
for you. It also includes familiar species like amazons,
centaurs, gorgons, minotaurs, nymphs, pans, sirens, and
more. And finally, over 50 new monsters that remain true
to their roots—the Ancient Greek basilisk (basiliskos),
griffin (gryphus ), manticore (mantikhoras), and unicorn
(hippomonokeros) are much deadlier than their fantasy
counterparts!

So grab your xiphos, strap on your linoth orax, and set sail
for strange lands to bring honor to your city -state. Ancient
Adventures await!

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