* Provide divination freely (to fix the results)
* Provide divination easily (so we can use it to control the diviners)
Next week: Diviners of Ghul-Ghul, Part II!
Unlike other monsters which may serve a particular deity, gigantes are notorious for fighting deities, or at least the followers of the Greek gods. As a result, they will attack those of a particular allegiance first, though if there is no match, a gigante will happily try to destroy any it encounters who can't escape anyway. Still, followers of the divinity it considers enemy gain a +2 to all rolls made against that gigante, to return the favor. Roll 1d14.
1. Aphrodite 2. Apollo 3. Athena 4. Artemis 5. Ares 6. Demeter 7. Dionysus
8. Hecate 9. Hephaestus 10. Hera 11. Hermes 12. Pan 13. Poseidon 14. Zeus
Far from being 'monsters', nymphs are more than human and can certainly be dangerous. What else can one expect from beings that look like breathtakingly beautiful women who are only too happy to pluck the heartstrings of mortal men? Whether fey, nature spirit, or just quasi-divine, nearly all of the Gods and their followers interact with nymphs since they personify the beauty and fertility of Nature, being minor goddesses themselves. They are presented here with plenty of pictures.
Though always appearing as beautiful women, the types of nymph are many. All are immune to harm by natural forces, creatures, or other hazards, allowing them to lounge happily nude wherever they are found. What is more, depending on their type, they will have the ability to meld with their particular type of area, to always know what's occurring at their home area, and to summon beings native to their type of area to their aid. For example, a dryad can meld with trees, knows what's going on at her own home tree, and can summon forest beings to her aid, while a naiad can meld with freshwater, knows what's occurring at her own pond or lake, and can summon freshwater beings to her aid.
Nearly always lascivious, their reactions to mortal men can range from helpful to deadly. In addition to influence from their patron deity (determined via their type, above) nymphs can serve as either a (roll d6):
1. Muse: instructive, will help and guide, even providing a +1d6 bonus to certain rolls
2. Friendly Fey: playful, will enjoy and savor
3. Spirit of Place: majestic, will bond in the way of her domain
4. Wild: will follow animalistic, carnal impulses
5. Cruel Fey: harsh, will play twisted games
6. Siren: alluring, may entrap forever, either to remain with her or die in the process, though he may die happy nonetheless
Along with usually being immune to normal weapons, being able to cast charm on mortal men at will, and their abilities described above, nymphs have a base 15% chance of having the following additional abilities (roll for each one).
- Blinding Beauty: mortal men who first view the nymph nude must save vs. death or go blind.
- Enduring Kiss: not only does she fill the ones she touches her mouth to with erotic joy, but also the ability to survive in the environment she dwells in for as long as she wishes.
- Faerie: may turn invisible and use dimension door up to her HD level times per day, but she also takes 1d6 damage per round when touching iron and must abide by other faerie restrictions.
- Fairest: can take on the forms that mortal men hold most dear, becoming perfectly beautiful and even impersonating specific mortal woman if she so wishes. Only those of great will or intellect can resist her charms then.
- Hama: cannot leave her natural area, but automatically gains 1d4 additional special abilities on this list.
- Multirolled type: is native to two types of natural places. Roll again on the type table above, so she could be both a naiad and a limoniad, etc.
- Nature Spirit: is ethereal by default, but may take physical form for up to 1 round per HD per hour, and yet cannot enter any structures (except ruins) in any case.
- Oracle: can gain glimpses into the future, either through herself and/or the natural area in which she dwells.
- Priestess: has 1d12 levels, following a divinity that matches her type (see above).
- Slaying Beauty: mortal men who first view the nymph nude must save vs. death or die.
- Sweet Nectar: partaking of the nymph's pleasant secretions is the same as drinking a potion of Cure Disease, Healing, Restoration, or even Sleep- she decides which.
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Nymph to their spell list. Treat it as Summon Monster, except that only 1d3 nymphs may be summoned at a time, up once per day, their HD (usually 3) determining the appropriate Summon Monster spell's level. It takes 1d6 rounds for the nymph(s) to arrive and then the spell's duration begins- when the cleric can actually give commands. Once the duration ends, the nymph will act according to her disposition (either remaining or leaving the area) unless the cleric successfully casts another Summon Nymph spell to control her once more.
