Dungeons and Drachmas

A D&D sourcebook for Mythic Greece by JC Lira

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Table Of Contents

Chapter 1: D&D in Mythic Greece

In creating this book, my goal has been to collect everything about ancient Greece that really ought to be in an ancient Greek flavored D&D campaign. I've tried to concentrate on the characters, creatures, and treasures we can see in history, art, and literature with a minimum of modern pop culture influence (although I did need to give Ray Harryhausen a nod).

A Place in History?

In this book you'll find references to events both real and fictional which took place in the bronze age, iron age, archaic, classical, or Hellenistic period, or only in the mind of a poet. I've done my best to select all of the most fun and gameable elements of a long stretch of Greek history into this setting. It's a bit of an anachronistic soup, in the tradition of D&D, which presents a setting that includes the druids of pre-Roman Britain and monks from kung fu movies. As a result, this setting doesn't really correspond to a specific time. You could use the content of this book to play a game set in Bronze Age Crete, Classical Athens, or in an ancient Greece-like setting your DM creates. If you have a specific period in mind, you may need to rule out any element you deem anachronistic; ie, no dendra armor in the Peloponnesian War.

Setting and Tone differences between D&D and Greek myth

With the content of this book, you can easily play an ancient Greek flavored D&D just by replacing frost giants with cyclopes and paladins with hoplites. But I want to challenge you to go beyond that. Greek mythology has a different tone and feel from D&D, and in order to capture it I'll recommend both DMs and players consider a few changes to the standard expectations of D&D. To wit:

Dungeons, Orcs, and 4-6 encounters per day

Navigating a boobytrapped dungeon, never knowing which nor how many monsters are waiting around the corner is classic D&D and I love it. But it's dissimilar in tone and pace from the epics of ancient Greece. So is the trope of the horde of evil humanoids so prevalent in low-level D&D play. Neither of these archetypes is totally absent from Greek mythology: the Labyrinth of Crete is one or literature's original dungeon crawls and centaurs make a good horde of foes. But for the most part, mass combat in Greek myth is fought between groups of humans, and even the scariest and grimmest scenes from Greek mythology often happen in the open air, under the warm Mediterranean sun.


Additionally, most adventures in ancient Greece don't involve multiple battles per day. Adventurers who fight multiple foes usually rescue a town with one fight, then sail for a week before they fight another monster on an island. D&D's system of long and short rests assumes that PCs will have several encounters before they get a long rest. To minimize this discrepancy, DMs might consider making encounters less frequent but more challenging. Alternately, the DM can alter the long rest timeline to cover not 24 hours, but 4 encounters, or say, "you can take a long rest when you reach the Temple of Artemis at Ephesus." If you do this, though, you need to give your characters a chance to get a long rest even if they fail to reach the Temple so I might add the clause, "or you give up on this course of action."

Gold pieces

Coins did exist in ancient Greece but the vast majority of wealth and trade used something else. Whether they are bartering in the marketplace, retrieving treasure from a monster, or being paid for their services, characters might receive payment in trade goods. Some tradeable items which you would have seen a lot of in those times: bushels of grain; livestock; amphoras of oil and wine; dyes (indigo and purple were the most valuable); fabrics like linen or, much more exotic, silk; incense; spices like cinnamon, cardamom, cumin; bronze, silver, or gold luxury items such as statuettes, braziers, tripods, mirrors; decorations such as combs made from exotic materials like ivory, ebony, mahogany, and of course jewelry, ornaments, and crowns.


You will still find yourself saying "three jars of wine worth 25 gp each" which is fine; you need a unit of measurement because your players can't be calculating how many sheep equal a bolt of fine linen all the time. But bear in mind that many of these items, including sheep and wine, may be less convenient to transport and trade than gold coins, but will also have more utility in the hands of clever players -- consider what Odysseus accomplished with sheep and wine in the cavern of the cyclops.


In this setting, you may call a gold piece the drachma. Although historical drachmas were made of silver, drachmas, like gold pieces, were the standard unit of value. Charcters may also find larger coins such as tetradrachma (4gp) and dekadrachma (10gp).


There are also brass, bronze, or copper coins called obols (1sp), or larger bars of silver called mina (100gp) or talents (1000gp). A talent of silver might weigh over 25 pounds! Coins of electrum and gold, while rarer, would be minted in the same units, but much smaller than a corresponding value of silver.


Magic Items

When characters in Greek mythology get magic items, there is usually a purpose or meaning to their acquisition. Gods choose mortals to wield mystical tools, or a warrior hero might discover the sword of his father. Try to populate your game with magic items that are relevant to both your characters' abilities and their stories most of the time, and steer away from finding "random" magical treasure. When magical treasure is generated at random, characters sometimes receive items that are useless to them (usually because of their class) or that they'd like to sell in a "magic shop" -- both of those reactions make magic feel less purposeful, less magical if you will. If characters want to "shop" for a magic item, let them discuss exchanging one for Favor, discussed later in this book.

You meet in the Agora

One of the staples of D&D that you wouldn't find in mythic Greece is the tavern -- a cozy inn where, for a few coins, adventurers meet up and rest between heroics. It would be very rare to find this kind of establishment in ancient Greece. If the PCs are looking for work, or for gossip, or a place to blow their treasure, they want the agora, the central marketplace of any city or decent sized town. The majority of the city's shops and street vendors can be found here, along with entertainers, artists, performers, preachers, gossips, pickpockets, festivals, eating and drinking venues, public debates, and probably a nice fountain. It would be the location for most social interactions between strangers in any city.

Hospitality

The good old tavern is also where D&D characters traditionally sleep. In ancient Greece, travelers relied instead on the hospitality of hosts. In fact, there was a tradition called the xenia stating that everyone had a moral obligation to give a stranger a place to stay -- and this law was enforced by Zeus himself! Thunder noise!


In pragmatic terms, this means that any character may reasonably expect to be offered food, drink, and shelter from any civilized person whose socioeconomic class is not higher than the traveler's. Even under the xenia it's unlikely that a king would offer lodging to a laborer. So depending on the traveler's social class he or she might be offered a dry, covered hay pile in the goat-pen (peasants don't have guest rooms) or a luxurious suite in a palace. It would not be uncommon for host and guest to exhange gifts at any economic level. Usually a character's Background will provide a clue as to where they fall on the socioeconomic ladder. What a great opportunity to introduce a new subplot! Instead of the time honored but overused tavern environment, the PCs in an Epic of Bronze campaign will be entering the homes and lives of private citizens. These homes may have their own secrets, their own dangers.

The Wilderness

Ancient Greece, at least in mythology, had more and denser woodland than the modern country does. There isn't really a Feywild in Greek mythology, but many tales seem to suggest that the further one wanders from civilization, the greater the risk of entering the unreal world of satyrs and nymphs. You might take some inspiration from Shakespeare's Midsummer Night's Dream, which takes place in the forest near ancient Athens. Any time the characters stray more than a few miles from human civilization, and especially at night, the DM can feel free to rule that they have crossed into the fey realm -- and the DM does not need to inform the players this has happened.

The Sea

Surviving the perils of the sea is a staple of mythic adventures! During the real Bronze Age, their limited knowledge of navigation and shipbuilding meant that the Greeks couldn't sail in any direction the wind asn't blowing, so this is a great opportunity to play with the fickle whims of the gods. Long voyages mean that it's necessary to stop on islands for food and fresh water, creating new opportunities for discoveries and encounters.

If you like to play an episodic rather than single-narrative form of D&D, you might consider focusing on a ship's crew who encounter a new island on every adventure. Each island could have a self-contained one-shot plot with its own distinct features, monsters, people, and problems. It's a great approach if you can't get the same players for every session. Some characters just stayed on the ship that week!

This mode of travel and story element is so important to the setting that as DM, you might consider never giving your players the power to fly or teleport the whole party across miles of terrain.

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The Underworld

In Greek myth, the Underworld contains more than one realm: there is the gray but placid domain of Hades and the punishing pit of Tartarus. Living mortals can walk into Hades without using any sort of plane-shifing magic if they can find the long and obscure route to get there, convince Charon to ferry them across the Styx, and sneak or fight their way past Cerberus. There they would find the shades of all the dead, both "good" and "bad" -- unless the good dead go to the sunny fields of Elysium. Not much is written about what the dead experience in Hades, but sources suggest that the shades of the dead would far prefer to be alive, forget much of their time among the living, and might like a drink of blood.

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Mount Olympus and the Gods

Mortals do not venture to Olympus either. To even try would be such an act of hubris that the offender would likely be reduced to ash by an angry god before reaching the summit. If the halls of Olympus feature in an Epic of Bronze campaign at all, it will probably be in a cut-away scene, not involving the PCs, in which we are allowed to look in as an audience on the affairs and disputes of the gods when they have some bearing on what's happening in the campaign.

They are taking their lives into their hands when they do so, but mortals can visit Olymous, either by climbing the harrowing slopes of the mountain or by using magical means such as plane shift.

Although they probably won't be invited to dine on ambrosia and nectar on high Olympus, characters in this setting may have plenty of opportunities to interact with gods. The gods of Greek myth are more likely than many in other settings to speak directly to mortals, test or trick them, spur them to great deeds, and even have love affairs with them. DMs should feel free to have the gods in this setting get involved with mortal (and PCs') business, even for trivial and petty reasons. Players, don't be shy about creating characters who have some close personal connection to a god in their backstories.

Planes

Greek mythology has realms that are not inhabited by mortals, but those realms are usually connected to Gaia in a way that determined mortals can travel. Those places should be reachable either through a harrowing journey or through magic like Plane Shift.

Other Realms

Aeolia An island fortress surrounded by a wall of brass, home to Aeolus, master of the winds, perhaps the origin of all creatures and magics that normally come from the Elemental Plane of Air

Celestial Sphere higher than the peaks of Olympus, there is a plane that must be shaped like an inverted bowl, on the underside of which Zeus hangs constellations, the chariot of the sun makes its daily route, and is the home to beings personifying celestial phenomena such as Eos the dawn and Selene the moon. The constellations might sometimes manifest as physical creatures such as giant scorpions, bulls, and stellar centaurs. This is the home of the race of pleiades and it might replace the Astral Plane in your setting.

Elysian Fields A paradisical meadow, probably on an island in the Atlantic, is the ultimate reward for heroes after their deaths. Here strife is impossible and the spirits of the valiant compete in athletic contests, recite poetry, drink wine and eat sweet fruit. Generally a character will be admitted to the Elysian fields (rather than the halls of Hades) after death if they have a Good alignment, 7 character levels or the equivalent, and proficiency in at least one martial weapon.

Erebus A shadow place adjacent to Hades in which beings associated with darkness and night dwell. It is roughly equivalent to the Shadowfell. Mormos, erinyes, lampades, and empusae call this place their home, as well as divinities such as Nyx, Hecate, Hypnos, Morpheus, and Eris.

Gaia Although technically she is the Earth, Gaia is at once a character (the oldest of divine beings) and a location. Within Gaia's body are pockets that have sometimes been used as prisons for giants and monsters. The imprisonment spell could trap a being similarly within Gaia. In addition to being the Earth and the original Earth Mother, in a D&D setting Gaia's body also serves as the Elemental Plane of Earth.

Hephaestus' Workshop Hotter than a furnace and lit only by glowing hot metal and flying sparks, the forge of the god of craftsmen is inhabited only by Hephaestus himself, his automata, and a gang of the more civilized and productive type of cyclops. It is probably located beneath Sicily and could be the source for beings and magic that come from the Elemental Plane of Fire.

Tartarus Trapped in this hole are the Titans and other primordial beings who were defeated, but, immortal, could not be killed by the Olympians. Mortals whose misdeeds caught the eye of an Olympian god and have been given some special, imaginative punishment may be here, too. The myths don't recount any living mortal finding, or even wanting to find, a path to Tartarus. Tartarus is either adjacent to or part of the realm of Hades and may play the role that the Nine Hells or the Abyss does in other D&D settings.

Undersea Palaces Made from coral, embellished with shells, pearls, and sunken treasure, these are the domains of Poseidon when he is not on Olympus, his wife Amphitrite, son Triton, and other subaquatic nobility like Nereus, which can replace the Elemental Plane of Water.

Languages and other cultures

In Greek myths, whether a hero is speaking to a titan, a centaur, or another human from far-off Aethiopia, language generally isn't a barrier. You can certainly play a D&D game in which everyone speas the same language, perhaps just with different accents.

If you like the dynamic of language proficiencies, here's how the D&D languages translate to this setting.

Languages
Spoken by
Abyssal creatures aligned with or sprung from Erebus, Nyx, or Tartarus
Celestial the Olympian gods and their allies, beings that dwell in the heavens
Hydran (replacing Aquan) intelligent beings that live in the sea
Primordial beings older than the gods, including titans and the children of Gaia
Sylvan Nymphs, satyrs, fey woodland beings

Humanoid or partly human beings that live in their own tribal societies such as centaurs, blemmyes, and cynocephalae (gnolls) have their own racial language. Giants share a language descended from Primordial.

Among humans, Greek is the "common" tongue because, like frogs around a pond, their colonial and trade expeditions have spread this tongue throughout the known world. If your campaign deals with other cultures, you may include the languages of Persia, Egypt, Phonecia, Aethiopia, and the tribes of Italy, Scythia, and the Kelts. The Amazons may have their own language or they may share the Scythian tongue. The toppled civilization of the Minoans, centered in Crete, and the lost civilization of Atlantis each had a language. These could serve in your campaign as "dead" languages, spoken only by antiquarians and those trapped as statues for the last millenium.

Historically, Greeks considered the Greek-speaking world to be the civilized world. They labeled those who didn't speak Greek "barbarians" (not to be confused with the character class), even when they were from highly sophisticated cultures.

Potentially Sensitive Subjects

Sexuality

There's a lot of sexual content in ancient Greek art. They didn't have the taboos against depicting sex that many later cultures would develop. Modern players might enjoy a setting with this open attitude towards sexuality, including acceptance of same-sex love and gender nonconforming people. On the other hand, they might be revolted when these myths discuss incest, genital mutilation, rape, and sex with animals. Please meet with your group before the campaign starts and let everybody voice what material seems like it could be a fun element and what would make them uncomfortable. I've found that players will sometimes say "I'm comfortable with this existing in the setting but don't want it to be depicted or roleplayed at the table." Let any player, including the DM, have the option to wrap up, cut away from, or draw the curtain on any content that's bothering them.

Sexism

There were a few exceptional, powerful, accomplished women in both history and fiction, but in general, ancient Greece was a patrirachy in which women were second class citizens. In their limited lives, women would have faced huge obstacles in becoming scholars or warriors or sailors which would be quite limiting in a D&D canpaign. The most obvious solution is to just envision a gender egalitarian ancient Greek society. It wouldn't be hard to do, as most D&D settings have done with a quasi-medieval Europe. On the other hand, the imbalance of power between men and women is a plot driving device in stories like those of Atalanta, Danae, and Medea. The Amazons would lose a lot of their impact if there are women warriors all over the world. You might want to play in a world where patriarchy is the norm, but with the understanding that female player characters are going to be able to defy such norms. This should be a group discussion before the campaign starts. Because I've prioritized sticking to the source material, this book makes a few assumptions about gender, like thinking of nymphs as all female. If they don't mesh with what you want in your game, feel free to ignore them.

Slavery

Slaves were part of the ancient Greek economy. I'd love to tell you that it was a relatively benign form of slavery but it wasn't: the Spartans, for example, would regularly kill slaves for practice. Even some heroes of Greek mythology, notably Odysseus, owned slaves. The easiest way to handle this in a D&D game would be to remove slavery from the setting. I've read translations of myths in which every mention of slaves was politely translated as "peasant" or "servant". Or you can make clear that evil people and societies have slaves, and good ones do not. Since we don't have orcs in this setting, slavers could make a great evil faction PCs can kill without feeling too bad about it. In a campaign where morality is more "shades of gray" you might consider a setting which slavery is broadly accepted and the difference between a good and an evil person is how kind he is to people in this social class, like in the real world you can tell a person is a jerk if he yells at his waiter. You might model the dynamic between a heroic master and a slave on the relationship between a comic book hero and his loyal butler: it's not a relationship between equals but it is one of mutual reliance and respect. Once again, talk to your group. If anyone's offended by this portrayal of slavery, better stick with one of the previous options.

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Whew! Enough of the heavy stuff. Let's make characters!


The D&D classes in Mythic Greece

Most of the traditional D&D classes fit into a mythic Greece setting without a hitch. Rangers like Atalanta, fighters like Achilles, bards like Orpheus, sorcerers like Medea, and rogues like Odysseus play prominent roles in the legends and not much needs to be said about fitting them into this setting.

Clerics, like the Oracle of Delphi, aren't rare in Greek mythology or history, it's just that they usually aren't adventurers. Likewise, characters like the centaur Chiron could be druids in D&D terms. It's not too difficult to imagine one of these characters donning some armor and getting their hands dirty doing the business of the gods.

Most of the combatants in the Iliad call on the gods for aid, and not infrequently, their prayers are answered. In your campaign the most devout and favored of these warriors may be paladins.

Greek warriors don't fight like berserkers. When they are consumed by rage, it's a curse, a form of madness. The very word "barbarian", in this setting, means "non-Greek". For these reasons barbarian characters should probably be from a nonhuman or foreign culture. But if you want to play a super tough melee combatant who doesn't rely on arms and armor and fits this genre perfectly, check out the pankratiast.

Classical mythology doesn't really have wizards. If you want to play a character whose Intelligence allows them to work miracles, you might consider playing a polymath. The tradition of Hermetic magic, which is very similar to wizardry in D&D, comes about during the Hellenistic period, so if you don't mind a slight anchronism the wizard will fit in this setting.

None of the characters in Greek mythology are what D&D would call a warlock. If you want to include them in your campaign, not-quite-godly beings like Nyx, Hecate, Typhon, Hypnos, Eris, or Proteus -- perhaps even a Titan trapped in Tartarus -- could serve as a shadowy patron.

With their clear East Asian inspiration, monks aren't well suited to this setting. But if you want to be a mobile combatant who makes lots of unarmed attacks along with a grab bag of other powers drawn from your strange quasi-religious devotion, try the new maenad class.

Chapter 2: New Races

Centaur:

Centaurs have the bodies of humans, traditionally male, from the waist up. Below their human waists they have the four-hooved torsos of horses. They are masters of the wide open steppes to the north and east of the civilized world, natural raiders, deadly with bow and spear.

Centaurs, as a general rule, do not make good adventurers. They are notoriously violent drunks and kidnappers of human women and this behavior makes it unlikely that a centaur would ever be able to cooperate with a team of humanoids. Their hybrid bodies present challenges in tunnels and on ships. On the other hand, it is not unheard of for a centaur to be virtuous and learned, and such a character would be a fine asset to an adventuring party


Centaur Traits

Ability Score Increase. Your Strength score increases by 2.


Centaur Weapon Training. You are proficient with spears, pikes, shortbows and longbows


Fleet of Hoof. You have a base speed of 35 feet.


Gallop. Centaurs can Dash as a bonus action.


Horse-Bodied. You are Large but can occupy an oddly shaped space 2 squares long and 1 square wide. You must wear both barding and human-shaped armor to receive the full AC benefits of either item.


Iron Stomachs. Centaurs have advantage on saving thows against being poisoned.


Unarmed Combat. Centaurs may strike with their hooves for 1d6 bludgeoning damage.


Cyclops

As a race, the cyclopes (singular: cyclops) are older than even the gods of Olympus. Smarter, more civilized cyclopes are master craftsmen, while another bloodline are man-eating savages. Some are taller than trees, but the type described here are only slightly bigger than humans. Their most distinguishing feature is the single eye located in the middle of their foreheads.

Most cyclopes do not make good adventurers. They prefer a day of hard work in the quarry or forge and care little for personal glory. These cyclopes would be quite satisfied to create a wonderful sword or shield, and then let its bearer go off to win renown in a foreign land while they remain in their comfortable routine. However, cyclopes are not total strangers to conflict -- their mighty ancestors even fought with Zeus against the Titans -- so it may be that once again a great conflict will motivate some cyclopes to leave their dens and take a hand in mortal events.


Cyclops Traits

Ability Score Increase. Your Strength score increases by 2 and your Constitution increases by 1.


Cycloptic Resilience. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.


Natural Craftsman. You are proficient with one set of craftsmen’s tools (mason or smith).


Poor Depth Perception. Cyclopes have disadvantage on attack rolls against targets over 20 feet away.


Thunderous Blow. When you hit a creature with a club, hammer, or any weapon held in two hands, you may deal an extra 2d8 thunder damage. This damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. You regain this ability when you complete a short rest.



Demigod

The children of gods and mortals occupy a half-step between the two. Stronger, more handsome, and tougher than mere humans, they are still subject to the laws of death. The greatest among them, though, might hope for apotheosis: shedding their mortal halves and attaining godhood.

Not every demigod is the child of an Olympian and a mortal. The mortal offspring of a Titan or Gaia herself, or two mated demigods, might have these traits.

Demigods are not, on the whole, favored by the gods. For every divine parent who actually acknowledges and favors his or her mortal offspring, there is another god who resents the half-breed's existence and will plague the demigod with hardship and hazard.

Demigods tend to be proud of their heritage; confident, or overconfident, in their abilities; and prone to Hubris. Many demigods see themselves as having a great duty or having been born to fulfill some purpose, even if the reality was simply that some god could not keep his hands off a mortal.


Demigod traits

Ability Score Increase. +2 Strength, +2 Constitution, +2 Charisma


Divine Gifts. The traits of demigods vary by lineage. Choose one from the chart below. Note that this chart only contains those immortals who are most likely to make babies with mortals -- if you would like to be the scion of a different deity, you'll have to work out a Divine Gift of comparable value with your DM.

Divine Gifts
Divine Parent Divine Gift
Zeus Advantage on saving throws vs the frightened condition; resistance to lightning
Poseidon You roll with advantage on Survival, Athletics, Animal Handling, Nature, and Water Vehicle Proficiency checks when in a marine environment
Gaia On your turn, if you are touching the earth, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a short or long rest before you can use it again.
Demeter or Pan You gain proficiency in Nature.
Apollo You gain proficiency in Medicine or Perform.
Aphrodite When you take damage, you may cast fog cloud as a reaction. Once you use this feature, you must finish a short or long rest before you can use it again.
Ares When you inflict damage, you mayreroll your damage dice and use the better result. Once you use this feature, you must finish a short or long rest before you can use it again.
Hermes You gain proficiency in Deception.
Dionysus You have advantage on saving throws against being poisoned.

Nymph:


Nymphs are nature spirits, traditionally female. They are beautiful and eternally youthful, desired by gods, mortals, and some creatures in-between.Sometimes they are terrified of mortal men, sometimes they are attracted to them. They are humanoids but also fey, and have strong connections to elementals and, in the case of dryads, plants as well.


Most nymphs are not well-suited to adventuring. They might experience discomfort when they are removed from their sacred glades and springs, and prefer not to interact with mortals. Many of them would find a city to be a terrifying place. But some are driven by a curiosity about the world outside their groves and one of these unusual creatures could easily fall in with a crew of adventuring heroes.


Nymph Traits


Ability Score Increase. Your Charisma score increases by 2.


Wild. You gain proficiency in the Nature skill


Dryad (Wood nymph)


Ability Score Increase. Your Dexterity score increases by 1.


Elusive. In the wilderess, you can attempt to hide even when opponents can see you clearly.


Fleet of Foot. Your base walking speed increases to 35 feet.



Natural Magic. You know the Druidcraft cantrip. At third level, you can cast Entangle once with this trait and regain the ability to do so when you finish a long rest. At 5th level you gain the ability to cast Pass without Trace (only usable outdoors) once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.


Naiad (Fresh water nymph)


Ability Score Increase Your Wisdom score increases by 1.


Aquatic Naiads do not need air and have a Swim speed of 30 feet


Natural Magic. You know the Spare the Dying cantrip. At third level, you can cast Create Water once with this trait and regain the ability to do so when you finish a long rest. At 5th level you gain the ability to cast Lesser Restoration once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.



Oceanid (Salt water nymph)

Ability Score Increase Your Strength score increases by 1.


Aquatic Oceanids do not need air and have a Swim speed of 30 feet


Natural Magic You know the guidance cantrip. At third level, you can cast fog cloud once with this trait and regain the ability to do so when you finish a long rest. At 5th level you gain the ability to cast gust of wind once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells


Oread (Mountain nymph)


Ability Score Increase. Your Constitution score increases by 1.


Cold Resistance You are resistant to cold damage.


Natural Magic. You know the ray of frost cantrip. At third level, you can cast grease (in the form of slippery ice) once with this trait and regain the ability to do so when you finish a long rest. At 5th level you gain the ability to cast spider climb once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.


Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.




Pleiad (Star nymph)

Ability Score Increase Your Intelligence score increases by 1.


Drift You have a Fly speed of 20 feet usable only under a starry night sky. It does not work indoors, underground, or even when the weather is cloudy.


Natural Magic You know the dancing lights cantrip. At third level, you can cast magic missile once with this trait and regain the ability to do so when you finish a long rest. At 5th level you gain the ability to cast moonbeam once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.



Satyr

Satyrs are bipedal woodland beings with the legs, feet, and tails of goats and the upper bodies and faces of men, usually unattractive and grubby by human standards. They place little value on civilization, learning, honor, or wealth. Their main passions are wine, song, and sex.

