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10 STA, 3 Armor, 18 KRA, 4 TEK, 18 THU, spikey ail (d20, automatic fail against Critical Damage)

  • Monstrous colossal sea-dragon, the size of a ship.
  • Attacks ships by smashing them with its fan-like tail.
  • Its spines, a cubit thick, can pierce a man (instant critical).


7 STA, 18 KRA, 4 TEK, claws (d6), 2x bite (d8), fire-breath (d12)

  • Lion’s body, three-heads: of a lion, goat on its back and serpent as tail.
  • Uses claws and bites as natural weapons.
  • Fire-breathing creature, it can melt metal. Invulnerable to external attacks.


6 STA, 1 Armor, 15 TEK, rocks and branches (d6)

  • Primitive half-man, half-horse savages who inhabit mountains and forests.
  • Armed with rocks and tree branches.
  • Galloping can crush the enemies.


7 STA, 14 KRA, 12 THU, claws (d6), poisonous bites (d8)

  • The gigantic, three-headed hound of Hades which guards the gates of the underworld.
  • Serpent’s tail, mane of snakes, and a lion’s claws. It uses them as natural weapons.
  • Save vs KRA if the PC is bitten by a snake of the mane. Failure is death.

Dragon of Colchis

10 STA, 2 Armor, bite (d8), tailblow (d10)

  • Giant, watchful serpent which guards the Golden Fleece in Colchis.
  • Each turn it attacks with bites and a tailblow.
  • Its teeth have magical prorties: if seeded they spring Spartoi.


10 STA, 18 KRA, 8 TEK, 12 THU, spear (d8)

  • Giant son of Gaia with the tails of serpents in place of legs.
  • Spear-wielding hoplite warriors in armour.
  • It has a close connection with its mother.


3 STA, 14 THU, petrifying gaze

  • Winged women with broad, round heads, serpentine locks of hair, large staring eyes, wide mouths, and lolling tongues.
  • They are three sisters named Medusa, Sthenno and Euryale. Only the former is mortal.
  • Their gaze petrifies if sustained directly. Save vs TEK to avoid.


4 STA, 12 TEK, claws (d6)

  • Beast with the head and wings of an eagle and the body of a lion.
  • Fabulous animals which guarded the gold of Asia.
  • They are particularly nimble in air while flying.


5 STA, 14 TEK, claws (d6)

  • Winged women with ugly faces and the lower bodies of birds.
  • They are the hounds of Zeus, despatched to snatch away people and things.
  • They are hidden in sudden, sharp gusts of wind.

Hesperian Dragon

9 STA, 15 KRA, 18 TEK, 15 THU, burst of bites (d10, automatic fail on saves against Critical Damage).

  • Hundred-headed serpent, named Ladon, guarding the golden apples of the Hesperides.
  • Ladon attacks only if provoked or if stealing apples is attempted.
  • Critical Damage: the target loses a limb, which fuses with the dragon and becomes an additional head.


3 STA, 12 TEK, hoof (d6)

  • Fish-tailed horses of the sea, adult-form of the “sea-horse”.
  • Mounts of Nereid nymphs. Poseidon’s chariot is drawn by them.
  • Very nimble in water and hard to hit while swimming.


8 STA, 18 KRA, 8 TEK, 12 THU, club (d10)

  • Primitive, one-eyed giants who dwelt in caves and herded flocks of sheep on the island of Hypereia.
  • Born from the blood of the castrated Uranus spilt upon the earth.
  • The biggest threat is their large size and strength.

Lernaean Hydra

10 STA, 2 Armor, 1 bite x head (or Blast Damage) (d8), Tailblow (d10)

  • Gigantic, nine-headed water-serpent, which haunts the swamps of Lerna.
  • If 3 or more heads survives it attacks with a single d8 Blast Damage.
  • For every decapitated head, two grow if not cauterized.


8 STA, 14 KRA, 12 TEK, 12 THU, horns (d8)

  • Bull-headed man born to Queen Pasiphae of Krete.
  • Cannibal resident of the Crete Labyrinth.
  • It will charge the opponent with its horns trying to impale it.


4 STA, 14 TEK, hoof (d6)

  • Immortal, winged horse.
  • Makes the rider fast and uncatchable.
  • Impossible to engage in melee if in air.


10 STA, 18 TEK, 8 THU, poisonous bites (d8)

  • Monstrous dragon-serpent set by Gaia to guard the sacred oracle of Delphi.
  • Immune to melee attacks.
  • Poison will cause excruciating pain, as live fire through the veins.


3 STA, 12 THU

  • Rustic fertility spirits of the countryside and wilds.
  • Animalistic men with asinine ears, pug noses, reclining hair-lines, the tails of horses.
  • Their partners are Nymphs and they are companions of the gods Dionysus, Hermes and Pan.


4 STA, 18 THU, bewitching song (see below)

  • Monstrous sea-nymphs with lower body of birds and the upper bodies of women.
  • They lure sailors to their death with a bewitching song.
  • The lyre song can stop them.


10 STA, 2 Armor, 14 KRA, 8 TEK, 12 THU, jaws (d10)

  • Sea-monster who haunts the rocks of a narrow strait opposite the whirlpool of Kharybdis.
  • She has twelve dangling feet, six long necks and grisly heads lined with a triple row of sharp teeth.
  • Ships who sail too close to her rocks will lose men to her ravenous, darting heads.


6 STA, 14 TEK, claws (d6)

  • Female monster with the body of a lion, the head and breast of a woman, and eagle’s wings.
  • Sent by the gods to plague the town of Thebes as punishment for some ancient crime.
  • She preying on the youths and devouring all who failed to solve her riddle.


3 STA, 12 TEK

  • Fish-tailed man, sea equivalent of Satyros.
  • Plurification of the god Triton.
  • Generally peaceful, invulnerable in water.

Note: where it is not specified the attribute is equal to 10

Creating Monsters

Use the following template to model any more sophisticated Monster or NPC:

Name X STA, X Armor, X KRA, X TEK, X THU, Weapon (dX, special items, qualities)

  • Engaging descriptor of appearance or demeanor.
  • Quirk, tactic, or peculiarity making this NPC unique.
  • Special effect or critical damage consequence.

General Principles
Ability Scores: 3 is deficient, 6 is weak, 10 is average, 14 is noteworthy, and 18 is legendary. Adjust as necessary.

  • Give average creatures 3 STA, give hardy ones 6 STA, and serious threats get 10+ STA.
  • Use flavor and style to help them stand out. Players will remember a pig-faced humanoid looking for his missing sheep more easily than a generic goblin archer.
  • Use critical damage to lean into the threat or strangeness of any aggressive NPC.
  • Remember that STA is Hit Protection , not Hit Points. It’s a measure of resilience, luck, and gumption - not health.

Converting from OSR Games

  • Give 1 STA per HD for most creatures.
  • Most humanoids have at least 4HP.
  • Morale can also be used as a baseline.

Some pointers:

  • Is it good at avoiding a hit? Give it STA.
  • Does it soak up damage? Give it Armor.
  • Is it strong? Give it a high KRA.
  • Is it nimble? Give it high TEK.
  • Is it charismatic? Give it high THU.

Damage die are roughly the same, though armed attacks do at least 1d6 damage.