Masters of metaphysical debate, treat as clerics, except that they:
- Fight as magic-users, using their HD, 'to-hit' bonus, and inability to wear armor.
- Follow a philosophy which grants them additional advantages (see below).
- May have gods & goddesses as patrons too, namely Zeus, Apollo, Hermes, or Athena, while some foolishly doubt they even exist!
- Make philosophical points rather than cast specific cleric spells. These "philosopher spells" can be cast even when it's not their turn, but are all the same- they can only be used to cancel out other spells, magic items, and powers of supernatural beings. This ability is due to the philosopher using reason (and arguing) to disbelieve magic and supernatural powers, even non-illusory ones. The level of the philosopher's spell will cancel out any other spell, magic item, or supernatural ability of the same level, dweomer, or HD or lower. For example, a 3rd level philosopher can use one his second level spells to counteract a 1st or 2nd level spell, the bonus from a +1 or +2 weapon, or a supernatural ability from a 2 HD being or less that's used against him. Once cast, the philosopher's spell will make it as if that instance of magic or supernaturalness never happened to the philosopher, and he won't be even aware of it (even if his allies are still affected), believing those who so to be delusional.
- Can attempt to turn magic-users, supernatural beings, and even philosophers who follow different philosophies, just like clerics can attempt to turn other beings that are antithetical to their god or goddess. Philosophers call this 'rebuking' and involves debating with the target until it is repelled, whether out of intense frustration or some more metaphysical reason.
- Cannot be affected by beneficial magic or supernatural ability, though they can still be harmed by such things if they don't have enough philosopher spells left that day to counteract them.
Some examples include:
Socratic: questioning all, philosophers of this type wish to guide others too, allowing any in their presence who are affected by magical or supernatural effects to save vs. death to be able to ignore them as well, along with the philosopher when he uses one of his philosopher spells. Those in their group who fail to save will of course be seen as having delusions.
Platonic: believing in a strict hierarchy for society and metaphysical form, those who are successfully rebuked by these philosophers must save vs. death or cannot use their magic or supernatural powers for the next 1d4 hours too.
Aristotlian: being more empirical and practical, such philosophers can use their philosopher spells to counteract other spells, dweomers, and supernatural powers that are 1 level higher. Thus they could use one of their 4th level philosopher spells to negate a 5th level spell, a +5 magic weapon bonus, or a power of a 5 HD being or less when used on them.
Stoic: emphasizing virtuous self-control, philosophers of this type also enjoy a constant 1d4 x 5% magic resistance ability that is rerolled each day. This amount reflects how wise, just, courageous, and temperate they are being, though the Referee should feel free to adjust it as needed if the philosopher is actually being more or less virtuous than the die indicates.
Epicurean: espousing measured pleasure, these philosophers can actually benefit from magic and supernatural ability, though they can't use their philosopher abilities for 1d20 turns afterwards if they do.
Skeptic: doubting all, such philosophers suppress all magic and supernatural ability in their presence. All (friend or foe) must save vs. death to be able to even use them in their presence, but once successful, they may do so again without needing to resave. But since skeptics doubt their own abilities too, their philosopher spells only work on spells, dweomers, and supernatural beings that are 1 level lower or less.
These warriors harken from mighty ants given human form. As such, myrmidons are skilled at overcoming enemy warriors. Treat them as fighters who can add 2 to their rolls to hit, damage, or even to improve their AC when faced with a foe who has just used a special ability against them (or attempted to use it). What is more, this bonus increases by 2 for every odd level the myrmidon has thereafter. For example, if a 3rd level myrmidon were fighting a hoplite who was using spear or sword and shield against him (or some other maneuver) for a special bonus (detailed in Volume I), then the myrmidon could respond the following round with a +6 bonus of his own! The hoplite may have to rely just on his normal attacks provided by his fighter level and attribute bonuses (if any) to defeat the myrmidon instead.