Because of this, satyrs are poorly suited to adventuring. Most satyrs would abandon any quest or duty to go on a drinking binge, and it is difficult to bring satyrs into civilized places because they are so boorish and lewd. However, some of these humanoids have learned to rein in their wild natures and behave in a socially acceptable way. Only these have enough discipline and focus to become heroes.



Satyr Traits

Ability Score Improvement Your Dexterity score increases by 2 and your Constitution score increases by 1.


Foolish: You have disadvantage on saving throws versus Charm and Sleep effects



Pipes. You instinctively know how to craft either a panpipe or a syrinx. If he ever loses his pipe he can carve a new one during a long rest as long as he has access to a knife and wood or reeds. While equipped with such pipes, you can use the vicious mockery cantrip. At third level,you can cast sleep once with this trait and regains the ability to do so after a long rest. At 5th level you can cast enthrall once with this trait and regain the ability to do so after a long rest. Charisma is the spellcasting ability for these spells.


Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.


Unarmed combat: a satyr can strike with its horns or hooves for 1d6 bludgeoning damage.


Winesop: You have advantage on saving throws against being poisoned, and magic can’t induce any sort of madness as exemplified by confusion, hideous laughter, irresistible dance. You are resistant to psychic damage.



Spartoi

Under the right circumstances, dragon's teeth can be sown in a field to produce a crop of humanoids who bear a hint of the ferocity of their draconic forebears. Most of the warriors who spring fully armed from the furrows are so aggressive that they kill each other, but those who survive have become a race of warriors and have even founded cities.

Often called the Sown Men or Dragon's Tooth Warriors, they are a proud and hot-tempered people. If they feel that they have been wronged or injured, they tend to retaliate first and ask questions later.

Both the beings who spring up from sown dragon's teeth and their descendants are Spartoi (meaning "sown"). Dragons acknowledge a distant kinship to the sown men.


Spartoi Traits

Ability Score Improvement. Your Strength score increases by 2 and your Dexterity score increases by 1.


Distant Cousins Spartoi have advantage on Insight and Persuasion checks dealing with dragons.


Draconic Resistance. You have draconic ancestry. Choose the type of dragon or determine randomly. You have resistance to the damage type dealt by that type of dragon's breath weapon.


Retribution. When you are hit with an attack, you can use a reaction to make a melee or ranged attack. Your reaction is resolved after the attack that targeted you. You regain this ability when you finish a short or long rest.


Sprung Fully Armed. You begin the game equipped with a scale mail corselet; a bronze helm; a crescent shield; a battleaxe, spear or pike; and a short sword or a hand axe. If your class entitles you to redundant equipment, you may take its value in gold instead.



The Traditional D&D Races

With a little imagination, many of the existing D&D races can fit your D&D setting too. Wood elves and forest gnomes could be seldom-glimpsed nature spirits, kin to satyrs and nymphs. Dwarves could serve Hephaestus. A halfling could be a helpful household spirit, dwelling unseen among humans, doing household tasks in exchange for the occasional left-out bowl of cream. Whos' to say that the dragons' teeth sown by Cadmus and Jason couldn't have spawned dragonborn? A half-orc could be one of the bestial semi-humans who dwell in tribes on the outskirts of the world known to the Greeks. The GM, ideally with input from the players, will decide what options are allowable without diluting the flavor of Greek mythology. Some campaigns might limit player options to only humans, or humans and demigods -- they're the only ones who function as heroes in Greek legends!

Humans from other cultures

Greek mythology does include non-Greek characters from Colchians (from the modern nation of Georgia) to Aethiopians (from somewhere south of Egypt). The ancient world has so many exciting cultures that players might reasonably ask, why not a Roman gladiator or a Babylonian magus? Be cautious about going down this road; if your party comes to include a Scottish bagpipe bard and a Japanese katana fighter it's going to be tough to maintain the flavor of Homeric epic.

Chapter 3: New Classes

Maenad


Maenads are the disciples of Dionysus, god of wine and madness. Their religious fervor allows them to enter a drunken frenzy in which they are fierce enough to rip foes -- or anyone foolish enough to cross their paths --to shreds. Maenads are traditionally female. Sometimes they are called Bacchae or Bacchantes.

While in their ecstatic fervor, all maenads are violently insane. When they are not in this state, some are witty and bright, others might even be meek and shy. They frequently lead double lives as housewives, servants, or aristocrats, becoming Maenads only on nights sacred to Dionysus. Of course, others find it more expedient to remain violently insane all the time.


Class Features


Hit Points 8+ Constitution modifier at 1st level, and 1d8 (or 5) + Constitution modifier per maenad level after 1st.


Proficiencies Armor: none

Weapons: Simple

Tools: Winemaker's tools

Saving Throws: Wisdom, Charisma

Skills: Choose three from the following skills: Acrobatics, Athletics, Intimidation, Insight, Religion, Stealth, Survival


Equipment Dagger, club, or handaxe, 2 javelins or a sling; a traveler's pack, a jug of wine.


Unarmored Defense

Beginning at 1st level, while wearing no armor and not wielding a shield, a maenad's AC equals 10 + her Dexterity modifier + her Wisdom modifier.

Unarmed Attack

At 1st level, a maenad can roll a d4 in place of the normal damage of her unarmed strike. This die changes as she gains maenad levels: d6 at 5th level, d8 at 11th level, d10 at 17th level.


She can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes

Ecstatic State

At 1st level, a maenad can enter an ecstatic state as a bonus action while unarmed, unarmored, not wielding a shield, and having consumed alcohol or other intoxicant. In this state you gain the following benefits



You have resistance to bludgeoning, piercing, and slashing damage.


When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.


Your move increases by 10.

Your ecstasy lasts for 1 minute. Once you have had a number of ecstatic states equal to your proficiency bonus, you must finish a long rest and imbibe more wine before you can enter another.


Wine

At 2nd level, the Maenad can draw upon the magic powers of wine, which they express in oino points. You can spend these points to access features. If one of these features forces a foe to make a saving throw, its DC is calculated as follows: 8 + your proficiency bonus + your Wisdom bonus. When you spend an Oino point, it is unavailable until you complete a short or long rest and imbibe more wine. You initially know three features:

Flurry of Nails. Immediately after you take the Attack action on your turn, you can spend 1 Oino point to make two unarmed strikes as a bonus action

Swaying Defense. You can spend 1 oino point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 oino point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. .


Spellcasting

Starting at 2nd level, you gain access to a limited number of spells. Your choice of spells will expand based on the role you choose at level 3.

You may cast all the spells allotted to you for your class and path without choosing which spells you will cast that day. You regain expended spell slots when you complete a long rest.

When a spell forces a foe to make a saving throw, its DC is calculated as follows: 8 + your proficiency bonus + your Wisdom bonus.

Role

At 3rd level you decide what your role will be among the faithful: a Cupbearer who publicly serves the wine god's temple or a Mystery Cultist who carries out the faith's clandestine agenda.



Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or two of her ability scores by 1. No ability score can be raised above 20.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tolerance

At 6th level, you have advantage on saving throws against the poisoned condition and resistance to damage from ingested poisons. No amount of intoxication will cause you to suffer penalties on attacks, saving throws, or skill checks.

Wine Fueled Strike

At 6th level, your unarmed strikes are considered magical for the purposes of overcoming resistance and immunity.


Omophagia

Beginning at 7th level, you can devour the flesh of a creature you have wounded or which is incapacitated or dead as a bonus action, provided the enemy has flesh. Doing so restores 3d8 + Wisdom modifier hit points to the maenad. You may use this power once per short rest.

Sparagmos

Beginning at 9th level, whenever you score a melee critical hit while in your ecstatic state, you may take a free action to make a melee attack against the same creature.

Jagged Nails

Starting at 11th level, before making an unarmed attack you may spend an oino point to give this attack the properties of a Sword of Wounding.


Symposium

At 13th level, you can conjure a wave of purple energy in which your companions feel the refreshing benefits of a cup of wine while your enemies suffer the curse of drunkenness. All of your allies within 20 feet of you get a new saving throw against the poisoned, paralyzed, or frightened conditions. Enemies in that same area are affected by a confusion spell until the beginning of your next turn. You may not use this ability again until you have completed a long rest.


Blood Frenzy

At 15th level, when you hit a creature with a melee attack, it takes +1d6 damage if it is below its hit point maximum. \column

Razor Nails

At 17th level, before making an unarmed attack you may spend 2 Oino points to give this attack the properties of a Vorpal Sword.

Bacchanal

At 20th level, you may spend 3 Oino points to summon a cadre of drinking buddies The summoned creatures are friendly to you and your companions.

Your bacchanal includes 2d4 acolytes of Dionysus, 2d4 satyrs, 2d4 bacchantes, 1d6 panthers, 1d6 centaurs, 1d4 dryads, and 1d4 sileni. There is a 7 in 12 chance that you receive a guest of honor. Roll a d6. 1) a cyclops 2) a geryon 3) a lycanthrope 4) a hill giant 5) a a river god 6) 1d4 blemmyes.

These creatures are friendly to you and will even fight for you, but they will not act in a manner contrary to their nature such as keeping peace and order or working. They will be expecting wine; you should be expecting some damage to the area in which they are summoned. They will leave if half of them are slain, you are reduced to zero hit points, or 4 hours pass. If you dismiss them early, there is a 50% chance they will leave. You may not invoke this ability again until you have had a long rest.


The Maenad
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Unarmed Attack, Unarmed Defense, Ecstatic State
2nd +2 Wine 2
3rd +2 Role feature 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Tolerance, Wine-fueled Strike, Role feature 4 3
7th +3 Omophagia 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Sparagmos 4 3 2
10th +4 Role feature 4 3 3
11th +4 Jagged Nails 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Symposium 4 3 3 1
14th +5 Role feature 4 3 3 1
15th +5 Blood Frenzy 4 3 3 1
16th +5 Ability Score Increase 4 3 3 2
17th +6 Razor Nails 4 3 3 2 1
18th +6 Role feature 4 3 3 3 1
19th +6 Ability Score Increase 4 3 3 3 2
20th +6 Bacchanal 4 3 3 3 2

Maenad Spell List

^^^^^^^^^^^^^^^^^^^^^^

1st Level
  • detect magic
  • hideous laughter
  • bane
  • entangle
  • Cupbearer Only
  • goodberry
  • detect poison and disease
  • Mystery Cultist Only
  • disguise self
  • hunter's mark
2nd Level
  • darkvision
  • locate object
  • protection from poison
  • zone of truth
  • Cupbearer only
  • lesser restoration
  • aid
  • Mystery Cultist only
  • blindness/deafness
  • see invisibilty
3rd Level
  • bestow curse
  • plant growth
  • slow
  • Cupbearer only
  • clairvoyance
  • speak with plants
  • Mystery Cultist only
  • fear
  • nondetection
4th Level
  • confusion
  • freedom of movement
  • polymorph
  • Cupbearer only
  • divination
  • stoneskin
  • Mystery Cultist only
  • hallucinatory terrain
  • locate creature
5th Level
  • commune
  • modify memory
  • Cupbearer only
  • greater restoration
  • raise dead
  • Mystery Cultist only
  • eyebite
  • mislead

Cult Roles

Cupbearer

A cupbearer of Dionysus is an acknowledged member of the clergy, a respectable public figure during her sober daylight hours.

Kylix

At 3rd level, as an action you may pass your hand over a cup of wine and spend 2 oino points. The wine transforms into your choice of a potion of climbing, a potion of healing, a potion of animal friendship, a potion of resistance, an assassin's blood poison, or a truth serum poison.

One hour later, the liquid becomes inert, nonmagical vinegar.

Kantharos

At 6th level, as an action you may pass your hand over a cup of wine and spend 3 oino points. The wine transforms into your choice of a potion of greater healing, a potion of dragon's breath which allows the imbiber to cast burning hands three times in the next hour; a potion of hill giant strength; a potion of growth, a philter of love; or a potion of poison.

One hour later, the liquid becomes inert, nonmagical vinegar.

Loutrophoros

At 10th level, as an action you may pass your hand over a cup of wine and spend 3 oino points. The wine transforms into your choice of a potion of superior healing, a potion of stone giant strength, a potion of heroism, a potion of mind reading, an elixir of health, or midnight tears poison.

One hour later, the liquid becomes inert, nonmagical vinegar.

Amphora

At 14th level , as an action you may pass your hand over a cup of wine and spend 4 oino points. The wine transforms into your choice of a potion of supreme healing; an anointment of the Styx, which, when applied to the skin, grants a medium sized creature resistance to every damage type except psychic for one minute; a potion of fire giant strength, a potion of invisibility, or a potion of speed.

One hour later, the liquid becomes inert, nonmagical vinegar.

Krater

At 18th level, as an action you may pass your hand over a cup of wine and spend 5 oino points. The wine transforms into your choice of a potion of storm giant strength, a potion of true polymorph, or a potion of resurrection.

One hour later, the liquid becomes inert, nonmagical vinegar.

Mystery Cultist

A mystery cult Maenad does the clandestine work of the cult under cover of night. Much of this work is tracking down and dispatching the cult's enemies.

Hunters of Men

At 3rd level you have advantage on Survival checks to track a humanoid on foot. After a hostile creature completes a move that takes it out of your reach, you may use your reaction to move up to your speed. You may only use this movement to draw closer to the foe who triggered this power.

When you reach 10th level, when this ability lets you move adjacent to a creature who left your reach, you may make an unarmed strike against that creature as part of the same reaction.

Pack Tactics

At 6th level you have advantage on melee attacks against any target if you have an ally who is conscious and within 5 feet of that target.

Scent Quarry

Starting at 10th level, you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. You gain training in Survival or Stealth (your choice). If you are already trained in both, you gain Expertise in one.

Cover of Darkness

At 14th level you learn to conceal your nighttime revels. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Savage Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, you may spent 1 Oino point to negate the usual disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, and within 30 feet your senses penetrate illusions that obscure a creature's appearance or location such as displacement, Mirror Image, or Disguise Self, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Pankratiast (Wrestler)


Pankratiasts practice pankration, the ancient martial art that combines wrestling, boxing, and street fighting.This style of combat is usually practiced human to human, but the greatest wrestlers have been known to pin, throw, or strangle monsters and even demigods. Pankratiasts tend to be impressive physical specimens, disdaining armor and strutting around in their loincloths.

Pankratiasts are athletes, not soldiers, and usually relish fair competition and single combat. Most of them enjoy performing for a crowd. Unless they're saving it for a vital cause, pankratiatists tend to spend their wealth on carousing and parties, often treating a defeated opponent to a consolation drink.


Class Features


Hit Points 12+ Constitution modifier at 1st level, and 1d12 (or 7) + Constitution modifier per pankratiast level after 1st.


Proficiencies

Armor: none

Weapons: Simple

Tools: None

Saving Throws: Strength, Constitution

Skills: Athletics, plus one from Acrobatics, Animal Handling, Deception, Insight, Intimidation, or Performance.


Equipment Quarterstaff or Greatclub, 2 javelins or a sling; a traveler's pack.



Unarmored Defense

Beginning at 1st level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Pankration

at 1st level, you gain the following benefits while unarmed, unarmored, and not wielding a shield.


~ You may use Dexterity instead of Strength on attack and damage rolls when you make an unarmed strike.


~ You can roll a d4 in place of the normal damage of your unarmed strike. this die changes as you gain pankratiast levels: d6 at 5th level, d8 at 11th level, d10 at 17th level.


~When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.


~ When you use the Attack action to make a melee weapon attack, unarmed strike, thrown weapon, or grapple attack, you have resistance to piercing, bludgeoning, and slashing damage until the end of your next turn.


~ You gain the Grappler feat


Bia

At 2nd level, the Pankratiast can call upon reserves of will and determination called bia, which is represented by a number of bia points. You can spend these points to access features. If one of thse features forces a foe to make a saving throw, its DC is calculated as follows: 8 + your proficiency bonus + your Strength bonus. When you spend a Bia point, it is unavailable until you complete a short or long rest.

You start knowing three of these features:


Pygmachia. Immediately after you take the Attack action on your turn, you can spend 1 bia point to make two unarmed strikes as a bonus action.


Defensive Stance. You can spend 1 bia point to take the Dodge action as a bonus action on your turn.


Fighting Withdrawal. You can spend 1 bia point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

School

At 3rd level you enter one of two schools of wrestling: the school of Kratos which emphasizes physical power or the school of Metis which emphasizes strategy and wit.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or two of his ability scores by 1. No ability score can be raised above 20.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on his turn.

Gastrizein

At 5th level, you learn to strike with thunderous force. When you hit a creature with an attack that deals bludgeoning damage, you can spend 1 bia point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Bia-Fueled Strikes

At 6th level, damage inflicted by the uarmed attacks of a wrestler are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.


The Bigger they Are

From 6th level on, you may grapple a creature up to two size categories larger than yourself with no penalty. At 15th, this applies to creatures three size categories larger.


Crush

Beginning at 7th level, if you begin your turn Grappling a target, the target takes 1d8 + Strength bludgeoning damage. The base damage of this crush increases to 2d8 at 10th level, 3d8 at 13th level, 4d8 at 16th level, and 5d8 at 19th level.

Start Strong

At 9th level, your training is so honed that you have advantage on initiative rolls. Additionally, if you're surprised at the beginning of a combat and aren't incapacitated, you can act normally on your first turn.

Evasion

From 9th level on, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Relentless Drive

Starting at 11th level, your drive to win can keep you fighting beyond grievous wounds. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If it succeeds, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Conditioning

At 13th level, you can spend 1 bia point to reroll a saving throw that you fail. If you do so, you must use the new roll, and can't use this feature again until you finish a long rest.

Reversal

At 14th level, you can spend 1 bia point and use a reaction to make a grapple attack with advantage against an opponent who misses you with a melee attack.

Retaliation

Starting at 17th level, when you take damage from a creature within 5 feet, you can spend 1 Bia point to use your reaction to make a melee attack against that creature.

Tenacity

At 18th level, if you roll a Strength or Constitution check or saving throw lower than your Strength score, you can spend 1 Bia point to use your Strength score in place of the check or saving throw.

Champion of the Arena

At 20th level, the wrestler embodies the essence of Bia. Choose two of these ability scores: Constitution, Dexterity, Strength. These scores increase by 4; your maximum for these scores is now 24.


The Pankratiast

Level Proficiency Bonus Features Bia Points
1st +2 Unarmored Defense, Pankration -
2nd +2 Bia 2
3rd +2 School feature 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Stunning Strike 5
6th +3 Bia-fueled Strike, the Bigger they Are,School Feature 6
7th +3 Start Strong, Evasion 7
8th +3 Ability Score Improvement 8
9th +4 Crush 9
10th +4 School feature 10
11th +4 Relentless Drive 11
12th +4 Ability Score Improvement 12
13th +5 Conditioning 13
14th +5 Reversal 14
15th +5 School feature 15
16th +5 Ability Score Improvement 16
17th +6 Retaliation 17
18th +6 Indomitable Might 18
19th +6 Ability Score Improvement 19
20th +6 Champion of the Arena 20

Schools of Wrestling

School of Kratos

Wrestlers from the school of Kratos rely on being the pinnacle of bodily strength.


Ballistos

At 3rd level, you gain the Stone Thrower feat. Additionally, when you are attacked with any ranged weapon heavier than one pound, up to and including a giant's thrown rock, you can use your reaction to make an Athletics check against the thrower's attack roll. On a success, you have caught the weapon. For a bia point you may hurl it as part of your reaction. You make this attack with proficiency. It has a normal range of 20 feet and a long range of 60 feet.

Mighty Thews

Starting at 3rd level, when you inflict bludgeoning damage with a melee attack, you can spend 1 bia point to attempt to shove the opponent you damaged.

Feat

At 6th level, you can choose one of the following feats: Heroic Nudity, Athlete, Charger, Durable, Resilient, Savage Attacker, or Tough.

Strength of Atlas

At 10th level, you gain astounding physical strength. Your carrying capacity, including maximum load and maximum lift, is doubled, and you have advantage on Strength checks to push, pull, lift, or break objects. Your melee attacks deal double damage to constructs, objects, and structures.

Epic Throw

At 10th level, when you hit an opponent you are Grappling, you may spend 1 bia point to inflict the maximum possible damage rather than rolling damage dice. You may also move your opponent up to 15 feet away and knock it prone unless it succeeds in a Strength saving throw. Obviously this ends the Grappled condition.

Bronte's Blow

At 15th level, when you hit an opponent with a melee attack that deals bludgeoning damage, you can spend one bia point to inflict 5d10 thunder damage (Constitution save for half) on one target within 25 feet. You may inflict the same damage on other foes within 25 feet for 1 bia point per foe. This damage is added after the hit is resolved; it is not doubled on a critical hit.

School of Metis

A wrestler who follows the school of Metis believes that brains will ultimately triumph over brawn.

All in the Reflexes

At 3rd level, you can use your reaction to deflect or catch a missile weighing 1 pound or less when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your pankratiast level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 bia point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency. It has a normal range of 20 feet and a long range of 60 feet.

At 15th level catching a missile is a free action you may use in response to every ranged weapon attack that targets you.

Blinding Strike

From third level on, when you hit an opponent that has functional eyes with an unarmed or weapon attack, you may spend 3 bia points to use a blinding strike. The foe must succeed in a Dexterity saving throw or be blinded until the end of your next turn. Cyclopes make this saving throw with disadvantage, while creatures with many eyes such as a hydra or argus panoptes are immune to this ability.

Footwork

At 3rd level you gain proficiency in Dexterity saving throws. You may use Dexterity instead of Strength on any grapple check and to calculate the saving throw DC of your Pankratiast abilities.

Feat

At 6th level, you can choose one of the following feats: Blinding Strike, Heroic Nudity, Taurokathapsia, Actor, Alert, Mobile, Athlete, Observant, Resilient, or Skilled.

Trip

At 10th level, when an opponent adjacent to you misses on a melee attack roll or moves to a space that is not adjacent to you, you may use either your Intelligence or Dexterity to make a Shove attack against that creature as a reaction. If it provoked your attack by moving and you knock it prone, its move ends.

Trick

At 10th level you may spend a bia point to convert one grapple check into a contest of your Acrobatics, Deception, or Perform against your opponent's Insight. This is a free action that you may use whether you or your foe initiates the grapple. Once you have used this ability on a foe, successfully or not, you may not use it again on that foe until you have finished a long rest.

Circle your Opponent

At 15th level, as part of an Attack, Disengage, or Dodge action, you may switch places with an adjacent foe. This is not teleportation but a physical maneuver. To do so costs 1 bia point. If you use this maneuver with an Attack action that includes a critical hit, you may choose to either move 20 feet or move your opponent 20 feet

Before we get into this next class we've got to talk about

Magic vs Science

All true magic comes from divine beings: not just the Olympian gods, but many lesser gods subordinate to them, the overthrown Titans, or primordial entities like Gaia and some of the more powerful monsters that are her offspring. A cleric calls on a god to grant them aid. A sorcerer's powers come from their bloodline, which will ultimately trace back to one of these beings. Only polymaths truly make their own "magic".

Polymaths may "cast" any wizard "spell". In reality, they are recreating an uncanny effect by using clockwork, levers, an understanding of esoteric matters such as the movements of the spheres and the balance of the four humors, and alchemy. When they invoke this knowledge, the effects are known as a wonder.. Polymaths learn wonders like wizards learn spells. Rather than casting spells, they invoke wonders. Other than the terminology, spellcasting is the same. Wonders might use material components as fuel, or extract their essential matter. When spells require verbal components, wonders may be voice-activated or reactive to a vocal pitch -- or maybe polymaths just cannot resist explaining the science as they invoke it. A wonder with no material component might be a mathematical formula which, when recited aloud, grants the speaker some arcane power.

A polymath may teach wonders to other polymaths, and a polymath can learn how to invoke a new wonder by studying scrolls created by other polymaths. A divine caster can't teach their magic to any other caster, including polymaths.

Polymath wonders are not magical; they can't be detected by detect magic and they deal nonmagical damage to foes. The strange exceptions are counterspell and dispel magic. Polymaths have found mundane methods of disrupting the flow of magical energies, and similarly sorcerers, clerics, and the like find it straightforward enough to use their divine gifts to unravel whatever parlor tricks their polymath counterparts might devise. Those two spells neutralize other magical effects whether they were created by physical or metaphysical means.

If your campaign includes traditional D&D wizards, they are Hermetic mages and, like Polymaths, use science to manipulate arcane forces without a divine link.

Polymath

A polymath is a person with a great imagination and an understanding of engineering far ahead of his or her time. A polymath can build a mechanical bull or a pair of wax wings. Such genius can design an inescapable maze and then figure out a method to escape it.

Despite their great intelligence, polymaths are usually not arrogant. They take pleasure in logic and puzzles, not in boasting or belittling others. If a polymath is rude, it's more likely because he can't be bothered to look away from a juicy math problem long enough to listen to another character's concerns.

A polymath may be an odd fit in an adventuring party, since on the whole they are not interested in glory, violence, or danger. Some are motivated by wealth, if only to be able to afford the costs of building the machines they imagine. Others take up adventure for the thrill of discovering: new lands, new beings, and new artifacts to study and document.


Class Features


Hit Points 6+ Constitution modifier at 1st level, and 1d6 (or 4) + Constitution modifier per genius level after 1st.


