Dear Dr. Evil,
I've always been a big fan of Greek mythology and I'd like to make the monsters in the MM more authentic. I know you fine folks have produced Trojan War. Are there any creatures in that book or others that would help me out?
Sure enough, we did produce Trojan War and inside that fantastic volume are a slew of suggestions and tips for making the mythological inspired monsters like the chimera, pegasus, and so on, well, more mythological. The guidelines are suggestions, and in some cases, we found the monsters as presented in the MM sufficient, while in others, we felt we could take things a step or two farther. So, this time, I'll give you a hand on implementing some of the suggestions we made in Trojan War.
When a king failed to properly honor Artemis, the goddess of the hunt, she sent a savage boar to ravage the countryside. To spare his people suffering, the king assembled a great band of heroes to track down the beast and kill it. The party located the creature, but before they could land a single blow, the great boar disemboweled several heroes with its tusks. Though the Greeks did manage to slay the beast, thanks to Atalanta's arrow and Meleager's spear, there's no reason to think that it was the only of its kind.
Calydonian Boar CR 9
N Huge animal
Init +3; Senses Spot +14, Listen +13; low-light vision, scent
AC 17, touch 7, flat-footed 17
hp 199 (21 HD)
Fort +17, Ref +11, Will +15
Spd 40 ft. (8 squares)
Melee gore +25 (2d6+21)
Space 15 ft.; Reach 10 ft.
Base Atk +15; Grp +35
Abilities Str 35, Dex 8, Con 21, Int 2, Wis 13, Cha 8
Feats Alertness, Awesome Blow, Endurance, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Iron Will, Power Attack
Skills Listen +14, Spot +13
Ferocity (Ex): The Calydonian boar may continue fighting without penalty while disabled or dying.
There are many instances of giants throughout Greek myth, and many share similarities to the ones in the MM. However, there are several cases where the giants mentioned in the stories are far stranger than any described in the d20 system. Among the strangest is Campe, a grotesque abomination charged with guarding Tarterus, the infernal prison of the Titans. While she shares the proportions of other giants, her appearance and capabilities are vastly alien. For hair, she has a nest of writhing serpents. Scales cover her naked bloated body. Curved claws, perfect for rending flesh replace her hands, and protruding from her back is a hideous scorpion's tail.
Campe, Jailer of Tarterus CR 13
CE Large outsider (augmented giant, earth, extraplanar)
Init +4; Senses Spot +19, Listen +19; darkvision 60 ft., low-light vision
AC 29, touch 13, flat-footed 25
hp 190 (14 HD); DR 10/magic
Resist acid 10, cold 10, electricity 10, fire 10; SR 24
Fort +17, Ref +8, Will +8
Spd 40 ft. (8 squares), fly 80 ft. (average)
Melee 2 claws +25 (1d6+16), bite +20 (1d8+8), sting +18 (1d6+8 plus poison)
Ranged rock +13 (2d8+24)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +30
Atk Options rock throwing
Special Actions rock catching, smite good (1/day, +14 damage)
Spell-Like Abilities (CL 14th):
3/day—darkness, poison (touch +25, DC 17), unholy aura (DC 21)
1/day—blasphemy (DC 20), contagion (touch +25, DC 16), desecrate, unhallow, unholy blight (DC 17)
Abilities Str 43, Dex 18, Con 26, Int 16, Wis 15, Cha 16
Feats Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot
Skills Appraise +10, Climb +33, Hide +17 (+25 rocky terrain), Intimidate +11, Jump +33, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +10, Move Silently +12, Search +11, Spot +19, Survival +10 (+12 on other planes, +12 follow tracks)
Poison (Ex): Injury, Fortitude DC 25, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
The Chimera is a frightening beast of legend, slain by one of the greatest of heroes, Bellerophon. Like the lesser breeds described in the MM, this monster has a fire-breathing head of a lion, the body of a goat, and the tail of a serpent.
Chimera of Bellerophon CR 14
CE Huge magical beast (augmented)
Init +2; Senses Spot +9, Listen +9; darkvision 60 ft., low-light vision, scent
AC 22, touch 10, flat-footed 20
hp 310 (27 HD)
Fort +21, Ref +17, Will +12
Spd 30 ft. (6 squares), fly 50 ft. (poor)
Melee bite +35 (3d6+15)
Melee bite +35 (3d6+10), bite +35 (2d6+10), gore +35 (2d6+10), 2 claws +33 (1d8+5)
Space 10 ft.; Reach 5 ft.
Base Atk +27; Grp +45
Atk Options breath weapon (20-ft. cone, Reflex DC 29 for half, 3d8 fire, once/1d4 rounds)
Abilities Str 31, Dex 14, Con 23, Int 4, Wis 14, Cha 8
Feats Alertness, Hover, Iron Will, Multiattack
Skills Hide –4 (+0 scrubland or brush), Listen +18, Spot +18
It's said that the Cyprian centaurs were created when Zeus spilled his seed upon the ground. Fierce and bellicose, they inherited their maker's more volatile characteristics. A Cyprian centaur looks like a normal centaur, except it has a rough coat, large teeth, and long ears. These monstrous humanoid also have bull's horns sprouting from their temples.
Raging Cyprian Centaur CR 7
Male centaur barbarian 4
NE Large monstrous humanoid (augmented)
Init +3; Senses Spot +7, Listen +3; Darkvision 60 ft.
Languages Sylvan and Elven
AC 17, touch 9, flat-footed 15; Dodge, uncanny dodge
hp 92 (8 HD)
Fort +11, Ref +8, Will +8
Spd 55 ft. (11 squares)
Melee Large longsword +12 (2d6+9/19–20)
Melee Large longsword +12 (2d6+9/19–20), 2 hooves +11 (1d6+4), and gore +10 (1d8+4)
Ranged +1 Large composite [+4] longbow +7 (2d6+5/x3)
Space 10 ft.; Reach 5 ft.