In return for being able to use this mighty boon, myrmidons must bear short swords and shields as their primary weapons, wear a certain style Greek armor to easily identify themselves (usually dark) whenever possible, and obey their Achillean superiors to the death.
Most myrmidons serve Zeus and his clerics, though followers of other Olympians can call upon their aid when facing non-Greek foes, especially Trojans.
Light, skirmishing warriors, peltasts are skilled at hurling their javelins and then escaping counterattacks. As a result, if there is enough room, then they can make a Dexterity check with a +1 bonus per level to avoid a resulting melee attack when fighting in this manner. If successful, then they end up 1d3 x 5' away from the attacker at the end of the attacker's turn. For example, a 3rd level peltast could make a Dexterity check with a +3 bonus to try to run away from a charging hoplite that he just hurled his javelin at. If he does, then he will end up 1d3 x 5' from the hoplite; that is, if there is somewhere to escape to.
To allow for such maneuverability, peltasts cannot wear any armor heavier than leather and can only bear pelta shields. The latter only grants a +1 AC bonus vs. one foe per round, so it behooves peltasts to get out of the way after attacking their foes!
Peltasts generally worship divinities associated with ranged attacks, such Apollo and Artemis, or rustic deities, such as Pan, Dionysus, and Hermes.
Next week: Nymphs!
Wild men, often with horns and the lower bodies of horses or goats, satyrs are notorious for being lascivious and gregarious. Whether playing their pipes, seducing maids, or causing a tussle, there is much to be had in their revelry. And unlike many other Greek monsters, satyrs can be fey, nature spirit, or mortal beings. Most follow Pan of course, though others call Aphrodite, Dionysus, or the Roman Faunus patron instead.
Associated Divinity/Cult (d6)
1-3. Pan: 75% chance of being a pan satyr
4. Aphrodite: 75% chance of being lascivious (if not already); 25% chance of being a corybante
5. Dionysus: 50% chance of being a silenus, 75% chance of being drunken (if not already)
6. Faunus: 75% chance of being a faun satyr
Satyrs appear as wild men with human heads, torsos, arms, and hands. Otherwise, they can be a (per percentages above or roll 1d8 below):
1-4. Pan Satyr: Horned w/ goat legs
5. Silenus: Horned (50% chance) w/ horse legs (50% chance)
6. Corybante: Horned w/ human legs
7. Faun Satyr: Unhorned w/ goat legs
8. Man Satyr: Donkey-eared w/ human legs
- Goat Legs: +5' speed, +4 to resist be knocked over or pushed, +1 to Disposition
- Horned: can be used to attack for 1d6 damage, +1 to Disposition
- Horse Legs: +10' speed, +1 to Disposition
- Human Legs: -1 to Disposition
Along with an additional base 33% chance of being drunk, a 25% chance of dancing and/or making music, and a -4 penalty to resist the enchantments of females, satyrs generally follow a certain disposition range. Select or roll 1d12 below, modified by satyr type.
2 or less. Calm & Instructive (& Somber)
3-4. Calm & Lascivious
5-6. Lascivious Only
7-8. Gregarious & Lascivious (50% chance of also wishing to engage in a play)
9-10. Gregarious & Panicking
11 or more. Aggressive, Lascivious, & Panicking
Usually more for making love and making merry, satyrs will make war if need be, though they disdain the use of armor or any clothing for that matter.
7-8. None (just horns if available)
Special Abilities (base 10% chance for each)
- Fey: may turn invisible and use dimension door up to their HD level times per day, but takes 1d6 damage per round when touching iron and must abide by other faerie restrictions.
- Larger horns: +1 to disposition, horned damage die is now d8.
- Magic Pipes: possesses an enchanted syrinx that allows the satyr to cast Charm, Sleep, or Fear on any within 60'. Save vs. spell negates, and those who save against a particular satyr's pipes once are forevermore immune.
- Marsyas-ilk: -2 to Disposition, but has special animosity with followers of Apollo.
- Nature Spirit: is ethereal by default, but may take physical form for up to 1 round per HD per hour, and yet cannot enter any structures (except ruins) in any case.
- Priapan: +4 to lovemaking rolls, but -5' speed, due to being perpetually ithyphallic.