Proficiencies

Armor: none

Weapons: Daggers, darts, slings, quarterstaffs

Tools: Choose two from Alchemist, Cartographer, Glassblower, Jeweler, Mason, Potter, Smith, Tinker, Woodcarver

Saving Throws: Intelligence, Dexterity

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion


Equipment Tool sets for any tools with which you are proficient, staff, dagger, scholar's pack, portfolio.


Wonders

The Polymath's abilities mirror those of a wizard, but his "spells" are all wonders of human(oid) ingenuity: mechanical devices, mathematical formulae, or alchemical concoctions, following the laws of science. Accordingly, they cannot be detected by detect magic, and they can function within an anti-magic field. They do not count as magical for purposes such as overcoming damage resistance.

Players should visualize and describe what sort of devices the polymath uses for his "spell" effects. You are free to select any spells from the Wizard spell list as appropriate to your level (see chart). Your GM might rule that some listed spells, particularly those with a spiritual component, don't make sense coming from a machine or formula in this setting

Intelligence is your spellcasting ability. Your spell attack modifier is your proficiency bonus + your Intelligence modifier, and your "spell" save DC is 8 + your proficiency bonus + your Intelligence modifier.


The Polymath
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Machina, Curiosities 3 2
2nd +2 Academic Field Power 3 3
3rd +2 Thieves' Tools Proficiency 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Argument of Logos 4 4 3 2
6th +3 Academic Field ability 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Infernal Banker 4 4 3 3 2
9th +4 Argument of Logos 4 4 3 3 3 1 -
10th +4 Academic Field Power 5 4 3 3 3 2 --
11th +4 5 4 3 3 3 3 1 -- --
12th +4 Ability Score Improvement 5 4 3 3 3 3 1 _
13th +5 5 4 3 3 3 3 1 1 --
14th +5 Academic Field Power 5 4 3 3 3 3 2 1 -- --
15th +5 5 4 3 3 3 3 2 1 1 --
16th +5 Ability Score Improvement 5 4 3 3 3 3 2 2 1 __
17th +5 5 4 3 3 3 2 1 1 1 1
18th +6 Academic Field Power 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Antikythera Device 5 4 3 3 3 3 2 2 1 1

Curiosities

Curiosities are the cantrips of the polymath, and they choose their curiosities from the wizard's cantrip list. Unlike Machina, these hardy gizmos can perform their trick at will as often as the genius likes. Otherwise refer to the rules for machina.

Academic Field

At 2nd level an adventuring Polymath will enter one of two academic fields: the fascinating field of Automation which allows you to craft a useful construct, or the perplexing study of Astronomy which draws on the energies of heavenly bodies to warp and enhance the effects of wonders.

Thieves' Tools

At 3rd level, you gain the ability to use thieves' tools with proficiency to open locks and disable traps and other devices.

Argument of Logos

At 5th level, if you argue a point based on facts, rather than playing on emotions or moral obligations, he may use your Intelligence rather than Charisma for Persuade and Intimidate checks.

Thread the Conch

Starting at 9th level, you cannot become lost in any passageway unless that passageway itself is changing behind you. The GM should allow you to refer to a map of any areas that you have passed through within the last week. This applies to dungeons, tunnels, caverns, buildings, and streets, but not areas of open wilderness.


Antikythera Device

At 20th level, you gain an understanding of engineering sufficient to toy with the laws of energy, matter, time, and space. If you have access to your tools, you may make an Intelligence check DC17 to create an Antikythera device, which can cast one of the following spells before rapidly corroding: antimagic field, maze, foresight, or time stop. You may attempt to craft another over a long rest. An obscure law of physics dictates that you may never have more than one Antikythera Device in existence.


Academic Fields

Field of Automation

Automaton

Starting at 2nd level, you can build a mechanical companion which has a number of uses, notably tackling the hand-to-hand combat for which a polymath is so poorly suited.

An automaton is a construct, animated by clever engineering, not magic. Accordingly, it cannot be detected by Detect Magic, its attacks are nonmagical, and it can function within an anti-magic field.

As you advance in level, your automata grow stronger. You may use any construct of your allowable CR or lower, or you may create a clockwork version of an animal. A clockwork animal has the stats of an animal but is immune to poison damage and the conditions Charmed, Frightened, and Poisoned. At the GM's discretion, you might make a construct of some other kind of monster as long as that monster has few or no magical or special qualities; attacks that impose conditions or deal damage other than bludgeoning, piercing, and slashing; or movement modes, such as an ogre. Automata can't carry characters using any form of movement other than walking.

At 2nd level, your automaton is only a 1/2 CR creature. At 6th level, it becomes a creature of up to CR 2. At 10th level it can be up to CR 5, CR 7 at 14th, and CR 9 at 18th level.

The automaton follows your commands as best it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the automaton to move, which does not require you to use any kind of action. You may use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated, the automaton is stunned until you are out of that condition.

If your automaton is destroyed, you may use its carcass along with the tools and spare parts you carry to attempt to build a new automaton. After a long rest in which you have been able to work on its construction, make an Intelligence check DC 10. If you succeed, you have a new automaton of level appropriate CR. If you fail, you may try again after another long rest.

In some circumstances, say your automaton is disintegrated or melted by acid, the DM may rule that you may not rebuild it until you have access to a new source of raw materials.


Improved Mending

At 6th level, if you do not know the mending cantrip, you may swap out one of your existing cantrips for it. You may use the mending cantrip to repair 2d6 damage on any Construct including your Automaton, unless it has been destroyed.

Hasty Repairs

At 10th level, you are able to repair your automaton in combat. This works exactly like a use of the cure wounds spell cast at the highest level spell slot you have left. It does not use the spell slot. Only constructs can be healed in this way. You may use this power again when you have completed a short rest.

Fast Build

At 14th level, you may build (or rebuild) an automaton during a short rest. If your automaton has a Fly speed, it can now carry a character.

Eureka

At 18th level, you learn to imbue your creations with unprecedented levels of power. The automaton learns a nonmagical version (like your wonders) of one spell from the Wizard spell list of 6th level of lower. Its use of the spell recharges after a short rest.

Astronomer special abilities

Channel Cosmic Power

The wonders of astronomers include mechanisms for pulling cosmic energy down from the heavens and configuring it to enhance their effects in several ways. These mechanisms might look like miniature orreries or inlaid pressable buttons of conductive stones, configured in the arrangement of the stars.



At 2nd level you learn to call upon two constellations. At 6th level, 10th, 14th, and 18th level, you gain two more. Each constellation you study grants you knowledge of a new design which you can record in your portfolio, and an effect that you can activate when you use one of your wonders.


You can activate your stellar powers no more than one per turn, a number of times equal to your proficiency bonus, and you regain this number of uses when you take a long rest. If mastering a new constellation teaches you a machina that you cannot use because of your level, you may keep it in your portfolio until you can.


Aries You learn the wonder knock. When you target and inflict damge on a foe with a machina, you may also push it 10 feet directly away from you.

Gemini You learn the wonder mirror image. When you use a wonder that has a single target, including yourself, you may choose a second target. The effects of the wonder you cast also affect the second target; if it has an ongoing effect it affects the second target until the beginning of your next turn.

Cancer You learn the wonder mage armor. When you use a wonder you may activate the effects of the shield spell (without actually casting it nor using a spell slot) as a free action.

Aquarius You learn the wonder create food and water. When you invoke a wonder that has an area of effect, you may shape it to exclude creatures and spaces you don't want affected.

Leo You learn the wonder heroism. When you inflict damage with a single target wonder effect, the target must succeed on a Charisma save or be frightened of you until the beginning of your next turn.

Virgo You learn the wonder protection from evil and good. When you invoke a wonder, you are protected by the sanctuary spell (without actually csting it or using a spell slot) until the beginning of your next turn.


Pisces You learn the wonder water breathing. You may ignore the need for verbal and somatic components when you invoke a wonder.

Libra You learn the wonder counterspell. After you have used a wonder against an opponent, you may choose to give both it and yourself advantage or disadvantage on the next attack roll, ability check, or saving throw you make. You can't use this ability again until both you and your target have made such a roll, one of you dies, or you finish a long rest, whichever comes first.

Scorpio You learn the wonder hellish rebuke. When you inflict damage on a single target using a wonder, your target must make a Constitution save or be poisoned until the beginning of your next turn.

Sagittarius You learn the wonder longstrider. You may invoke a wonder at twice its normal range.

Taurus You learn the wonder shatter. You may change a single target, damage dealing wonder effect to a line 5 feet wide and as long as the wonder's listed range.

Capricorn You learn the wonder alter self. When you invoke a wonder you may gain wings, fins, or spider legs and a fly, swim, or climb speed equal to your normal move until the beginning of your next turn.

Orion You learn the wonder locate animals and plants. When you use a wonder that requires an attack roll, you may roll it with advantage.

Hydra You learn the wonder acid arrow. When you invoke a wonder, at the beginning of your next turn, you regenerate hit points equal to your polymath level unless you are damaged by fire before then.

Cygnus You learn the machina feather fall. When you inflict damage with a single target wonder effect, the target must succeed on a Wisdom save or be charmed by you until the beginning of your next turn.

Draco you learn the wonder burning hands. When you invoke a wonder that deals damage, you can roll the damage twice and take the higher total.

Lyra you learn the wonder enthrall. When you invoke a wonder, all allies within 30 feet who are charmed, frightened, or paralyzed get a saving throw to end that condition.

Pegasus You learn the wonder gust of wind. When you invoke a machina, until the beginning of your next turn, your Move is doubled; if you are on a mount, in a boat, or riding a chariot, its move is doubled.

New Archetypes

Divine Witch

The divine witch is a new sorcerous origin, which a sorcerer can choose at 1st level. A divine witch's spellcasting comes from her divine heritage, which can often be traced back to a Titan or one of the non-Olympian gods. Traditionally, only women can have the power of a divine witch; the males of the same bloodline do not manifest this power.

Divine witches are often attractive because of their high Charisma and most learn Enchantment magic to enhance that effect. Yet their weird powers tend to isolate them and eventually drive them away from family, lovers, and friends. Some eventually exile themselves to remote islands


Inner Light

You gain proficiency in your choice of Nature or Religion.

Untouchable

You have the Kallisti feat: as long as you are unarmored and not wielding a shield, you add your Charisma modifier to your AC.

Divine Domain

Like a cleric, you have a divine domain. The spells on this list are added to your known spells as you progress in level. Spells in this domain that are not on the sorcerer spell list are nonetheless sorcerer spells when you cast them.

Divine Witchcraft Domain Spells
Sorcerer Level Spells
1st animal friendship, charm person
3rd aid, suggestion
5th bestow curse, speak with dead
7th divination, polymorph
9th scrying, geas
11th heroes' feast, word of recall
13th divine word, mirage arcane

Pharmakeia

From 6th level on, you start each adventure with your choice of one magical potion, oil, ointment, or elixir with a listed rarity of common or uncommon. You may attempt to brew another after a long rest. Brewing one of these potions requires an Arcana check DC 12. If you brew a second potion before the first is used, the first becomes inert.

The ability to brew potions depends on the divine witch's access to herbs and other ingredients. As long as you periodically visit a shrine, laboratory, or marketplace, assume that she remains well stocked. If she is proficient in Nature or Survival, she can restock any time she passes through the wilderness.

At 10th level the divine witch can brew a potion with a listed rarity of rare or two potions listed as common or uncommon.


Chariot of the Goddess

At 14th level, a divine witch may use her action to call forth a burning chariot pulled by two wyverns. Sorceress and wyverns move together at a speed of 80 feet taking up the space of one Huge creature and are all protected by a blur spell and a fire shield spell. If one of your wyverns is killed, your fly speed drops to 40 feet. If both wyverns are killed, the effect ends. Otherwise the wyverns and chariot remain in your service for 1d4 hours.

You may use this effect once. It recharges when you gain a new level.

Menagerie

At 18th level, when you cast polymorph, it affects a 30 foot cone rather than a single target.

Herald

The Herald is a new college for bards, bringers of news and spreaders of fame. A herald is often attached to a king or hero and brings his words or news of his deeds to people who need to know. Others might be heralds not of people, but of tidings, bearers of grim prophesies to make the kings of men quake. The job of the herald is held in high regard compared to a common entertainer-bard -- in civilized lands there is a general "hands-off" policy on heralds no matter how unpleasant the news they bring. Many heralds emulate Hermes, the herald of Zeus.


Herald's Wand

At 3rd level, a politically significant NPC will give you a task and a nonmagical wand. When a herald displays this wand, Lawful or civilized people will know that they must not attack or detain the herald. Its effects do not convey to the herald's companions. Later, the same or different characters may give the herald new tasks and new tokens of authority.

At 14th level, this authority is even recognized even beyond the world of mortals. Immortal beings like Charon and Cerberus, for example, would not obstruct your journey into Hades.

Panegyric

If a herald of 3rd level or above speaks about some quality (faithfulness, untrustworthiness, ferocity) of another character for one minute, he may give this character advantage or disadvantage (herald's choice) on the next Charisma skill check the subject of your words makes in front of that audience. The effect lasts for 30 days or until the skill check is made, whichever comes first.


In the Know

From 3rd level onward you have advantage on History checks to recall or Investigate checks to discover information about people who are alive or died no more than one generation (about 20 years) ago.

Proem

Starting at 3rd level, at the beginning of any combat, you may choose to act first. If you do so, you may not use your action to attack, nor to hide or use any stealth-related ability such as casting invisibility

On the second round of combat and thereafter the herald determines initiative normally.

Swift of Foot

At 6th level, you add 10 to his walking speed and may ignore difficult terrain.

Far Traveler

At 6th level, you can understand and speak the languages of all mortal creatures. At 9th level you can read them as well.

Feat

At 6th level, you may choose one of the following feats: Actor, Inspiring Leader, Keen Mind, Mobile, Observant, or Skilled.

Psychopomp

At 14th level, you can cast freedom of movement , etherealness, wind walk, or plane shift. This casting does not expend a spell slot, but the herald may not use this ability again until he has completed a long rest.

Hoplite

The hoplite is an archetype for fighters, a path to be chosen at 3rd level. The hoplite has a fairly specific fighting style and set of weapons. Armed with a large bronze faced shield (the hoplon or aspis) and a pike (the dory), the hoplite is legendary for his ability to stand his ground and control the battlefield. Most hoplites come from civilized lands and were trained to fight in service of a city-state. The hoplite philosophy is that discipline and teamwork, not individual heroics, win the battle.


Agoge Training

When you choose this path at third level, you learn to use the Dory (pike) as a one handed weapon

Synapsimos

Starting at third level, you may grant your shield bonus to any adjacent ally unless you are incapacitated, restrained, or prone.

Episemon

At third level, you paint or commission someone to paint an emblem on your hoplon/ aspis shield. It might be an expression of your personality, your family crest, your home city, or your religious devotion. This picture has no magical power but it inspires or encourages you to achieve, endure, or triumph in various ways, and it sends a message to all you encounter about what sort of warrior you are.

You receive a d4 that you can use in a circumstance proscribed by the design on your shield, see below. At 7th level, the die becomes a d6. At 10th level, it becomes a d8, at 15th, a d10, and at 18th, a d12.

On the list below, any entry that uses the word “every” is always in effect. Otherwise it refers to an ability that recharges after a short rest.


Alala

Starting at seventh level, while you are holding a dory, spear, or short sword, you may take two reactions per round, other creatures provoke an attack of opportunity when they enter the reach that you have with that weapon, and if you hit a creature with an opportunity attack, its speed becomes zero for the rest of the turn.

Othismos

At 7th level, while you are holding a hoplon you have advantage on your Strength check when you use a shove in place of an attack, as well as advantage on ability checks and saving throws to avoid being pushed, pulled, or otherwise moved (but not knocked prone).

Fight in the Shade

At 10th level, when you are holding a shield, opponents have disadvantage on ranged attack rolls to hit you or adjacent allies.

Ballistos

Starting at 10th level, you may use a dory, short sword, or a hoplon shield (1d6 damage) as a ranged weapon with a range of 20/60.

With it or on it

At 15th level, you may use a bonus action to shield bash as an off-hand attack for 1d6 + Strength damage plus a Shove attempt.

Come and Take Them

Starting at 18th level, when you fail a saving throw against being Charmed or Frightened, you may choose to succeed instead. You regain this ability when you finish a short rest. You cannot be disarmed unless you are incapacitated.

Wall of Bronze

Starting at 18th level, any foe adjacent to the hoplite has its speed reduced to zero unless it is incorporeal or affected by freedom of movement. This effect ends when the hoplite moves, falls unconscious, or dies.


Episemon Designs

The designs on this list are only suggestions based on art from the classical period. You are free to tailor your shield design and the circumstances in which you can use your episemon die.

Gorgoneion (medusa head) – added to every Intimidate check against humanoids

Olive branch – added to an Insight or Persuasion check Fish, ship, or dolphin – added to a melee attack roll or skill check at sea

Rooster – added to an attack roll and damage when you attack with disadvantage

Bird in Flight — subtracted from an attack roll when you are targeted by a ranged attack

Sea monster – added to a damage roll when you roll a 1 for damage

Laurels – added to an Athletics check

Owl – added to a Wisdom saving throw

Cyclops or Single Eye – added to damage on a ranged weapon attack

Fruit or lyre – added to a Charisma check or Charisma saving throw

Swan or Crane – added to a damage roll when fighting fey, undead, or elementals

Octopus - added to a roll to grapple or escape a grapple or a saving throw against the restrained condition

Ram – added to a shove attempt

Deer – added to every saving throw to avoid or escape traps.

Fly or other insect — added to your armor class when a foe makes an attack of opportunity

Goat – added to every Athletics check while climbing and to the number of feet you travel with every jump

Siren – every saving throw against the charmed condition

Bull or boar – every saving throw against the frightened condition

Wolf – every Perception, Investigate, and Survival check in low light

Serpent or Scorpion – added to damage on an attack of opportunity

Lion – added to a damage roll when you have used your Action Surge

Pegasus – deducted from each die of falling damage you take

Triskelion – added to a Dexterity saving throw

Spiral or radiating curves – added to an Intelligence or Charisma saving throw

Horse – added to a Constitution saving throw

Sun – subtracted every time you take radiant or fire damage

Trident – added to a damage roll when fighting a monstrosity

Thunderbolt/thundercloud – subtracted three times every time you take cold, thunder or lightning damage

Moon or fox – added to a deception or stealth check

Double axe – added to a damage roll when fighting humanoids

Hydra – subtracted every time you take poison or acid damage

Drinking cup – added to regained hit points when you use your second wind

Chimera – added to a saving throw when targeted by a spell

Centaur – added to every skill check when you have at least one level of exhaustion

Unicorn – added to every saving throw against the poisoned or paralyzed condition

Winged Victory – subtracted three times every time you take necrotic, psychic, or force damage

Peltast

The peltast is a light, maneuverable warrior whose role in battle is to hurl (pelt) missiles like javelins, arrows, or sling stones at the enemy. They usually hail from a lower economic class than a Hoplite and this is reflected in their standard weaponry -- javelin, sling, shortbow, light armor, and a pelte shield (desirable not only for its price but also because it does not hinder using your off hand to reload a bow or sling). A rogue may become a Peltast at 3rd level.

Peltast Fighting Style

At 3rd level, you gain proficiency with Pelte shields and other small (+1 AC) shields that leave you one hand free enough to reload a bow or sling. You get a +1 bonus to hit and +1 to damage with slings, shortbows, and thrown weapons. The range of your javelins is doubled (by means of a throwing thong called an ankylex) and the base damage of your sling increases from 1d4 to 2d4 when used against humanoids, beasts, and giants.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. As long as you are wearing light or no armor, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement does not provoke opportunity attacks.

At 9th level this ability improves so that you may move up to half your speed as a reaction when an enemy ends its movement within 5 feet of you.

Superior Mobility

At 9th level, when you take the Attack action, you may move 10 feet before or after your attack. This movement does not provoke attacks of opportunity.



Misdirection

Beginning at 13th level, when a creature targets you with an attack and you are wearing light or no armor and adjacent to a hostile creature, you may use your reaction to make the attack target that creature instead of you.

Unerring Accuracy

At 17th level, your mastery of missiles grants you extraordinary precision. If you miss an attack roll using a shortbow, sling, or thrown weapon, you may reroll it. If the reroll hits, you inflict your Sneak Attack damage even if you do not meet the conditions that normally allow it. You can use this feature once on each of your turns.


New Backgrounds

All of the backgrounds from the Player's Handbook work great for a mythic Greece setting! Here are a few setting-specific additions. Keep in mind that with the feat Interesting Life, you may have more than one background!

Amazon

You come from the exotic sisterhood of women warriors. Greeks will tend to see you as barbaric, but they respect your people's prowess in battle.

Skill Proficiencies: Animal Handling, Intimidate

Feature: Born to the saddle

You never suffer any penalty for attacking or shooting from the back of a moving animal. You have advantage on Animal Handling checks to ride a horse and Dexterity saves to avoid being knocked off a horse.


Atlantean

You are descended from the few Atlanteans who managed to flee the destruction of Atlantis, and your forebears have passed on the advanced knowledge of that all-but-forgotten isle.

Skill Proficiencies: Arcana, History

Feature: Trove

Every Atlantean knows the location of a treasure, artifacts from the sunken utopia. The DM may tailor the contents of this trove to suit the campaign and appropriate to the level of the Atlantean when he or she claims it.

Fisher

Even a humble fisherman learns skills that may be of use to the adventuring life.

Skill Proficiencies Nature, Survival

Tool Proficiencies Water Vehicles, fishing tackle

Martial Weapon Proficiency Net

Feature: Net Thrower

When you use the attack action to attack with a net you may use a bonus action to attack with another weapon you are wielding.

`

Formerly an Animal

Probably because you displeased a god or divine witch, you have spent part of your life as an animal and then been mercifully restored.

Skill Proficiencies Nature, Survival

Feature: Clean Ears

You can understand, but not speak to, animals OR you can understand and speak to whatever type of animal you once were.

Formerly a Statue

You used to be an inanimate object. Perhaps you encountered a medusa, or your dad's touch could turn anything into gold. Maybe you used to be a statue and were brought to life because of the love of the person who sculpted you. In any case, you have retained the statue's skills of being very quiet and standing very still.

Skill Proficiencies Stealth, Perception

Feature: Flesh of Marble

When you take fire, cold, slashing, piercing, or bludgeoning damage, you may take half damage. You may use this ability again after a long rest.


Helot

You had the misfortune to be born a slave, or else you were forced into slavery at a young age. Slavery was particularly rough in the vicinity of Sparta, where it was part of a boy's initiation to manhood to kill a slave unnoticed. Most of a slave's energy is spent tending a landlord's fields and animals, and learning to read their master's mood as a matter of survival!

Skill Proficiencies Animal Handling, Insight

Feature: Life of Servitude

You have Advantage on saves to resist taking levels of exhaustion and on Stealth checks to disappear among a group of slaves or other persons from the bottom ranks of society.

Nobody

You are hiding your past, or you have traveled far from the lands where you are known, or perhaps everyone who knows your real story is dead. You might go by several names, but no mortal knows who you really are.

Skill Proficiencies Deception, Stealth

Tool Proficiencies Disguise Kit

Feature: Anonymity

You have Advantage on Stealth checks to go unnoticed in a crowd and on Deception checks to conceal your identity or past.

Raised by Beasts

Separated from your parents or deliberately abandoned, you would have died in the wilderness had wild beasts not taken pity on you and provided for you. Wolves and bears are popular choices.

Skill Proficiencies: Animal Handling, Survival

Feature: One with the Wild

When you interact with wild beasts, their starting attitude toward you is one step more favorable than normal; hostile beasts become indifferent; indifferent ones become friendly. This does not apply to conjured, domesticated, or aquatic animals.

New Feats

Fate

A prophecy states that you are destined to do some great or horrible deed. Brainstorm the nature of the prophecy with your DM -- its meaning may be cryptic. Until you have fulfilled that prophecy, you have advantage on your death saves. Once the prophecy has been fulfilled, you may select a different Feat to replace this one.

Heroic Nudity

Prerequisite: Proficienct in Athletics or at least one martial weapon

Any time you are unarmored, you receive +1 to AC and advantage on saves against the Frightened condition.

Interesting Life

Some event in your past caused you to give up your previous life and start another life in another place. You may take an extra Background. You may take this Feat more than once. .

Kallisti

You are so beautiful that even your enemies hesitate to strike your fair face. As long as you are unarmored and not wielding a shield, you may add your Charisma modifier to your AC. This does not stack with Unarmored Defense or any form of natural armor.

Nigh Invulnerable

You have gained nigh-invulnerable skin by being dipped in the Styx, having your mortality burned away over a sacred flame, or some other mystical method. You may start with this feat -- perhaps your parents or guardians knew these secrets -- but you may not acquire it in play unless you encounter a supernatural source or method of making yourself nigh-invulnerable in the campaign.

Whenever you take non-magical slashing or piercing damage, you may force your attacker to reroll one of their damage dice and use the second roll. Critical hits always find the single spot that the water, fire, or other substance did not reach; their damage is unaffected.

`

Stone Thrower

In any environment where stones are present, you may, as an attack, scoop up a stone and hurl it at your enemies. You may decide how large a stone you wish to throw. Lifting the stone requires an Athletics check with a DC equal to the die type you wish to throw. A stone that will inflict 1d6 + STR damage only requires a DC6 Athletics check, while a mighty boulder that strikes for 1d20 + STR damage requires a DC20 check! Failing the Athletics check forfeits your attack.

