HEkATOTERATOS - Storygame
HEkATOTERATOS - Storygame
HEkATOTERATOS - Storygame
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Golden Ram<br />
Description : Much like the Bronze Bull, except<br />
that… well you get the idea.<br />
Taxonomy : Animate<br />
Number Appearing : 1<br />
Size : Large<br />
Ferocity : Dangerous<br />
Cunning : Average<br />
Mystique : Weird<br />
Movement : 180’<br />
Initiative : +2<br />
Melee Attack : +4<br />
Damage : 2d6 (horns & hooves)<br />
Defense Class : 17 (15 vs missiles)<br />
Hits Total : 24<br />
Danger Evasion : 0<br />
Mystic Fortitude : +6<br />
Special Abilities : Charge (+4), Crushing Attack<br />
(trampling), Magic Resistance, Mindless, Natural<br />
Armor, Supernatural Vigor<br />
Living Caryatids<br />
Description : Living caryatids appear to be a<br />
decorative stone pillar fashioned in the shape of a<br />
beautiful young woman. Their most common use is<br />
as guardians of some place or treasure; appearing<br />
to be nothing more than a lifeless carving, they<br />
come “alive” when their charge is threatened or<br />
disturbed. They are often found in the ruins of<br />
ancient palaces and temples.<br />
Taxonomy : Animate<br />
Number Appearing : 1d3<br />
Size : Gigantic<br />
Ferocity : Dangerous<br />
Cunning : Average<br />
Mystique : Weird<br />
Movement : 240’<br />
Initiative : +2<br />
Melee Attack : +4<br />
Damage : 3d6 (fists)<br />
Defense Class : 24 (20 vs missiles)<br />
Hits Total : 48<br />
Danger Evasion : 0<br />
Mystic Fortitude : +6<br />
Special Abilities : Crushing Attack (crushing grip),<br />
Grapple (Might 24), Invulnerability, Fearsome,<br />
Magic Resistance, Mindless, Supernatural Vigor.<br />
Mechanical Archers<br />
Description : Automatons with bows and arrows.<br />
Each archer is equipped with a quiver of 12 arrows.<br />
Once they have shot their arrows, these automatons<br />
cannot fight in melee, being only ‘programmed’ to<br />
shoot and move.<br />
Taxonomy : Animate<br />
Number Appearing : 1d6<br />
Size : Medium<br />
Ferocity : Aggressive<br />
Cunning : Average<br />
Mystique : Weird<br />
Movement : 120’<br />
Initiative : +1<br />
Melee Attack : not applicable<br />
Missile Attack : +3<br />
Damage : 1d6 (arrows)<br />
Defense Class : 17<br />
Hits Total : 12<br />
Danger Evasion : +0<br />
Mystic Fortitude : +6<br />
Special Abilities : Magic Resistance, Mindless,<br />
Marksmanship, Missile Weapons (bow and arrows),<br />
Natural Armor, Poison (on arrows, generally<br />
paralyzing), Supernatural Vigor.<br />
Well, at least WE have a roof over our heads