- She-satyr: the satyr is female, though may still have some male satyr parts (base 33% chance), in any case, goat- or horse-like legs often begin below the knees, rather than waist-down as is the case for male satyrs (base 65% chance).
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Satyr to their spell list. Treat it as Summon Monster, except that only 1d3 satyrs may be summoned at a time, up once per day, their HD (usually 2) determining the appropriate Summon Monster spell's level. It takes 1d6 rounds for the satyr to arrive and then the spell's duration begins- when the cleric can actually give commands. Once the duration ends, the satyr will act according to its disposition (if it still lives, either remaining or leaving the area) unless the cleric successfully casts another Summon Satyr spell to control it once more.
Priests & priestesses, as well as the other cleric types described in Volume II, commonly follow Greek divinities. Two new ones described here do so as well. Though exceptions may occur, certain ones typically follow certain gods and goddesses as their patron.
Aphrodite: priestesses, mystics
Apollo: clerics, mystics, priests, seers
Artemis: clerics, druids, druidesses, shamans
Athena: clerics, priestesses
Demeter: priestesses, druids, druidesses, mystics
Dionysus: clerics, mystics, seers, shamans
Hades: clerics, mediums, priests
Hecate: clerics, priestesses, mediums, seers, witches
Hephaestus: clerics, priests
Hera: clerics, priestesses
Hermes: priests, mediums, mystics, hermetic wizards
Hestia: priestesses, seers
Pan: clerics, druids, druidesses, mystics, shamans
Poseidon: clerics, priests
Zeus: clerics, priests
Greek Cleric Type Dispositions
Along with the Cleric Encounters described in Volume II, use the following tables either as a general guide, to randomly determine what a particular clerical magic-user's focus is (or isn't), or to see what specific activities they are engaged in at a particular time.
The most martial cleric type will usually (select or roll d4):
1. Adventure in the name of doing their patron deity's will.
2. Defend their temple, whether physical or philosophical.
3. Amass treasures for their deity and cult.
4. Per priests & priestesses, below.
For Referees who wish to include them, druids and druidesses can serve Artemis, Demeter, and Pan, especially in areas that border the Celts. If Celts aren't nearby (and for sticklers), they can be known as 'nature priests' and 'nature priestesses' instead and otherwise follow the druid rules in Volume II.
In any case, the focus of Greek druids is usually on serving their patron god or goddess by (select or roll d6):
1. Keeping a natural area that's sacred to their deity sacrosanct.
2. Questing to help defend a natural area that's sacred to their god or goddess.
3. Administering to the plants & wildlife sacred to their divinity.
4. Communing in natural areas.
5. Experiencing the power of their deity in a natural area (5% chance of encountering one of their avatars too).
6. Per shamans, below.
Greek Priests (Hiereus) & Priestesses (Hiereia)
Being more ceremonial, Greek priests and priestesses more often (select or roll d6):
1. Serve their god's or goddess's will in the world.
2. Determine their deity's will through prayer and omens.
3. Make appropriate offerings based on their divinity's interests.
4. Undergo a unique experience, depending on their patron, due to how Greek divinities enjoy taking a more direct interest in the affairs of their mortals (5% chance of encountering one of their avatars in the process).
5. See to the maintenance of their god's or goddess's temple.
6. Assist a follower or even temple of another Greek deity, if that is the will of their patron and of Zeus. serving the Pantheon as a whole.
Mediums: as they deal mainly with spirits of the dead, treat them as clerics, except that they fight as magic-users, including their HD and inability to wear armor or use shields. In addition, any who witness them casting a spell for the first time must save vs. death or be unnerved (-2 to all rolls) for the next 1d6 rounds due the presence of ghosts. In return, they can see and communicate with ancestral and undead spirits at will, though they themselves must save vs. death when one is present (a base 5% chance at any location), or else they themselves will become unnerved...
Otherwise, Greek mediums usually (select or roll d6):
1. Speak with spirits for their own purposes.
2. Avoid spirits who bother them.
3. Speak with spirits on behalf of mortals.
4. Speak with spirits in accordance with the will of their patron deity.
5. Are ridden by spirits related to their divinity, granting them a +1d6 bonus to a random ability score, but also causing them to lose control of their actions for a time.