You are proficient with thrown stones which have the Thrown property and a range of 20/60.

Taurokathapsia

In your youth, you were trained to leap over charging bulls as part of a religious ritual/ ancient rodeo.

As a reaction, when a Large or Huge creature moves adjacent to you, you may engage it in a contest of Acrobatics. If you win, you move into the space that the creature just left. The creature must continue to make its entire move in a straight line in the same direction it had been moving. It cannot attack you this turn.


Wayfarer

You gain proficiency in either land or water vehicles , one of the following skills: Athletics, Acrobatics, Deception, or Persuasion, and one additional language. The first time you make a Charisma skill check upon encountering a new culture, you have advantage.

Weapons and Armor

The traditional weapons of Greek warriors are spears, daggers, javelins, pikes, clubs, slings, bows, and shortswords. You may use the stats of the scimitar for the curved kopis sword. Somewhat less common, perhaps favored by other cultures of the region, are hand and battle axes, sickles, and maces. Longbows are not typically used by Greek hunters or soldiers but

A few weapons are completely out of place in an ancient Greek setting: crossbows (but see the Gastrophetes), glaives, halberds, flails, and morningstars. Rapiers existed in the Bronze Age but fell out of use in the Classical period. Greeks didn't make greatswords, but a giant's sword (with greatsword stats) could make a nice found item.

Ancient Greek Armor
Armor Type Cost Armor Class
Shields
Pelte (Crescent) 10 +1, leaves one hand free but does not permit wielding a melee weapon in that hand
Hoplon (Aspis) 100 +2
Light armor
Leather Corselet 10 11+ Dex Modifier
Peturgis (Leather Apron) 35 +1, does not stack with Dendra
Medium Armor
Hide 10 12+ Dex Modifier(max 2)
Linothorax (Lacquered Linen Corselet) 50 13+Dex Modifier (max 2)
Scale Corselet 50 14+ Dex Modifier(max 2) Disadvantage on Stealth
Bronze Breastplate 400 14 + Dex Modifier (max 2)
Heavy Armor
Bronze Greaves 35 +1
Bronze or Boar's Tusk Helm 75 +2, Disadvantage on Perception
Dendra Armor 400 15, Disadvantage on Stealth

Notes on Armor

Armor of this period features a number of stackable elements, which add to your armor class just like shields. The ultimate in Greek armor is the panoply of the wealthy veteran hoplite. The panoply consists of a breastplate or corselet, plus a bronze helm (although the helm of boar's tusks is a timeless alternative), bronze greaves, a peturgis to protect the lower abdomen and thighs, and the all-important hoplon shield. The total AC of those items is 20, the same as a standard D&D fighter in plate mail and a shield.



Horses and Chariots

Ancient Greeks hadn't discovered the stirrup nor bred a warhorse. Assume that characters in this setting who attack from horseback do so with disadvantage. The GM should feel free to call for Dexterity saves to avoid being unhorsed in any kind of turbulent situation.


The alternative to this is a chariot. A chariot takes up a Large space immediately behind the horses. While pulling a chariot, two yoked horses may take up a single Large square. Therefore a two horse chariot is a 10' by 20' rectangle. A character in a chariot has partial cover. A simple chariot has a speed of 50 feet, an AC of 13, and 25 hit points. A four horse chariot has 35 hit points and a speed of 60 feet. This sort of chariot would have the horses taking up a 20' by 10' rectangle with the chariot filling a 10 foot by 10 foot square directly behind them. You might want to cut these shapes out.


Driving a chariot requires the use of one hand which cannot be holding anything. A normal load for a chariot is two medium sized humanoids; it's typical for a mid-to-high level warrior to employ a charioteer. If a chariot moves into any sort of difficult terrain or begins its turn there, the charioteer must make a DC13 Handle Animal check or its speed becomes 0 for the rest of the turn.


A two horse chariot costs 400 drachma, plus the price of two horses. A four horse chariot costs 500 plus the price of four.

The Gastraphetes

Better suited to the battlefield than adventuring, the Hellenistic Greeks did employ a sort of crossbow, a stand-mounted light artillery piece called the Gastraphetes or belly-bow (because to cock it, you lean your belly over a lever). In addition to the Loading property, anyone trying to use this monstrosity in battle needs to spend an action or a bonus action after shooting it to unmount and collapse the weapon and its stand, before the weapon can be moved.

It functions as a heavy crossbow. On a hit, the shooter can roll the damage die twice and take the higher result. It always uses the Cleaving through Creatures rule. It costs 100 drachma.

The Sarissa

A sarissa is an extra-long pike, part of the Macedonian system of warfare. It can be used to attack foes 10 or 15 feet away, but not adjacent ones. The hoplite's Agoge Training class ability does not allow one handed use of this weapon. It costs 10 drachma; for 3 drachma more you may also have a bronze socket band to attach two halves of a broken pike. Like the gastraphetes, it makes much more sense as part of a battlefield formation than in the hands of an adventurer.

Favor of the Gods

(Optional Rule)

The gods of Greek myth watch the lives of mortals and are pleased or angered by their deeds. Mortals, for their part, live and die by the assistance of the gods.

A mortal who pleases the gods earns Favor. Such a mortal can ask for a god's assistance in dire times, or the gods may choose to interfere whether the mortal has requested it or not.

Here follow some methods of earning and losing the favor of the gods.

Any Olympian God
Favor
+1 Making a sacrifice of a consumable resource, such as burning an ounce of incense or pouring out a libation of one amphora of oil or wine
+2 Competing in games or performing in a festival honoring the gods
+3 An animal sacrifice; one unit equals one bull, two cows, or six goats or sheep; each doubling of this number adds 1 favor.
+10 Protecting a shrine, being or place sacred to the god
+15 Throwing (and funding) a large festival including some combination of religious, artistic, and athletic events dedicated to the gods.
? Performing missions or tasks assigned by gods
-10 Comparing yourself, your loved ones, your abilities, your accomplishments or your possessions to a god
-10 Killing an immediate family member, making a human sacrifice unless specifically demanded by a god, serving or eating the flesh of humanoids
-15 Desecrating a shrine or place sacred to a god; hurting or killing a god's earthly child or a specific creature favored by the god

Aphrodite
Favor
+2 Assisting a person in conducting a romantic affair that is irresponsible or forbidden
+5 Having a romantic affair that is irresponsible or forbidden
Apollo
Favor
+2 Arguing the side of reason over emotion or superstition in a public debate
+4 Creating or performing an exceptional piece of music
Ares
Favor
+1 Killing a humanoid foe in melee without using strategy, stealth, or spellcasting
+12 Starting a war
Artemis
Favor
+5 Hunting (not just fighting) an elusive or dangerous animal
-10 (if male) making a sexual advance on Artemis or her nymphs
Athena
Favor
+2 Weaving an exceptional tapestry, cloak, or shroud
+3 Undertaking a heroic quest
+5 Making use of strategy to defeat a dangerous foe
Demeter
Favor
+2 Assisting with the planting, cultivation, and harvest of crops
+5 protecting farms, fields, and crops from pillage or destruction
Dionysus
Favor
+2 Assisting with the production of grapes and/or wine
+3 Taking part in a bacchanal
+3 Killing a Medum creature during a bacchanal
Hephaestus
Favor
+2 Acquiring exceptional ore or manufacturing goods of exceptional quality
Hera
Favor
+2 Getting married, delivering a baby
+3 Protecting another person's marriage; preventing adultery
+9 Interfering with or informing on Zeus' attempts to have affairs
-3 Committing or facilitating adultery

Hermes
Favor
+1 Outwitting someone more powerful than yourself
+2 Providing sustenance and shelter to travelers
Poseidon
Favor
+3 Breeding or taming an exceptional horse
-3 Failing to make a sacrifice before undertaking a sea voyage

Zeus

Favor
+2 Showing hospitality to strangers or foreigners
+3 Supporting a legitimate claimant to win or keep a throne
+5 Assisting Zeus in having or concealing an affair
-10 Interfering with or exposing one of Zeus' affairs

Fruits of Favor

Once you've proven your devotion to the gods of Olympus, they may smile on you. You might ask for the help. (Poseidon! I've always been loyal to you! I have sacrificed many cattle....) Or the DM might decide you need it (Hmm, you're in a tough spot. Fortunately you are very much in Artemis' favor!) At these times, you might get rewarded or saved by the gods based on how much favor you've accumulated.

DMs are welcome to handle this in the abstract, or to use this system of exchanging Favor for favors.

Divine Gift Cost in Favor
A spell effect cast on your behalf 4x level of spell
A creature or NPC to assist on your current quest 8x CR of creature, minimum 4
A magic item from Magic Item Table A 5
An item from Magic Item Table B 10
An item from Magic Item Table C 15
An item from Magic Item Table D, E, or F 20
An item from Magic Item Table G 25
An item from Magic Item Table H 30
An item from Magic Item Table I 35

Sacred Animals and Plants
God Sacred Animals Sacred Plants
Aphrodite Dove, swan Rose, myrtle, anemone
Apollo Hawk, snake Laurel
Ares Boar --
Artemis Deer, bear, hunting dog --
Athena Owl Olive
Demeter -- Grain, citrus, poppy
Dionysus Leopard, dolphin Grape
Hades Ram Pomegranate
Hera Peacock, cuckoo, cow --
Hermes Tortoise Moly
Poseidon Horse --
Zeus Bull, Eagle Oak

Exchanging favor for on-the-spot spellcasting can take some pressure off your party's healer or support caster, and it's very much in keeping with the literary tradition. The Iliad is peppered with gods blessing their favored warriors with healing, ability enhancement, or invisibility to allow them to achieve greater glory or be spared their enemies' wrath. Make sure you take into consideration that deities grant spells consistent with their idiom. Ares will not cast sanctuary; Demeter would never inflict necrotic damage; no god but Zeus could throw a lightning bolt.

A god might also prefer to send their favored animal as a companion.

Exchanging favor for magic items is a mechanism that can allow players to "buy" the magic items they desire without such contrivances as magic item shops, which may not fit the tone of many campaign worlds. But the acquisition of magic items, along with the other favors of this table, needs to be negotiated with the DM, who may have his or her own ideas about how the gods deign to reward the faithful.

Based on these guidelines, the gods may also parcel out the "other rewards" described on page 227 of the DMG.

Wrath of the Gods

As any fan of the myths can tell you, the gods are no less quick to show their anger than they are their pleasure with a mortal. As PCs earn the disfavor of gods, it's appropriate for the DM (at his or her own discretion) to unleash hardships on PCs as they sink into negative numbers of favor with the Olympians.

All of the effects of the chart to the left could be inflicted on PCs who have earned negative favor equivalent to the positive favor on the chart. For example, a god could strike a PC with an undesirable spell effect such as Bestow Curse, Contagion, or Polymorph. They could send a hostile creature of a CR appropriate for the amount of disfavor a PC is carrying. They may even present a PC with a cursed magical item. They've done all of these things in the myths, and they'll often do so at the most inopportune times, such as Hera sending a giant crab to bite Herakles' feet while he was trying to fight the Hydra.

Perhaps worse, the gods, who play by no set of rules discernible to mortals, may abandon the chart altogether and scourge PCs with punishments limited only by their/the DM's imagination: bad weather might push them off their quest; he might lose the gift of speech; a plague or curse might befall not the offending PC, but instead his village or family or the crew of his ship. Have fun with it!


Dungeon Master's Section

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Magic Items

Anointment of the Styx

Wondrous item, rare, table C

When you run the gray, greasy water of the Styx into your skin, you gain resistance to all damage types other than psychic for one minute.

Bag of Four Winds

Wondrous Item, Uncommon, Table C

This small pouch seems like it couldn't contain more than an apple or two but in fact holds a gust from each of the Anemoi, the four winds. While you are holding this bag, there is an 8 in 10 chance that normal winds will be in your favor, blowing in the direction you want to sail, for example. Additionally, you may release each of the four winds to create the following spell effects:

The Winds
Notus the South Wind Fog Cloud
Zephyrus the West Wind Gust of Wind
Eurus the East Wind Wind Wall
Boreas the North Wind Sleet Storm

Alternately, you may tear open the bag to release all the winds at once in a destructive maelstrom. You must have at least 2 winds remaining in the bag to unleash them in this manner. This creates an effect like an ice storm spell, dealing 1d12 cold and 1d12 bludgeoning damage for each wind the sack contains when it is torn open. It would also blow a nearby ship under sail 1d20 miles for each remaining wind in a random direction.

When all of the four gusts have been used, the bag becomes nonmagical.

Bridle of Bellerophon

Wondrous Item, uncommon, Table F

Appearing as a normal, high quality piece of horse tack, this bridle allows its owner to control all sorts of beasts.

Not only can the bridle be used on any beast, it can also tame any living, corporeal creature that has the physical shape of an animal or an amalgam of animals (but not humanoids. The bridle could tame an owlbear but not a yuan-ti). A magical quality of the bridle allows it to change to fit the size and shape of any animal's head.

The bridle can be placed on a creature by means of Sleight of Hand or Handle Animal (the difficulty of which will vary based on the attitude of the animal). If the creature actively resists, the bridle's owner may place it on with a successful grapple check. If the target does not break free of the grapple on its next turn, it is subject to the bridle's effects.

A creature affected is under the effects of a Dominate Monster spell, obeying the whims of whomever is holding the bridle. If the holder of the bridle should let it go, the creature gets a Wisdom save DC16. Success means that the creature frees itself from the enchantment and the bridle slips off. Failure means that the creature remains obedient to the last person to hold the bridle. If no one grasps the bridle, the creature frees itself after 24 hours.

Cap of Invisibility

Wondrous Item, very rare, table I

This rare and powerful hat gives its wearer the ability to become invisible as an action, and remain invisible until they cast a spell, attack, or remove the hat.

The cap is usually made of dogskin and offers no protection (beyond invisibility) but bronze helms with the same properties are also known to exist.

Cloud Cuckoo Root

Potion, rare, table B

Chewing on this rare root will transform a humanoid or fey into a bird for 4 hours. The type of bird you become reflects your personality: a morbid person might become a crow; an aggressive person might become a hawk; a sailor might become a gull. Use the rules for druidic wild shape and the statistics for normal birds (a raven's statistics could work for most non-predatory birds).

Death Mask of Agamemnon

Wondrous Item, rare, table F

If this ornate mask is placed on the face of an interred, dead king or hero, that being cannot be turned into an undead creature. History checks made to recall this being's deeds are made with advantage. Any sentient being that would seek to deface, defile, or loot the tomb or mausoleum of the departed suffers a -2 penalty to Armor Class, saving throws, and skill checks while trespassing on or in this tomb.

These masks are typically modeled on a king's face during his life. Most of these masks, of course, won't bear the face of Agamemnon; his is just the most famous.

Dorian Dress Pin

Weapon, rare, table E

Many articles of clothing in this setting are worn with a pin holding them in place. When it is worn, a viewer would only see the jeweled head of this peronai garment pin, and not how long and sharp it is. Wielded, the pin performs as a dagger +1.

Dragon's Teeth

Wondrous Item, uncommon, table B

These are actual dragon's teeth, usually found in packets of 2d20 . In some cases they might be oddly shaped and mistaken for seeds. If sown in the earth, these teeth will transform into fully armed Dragon's Tooth Warriors (described later in this book) after one minute. They will be confused and unfriendly when they emerge. A nearby creature might try to appeal to them using Deception, Persuasion, or Intimidation. If this creature succeeds on a DC13 check, the warriors become friendly to them. If they fail, the dragons' tooth warriors become hostile.

The tooth can only transform into a humanoid once, and it will never transform back into a tooth, even when killed.

Elounda Whetstone

Wondrous Item, uncommon, table F

You may use one action to sharpen a nonmagical weapon that deals slashing or piercing damage on this plain white stone. Once sharpened, the weapon performs as if it had a +1 enchantment to hit and damage, even harming creatures that can only be hurt by magical weapons. Once it has struck and damaged a foe or object the weapon loses its special properties until it can be sharpened again.

Golden Apple

Wondrous Item, rare, table F

Pranks of the goddess of discord, these metallic-looking apples are among the most desirable items in the world. Anyone who sees one of these apples must make a Wisdom save DC15 or be posessed by the desire to obtain it. Those affected by this enchantment can still make rational decisions as to whether to obtain the fruit by stealth, force, or persuasion. Once a creature has held one of these apples through a short rest, that creature is no longer affected by the item's enchantment.

Golden Bowl

Wondrous Item, rare, table G

When not in use, this appears to be a golden bowl large enough to hold two pomegranates. A gold spoon is attached with an electrum chain. With a spoken command word the bowl grows to the size of a large rowboat and the spoon becomes a useable oar. It moves as fast as a galley and has the same hit points. It can only be damaged by magical weapons or Gargantuan creatures, and nonmagical weather cannot make it sink.

Harmonia's Necklace

Wondrous Item, rare, table F

This massive spreading necklace of wrought gold bestows eternal youth and beauty upon its wearer. She gains a +2 to Charisma or an 18 Charisma, whichever is higher, when she wears it. She is immune to the effects of aging and resists necrotic damage.

Unfortunately she is also cursed to disaster; all saving throws are made at disadvantage. The wearer of this item will not be able to perceive this effect and will generally regard this item as beneficial and want to keep it.

Harpe

Weapon (sickle), rare, table G

A magically sharp sickle that can cut through bronze or stone, it treats any armor class higher than 16 as 16, ignores resistance and immunity, and inflicts triple damage on constructs and objects.

Hippolyta's Belt

Armor, very rare, table H

In addition to being a +1 peturgis, this girdle of bronze scales grants the wearer an 18 Strength and advantage on saving throws against the Frightened condition. It only functions for a wearer who is proficient in martial weapons.

Ivory Shoulder

Wondrous Item, rare, table F

This piece of ivory, carved from a mighty mythical beast's tusk, is in the shape of a human shoulderblade. If this artificial bone is used to replace the shoulder of a dead humanoid, and then that humanoid is raised from the dead, the magical shoulderblade will be incorporated into the raised humanoid's body, giving him or her a permanent +2 to Strength. This procedure could also be done with a magical sternum (breastbone) (+2 to Constitution) or a magical calcaneus (heel bone) (+2 to Dexterity).

Labrys of Knossos

Weapon, very rare, table H

The first time each turn that character makes an attack roll with this weapon, it grants a +1 bonus to hit and damage. The second time, the bonus to both rolls is +2. If it's used a third time in that same turn, its bonus increases to +3, and so on.

This weapon might be a hand, battle, or great axe.

Lunar Arrow

Weapon, table F

Artemis, goddess of the moon, might gift 1d4 of these arrows to a hero who impresses her, or they could be found dropped from her quiver or lodged in a tree after a challenging hunt.

In addition to the usual piercing damage, this arrow inflicts 1d8 cold damage and the target must roll a DC13 Wisdom save or fall asleep (as per the Sleep spell) for 2d4 hours. It counts as silver with regard to resistances and vulnerabilities.

Kakomati

Wondrous Item, uncommon, table F

Literally "evil eye", this is a tiny amulet it the shape of a blue eye. It grants a +2 to saving throws against spells of the Necromancy school and magical effects created by undead or hags.

Kritonios Crown

Wondrous Item, rare, table F

Whomever wears this crown of golden leaves and vines may pass without being hindered or slowed through any form of vegetation, even a wall of thorns. They have advantage on Handle Animal checks dealing with wild woodland animals, and on Persuasion and Intimidate checks against any creature that speaks Sylvan as a standard language or racial feature.

Mirrored Shield

Armor (shield), rare, table G

A creature looking into the brightly reflective inner surface of this +1 hoplon effectively perceives its environment with truesight. In addition, perceiving their surroundings this way, a creature can see creatures and objects without being affected by spells, effects, or attacks that require you to see a creature or object.

Unless the creature is attuned to the shield, this is a fairly awkward way of looking at the world. Attacks as well as any ability or skill check that requires physical coordination are at disadvantage, and you can only move at half speed. Once attuned, a creature looking at the world in this reflection can act with no penalties, but continues to move at half speed.

Mocking Stone

Weapon/ ammunition (sling stone), uncommon, table C

Usually found in clutches of 1d12, mocking stones are engraved stones or bullets that contain either a hole that whistles unnervingly when slung, or a mocking word such as "catch" or "ouch" which literally adds insult to injury. Any being struck by one of these stones is also affected by vicious mockery from a 1st level caster with a Wisdom saving throw DC of 13.

Moly

Potion, uncommon, table C

Moly is an herb with special properties, a consumable magic item like a potion. Its roots are black and its flowers are white. If it is found growing wild, a character must make a DC14 Nature or Survival check to harvest it; on a failed check the harvester is hit with poison spray. A character who eats the harvested herb is, for the next eight hours, resistant to poison damage, and may choose to succeed on saving throws against the poisoned condition, as well as enchantment, illusion, and transmutation spells and effects that mimic spells from these schools.


Nepenthe

Potion, uncommon, table B

This drug is usually found in the form of a tan, mealy powder, because the carnivorous pitcher plant it is derived from does not grow in the lands inhabited by Greeks. Usually dissolved in a glass of wine, it affects its imbimber for 2 hours. During this time you are immune to fear and other effects tied to negtive emotions such as the Discord, Hopelessness, Insanity, or Pain caused by a symbol spell. It does not protect you against effects associated with happy emotions such s uncontrollaable laughter or dancing. Under the effects of nepenthe, you resist psychic damage.

Nepenthe imposes disadvantge to any skill checks you make to recall information (History, Religion, etc). At the DM's discretion, you may be unable to clearly remember even events that you witnessed until the drug's effects pass. If you make a saving throw against confusion, illusions, or any effect that would put you to sleep while under the effects of nepenthe, you do so with disadvantage, and you only use half your hit points when determining whether you are affected by the sleep spell.

Orichalcum Arms and armor

Weapon, shield, or armor (helmet), rare, table G

The reddish-yellow metal is neither gold nor copper, brass, or bronze. Its strange composition gives it anti-magic properties.

If you are wielding an orichalcum sword and a caster targets you with a spell, or targets another creature adjacent to or behind you, you may use your reaction to cast counterspell, essentially parrying the spell out of the air. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make a Strength check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

You may also use an attack to target an ongoing magical effect, in which case you cast dispel magic using the same mechanics as the counterspell effect.

You may use one, not both, of these effects once per day.

While equipped with an orichalcum shield, you have advantage on saving throws against any damage dealing spell that targets only you (not an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

An orichalcum helm grants the wearer resistance to psychic damage , advantage on saving throws aginst being charmed, and immunity to any mind reading effect such as detect thoughts.

Phaistos Disc

Wondrous Item, rare, table G

This strange magical tool is a clay disc the diameter of a large pomegranate with glyphs stamped into it. The glyphs spiral inwards, becoming smaller at the center of the disc.

A character attuned to the disc may use it to cast the following spells once per long rest: comprehend languages, illusory script, glyph of warding.

Additionally, once per long rest, the character may use the disc as a reaction to switch places with another being he or she can see within 50 feet. The switch is instantaneous like a short range teleport. An unwilling creature can resist this affect by making a Dexterity save DC14. _

Poppy Crown

Wondrous Item, rare, table F

This golden crown is topped by three open poppy flowers. As each of the crown's abilities is used, one of the flowers closes. Once per day an attuned wearer may cast sleep, calm emotions, and lesser restoration. The flowers reopen and the crown regains the ability to cast these spells at dawn.

Prophetic Prow

Wondrous Item, very rare, table G

This is a ship's figurehead, carved from a sacred tree into a humanoid, animal, or hybrid shape. Once per week, an occupant, passenger, or crew member on the ship may engage the prow in conversation. The figurehead gains the semblance of life and the ability to speak. By conversing with this prow, the sailor gains the benefit of a Divination spell, determined at random. In essence, the prow casts the spell and describes the results to the user.

Prow Abilities
1 Augury
2 Locate Animals, Plants, or Object
3 Clairvoyance, range 200 miles
4 Divination
5 Commune
6 Legend Lore

Less commonly, the prow might come to life without being engaged in conversation and offer an unsolicited prophecy to all on board the ship. Some of these items might be akrostolia (stern ornaments) rather than figureheads.

Rod of Asclepius

Rod, rare, table F

This tool of healers appears as a crooked walking stick with a snake wrapped around it. The snake is alive and harmless.

The rod has 5 charges. An attuned user may use 1 charge to cast cure wounds as a 1st level spell, or 2 charges to cast lesser restoration. The rod regains all of its charges at dawn.

The rod's snake can whisper in the attuned user's ear, performing the Help action when they make a Nature or Medicine check. This also uses a charge.

Solar Arrow

Weapon, rare, table F

Gifted or dropped by divine Apollo, these glittering arrows inflict upon their targets an arrow's usual piercing damage, plus 1d8 radiant damage. The target must then make a DC13 Constitution saving throw or contract a disease which works like sewer plague (dmg 256) except that savng throws to resist and recover from it are DC13.

Typically these arrows are found in sets of 1d4.


Veil of Ino

Wondrous Item, rare, table G

When a character wears this shimmering scarf, she gains a Swim speed equal to her walking speed, the ability to breathe water, and one use of Find the Path per day, although it can only find sea routes and locations that are reachable by sea.