Base Atk +8; Grp +19
Atk Options Power Attack
Special Actions rage (2/day)
Abilities Str 28, Dex 17, Con 22, Int 6, Wis 12, Cha 12
SQ trap sense +1
Feats Dodge, Power Attack, Weapon Focus (hoof)
Skills Listen +3, Move Silently +5, Spot +7, Survival +6
Possessions combat gear plus +1 mithral shirt, masterwork Large longsword, +1 Large composite [+4] longbow with 20 cold iron arrows
Rage (Ex): When not raging, the Cyprian Centaur uses the following statistics.
AC 19, touch 11, flat-footed 17
Fort +9, Will +6
Melee Large longsword +10 (2d6+7/19–20)
Melee Large longsword +10 (2d6+7/19–20), 2 hooves +9 (1d6+3), and gore +10 (1d8+3)
Abilities Str 24, Con 18
The harpy as described in the MM is sufficient for presenting a nasty and dangerous foe, but the Harpies of myth were more than just fodder for a hero's sword. Fierce hunters, they were four sisters, cursed with the bodies of birds and the faces of young girls. They are named Aello, Calaeno, Ocypete, and Podarge.
Harpies CR 10
Female harpy ranger* 6
CE Medium monstrous humanoid
Init +5; Senses Spot +10, Listen +12; darkvision 60 ft.
AC 21, touch 16, flat-footed 16; Dodge
hp 72 (13 HD)
Fort +9, Ref +15, Will +7
Spd 20 ft. (4 squares); fly 80 ft. (average); Flyby Attack
Melee +1 longsword +14/+9/+4 (1d8+2/19–20)
Ranged mwk composite [+1] longbow +20/+15/+10 (1d8+1/x3) or
Ranged mwk composite [+1] longbow +18/+18/+13/+8 (1d8+1/x3); Rapid Shot or
Ranged mwk composite [+1] longbow +16/+16/+14 (1d8+1/x3); Manyshot
Base Atk +13; Grp +14
Atk Options ambush +1d4, +1 attack and damage against hill creatures, Manyshot, Rapid Shot
Special Actions captivating song
Combat Gear potion of cure moderate wounds
Abilities Str 12, Dex 20, Con 14, Int 10, Wis 10, Cha 17
SQ natural trapfinding, nature sense, terrain mastery (hills), trap sense +2, woodland stride
Feats Ability Focus (captivating song), Dodge, Endurance B, Flyby Attack, Manyshot B, Persuasive, Rapid Shot B, Weapon Focus (composite longbow), Track B
Skills Bluff +12, Disable Device +1, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +9, Knowledge (geography) +6, Knowledge (nature) +8, Listen +12, Move Silently +11, Perform (oratory) +7, Search +3, Spot +10, Survival +2 (+4 aboveground natural environments, and to avoid natural hazards and getting lost)
Possessions combat gear plus +1 studded leather armor, +1 longsword, masterwork composite [+1] longbow with 20 arrows, ring of protection +1
Ambush: This ability functions like sneak attack, but the harpy gains extra damage only when her opponent is deprived its Dexterity bonus to AC and not when flanking.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 19 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.
Natural Trapfinding (Ex): This harpy can use the Search skill to locate traps constructed from natural materials or magical traps in wilderness environments, when the DC is 20 or higher. Finding a nonmagical trap has a DC of 20, or higher if well hidden. A magic trap generally has a DC of 25 + the spell level. The harpy can disable nonmagical traps only (despite the fact that she can locate magic ones). If she beats the trap's DC by 10 or more with a Disable Device check, she can study it and figure out how it works, allowing her and her companions to bypass it without disarming it.
Terrain Mastery (Hills) (Ex): The harpy gains a +4 bonus to Listen checks (already included in her skills) and gains a +1 bonus to attack and damage rolls against creatures with hills listed in their environments.
*This harpy uses the variant ranger presented in The Black Company Campaign Setting.
Created by Hephaestus, god of the forge, these strange beasts were gifts to the king of Colchis, Aeetes. They appear to be normal bulls, but they have the telling ability to breath flames from their mouths.
Hephaestan Bull CR 3
N Large animal (fire)
Init +1; Senses Spot +3, Listen +5; low-light vision, scent
AC 14, touch 10, flat-footed 13
hp 32 (5 HD); fire healing; DR
Immune elemental body, fire
Fort +6, Ref +5, Will –1
Spd 40 ft. (8 squares); firewalk
Melee gore +7 (1d8+7 plus 1d6 fire)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +14
Atk Options breath weapon (30-ft. cone, Reflex DC 14 for half, 3d6 fire, once/1d4 rounds), heat, stampede (Reflex DC 18, 1d12/5)
Abilities Str 20, Dex 12, Con 14, Int 6, Wis 7, Cha 6
SQ elemental body, fire healing
Feats Alertness, Endurance
Skills Listen +5, Spot +3
Elemental Body (Su): Each time the Hephaestan Bull is exposed to poison, paralysis, sleep, or stunning effects, it has a 25% chance to ignore the effect. It negates all critical hits and sneak attacks 25% of the time as well.
Fire Healing (Ex): A Hephaestan Bull regains 1 hit point for each full round it remains in contact with fire. When struck by magical fire, it heals 1 point of damage for every 10 points of damage the effect would otherwise deal.
Firewalk (Su): The Hephaestan Bull may climb an object on fire as though it had a climb speed of 40 ft. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and can walk on flames at its normal speed, as though walking on air via the air walk spell.