6. Per seers, below, though spirits are at work.
Seeking a more direct connection with their deity, and hopefully apotheosis, they will (select or roll d6):
1. Be (or work to be) a member of a Greek mystery cult.
2. Commune directly with their deity (base 5% chance of being heard).
3. Contemplate deeply.
4. Use their deity's particular guidance to work towards enlightenment, which may be different than what priests of the same deity practice (base 15% chance of it being seen as heretical).
5. Undergo trials, whether self-imposed or not.
6. Per druids or seers, above or below, though the reasons for their actions will be to have a more direct connection with divinity.
Greek Seers (Mantis)
Seers: since they can receive glimpses into the future, treat them as clerics, except that they fight as magic-users, including their HD and inability to wear armor or use shields (just like Mediums). What is more, they must save vs. death or be disoriented whenever they cast a spell for the next 1d6 rounds due to the many visions they see. In addition, they cast all of their non-divinatory spells at 1 lower level caster level too. In return, they are able to cast any divination spells (whther on their divinity's spell list or not) and at 1 higher caster level than normal. In addition, they may also reroll any roll they make up to once per level per day, deciding which result to keep, since they are so attuned to prophecy and fate.
Otherwise, Greek seers often (select or roll d8):
1. Stare off into space, being shown prophetic events.
2. Interpret entrails to determine the will of their deity.
3. Babble/ speak in tongues (save vs. spell to those who wish to interpret it correctly).
4. Pronounce one's doom, as determined by the Fates.
5. Inhale cave vapors (or the like), seeking inspiration by their god or goddess.
6. Sit as an oracle.
7. Travel about, either to where destiny guides them or to where others need them (which could be the same.
8. Per mediums, above, though the spirits enable prophecy.
In the tradition of Orpheus, along with more primitive types, Greek shamans usually (select or roll 1d6):
1. Journey, including to otherworlds, whether solely mentally or in actuality (equal chance of either).
2. Dance, working with the spirits sacred to their god or goddess (50% chance of chanting too).
3. Drum (50% chance of chanting too).
4. Partake of hallucinogens, becoming better able to commune with the spirits (whether real or not).
5. Engage in a sacred hunt (and meal) of a beast that's sacred to their divinity.
6. Per mediums or seers, above.
Workers of dark and mysterious magic, Greek witches almost always follow Hecate, though they wisely respect the other Greek gods too. In any case, they often (select or roll 1d6):
1. Brew potions via occult methods.
2. Assist petitioners if it is the will of their goddess.
3. Plot the demise of others who stand in her way.
4. Dance nude under the moon.
5. Work their way into greater power.
6. Assemble useful components for spells.
Curse for Harming a Priest. Priestess, or other Cleric Type
Last, harming a cleric type is often ill-advised since they are sacred to the Gods. Depending on the divine standing of the cleric type vs. the offender, those who raise a hand to a cleric, druid, druidess, priest, priestess, medium, mystic, seer, shaman, or witch will suffer a divine test from the god or goddess or the cleric type being harmed. Divine standing is of course adjudicated by the Fates, by having both attacker and attacked roll any die to see who is victorious.
Large men (usually) with the four-legged bodies of horses, centaurs are often savage and drunk. They were born of the pairing of Ixion and Nephele, and are seen as accursed or even vile by the faithful of Zeus and Hera as a result. Instead, they are mainly associated with Aphrodite and Dionysus. Still others call Cronos their patron (link), following in the more refined (but still four-legged) footsteps of Chiron, while a few others have the more civilized ways of Apollo.
Associated Divinity/Cult (d6)
1-2. Aphrodite: 50% chance of being lascivious (if not already); 25% chance of being a bucentaur; 50% chance of being a centauride
3-4. Dionysus: 50% chance of being drunken (if not already)
5. Cronos: 50% chance of being instructive (if not already); 50% chance of being bearded; 25% chance of having human forelegs
6. Apollo: 50% chance of being calm (if not already); 25% chance of having a white coat