Wax Wings

Wondrous item, rare Wax wings are not magical at all; they are nororiously unreliable items that every polymath tries to make at least once, and often regrets. You can strap these wings to your back to experience the effects of the fly spell. Aerodynamically sound, the wax wings always work perfectly for 1d4 rounds (rolled in secret by the GM), or as long as the GM feels is drmatically appropriate, before their flimsy construction starts to break down due to heat, friction, or moisture. At this point the flyer most make a Wisdom (Acrobatics) check DC10 to handle the wings delicately enough not to destroy them. If the check is successful, the user may use them for the spell's duration. If it is not, the wings are irreparably destroyed and the flyer plummets. Accumulated strain on the wings ensures that if the wings are used more than once in a day, they will definitely break.

Winged Sandals

Wondrous Item, very rare, table H

Sometimes lent out by swift-footed Hermes, these sandals give a humanoid wearer a flight speed of 50. If the wearer is wearing heavy armor or carrying another Medium creature, its flight speed is halved.

It is somewhat tiring to use these boots, as though the tiny wings that give them lift were part of the wearer's body. After flying with them for a number of hours equal to 2+ the wearer's Constitution bonus, you gain a level of exhaustion, and another for each 2 additional hours in flight.

A note on Magic Armor

Because characters in this setting can use piecemeal armor, letting a character have a breastplate, greaves, and helmet that each carry a magical AC bonus could allow characters Armor Classes that are higher than the expectations set out in the core rules. Therefore in this setting, AC bonuses from different pieces of armor do not stack. This rule does not include shields; the magical AC bonuses of a Hoplon +1 and a Scale Corselet +2 do stack. If you add a pair of +1 greaves, they function just as normal greaves.

Traps and Hazards

Bull of Phalaris

This life sized hollow bronze bull is a monstrous torture device. An incapacitated victim is shoved inside, a panel on the bull's flank is closed and locked, and then the turturers build a fire under the creature's belly.

For 4 rounds, the metal shell of the bull protects the prisoner from the heat of the fire beneath them. On round 5, the interior of the bull is hot enough to inflict 1d4 fire damage on anyone inside. On round 6, the damage increases to 2d4, then 3d4. On round 8 the heat inflicts 4d4 points of damage per round, and it continues to deal this damage as long as the fire is being fed and stoked. The victim takes this damage on the beginning of their turn.

The screams of the victims travel through metal tubes to the bull's hollow nostrils and mouth, distorted to sound like bovine bellowing. It is possible to escape! If the victim has thieves' tools or similar objects, they could use them to pop open the hatch on a thieves tools proficiency check DC of 18. Brute force could open this hatch with a DC 21 Strength check. The bull can be attacked and damaged although using a weapon larger than a dagger while inside the bull is at disadvantage. It has an AC of 18 and 45 hit points. It is immune to radiant, necrotic, thunder, poison, and psychic damage. Fire and lightning attacks inflict no damage on the bull but half damage on a victim inside it. Inflicting cold damage while the bull is being heated makes it vulnerable to bludgeoning, piercing, slashing, and force damage for 1 round.

Charybdis

Charybdis is a colossal whirlpool, so dangerous that sailors have opted to steer within the grasp of Scylla rather than attempting to navigate its waters. Charybdis should not be sprung like a trap on PCs; in the Odyssey, it had a fixed and known location. Even if it does not, sailors on a ship with a clear view could see Charybdis' eddies long before they begin to drag them down.

If a ship has no choice but to enter the maelstrom, its sailors must endure a series of tests. First, a Religion skill check DC 14 to entreat Poseidon or some other marine divinity for mercy. A sacrifice of wine, oil, incense, or animals worth at least 100 drachma grants advantage on this roll. Secondly, a strong back at the oars must succeed in a DC 14 Athletics check to fight the waves. Lastly, this challenge demands a Water Vehicles Proficiency check DC 14 to steer a safe course between the towering waves.

If they fail even one of these checks, the ship is utterly devoured by the sea. Every humanoid aboard who can't breathe water will die. DMs who are soft of heart or have alternate plans might instead deposit them in some bizarre undersea locale such as a sea god's palace or Atlantis, a subaquatic air-cave or simply have them awaken on an unknown island, bereft of ship and most of their equipment.


Clashing Rocks

The clashing rocks sit on the sides of narrow bodies of water like straits. Periodically, they smash forcefully together with the power to demolish any seagoing vessel devised by mortals. If the crew of a ship knows about the location of these boulders (which would not usually be difficult since these locations quickly become infamous amongst sailors) they may take precautions against being obliterated by this hazard as they try to sail through.

The rowers of the ship must make 4 DC11 Athletics skill checks in a row to reach a speed high enough to pass between these rocks unscathed. This assumes the crew starts to row the moment the rocks separate after a clash. Failing even one of the checks may be disstrous, see below.

There are several ways to maximize chances for success on these checks.

If members of the crew are able to observe another object, anything from a bird to another ship, pass between the rocks, whether it survives or not, the crew learns enough about the timing of the rocks relative to the speed of another moving object to gain Advantage on one Athletics check.

If a member of the crew makes a successful Nature, Perception, or Investigate check DC 11, they notice a current which will move the ship through the gap somewhat more swiftly, granting Advantage on one Athletics check. Note that the crew may only make one such check; if the crew keeps rolling this check until someone succeeds, the confusion of yelling contradictory orders will negate this advantage.

If members of the crew make a successful Charisma (Religion) check DC 11, calling on a relevant god to help them through this peril, the deity will send a helpful wind or wave to waft them through, granting advantage on one Athletics check. If you are using the optional Favor rules, the person invoking the higher power must have a positive Favor rating with the god being entreated. If several crew members call upon gods, the jealousy of the immortals will negate any advantage.

If a character beating a drum makes a Charisma (Perform) check DC 11 the steady rhythm will help the rowers keep a pace and grant them Advantage on one Athletics check. An improvised drum such as a barrel imposes Disadvantage on the Perform check.

If a character walks among the rowers exhorting or threatening them to pull harder, that character may make a Charisma (Persuasion or Intimidation) check DC 11 to grant Advantage on one Athletics check. If the speaker has the Inspiring Leader feat, she automatically succeeds on the Charisma check.

If the ship has the wind more or less at its back, the crew rolls one of the Athletics checks with Advantage. If they are forced to sail directly against the wind, they roll their first check with Disadvantage.

If their first Athletics check is a failure, the crew have the option to fall back. If they want to make another attempt at the passage it will take them at least half an hour to turn, backtrack far enough to build momentum, turn, wait for the rocks to clash, then speed towards them as they open again. Once they roll a second Athletics check there is no turning back.

If they succeed in all four Athletics check, the ship passes through unscathed. If they fail a single Athletics check, most of their ship makes it through but the stern is caught in the clash. Roll 1d4.

Damage to ship's stern
1 Acrostolion destroyed, cosmetic damage only
2 Ship begins taking on water
3 Rudder is destroyed; -10 penalty to checks to maneuver the ship
4 The rudder is destroyed and the ship is taking on water

If the crew fails more than 2 Athletics checks, their ship is completely destroyed. Any creature caught in the clash suffers 5d12 bludgeoning damage and is deposited into the water below, where they might well drown or be crushed by the following clash minutes later.

Hades' Bench

Anyone who sits on this stone slab must make a DC18 Intelligence save or forget everything: mission, friends, even language! Furthermore, they stick to the seat. Rising from the bench requires a DC18 Athletics check. The person trapped makes this check with disadvantage; it's easier for a free standing person to pull him loose. Freeing him, though, tears away pieces of flesh from the victim, who takes 2d12 slashing damage and has his walking speed reduced by half until he can take a long rest. Once freed from the bench, the victim's memories return over 1d4 days.

The House of Procrustes

Procrustes is a lunatic with an unique obsession -- that everyone should be his height. Make sure you know the height of each of the player characters. As they journey, they come to the House of Procrustes, who initially presents as a nonthreatening hermit eager for company. He offers them hospitality, but soon, the PCs will find themselves his captives.

The heroes will awaken to find themselves strapped to their beds, or you might use some variation like a dinner at which all the chairs automatically ankle-cuff and manacle those seated in them. Procrustes' methods are so subtle that his victims don't get a Perception check to spot the bonds or a saving throw to avoid being caught, although a suspicious character (why does this hermit have so many guest beds?) who specifically says they want to search the furniture for traps could find the restraints.

The challenge starts when the PCs are all restrained and Procrustes begins to "correct" their height. Each of the trapped beds or chairs is equipped with a stretching mechanism, which inflicts 1d12 bludgeoning damage per round on any character under the ideal height. As they stretch, Procrustes will retrieve his hidden axe (it will take him 1 round to do so) and then begin to chop anyone over the ideal height down to size.

PCs may struggle to escape their bonds. A Strength (Athletics) or Dexterity (Acrobatics) check DC 14 will free one of the character's hands. A character can escape entirely on a second successful check, and once one hand is free the trapped character can use a thieves' tools proficiency check instead.


Once freed, a character may use their actions to give their allies advantage on checks to escape their bonds. But of course Procrustes will be trying to kill them with an axe. He is a berserker.

The correct height is five feet, nine inches.

Lotus

The leaves of the lotus flower, which grows in remote places, are succulent an ease all types of pain. Where it is found, groups of humanoids will form sleepy communities around it, subsisting solely off the plant. Alternately, a character who critically fails while foraging for food might find a grove of edible plants and eat a few mouthfuls before they realize what they have found.

A character who eats so much as a single lotus petal immediately feels relief from all physical and emotional pain. This neutralizes the frightened condition and any negative or hostile emotions caused by magic.

They must also make an Intelligence saving throw and a Wisdom saving throw, both at DC 12. If the eater fails the Intelligence saving throw, they forget memories including companions, family, their mission, and their studies. They have disadvantage on checks to recall information such as History and Arcana. If they are the type of characters who prepare spells or machina, they lose 1d6 of the day's spell slots. If they fail the Wisdom saving throw the character is charmed, and while charmed the character will resist leaving any area where they can readily obtain lotus flowers. No amount of persuasion can convince them otherwise; they can only be removed physically.


The memories return and the charm is lifted 2d20 hours after the character stops eating lotus petals.

Pandora's Jar

This cursed item's original form is a finely crafted amphora, although in the interest of concealing its nature it could appear as a rough clay pot, a lidded wicker basket, or even a box.

Anyone examining the jar must make a DC14 Wisdom save or be compelled to open it immediately. Anyone who retains possession of this jar must repeat the save every 24 hours. If they have been warned not to open the vessel, they make the save with disadvantage.

When the jar is open, small monsters begin to fly out. Each round, roll 1d12



Spirits emerging from the jar
Die Roll Creature
1 Blight, any
2 Darkmantle
3 Demon, Quasit
4 Devil, Imp
5 Devil, spined
6 Mephit, any
7 Nothic
8 Peryton
9 Shadow
10 Stirge
11 Will-o-wisp
12 Hope (as a Winged Victory, see the monsters section)

Once Hope has emerged from the jar, reroll results of 12.

The spirits obey no master (unless a Charm spell is used) and, with the exception of Hope, will strive to hurt people and cause chaos. A character can use an action to make a DC14 Strength check. If successful, he or she forces the lid back into place. Any character who has seen the jar open is immune to its charm effect thereafter.

Rivers of the Underworld

There are five terrible rivers associated with the Underworld:

The Styx rings the underworld; the other rivers are its tributaries.No craft other than Charon's skiff can cross it. Charon will pole the spirits of the dead across for a modest price. He will not normally ferry the living but a clever enough adventurer could trick or manipulate him into doing so.

Perhaps because the Styx is also a goddess, cousin to Zeus, the gods of Olympus dare not break an oath sworn in her name. "I swear by the River Styx" is the only truly binding contract for a god.

The Styx is unnervingly cold; a living creature immersed in its waters takes 2d8 cold damage per turn. It is also haunted by shades (shadows) and other nether beings.

Acheron flows from the mortal world into the Styx. Slow moving and reedy, much of its course is a marsh inhabited by reptilian and amphibian monsters. Drinking from or being immersed in its waters exposes characters to Sewer Plague. Charon's ferry plies the Acheron as well as the Styx.

Cocytus is called the River of Lamentation or the River of Wailing; the waters themselves make piteous cries. Anyone standing on the banks, crossing over, or immersed in the river must make a Wisdom saving throw DC 12 or take 1d8 psychic and 1d8 thunder damage per round.

Lethe is called the River of Forgetfulness. Anyone drinking from or immersed in it must make an Intelligence saving throw DC 12 each round. If they fail they forget some memories including companions, family, their mission, and their studies. They have disadvantage on checks to recall information such as History and Arcana. If they are the type of characters who prepare spells or machina, they lose 1d6 of their spell slots. 24 hours after their last contact with the water, victims can make an Intelligence save DC 14 to regain their memories if they fail this the condition is permanent until cured by greater restoration.

Phlegethon is the River of Fire. Anyone who enters the river or who passes above it at height of less than 25 feet takes 2d8 fire dmage per round.

Greek Creatures in the Monster Manual

The monsters of Greek myth have already made such a tremendous impact on fantasy, it's no wonder a number of them became staple foes in D&D. Some of these monsters, however, have drifted away from their original concepts. Most notably, a number of creatures that seemed to be unique in their original myth have been made into species of creatures, as in the case of the Minotaur and the Hydra. In the interest of having lots of monsters to fight, we should assume that most other monsters of Greek myth are species rather than unique individuals.

The following monsters from the Monster Manual work great in a mythic Greece setting with no modifications or notes:

Basilisk, Chimera, Cyclops, Death Dog, Dryad, Empyrean, Flying Snake, Giants (Hill, Stone, Cloud, and Storm), Giant Animals, Golem (Clay and Stone), Griffon, Hags, Hippogriff, Lamia, Merfolk, Pegasus, Satyr, Sphinx, Sprite, Wyvern


Some other Monster Manual creatures bear some commentary.


Blights could fill the role of hostile nature spirits or elementals.

Centaurs are not Neutral Good in Greek mythology, they're Chaotic Neutral or worse and obsessed with pillage. If they can smell wine or something else that appeals to their lusts they must make a DC13 Will save not to guzzle it, even if it means ignoring combat.

Cyclops The cyclops in the Monster Manual works fine for a svage creature like Polyphemus. Another lineage of cyclopes, the divine craftsmen who forged Zeus' thunderbolts, have +8 to Intelligence and Wisdom, and have proficiency and expertise in smiths' tools.

Devil (Erinyes) in this setting, Erinyes serve not the nine hells but the fates themselves, hunting down those who break the immutable laws of the cosmos.

Dinosaur may be used as an unintelligent dragon without a breath weapon. They already have Greek names.

Dragons Dragons in Greek mythology don't exhibit much intelligence and are less inclined to talk to mortals than the typical D&D dragon. There are no good aligned dragons in Greek myth.

Gnolls Fighting hordes of evil humanoids is not as prominent in Greek myth as it is in Tolkien-inspired fantasy. But if fighting evil humanoids is your jam, consider using gnolls as cynocephali, the dog-headed men Greeks believed lived somewhere in Asia.

Gorgon You probably already know that the term Gorgon applied to Medusa and her sisters, not to an armor-plated gas breathing bull! Nonethless this creature seems vaguely related to both Medusa and to the bronze bulls of Aetes, so it can probably fit into your mythic setting somewhere.

Harpies vs Sirens

D&D's statistics for a harpy seem to confuse it with another mythological bird-woman, the siren. In this setting, harpies have the following changes:

  • Remove the Harpy's luring song ability.
  • Add the following ability:

Foulness When the harpy makes a claw attack against a target, that target must make a Constitution saving throw DC 11. On a failure the target is poisoned until the end of its turn. If a harpy moves into an area that contains food or drink, the food or drink becomes inedible/ not potable unless restored by purify food and drink or similar magic.


Sirens use the statistics of the Monster Manual harpy, except that their Charisma is 17 and they are very unlikely to attck with clubs and claws; they would much rather lure sailors to be dashed to death on rocks and feed on their corpses.


Some Sirens have fish parts instead of bird parts. An icthyosiren uses the same statistics as a siren, but with a Swim speed rather than a Fly speed.

Hydra Note that a hydra based on the hydra of Lernea should be quite venomous. I suggest adding adding the poison of a wyvern's sting to its bite attacks.

Kraken Although the term "kraken" is not Greek, there are giant sea monsters in Greek myth and giant cephalopods in Greek art, so Krakens have a place in this setting.

Lycanthropes Greek mythology features at least one werewolf. The gods could have cursed other lines with the wereboarism, werebearism, etc.

Medusa Variations
  • Medusa pteroi: add wings (Fly speed 40)

  • Blood-spawn medusa: Whenever this type of medusa takes slashing or piercing damage, but no more than once per turn, place a swarm of poisonous snakes adjacent to the medusa.

  • Medusa horse-mother: If the medusa is killed by a slashing attack, or her head is removed within 2 rounds of her death, a fully grown pegasus will emerge from her neck. If a character proficient in Animal Handling is present, that character can make a DC 14 check to become the steed's master. If that does not happen and no magic is used to keep it in place the pegasus will fly away with no particular interest in the medusa or her slayers.

Mephits could play the role of all manner of minor evil or elemental spirits.

Minotaur Some D&D settings have made minotaurs an intelligent PC race. That is not reflective of the mythology, in which the only minotaur we ever see is a savage anthropophagous beast.

Naga You might use a naga for a snake-bodied being like Cecrops.

Ogre An ogre could easily stand in for a number of savage lesser giants like Sinis or one of the Laestrygonians.

Owlbear If Greek mythology can give us a horse-eagle and a lion-goat-serpent, then it can give us an owlbear. See "Generating a Chimerical Creature".

Shadow The souls of dead people become shades in Hades. We never see these shades attack the living in the tales, but if they did, shadows could be used to represent them.

Skeleton Skeletons do not appear in Greek myth but later adapters such as Ray Harryhausen have made a compelling argument for their conclusion.

New Monsters


Antaeus

Large giant, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 116 (12d10 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+4) 20 (+5) 13(+1) 14(+2) 8 (-1)

  • Condition Immunities None
  • Skills Athletics, Intimidate
  • Senses passive Perception 12
  • Languages Primordial, Greek, Giant
  • Challenge 8 (3900 XP)

Child of Gaia As long as Antaeus is touching the ground, he regains 10hp at the beginning of his turn. He cannot be killed while he maintains contact with the ground.

Actions

Multiattack Antaeus can make two fist attacks

Fist Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d6 + 6) bludgeoning damage.

Crush Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (3d12 + 6) bludgeoning damage. The target is grappled (escape DC 16) Until this grapple ends, the creature is restrained. Antaeus cannot attack a different creature but he can automatically hit the creature he is grappling with subsequent crush attacks.

The original Antaeus was the misbegotten son of Gaia, sired by her own grandson, Poseidon. Such fecund parents could easily have sired a whole species of regenerating giants.

Antaeus cannot be killed by any type of damage as long as he touches the Earth. This does present some challenges to adventurers fighting him. For anyone brave or dumb enough to challenge Antaeus to his own game, a successful Grapple against Antaeus allows you to lift him off the ground. Antaeus could also be plucked off the ground by a telekinesis spell or a flying creature. He could be tricked or pushed into water or onto a man-made surface like a paved road or marble floor. Merely coating the ground with frost, oil, or grease is not sufficient to block Antaeus' link with his mother/great grandmother.



Arachne

Large monstrosity, chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40ft, climb 40 feet

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+3) 12 (+1) 16 (+3)

  • Condition Immunities poisoned
  • Damage Immunities Poison, necrotic
  • Senses darkvision 120 feet
  • Skills Perception +4, Stealth +10
  • Languages Greek, Abyssal, the language of spiders
  • Challenge 7 (2900 XP)

Spider Climb Arachne can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker Arachne ignores movement restrictions caused by webbing. She is able to perceive and knows the location of every creature that touches her webs.

Actions

Multiattack Arachne attacks twice with her pedipalps and once with her fangs. If both pedipalps hit the same target her fang attack is made with advantage.

Pedipalp Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.

Fangs Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d6+4) piercing damage plus 14 (3d8) poison damage and the target must make a Constitution saving throw DC 14 or be poisoned. While poisoned a target is paralyzed and takes 5 poison damage at the beginning of each of its turns. At the end of each of its turns the target may make another saving throw to end this effect.

Bonus Actions

Spellcasting Arachne casts Poison Spray (2d12), Darkness, Silence, or Web. When Arachne casts Web, its duration is 8 hours unless they are burned away; maintaining webs does not require Arachne's concentration. Her casting attribute is Charisma and the DC to save against her spells is 14.

Climb Thread Arachne disengages and moves up to her speed straight up, ending her move on the ceiling if there is one within her movement range. She cannot use this ability under an open sky.

Arachne's spider form is punishment for her blasphemy. She bitterly resents the gods. She will probably attack clerics first. In a campaign where Arachnae are a species, they are either the daughters of the original Arachne or those to whom she has spread her curse like a vampire, sucking their veins dry, then feeding them a drop of her venom.



Argus Panoptes

Huge Giant, lawful neutral


  • Armor Class 17
  • Hit Points 126 (11d12 + 55)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 16 (+3) 16 (+3) 14 (+2)

  • Condition Immunities Blinded
  • Skills Handle Animal +5, Perception +6
  • Senses Darkvision
  • Languages Greek, Primordial, Giant
  • Challenge 7 (2900 XP)

Eyes all Over Argos cannot be surprised.

Wakefulness. Argos has advantage against any effect that causes the Unconscious conditon.

Actions

Multiattack Argos makes two spear attacks.

Spear Melee or Ranged Weapon Attack: +9 to hit, reach 15ft or range 30/120ft., one target. Hit 5 (3d8+6)

Covered with eyes over every inch of his body, the original Argus was a specialized watchman for Hera's garden; if there are more beings like him they would be prized as lookouts and guards.


Blemmyes

Large giant, neutral


  • Armor Class 14
  • Hit Points 51 (6d10+18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17(+3) 10(0) 17 (+3) 7 (-2) 10 (0) 8 (-1)

  • Skills Athletics +5, Survival +2
  • Languages Blemmyes
  • Challenge 2 (400 XP)

Defensive Bite If a foe attacking a blemmyes with a melee weapon misses by 4 or more, the large mouth on the blemmyes' belly snaps shut on the end of the weapon, trapping it. The wielder must use an attack and beat the blemmyes in a contested Athletics roll to yank the weapon free.

Actions

Multiattack The blemmyes makes one club attack and one bite attack.

Club Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.

Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage. If the attack succeeded by 4 or more, the target is grappled, escape DC 11.

The creature cannot bite while trapping a weapon with its Defensive Bite, and it can't use Defensive Bite while grappling a target with its stomach-mouth.



Bronze Bull of Colchis

Large Construct, unaligned


  • Armor Class 19
  • Hit Points 114 (12d10+48)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (0) 18 (+4) 5 (+-3) 10 (+0) 8 (-1)

  • Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages None
  • Challenge 6 (2300 XP)

Trampling Charge If the bronze bull moves at least 20 feet straight toward a creature and then hits it with a gore 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 bull can make one attack with its hooves against it as a Bonus Action.

Actions

Gore Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Hooves Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Fire Breath (Recharge 5-6) The bull exhales a blast of fire in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one.


Cacus

Huge giant, lawful evil


  • Armor Class 17
  • Hit Points 200 (16d10 + 112)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22(+6) 13 (+1) 24 (+7) 14(+2) 4 (+1) 10 (0)

  • Skills Perception +5, Deception +4
  • Damage Immunities fire, poison
  • Senses blindsight 30ft.
  • Languages Giant, Greek
  • Challenge 11 (7,200 XP)

Cover Tracks A cacus is skilled at covering not only his own tracks, but the tracks of the animals he steals. Once per day it can use pass without trace.

Actions

Multiattack The cacus attacks twice with its fists.

Fist Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 5 (2d6 + 6) bludgeoning damage.

Spit Fire (recharge 5-6) Cacus exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Belch Smoke (recharge 5-6) Cacus fills a 30 ft diameter cube with dense choking smoke. This area is treated as both a Fog Cloud and a Stinking Cloud.

A cacus generally lives alone in a cave decorated with the heads of the sentient creatures it has killed, an unsubtle notification that this fiery giant does not want guests. Its only other interaction with humanoids is to steal their livestock for its food.

Although it's a formidable combatant, a cacus is not particularly brave. They are known to belch smoke and then retreat unseen, and for barricading themselves in their caves with huge boulders if they fear something outside.


Calydonian Boar

Huge beast, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 20 (+5) 7 (-1) 12 (+1) 6 (-2)

  • Condition Immunities Frightened, stunned, charmed
  • Senses passive Perception 11
  • Languages None
  • Challenge 5 (1800 XP)

Charge If the boar moves at least 25 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.if the target falls prone, the boar can make one stomp attack against it as a bonus action.

Relentless If the boar takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

Stomp Melee Weapon Attack: +10 to hit, reach 5ft., one prone target. Hit 23 (3d10 + 7) bludgeoning damage.

When a boar of this size rampaged through Calydonia, heroes flocked from all over for a chance at the glory of killing such a beast. These same stats could be used to present the Erymathean boar or Crommyonian Sow.




Caryatid

Medium construct, lawful neutral


  • Armor Class 18
  • Hit Points 54(6d8 + 24)
  • Speed 25ft.

STR DEX CON INT WIS CHA
18(+4) 12 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+3)

  • Condition Immunities poisoned, charmed
  • Damage Immunities poison
  • Damage Resistance cold, fire, radiant, necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Languages 2 languages taught by its creator
  • Challenge 5 (1800 XP)

Flesh of Marble When a caryatid is struck with a nonmagical weapon, the wielder must make a Dex save DC13. If the save is failed, the weapon breaks. Natural weapons and unarmed attacks are not affected.

Actions

Multiattack The caryatid makes two slap attacks

Slap Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


Cerberus

Huge Monstrosity, Neutral


  • Armor Class 19
  • Hit Points 208 (16d12 + 96)
  • Speed 50ft.

STR DEX CON INT WIS CHA
26 (+8) 14(+2) 22 (+6) 8 (-1) 16 (+3) 15 (+3)

  • Condition Immunities Stunned, Incapacitated, Unconscious, Petrified, Poisoned
  • Senses Blindsight 120 feet
  • Saves Wisdom +10
  • Languages None
  • Challenge 15 (13,000 XP)

Guardian of the Gates of Hades Creatures provoke an opportunity attack when they enter Cerberus' reach. Whenever Cerberus hits a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. Creatures within Cerberus' reach provoke opportunity attacks even if they took the Disengage action.

Multi-headed Cerberus cannot be surprised.

Multiple reactions Cerberus can take up to 4 reactions if he is using them to make opportunity attacks, one for each head.

Actions

Multiattack Cerberus can make a Dog Bite or Dread Gaze attack with each of his 3 canine heads, and a Snake Bite attack with his tail.

Dog Bite Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 21 (3d8+8) piercing damage and the target must make a DC18 Strength save or fall prone.

Snake Bite Melee Weapon Attack: +13 to hit, reach 10ft., one target.Hit 14 (3d4+8) pirecing damage and the target must make a DC18 Constitution save, taking 10d6 damage on a failed save and no damage on a succesful one.

Dread Gaze Cerberus targets one creature it can see within 120 feet. The target must succeed on a DC 18 Constitution save or be incapacitated until the end of its next turn. If a flying creature fails this save, it falls.

While most of the offspring of Typhon and Echidna run rampant, sowing ruin, Cerberus has been put to good use: guarding the passage between Earth and the Underworld. In his normal duties, Cerberus will not let any dead being up from the Underworld, nor any living creature desccend below.

Besides the obvious threat posed by Cerberus' toothy mouths, anyone who dared to harm this terrible dog would earn the even more terrible wrath of Hades himself .


Cetus

Gargantuan Monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 211(14d20 + 60)
  • Speed Swim 50

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 7 (-1) 7 (-1) 16 (+3)

  • Condition Immunities Prone
  • Senses passive Perception 9
  • Languages None
  • Challenge 14 (11,500 XP)

Siege Monster A cetus inflicts double damage to objects and structures.

Actions

Bite Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 21 (6d6) acid damage at the start of each of the cetus's turns.

If the cetus takes 30 damage or more on a single turn from a creature inside it, the cetus must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the beast. If the cetus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Bonus Actions

Spray (recharge 5-6) The cetus casts Fog Cloud.


Colchian Dragon

Large dragon, neutral


  • Armor Class 18
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 8 (-1) 16 (+3) 13 (+1)

  • Skills Perception +7
  • Senses Tremorsense 120 ft, passive Perception 17
  • Languages Draconic
  • Challenge 10 (5209 XP)

Unsleeping A Colchian dragon will never be encountered sleeping, although it could be put to sleep by drugs or magic.

Actions

Multiattack The dragon attacks twice with its bite. If its first attack hits, it can use its Swallow attack in place of its second bite.

Bite Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target is grappled, escape DC 18. Until this grapple ends, the target is restrained, and the dragon can't bite another target.

Swallow The dragon makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 20 (6d6) acid damage at the start of each of the Colchian dragon's turns.

Bonus Action

Triple Tongued Hiss (Recharge 6) Every creature within 60 feet that can hear the dragon must make a Wisdom save DC15 or become frightened for one minute. Frightened creatures may make a saving throw to end this effect at the end of each of their turns.

This is the type of dragon that guarded the Golden Fleece.


Echidna

Gargantuan monstrosity, chaotic evil


  • Armor Class 20
  • Hit Points 600 (30d20 + 270 )
  • Speed 30ft.

STR DEX CON INT WIS CHA
28(+9) 10 (+0) 29 (+9) 18 (+4) 20 (+5) 10 (0)

  • Saves STR +16, DEX +7, CON +16, INT+13, WIS +14, CHA +7
  • Skills Perception +14
  • Languages Primordial
  • Challenge 24 (62,000 XP)

Legendary Resistance (2/day) If Echidna fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Echidna makes either a Spines or Constrict attack with her tail. Then she attacks twice with her claws. If one of her claws grapples an opponent, she will bite the creature.

Spines (Recharge 4,5,6) Echidna shoots spines in a 75 foot cone. Any creature in this cone must make a DC24 Dex save, taking 53 (15d6) damage on a failed save or half damage on a successful one. Half the damage is piercing and half is poison

Constrict Melee Weapon Attack: +17 to hit, reach 20 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) acid damage. The target is grappled (escape DC 24) and restrained until this grapple ends.

Claw Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit 20 (2d10 + 9) slashing damageand the target is grappled (escape DC19).

Bite. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 20 (2d10 + 9) slashing damage.

Legendary Actions

Echidna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Echidna regains spent legendary actions at the start of her turn.

Slime The ground in a 20' radius around Echidna becomes difficult terrain.

Constrict Echidna makes a Constrict attack.

Horrid Fecundity (costs 2 actions) Echidna gives birth to one creature, rolled randomly on the table below. This creature will join combat on Echidna's side, immediately rolling its own initiative.

On a roll of Echidna gives birth to a fully grown
1 Death Dog
2 Cockatrice
3 Giant Crab
4 Giant Toad
5 Giant Vulture
6 Giant Scorpion
7 Giant Constrictor Snake
8 Dire Wolf
9 Griffon
10 Basilisk
11 Gorgon
12 Flock of Stymphalian Birds
13 Hydra
14 Wyvern
15 Ismenean Serpent
16 Hieracosphinx
17 Nemean Lion
18 Calydonian Boar
19 Chimera
20 Colchian dragon

Echidna is the mother of monsters; a spiny, slimy parody of a fertility goddess. Many of the setting's monstrosities are her brood. She is not as ambitious as her hideous husband, Typhon, preferring to stay in her cave and reproduce rather than conquering the cosmos. In battle, she defends herself with claws, tail, and as many hideous offspring as she can squeeze out.


Eidolon

Medium undead, alignment varies


  • Armor Class 18
  • Hit Points 33 (6d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 14 (+2) 16 (+3) 14 (+2)

  • Damage Resistances Cold, Acid; Bludgeoning, Piercing, Slashing from nonmagical weapons.
  • Damage Immunities Necrotic, poison
  • Damage Vulnerability Radiant
  • Senses passive Perception 13
  • Languages Abyssal, whatever lagnuage they spoke in life
  • Challenge 2 (400 XP)

Float An eidolon seems to be standing on the ground but in fact floats just above it. It is unaffected by difficult or dangerous terrain. It cannot float across moving water.

Insubstantial An eidolon may pass unhindered through solid objects, and is unaffected by magic that uses physical restraint such as web.

Actions

Pass Through Melee Weapon Attack: +4 to hit, reach 5ft., one target which the eidolon must move through. Hit 9 (1d12 + 2) cold damage plus 7 (1d12) psychic damage and the target must make a Constitution save DC 13. If the target fails it is affected by the slow spell until the end of its next turn.

Ominous Speech The Eidolon utters dark insights about another creature's fate, its past sins, or the grimness of the underworld. It chooses a target within 40 feet, who must make a Charisma saving throw DC 13. If the target knew the eidolon in life, they roll this saving throw with disadvantage. If the target fails, they take 4d6 psychic damage and are frightened and affected by the enthrall spell until the end of their next turn.

Eidolons are ghostly images of dead people, shadows cast upwards by a soul in Hades to deliver grave warnings or castigate the living. Eidolons are more likely to appear to people they were close to in life than to terrorize random passersby, and these encounters are more terrifying for the living.


Rarely, an eidolon of a living person might appear, far from the location of the person it imitates. Only the gods understand why.


If they can get over their terror, characters may try to talk to eidolons, hoping to connect with former friends, lovers, or family members. Characters who do so will find that although eidolons can remember isolated parts of their lives, and are great t remembering their grievances against living characters, many of their memories and much of their personality have faded in the gray wastes of Hades. They may have prophetic knowledge that they never had in life. Their alignment drifts towards neutral as they become more apathetic over time.


Empusa

Medium Fiend, chaotic evil


  • Armor Class 15
  • Hit Points 82(11d8 + 33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 17 (+3) 16 (+3) 18(+4)

  • Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Skills Deception +7
  • Languages Abyssal, varous human tongues
  • Challenge 5 (1,800 XP)

Shapeshifting As a bonus action, an empusa can change her shape to resemble any tye of humanoid or beast. Her attributes are unaffected except that, if it takes the form of a beastshe may use any attack form or movement that type of beast has.The coming of dawn forces an empusa to resume its true shape and it cannot shapeshift again until it completes a short rest

Actions

Bite Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (2d8 + 3) piercing damage. If the attack roll exceeds the target's armor class by 4 or more, the target is Devoured, see below.

Devour. The target is swallowed. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the fiend, and it takes 10 (4d4) acid damage at the start of each of the empusa's turns. The empusa can have only one target swallowed at a time. If the empusa dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone

Empusae serve the goddess Hecate. In their natural forms they appear as evil-looking women who have only one leg: a brass leg, a donkey's leg, or a brass donkey's leg.


Flesh Eating Mare

Large Beast, unaligned


  • Armor Class 12
  • Hit Points 25(3d10+9)
  • Speed 60ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-3) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages None
  • Challenge 1/2 (100 XP)

Blood Frenzy The Mares of Diomedes have advantage on melee bite attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack The mare may attack once with its hooves and once with its bite.

Hooves Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (1d6 + 2) bludgeoning damage

Bite Melee Weapon Attack +4 to hit, reach 5 ft, one target Hit 7 (2d4 + 2) piercing damage


These terrifying horses could serve as a chariot team for any master who can provide them with a steady supply of their grisly favorite food.


Flying golden ram

Medium celestial, neutral good


  • Armor Class 12
  • Hit Points 32(5d8 + 5)
  • Speed 40ft, fly 60ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 11(+0) 14 (+2) 18(+4)

  • Saves Dexterity +5
  • Skills Acrobatics +5
  • Senses passive Perception 12
  • Languages Understands Celestial and many human tongues but does not speak
  • Challenge 1 (200 XP)

Charge. If the ram 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 10 Strength saving throw or be knocked prone.

Feisty The ram has advantage on Acrobatics checks to escape from grapples.

Actions

Ram Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1 bludgeoning damage)

A flying golden ram can carry two small characters on its back without being encumbered. But a ram's back is not a stable platform. Anyone flying on the back of a golden ram who looks down must make a Wisdom save DC11 or become dizzy and fall off. The flying ram that provided the legendary Golden Fleece was named Chrysomalos.


As celestials, flying rams usually appear only at the direction of an Olympian or other powerful immortal, though it's not unthinkable that a forgotten herd might graze lush meadows far from civilization. Killing one of those creatures could certainly reap the wrath of its celestial master, unless it had also demanded that the ram be sacrificed.


The fleece of a flying golden ram is highly desirable, but it would resist being shorn (DC 20 Handle Animal check to convince it not to fly away). If characters do lay their hands on this rare item, it will have one of the following properties:

Fleece Properties
d % roll Fleece Properties
1-20 Fleece valued at 4d4x100 drachma
21-40 Once per week 12d4 drachma worth of gold can be combed from the fleece
41-53 Cloak of Protection
54-66 Periapt of Health
67-78 Periapt of Proof against Poison
78-90 Periapt of Wound Closure
91-96 Ring of Resistance
97-99 Rod of Asclepius
00 Roll twice ignoring rolls of 1-20

Gegenees

Large giant, chaotic evil


  • Armor Class 15
  • Hit Points 64 (8d10+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 8 (-1) 10 (+0) 8 (-1)

  • Languages Common, Giant
  • Challenge 3 (700 XP)

Many-Limbed Gegenes have advantage on Grapple checks


Actions

Multiattack the Gegenes makes three attacks, which can be any combination of clubs and thrown rocks.

Club Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage

Thrown Rock Ranged Weapon Attack: +7, range 20/60ft, one target. Hit 10 (1d10+4) bludgeoning damage

The Gegenees are a race of giants from the region of the Hellespont. They have six arms .


Geryon

Large giant, neutral evil


  • Armor Class 11 or 17 (see below)
  • Hit Points 95(10d10 +40)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 9 (-1) 14 (+2) 6 (-2)

  • Immunities Critical hits, see below
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages Giant
  • Challenge 6 (2,300 XP)

Three Heads A geryon has advantage on Wisdom (Perception) checks and on Saving Throws against being surprised, Blinded, Charmed, Deafened, Stunned, and knocked Unconscious.

Three Bodies Because it has more than one set of each organ, a geryon is not affected by critical hits, except from piercing attacks with spears, arrows, or any weapon that could conceivably penetrate all three torsos. Such a critical hit inflicts triple rather than double damage.

Actions

Multiattack The geryon makes six attacks with spears or makes three attacks with spears and carries three shields for a +6 to AC.

Spear Melee or Ranged Weapon Attack: +7 to hit, reach 10ft range 20/60 ft., one target. Hit 12 (2d6 + 5) piercing damage

Sources have arranged Geryon's three bodies differently, but in this depiction he is three upper torsos attatched to one pair of legs. Some have also given him wings, and it would be easy enough for you at add a Fly speed to this geryon. The original Geryon was a unique creature but in the tradition of Pegasus and the Minotaur he is presented here as a species of giant. `


Giant, hundred handed

Gargantuan giant, neutral


  • Armor Class 20 (natural armor)
  • Hit Points 310 (20d12 + 180)
  • Speed 50ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 18 (+4) 20 (+5) 8 (-1)

  • Damage Resistance bludgeoning, fire
  • Senses passive Perception 15
  • Languages Giant, celestial, primordial
  • Challenge 22 (30,000 XP)

Fifty Heads A hekatonchiere has advantage on Wisdom (Perception) checks and on Saving Throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious.

Magic Resistance A hundred handed giant has advantage on saving throws against spells and other magical effects.

Actions

Multiattack All targets within 15' reach take 1d4 Fist attacks; all targets beyond 15' but within 240' take 1d3 Rock attacks

Fist Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 23 (4d6 + 10) bludgeoning damage.

Rock Ranged Weapon Attack: +16 to hit, range 60/240 ft., one target. Hit: 33 (5d10 + 10) bludgeoning damage.

Among the most powerful of giants, these beasts, properly called hekatonchiere, are the children of Gaia and Uranus. Zeus and his siblings are nieces and nephews to the race of hundred handed ones. The three that are named in mythology are Briareos, Gyges, and Kottos.


Gray Hag (Graeae)

Medium Fey, chaotic evil


  • Armor Class :: 14 (natural armor)
  • Hit Points :: 59 (8d8+24)
  • Speed :: 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 18 (+4) 18 (+4) 10 (0)

Skills : Athletics +6, Nature +6, Religion +6, Arcana +6

  • Condition Immunities Exhausted, petrified, poisoned
  • Damage Immunities Poison
  • Skills Religion +6, Perform +7
  • Languages Celestial

One eye and one tooth A coven of 3 graeae has one eye and one tooth to share. In battle, the hags roll separate initiatives but strive to stay close enough together that they can pass each other these tools so that all three can make use of the items during their turns. An opponent can snatch the eye or tooth by winning an opposed Athletics test against the hag holding it. Alternately, a character could hold an action until the hag passes or takes an item, and make a Sleight of Hand check DC 15 to intercept it. Graeae may fight on after losing their tooth, but losing their eye will precipitate their quick surrender. : Spellcasting 3/ Day : clairvoyance, divination, polymorph : Sense of smell. Whichever of the graeae does not have the eye knows the general location of other creatures by their smell. It can still target creatures in melee but its attacks, except for biting a grappled creature, are made with disadvantage. :

Actions

Claws. Melee Weapon Attack: This attack is made with disadvantage if the hag does not have the eye. +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage; the target is grappled, escape DC 13; and, if she has the tooth, she may make a bite attack. : Bite Melee Weapon Attack: This attack is only possible if the hag has the tooth. +6 to hit, reach 5ft., one target which the hag has grappled. Hit 13 (2d8 + 4) piercing damage :

Bonus Actions

Pass item If this hag has the eye or the tooth, she passes it to an adjacent creature. : Take item If an adjacent allied creature has the eye or the tooth, this hag takes possession of it. }}


Golden Maiden

Medium Construct, Lawful Neutral


  • Armor Class 17
  • Hit Points 39(6d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 14 (+2) 14 (+2) 17 (+3)

  • Condition Immunities Exhausted, petrified, poisoned
  • Damage Immunities Poison
  • Skills Religion +6, Perform +7
  • Languages Celestial
  • Challenge 1 (200 XP)

Spellcasting. The golden maiden is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It has the following spells prepared.

1st level (3 slots): Bless, Heroism, Sanctuary

2nd level (2 slots): Enthrall, Prayer of Healing

Actions

Fist. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) bludgeoning damage.

Hephaestus forged these flawless constructs to entertain nad perform religious rituals for the gods. In rare cases he has even gifted mortals with such an extraordinary device. The prohibitive cost of a human-sized golden statue has prevented mortal polymaths from replicating them.


Although there is a fist attack in their stat block, these maidens are very unlikely to participate in physical combat.


Guard dog of Scheria

Medium construct, unaligned


  • Armor Class 17
  • Hit Points 27(5d8 + 5)
  • Speed 11ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 5 (-3) 12 (+1) 10 (+0)

  • Condition Immunities Charmed, exhausted, frightened, petrified, poisoned
  • Damage Immunities Poison, psychic
  • Skills Perception +3
  • Languages None, understands simple commands as a normal dog
  • Challenge 1 (200 XP)

Pack Tactics A guard dog of Scheria has advantage on an attack roll against a creature if at least one of the construct's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

.Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

These mechanical guard dogs were invented by Hephaestus but cunning mortal inventors have since devised their own versions.


Hippalectryon

Large monstrosity, unaligned


  • Armor Class 11
  • Hit Points 15(2d10 + 4)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 1 (-3) 9 (-1) 9 (-1)

  • Senses passive Perception 9
  • Languages None
  • Challenge 1/4 (50 XP)

Flying Leap Once per turn, a hippalectron may "fly" up to 50 feet. This can be its move or a Dash action. The Hippalectryon can only fly in the sense that chickens can fly, however, and it must start and end this movement standing on a solid surface. If its "flight" ends with the hippalectryon adjacent to an enemy, the Hippalectryon may attack with its spurs as a bonus action.

Actions

Hooves Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Spurs (Only used in conjunction with Flying Leap) +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is knocked prone.

With the front half of a horse or mule and the back half of a rooster, a hippalectryon makes a serviceable, if undignified, mount for a Medium or Small rider. Hippalectryons are regarded by many as dirty and stupid animals. Calling a person a hippalectryon is an insult.


Ismenean Serpent

Large Dragon, neutral


  • Armor Class 16
  • Hit Points 133(14d10+56)
  • Speed 40ft, swim 40ft

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 10 (+0) 15(+2) 15(+2)

  • Senses Tremorsense 50 feet
  • Skills Stealth
  • Languages Draconic
  • Challenge 8 (3,900 XP)

Aquatic Lurker In water or swamps an Ismenean serpent has expertise on stealth checks, for a total of +10 to stealth.

Actions

Multiattack The Ismenean serpent attacks once with its bite and once with its coils.

Bite Melee Weapon Attack:+7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage plus 9 (2d12) poison damage.

Coils Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage and the target is grappled. On subsequent turns, as long as the target remains grappled, the serpent may inflict coil damage on this target without making an attack roll. While one target is grappled, the serpent may not make coil attacks against any other targets.

Venomous Breath (Recharge 5–6). The serpent exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Golden Crest The serpent may add 1d4 to its Armor Class when it would be hit by a ranged attack or 1d4 to its saving throw when targeted by a spell with a range longer than touch.

This type of serpent is extremely protective of its territory, usually a lake or spring, like the Ismenean spring from which one attacked Cadmus. In other cases the gods might send such a serpent to silence an offending mortal like Laocoon and his sons.


Ladon

Dragon of the Hesperides

Huge Dragon, lawful neutral


  • Armor Class 19
  • Hit Points 195(17d12 + 85)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+3) 21 (+5) 17 (+3) 18 (+4) 14 (+2)

  • Damage Immunity Psychic
  • Skills Perception +9
  • Saving Throws Dex +7, Con +10, Wis +8
  • Languages Draconic
  • Challenge 14 (11,500 XP)

Legendary Resistance (3/day) If the ladon fails a saving throw, it can choose to succeed instead.

Hundred Heads A ladon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, or stunned.

Unsleeping It's not possible to encounter a ladon while it is sleeping, nor can it be put to sleep by magical means.

Actions

Multiattack A ladon attacks once with its bites and twice with its claws

Bites Melee Weapon Attack: +11 to hit, reach 10 ft., each target within 10 feet. Hit: 17 (2d10 + 6) piercing damage.

Claws Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Hundred Voices Ladon's hundred heads utter horrible secrets and cacaphonous animal noises in a 60-­foot cone. Each creature in that cone that can hear must make a DC 18 Charisma saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The ladon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ladon regains spent legendary actions at the start of its turn.

Writhe The ladon makes a saving throw or ability check to end a condition that's affecting it.

Tail The creature makes a tail attack.

Detect The ladon makes a perception check.

The first ladon was a hundred headed dragon whose parents and siblings were also horrid monsters, although scholars can't agree on which monsters those were. Capitalizing on the territorial nature of dragons, the gods made use of the first ladon by setting him to guard the golden apples of the Hesperides. Powerful miser-kings may have appointed the ladon's descendants to guard treasures or places as well. Ladons tend to coil their tails around objects they're guarding.


Lampad

Medium celestial, neutral to neutral evil


  • Armor Class 13
  • Hit Points 22(4d8 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 13 (+1) 17 (+3) 16 (+3) 12 (+1)

  • Damage Resistance necrotic
  • Skills Arcana +5, Religion +5, Stealth +3, Intimidate +3
  • Senses darkvision 60
  • Languages Celestial, Abyssal, all mortal languages
  • Challenge 2 (450 XP)

Float A Lampad seems to be standing on the ground but in fact floats just above it. It is unaffected by difficult or dangerous terrain. It cannot float across water.

Torch A lampad always carries a long torch, or a brazier on a staff. It sheds a bright and unnatural light in a 20 foot radius. Within this radius the lampad may create one of the following spell effects: Silence, Hypnotic Pattern, Fear, Wind Wall. These effects are ongoing unless the magic is dispelled or the lampad is disarmed. The lampad may change the effect of her torch as a free action at any point during her turn.

Spellcasting The lampad is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The lampad has the following cleric spells prepared:

Cantrips (at will): Guidance, Acid Splash

1st level (4 slots): Bane, Inflict Wounds, Witch Bolt

2nd level (3 slots): Darkness, Moonbeam, Speak with Dead

Actions

Dagger Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d4 + 1)

Lampads are morbid nymphs drawn to death and dark magic. They serve the goddess Hecate and sometimes help Hermes escort dead souls to the Underworld, using their torches to guide them. Although quite intelligent, they don't have the initiative to undertake their own schemes. More often, they appear when a spellcaster prepares a ritual that involves necromancy, darkness, passage to or communion with the underworld, or shadow. Fascinated by such magics, a lampad might remain at the side of a dark magician as an enimgmatic assistant.



Mormo

Medium fey, chaotic evil


  • Armor Class 15
  • Hit Points 78(13d8 + 13)
  • Speed 20ft, fly 40ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12(+1) 14 (+2) 15 (+2) 8(-1)

  • Skills Stealth +5
  • Senses passive Perception 12
  • Languages Greek, Abyssal
  • Challenge 3 (700 XP)

Spellcasting A mormo is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (At will) Chill Touch, Mage Hand

1st level (4 slots) False Life, Fog Cloud, Ray of Sickness, Sleep

2nd level (2 slots) Blur, Darkness

Fear Aura Humanoids, beasts, and fey within 30 feet of this hag must make a DC13 Wisdom saving throw or become frightened of her. Humanoid and fey children (meaning anyone under the age of adulthood, which may vary based on species) make this save at disadvantage. For each creature who fails this save, the Mormo gains 5 temporary hit points and +2 to Strength.

A creature affected by the aura makes another saving throw at the end of each of their turns. When a creature makes their saving throw it becomes immune to the fear auras of mormos for 30 days and the mormo loses the benefits she got from its fear. A child who has made this saving throw will save against mormo fear without disadvantage thereafter.

Actions

Multiattack The Mormo attacks twice with its talons

Talons Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d4 + 2 slashing damage plus 1d4 psychic damage

A mormo is an ugly winged hag which can feed on both meat and terror. It takes special delight in targeting children. Since it is a hag, a mormo could theoretically benefit from being part of a coven but its low Charisma makes it generally incapable of cooperating with other beings.



Nemean Lion

Large monstrosity, neutral


  • Armor Class 13
  • Hit Points 142 (15d10+60)
  • Speed 50ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 19 (+4) 7 (-2) 14 (+2) 16 (+3)

  • Damage Immunities Slashing, Piercing
  • Damage Resistance Fire, Cold
  • Senses Darkvision; passive Perception 15
  • Skills Stealth +6, Perception +5
  • Languages None
  • Challenge 8 (3900 XP)

Legendary Resistance (1/Day) If the lion fails a saving throw, it can choose to succeed instead.

Keen Smell The lion has advantage on Wisdom (Perception) checks that rely on smell.

Cutting Claws The lion's natural attacks ignore Damage Resistance and Immunity

Pounce If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite Attack against it as a Bonus Action.

Actions

Multiattack The Nemean lion may make two claw attacks and one bite attack

Claw +8 to hit, reach 5 feet. Hit 16 (2d10+5) slashing damage.

Bite +8 to hit, reach 5 feet Hit 27 (4d10+5) piercing damage.

Skinned with its own claws, this predator's invulnerable hide becomes a suit of Hide Armor of Piercing and Slashing Resistance.


Python

Huge dragon, chaotic evil


  • Armor Class 19
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 25(+7) 17(+3) 18 (+4) 17 (+3)

  • Saving Throws Dex +7, Wis +10, Cha +9
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge 18 (20,000 XP)

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Terror Each creature of the python'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 throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the python's Frightful Presence for the next 24 hours.

Flyby Attack A python doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack: The python attacks four times: once with its bite, twice with its claws, and once with its coils.

Bite Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage.

Coils Melee Weapon Attack:+14 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning and the target is grappled. On subsequent turns, as long as the target remains grappled, the serpent may inflict coil damage on this target without making an attack roll. It cannot only grapple one creature at a time.

Breath Weapon (Recharge 5-6) The python exhales acid in a 75-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 65 (14d8) acid damage on a failed save, or half as much damage on a successful one.



Legendary Actions

A python can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The python regains spent legendary actions at the start of its turn.

Move Python moves its speed.

Crush (costs 2 Actions) Python inflicts coil damage on a creature it has grappled.

Wing Attack (Costs 2 Actions). The python beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The python can then fly up to half its flying speed.

The original python guarded the oracle of Delphi, and Apollo defeated it so that humans could forever benefit from the oracle's cagey wisdom. If the python still lives, or if it has sired a line of progeny, there is nothing they want more than to reclaim Delphi and make it their snakepit; nothing they hate more than Apollo, the shrines of Apollo, and his priests.


River God

Large Fey, Neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 144 (14d10+60)
  • Speed 30ft, Swim 40 ft

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 16 (+3) 20 (+5) 18 (+4)

  • Skills Athletics +10, Nature +8
  • Damage Resistance Cold, Acid
  • Senses passive Perception 15
  • Languages Hydran, Sylvan 1 human tongue spoken locally
  • Challenge 10 (5,900 XP)

Magic Resistance The river god has advantage on saving throws against spells and other magical effects.

Ancient Knowledge The river god may use the spells Legend Lore and Commune with Nature once per day.

Actions

Seize Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) bludgeoning damage and the target is grappled.

Horns Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 16 (3d6 + 5) piercing damage.

Surge Ranged attack, +9 to hit range 30', all targets in range who are in or within 20' of a body of water. Hit 9 (1d8+4) bludgeoning damage and the target must make a DC14 Dex save or be knocked prone.

Bonus Actions

Throw Ranged Weapon attack, +9 to hit, one target at range. Hit The grappled target moves up to 20' and ends adjacent to the target at range. Both targets take 2d8+5 damage and fall prone. On a miss, the grappled target is pushed 20', takes half damage, and falls prone.

Reactions

Shapeshift (3/day) The river god takes the shape of an animal, gaining all the animal's physical characteristics. When the river god does this, it ends all conditions affecting it except Grappled, in which case it attempts to escape the grapple as a free action. It can become each of the following animals no more than one time per battle brown bear, dire wolf, giant boar, giant constrictor snake, giant crab, giant elk (stag), giant goat (bull), giant toad, hunter shark, lion, quipper . When the animal is reduced to zero HP, it reverts to its river god form.


A river god is a somewhat broad term that covers a number of powerful elementals who appear in Greek mythology including Achelous, Nereus and Proteus. Some of these beings are associated with bodies of salt water rather than rivers. They appear as large mature men, bearded and long haired, with the horns of a ram or ox. Some may have the lower body of a snake or, in the case of a purely aquatic version, a long, coiling fish, while others have the legs of a man.


A river god is often a father figure, if not a father, to nymphs, and may act to protect his daughters from suitors.


River gods respect physical prowess and might challenge an adventurer to a wrestling match in exchange for passage through his territory or for access to information gleaned from the river god's Ancient Knowledge ability.



Scylla

Gargantuan aberration, neutral evil


  • Armor Class 13
  • Hit Points 97 (13d8+39)
  • Speed 30ft, swim 30 ft

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 17 (+3) 16 (+3) 18(+4) 16 (+3)

  • Condition Immunities Frightened, Paralyzed
  • Skills Stealth +9
  • Senses passive Perception 14
  • Languages Primordial, Greek
  • Challenge 16 (15,000 XP)

Amphibious Scylla can breathe air and water.

Spider Climb Scylla can climb difficult surfaces without needing to make an ability check.

Legendary Resistance (1/Day) If Scylla fails a saving throw, she can choose to succeed instead.

Spellcasting (1/day each): Control Water, Gust of Wind, Water Breathing, Wind Wall.

Frightful Presence Each creature that is within 120 feet of Scylla and aware of her must succeed on a DC 16 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 successful or the effect ends for it, the creature is immune to Scylla's Frightful Presence for the next 24 hours .

Immortality (Charge 6) Scyllah regains all of her hit points. Note that this is a Charge rather than a recharge, ie, Scyllah must roll a 6 after taking damage but before dying to make use of this ability even once.

Actions

Multiattack Scylla can make multiple attacks. If she does so, she executes them in this order: first, the dog heads ringing her torso bite everything within 5' of her. Second, Scylla makes six tentacle attacks. Third, she uses Reel against anything caught by her tentacles.



Bite Melee Weapon Attack: +10 to hit, reach 5ft., all targets within range. Hit (6d6 + 5) piercing damage.

Tentacle Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: (3d6 + 5) bludgeoning damage. The target is grappled (escape DC 15) Until this grapple ends, the target is restrained. Scylla has six tentacles, each of which can grapple one target.

Reel Scylla pulls each creature she is grappling up to 25 ft. straight toward herself.

Scylla is a horror: from the torso up, a huge nymph. Growing out from her waist is a ring of doglike heads. Below that, a writhing mass of six muscular tentacles. Scylla is not swift, therefore she chooses to lair on a mountainous island by a narrow strait. Sailors who wanted to avoid the whirlpool Charybdis had no choice but to steer close enough for Scylla to attack.


Yet Scylla was once a simple nymph whose only crime was getting caught up in a divine love triangle. She retains some part of her humanoid personality. For example, it is said that calling out the name of her mother will make her stop attacking.


Given the vastness of the ocean and the fondness of the gods for punishing mortals by giving them monstrous forms, there icould easily be more than one beast like Scylla.






Silenus

Medium fey, chaotic neutral


  • Armor Class 9 (14 with Barkskin)
  • Hit Points 35 (5d8+12 )
  • Speed 20ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 15 (+2) 12 (+1) 18 (+4) 16 (+3)

  • Damage Resistance poison
  • Senses passive Perception 16
  • Languages Greek, sylvan
  • Challenge 1/2 (100 XP)

Innate Spellcasting. The silenus' innate spellcasting ability is Wisdom (spell save DC 14). The silenus can innately cast the following spells, requiring no material components:

3/day: Augury, Barkskin, Bless, Crown of Madness, Entangle, Eyebite, Plant Growth

Miasma of Intoxication Any creature who comes within 15' of a silenus must make a Constitution save DC13 or become poisoned and treat the ground in that same 15' radius as difficult terrain.

Actions

Thrysus Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 1) and the target must make a Wisdom save DC13. A creature that fails the save begins to transform into an animal and is poisoned. The poisoned creature must repeat the saving throw at the end of its next turn, becoming a CR1 or less animal, which is not poisoned, on a failure or ending the effect on a success. The transformation lasts until the creature is freed by the greater restoration spell or other magic.

When a satyr becomes too old and fat to cavort, he becomes a silenus. Because of their low speed, sileni prefer riding donkeys to walking.



Sphinx, Hawk-headed (Hieracosphinx)

Large Monstrosity, neutral


  • Armor Class 14
  • Hit Points 85(10d10 + 30)
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 4 (-3) 16 (+3) 4 (-3) 15 (+3) 3 (-3)

  • Skills passive Perception +6, Survival +6
  • Languages none
  • Challenge 5 (1800 XP)

Keen Senses This creature gains advantage on any Perception, Survival, or Investigate check involving vision or smell.

Leap The Sphinx's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The sphinx makes three attacks: one with its beak and two with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Deadly Leap. If the sphinx jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the sphinx's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the sphinx's space.

The least intelligent of the sphinxes, the hawk-headed hieracosphinx has no interest in riddles or secrets but is an effective tracker and killer. Giants and similar creatures might use them like humans use hunting dogs.


Sphinx, Ram-headed (Criosphinx)

Large Monstrosity, lawful neutral


  • Armor Class 16
  • Hit Points 107 (12d10 + 30)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 17 (+3) 17 (+3) 17 (+3) 16 (+3)

  • Damage Resistances acid, cold, fire, lightning, poison
  • Skills Perception +9, Insight +9
  • Languages Greek, Sphinx, other foreign language
  • Challenge 8 (3,900 XP)

Inscrutable The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic weapons. A sphinx's weapon attacks are magical.

Spellcasting The sphinx is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It requires no material components. It has the following spells at hand.

1/day: command, detect thoughts, hold person, spirit guardians

Actions

Multiattack The criosphinx makes three attacks: two with its claws and one with its horns.

Claw Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (2d10 + 3) slashing damage.

Horns Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 21 (5d6 +3) bludgeoning damage and the target must make a DC 14 Strength saving throw or be knocked prone.

Breath Weapon (recharge 5-6) The sphinx exhales frost in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one.

A ram-headed sphinx will frequently be found dedicated to a long-term task like guarding a sacred or important location. They're valued for their ability to sniff out malicious intent in strangers. Their lawful instinct is to align themselves with a king and work to enforce their rules, sometimes long after the king has died.



Sphyrelaton

Medium construct, lawful neutral


  • Armor Class 18
  • Hit Points 21(4d8 +3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 12 (+1) 10 (+0) 8 (-1) 7(-2)

  • Condition Immunities Exhausted, petrified, poisoned
  • Damage Immunities Poison
  • Languages the language of their masters
  • Challenge 1/2 (100 XP)

Tasks Sphyrelata are created with a particular task in mind. This usually means they have proficiency in one type of artisan's tools (although they do not have the creativity or ingenuity to perform the tasks of an alchemist, a tinker, or any sort of artist). A character could change the sphyrelaton's programmed task with a DC15 use of tinker's tools; a character proficient in the skill the automaton is learning must participate in this procedure.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage.

Sphyrelata are human-shped constructs made by mortal engineers in imitation of Hephaestus' more complex automata. Though their construction is quite brilliant, the range of functions a sphyrelaton can perform is limited.


Stymphalian Birds

Large swarm of Small monstrosities, unaligned


  • Armor Class 18
  • Hit Points 43 (6d10 + 12)
  • Speed 20ft, Fly 50ft

STR DEX CON INT WIS CHA
14(+2) 14 (+2) 14 (+2) 3 (-3) 12 (+1) 7 (-1)

  • Damage Resistance fire, cold, bludgeoning, piercing, slashing
  • Senses passive Perception 11
  • Languages None
  • Challenge 1 (200 XP)

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 bird. The swarm can't regain hit points or gain temporary hit points.

Noise sensitivity A Perform (Music) or Intimidate check DC13 or the use of any spell that deals thunder damage causes a flock of Stymphalian birds to become frightened

Actions

Fling Sharp Feathers (recharge 5-6) Ranged Weapon Attack: The bird must be flying. +4 to hit, range 50ft., all targets in a 10' square. Hit 14 (4d6 + 2) piercing damage

Talons and Beaks Melee Weapon Attack: +4 to hit, all targets in the swarm's space. Hit: (2d6+2) piercing damage.

Feathers of razor-sharp bronze protect these heron-shaped birds. Since no natural predators can eat these armored birds, once they colonize a region they tend to breed until they become a plague. They can eat the normal diet of herons and cranes or hunt larger prey, including humans.


Talos

Gargantuan construct, neutral


  • Armor Class 20 (natural armor)
  • Hit Points 371 (24d20+120)
  • Speed 40ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (-1) 20 (+5) 12 (+1) 14 (+2) 8(-1)

  • Damage Immunities Poison
  • Damage Resistance Fire, Lightning, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 12
  • Languages Usually does not speak
  • Challenge 18 (20,000 XP)

Immutable Form Talos is immune to any spell or effect that would alter its form.

Magic Resistance Talos has advantage on Saving Throws against Spells and other magical Effects.

Magic Weapons Talos' weapon attacks are magical.

Siege Monster Talos inflicts double damage to objects and structures, particularly ships.

Vulnerable Valve An automaton of Talos' complexity always has a vulnerable point: a plug which holds the molten metal or magical ichor that powers the construct. If the plug is pulled, the ichor will run out in 3 turns.

Finding the valve requires an Investigate check DC17. A character who knows the construct's design plan has advantage to find it. Removing the plug takes a Sleight of Hand check DC17.

When the plug is pulled, Talos will fight normally for one round. On the second round, as his "blood" pours out, Talos' speed is halved and attacks at -2. On the third round, Talos' speed becomes zero, and it makes its attacks with disadvantage. The following round it is incapacitated and remains so until it is pumped full of animating fluid again.

Actions

Multiattack Talos makes two Sword Attacks.

Sword Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (6d10 + 8) slashing damage.

Thrown Rock Ranged Weapon Attack: +15 to hit, range 120/480 ft., all targets in a 10 foot square. Hit: (10d10 + 8) bludgeoning damage.

Talos was forged by Hephaestus himself and as such, his semblance of life is partly mechanical, partly divine magic. Because of this, Talos actually has some personality and is capable of independent decision-making (represented by his Intelligence and Charisma scores). However, he is so taciturn and obedient that most people who encounter him assume that he is merely an object with no agency whatsoever.


In D&D terms, Talos is a bronze golem, although neither that term nor "robot" is Greek. Greeks who saw him might refer to a being like him as a megaloautomaton.


Whether Hephaestus created more than one of these masterpieces, or whether a mortal genius could ever devise something comparable, is left to your campaign.



Titan

Gargantuan Celestial, alignment varies; the Kronos regime was lawful evil


  • Armor Class 22
  • Hit Points 313 (19d12 + 190)
  • Speed 50 feet; fly 50 feet; swim 50 feet

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 24(+7) 20 (+5) 24 (+7)

  • Saving Throws Str +17, Con +17, Int +14, Wis +12, Cha +14
  • Senses Darkvision 120 feet
  • Languages Celestial
  • Challenge 23 (32,500 XP)

Innate Spellcasting The titan's innate spellcasting ability is Charisma (spell save DC 22, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At Will: detect magic, identify, thunderwave, hold person

3 times per day (each): alter self, commune, dominate person, flame strike, ice storm, plane shift, sending

Legendary Resistance (3/Day) If the titan fails saving throw, it may choose to succeed instead.

Magic Weapons A titan's weapon attacks are magical

Actions

Multiattack The titan attacks twice with its fists.

Fists. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit 31 (6d6 + 10) bludgeoning damage.

Individual Titans

Kronos (lawful evil) may forego his fist attacks to strike twice with an adamantine sickle that ignores damage resistance and immunity and inflicts 43 (6d10+10) slashing damage. Once per turn Kronos can cause a creature hit by his sickle to make a Constitution save DC 25. If they fail, Kronos cuts off a limb of his choice.

Oceanus (neutral evil)can cast black tentacles three times per day. As a bonus action he can call forth a great wave, even far from the sea, which forces every creature within 100 feet to make a Strength saving throw DC 25 or be knocked prone

Rhea (neutral good) is proficient in Deception, starts any encounter with a potion of her choice, and may cast pass without trace at will.

Coeus (lawful evil) may use a barbarian's Rage ability once per day. In this state his total damage bonus is +20

Phoebe (lawful evil) may cast faerie fire or moonbeam as a bonus action at will.

Mnemosyne (lawful neutral) may cast legend lore and modify memory three times per day. Euryphaessa (lawful evil) as an action, once per day, may transform her body into gemstone. In this state she has resistance to all damage types other than thunder and psychic. Additionally, any attacker who must see her to target her makes attack rolls with disadvantage. This effect ends after Euryphaessa takes 70 points of damage

Iapetus (lawful evil) may forego his fist attacks to strike twice with a celestial spear that ignores damage immunity and resistance and inflicts 43 (6d10+10) piercing damage.

Themis (lawful evil) has Truesight to 150 feet and may cast foresight once per day.

Hyperion (lawful evil) may cast sunbeam at will.

Atlas (lawful evil) has a Strength of 36 (+13) and may forego his first attacks to throw two mountains or stars at foes; each has a range of 60/240 and inflict 31 (6d6 +13) bludgeoning (for a mountaintop) or fire (for a star) damage to all creatures in a 15 foot cube.

Crius (lawful evil) may forego one of one of his fist attacks to attack with his ram horns, which inflict 49 (6d12+10) bludgeoning damage; any creature hit by the ram's horns must make a Constitution save DC 25 or be stunned until the end of its next turn.

Tethys (lawful evil) may polymorph into an ancient green dragon once per day.


Typhon

Gargantuan dragon, chaotic evil


  • Armor Class 25
  • Hit Points 663(34d20 + 306)
  • Speed 50ft, Fly 50ft

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 28 (+9) 20 (+5) 16(+3) 20(+5)

  • Condition Immunities stunned, poisoned, frightened
  • Senses Blindsight 100 ft
  • Saves Wisdom +12
  • Languages Primordial, Abyssal
  • Challenge 30 (155,000 XP)

Legendary Resistance (3/day) If Typhon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack Typhon makes two Many Talons attack and two Tail attacks.

Many Talons Melee Weapon Attack: +19 to hit, reach 10 ft., every viable target. Hit: 19 (2d8 + 10) slashing damage.

Tail Melee Weapon Attack: Melee Weapon Attack: +19 to hit, reach 25ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Kindled Stones (recharge 5-6) Typhon superheats, shatters, and hurls an outcropping of stone. Its effect is that of a Meteor Swarm spell. Any flying creature caught in this rain is knocked prone.

Fire Breath (recharge 5-6) Typhon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.



Legendary Actions

Typhon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of his turn.

Regenerate Typhon gains 25 hit points, which cannot take him past his maximum.

Shake off Typhon makes a saving throw against an ongoing effect.

Wing Buffet (Costs 2 Actions) Typhon beats his wings. Each creature within 25 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be pushed 10' and knocked prone. Typhon can then fly up to half his flying speed.

Typhon is the child of Gaia and Tartarus, unless he's the result of Hera praying that she could conceive on her own a child to challenge Zeus! This terrifying entity is the husband of Echidna and the father of most or all of her brood. He is a true immortal -- he can regenerate even after he has been "killed". A long term solution to Typhon would by necessity involve binding, burying, or banishing him.


In the myths, Typhon was a unique individual creature. Could any campaign setting handle multiple Typhons?


White Bull of Crete

Huge beast, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 139 (14d12 + 50)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 18 (+4)

  • Condition Immunities stunned
  • Senses passive Perception 11
  • Languages None
  • Challenge 6 (2300 XP)

Charge If the bull moves at least 30 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 17 (5d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.if the target falls prone, the bull can make one stomp attack against it as a bonus action

Divine Beauty Upon first seeing the white bull, a viewer must make a DC14 Charisma save or be charmed. While charmed, the viewer perceives the animal as something to be adored or worshipped and will not attack it. A charmed viewer can make another save if the bull harms someone the viewer cares about. Otherwise the effects last until the viewer gets a long rest.

Actions

Gore Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage and the target must make a DC14 Strength check or be tossed 20 fet in a random direction, take an extra 2d6 bludgeoning damage, and fall prone.

Stomp Melee Weapon Attack: +11 to hit, reach 5ft., one prone target. Hit 26 (3d12 + 8) bludgeoning damage.


Winged Victory (Nike Pteroi)

Medium Celestial, neutral good


  • Armor Class 16
  • Hit Points 26 (4d8 + 8)
  • Speed 30ft., fly 40ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 18 (+4) 16 (+3)

  • Condition Immunities charmed
  • Damage Immunities radiant
  • Senses passive Perception 14
  • Languages Celestial, Greek
  • Challenge 1 (200 XP)

Innate Spellcasting. The Nike's innate Spellcasting Ability is Charisma (spell save DC 14). The Nike can innately cast the following Spells, requiring no material components:

1/day: Bless, Cure Wounds, Healing Word, Shield of Faith, Aid, Enhance Ability, Lesser Restoration

Actions

Sword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d8 + 2)

A winged victory is a lesser manifestation of the goddess Nike. She appears as a tall, winged woman with flowing hair, wearing a gown and weilding a sword. A nike can speak, but usually just radiates approval and encouragement.

Winged victories adore warriors who win victories in the cause of Good. Typically, a winged victory will identify a heroic character, preferring a fighter or paladin, and attatch herself to him or her, fighting at his side for one pitched battle or a single day of an epic quest. Sometimes gods of good will dispatch winged victories to reward the valiant or help them achieve the god's aims.

In battle, a winged victory prefers to occupy a space directly behind her chosen, hovering a few feet above the ground and casting spells to support the champion and their allies. Although she wields a sword, she prefers to play a supporting role rather than charging into hand to hand combat.

When the great battle has ended, when she has cast all of her spells, or in any case when a day has passed, the nike will salute the hero(es) and fly back to her extraplanar home. If her champion disappoints her by displaying cowardice or committing an evil act, she will depart immediately.

Non-Player Characters


Amazon Chieftain

Medium Humanoid, neutral


  • Armor Class 17
  • Hit Points 66(10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+5) 14 (+2) 14 (+2) 14 (+2) 17 (+3)

  • Skills Perception+5, Survival +5, Handle Animal +6
  • Senses passive Perception 15
  • Languages Amazonian, Greek
  • Challenge 4 (1200 XP)

Born to the Saddle Amazons have advantage to ability checks and saving throws related to riding a horse and avoiding being unhorsed. Amazons may fight or shoot from horseback with no penalty. Andromache Male characters are at disadvantage when rolling Persuasion and Intimidation checks against Amazons.

Bonus Actions

Huntress' Mark The huntress chooses a target to mark. During this time she has advantage on Investigation, Perception, and Survival checks related to the pursuit of her target. Once per round when the Amazon hits her target she may add 1d8 damage of whatever damage type her attack deals.

Reactions

Skirmish When a foe completes a Move, the Amazon chieftain disengages and moves 20 feet.

Actions

Multiattack The chieftain makes three Battleaxe or Shortbow attacks.

Battleaxe Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) slashing damage.

Shortbow Missile Weapon Attack: +8 to hit, range 30/60, one target. Hit 9 (1d6 +5) piercing damage.

These Amazons are listed with a walking speed of 30 feet, but they will probably be mounted on riding horses. A chieftain might alternately ride in a chariot.



Amazon Warrior

Medium humanoid, neutral


  • Armor Class 14
  • Hit Points 33 (6d8 + 6)
  • Speed 30ft

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 14 (+2)

  • Skills Perception +2, Survival +2, Handle Animal +4
  • Senses passive Perception 12
  • Languages Amazon
  • Challenge 1 (200 XP)

Born to the Saddle Amazons have advantage to ability checks and saving throws related to riding a horse and avoiding being unhorsed. Amazons may fight or shoot from horseback with no penalty. Andromache Male characters are at disadvantage when rolling Persuasion and Intimidation checks against Amazons.

Bonus Actions

Huntress' Mark The huntress chooses a target to mark. During this time she has advantage on Investigation, Perception, and Survival checks related to the prsuit of her target. Once per round when the Amazon hits her target she may add 1d8 damage of whatever damage type her attack deals.

Actions

Battleaxe Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2) slashing damage.

Shortbow Missile Weapon Attack: +5 to hit, range 30/60, one target. Hit 7 (1d6 +3) piercing damage.


Argonaut

Medium humanoid, neutral good


  • Armor Class 16
  • Hit Points 45(7d8 + 14)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 12 (+1) 12 (+1) 13 (+1)

  • Skills Sea Vehicles +3, Athletics +5
  • Languages Greek +1 foreign human tongue
  • Challenge 3 (900 XP)

Peira Argonauts are not affected by conditions (including difficult terrain) caused by being on the deck of a ship in rough seas. They can move on masts and rigging as though they had a climb speed equal to their walking speed.

Brave Argonauts have advantage on saving throws vs the Frightened condition.

Diverse Each Argonaut has a special quality; roll on the table below.

Actions

Multiattack The Argonaut makes two shortsword or two shortbow attacks.

Shortsword Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) slashing damage.

Shortbow Missile Weapon Attack: +5 to hit, range 30/60, one target. Hit 7 (1d6 +3) piercing damage.



Argonaut Special Qualities
1 Amphibious: Can breathe underwater and has a swim speed of 30
2 Celestial: Has wings and a fly speed of 30
3 Champion: A natural 19 on an attack roll becomes a critical hit
4 Charming: May cast Charm Person 1/day
5 Demigod: Increase Strength and Con to 18
6 Determined: Advantage on Wisdom and Charisma saves
7 Divine Favor: May re-roll any natural 1
8 Feral: Proficient in Nature, Survival, can speak to animals
9 Metis: Proficient in Deception, Insight, Stealth
10 Musician : As a bonus action, may give an ally +1d6 on their next attack roll, ability check, or save (3/day)
11 Swift: Increase Speed to 40 ft; attacks of opportunity against this Argonaut are at disadvantage
12 Tough: Resists Bludgeoning, Piercing, Slashing, Fire, and Cold damage



Bacchante

Medium humanoid chaotic neutral


  • Armor Class 11
  • Hit Points 8(1d8 +3 )
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 11 (+1)

  • Damage Resistance Bludgeoning, slashing, piercing
  • Condition Immunities charmed, frightened, poisoned
  • Languages Greek, other mortal language, limited to babbling and raving
  • Challenge 1/8 (25 XP)

Actions

Multiattack the Bacchante makes two Claw attacks.

Claw Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) slashing damage.

These are the minor followers of Dionysus, less powerful than maenads, usually women. While they are not under the wine god's spell, these are milkmaids and weavers, merchants and noblewomen, so characters who combat them must weigh the repercussions of killing these normally-respectable folks.



Dragon's Tooth Warrior

Medium Humanoid, neutral


  • Armor Class 17 (Scale + shield)
  • Hit Points 28(5d8 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 10 (+0) 8 (-1) 12 (+1)

  • Skills Athletics +5
  • Languages Greek, Draconic
  • Challenge 1/2 (100 XP)

Dragonborn Dragon's Tooth Warriors aren't affected by draconic fear. Each one ha+s resistance to the damage type corresponding to the breath weapon of the dragon whose teeth they spring from.

Irascible Skill checks to motivate or manipulate dragon's tooth warriors into an act of violence are made with advantage. Dragon's tooth warriors save with disadvantage against effects that compel them to attack such as Crown of Madness.

Actions

Kopis Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) slashing damage. Javelin Ranged Weapon Attack: +5 to hit, range 20/40, one target. Hit 7 (1d6 +3) piercing damage.

Reactions

Reprisal When the warrior is hit with an attack, he can use a reaction to make a melee or ranged attack. The reaction is resolved after the attack that targeted the dragon's tooth warrior. Your regain this ability when you finish a short rest.

If a dragon's tooth is planted like a seed in the soil, in 1d10 rounds a dragon's tooth warrior will spring up, mature and fully armed. Newly sprung into the world, these spartoi will not have any allegience to the person who planted them, and will be generally hostile towards all creatures; a creature can move their attitude to neutrality with a DC 11 Intimidation, Deception, or Persuasion check.


Island Witch

Medium humanoid, alignment varies


  • Armor Class 15
  • Hit Points 66(12d8+12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 16 (+3) 18 (+4) 19(+4)

  • Skills Arcana +7, Nature +7, Religion +7
  • Senses passive Perception 20
  • Languages Greek, foreign human tonue, celestial
  • Challenge 9 (5000 XP)

Spellcasting The island witch is a 13th level spellcaster. Her spellcasting ability is Charisma (spell save DC16, +8 to hit with spell attacks. She has the following spells prepared:

Cantrips (at will) Dancing Lights, Message, Poison Spray

1st level (4 slots) Alarm, Animal Friendship, Entangle, Charm Person, Shield, Speak with Animals

2nd level (3 slots) Acid Arrow, Aid, Alter Self, Pass without Trace, Phantasmal Force, Suggestion

3rd level (3 slots) Bestow Curse, Speak with Dead, Plant Growth

4th level (3 slots) Divination, Polymorph, Stoneskin

5th level (2 slots) Scrying, Geas, Insect Plague

6th level (1 slot) Eyebite, Circle of Death

7th level (1 slot) Finger of Death, Mirage Arcane

Pharmakeia The island witch begins the encounter with any two potions from Magic Items table B. She will replace these potions, if they've been used, during a long rest.

Actions

Staff Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6) bludgeoning damage and the target must make a DC16 Constitution save. A creature that fails the save begins to transform and is poisoned. The poisoned creature must repeat the saving throw at the end of its next turn, becoming a CR2 or less animal, which is friendly to the witch and not poisoned, on a failure or ending the effect on a success. The transformation lasts until the creature is freed by the greater restoration spell or other magic.



Legendary Actions

The witch can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The witch regains spent legendary actions at the start of her turn.

Libation The witch uses a potion

Summon (costs 2 actions) The island witch summons a beast of CR2 or less (it is actually a polymorphed humanoid). It is friendly to her and appears in a space adjacent to her.

Island Heaves (Costs 2 Actions) (recharge 5-6) The witch's island tosses. Every creature the witch perceives as hostile standing on the island must make a Dexterity save DC16 or be knocked prone.


Myrmidon

Medium humanoid, lawful neutral


  • Armor Class 18
  • Hit Points 60(8d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 10 (+0) 14 (+2) 12 (+1)

  • Skills Athletics +6
  • Languages Greek
  • Challenge 4 (1,100 XP)

Disciplined This creature gains advantage on saves against the Frightened condition and any Charmed effect that could cause them to neglect their battlefield orders.

Pack Tactics The Myrmidon has advantage on attack rolls against a creature if at least one of the myrmidon's allies is within melee range of that creature and not incapacitated.

Shield Wall A Myrmidon extends his shield bonus to AC (+2) to any adjacent ally.

Hoplite A Myrmidon can wield a pike in one hand and a shield in the other.

Stopping Power If a target is hit by a Myrmidon's opportunity attack, its speed becomes 0 until the end of its turn.

Actions

Multiattack The Myrmidon attacks twice with its pike or javelins

Pike Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 (1d10 + 4) piercing damage and he may choose to push the target 5 ft.

Javelin Missile Weapon Attack: +6 to hit, range 20/40, one target. Hit 8 (1d6 +4) piercing damage.

Reactions

Weather the Storm Once per day, when the Myrmidon takes damage, he may choose to take half damage.

"Myrmidons" explicitly refers to the warband of Achilles, but could be used for any of the elite but not quite legendary soldiers on both sides of the Trojan War, Seven Against Thebes, at Thermopylae, or among Xenophon's Ten Thousand.


Oracle

Medium humanoid, neutral


  • Armor Class 10
  • Hit Points 12(2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 11(+0) 10 (+0) 14 (+2) 18 (+4) 12 (+1)

  • Senses passive Perception 14
  • Languages Greek, see below
  • Challenge 1/8 (25 XP)

Reverie At intervals the oracle cannot control, a greater power will speak through her. During these times she gains phenomenal knowledge-related powers which may include but are not limited to proficiency and expertise in History, Insight, or Religion; speaking and understanding Abyssal, Celestial, Giant, Primordial and Sylvan, and casting, perhaps involuntarily, higher level spells, primarily Diviniation spells, than she can normally cast.

Spellcasting. An oracle is a 3rd level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks. She has the following spells prepared:

Cantrips (At will) Guidance, Light

1st level (4 slots) Command, Detect Evil and Good, Detect Magic, Sanctuary

2nd level (2 slots) Augury, Zone of Truth


Spearman

Medium Humanoid, any alignment


  • Armor Class 17
  • Hit Points 17(3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 9 (-1) 10 (+0) 10 (+0 )

  • Saves Constitution +3
  • Languages Greek or other mortal language
  • Challenge 1/2 (100 XP)

Shieldbearer As long as he is holding a shield, the spearman grants its bonus (+2 to AC) to all adjacent allies.

Actions

Spear Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 5 (1d6 + 1) piercing damage.

This is a rank-and-file warrior with a little combat experience. Depending on his culture he might be armed with javelins, pike, short sword and/or battleaxe.


Attitude of guard/ watchman/ militia when encountered
1-2 Professional, humorless
3-4 Chummy, chatty
5-6 Nosy, suspicous
7-8 Hostile, bullying
9 Dedicated, vigilant
10 Prejudiced against strangers, foreigners, or different race from themselves
11 Distracted (drinking, gaming, ogling attractive passersby)
12 Napping


Usurper

Medium humanoid, usually lawful evil


  • Armor Class 10 (18 in armor)
  • Hit Points 33(6d8+ 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 11(0) 13 (+1) 14 (+2) 14(+2) 15 (+2)

  • Skills History +4, Deception +4, Insight +4, Persuasion +4
  • Senses passive Perception 14
  • Languages 1d3 mortal languages including that of his kingdom
  • Challenge 1 (200 XP)

Seize Them! If the usurper chooses to give up his move, action, and bonus action, he may instead activate 1d3 allies who have a CR no higher than his own. Activated allies may use their full compliment of move, action, and bonus action as though it were their turn in the initiative.

Actions

Mace Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1) bludgeoning damage.

Reactions

Misplaced Loyalty When a creature the usurper can see targets him with an attack, the usurper chooses an ally within 5 feet of himself. The two swap places, and the chosen ally becomes the target instead.

Wicked King's Fatal flaw
1 Ambition (for greater power on the mortal plane)
2 Greed (for gold or possessions)
3 Hubris (thinks himself equal to the gods)
4 Unreasonable hostility/ cruelty towards one race or religious sect
5 Overconfident that he is undefeatable (perhaps misinterpreting a prophecy)
6 Overinterested in the pleasures of Dionysus and/or Aphrodite
7 Superstitious, on the lookout for bad omens
8 Blind to treachery/disloyalty from within his court

Appendix 1: Creating A Chimerical Creature

There's no reason that you need to limit your monsters to the ones found in Greek mythology -- not when the old storytellers have left us such a clear formula for making monsters.

The monsters of Greek myth are mostly cobbled together from creatures of the real world. Some of D&D's classic monsters were clearly inspired by this tried-and-true method. If a magical setting could contain a human-bull or an eagle-horse, why not an owl-bear?

To make an original chimerical creature, identify a creature from the Monster Manual of approximately the size and CR of the creature you'd like to put in the game. Make a note of this creature's armor class, hit dice, hit points, and ability scores. You can use them, or modify them at any point during the process as your vision of the new monster becomes clearer. If you keep its ability scores and CR, your new monster can use the old monster's attack rolls and save DCs, although what type of attacks it makes do not carry over -- those will be determined by results on the charts that follow.

Roll once on each of the following tables.

1. Number of heads
Die Roll Number of Heads
1-13 One
14-17 Two
18 Three
19 Five
20 Ten
2. Matching Heads on Multi-Headed Creature
1-12 All the same
13-20 Each different

*If the creature has more than 3 heads, all its heads will be the same.

3. Type of Head
1-2 Eagle (proficient in Perception, Keen Sight and beak attack as Giant Eagle)
3 Owl (Proficient in Perception, Keen Hearing and Sight as Giant Owl, beak attack as Giant Vulture)
4-5 Serpent (bite attack as Giant Poisonous Snake)
6-7 Bull/Cow (Charge and Ram attack as Giant Goat)
8 Boar/Sow (Charge, Relentless, and Tusk attack as Giant Boar)
9-10 Stag/Ram/Goat (Charge and Ram attack as Giant Goat)
11-12 Horse
13-14 Dog or Wolf (proficient in Perception, Survival [for Tracking checks], bite attack as Dire Wolf)
15-16 Lion (bite attack)
17 Leopard (Proficient in Perception, bite attack as Panther)
18 Fish/sea creature (bite as Hunter Shark, amphibious)
19-20 Human (+4 Intelligence, speaks at least 1 language)
4. Number of Forelimbs
1-11 Two
11-13 Four (+1 attack per action)
13-17 Wings only (Flight 50)
18-19 Two forelimbs + wings (Flight 40)
20 Four forelimbs + wings (+1 attack per action, Flight 40)
5. Type of Forelimbs
1-5 Human-like (can wield weapons)
6-10 Hooves ( attack as Warhorse, Sure Footed as Giant Goat)
11-15 Claws (Pounce and claw attack as Lion)
16-18 Talons (talon attack as Giant Owl)
19 Serpents (bite attack as Giant Poisonous Snake)
20 Tentacles (attack as Giant Octopus)
6. Number of Hind Limbs
1 One (Snake tail: Constrict as Giant Constrictor Snake, skip Type of Hind Limbs roll)
2 One (Fish tail: Swim 30, skip Type of Hind Limbs roll)
3-6 Two
7-8 Four
7. Type of Hind Limbs
1-3 Human-like (only for two legged creatures)
4-7 Hooves (Sure Footed as Giant Goat)
8-10 Claws
11-12 Talons (Talon attack as Giant Eagle only if the chimerical creature is flying)

If both front and rear limbs are Claws, the chimerical creature gains Climb 30. Goatlike hooves may also grant Climb at the DM’s discretion.

8. Tail
(Skip this step if the creature has a snake or fish tail instead of hind limbs)
1 Horse-like
2 Wolf-like
3 Goat-like
4 Lion-like (+2 Charisma)
5-6 Dragon-like (Tail Sweep as Giant Crocodile)
7-8 Serpent-like (Constrict attack as Giant Constrictor Snake)
9-10 An actual serpent (Bite attack as Giant Poisonous Snake)
11-12 No tail

9. Special Qualities

A Chimerical creature has 1d4-1 Special Qualities. For each quality, roll 1d3 to determine which table you use, then a d12 to get a result from that table.

Qualities Table 1

1 Petrifying attack (as Medusa)
2 Polymorph attack (as Medusa but instead of stone target becomes a Beast of CR1 or less)
3 Fear attack (as Banshee’s Horrifying Visage)
4 Paralyzing/Sleep attack (as Jackalwere)
5 Charming attack (as Succubus/Incubus)
6 Shooting Spines/Quills/ Sharp Feathers (as Manticore)
7 Sneak Attack (+2d6)
8 Deadly Leap as Bulette
9-10 Swallow Whole as Giant Toad
11-12 Breath Weapon as Chimera; choose damage type and appropriate shape

Qualities Table 2

1-3 Thick, scaly hide (+2 AC)
4 Bronze or rock skin (+4 AC)
5 Regeneration (3hp/round) (choose one damage type or circumstance that negates it)
6 Immunity to one condition
7 Immunity to one type of damage
8 Resistance to 1d4 types of damage
9 Damaging aura (choose damage type) (2d6 to any creature that starts its turn adjacent)
10 Increase one size category (+4 Str, -2 Dex +1 hit point per Hit Die)
11 Decrease one size category (-2 Str, +2 Dex, -1 hit point per Hit Die)
12 Immortality

Qualities Table 3

1 +10 to all Move scores
2 Hurl rocks as hill giant
3 Burrow speed equal to land speed
4 Pass Without Trace (as the druid spell)
5 Body part that can be harvested and sold for 1000 gp
6 Body part that can be harvested and used as a magic item (determined by DM)
7-8 Proficiency (+3) in Stealth, Acrobatics, Perception, Survival
9-10 Intelligence and Charisma are 12+1d8, Proficiency (+3) in Persuasion, Deception, Sleight of Hand, Insight
11-12 Intelligence and Wisdom are 12+1d8, proficiency (+3) in Arcana, History, Religion, Nature
10. Modus Operandi
1 Rampages across the countryside, destroying everything in its path
2 Establishes a lair and despoils the land around it
3 Wants to kidnap or eat mortals
4 Plagues an individual: chases from place to place or denies them food, sleep
5 Guards a place or item
6 Commits sacrilege, demands worship, or challenges the gods
7 Competes with mortals for resources: drinks river, devours cattle, steals gold
8 Secretive, elusive, prefers to avoid mortal society
9 Sent by a god to punish a city or region
10 Sent by a god to help a hero or mortals in general

Feel free to "cheat" on these rolls. If you are loving your monster except you hate that it has bird feet, reroll the bird feet.

Appendix 2: plot hooks

20 Plot Hooks
1 A character has been turned to stone for decades or centuries. When some heroes kill the being that petrified him and return him to life, he must deal with a world that has moved on without him.
2 An infant prince is fated to be a murderous tyrant when he becomes a man. Of course nobody wants to kill a baby. Perhaps the party could convince a sorceress or divine being to transform the child into an animal.
3 A rivalry between divine spellcasters and scientific spellcasters (see "Magic vs Science") threatens to become an arcane war.
4 A magical sword or bracelet is stuck through through a slab of stone – but it was the only thing holding the slab in place. Underneath it is something horrible.
5 Tritons or another undersea race gift some pearl divers with a chest of sunken treasure -- on the condition that they stop diving underwater for five years. The divers readily accept, but the PCs must realize there's something down there they don't want the divers to see.
6 As the PCs sleep, two gods discuss their fates. From a board they are standing over, the gods pick up chesslike pieces representing the PCs. When they finish the conversation, they put the pieces down in the wrong place. Now the PCs are hundreds of miles away from the task they were undertaking -- and probably without a boat or horses.
7 There’s a mountain polis incredibly rich in gold and silver. It’s essentially paradise but they have to feed their old people into a crevasse called the Mouth of Echidna so that it doesn’t belch forth monsters to destroy them
8 A community of cyclopes has a friendly trade relationship with a town of humans. But when a wandering human adventurer kills a young cyclops, the cyclops quickly wall up the human town, sealing off "their" humans from outsiders.
9 The PCs are very hungry when they land on an island with a population of pigs. Later, they confront an island witch who reveals that all the swine on this island were sailors whom she had transformed. Have the PC earned the wrath of Olympus by violating the divine taboo against cannibalism?
10 A god appears and tells the crew to deliver this silver haired baby (hands them baby) to the court of a king. This king does NOT want to see a silver haired baby, and will try to kill them if he learns about this before they reach his court.
11 A powerful wrestler, perhaps a family member of one of the PCs, is gripped by a murderous rage. It will take the whole party to subdue them without hurting them, while protecting innocents. Then they must discover what drove them mad and how to undo it.
12 A PC throws a log on a fire only to reveal the spirit of a long dead person trapped inside it. The spirit tells them of a treasure unclaimed or an old wrong not yet righted.
13 A lawful good creature has been killed. It’s known for regenerating but its head was taken and hung in a not-so-lawful good warlord’s keep. If you can reunite the head with its skeleton it will live again and reveal some knowledge out of gratitude
14 The PCs must deliver the news of a soldier’s death to his wife. She’ll want to remarry. The dead man's father father won’t release her (perhaps there's dowry or a political alliance involved) until he sees his dead son's shield, which is in enemy hands.
15 On a princess' 16th birthday, she has disappeared. Her nursemaid says she's been taken by a monster. In reality, the girl has been transformed into the monster and the nurse is trying to manipulate the PCs into killing her. There may be a few clues that the monster is the polymorphed girl, such as the scarecely-recognizable tatters of her dress around the beast's neck.
16 A brave hero once sailed to the end of the Earth and fell off the edge. The PCs learn that the ship, full of valuable items, might not have plunged all the way into the void but got hung up in some giant tree roots jutting out from the cliff.
16 The PCs are tasked with collecting all the tales of the world's greatest storyteller. Unfortunately she never wrote anything down and now she is dead, so the PCs need to track down the people who heard her stories and are still alive. Either that or they need to seek her out in Hades and hope her shade can remember her works.
17 A herdsman boasts that his horses/cattle/sheep are the equal of Poseidon's steeds or Apollo's herd. Offended, the gods transform the prized animals into some monstrous version of a livestock animal, like Diomedes' mares, bronze fire breathing bulls, gorgons, or chimerae. The changed beasts go on a rampage.
18 Music stops working everywhere. The PCs must climb mount Helicon to meet with the Muses and figure out why.
19 An eccentric polymath has died or disappeared while tinkering in his tower. Now the tower teems with weird constructs with no one around who knows how to control them.
20 Atlantis arises! Who will be first to claim its briny treasures?

100 treasures that aren't coins or gemstones. Many of these objects are fairly mundane household items; their value as treasure increases when they are expertly made or made from precious materials.

Aeolipile (steam powered novelty) Alabastron (perfume bottle) Akrostolion (curved ornament for a ship's stern) Amphora (jar) (filled with wine or oil) Anklet (decorative curved ornament for a ship's stern) Arm Ring Arybalos (hand held cosmetics container) Ascalos (bagpipe) Aulis (double flute) Beads Beadwork Bracer Bracelet Brazier Brooch Bust (statue of head) Cameo (engraved semiprecious stone) Chlamys (cape) made of fine linen or silk Clepsydra (water clock) Comb Cosmetics (kohl, white lead, red ochre) Cycladic figurine Cycladic "frying pan" disc Earrings Diadem Dice Diptych (2 joined plates of art or writing) Distaff Doll Dye (scarlet, indigo, purple) Fabric Fibula (cloak pin) Figurehead (for a ship) Finial (decorative knob) Funeral shroud Gold wreath Hairpin (jeweled) Hair net (braided precious metal or beadwork) Himation (cloak) made of fine textile Incense Kalyptra (veil) Kantharos (tall cup with handles) Kithara (stringed instrument) Koundonia (bell set) Krater (wine mixing pot) Krotalon (castanets) Kylix (shallow drinking cup) Ladle Lekythos (large oil jug) Loros (embroidered apron) Loutrophos (vase) Lyre Mask Medallion Metope (bas relief marble slab) Mirror Oenochoe (wine jug) Oil lamp Olpe (pitcher) Orrery Panel necklace Panel painting Paper (papyrus, parchment, or linen) Pectoral ornament Pelike (vase) Pendant Pente grammai (game set) Peplos (robe) Perfume Perirrhanterion (ceremonial wash basin) Peronai (clothing pin) Pesseia (game set) Phiale (shallow libation bowl) Phormyx (harp) Pithos (large jar) Plate Protome (decorative head) Psykter (jug with foot) Pyxis (round box) Radiate crown Rhipis (hand fan) Rhyton (animal shaped drinking vessel) Salpinx (trumpet) Sceptre Scroll Case Situla (large mouthed jar) Skarabeus (figure carved on oval stone) Skewer (for food) Skyphos (two handed wine cup) Spices (pepper, cinnamon, saffron) Spindle whorl Stamnos (jar with handles and foot) Statuette Strigil (hygenic scraping tool) Stylus Sundial Tapestry Tessera (mosaic tile) Tripod Tympanon (drum) Urn Votive Statue Yo-yo


the King of Koufonisia

Huge Monstrosity, neutral


  • Armor Class 21, ablative
  • Hit Points 126(12d12 + 48)
  • Speed 30ft., swim 30ft

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 18 (+4) 8 (-1) 13 (+1) 14 (+2)

  • Condition Immunities stunned, unconscious
  • Senses passive Perception 11
  • Languages None. Maybe Aquan?
  • Challenge 8 (1861 XP)

Antimagic Shell The king has advantage on saving throws against spells, and any creature making a spell attack has disadvantage on the attack roll. If the king succeeds on its saving throw or the attck misses, roll 1d6

1-2 the spell has no effect on the king and is reflected back at the caster,

3-4 the shell converts some of the spell's energy into a burst of destructive force. Each creature within 30ft of the king must make a CD15 Con save or take 1d6 force damage per level of the spell.

5-6 the king's shell emits dazzling colored lights, blinding anyone within 30 feet who can see the king until

If damage reduces the king's AC to 16 (see below) the shell is no longer magical.

Ablative Armor Any hit inflicting 10 or more points of damage reduces the king's AC by 1, until it reaches 16

Stilt Legs A medium creature standing on the ground cannot reach the main body of the king without a reach weapon. It can attack the king's legs, however. The king has 8 legs. Each has 20 hit points, not part of the hit point pool required to kill him. When three of its legs have been removed, the king falls prone, his speed becomes 15, and he no longer benefits from stilt legs.

Climbable the king may be climbed with a DC15 thletics or Acrobatics roll. A creture that has climbed the king of Koufonisia can attack it without consideration of its Stilt Legs ability; the King has disadvantage to attack rolls gainst any creature that hs succesfully climbed it. On the King's turn, every creature that has climbed it must mke a DC12 Dexterity saving throw. On a filure, they fall prone and remain on the king. If they fail by 4 or more they fall off the king to lie prone on the ground, taking 2d6 bludgeoning damage.

Friendly Flock Three flocks of gulls, kestrels and osprey roosts in the king's shell, eating his scraps, See below

`


Beneficial Bivalves on the King's shell live thousands of sessile invertebrates, including 1d4 clams that replicate potions from Magic Item Table A and 1d4 mussels that replicate potions from Magic Item Table B. A DC 15 Nature check reveals their qualities.

Actions

Multiattack the King attacks once with his slicing claw, once with his crushing claw and, if the crushing claw is grappling a foe, once with its mouth parts gainst that grappled foe.

Slicing Claw Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 11 (1d10+5) slashing damage.

Crushing Claw Melee Weapon Attack: +8 to hit, reach 15ft., one target Hit 17 (3d6+5) crushing damge and the target must make a DC15 Dexterity save or be grappled.

Mouth Parts Melee Weapon Attack +8 to hit, one target the king has grappled Hit 11 (1d10+5) slashing damage.

Legendary Actions

The king of Koufonisia can take 2 legendary actions, Only one legendary action option can be used at the end of another's turn. The king regains spent legendary actions at the start of his turn.

Flock Attack One of the king's flocks of seabirds (below) moves up to its speed and attacks if possible.


Flock of Gulls

Medium swarm of tiny creatures, neutral


  • Armor Class 13
  • Hit Points 27(6d8)
  • Speed 15ft., fly 50ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11(+0) 2 (-3) 5 (-2) 8 (-2)

Swarm The swarm can occupy another creature's space and vice versa. It resists piercing, slashing, and bludgeoning damage, and can't be restrained or grappled.

Actions

Peck Melee Weapon Attack: +5 to hit, reach 5 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage.