TEXT: ®
  Rules for Fantastic Medieval Wargames
  Campaigns Playable with Paper and Pencil 
  and Miniature Figures
  BOOK VII
  GODS, DEMI-GODS & HEROES
  ROB KUNTZ & JAMES WARD
  DUNGEONS & DRAGONS
  
   DUNGEONS & DRAGONS
  ®
  BOOK VII
  GODS, DEMI-GODS  
  & HEROES
  BY
  ROBERT KUNTZ & JAMES WARD
  
  Index
  Eqyptian Mythology .................................................................................................... 4
  Indian Mythology ...................................................................................................... 10
  Greek Mythology ...................................................................................................... 16
  Celtic Mythology ....................................................................................................... 21
  Norse Mythology  ..................................................................................................... 25
  Finnish Mythology ..................................................................................................... 37
  Mexican and Central American Indian Mythology ........................................................ 48
  Chinese Mythology ................................................................................................... 50
  
  Foreword
  Well, here it is: the last D&D supplement. It is with a strange mixture of sadness and 
  relief that I tell you this. My ﬁrst assignment, fresh out of college, was BLACKMOOR. I came 
  to regard it with a mixture of love and loathing, that has gradually seen the love win out. The 
  loathing grew out of the educational trip that it was for me. They don’t teach you in college 
  what to do when the press breaks down, or your manuscript gets mysteriously misplaced; you 
  just have to wing it.
  Well, the same applies to D&D’ers everywhere: we’ve told you just about everything we 
  can. From now on, when the circumstances aren’t covered somewhere in the books, wing it 
  as best you can. As we’ve said time and time again, the ‘rules’ were never meant to be more 
  than guidelines; not even true ‘rules.’
  What the authors have done in this volume is to attempt to set down guidelines that will 
  enable you to incorporate a number of various mythologies into your game/campaign. They 
  make no claims that any of this material presented is exhaustive, or even infallible. Mythology 
  is deﬁned as ‘a body of myths, especially: the myths dealing with the gods, demi-gods and 
  heroes of a particular people, usually involving the supernatural.’ Myth is deﬁned as a legend. 
  Obviously, when dealing with material of this sort, there is a lot of latitude in interpretation. 
  This is what the authors have presented: their interpretations. These interpretations are the re-
  sult of months of painstaking, arduous research. As earlier deﬁned, mythology is legend, and 
  hundreds of volumes have been printed, each with its own interpretation. Further research and 
  reading is recommended into all of the mythos presented herein. This is the merest of outlines, 
  presented in D&D terms.
  This volume is something else, also: our last attempt to reach the “Monty Hall” DM’s. Perhaps 
  now some of the ‘giveaway’ campaigns will look as foolish as they truly are. This is our last attempt 
  to delineate the absurdity of 40+ level characters. When Odin, the All-Father has only(?) 300 hit 
  points, who can take a 44th-level Lord seriously?
  This volume does not herald the end of new D&D material. There will always be new 
  material; ‘tis the nature of the beastie. There were many myths that couldn’t be squeezed into 
  this. Keep looking for new stuff in the future in the pages of our periodicals, those that didn’t 
  ﬁt, as well as those aborning at this very moment. Just don’t wait with bated breath for another 
  supplement after this one. May you always make your saving throw.
  Timothy J. Kask
  TSR Publications Editor
  Lake Geneva, Wisconsin
  4 July 1976
  
  4
  Gods’ Psionic Abilities: (per class)
  Class
  Psionic Attack Strength
  Attack Modes
  Defense Modes
  1
  350
  All
  All
  2
  300
  All
  All
  3
  250
  All
  All
  4
  200
  All
  All
  5
  100
  A, B, C, E
  F, G, H
   6*
  —
  —
  —
  *Gods or demi-gods listed as class 6 cannot use psionics and are invulnerable to any type of 
  psionic attack.
  NOTE:
  Unless speciﬁcally noted otherwise all gods’ and demi-gods’ pre-rolled abilities (strength, intel-
  ligence, etc.) are considered to be 20. Heroes or otherwise non-god types are either listed or 
  will have to be pre-determined by the respective judge.
  EGYPTIAN MYTHOLOGY
  The ancient Egyptians had a culture lasting over 3,000 years. It is only natural that their faith 
  would undergo a change. Their gods aged with Ra starting as the ruler and growing senile 
  and Osiris taking over after being killed by Set. The pantheon presented is one with Ra in 
  prominence only because there are more gods in this early group.
  RA  (SUN GOD, KING OF THE GODS)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 24”
  Fighter Ability: 16th Level
  Hit Points: 300
  Psionic Ability: Class 6
  Ra appears with a giant hawk’s head and the body of a muscular man. He has the pow-
  er to shoot twin rays of searing heat from his hands for 4–40 points per ray. He can also 
  shapechange, has a permanent antimagic shell around him, can cast an area of full daylight 
  anywhere, ﬂies, his eyes cast death rays, and he can raise the dead.
  He rides through the air in a huge war galley, made of part of the sun. It travels 24” per turn 
  and is immolated for 40 points and never affected by magic.
  SHU  (GOD OF THE DESERT AND LIGHT)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 12th Level
  Hit Points: 225
  Psionic Ability: Class 6
  Brother twin to Tefnut, this god appears as a man. His main power is the ability to wither to 
  death anything he touches (magic saving throw applicable). He can also levitate, is not af-
  fected by any form of heat, can shapechange, create the light of day as Ra, and call forth 
  1–4 air elementals per day. He wears plus 5 armor made of phoenix feathers enabling him to 
  immolate for 25 points of heat. He uses a double strength Staff of Wizardry in battle.
  GEB  (GOD OF THE EARTH)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 10”
  Fighter Ability: 17th Level
  Hit Points: 275
  Psionic Ability: Class 6
  Geb appears as a heavily muscled man and he is unaffected by any weapon as long as he 
  stands on the ground. He can also shapechange, nullify any spell involving earth, can ﬁnd 
  anything touching the earth, and can call upon 1–10 earth elementals to ﬁght for him.
  
  5
  He uses 2 magical devices that he is never without. The ﬁrst is a crown that can summon random 
  monsters to ﬁght for him once per day. The second is a staff that regenerates lost hit points for 
  the holder at the rate of 25 per melee round and drains 5 energy levels from any enemy it hits.
  THOTH  (GOD OF KNOWLEDGE)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 15th Level
  Hit Points: 225
  Psionic Ability: Class 6
  Thoth appears as a man with the head of an ibis. His main power is to be able to negate any 
  magical or physical force after being exposed to it once. He can also shapechange, use the 
  reverse gravity spell, and use any magical device or weapon even if that device is supposed 
  to be used only by the owner.
  He has 2 magical devices: a scepter which works as a death spell at a touch, and a “Life 
  Scepter” explained later.
  SET  (GOD OF EVIL AND THE NIGHT)
  Armor Class: –4
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 17th Level
  Hit Points: 275
  Psionic Ability: Class 6
  Set is a scaled humanoid with the head of a ﬁerce jackal. He is totally dedicated to the spread-
  ing of evil and has attributes to match. He can change any being’s alignment from neutral 
  and lawful to evil (saving throw applicable), these changed beings becoming Minions of Set. 
  He can shapechange, make all light turn to darkness, and call on 2–200 Minions of Set. He 
  enters battle with a Javelin of Darkness. This night black shaft has a plus 4 hitting ability and 
  does 9–90 points of damage.
  There is a 5% chance that Set is watching when a being does a highly evil act (judge’s option) 
  and if he is he will give the being 2–20 Minions of Set with no strings attached being conﬁdent 
  that the being will only do evil with them.
  MINIONS OF SET
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 25
  Psionic Ability: Class 6
  Minions are able to transform themselves into giant snakes. They also ﬁght as 10th-level lords. 
  They appear in plate armor and use a broadsword. They are fully intelligent and often act as 
  go-betweens for Set and man. These beings never check morale.
  OSIRIS  (GOD OF NATURE AND THE DEAD)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 16th Level
  Hit Points: 275
  Psionic Ability: Class 5
  Osiris appears as a muscular man and his main attribute is the power to raise the dead. Anyone 
  touching his body with anything dies, magic saving throw applicable. He can shapechange, 
  teleport, control all forms of vegetation, make it grow or shrink, and use any weapon even if 
  it is tied to its master.
  He has a crown with the power to see all illusions for what they are, negate all fourth or lower 
  spells, and make invisible objects appear before his gaze. He uses a Scepter in battle that acts 
  as a Rod of Cancellation with unlimited charges.
  This god is very aware of his priestly worshipers and if one does a great deed for the religion 
  (judge’s option) the priest is given a wish.
  
  6
  ANHUR  (GOD OF WAR)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 15/24
  Fighter Ability: 20th Level
  Hit Points: 290
  Psionic Ability: Class 6
  Anhur is unusually tall and always appears as a human. He negates his enemies’ strongest 
  ability (no saving throw applicable). He can also shapechange, ﬂy, and teleport. He commonly 
  ﬁghts in plus 4 armor, with a plus 5 mace whose head is a piece of the sun. This mace kills all 
  undead within 50 yards of it and hits for 6–60 points of damage.
  PTAH  (GOD OF OUTER SPACE, “OPENER OF THE WAY”)
  Armor Class: –5
  Magic Ability: (See Below)
  Move: ?
  Fighter Ability: 18th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Ptah is said to have existed before the gods. He stands 10 feet tall, with a humanoid shape, 
  jet black skin, and eyes that seemingly appear invisible but upon closer inspection are really 
  pools of outer space. He can force beings into a nameless void with the look of his eyes (magic 
  saving throw applicable). Sending one being per melee round into this void, only he can bring 
  them out again. He is not affected by magical weaponry, and there is no known limit to the 
  speed he can travel on land or in the air. In combat he never uses armor and ﬁghts with the 
  Scepter of the Gods. This weapon tells its user of the strong points of any enemy faced, is able 
  to nullify one of any type spell used against it per melee round, can also do this with the powers 
  of other magic items used against it, and hits for 1–100 points of damage.
  Ptah enjoys new ideas and devices. When a being creates a device that is highly useful 
  (judge’s option) there is a 10% chance that the god will reward that being with a Thet. This 
  device is an amulet geared to do one of two things: it can project an antimagic shell around 
  the user which does not affect the user’s ability to cast spells, the second allows the wearer to 
  go ethereal once a week.
  SEKER  (GOD OF LIGHT)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 24”
  Fighter Ability: 15th Level
  Hit points: 200
  Psionic Ability: Class 6
  Cousin to Shu, Seker appears as a rather ordinary man. This god is relentless in his efforts to 
  destroy all evil on the earth. He always hits with at least one of the two weapons he uses every 
  melee turn, he also shapechanges, casts shafts of light from his hands that kill 1–25 undead 
  within 50 yards of his body, and can use all his powers when shapechanged as opposed to all 
  the other gods who cannot. He uses a halberd weapon hitting for 3–30 points of damage and 
  a plus 3 mace with a disrupter power able to work on anything not making its magic saving 
  throw and doing 2–24 points of damage otherwise.
  HORUS  (SON OF OSIRIS, “THE AVENGER”)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 19th
  Hit Points: 250
  Psionic Ability: Class 6
  Horus appears as a muscular man with the head of a falcon. His main attribute is the ability to 
  triple the power of any weapon or magic item he uses. A ﬁreball wand in his hands shoots an 
  18 die ﬁreball. He can also summon as the 9th-level spell, shapechange, project illusions, and 
  he is never affected by the ﬁrst blow of any weapon used against him.
  He ﬁghts with a 30 foot lance with the power to slay at a touch anything ﬁghting Horus while 
  shapechanged, otherwise doing 2–24 points of damage. He also has a plus 3 sword able to 
  nullify all spells of the 1st through 5th level used against him, that kills undead at a touch, and 
  can summon as the 8th-level spell.
  
  7
  Horus is very aware of any avenging person. If a lawful person seeks revenge there is a 15% 
  chance that the god will aid by increasing the being’s categories to 18’s until revenged.
  BES  (GOD OF LUCK)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 6”
  Fighter Ability: 10th Level
  Hit Points: 190
  Psionic Ability: Class 6
  Bes appears as a mountain dwarf straight out of D&D. He has luck as only a god can have 
  it. He always makes his saving throw, he always hits with his weapon, and weapons striking 
  him must have a roll of 17 or more no matter what the plus. He can shapechange, ﬁght invis-
  ible, and teleport. He commonly ﬁghts with a broadsword striking for 4–24 points of damage.
  Bes looks favorably upon all gambles, and the greater the risk, the better he likes it (judge’s 
  option). There is a 5% chance that the god will, if really pleased, give the being a luck stone, 
  no strings attached.
  ISIS  (GODDESS OF MAGIC)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Isis usually appears as a well-proportioned woman. She can use any spell any time she wishes 
  and is unaffected by any weapon. She wears a magical headdress that puts her in contact with 
  any god any time she wills.
  She understands the fashioning of magical charms as no other being and is able to form these 
  so that they resist the effects of one spell only. She gives these to any being she favors of the 
  lawful or neutral alignment. The giving of this charm does not depend on any action, just her 
  whimsical nature.
  TEFNUT  (GODDESS OF STORMS AND FLOWING WATERS)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 20”
  Fighter Ability: 8th Level
  Hit Points: 125
  Psionic Ability: Class 6
  Tefnut is the twin to Shu and woe be unto the being that tries to hurt a hair on her head, as Shu 
  will seek immediate revenge and Horus might come to help too! She appears as a well propor-
  tioned woman with the head of a lioness. Hers is the power to call up wind storms twice the 
  power of a Staff of Wizardry, or cast lightning bolts two at a time for 24 points apiece. Tefnut 
  can also shapechange, speak with the dead, and summon 3–24 water monsters to aid her.
  NEPHTLYS  (GODDESS OF WEALTH)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 100
  Psionic Ability: Class 6
  Nephtlys appears as a woman and has the powers of death, decay, and weakness. She casts 
  2 death rays from her eyes, anyone coming within 30 feet of her body is made so weak that 
  they cannot lift a weapon or cast a spell (magic saving throw applicable). Finally, she can af-
  fect all ferrous material as a rust monster. She can ﬁnd any amount of gold in any given 1 mile 
  area, can shapechange, become invisible, and cast a double area darkness spell.
  ANUBIS  (GUARDIAN OF THE DEAD)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: Class 3
  
  8
  Anubis looks like a man with the head of a dog. He can animate any statue of himself, cast 2 
  charm person or monster spells at the same time, shapechange, and use a limited teleport (as 
  a blink dog). The god hates all thievery of any type and when a tomb is being robbed there is 
  a 5% chance that he will come and kill the robber. If one of his statues is in the tomb there is 
  a 25% chance he will appear.
  BAST  (CAT GODDESS)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 24”
  Fighter Ability: 10th Level
  Hit Points: 200
  Psionic Ability: Class 2
  Bast looks like a very muscular woman with the head of a black leopard. Her main attributes 
  are: the ability to break any weapon hitting her 75% of the time upon contact with her body, 
  she is never surprised, and her hand claws hit for 5–50 points per hand. She is the bitter enemy 
  of Set and when ﬁghting evil she can shapechange, teleport, and sense the presence of evil 
  within 100 yards of her.
  She is the protector of all cat kind and there is a 40% chance that she will see a being killing 
  one of the cat race. When this happens she does one of 2 things: either she comes and kills 
  the slayer, or, if the being is very powerful she demands that he or she raise the cat to life and 
  devote one half the rest of their life to Bast.
  RENENET  (GODDESS OF GOOD FORTUNE)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: As a Normal Woman
  Hit Points: 100
  Psionic Ability: Class 6
  Renenet looks like an ordinary woman and when looking upon another being gives them the 
  Luck of the Gods. The being will make their saving throw every time, will always hit their en-
  emies, and will never be struck by their foes. She never ﬁghts in battle, but will stand in astral 
  form above a ﬁght using her power on any lawful being she favors.
  AMSET  (GOD OF THE SOUTH)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Amset looks like an extremely short man. His main power is to be unaffected by anything sent 
  at him from a southerly direction. This power also lets him turn any force directed at him from 
  the South back at its sender, double force. He also shapechanges.
  HAPI  (GOD OF THE NORTH)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Hapi is an extremely short dwarf right out of D&D. His main power is to be unaffected by any-
  thing sent at him from a northerly direction. This power also lets him turn any force directed at 
  him from the North back at its sender, double the force; he too can shapechange.
  TUAMAUTEF  (GOD OF THE EAST)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Tuamautef has the same powers as his 2 cousins of the North and South working in an easterly 
  direction. He appears as a man with a crocodile head.
  
  9
  QEBHSENNUF  (GOD OF THE WEST)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Qebhsennuf looks like a man with a hippo’s head. He has his cousins’ directional powers and 
  can shapechange.
  APESH  (GOD OF GREED AND EVIL)
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 9”
  Fighter Ability: 11th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Apesh looks like a dragon turtle straight out of D&D. Its main attribute is the power to summon 
  1–4 of any evil creature per day to ﬁght for it. In battle it relies on its shapechanging power 
  to kill its enemies. It is very fond of allowing maps to its many treasures to be found by lawful 
  beings and then taking a personal hand in killing them when they try to take the gold.
  SPHINX
  Armor Class: 3
  Magic Ability: (See Below)
  Move: 12/24
  Fighter Ability: 20th-level Monster
  Hit Points: 150
  Psionic Class: Class 6
  A sphinx is one of the most powerful of all Egyptian magical beasts. It has the body of a lion 
  and the head of a woman, sometimes having wings, but not always. While it is very short 
  tempered and likes the taste of human blood, it is also curious and will spare a person with a 
  good story (judge’s option). If ﬁghts with its 2 front paws, hitting for 4–40 points per paw. Its 
  saving throw against anything succeeds on a roll of 2 or higher and it loves riddles.
  APSHAI  (GOD OF INSECTS)
  Armor Class: 3
  Magic Ability: (See Below)
  Move: 20”
  Fighter Ability: 10th Level
  Hit Points: 180
  Psionic Ability: Class 6
  Apshai is a giant praying mantis able to always hit his enemy. His bite is worth 6–60 points of 
  damage, he can shapechange, and call an insect plague on a person, town, or country at will.
  FIRE SNAKE
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 2”
  Fighter Ability: 5th-level Monster
  Hit Points: 20
  Psionic Ability: Class 6
  Fire snakes appear as a small harmless grass snake and are very fond of sitting on piles of 
  treasure. It is capable of breathing for 35 points of ﬁre damage 5 times per day. It is 85% 
  magic resistant and because of its small size is very hard to hit.
  WINGED SERPENT
  Armor Class: 2
  Magic Ability: None
  Move: 3/15
  Fighter Ability: 6th-level Monster
  Hit Points: 25
  Psionic Ability: Class 6
  These snakes are about 1 foot long with 2 foot long wings. It ﬂies about its treasure and has 
  only one power; it can spit a contact poison that will seep through even armor at a distance of 
  30 yards. This snake will try not to close with an attacker, spitting every melee round.
  
  10
  LIFE SCEPTER
  A magical weapon found only in the hands of gods. Its main power is the ability to make the 
  being holding it unkillable. It acts like the magic jar spell but it holds the hit points of the being. 
  The holder can be hacked at forever with no harm because whenever he wishes he can return 
  his hit points to his body. It is made out of a woody material and is easily affected by anything 
  that affects wood and destroying it destroys the user. It is not used often by the gods except 
  Thoth because he is able to negate all the forms of damage inﬂicting wood.
  PHONEX (Phoenix)
  Armor Class: 3
  Magic Ability:
  Move: 12/24
  Fighter Ability:
  Hit Points: 50
  Psionic Ability: Class 6
  A roc-sized bird constantly bathed in ﬂame. This ﬂame damages anything within 10 yards for 25 
  points even if the being has a resistance to heat or ﬂame. Any plus 3 weapon or less when hitting 
  the bird’s body melts. It regenerates 5 points per melee round and no magical spell affects the bird.
  INDIAN MYTHOLOGY
  INDRA  (RULER OF THE GODS)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 14th Level
  Hit Points: 300
  Psionic Ability: Class 3
  First ruler of the gods, he appears as a heavily muscled man. His main strength is the ability to 
  control any form of weather. He also has an ESP range of 100 yards, shapechanging power, 
  and the ability to control humans, animals, and vegetation as a staff of commanding. Indra 
  wears plus 4 armor and shield into battle and uses a bow made out of rainbows called Vajra, 
  which shoots lightning bolts at a rate of 1 per melee turn, doing 3–30 points of damage, with 
  the range of a long bow.
  INDRA’S ELEPHANT: a white beast standing 50 feet tall, able to move at 18” on the ground 
  and ﬂy 24” per melee turn. The creature takes 75 hit points and stomps its enemies for 5–50 
  points of damage.
  AGNI  (GOD OF FIRE)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 15th Level
  Hit Points: 275
  Psionic Ability: Class 6
  Agni is 10 feet tall, has 3 heads made of blue-white ﬂames, and a humanoid trunk with 3 legs 
  and 7 arms. His main attribute is the control of all forms of ﬁre. He is able to control any num-
  ber of ﬁre creatures, use all of the ﬁre spells as a 50th-level wizard, cure any sickness, remove 
  any curse, make anything evil reverse its alignment, make a dense cloud of smoke as a double 
  darkness spell, and his voice is as a human control spell. Agni has a breath weapon usable 3 
  times a day that shoots a ﬂame up to 30 yards for 5–50 points of damage and he immolates 
  for 25 points of ﬁre. When he is immolated all weapons of plus 4 or less melt on contact with 
  his body. He disdains the use of armor and ﬁghts with a shaft of ﬂame that hits for 3–30 points 
  of damage and kills minor demons at a touch.
  
  11
  RED CHARIOT OF AGNI: this chariot, whose wheels are made of the 7 winds, is pulled by 
  2 giant red horses. On the ground it travels 36” per melee turn, when in the air it travels 48” 
  per melee turn. The vehicle casts heat in a 30 foot area about itself for 25 points of damage. 
  The horses take 50 points of damage and only respond to telepathic direction.
  SHIVA  (GOD OF THE BEASTS)
  Armor Class: –4
  Magic Ability: (See Below)
  Move: 16”
  Fighter Ability: 16th Level
  Hit Points: 290
  Psionic Ability: Class 6
  Shiva is 10 feet tall, with tiger striped skin, 5 human-like heads, 3 eyes in each head, 4 arms, 
  and a humanoid trunk. His main attribute is the complete control of any number of nonhuman 
  nonmonster type creatures within 50 yards of his mind. He can impart the damaging ability of a 
  Storm Giant to any creature or being, with this power lasting a day. He is also known as master 
  of illusions, his third eyes shoot beams of white ﬁre a maximum distance of 15 yards for 30 hit 
  points of damage once per day. The gods refer to him as the “destroyer” because of his skill at 
  killing the more powerful demons. He normally has 3 large poisonous snakes wrapped around 
  his body that are trained to strike his enemies. These snakes have the ability to regenerate 2 
  points of their 30 total hit points per melee turn. He uses a special bow called Ajagava which 
  shoots a curse spell (saving throw applicable) for a distance of 200 yards. Other weapons he 
  owns are: a plus 3 sword capable of raising a wind as a staff of wizardry, a trident called Pinaka 
  whose purpose is to slay minor demons, a club called Khatunanga with a skull of a demon lord 
  on the top hitting for 10–100 points and he owns a set of plus 4 armor that he wears into battle.
  SURYA or SALILRI  (THE SUN GOD)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 16th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Surya appears 10 feet tall, has dark red skin, long golden hair, 3 eyes in his semihuman head, 
  and 4 arms on his humanoid trunk. His main power is the ability to sleep any number of 20th-
  level or less beings (no saving throw applicable) and he can sleep higher level beings who are 
  given a saving throw. He can see anything with light on it, teleport, shapechange, and is triple 
  hasted. He disdains the use of armor and ﬁghts with a shaft of light that cannot be grasped by 
  anyone. This shaft strikes with a plus 4 and does 4–40 points of damage. It also destroys any 
  illusions within 100 yards of the god regardless of whether he is aware of the illusion or not.
  SURYA’S CHARIOT: this device is made of a piece of the sun pulled by 7 magical horses, 
  each a color of the rainbow. The vehicle is not corporeal unless Surya rides it. The chariot trav-
  els with no limit to the speed it can attain. The horses are always noncorporeal, never affected 
  by magic, and take 25 hit points apiece.
  VISHNU  (GOD OF MERCY AND LIGHT)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 17th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Vishnu is 6 feet tall, blue skinned, has a young man’s face, and 4 arms on his humanoid trunk. 
  His primary power is the ability to make any creature or being unable to commit violence of 
  any type within 30 yards of his mind (no saving throw applicable). Vishnu can also make 
  a double strength prismatic wall (see Book IV: GREYHAWK), shapechange, and teleport. 
  When he enters battle he uses 4 devices: a sea shell capable of sending the holder into an 
  ethereal state, a disc weapon capable of shooting ﬁre rays for 5–50 points of damage a 
  maximum distance of 40 yards, a lotus ﬂower capable of restoring all lost hit points at a touch, 
  and a mace which disintegrates anything it touches not making its magic saving throw. He also 
  has a bow of curses called Sarnge, and a plus 3 sword of demon slaying called Mandaka.
  
  12
  Vishnu rides GARUDA, the king of all birds. This half man half bird hates all things evil with a 
  mad passion. It moves 18” on the ground and 38” in the air per melee turn. It is 60 feet tall 
  and strikes with its wings for 5–50 points of damage. It has 100 hit points and a saving throw 
  of 03. The Garuda is said to be able to carry 5 gods in full battle armor and not be slowed in 
  its ﬂight. The bird can sense any evil creature or thing in a 1 mile area.
  BRAHAMA
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 19th Level
  Hit Points: 300
  Psionic Ability: Class 6
  Brahama commonly appears 10 feet tall, having blue skin, 4 arms, and 4 slightly human, more 
  bestial heads. His power is the ability to break anything in his grasp. He can also teleport, 
  shapechange, levitate himself, and is impervious to any type of heat damage. He has a bow of 
  curses, a small clay jug that pours a liquid able to regenerate and restore anyone or anything 
  to its original state by contact with this liquid. He has a set of beads in the form of a bracelet 
  that allows him to wish 7 times a month. He never wears armor and ﬁghts as if hasted.
  Brahama rides a 70 foot tall goose.
  BRAHAMA’S GOOSE
  Armor Class: 2
  Move: 18/32
  Hit Points: 75
  This bird can carry 3 gods in full battle armor and not be slowed down. His wings strike for 
  2–20 points of damage and his beak hits for 3–30 points. The bird is fully aware and will 
  ﬁght alone.
  RUDRA  (GOD OF ROBBERS AND THIEVES)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18/24
  Fighter Ability: 18th Level
  Hit Points: 200
  Psionic Ability: Class 5
  Rudra appears as a normal man and his main attribute is the ability to use illusions that are 
  touchable and endurable past his concentrating on them. He is even able to make illusions that 
  are not affected by the Sun God’s power. He has the thieving abilities of a 30th-level thief, he 
  ﬂies and teleports.
  All of his treasure is stored in a dimension only he can reach. Aside from having an almost un-
  limited supply of gold, silver, and other trade metal, he has a portable hole device that opens 
  into an area much the same size as the Grand Canyon, the skull of a sage that talks and can 
  answer any question 75% of the time, and a large box that will automatically clone any piece 
  of ﬂesh or bone. This device only works 50 times.
  KALI  (THE BLACK EARTH MONSTER)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 20th Level
  Hit Points: 250
  Psionic Ability: Class 4
  Kali commonly stands 20 feet tall, with night black skin, tusks coming from her mouth, 3 eyes 
  in her one head, and 4 arms ending in claws. She demands human sacriﬁces of her human 
  worshipers on earth. She can shapechange, anyone facing her must make their fear saving 
  throw every 5 melee turns, and her claws penetrate anything they touch hitting for 4–40 points 
  of damage.
  Bobby Trout (order #8420656)
  
  13
  DEVI  (GODDESS OF ENERGY)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: ?
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Devi appears as a 10 foot tall woman with 10 arms. She is able to make any part of her body 
  ethereal, shapechange, regenerate 10 points per melee round, and she shoots 30 points of en-
  ergy from her hands every melee round. She moves as a beam of light at any speed she wishes.
  LAKSHMI  (GODDESS OF GOOD AND BAD FORTUNE)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 18/75
  Fighter Ability: As a normal woman
  Hit Points: 200
  Psionic Ability: Class 6
  She appears as a golden skinned woman standing 6 feet tall. She always sits on a giant ﬂoat-
  ing lotus. When she looks at a being with her right eye, they always make their saving throw 
  or always hit their target, with her left eye the exact opposite happens. Her lotus travels at any 
  speed she wishes and can teleport. She always makes her magic saving throw and no material 
  object can hit her.
  SARASUATI  (GODDESS OF WATER AND KNOWLEDGE)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: As A Normal Woman
  Hit Points: 200
  Psionic Ability: Class 6
  She appears as a woman with white skin about 6 feet tall. She can, with a touch of her hand, 
  heal all bodily damage and any question asked of her with a lawful purpose in mind will be 
  answered.
  RATRI  (GODDESS OF THE NIGHT)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 10th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Ratri is a well proportioned woman standing 5 feet tall, always wearing black robes. She has 
  the power to place anything in an area of darkness, as the spell, with the difference being this 
  area moves with the enemy. She also will permanently blind anyone that crosses the path of 
  her shadow.
  VASHA  (GODDESS OF THE DAWN)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18/24
  Fighter Ability: 10th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Vasha, a woman wearing red and gold robes, stands about 6 feet tall. She is capable of 
  regenerating 30 points per melee round, can reincarnate anything into anything else, and can 
  send a brilliant light from her body that will blind any being for 1–4 turns (no saving throw).
  YAMA  (DEMIGOD OF DEATH)
  Armor Class: –2
  Magic Ability: None
  Move: 16”
  Fighter Ability: 12th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Yama started life as a normal man but so impressed the gods that they made him into a demi-
  god. He appears to the world with green skin, copper eyes, standing 7 feet tall, and he always 
  wears red robes. He enters battle with armor of etherealness, and uses a plus 5 noose and a 
  plus 3 mace that hits for 5–50 points of damage. He rides a giant buffalo.
  
  14
  YAMA’S BUFFALO
  Armor Class: –3
  Move: 18”
  Hit Points: 100
  This beast is 10 feet tall and can carry 2 gods dressed in full armor without strain. It travels in 
  the air, land, or water and gores for 4–40 points of damage.
  VARUNA  (DEMIGOD OF COSMIC LAW AND JUSTICE)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 16/24
  Fighter Ability: 14th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Varuna appears as a very ordinary man able to become ethereal at will, raise gusts of wind 
  as a Staff of wizardry, and no missile or spell thrown in the air can affect him. He commonly 
  wears plus 4 armor into battle.
  TVASHRI or VISVAKARMA  (DEMIGOD OF WEAPONS AND SCIENCE)
  Armor Class: –3
  Magic Ability: 20th Level
  Move: 16”
  Fighter Ability: 11th Level
  Hit Points: 250
  Psionic Ability: Class 6
  He, unlike the other demigods, changed his armor class. He appears as a normal man and 
  designs weapons for the gods. Tvashri understands all forms of magic and can toss a spell as 
  a 20th-level wizard. He regenerates lost hit points by taking pieces of the air and applying 
  them to his body.
  KARTTEKEZA  (DEMIGOD OF WAR)
  Armor Class: –2
  Magic Ability: None
  Move: 18”
  Fighter Ability: 18th Level
  Hit Points: 180
  Psionic Ability: Class 6
  Karttekeza is 20 feet tall, with 6 heads, 12 arms, and black skin. He strikes with a lance for 
  5–50 points of damage and wears plus 5 armor into battle.
  PEACOCK OF KARTTEKEZA
  Armor Class: –2
  Move: 24/36
  Hit Points: 100
  This bird stands 10 feet tall and its beak hits for 3–36 points of damage. It is fully aware and 
  often ﬁghts alone.
  KRISHNA
  Armor Class: As a normal man
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 17th Level
  Hit Points: 150
  Psionic Ability: Class 4
  He was a man with 18’s in all things except strength, which was 20, a gift of the gods. He 
  was able to cast illusions that could fool the gods, and he could be in 2 places at once. He 
  fought in plus 3 armor and shield and used a disc weapon. This weapon hits for 3–36 points 
  of damage and was plus 3 in striking ability. It could also shoot ﬁre a distance of 15 yards for 
  2–20 points of damage once per melee turn.
  
  15
  MARUTS  (WIND SPIRITS)
  Armor Class: –2
  Magic Ability: None
  Move: 9/12
  Fighter Ability: 10th Level
  Hit Points: 100
  Psionic Ability: Class 6
  Maruts are humanoids wearing plus 2 armor and ﬁghting with broadswords. They are able to 
  ride the wind and were commonly used as shock troops by the gods.
  RAKSHASAS  (DEMONS OF INDIA)
  Armor Class: –5
  Magic Ability: (See Below)
  Move: 18/36
  Fighter Ability: 15th Level
  Hit Points: 200
  Psionic Ability: Class 6
  These demons constantly fought man and gods alike. Many of their leaders were so powerful 
  that the gods were forced to call a truce at times and give them concessions. All Rakshasas 
  have these powers in common: shapechange, ﬁght invisible except against gods, all regener-
  ate as a troll, crave the taste of human ﬂesh, and cannot refuse a gambling bet. Some of the 
  more powerful ones have complete control over forces of nature.
  YAKSHAS  (LESSER DEMONS OF INDIA)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 9/24
  Fighter Ability: As Stone Giant
  Hit Points: 50
  Psionic Ability: Class 6
  Similar to the Rakshasas but much weaker in power having the abilities of efreets and djinns 
  as per Book II: MONSTERS & TREASURE.
  NAGA
  Armor Class: –5
  Magic Ability: (See Below)
  Move: 15”
  Fighter Ability: 6th Level
  Hit Points: 36
  Psionic Ability: Class 6
  Naga are of 3 different types: the guardian Naga is a creature found in temples about 20” 
  long and spits poison, bites, or constricts; Water Naga live deep below the surface of lakes 
  and streams and use spells as a Thaumaturgist; the master Naga has 7 cowled heads and can 
  use cleric and wizard spells as a 10th-level magic user or cleric. This last snake can regenerate 
  5 points per melee round and wears all of its treasure in its cowl in the form of giant gems with 
  the older the snake the more valuable the gems.
  RIBHUS
  As elves per D&D working only for the gods.
  OGRES
  As D&D but the ogre of India can polymorph itself.
  
  16
  GREEK MYTHOLOGY
  The Greek assembly of gods is much more familiar to us than all the rest of the groups in this 
  work, because they were woven into a literature that has lasted down through the ages.
  ZEUS  (GOD OF THE AIR, RULER OF THE GODS)
  Armor Class: 4
  Magic Ability: (See Below)
  Move: 18
  Fighter Ability: 17th Level
  Hit Points: 300
  Psionic Ability: Class 2
  This god appears as a human male of powerful physique. He is able to shapechange at will, has 
  double the strength of a storm giant; his open wounds, when they spill blood, form 6th-level mon-
  sters, one every melee turn, that ﬁght for him. Finally, he has the power of divine awe. This power 
  is unique among the mythos and only applies to a select number of gods. When confronting a 
  mortal of less than the 20th level in this state, that mortal will be paralyzed (no saving throw) for 
  as long as the god wills. It is necessary for the gods with this power to use a limited shapechange 
  to tone down their splendor. This god disdains the use of armor but will use a plus 5 shield in 
  battle. A white eagle, a giant of this species, always appears at Zeus’ side.
  WHITE EAGLE
  Armor Class: 2
  Move: 9/21
  Hit Points: 50
  If Zeus takes a liking to a being (judge’s option) he will give that being a small marble image 
  of an eagle which when thrown will turn into this eagle and strike for 2–20 hit points per melee 
  round. It will disappear after the battle.
  POSEIDON  (GOD OF THE SEAS, OCEANS, AND STREAMS)
  Armor Class: 4
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 13th Level
  Hit Points: 275
  Psionic Ability: Class 2
  This god appears as a humanoid, 30 feet tall. He is the controller of the water areas and 
  therefore when he gives a command to any number of water dwellers they obey unto death. 
  He can also shapechange, summon 2–20 of any water creature, and has the divine awe of 
  the greater gods. In battle he forms a watery haze about his body that has the effect of plus 5 
  armor. He uses a trident able to absorb any spell and return a like one. It has a plus 5 hitting 
  ability and strikes for 4–40 points.
  If this god takes a liking to a human (judge’s option) he will give you a Paladin-quality horse. 
  This beast may not be used in an act of cowardice.
  HADES  (GOD OF THE UNDERWORLD AND DEATH)
  Armor Class: 3
  Magic Ability: (See Below)
  Move: 10”
  Fighter Ability: 15th Level
  Hit Points: 275
  Psionic Ability: Class 6
  Hades looks like a heavily muscled dark skinned man. He can shapechange, ﬁght invisibly, has 
  the divine awe power, and his touch or stare acts as a death spell. He has complete control 
  over all things made of earth and can re-form it.
  APOLLO  (GOD OF MUSIC AND LIGHT)
  Armor Class: 3
  Magic Ability: (See Below)
  Move: 16”
  Fighter Ability: 17th Level
  Hit Points: 250
  Psionic Ability: Class 5
  
  17
  Apollo enjoys appearing as a 20 foot tall, incredibly handsome man. He can shapechange, 
  teleport, has the divine awe power, and can create a purple haze around anyone which acts 
  like plus 5 armor. He commonly enters battle using a bow that shoots arrows with a plus 3 
  hitting ability; its range is whatever he can see. The arrows, made of adamant, hit for 5–20 
  damage points. He also has a harp having several magical properties. The harp can raise 
  the listener’s strength to that of a Storm Giant for as long as Apollo wishes, it can throw curses 
  (magic saving throw applicable), and it can disintegrate as the spell. 
  If Apollo is especially fond of a human (judge’s option) he will aid them once in battle or give 
  them a bit of information proving very useful to them.
  ATHENE (GODDESS OF WISDOM AND WAR)
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 15/24
  Fighter Ability: 20th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Athene usually appears as a well proportioned woman wearing a war helm and using a spear 
  and shield. She can shapechange, use limited teleportation (as a blink dog), ﬂy, and never 
  misses her target. Her helm creates an antimagic shell around her. Her shield is plus 5 with a 
  Medusa head emblazoned on it; looking at it is just like looking at a Medusa. The spear does 
  5–50 points of damage.
  If this goddess likes a human (judge’s option) she will ﬁght at his or her side for one battle.
  ARES (GOD OF BATTLE)
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 18/24
  Fighter Ability: 20th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Ares appears as a normal muscular man. He is able to ﬂy, use a limited teleport, never misses 
  his target, can shapechange, and has the divine awe power of the gods.
  He wears plus 5 armor and shield into battle and his favorite weapon is a spear having 3 
  powers. The spear strikes for 5–50 points, any enemy within 10 yards of it must make their fear 
  saving throw every 5 melee turns, and no one but Ares can pick the spear up. He also has a 
  plus 5 sword that creates an antimagic shell around its master and makes him invulnerable to 
  poison or being turned to stone.
  HERMES (GOD OF THIEVES, LIARS AND GAMBLERS)
  Armor Class: 3
  Magic Ability: (See Below)
  Move: 18/36
  Fighter Ability: 15th Level
  Hit Points: 225
  Psionic Ability: Class 4
  Appearing as a handsome teenager, this god has all the thieving abilities of a 25th-level mas-
  ter thief, as per Book IV: Greyhawk. He teleports (as a blink dog), has the strength of a Fire 
  Giant, and is always hasted. He uses a pair of winged sandals to ﬂy, has a helm of invisibility, 
  and a white staff that is able to absorb any magical or clerical spell of the ﬁrst through seventh 
  level and cast it back whenever Hermes wills. 
  He will reward an unusually daring theft or an outrageous lie on a 5% chance after the action 
  (judge’s option). This reward is in the form of raising that being’s lowest category (intelligence, 
  strength, etc.) by 3 points.
  HERA (GODDESS OF INTRIGUES)
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 200
  Psionic Ability: Class 6
  
  18
  Hera looks like a very tall woman. She can shapechange, teleport, throw curses as a spell, and 
  her voice can become so rasping that it causes 20 points of damage to all those who hear.
  While the Titans of Greyhawk are powerful, they are only weak cousins to the original Titans 
  who were strong before the gods came to rule over man.
  CRONOS (FORMER RULER OF THE WORLD AND THE TITAN OF TIME)
  Armor Class: 4
  Magic Spell Ability: (See Below)
  Move: 18”
  Fighter Ability: 17th Level
  Hit Points: 300
  Psionic Ability: Class 6
  Cronos is very fond of appearing to all as a 100 foot tall extremely handsome giant. His eyes 
  can place any being or creature in a time stasis (magic saving throw applicable) from which 
  they cannot move or be touched. He can also shapechange, create lava balls that he hurls for 
  4–40 points of damage, and he can use all 8th-level spells as a 20th-level wizard.
  In battle Cronos uses a plus 5 sickle made of adamant that strikes for 5–50 points of damage 
  and when it hits it always cuts off a body part.
  COEUS  (TITAN OF FEAR)
  Armor Class: 2
  Magic Spell Ability: (See Below)
  Move: 17”
  Fighter Ability: 16th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Coeus appears as a Storm Giant with the power to kill by fear. When ﬁrst coming within 20 
  yards of him, a magic saving throw must be made or the being dies of fright. Following that, 
  this saving throw must be made every 5 melee turns or the being runs away in fear for 10 full 
  turns. He can also shapechange and use all 4th-level spells as a 15th-level magic user. Coeus 
  has a plus 4 sword that does 5–30 points of damage per hit.
  PROMETHEUS  (THE LIGHTBRINGER, also known as “FORETHOUGHT”)
  Armor Class: 3
  Magic Spell Ability: (See Below)
  Move: 16/24
  Fighter Ability: 16th Level
  Hit Points: 275
  Psionic Ability: Class 6
  Prometheus is as the titan (see Book IV: GREYHAWK) in appearance. His main attribute is the 
  power to create any living mortal thing out of clay in only 2 melee turns. He can also use all 
  the 1st through 5th-level spells as a 15th-level wizard.
  He is very fond of mankind and if a being does a difﬁcult act unusual for a human (judge’s 
  option) there is a 15% chance that Prometheus will reward the being with a clay ball which 
  can be made into any creature the person desires. This creature will serve the being until it or 
  the being dies.
  EPIMETHEUS (known as “AFTERTHOUGHT”)
  Armor Class: 3
  Magic Spell Ability: (See Below)
  Move: 15/19
  Fighter Ability: 12th Level
  Hit Points: 225
  Psionic Ability: Class 6
  The bumbling brother of Prometheus, this titan means well but is not very careful with his cre-
  ations. He can create as does Prometheus, but there is a 45% chance that all the creatures he 
  makes will ﬁght him! He can also use the 1st through 3rd-level spells as a 12th-level wizard.
  He also likes mankind and if a being does a difﬁcult act (judge’s option) there is a 10% chance 
  that the god will reward the being as does his brother. There is a 60% chance that the creature 
  will try to kill the person making it.
  
  19
  ATLAS
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 19th Level
  Hit Points: 250
  Psionic Ability: Class 6
  This titan is 100 feet tall and very massively built. His main attribute is his great strength. He 
  strikes for 9–90 points of damage, he can lift anything in the universe except Ares’ spear, and 
  once grasped he can break anything. Magical spells have no effect on him and once he has 
  given his word he will never break it.
  OCEANUS  (TITAN OF THE SEA AND WATER)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 15th Level
  Hit Points: 290
  Psionic Ability: Class 6
  A titan standing 100 feet tall; always has a green shimmery haze around him that acts like 
  plus 5 armor. He is able to raise hurricane wind with the motion of his hand, create waves of 
  great force where there is no water, his hand strikes for 7–70 points of damage, and he can 
  use all 7th-level spells as a 30th-level wizard. All things of the water must obey his commands 
  even over the orders of any other god.
  CRIUS  (TITAN OF DENSITY AND GRAVITY)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 24”
  Fighter Ability: 16th Level
  Hit Points: 290
  Psionic Ability: Class 6
  He appears as a 100 foot tall giant. His powers include the complete mastery of gravity and 
  mass. He can make any one thing so heavy that it cannot be moved, or weightless (no saving 
  throw given). He can make this effect permanent if allowed to work on the object for 10 melee 
  turns, undisturbed, otherwise the effect wears off in 1–4 melee turns. When in battle he can work 
  on any object once per melee turn. Atlas is the only one able to lift an object Crius has affected.
  NIKE  (GODDESS OF TOTAL VICTORY)
  Armor Class: –4
  Magic Ability: (See Below)
  Move: 24/36
  Fighter Ability: 20th Level
  Hit Points: 250
  Psionic Ability: Class 6
  This unusually stubborn goddess appears as a woman of very tall stature. She always uses her 
  divine awe power and cares nothing for the lesser beings that might be affected. This goddess’ 
  main power is the ability to destroy any device used against her (magic saving throw applicable).
  She can also shapechange and use any 6th-level spell of a clerical or magic nature.
  HECATE  (GODDESS OF MAGIC)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: As Wizardress
  Hit Points: 175
  Psionic Ability: Class 2
  Hecate appears as a beautiful woman and is able to use any spell anytime she wishes as 
  if she was a 20th-level wizardress. She has twin spheres of annihilation (as per Book IV: 
   GREYHAWK) with her at all times. In the darkness she can cast 2 spells at once.
  HEPHAESTUS  (BLACKSMITH OF THE GODS)
  Armor Class: –5
  Magic Ability: (See Below)
  Move: 8”
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: Class 4
  
  20
  Hephaestus looks like a 20 foot tall humanoid with a humped back and a club foot. He is the 
  only being able to work the extremely hard metal adamant into weapons and armor and he 
  has double the strength of a Storm Giant.
  The god has so few worshipers that any being doing a great service (judge’s option) for Hep-
  haestus’ religion on a 10% chance is given a plus 3 shield especially made to be usable by 
  any class and not hamper them in the slightest.
  ERINNYES FURIES (ALECTO, TISIPHONE, MEGAREA)
  Armor Class: –1
  Magic Ability: (See Below)
  Move: 18/24
  Fighter Ability: 15th Level
  Hit Points: 100
  Psionic Ability: Class 6
  These 3 ladies are the punishment force of the gods. They appear as old crones carrying metal 
  barbed whips. They have the strength of a Fire Giant, are not affected by magical spells, and 
  they have the power to ﬁnd anything or anyone not hidden by magical means. Their whips, 
  when striking, subtract 1 from every category a being has (intelligence, strength, etc.).
  PAN  (GOD OF NATURE)
  Armor Class: –2
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: 13th Level
  Hit Points: 250
  Psionic Ability: Class 6
  This fun-loving deity has the trunk of a human with small horns on his head, and his legs and-
  hooves are like those of a large goat. His main power comes from the sound of his voice. It can 
  act as a rod of beguiling as per Book IV: GREYHAWK, and it can cause a being to be feared 
  as the spell (magic saving throw applicable). In times of great danger the god can shout and 
  cause anyone facing him to be stunned for 1–4 melee turns (no saving throw given). His ﬁrst 
  strikes cause 3–30 points of damage and he can call on 1–20 Satyrs to aid him.
  CYCLOPES  (ONE-EYED GIANTS)
  Armor Class: –3
  Magic Ability: (See Below)
  Move: 18”
  Fighter Ability: As Storm Giant
  Hit Points: 72
  Psionic Ability: Class 6
  These giants have all the powers of a Storm Giant, but they are much more intelligent. They 
  usually build their forges underwater near the shore. They are able to make plus 3 armor and 
  shields and lightning bolt javelins with a varying damage power of 10 to 40 points.
  If a mortal brings them gifts they can use, there is a 10% chance that they will give him a gift.
  SATYRS
  Armor Class: –1
  Magic Ability: None
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 75
  Psionic Ability: Class 6
  These are creatures of the wood and appear much the same way Pan does. They will attack 
  any being harming creatures of the wood. They strike for 2–20 points of damage once per 
  melee turn.
  CERBERUS
  Armor Class: –4
  Magic Ability: None
  Move: 10”
  Fighter Ability: 17th Level
  Hit Points: 100
  Psionic Ability: Class 6
  This 30 foot tall, 3 headed dog has the intelligence of a human. It is not affected by any type of 
  magic, each head is able to bite for 3–30 hit points, and it regenerates 5 points per melee turn.
  
  21
  THE HUNDRED HANDED ONE
  Armor Class: –3
  Magic Ability: None
  Move: 24”
  Fighter Ability: 20th Level
  Hit Points: 150
  Psionic Ability: Class 6
  This being stands 100 feet tall and has 100 arms. Its intelligence is on the moronic level, but it 
  displays an unusually high manual dexterity. Its favorite battle tactic is to throw 100 rocks at its 
  enemy which acts as a meteor swarm as per spell. If the creature decides to grab a person, an 
  18 strength will give that captured person a 10% chance of escaping the creature’s hold. If for 
  some reason the creature serves a being, it will remain faithful to this one person until it dies.
  CELTIC MYTHOLOGY
  The Celtic mythology is by no means conﬁned to the English Isles. The gods are all in human 
  form as opposed to some of the other pantheons mentioned. They all have spheres of inﬂuence 
  given for each god. These spheres are areas of control for the gods and any manipulation of 
  them by humans or other life forms causes the gods to take an interest.
  DAGHDA  (THE “DOZEN KING”)
  Armor Class: –2
  Magic Ability: (see below)
  Move: 12”
  Fighter Ability: 18th Level
  Hit Points: 300
  Psionic Ability: Class 2
  Daghdha is the ruler of a very loose pantheon of gods. His 2 primary attributes are the ability 
  to separate himself into 12 distinct entities with all 12 fully aware and mobile; 11 are ethereal 
  in nature and roam the earth with unlimited range, constantly supplying information to Dagh-
  dha. He has a strength that enables him to break anything in his 2 hands. He is very fond of 
  walking the earth in the form of a shabbily dressed man with a large club (noted below). His 
  other abilities include unlimited shapechanging, ESP, and teleportation. 
  Daghdha’s club has 2 powers: the large end, when touched, acts as a death spell to the thing 
  touched, the small end is able to raise the dead no matter how long the being has been dead. 
  When it is used as a wielded weapon the club does 5–50 points of damage.
  He has a cauldron able to brew any nonmagical liquid and a sentient harp that talks in the 
  common tongue, and can control weather as the spell once a day.
  MANANNAN MAC LIR  (THE SEA GOD)
  Armor Class: –2
  Magic Ability: (see below)
  Move: 12”
  Fighter Ability: 16th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Manannan Mac Lir appears as a large bearded man. He commonly goes into battle wearing 
  plus 5 armor made out of what seems to be sea shells. He uses a trident which has the power 
  to draw out all the moisture in a being’s body when it hits. This will cause the being to lose one 
  third of his hit points every time he is hit; a magic saving throw is applicable. His main attribute 
  is the power to call on any creature of the sea to ﬁght by his side.
  
  22
  He has 2 magical spears called Yellow Shaft and Red Shaft that he rarely uses and likes to lend 
  out. These spears act as dancing swords in battle, as per Greyhawk. He has a helm with 2 
  magical gems embedded at the top. A red gem heals any wound if not fatal, and a yellow gem 
  makes him invisible even in battle. He has a large war galley called “Wave Sweeper” able to 
  sail itself 24” per turn even in the absence of wind.
  DONN  (GOD OF THE DEAD, “THE DARK ONE”)
  Armor Class: –2
  Magic Spell Ability: (see below)
  Move: 15”
  Fighter Ability: 17th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Donn appears as a normal man and lives upon an island in the sea that only the dead can ﬁnd. 
  His main attribute is the ability to ﬂash 2 death spells from his eyes anytime he wills. Anyone 
  striking him with a material weapon dies and he is able to use any spell of the third level as a 
  15th-level magic user. Donn will appear if someone restores to life a being he wants to stay in 
  his domain and either ﬁght for the dead man or offer a substitute from the vast ranks of the dead.
  OGHMA  (GOD OF KNOWLEDGE, “THE BINDER”)
  Armor Class: –2
  Magic Ability: (see below)
  Move: 12”
  Fighter Ability: 14th Level
  Hit Points: 200
  Psionic Ability: Class 4
  Oghma looks like an aged, white-haired man. He has 2 main powers: the ability to answer 
  any question after a period of study, with the more difﬁcult the question the longer it takes 
  (judge’s option on time) and he knows the secret name of any creature. In Celtic mythology 
  everything has a name it gives the world and another secret name that links it to its soul. If any 
  being knows this secret name he can control the creature or being or simply make them die 
  (magic saving throw applicable). He commonly uses plus 4 armor in battle and ﬁghts weapon-
  less, relying on his naming power to defeat his foes.
  GOIBHNIE (BLACKSMITH OF THE GODS)
  Armor Class: –5
  Magic Ability: (See below)
  Move: 9”
  Fighter Ability: 12th level
  Hit Points: 250
  Psionic Ability: Class 6
  Goibhnie appears as a hugely proportioned man. His main attribute is the ability to make 
  weapons and amulets of great power. The weapons never fail to hit and the amulets have the 
  power of nullify one spell of any type.
  SILVANUS (GOD OF THE FORESTS AND NATURE)
  Armor Class: –2
  Magic Ability: (see below)
  Move: 18”
  Fighter Ability: 13th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Silvanus looks like a man with very long legs, standing 7 feet tall. He can control any number 
  of animals and creatures of the forest. He has the power to make plants grow and/or shrink.
  He wears armor made of leaves that acts like plus 5 armor and uses a wooden plus 5 mallet. 
  This mallet strikes for 5–50 points.
  A giant wolfhound ﬁghts at his side, taking 50 hit points and regenerating 5 points per melee 
  turn. It is so fast that no matter how many beings strike at his master the dog will take the hits. 
  It is necessary to kill the animal before the master can be hit. The hound ﬁghts as a dire wolf.
  Silvanus has a drinking jug from which any liquid desired ﬂows endlessly.
  
  23
  DUNATIS (GOD OF THE MOUNTAINS AND PEAKS)
  Armor Class: –2
  Magic Ability: (see below)
  Move: 24”
  Fighter Ability: 18th Level
  Hit Points: 175
  Psionic Ability: Class 6
  Dunatis appears as a normal man. His main attribute is the power to raise a giant mountain 
  from any ﬂat plain or make a giant mountain turn into a ﬂat plain. He goes into battle using 
  plus 4 armor and shield and his weapons are boulders he forms out of thin air hitting for 8–80 
  points per melee round.
  NUADA  (GOD OF WAR, “GOD OF THE SILVER HAND”)
  Armor Class: –2
  Magic Ability: (see below)
  Move: 15”
  Fighter Ability: 20th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Nuada appears as a man with an artiﬁcial silver hand. He has the ability to make any weapon 
  he holds plus 3 in hitting power and double in damaging power. When in battle and hard 
  pressed he detaches his hand of silver and it will enter battle as a dancing sword, hitting for 
  6–36 points. He commonly uses plus 4 armor and a plus 5 sword that has the power to fend 
  off any 3 weapons used against its master no matter how powerful the weapons.
  DIONCECHT (PHYSICIAN OF THE GODS)
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 10”
  Fighter Ability: 14th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Sphere: “Healing”
  Dioncecht appears as a young man. He can heal any wound or restore any dead being, no 
  matter how long dead, even if the head has been removed. He never ﬁghts in battle, but has 
  fought with Donn over some of his dead men. In these battles Dioncecht has always won be-
  cause his other power is to be unaffected by any type of magic.
  BRIGIT  (GODDESS OF FIRE AND POETRY)
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Sphere: “Fire and Poetry”
  Brigit appears as a tall woman with ﬁre colored hair. She can use any ﬁre spell once per melee 
  round and her ﬁreball is of 35 dice. She immolates for 30 points and all plus 3 weapons or 
  less melt when striking her. She has plus 5 armor in the form of tongues of ﬂame. She loves to 
  hear poetry sung in battle and there is a 5% chance that she will favor a singer by raising him 
  1 level during the battle.
  MEDHBH  (WAR GODDESS)
  Armor Class: 5
  Magic Ability: (see below)
  Move: 15”
  Fighter Ability: 20th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Sphere: “War”
  This goddess appears as a well built woman with a hideous face. She has the power to deprive 
  all who face her of their courage (magic saving throw applicable). She uses 2 spears in battle 
  that never miss and strike for 3–36 points each. Medhbh can ﬁght invisible, see clearly over 
  15 miles, and travel on land at any speed she wishes to catch her foe. It is said that she will 
  strike dead anyone who runs away from a battle she watches.
  
  24
  LIEGH  (“LONG HANDED”)
  Armor Class: 5
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 19th Level
  Hit Points: 225
  Psionic Ability: Class 6
  Sphere: “None Known”
  Liegh is unique among the gods in that he can use any one attribute of any of the other gods. 
  He appears as a tall man with very large hands. He never uses armor and in battle he depends 
  on his one power to defeat his foe.
  CU CHULAIN  (DEMIGOD OF WAR)
  Armor Class: 4
  Magic Ability: (See Below)
  Move: 12”
  Fighter Ability: 15th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Cu Chulain in battle shines with a brilliance that makes it impossible for his mortal enemies to 
  look directly at him. He can control weather as the spell, and he has the strength of a Storm 
  Giant. He uses plus 3 armor and shield and a spear called Gae Bolg made out of the bones 
  of a sea dragon. This spear is plus 4 in hitting and strikes for 4–40 points of damage. When 
  holding this weapon he can never be surprised.
  MATH  (NEUTRAL WIZARD)
  Armor Class: 5
  Magic Ability: (See Below)
  Move: 9”
  Fighter Ability: as 30th-level Magic-User
  Hit Points: 100
  Psionic Ability: Class 6
  Math is the greatest of all the legendary wizards in Celtic myth. He has 18’s in all his catego-
  ries and has given himself the power to hear anything said in a breeze anywhere in the world. 
  He is a 30th-level wizard and has done so much for the gods that he has been given a “Torc 
  of the Gods” (explained later). Math also has a rod of power that turns any being touched by 
  it into a pool of water permanently (saving throw applicable)
  BALOR
  Armor Class: 2
  Magic Ability: (See Below)
  Move: 0
  Fighter Ability: None
  Hit Points: 100
  Psionic Ability: Class 6
  Once a huge monster, this creature is now nothing but a 30 foot tall head. When the eyes of 
  this head are forced open, all beings looking at it will die (no saving throw applicable).
  TORC OF THE GODS:
  A magical device made by Goibhnie that allows the holder to shapechange at will. It appears 
  as a short rod with a large gem of any type at the top.
  TATHLUM:
  A weapon of war with magical properties easily made by anyone. Cut off the head of an 
  enemy and coat it with lime allowing several coats to dry to a rock hard ball. When thrown at 
  friends of the former owner of the head, it will have a chance of damaging up to one fourth of 
  the hit points of the person hit. If the person hit is a relative one half of the hit points are taken 
  away. This weapon is usable only once.
  DRUIDS:
  For an excellent description of these beings, see Book VI: ELDRITCH WIZARDRY.
  
  25
  NORSE MYTHOLOGY
  An asterisk — * — after the movement distance indicates other forms of locomotion possible.
  ODIN  (THE ALL-FATHER)
  Armor Class: 2
  Magic Spell Ability: (See below)
  Move: 12*
  Fighter Ability: 18th Level
  Hit Points: 300
  Psionic Ability: Class 1
  Odin is supreme among this class of gods and has many special abilities or innate powers 
  because of his standing. Among them are:
  1. The ability to shape change into any animal (normal sized) or to become dragon or 
  humanoid in appearance.
  2. Being also the god of full understanding and knowledge, Odin knows of all intentions 
  for or against him and can weed out truths by use of natural ESP and telepathy powers. 
  Range of both powers is 240”.
  3. He may use any or all spells of magical and clerical nature. Clerical spells, though, 
  conform mainly to Law, and Odin may not use any Raise Dead spells.
  4. Odin inspires berserker rage in all of those whom he desires near him. Persons within a 
  20’ radius gain 4 levels ﬁghting capability for as many full turns as their level (i.e., 
  a 2nd-level ﬁghter would become a 6th-level for two turns).
  The Odin Eye:
  Those persons of the 9th level or below that view an enraged Odin squarely in his one remain-
  ing eye are automatically paralyzed. Those of the 12th level or below are confused for 18 full 
  turns and those from 13th level to 25th level, including 1st- to 6th-level Demons, are merely 
  transﬁxed physically for 9 full turns. Count 1–4 possibilities of someone viewing Odin when 
  confronted by him. Odin needs not hold his gaze to affect a person.
  Odin’s Weaponry:
  Gungnir is Odin’s spear (+5). This spear, when used in battle, always points to the strongest 
  member of the opposition. Furthermore, all adversaries within a 20’ radius of it when Odin 
  holds it aloft are stricken with fear (as a fear symbol). Those that Odin allows to touch Gungnir 
  (usually before a battle) will be blessed with a double effect bless spell for the duration of the 
  battle or adventure. All enemies that dare touch Gungnir fare much for the worst since this 
  spear is treated as an artifact as outlined in Book II: MONSTERS & TREASURE.
  Odin’s Bow: Treat as a +3 composite recurve as far as range and additional accuracy is 
  considered. This weapon ﬁres a total of 10! +3 arrows each turn that never miss their mark!
  Odin’s Rune Wand:
  This wand is golden with etched Nordic Runes of Power upon and around its surface. Every 
  time this wand is used the particular Rune that represents the power being used will shine. The 
  wand’s many powers are:
  1. Acts as a Rod of Rulership (see Book IV: GREYHAWK)
  2. Summons the Elements. (1–4 Elementals of the All-Father’s choice)
  3. Conjure or Dispel Demon. (See “Eldritch Wizardry” for listed Demons.) He may summon 
  or dispel a demon once a month.
  4. Emanates a continual Anti-Magic Spell. Odin’s magic can work through this ‘shell.’
  5. Stores 12 spells of Odin’s choice.
  6. Drains 6 energy levels or 100 points for every melee round it is held by any other god 
  than Odin.
  7. Causes instantaneous death to any mortal or non-god that handles it.
  8. It is an artifact and as such it can not be detected by detect magic spells etc.
  Corselet of Mail: +5
  Helm: +5
  
  26
  Ring, Draupnir: Although not a weapon, this artifact produces a similar ring (golden) of 
  10,000–60,000 gold piece value every night. Odin often gives these away to his faithful ser-
  vants, the Einheriar, or those others that please him.
  Odin also keeps in his possession two ravens (names — Hugin & Munin), two wolves (Freke & 
  Gere) and a horse (Sleipner). Hugin and Munin (thought and memory) are constantly bringing 
  the All-Father news of the outside world. Treat these Ravens as normal birds for attack though they 
  are very intelligent and are rarely forced to do any ﬁghting due to their cleverness.
  Treat Freke and Gere as Werebears for attack/defensive abilities adding the capability of the 
  Hell Hounds’ sensing.
  Sleipner is Odin’s personal eight-legged steed. This horse is truly the most marvelous “item” in 
  that it ﬂies (24” a turn), may cross water at a full gallop and perform in all other respects as a 
  Paladin’s horse. Also, it may teleport itself and its “burden” once per day at the rider’s com-
  mand. Only Odin may mount Sleipner though there is a very good chance that the horse (which 
  is very intelligent) would save some Lawful or deserving person or creature in need of help by 
  transporting them.
  Those actually gaining the favor of the All-Father may be advanced a level, gain monetary or 
  magical rewards, strength, wisdom points etc., or get the ultimate reward and pleasure of battling 
  at Odin’s side at Ragnarok! A treasure unparalleled!
  Lastly, Odin’s halls and lodgings are numerous, among them Valhalla; Odin’s council hall — (as 
  it is all of the other gods’ hall) is Gladsheim and ﬁnally Odin’s palace Valaskialf where is 
  located Hlidskialf, his magical “All Seeing” throne. (Treat as an unlimited duration crystal ball 
  with clairvoyance.)
  THOR  (GOD OF THUNDER)
  Armor Class: 2
  Magic Spell Ability: none
  Move: 15”*
  Fighter Ability: 20th Level
  Hit Points: 275
  Psionic Ability: Class 6
  The Thunder God is second in importance only to his father Odin. His capabilities are as follows:
  1. To change shape at will into a Falcon or Dragon.
  2. Those unfortunate enough to battle Thor that are within 4” of him automatically lose 1–6 levels 
  of experience for 2–8 full turns. Lower levels to begin with merely ﬁght at a minus 1 or 2 etc.
  3. Those servants of Thor within the same 4” range of him gain +2 on all attack dice and they 
  will never tire due to the strains of combat.
  4. Those using any type of lightning or weather spell on the same battleﬁeld or area in which 
  the Thunder God is present have a 50% chance of that spell reversing upon them. Any per-
  son that is foolhardy enough to direct a spell of the same type at Thor himself may have it 
  rebound upon him for double damage/effects if he doesn’t make the proper saving throws.
  5. When not using his magical Belt or Gloves, Thor’s strength matches that of a Hill Giant.
  Thor’s Weaponry:
  Mjolnir: The magical Hammer of Thor. This hammer, when wielded by the Thunder God, will 
  slay any giant it hits, and it never misses! Commonly the hammer is thrown and returns to Thor. 
  Its range is not restricted as is the dwarves’ +3 hammer and as long as there is a target in sight the 
  hammer will hit. When used in any other capacity besides the slaying of giants, the hammer will 
  cause 10–100 points of damage. Another property of Mjolnir is that of throwing, up to sighting 
  distance, a bolt of lightning with a varying strength from 2–24 eight-sided dice of damage. The 
  intensity of the bolt is controlled by Thor himself. Lastly, the hammer shines a light blue color, thus 
  warning Thor of imminent danger within 10–60 yards of himself.
  Only beings with a strength equal to a Frost giant may pick up and carry this item of power, (And 
  that at –50% speed) and only Thor himself may use Mjolnir.
  Megingjarder: The magical belt of power. Combined with his magical gloves these items give 
  Thor the comparable strength of a Storm Giant. When used by itself the belt merely raises the 
  Thunder god’s strength to that of a Fire Giant.
  
  27
  Thor’s Magical Gloves of Power: These unnamed items, when worn separately from Meging-
  jarder, give Thor the proportionate power of a Stone Giant. As mentioned above, when the gloves 
  are worn in concert with Megingjarder, Thor’s strength is increased to that of Storm Giant!
  Tanngjost & Tanngrisner: The two magical goats of Thor. These beasts obediently serve the 
  Thunder God by pulling his “Air Chariot” 24” a turn across land or through the sky! They also 
  serve as formidable opposition in battle (4 6-sided dice each, Armor class: 3, attacks = 2 hooves 
  for 1–10 each and two horns for 1–4 each). These goats also make a good meal for Thor when-
  ever he likes, for the next day (if no bones were broken), these goats are as good as new and 
  ready once more to serve their master.
  Thor’s sons are Magni and Modi. Thor’s realm is Thrudheim where he dwells in his pal-
  ace Bilskinir. He occupies a seat amongst the “twelve” in Asgard.
  TYR  (GOD OF WAR)
  Armor Class: 2
  Magic Spell Ability: None
  Move: 12”
  Fighter Ability: 19th Level
  Hit Points: 250
  Psionic Ability: Class 6
  This one-armed god of war was overshadowed by Thor muchly and had very little to do with 
  Norse Mythology. Tyr though is the only god capable of approaching the Fenris wolf with any 
  success. He inspires a berserker type ﬁghting (similar to Odin, but with only 50% effectiveness) in 
  his followers’ rage. His dwelling place is not mentioned nor are his sons. He does occupy a seat 
  amongst the twelve at Asgard and it is assumed that he dwells there most of the time.
  BRAGI  (GOD OF POETRY, ELOQUENCE, AND SONG)
  Armor Class: 2
  Magic Spell Ability: None
  Move: 12”
  Fighter Ability: 7th Level
  Hit Points: 100
  Psionic Ability: Class 6
  Being the God of Poetry, Eloquence and Song, he inspires such. All those persons not content or 
  having bad intentions on their mind will be overcome by this god’s song or verse if they approach 
  within hearing distance. Persons so affected will lose all of their former intentions and join this god 
  for song and revelry until Bragi is satisﬁed that they have learned their lesson, whereupon he will 
  set them free. Bragi rewards those that actually seek out his ﬁne arts with genuine interest and he 
  may bestow upon them a great legend (from a poem or song of course). Also, all those hearing 
  Bragi play upon his Harp of Calm will cease ﬁghting, quarrelling etc.
  Bragi’s house is not mentioned and he has no sons. He sits amongst the twelve gods at Asgard.
  BALDER  (GOD OF BEAUTY)
  Armor Class: 2
  Magic Spell Ability: 1st–4th level clerical
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 100
  Psionic Ability: Class 6
  Balder is the God of Beauty. His main attribute is that of granting people more beauty, which he 
  does by raising their charisma. (Since beauty is not necessarily considered all that there is to high 
  charisma, Balder may raise any person’s charisma by two points only.)
  Those mortal females that look upon this god become immediately “enchanted” with his beauty 
  and must roll on the table in Book I: MEN & MAGIC for their own reaction if the god asks that 
  person to serve him. He will only ask those females of a 15 charisma or higher to do so and there 
  is a +2 chance that the desired person will comply.
  Balder cannot be harmed in any form or way except by the use of mistletoe fashioned as a weapon.
  His son is Forseti.
  Balder abides in Breidablik and has a seat amongst the “twelve” in Asgard.
  HEIMDALL  (THE BRIGHT GOD)
  Armor Class: 2
  Magic Spell Ability: Shape Change Spell
  Move: 15”
  Fighter Ability: 16th Level
  Hit Points: 200
  Psionic Ability: Class 3
  Guardian of the Bifrost Bridge is the god’s main function, keeping it secure from all those that 
  would have evil thoughts in mind for Asgard or from those that did not have any business in that 
  city. (The Frost Giants are a classic example)
  
  28
  Heimdall can never be surprised and likewise always surprises his opponent (excluding other 
  gods). He is also gifted with exceptional eyesight, which gives him the attributes of an unlimited 
  range and duration clairvoyance spell. Since it is also quoted that “Heimdall could here the wool 
  growing upon sheep [sic]” he may clairaudience with no duration or range penalties.
  Heimdall’s Weaponry:
  Sword: (Hofud or translated ‘head’)
  This sword combines two abilities when wielded by The Bright God.
  1. It slays Frost Giants with but a single hit.
  2. It has the Vorpal blade ability as described in “Greyhawk” but with the absence of the anti-magic circle.
  Armor:
  Heimdall’s armor is pure white in color and adds the following abilities when worn.
  1. +3
  2. Works as a Gem of Brightness as outlined in Book IV: GREYHAWK.
  Horn:
  Heimdall’s horn Gjaller is the alert system for Asgard as much as Heimdall is the alerter. Heimdall 
  will blow a blast upon it to announce the coming of the Frost Giants and the gods and their hosts will 
  issue out to ﬁght the last battle at Ragnarok. This horn also is blown to proclaim a visitor.
  Heimdall’s horse is named Gulltop and is treated as a Paladin’s horse in all respects.
  Heimdall had no sons residing in Asaheim but had many on earth proper that became great 
  kings (mostly in Denmark).
  Heimdall’s house is Himinbiorg located at the highest point of the Bifrost Bridge. He has a seat 
  with the twelve gods at Asgard.
  HODER
  Armor Class: 2
  Magic Spell Ability: None
  Move: 9”
  Fighter Ability: 7th Level
  Hit Points: 100
  Psionic Ability: Class 6
  This blind god had very little to do with Norse mythology except that he accidentally slew his brother Bald-
  er. He talks very little and does not involve himself too much, although he has a seat amongst the twelve.
  VIDAR
  Armor Class: 2
  Magic Spell Ability: None
  Move: 12”
  Fighter Ability: 14th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Vidar is strength personiﬁed and he shows his strength continually throughout the Mythos.
  The Iron Shoe of Vidar:
  Vidar cannot be toppled when wearing this shoe for it holds him ﬁrm to the earth in those types of 
  emergencies. Likewise any object, or person for that matter, that Vidar steps upon will be trapped 
  beneath the shoe. In the mythology, for instance, Vidar slew the Fenris wolf by placing his iron-
  bound foot upon the jaw of Fenris and at the same time lifting upwards with all of his strength 
  upon the upper extremities of the wolf thus ripping Fenris asunder!
  Vidar also dons +3 armor and wields a +3 two-handed sword. Vidar is one of Odin’s sons 
  and he sits with his father and the other gods in Gladsheim.
  VALI  (GOD OF ETERNAL LIGHT)
  Armor Class: 2
  Magic Spell Ability: None
  Move: 12”
  Fighter Ability: 12th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Vali is the God of Eternal Light besides being the best archer in all of the nine worlds.
  Vali is impregnable to any type of shot or hurled missile, magical or otherwise.
  Vali’s Bow:
  His +4 Shortbow ﬁres a number of different arrows, as listed:
  1. 
  Arrow of lightning (as Javelin of Lightning except 15” range)
  2. 
  Slay Monsters.
  
  29
  3. 
  Slay Giants.
  4. 
  Arrow of Flight. (+3 with 30” range)
  Vali will always have a quiver containing one or more arrows of each type. This god ranks amongst 
  the twelve and shares his father’s dwellings in Valaskialf.
  ULLER  (GOD OF THE HUNT)
  Armor Class: 2
  Magic Spell Ability: None
  Move: 24”*
  Fighter Ability: 15th Level
  Hit Points: 200
  Psionic Ability: Class 6
  This is the God of Hunting and Archery; Uller is also considered one of the strongest gods and 
  second only to Odin himself. [This author does not agree with this contention.] Uller did very little 
  except to usurp Odin’s throne and cause disharmony amongst the gods until Odin returned and 
  deposed him, Uller then ﬂeeing into the wilderness. For this reason, if these two gods cross paths, 
  they will automatically ﬁght. Since he is the God of the Hunt and Chase he has an increased move-
  ment rate of 24” and all followers that worship Uller receive a permanent 2” bonus to all movement. 
  Uller may control any weather that is cold or wintry. He tracks as a 13th-level Ranger-Lord and Uller 
  ignores the effects of cold, including blasts from cold wands, etc.
  For hunting purposes Uller is armed with a +3 bow of yew wood and a quiver full of arrows 
  to slay animals.
  Uller’s wife is Skadi and their abode Ydalir will be found somewhere upon Asaheim amongst 
  a vale of yew trees.
  FORSETI  (GOD OF PEACE AND JUSTICE)
  Armor Class: 2
  Magic Spell Ability: None
  Move: 12”
  Fighter Ability: 7th Level
  Hit Points: 100
  Psionic Ability: Class 6
  Forseti’s title is ‘Peacemaker’. He is also God of Justice. Forseti has little ability in the magical or 
  ﬁghting ﬁelds, but is one of the twelve main gods seated at Gladsheim. His dwelling place is Glit-
  ner made of silver & gold. He is the son of Balder.
  LOKI  (GOD OF MISCHIEF AND STRIFE)
  Armor Class: 2
  Magic Spell Ability: 1st–6th Level
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 200
  Psionic Ability: Class 3
  Loki is the god of supreme mischief and strife. He is the bringer of many pangs to Asgard and 
  at the end will ﬁght against the other gods on the side of the Giants and their minions. He is the 
  adopted son of Odin, though, and will remain immune to punishment until Ragnarok.
  Loki’s varied powers are:
  1. 
  Treat Loki as a 15th-level Master Thief.
  2. 
  He may shapechange into any object or creature.
  3. 
  Those that are not gods that converse with Loki for more than three melee rounds will come 
  under Loki’s control until he revokes the situation.
  4. 
  Spells thrown by this god will be treated as 20th level for effect.
  Loki’s Magical Boots:
  These boots combine the powers of:  
  — Waterwalking
  — Flying
  — Travelling
  — Speed
  Loki’s ﬁrst offspring were from his wife, Glut. They were named Eisa and Einmyria.
  Loki’s second wife (a giantess named Angur-boda) bore him Hel, Jormungandr and the wolf 
  Fenris, all three of which will be dealt with in detail later.
  Loki’s last wife, Sigyn, bore him two sons, Narve and Vali. Loki is seated as one of the twelve 
  gods at Asgard but no other dwelling place is mentioned.
  
  30
  FREY  (GOD OF SUNSHINE)
  Armor Class: 2
  Magical Spell Ability: See below
  Move: 12”
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Frey is not an Aesir, being the son of Njord and Nerthus, but he is a Vanir, the other interrelated 
  class of gods in the Norse mythology. He is the God of Fairyland and has at his command all of 
  the Fairies (elves) of that land. He is also the God of Sunshine and Summer Showers, and thus is 
  able to control weather to that degree.
  Frey’s Magic:
  Sword: This sword slays ﬁre giants as Heimdall’s sword slays Frost Giants. Against other giants, 
  it merely adds +5 to damage done. It has no basic plus chance to hit.
  Frey’s Ship: This was a gift from the dwarves (as was most of the gods’ magic weaponry, etc., 
  was) and when in use can hold all of the gods and their horses. It can travel 60” a turn on water 
  or through the air and when not in use it may be folded up into a one by one inch cube and 
  placed in Frey’s pocket!
  Golden Bristles: Another gift from the dwarves to Frey was a gigantic golden boar. This ‘mon-
  ster’ is very attentive to Frey’s needs and wants. Golden Bristles attacks as a 10th-level monster (2 
  tusks for 2–12 per), its armor class is 3 and it may take 8–12 sided dice of damage. This boar 
  runs 20” a turn and charges 24”. It may ﬂy 32” a day and it never tires.
  Frey’s other steed is Blodug-hoﬁ which corresponds to a paladin’s horse in all respects and with 
  one addition in that itself and anyone mounted upon it can never be harmed by ﬁre in any amount 
  or form.
  Frey’s most trusted servant is Skirmir (9th-level ﬁghter) who wields a Vorpal Blade.
  Frey lives and rules in Alfheim (Fairyland) with his wife Gerda. Their son is Fiolinir.
  NJORD
  Armor Class: 2
  Magical Spell Ability: See Below
  Move: 12”
  Fighter Ability: 14th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Frey’s father is represented as a mild god. Those peoples that are normally found at sea (Vikings, 
  pirates, buccaneers, etc.) are very likely to worship this god or call upon him to calm the seas in time 
  of storms. Njord has full control of all types of sea creatures within a 100” × 100” area around him. 
  He controls weather and is the Ruler of the Water Elementals. He may windwalk at any time. He 
  is immune to the effects of storms (except those conjured up by the Thunder God).
  Njord’s wife is Nerthus, and his children, Frey and Freya. He dwells at the palace Noatun 
  in Asaheim.
  FRIGGA  (QUEEN OF THE GODS)
  Armor Class: 2
  Magical Spell Ability: None
  Move: 12”*
  Fighter Ability: 7th Level
  Hit Points: 200
  Psionic Ability: Class 2
  Queen of the Gods and Wife of Odin are Frigga’s major titles. She is also the goddess of the 
  atmosphere. Frigga is said to hold all secrets but not reveal them. She shares Hlidskialf with the 
  All-Father and she is always (or almost always) outwitting her husband. Frigga’s necklace will 
  charm anyone she wishes within sight of her. Frigga can ﬂy and teleport at will. Frigga also 
  delivers people from peril. She has many servants, in fact, too many to discuss at length here but 
  some of their names are: Fulla, Gna, Lofu, Gefjon, Eira, Holda. Gna has a horse that traverses 
  air and water at 24” a turn.
  Frigga dwells equally in Asgard or Vingolf where the goddess’ palaces are located. Frigga’s 
  palace is Fensal.
  
  31
  FREYA  (GODDESS OF LOVE)
  Armor Class: 2
  Magical Spell Ability: None
  Move: 12”*
  Fighter Ability: 7th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Goddess of Love and Fertility. Freya is Frey’s sister, daughter of Njord and Nerthus. Freya commands 
  ﬁre and is adept at removing curses. She often travels in falcon guise but she can shape change into 
  any bird (large or small). When travelling in ‘person’ she goes by chariot pulled by two gigantic cats 
  (Armor class 5, move 18” a turn, hit points 30 each, and three attacks per turn for 1–8 per claw and 
  2–12 for the bite). Freya possesses the necklace Brisingamen, a piece of jewelry of fantastic value. 
  She also has a cloak of falcon feathers that allows her to ﬂy at 24” a turn.
  Freya’s husband is Odur. Freya dwells at Folkvang in Vingolf.
  IDUN  (GODDESS OF YOUTH)
  The goddess of Spring and Eternal Youth. Idun keeps the Apples of Youth that the gods partake 
  of every day to keep their longevity. Her dwelling place is the Groves of Brunnaker in Vingolf.
  AEGER  (THE STORM GOD)
  Armor Class: 2
  Magical Spell Ability: All water connected spells
  Move: 45”
  Fighter Ability: 15th Level
  Hit Points: 280
  Psionic Ability: Class 6
  God of storms and the sea. This god takes delight in overturning ships and dragging them down 
  to his realm under the sea. Since this god is not of the Aesir or Vanir but of an older (unmentioned) 
  line he cares not for either of the aforementioned and if his realm is invaded by either of the 
  above he will attack. His wife is Ran who is described next. His brothers are Kari and Loki. Aeger 
  dwells under the sea near the island Lessoe in the Cattegat.
  RAN
  Armor Class: 2
  Magical Spell Ability: As Aeger
  Move: 40”
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: As Aeger
  A cruel goddess, Ran’s favorite pastime is lurking near dangerous reefs where she lures mariners 
  to their doom. She is equipped with a large net which she also uses to drag the ships under with. 
  Ran is sometimes called the Goddess of Death. She has a great affection for gold and if sea-
  travellers take the proper precautions by dumping some gold into the deeper regions of the sea 
  as tribute to Ran she might not attack. Then again . . . as a ﬁnal note, these two “gods” despise 
  anyone using ﬁre or worshipping a ﬁre-using god.
  HEL  (GODDESS OF DEATH)
  Armor Class: 2
  Magical Spell Ability: 17th-level Anti-Cleric
  Move: 24”
  Fighter Ability: 12th Level
  Hit Points: 250
  Psionic Ability: Class 6
  Although Ran has some small claim towards the title, Hel is undoubtedly the Goddess of Death.
  Hel controls diseases, plagues and pestilences. Hel’s abode is Niﬂheim where Odin hurled her 
  and gave her power over the nine worlds. To get to her dwelling is a task indeed! First one must 
  travel to the crystal and golden gate that is guarded by a 30th-level Lich whose name is Modgud. 
  This Lich requires a toll of blood before the adventurer may pass. Next is the Gialler bridge which 
  is enveloped in ﬂames. Should the person(s) pass this successfully, they venture through Ironwood 
  (trees with iron leaves) where nothing dwells and will ﬁnd themselves at Hel-gate guarded by 
  Garm, a gigantic dog with bloodstained fur. (This monster will be dealt with separately). The only 
  way to pass is to appease the dog with Hel-cake. Within, the adventurers will pass many streams 
  among which are Leipter, where solemn oaths are sworn, and Slid, where swords continually roll 
  down its ﬂowing waters. Finally the hall of Hel, Elvinder. [And you best have a good reason 
  for coming!]
  Hel will often travel about on her three-legged white horse spreading famine and plagues. 
  Hel is the daughter of Loki.
  
  32
  THE NORNS
  The goddesses of fate. The Norns (of which there were principally three being Urd, Verdandi, 
  and Skuld) represent the past, present and future, respectively. These goddesses are ever dili-
  gently questioned by the gods (particularly Odin) about the future as it pertains to themselves. 
  The Norns will not let it be known what fate awaits the gods, although they are willing to 
  answer most any other question. They often travel as swans. Besides the three principal Norns, 
  there are many less powerful and less important ones that attach themselves as guardian spirits 
  and frequently give tokens (magic, monies, etc.) to the one they have chosen. These Norns are 
  adept in the art of polymorph and invisibility and may appear in varying forms.
  Their abode is near the Urdar fountain where they keep watch over the tree of life allowing 
  only Idun to pick the apples from its branches.
  THE VALKYRS
  These are the Warrior Maidens of Odin; Paladinesses belong to this group. These maidens 
  are, of course, very beautiful (17+ charisma) and are required to be virgins. They are equally 
  well skilled in the arts of battle also, and nine of them will be of the 7th level in regard to ﬁght-
  ing ability. Three others are of the 8th, 9th and 10th levels. These maidens sport +2 armor, 
  shields and swords, all with Paladin-type horses. They own swan plumage in which they can 
  ﬂoat down to earth, but if the plumage is taken from them, the new owner may do with the 
  Valkyrs as he so wishes for nine years, after which the Valkyrs may leave. These maidens go 
  about the battleﬁelds choosing the dead that will enter Valhalla.
  THE EINHERIAR
  These are the special guests that have been chosen from among the dead to stay in Valhalla 
  and ﬁght on the gods’ side at Ragnarok. They are usually of the 7th level or above, although 
  there may be exceptions. It is the Valkyrs’ job to choose those that fought and died the most 
  valiantly of all and then transport them to Asgard. They ﬁght and eat and if killed they are 
  magically resurrected to ﬁght once again.
  MESSENGER OF THE GODS
  Hermod is Odin’s son and was employed mainly as the messenger for all of the gods. Besides 
  Odin, he was the only one which could ride Sleipner, Odin’s steed. Treat Hermod as a 9th level for 
  combat. Hermod is armed with a sword of Cold and a wand of Dispel Magic which functions as 
  the spell Dispel Magic with the effect of a 18th-level magic-user. It does not need to be recharged.
  Below is a list and brief description of some of the minor gods and goddesses:
  Hoenir: Brother of Odin.
  Meile: Son of Odin.
  Saga: Goddess of History.
  Sjofn: A minor goddess of Love.
  Vor: Goddess of Marriages.
  Snotra: Goddess of Virtue.
  Eir: Goddess of Healing.
  Syn: Goddess of Truth.
  Magni: Thor’s son. Personiﬁcation of strength.
  Thrud: Daughter of Thor and Sif.
  Modi: Thor’s son. Personiﬁcation of Courage.
  Ve: Brother of Odin.
  Sif: Thor’s wife.
  THE MONSTERS OF NORSE MYTHOLOGY:
  Note: The monsters have no psionic abilities.
  The Giants:
  As a general rule, giants are among the most magically gifted beings in all Norse mythology. 
  Fire and Frost giants have the ability to change shape, polymorph objects, control weather to a 
  certain extent, use illusions (count 10% as solely illusionists) and use ﬁre and cold respectively. 
  Another interesting characteristic is that these giants are not stupid as legend often informs us 
  that they are. Also, some of them equal the gods for beauty. Listed among the other giants that 
  reside in Jotunheim (Giantland) are Storm giants, Rock giants and Stone giants, though these 
  groups are not as banded together as the Fire or Frost giants are. Giants have class H trea-
  sures. If not detailed, giants take 100 Points of Damage and their armor class is 3.
  
  33
  Hyrm:
  Armor Class: 2
  Magical Spell Ability: 1st–6th Level
  Move: 15”
  Fighter Ability: 20th Level Monster
  Hit Points: 250
  Hyrm is the King of the Frost giants. He is magically protected so that only weapons with a +3 
  to hit or better can score damage upon him. Cold has no effect and ﬁre (as from a wizard’s 
  ﬁreball or such), if it is above 12th level in origin, will destroy Hyrm if he doesn’t make the 
  proper saving throw. Hyrm will have from 2–24 White Dragons at his beck and call. Hyrm is 
  also served by his 10 brothers who can take 150 points of damage, use 1st- to 3rd-level spells 
  and attack as 15th-level monsters.
  Surtur:
  Armor Class: 2
  Magical Spell Ability: 1st–4th Level
  Move: 12”
  Fighter Ability: 18th Level
  Hit Points: 250
  Surtur is King of the Fire Giants. As is Hyrm, he is gifted with protection from weapons up to 
  +4 in hitting ability. Holy Swords are the only exception to the rule and they will score double 
  damage upon Surtur while Swords of Cold will inﬂict triple the damage done. Cold has the 
  same effect on Surtur as ﬁre has upon Hyrm. Surtur is armed with a normal iron sword of ﬂame 
  (a Flaming Sword) which burns continuously. Anyone struck by this blade will take 2–20 points 
  of normal damage and 2–8 dice of ﬁre damage. Frost giants are automatically slain if this 
  blade hits them, and other creatures of Coldness, of the snows, etc., will ﬂee in terror before this 
  blade. Surtur is served by 3–18 Red Dragons and he may call upon six Class 6 ﬁre demons a 
  year to do his will.
  Other Giants:
  Mimir: A very wise giant that was befriended by the Aesir. Mimir guards the Well of Wisdom 
  from which he has let only Odin drink.
  Sterkodder: This giant has six arms thus allowing three attacks (clubs) per turn since he is 
  intelligent and uses three shields. Treat hits as those of a storm giant’s for damage.
  Hymer: This is a Frost Giant of 200 points damage with armor class 3 in the body and –6 
  in the head. He has at his command 20 other Frost Giants. His wife has 900 heads!, and her 
  daughter is the beautiful mother of Tyr.
  Vafthrunder: This giant proclaimed he was the wisest living being on all of the nine worlds. 
  With the exception of Odin, and possibly the Norns, this is true.
  Skyrmir: This giant was actually an illusion created by Utgard-Loki (one of the principal Fire 
  Giants) to deceive Thor and his companions.
  Mokkerkalfe: A clay Giant. Treat this being as a clay golem with increased speed and all 
  other abilities of giants.
  Other Giants’ Names:
  Hrothjof, Hrungner, Orvandel, Gymer and Thjasse.
  Garm:
  Armor Class: 0
  Magical Spell Ability: None
  Move: 18”
  Fighter Ability: 11+ Monster
  Hit Points: 200
  Garm serves Hel by guarding Hel-gate, the entrance to Hel’s domain. This dog attacks only 
  once a turn. (Bite = 6–60 points) When loose and wandering, all below the 6th level will ﬂee 
  before this hound. He brings with him 3–24 wolves of six dice value or better.
  
  34
  The Fenris Wolf:
  Armor Class: –2
  Magical Spell Ability: None
  Move: 24”
  Fighter Ability: 11+ Monster
  Hit Points: 300
  Fenris was the offspring from Loki’s second marriage with a giantess wife. This wolf is held in 
  Asgard by the magical “chain rope” that the dwarves supplied the gods with which to bind 
  Fenris. The only god that Fenris ever trusted and allowed to feed him was Tyr. When loose (this 
  monster will break its bond at Ragnarok) it attacks once much like a purple worm for if it scores 
  a hit which is four points higher than what it requires it has swallowed its prey. Otherwise it 
  deals 10–80 points of damage. Its resistance to magic is 100%.
  The Midgard Serpent:
  Armor Class: 0/–4
  Magical Spell Ability: None
  Move: 40”
  Fighter Ability: 11+ Monster
  Hit Points: Body-inﬁnite*
  Its Norse given name is Iormungandr and its body encircles the earth where it dwells beneath 
  the waves. This serpent is the last mentioned offspring of Loki in this booklet and it is the ﬁercest 
  of all Norse encountered monsters. As noted above, its body can sustain any amount of dam-
  age but its head will sustain only one mighty blow from Thor’s hammer. It remains otherwise 
  impervious to any other form of attack. The Midgard Serpent rarely rises from the depths to 
  attack but if it does it may breathe its poison gas for which there is no saving throw or anti-
  dote. The gas spews forth from both nostrils forming a cloud of 100” × 100” area. It may also 
  choose to bite treating its bite as that of a purple worm.
  Dragons:
  Most of the Dragons’ abilities in this Mythos will conform to those of D&D. There are only three 
  types present, White, Red and Green. Some dragons of note are:
  Fafnir: This dragon was slain by Sigurd. When its blood is consumed it bestows the person with 
  the ability to understand all types of bird languages. It guards a hoard of a double H treasure.
   Nidhug: This dragon dwells below the tree Ygdrasil where it gnaws relentlessly at its roots. 
  Ofnir: This dragon helps Nidhug in his duties.
  The Dwarves:
  The dwarves were thought of as trolls in Norse mythology and are referred to as such 
  (along with their proper name) throughout the Mythos. Dwarves will be found living un-
  derground in their traditional caves trying to keep as far away from mankind as is pos-
  sible. Dwarves hate noise and are acute listeners. They are the friends of the gods but 
  are sometimes at odds with them. (Thor, out of spite, kicked a meddlesome dwarf onto 
  Balder’s funeral pyre). Dwarves are fond of making magic and there is much self esteem 
  and competition amongst their ranks as to who can make the best magic. The two principal 
  races of the dwarves are Modsogner and Durin. The dwarf kingdoms are divided into four 
  parts. Those of the North are ruled by Nordre, the South by Sudri, the East by Austre, 
  and the West by Vestri. Use the tables out of D&D for numbers appearing and, if they are 
  found in their lair, they will always have magic. Their king at some points in the mythology 
  was Sindre although the four “kingdoms” stayed divided. A noteworthy dwarf mentioned 
  in the Mythology was:
  Fjalar: This dwarf slew a giant. Treat him as a Superhero for combat purposes.
  The Light Elves:
  These elves will be straight out of D&D. Their ruler is Frey whom they fanatically serve. Their 
  home is Alf-heim upon Ljosalfaheim.
  Dark Elves:
  These elves dwell beneath the earth and cause trouble for anyone wandering through their 
  territories. They live and cause evil upon Svartalfaheim.
  
  35
  Nissies: (brownies)
  These beings look like dwarves and dress in gray with a pointed red cap. They avoid all out-
  side contact. Use the dwarves tables in D&D for determination of numbers, etc.
  Neck:
  These creatures are a mixture of the Nixie, for they dwell in water, and of the Harpy, since they 
  lure people to their imprisonment through singing. Use all appropriate D&D Nixie statistics for 
  determination of numbers, etc.
  Merman: See Book II: MONSTERS & TREASURE.
  Fossergrims:
  Another water dwelling people that live in waterfalls.
  The Sigurd Saga:
  This saga contains much of interest to D&D players. However, only some of the highlights are 
  listed here. Further reading is recommended.
  Sigurd:
  Sigurd was the hero of the Saga. To make a long story short (for there is not enough room 
  in this booklet to add extraneous material) treat Sigurd as a 12th-level lord for purposes of 
  combat and as a 7th-level ranger for tracking capabilities. Reign made Sigurd a sword that 
  actually cut the anvil it was made on in half! Treat this sword as a mithril (+4) Vorpal Blade.
  Hauberk of Gold:
  +4 armor.
  Helm of Dread:
  Treat as drums of panic (with no sound) if anyone approaches within a 50’ radius of Sigurd. 
  This helm will affect anyone under 6th level.
  Dwarf Andvari:
  This dwarf does many special things. First, he is a 10th-level ﬁghter and a 7th-level magic user; 
  secondly, he may polymorph himself into a ﬁsh; and he may turn invisible at will. Andvari holds 
  the ring Anvaranaut which has magnetic abilities plus the power to locate metal and gems.
  Hreidmar:
  A wizard of the 12th level is this man. He has three sons by the names of Odder, Fafner, and 
  Reign. Besides being a wizard Hreidmar was King of all the dwarf folk.
  Odder:
  Treat Odder as a 7th-level ﬁghter with the ability to change shape into any river dwelling 
  creature.
  Fafner:
  Treat Fafner as an 8th-level ﬁghter with the ability of changing shape into a dragon. (After 
  gloating over his father’s treasure Fafner killed Hreidmar and took the treasure for himself).
  Reign:
  Reign is not a ﬁghter but a smith of the highest degree for he can forge magical weapons. It 
  will be left up to respective judges, though, as to how many and what type of magical weapons 
  Reign can forge.
  
  36
  A Final Note on Norse Mythology:
  Unless otherwise stated gods can assume any shape or size they wish, up to Titan height, and 
  their clothes and weapons will conform to any new height. Also, curses were often used and 
  it is suggested that any magic-using being be allowed a dying curse or if he has been unjustly 
  wronged. The power of the curse will be judged by how high a level magic-user the being was 
  who cast it. It is highly suggested that if the reader wishes to incorporate these additions into 
  his or her campaign that ‘he’ do some further study and research into Norse Mythology. Books 
  on this subject may be obtained at your public or school libraries. It will add much realism to 
  the game.
  
  37
  FINNISH MYTHOLOGY
  Introductory Note:
  The action here takes place in Lapland and its environs, including Pohjola “a dark, dismal 
  country north of Lapland.“ Unlike other mythologies, the heroes are the powerful ones here. If 
  you have read the Malevella you will know what I mean. And for those out there in D&D land 
  that like ordering gods around this is your ‘piece of cake.’ The double asterisk behind a magi-
  cal power indicates that it is new to D&D, and is explained at the end of the section.
  THE FINNISH HEROES:
  VAINAMOINEN
  Armor Class: 2
  Magic Spell Ability: See Below
  Move: 12”
  Fighter Ability: 20th Level
  Hit Points: 250
  Psionic Ability: Class 6
  This vigorous old man is called the Son of the Wind, Virgin of the Air. He is a great culture 
  hero and minstrel. His mother is Ilmatar. He dwells in Vainola.
  Vainamoinen’s Powers:
  Speaks with Plants and Animals
  Immunity to all disease
  Rock to Mud
  Cause Earthquakes
  Shape Change
  Summon**
  Enchant Boats**
  Heal wounds (Light and Serious)
  Heal Iron Wounds**
  Polymorph self
  Polymorph others
  Detect Evil
  Protection from Evil
  Dispel Magic
  Control Weather
  Cure Disease
  Reverse Magic**
  Knock
  Forlorn Incistment**
  Not affected by spells or items that would control or charm him.
  Consider all of these powers innate to Vainamoinen and reusable over and over again.
  Vainamoinen’s Magic:
  Kantele (Finnish Harp):
  This instrument when played by Vainamoinen will summon to him all those lawful (including gods) 
  in nature within hearing distance. Let it be noted that the music will travel throughout Lapland in a 
  period from 2–8 days and any hearing it will have to come. Also, all evils that hear this will au-
  tomatically fall asleep for 1–4 days. Only in special situations will Vainamoinen play his kantele.
  Magic Crossbows:
  Vainamoinen is supposed to have hundreds of magical crossbows! Among the ones he has are 
  Speed, Distance and Accuracy. His special crossbow is almost alive for it ﬂoats through the air, 
  ﬁres itself and reloads and continues hunting. All crossbows are considered +3 and the bolts +2.
  Boats:
  Vainamoinen has many different magical boats. Of those there are ones (canoe sized) that 
  hold as a portable hole does and those that are not affected by storms and high winds. All 
  of his boats move twice as fast as normal.
  
  38
  Belt:
  This gives him Cloud Giant strength.
  Axe:
  +5.
  Knife of Sharpness:
  Treat as a sword of sharpness but with only a +1 chance to hit.
  Armor:
  +4
  Sword:
  This sword has a 12 intelligence and 12 ego, talks, slays monsters, throws a fear spell per turn, 
  and with all of this has sharpness (as a sword of . . .) as one of its abilities. Its basic chance 
  to hit is +3.
  Horse and Sledge:
  Customarily people travel throughout Lapland with horse and sledge (sleigh). Vainamoinen’s 
  horse travels 24” a turn with sledge in tow and it may walk upon water. This horse will bear 
  any load up to 3,000 g.p. in weight, including full mount.
  Vainamoinen’s Tears:
  When and if Vainamoinen cries he will spill from 2–20 tears that turn into 5,000 g.p. value 
  blue pearls. You will not ﬁnd them just lying around Lapland though, for he collects these 
  “gems.”
  LEMMIKAINEN
  Armor Class: 2
  Magic Spell Ability: See Below
  Move: 12”
  Fighter Ability: 18th Level
  Hit Points: 225
  Psionic Ability: Class 6
  Lemmikainen is described as jovial and reckless, constantly getting himself into serious scrapes.
  Lemmikainen’s Powers:
  Death (as Death Spell in Book I: MEN & MAGIC)
  Bears and wolves do not attack him
  Sleep
  Finger of Death & Sleep at once (–2 on all saving throws)
  Reverse Magic**
  Silence
  Shape Change
  Polymorph self
  Polymorph others
  Summon Gods (as Gate spell in Book IV: GREYHAWK)
  Speak with Animals & Plants
  Protection from Evil
  Polymorph any Object
  Animate Statues
  Forlorn Incistment**
  Control Weather
  Dispel Magic
  –2 on saving throws against poison from snakes
  Hears noises as Master Thief
  
  39
  Lemmikainen uses his powers as does Vainamoinen, over and over, with no necessity for ‘read-
  ing up’ on spells.
  Lemmikainen’s Magic:
  Sword:
  This sword is +5 with both sharpness and ﬂaming abilities combined.
  Dagger:
  +3
  Belt:
  This is a girdle of Frost Giant strength.
  Armor:
  Lemmikainen usually suits himself with +4 chainmail.
  Javelin of Distance:
  Range of this weapon is 9” with a + 3 chance to hit.
  Bow & Arrows:
  Lemmikainen is armed with a +3 bow and a quiver full of Animal Slaying arrows.
  Snowshoes of Speed and Traveling:
  These shoes allow Lemmikainen to travel tirelessly at 24” per turn across snow-laden ground.
  Magical Bush:
  This bush was left at home and it bled (noticeably) if Lemmikainen were in trouble, thus warn-
  ing his mother.
  Horse and Sledge:
  Treat this combination as that of Vainamoinen’s except that the horse may bear loads totalling 
  no more than 2,000 g p. in weight.
  Lemmikainen’s comrade in arms is Tiera, a 9th-level ﬁghter. He is armed with a +3 spear.
  KULLERVO
  Armor Class: 5
  Magical Spell Ability: See Below
  Move: 15”
  Fighter Ability: 19th Level with 18 (00) strength
  Hit Points: 200
  Kullervo is described as a hulking brute who always misuses his enormous strength.
  Kullervo’s Powers:
  Walk on Water
  Fire does not affect him
  Shape Change
  Polymorph others
  Polymorph self
  Speak with Animals
  Summon Gods (as Gate spell)
  
  40
  Kullervo’s Magic:
  Axe of Cutting:
  This axe is +2 with sharpness ability.
  Sword:
  Kullervo’s sword has a basic +3 chance to hit and when it does hit it will slay any ﬁghter. This 
  sword communicates with Kullervo by talking.
  JOUKAHAINEN
  Armor Class: 4
  Magical Spell Ability: See Below
  Move: 12”
  Fighter Ability: 16th Level
  Hit Points: 175
  Psionic Ability: Class 6
  Joukahainen is described as a minstrel and wise in the arts of magic. His domain is Joukola.
  Joukahainen’s Powers:
  Reverse Magic**
  Detect Magic
  Detect Evil
  Forlorn Incistment**
  Polymorph others
  Polymorph self
  Shape Change
  Dispel Magic
  Summon Gods (as Gate spell)
  Joukahainen’s Magic:
  Crossbow:
  This weapon combines a +3 chance to hit with that of a crossbow of speed. It ﬁres non-magical 
  poisoned bolts.
  Boats:
  Joukahainen has two boats. One is light and may go an additional 4” per turn. One is small 
  and holds a lot. (Treat it as Vainamoinen’s boat of “holding.”)
  Horses and Sledge:
  Joukahainen’s golden sledge (value in gold = 50,000) is pulled by an eerie horse of reddish 
  brown color. This horse moves (pulling the sledge) 20” a turn and it attacks as does any other 
  heavy horse does but with one addition in that it can breathe Fire (as a 7 die Hell Hound)! 
  Joukahainen has one other steed that can pull the sledge 18” a turn.
  Joukahainen’s Golden Helm:
  This helm’s intrinsic value is 10,000 in gold plus it warns this magic-user of magic being per-
  formed upon him by throbbing against his forehead.
  
  41
  ILMARINEN
  Armor Class: 2
  Magic Spell Ability: See Below
  Move: 12”
  Fighter Ability: 14th Level
  Hit Points: 200
  Psionic Ability: Class 6
  Ilmarinen is described as a great smith and craftsman. He is the brother of Vainamoinen and 
  is said to be very handsome (18 charisma). Ilmarinen forges the Sampo and all magic items. 
  He lives and works at his homestead Ilma.
  Ilmarinen’s Powers:
  Reverse Magic**
  Control Weather
  Heal Iron Wounds**
  Windwalk
  Shape Change
  Polymorph self
  Polymorph others
  Speak with Animals
  Summon Gods
  Horse and Sledge:
  Ilmarinen’s red colored sledge is pulled by his very fast steed at 22” a turn.
  ILMATAR
  Armor Class: 4
  Magical Spell Ability: See Below
  Move: 12” or 24” per turn ﬂying
  Fighter Ability: 10th Level
  Hit Points: 250
  Psionic Ability: Class 4
  Ilmatar is Vainamoinen’s mother. She is described as the Creatrix of the World, Daughter of 
  the Air.
  Ilmatar’s Powers:
  Protection from evil 20’ radius
  Control Weather
  Dispel magic
  Shape Change (only into ﬂying creatures)
  Fly (as noted above)
  Ilmatar will also have all powers under the sub-heading “Mothers.”
  Ilmatar’s Magic:
  Ilmatar has a hand-sized ball that she carries in a copper box. This ball has written upon it all of 
  the legends of creation and the world that were procured from the earth, skies and the waters.
  Horse and Sledge:
  Ilmatar’s horse can pull her and her sledge through the air or upon the land at 24” a turn.
  LOUHI
  Armor Class: 4
  Magical Spell Ability: See Below
  Move: 12”
  Fighter Ability: 9th Level
  Hit Points: 100
  Louhi is one of the minor heroines of Finnish mythology. Her castle’s name is Pohjola.
  Louhi’s Powers:
  Polymorph self  
  Cause Disease  
  Invisibility
  
  42
  WATER HERO (THUMB HEIGHT MAN)
  Armor Class: 0
  Magical Spell Ability: None
  Move: 48”/1”
  Fighter Ability: Storm Giant
  Hit Points: 300
  Psionic Ability: Class 6
  This enigma appeared to Vainamoinen as a 1 inch (actual height) man. His purpose was to 
  fell the great tree that was blotting out the sun’s rays. When Vainamoinen scorned him for his 
  height and ridiculed his possibilities of felling as great a tree as the one that this grew into, this 
  water hero proceeded to grow to above 200 feet in height. He went about his duties as an 
  astonished Vainamoinen looked on and with his axe felled the tree with three strokes!
  Thumb Height Man’s Magic:
  His axe seems to be the only magic item, it being a +3 ﬂaming axe. When it hits anything it 
  will cause from 20–80 points of regular damage and if the person in question does not make 
  his saving throw versus magic he will be burned to a cinder. All of his accouterments are of 
  copper. (Helm, Belt, Axe, Gauntlets, and Boots)
  SAMPSA PERLEVOINEN
  Armor Class: 4
  Magical Spell Ability: None
  Move: 15”
  Fighter Ability: 10th Level
  Hit Points: 150
  Psionic Ability: Class 6
  Sampsa is a small person who goes about Lapland planting trees, ﬂowers, etc. He has ﬁve 
  maidens that help him do his work. He is the friend and servant of Vainamoinen.
  Sampsa’s Powers:
  Speak with Plants and Animals
  Control Weather
  Massmorph
  Commune with Nature (see Book VI: ELDRITCH WIZARDRY)
  Summon Nature Gods (as Gate but only those gods strictly pertaining to nature)
  Sampsa’s Magic:
  Axe:
  Sampsa’s axe is made of gold with a copper haft. When Sampsa carries this axe all evil 
  animals (those with evil intent, etc.) will ﬂee before him. Also, any trees, briars, etc. that were 
  placed to either block or ambush living things will be dispelled on contact with this axe.
  WATER HERO (OLD MAN)
  Armor Class: 2
  Magical Spell Ability: None
  Move: 24”
  Fighter Ability: Cloud Giant
  Hit Points: 250
  This water hero had an iron ﬁst and was iron colored. He bore stone helm, shoes and a knife 
  of gold with copper haft. He is usually sent by the Water Gods.
  TOUNELEA
  Armor Class: 9
  Magical Spell Ability: As 11th-level Wizardress
  Move: 9”
  Fighter Ability: As a Wizardress
  Hit Points: 30
  This was an evil witch type that was opposed to Vainamoinen.
  
  43
  OLD CRONE OF POHJOLA
  Armor Class: 9
  Magical Spell Ability: As 15th Level
  Move: 6”
  Fighter Ability: As normal women
  Hit Points: 20
  Psionic Ability: Class 6
  Pohjolai opposes Lapland and all of its heroes. Eventually it is destroyed and the Sampo regained.
  Old Crone’s Powers:
  Summon Invisible Fighters (4–6th levels and 10–100 at a time)
  Old Crone’s Magic:
  She has many potions of poison and sleep. Also she has wood that if placed in a ﬁre when 
  strangers are approaching will bleed if these are unwanted or of evil intent, or shed water if 
  the adventurers are friendly.
  SON OF POHJA
  Armor Class: 4
  Magical Spell Ability: See Below
  Move: 12”
  Fighter Ability: 10th Level
  Hit Points: 100
  This person battled and lost to Lemmikainen.
  His Powers:
  Control Weather
  Create Water
  Summon Animals (See “Eldritch Wizardry”)
  MAIDEN OF POHJA
  Armor Class: 8
  Magical Spell Ability: As 7th-level Cleric
  Move: 9”
  Fighter Ability: As normal women
  Hit Points: 50
  Wherever this woman went a rainbow stayed above her head. She Communes with Na-
  ture as an added attribute (See Book VI: ELDRITCH WIZARDRY) and may talk freely with 
  plants and animals.
  THE FINNISH GODS:
  UKKO  (RULER OF THE GODS)
  Armor Class: 2
  Magical Spell Ability: See Below
  Move: Inﬁnite
  Fighter Ability: 20th Level
  Hit Points: 300
  Ukko is represented as an old man. He is the supreme god of this mythos and Ukko has special 
  authority over the clouds. He is very helpful to the majority of the heroes when he is called 
  upon to lend assistance.
  Ukko’s Powers:
  Ukko, in a nutshell, can use any of the spells contained in Book IV: GREYHAWK and any new 
  spells appearing in this particular mythology. This includes both cleric and Magic-Users’spells 
  and he is considered 18th-level clerical and 24th-level magical for effect of his spells. They are 
  reusable over and over again and Ukko does not have to read any books or such to regain 
  spells used.
  
  44
  Ukko’s Magic:
  Ukko’s magic is limited to a ﬂaming sword which slays anything it hits! He rarely uses it though 
  unless it is to recreate a facsimile to give to some hero who wants a sword. Besides this “gem” 
  he has no other magical items. [But I’m sure he could twist Ilmarinen’s arm to make a few for 
  him if he wanted . . . ]
  AHTO  (GOD OF THE SEAS AND THE WATERS)
  Armor Class: 2
  Magical Spell Ability: See Below
  Move: 18”/Inﬁnite
  Fighter Ability: 12th Level
  Hit Points: 200
  Psionic Ability: Class 4
  Ahto is the God of the Seas and the Waters. Like most of the gods, he remains inconspicuous 
  all throughout the mythology. His realm under the ‘Seas’ is Ahtola. His spouse is Vellemo.
  Ahto’s Powers:
  Controls all Sea weather
  Commands all Sea creatures
  Speaks to all Sea dwelling animals, birds, and ﬁshes
  May summon Water Elementals (2–8 per week)
  Breathes Underwater
  Moves 18” per turn on land
  Ahto hoards the riches of the seas and like most of the gods isn’t particularly interested in wor-
  ship by humans. If Ahto is called upon to help a Hero, he will send either of the two previously 
  mentioned water heroes or his own personal water dwarf. This dwarf is classed as a 16th-level 
  Lord with the appropriate hit points and a 17 strength. He is armed with a crossbow of ac-
  curacy and armored in +4 chainmail.
  Other gods that did not contribute much but their names to Finnish mythology are listed below.
  Minor Gods and Goddesses:
  Elelatar: Goddess of the South Wind
  Hiisi: An evil god who dwells in Hiitola. Lemmikainen called upon him once.
  Hongatar: Goddess of Fir Trees
  Kankahatar: Goddess of Weaving
  Kanteletar: Daughter of the Heart
  Katajatar: Nymph of the Juniper
  Kiputytto: Maiden of Pain
  Kivutar: Daughter of Pain
  Kuutas: Daughter of the Moon
  Loviatar: Mother of the Plague
  Mana: God of Hades. His daughter is Manalatar
  Melatar: Goddess of the Rudder
  Mielikki: Mistress of the Forest
  Paivatar: Daughter of the Sun
  Panu: Son of the Sun
  Pihlajatar: Nymph of the Mountain Ash Tree
  Sinetar: A nymph that colors ﬂowers blue
  Sotko’s Daughters: Nymphs that protect the ducks
  Suonetar: Nymph of the Veins
  Surma: God of Death
  Suvetar: Goddess of Summer
  Tammatar: Goddess of the Oak Tree
  Tapio: God of the Forests. Tellervo is his daughter.
  Terhenetar: Goddess of the Clouds
  Tuometar: Goddess of the Bird Cherry
  Untamo: God of sleep and dreams. His dominions are Untamola.
  
  45
  THE MONSTERS OF FINNISH MYTHOLOGY
  None of these monsters have any psionic abilities.
  Iku-Turso:
  This being was referred to as a Water Giant but class him as a Storm Giant that can breathe 
  underwater. He has a double A water treasure.
  Syojatar:
  An ogress that has control over all snakes and 4 large green dragons as her pets.
  Eagle 1:
  Armor Class: 3
  Fighter Ability: As 11+ Level Monster
  Move: 32” ﬂying
  Hit Points: 150
  This eagle spreads ﬁre from its wings as it spans the skies. If attacked by this creature, persons 
  will take damage as if a Type VI Demon had immolated upon them. The bird also has three 
  other attacks: (2 talons/1 beak — 2–12 and 2–16 respectively).
  Eagle 2:
  This eagle was created by Ilmarinen and will obey his commands. Its characteristics conform 
  to those of the above eagle.
  Otso:
  A 12 die werebear. He is of neutral alignment.
  Antero Vipunen:
  Armor Class: 3
  Magical Spell Ability: See Below
  Move: 20”
  Fighter Ability: As 11+ Level Monster
  Hit Points: 200
  Antero is a very intelligent Giant. He is so intelligent that he knows and may use all spells 
  found on the “Greyhawk” magic-users’ spell tables as well as all new spells contained within 
  the Finnish portion of this booklet.
  Antero’s special powers are:
  Summon the Earth Queen (Queen of the Earth Elementals):
  Armor Class: –3
  Fighter Ability: 11+ Monster
  Move: 9”
  Hit Points: (32– 8 sided dice)
  This creature attacks as an Iron golem (See Book IV: GREYHAWK) and only +4 weapons or 
  better can affect this monster. Spells have only a 25% chance of functioning when thrown at 
  “her” and she still gets her saving throw (as a 16th-level magic-user).
  Antero may also summon 
  — 100 6th-level Fighters (10 per melee round)
  — 1000 Heroes (100 per melee round)
  — Ahto’s wife Vellamo
  — Ilmatar
  If threatened with imminent death Antero will ransom himself by teaching his “newly found friends” 
  1–4 spells of their choice. Each spell will take a week per level to learn, i.e. a wish spell would 
  take 9 weeks to teach a person. The learner of the spell need not be a magic-user to learn it.
  
  46
  Black Snake:
  Armor Class: 4
  Magical Spell Ability: None
  Move: 12”
  Fighter Ability: As 9+ Level Monster
  Hit Points: 75
  This snake’s venom is very poisonous (–4 on respective saving throws) and this creature can 
  shoot its spittle up to 30’ distance. Lemmikainen encountered this beast and found it highly 
  magic resistant, so treat this black serpent as a Type VI Demon in this respect. This monster 
  will be found guarding difﬁcult terrain features such as a chasm with only one way over it, etc.
  A Final Note on Monsters:
  Most monsters are enlargements of normal animals, birds or ﬁshes. Many a giant Pike will 
  be found in waters and packs of bears and wolves are encountered all throughout Lapland.
  Mothers:
  Unless otherwise speciﬁcally noted, all Mothers will conform to the following statistics.
  Armor Class: 8
  Magical Spell Ability: See Below
  Move: 9”
  Fighter Ability: As a normal woman
  Hit Points: 50
  Psionic Ability: Class 5
  Mothers (those mothers of the named heroes) looked after their sons very well and helped get 
  them out of scrapes, etc.
  Their Powers:
  Clairvoyance (no range limitations)
  Clairaudience (no range limitations)
  ESP
  Summon Gods (as Gate spell)
  Detect Evil
  Telepathy
  Commune (up to 12 questions)
  Speak with Animals and Plants
  Commune with Nature (See Book VI)
  Heal Wounds (Light and Serious)
  Cure Disease
  Heal Iron Wounds**
  Knows when someone is lying to them, instantly
  Can use Lightning bolts (12th level) — Once a day only
  Can use ﬁreballs (10th Level) — Once a day only
  FINNISH MAGICAL ITEMS:
  A lot of the magic has already been covered since each separate personality seems to have at 
  least one item. The remaining few items that were unattached are listed as follows:
  Rake of Iron:
  This item appears 3’ in length but because of its magical origin and purpose it can elongate to 
  as far as the user wishes it to. This rake was used by Lemmikainen’s mother in recovering his 
  body which was deep underwater. There is a 10% chance per turn of “raking” out the desired 
  item (if it is around).
  Whip of Summoning:
  This whip, when cracked, summons a Super-Hero dwarf in mithril armor with a +3 hammer. 
  He appears in a puff of smoke and will serve the wielder of the whip until his mission is con-
  sidered completed or when he is killed. He may polymorph himself and if he dies the whip is 
  no longer functional.
  
  47
  Salve of Healing:
  This salve is very important for it is the only other means (besides ﬁnding someone) to heal iron 
  wounds. One application is good enough for all wounds. If a person is wounded by cold iron 
  he will bleed to death unless he is healed within 3 turns.
  The Great Tree:
  The fragments of this tree can make various magic items or are in themselves magical. The 
  branches provide from 1–10 magic arrows or 1 sword when and if found.
  Manas Goblets:
  Any liquid poured into these goblets will produce a poison corresponding to the goblet’s function:
  1. Goblet of Sleep: Uninterrupted sleep for 1–4 days
  2. Goblet of Death: A potent poison. (–2 on saving throws)
  3. Goblet of Fixation: Paralysis
  Wool:
  If adventurers to Lapland contact the right people (judge’s option), they may have bestowed 
  upon them some wool, which if rubbed, will produce a ﬂock of sheep. This would sure solve 
  provisioning people or even armies, depending on how much wool one procured.
  Feathers:
  These magic feathers function the same way as the wool does except that it produces from 
  12–48 birds of the player’s choice which will serve him for 1–4 weeks.
  NEW SPELLS:
  Summon:
  This spell summons any god or hero if their respective names are known. Duration: 1 melee 
  round.
  Enchant Boats:
  One who has this spell may enchant boats to go faster, carry heavier loads, etc. (See separate 
  explanations of magical boats in this section). One boat may have one magical trait added 
  to it per month.
  Heal Iron Wounds:
  See Salve of Healing.
  Reverse Magic:
  When thrown, this spell will reverse the effects of an intended harmful spell, reversing that spell 
  upon its caster. Range: 1”. Duration: 3 melee rounds.
  Forlorn Incistment:
  This spell sinks the intended deep below the ground to be recalled later if so required. It does 
  not otherwise harm the recipient, but escape from the cyst is not possible without outside aid. 
  Range: 12”. Duration: 1 melee round.
  
  48
  MEXICAN AND CENTRAL AMERICAN INDIAN MYTHOLOGY
  Due to the lack of space in this booklet we, the authors, are only able to present parts of this 
  mythology. What is listed below will be mainly the gods & let it be noted that information on 
  these divinities is scarce.
  QUETZALCOATL (KULKULKAN in Incan)
  Armor Class: 2 
  Magical Spell Ability: See Below
  Move: Inﬁnite 
  Fighter Ability: 20th Level
  Hit Points: 300 
  Psionic Ability: Class 2
  Quetzalcoatl is the feathered Serpent-God of Mayan religion. As with all of these gods, he has 
  an inﬁnite move when and where he wants and at any time.
  Quetzalcoatl’s Powers:
  Shape Change (into any serpent type, including dragons)
  Windwalk
  Insect Plague
  Polymorph others
  Polymorph self
  Hurl Lightning Bolts (as Call Lightning Spell in “Eldritch Wizardry” but the Lightning Bolts 
  called down are of the 20th level)
  All serpents are subservient to him. He has at his beck and call one of every class (type) 
  of dragon.
  Create A Fire Storm (See “Eldritch Wizardry”)
  TONATIUH  (THE SUN GOD)
  Armor Class: 2 
  Magical Spell Ability: See Below
  Move: Inﬁnite 
  Fighter Ability: 18th Level
  Hit Points: 250 
  Psionic Ability: Class 6
  Tonatiuh is the Sun God. As such he dwells near the sun and he is a god which, if summoned, 
  will only appear in full daylight.
  Tonatiuh’s Powers:
  Only ﬁre attacks from the other gods will damage Tonatiuh and any other such punitive meth-
  ods of attacks from anyone but gods will meet with disaster. (Usually the person so doing burn-
  ing up in his own ﬁreball or whatever . . .)
  He may summon 1–4 ﬁre elementals per turn.
  Summon eight class VI Demons per year. (See Book VI: ELDRITCH WIZARDRY)
  He may cause great droughts and Tonatuh can form something like the “Death Valley 
  U.S.A.” in about one week’s time.
  He may summon up ﬁre spells (ﬁreballs, pyrotechnics, etc.) with the level of effect being 
  24th.
  He may eclipse the sun for one month’s time per year.
  HUITZILOPOCHTLI  (GOD OF WAR)
  Armor Class: 0 
  Magical Spell Ability: See Below
  Move: Inﬁnite 
  Fighter Ability: 20th Level
  Hit Points: 250 
  Psionic Ability: Class 6
  This god is the divinity of war. He will often appear upon the ﬁeld of battle as a warrior or such, 
  but will rarely consort with humans otherwise.
  
  49
  Huitzilopochtli’s Powers:
  He may call upon twelve 15th- to 20th-level lords to ﬁght whenever he wishes. 
  Fighters below the 7th level will ﬂee in panic from this god for as long as Huitzilopochtli is 
  within sight.
  All those ﬁghters below the 10th level will ﬁght him as if a slow spell had been placed upon them.
  Those ﬁghters above the 10th level will see two exact duplicates of this god when engaged 
  in combat with him. This mirror image can never be destroyed although it appears that when 
  struck that the image or likeness is taking damage.
  This god strikes four times a turn for 2–24 points (plus bonuses) of damage.
  GODDESS OF THE JADE PETTICOAT
  Armor Class: 2 
  Magical Spell Ability: See Below
  Move: Inﬁnite 
  Fighter Ability: 8th Level
  Hit Points: 100 
  Psionic Ability: Class 4
  Her Powers:
  This goddess can Mass-Polymorph 10–100 beings a turn. She may also shapechange, 
  polymorph self or polymorph any object.
  TEZCAT  (THE BAT GOD)
  Armor Class: 2 
  Magical Spell Ability: None
  Move: Inﬁnite 
  Fighter Ability: 11+ Monster
  Hit Points: 100 
  Psionic Ability: Class 3
  This god appears as a gigantic bat and since he is the Bat God, this beﬁts him well. In attack-
  ing, he may either claw twice for 2–24 points of damage per claw, or bite for 2–16 points of 
  damage and cause paralysis if a saving throw versus magic is not made (by the person so bit-
  ten). He usually ﬂies in concert with 100–1,000 other bats. This god is very tempted to comply 
  to a summons by a person if he is offered many insects for his followers. Priests can actually 
  appease this god by offering him an insect plague! He is served by three servants:
  Water Monster:
  This is an intelligent Sea Monster of 20 hit dice.
  MICTLANTECUHTLI  (GOD OF DEATH)
  Armor Class: 2 
  Magical Spell Ability: All Destructive spells
  Move: Inﬁnite 
  Fighter Ability: 12th Level
  Hit Points: 200 
  Psionic Ability: Class 2
  This is the God of Death. He dwells beneath the Earth and appears as a skeletal ﬁgure of a 
  man. He commands all those that are dead although to use any of these forces requires dark-
  ness. He is the ruler of the Undead also and as such immediately commands:
  200–2,000 skeletons
  100–1,000 ghouls
  60–360 wights
  20–50 spectres
  Any person that worships this god is deﬁnitely worshipping Chaos itself, since Mictlantecuhtli 
  craves death. Human sacriﬁce is very prevalent with this god.
  
  50
  CHINESE MYTHOLOGY 
  Note: Unless otherwise speciﬁed, treat as Psionic Ability: Class 6
  The mythology of the Far East is varied and colorful. In dealing with it, the concepts of Yin and 
  Yang must be deﬁned. These are the Chinese equivalents of bad and good. These opposites 
  are almost beings in themselves and move all gods and creatures in a war for supremacy. In 
  using eastern gods one should always think of them as not lawful or chaotic, but having good 
  Yang or bad Yin.
  HUAN-TI (GOD OF WAR)
  Armor Class: –2 
  Magic Ability: None
  Move: 18” 
  Fighter Ability: 20th Level
  Hit Points: 300 
  Psionic Ability: Class 6
  Huan-Ti appears as a heavily muscled man standing 6 feet tall. He uses plus 3 armor and a hal-
  berd-type weapon of plus 2 that does 3–30 points of damage. When hard pressed, he draws a 
  plus 3 sword with the purpose of slaying all things Yin. He rides in a chariot pulled by 4 Pegasi 
  at 24”/48” per turn. When ﬁghting in this vehicle no magic spell can affect him or the horses.
  CHIH-CHIANG FYU-YA (GOD OF ARCHERS, “PUNISHER OF THE GODS”)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 12”/30” 
  Fighter Ability: 18th Level
  Hit Points: 250 
  Psionic Ability: Class 6
  Chih-chiang Fyu-ya is 8 feet tall, with ﬁre red skin resembling scales, a demonic head, elephant 
  ears, large leathery wings of a span of 40 feet, a humanoid body, and cloven hooves. His 
  weapon is of course the bow and his primary attribute is the ability to strike at any range in 
  line of sight; his arrows hit for 2–20 points. If any other beings try to use his bow they ﬁnd the 
  shafts turning on them. He can also teleport and shapechange once a day. The god uses plus 
  4 armor in battle and when hard pressed in hand to hand combat he teleports away.
  SHAN HAI CHING (GOD OF WIND AND SEA)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 6/48 
  Fighter Ability: 15th Level
  Hit Points: 225 
  Psionic Ability: Class 6
  Shan Hai Ching has a roc’s body with the oversized head of a man. He has 2 main attributes: 
  the power to raise up a hurricane wind and the power to call forth any creature of the sea. He 
  also has the ability to reverse to its user anything launched at him through the air; this works 
  with only one thing at a time. While he is perfectly able to ﬂy by himself, he likes to ride on the 
  back of an imperial dragon (explained later).
  LEI KUNG (DUKE OF THUNDER)
  Armor Class: 2 
  Magic Ability: None
  Move: 12” 
  Fighter Ability: 14th Level
  Hit Points: 225 
  Psionic Ability: Class 6
  Lei Kung appears as a man with smoking skin and eyes that look like lightning bolts. He uses 
  plus 3 armor in battle made of lightning and a plus 4 hammer which casts 25 points of electric-
  ity at a touch. In the thick of battle he pulls out a set of drums which act as a Horn of Blasting 
  and Drums of Panic combined.
  YU SHIH (GOD OF RAIN)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 12” 
  Fighter Ability: 13th Level
  Hit Points: 200 
  Psionic Ability: Class 6
  
  51
  Yu Shih looks like a man wearing plus 3 armor which seems to be rusting off of his body. This 
  armor has the property of rusting completely any metal touching it. He wears a blue helm giv-
  ing him the powers of teleportation and ﬂying. He prefers to ride a storm cloud, at 24” per 
  turn, that supports 10 beings of any size.
  FEI LIEN AND FENG PO (“COUNTS OF THE WIND,” DEMI-GODS)
  Armor Class: –4 
  Magic Ability: None
  Move: 24” 
  Fighter Ability: 10th Level
  Hit Points: 125 
  Psionic Ability: Class 6
  These beings appear as men. They use plus 2 armor in battle with lightning bolt swords that 
  have no plus in hitting power but strike for 2–20 points of electrical damage. They ride a piece 
  of the wind which travels 24” per turn and cannot be hit by anything. They have a large sack 
  from which winds (as a staff of wizardry) blow whenever an opening is made.
  WEN CHUNG (“MINISTER OF THUNDER,” DEMI-GOD)
  Armor Class: –4 
  Magic Ability: (See Below)
  Move: 28” 
  Fighter Ability: 12th Level
  Hit Points: 125 
  Psionic Ability: Class 6
  Wen Chung appears as a man with 3 eyes in his head. His third eye shoots a 20 point light-
  ning bolt for 180 yards maximum range 10 times per day. He can teleport and control any 
  form of weather.
  SPIRITS OF THE AIR
  Armor Class: –5 
  Magic Ability: None
  Move: 24” 
  Fighter Ability: 10th Level
  Hit Points: 25 
  Psionic Ability: Class 6
  These minions of the Wind Gods can be called on, in numbers of 1–100 at a time. They have 
  black skin, large bat wings, clawed feet, and a monkey head with an eagle’s beak. These 
  creatures hit for 2–20 points of damage with their claws.
  LU YUEH (GOD OF EPIDEMICS)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 12” 
  Fighter Ability: 15th Level
  Hit Points: 250 
  Psionic Ability: Class 6
  Lu Yueh has 3 demon-like heads, 6 arms ending in claws, green scaled skin, and is 10 feet 
  tall. His main attribute is the ability to cast the rotting sickness as a spell on his enemies killing 
  them in 2 melee turns if they do not make their magic saving throw. He does not bother with 
  armor because all wounds heal themselves instantly and anyone hitting him suffers this rotting 
  sickness with no saving throw applicable.
  This god has 5 servants that ﬁght with him in any battle:
  BEING CALLED “CENTER”
  Armor Class: –4 
  Magic Ability: None
  Move: 12” 
  Fighter Ability: 10th Level
  Hit Points: 50 
  Psionic Ability: Class 6
  Center appears as a yellow cloud of gas about 30 square feet in size. She ﬁghts with a large 
  silver spoon having the power to cast the rotting sickness which kills in 6 melee turns if they do 
  not make their magic saving throw. In a large battle she brings forth a jug that pours out an 
  endless cloudkill spell. She likes to roam the West.
  
  52
  BEING CALLED “SPRING”
  Armor Class: –4 
  Magic Ability: None
  Move: 12” 
  Fighter Ability: 10th Level
  Hit Points: 50 
  Psionic Ability: Class 6
  Spring appears as a green cloud of gas about 30 square feet in size. She ﬁghts with a ﬂaming 
  plus 2 sword that is called fever. This sword, whenever touching a being, will give them a rot-
  ting sickness that will kill them in 2 melee turns if they do not make their magic saving throw. 
  She uses a leather bag over a large battle that spreads the plague. She likes to roam the East.
  BEING CALLED “SUMMER”
  Armor Class: –4 
  Magic Ability: None
  Move: 12” 
  Fighter Ability: 10th Level
  Hit Points: 50 
  Psionic Ability: Class 6
  Summer appears as a red cloud of gas about 30 square feet in size. She ﬁghts with a fan that 
  casts killing fevers to any within 30 yards of her if they do not make their magic saving throw; 
  the fever kills in 3 melee turns. She roams over the South.
  BEING CALLED “AUTUMN”
  Armor Class: –4 
  Magic Ability: None
  Move: 12” 
  Fighter Ability: 10th Level
  Hit Points: 100 
  Psionic Ability: Class 6
  Autumn appears as a white cloud of gas about 60 square feet in size. He ﬁghts against all the 
  others and travels the Earth with a small clay jug that pours forth a gas that can counter all the 
  powers of the other form, since sometimes the others affect the gods in battle.
  BEING CALLED “WINTER”
  Armor Class: 2 
  Magic Ability: None
  Move: 15” 
  Fighter Ability: 10th Level
  Hit Points: 150 
  Psionic Ability: Class 6
  Winter appears as a grey cloud of gas about 50 feet square. She ﬁghts by expelling chilling 
  cold causing killing frost damage in 2 melee turns at anyone within 20 yards of her if they do 
  not make their magic saving throw.
  Lu Yueh bestows gifts on those he deems evil enough. This is decided whenever an evil act 
  affects more than 50 people. There is a 5% chance Lu Yueh will give the evil being a present 
  with no strings attached. First a fan which blows killing feverish chills and has the effectiveness 
  of a sleep spell, these chills kill in 5 melee turns. Second, a gourd that pours forth a cloudkill 
  spell once a week. Third, a ring that upon touching the wearer puts the rotting sickness on the 
  toucher much like a mummy’s touch. Fourth, a wand made out of Wolves’ teeth that causes 
  a deep coma lasting until a remove curse is used on the victim. Fifth, a vial of endless water 
  that when thrown on a being acts as one touch of a Staff of Withering. When deciding which 
  one the god will give, the judge rolls a 6-sider and if a 6 is rolled the person gets his choice.
  SHANG TI (GOD OF THE SKY)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 24” 
  Fighter Ability: 15th Level
  Hit Points: 230 
  Psionic Ability: Class 6
  Shang Ti likes to travel among men dressed as an old man in tattered clothes and a long white 
  beard. He also likes to ﬂoat in the air ethereally, viewing cities and towns. His is the power 
  to use any magic spell and nothing thrown in the air will touch him. He enters battle in plus 
  3 armor and shield and uses a shaft of light that is a plus 2 in hitting ability and does 3–36 
  points of damage.
  
  53
  TAI YANG TI CHUN (GOD OF THE SUN)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 20” 
  Fighter Ability: 15th Level
  Hit Points: 275 
  Psionic Ability: Class 6
  This god appears as a noncorporal column of light that stands 20 feet tall and 4 foot wide. He 
  can teleport and coming within 60 yards of his body causes the being to suffer 25 points of 
  heat damage. Any weapon plus 4 or less will melt when hitting him. He ﬁghts with a shaft or 
  white light that hits for 30 points of ﬁre damage.
  YAMA (GOD OF DEATH)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 12” 
  Fighter Ability: 18th Level
  Hit Points: 250 
  Psionic Ability: Class 6
  Yama appears as a normal man and his primary attribute is paralyzing anyone touching him 
  with anything if they do not make their magic saving throw. He can also shapechange and cast 
  2 death rays from his eyes as the spell.
  CHUNG KUEL (GOD OF TRUTH AND TESTING)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 10” 
  Fighter Ability: 20th Level
  Hit Points: 225 
  Psionic Ability: Class 2
  Chung Kuel travels the earth as a normal richly dressed man. His primary attribute is the abil-
  ity to beat anyone in any test of any type. Whatever power it takes to defeat his enemies or 
  complete his tasks he has until the job is done.
  KUAN YIN (GODDESS OF MERCY)
  Armor Class: –3 
  Magic Ability: (See Below)
  Move: 12” 
  Fighter Ability: 4th Level
  Hit Points: 275 
  Psionic Ability: Class 6
  Kuan Yin appears as a slim young woman. Her main attribute is the ability to completely ne-
  gate the effects of any type of violence, directed at anyone. She heals completely, resurrects, 
  and grants wishes involving the ending of suffering and sadness.
  When a person accomplishes some good act affecting 50 or more persons there is a 5% 
  chance that the goddess will grant that person’s wish.
  TOU MU (GODDESS OF THE NORTH STAR)
  Armor Class: –3 
  Magic Ability: (See Below)
  Move: 24” 
  Fighter Ability: 15th Level
  Hit Points: 250 
  Psionic Ability: Class 2
  Tou Mu appears on the earth 20 feet tall, with 16 massive arms, and 3 eyes in her barely 
  human head. She ﬁghts as well as the male gods in battle, and has a large array of magical 
  devices of offensive and defensive power. The ﬁrst of these is a bow that never misses its target 
  within 100 yards, second is a plus 3 spear that hits for 3–30 points of damage, third a plus 
  3 sword that is able to ﬁght as a dancing sword as per Greyhawk, fourth a large red ﬂag 
  that projects 3 death rays from its folds every melee round, ﬁfth a living red dragon’s head 
  that breathes ﬁre as a normal dragon, sixth a piece of the moon that is able to intercept one 
  hit directed at her per melee turn and be unaffected by the weapon, seventh 2 amulets of Yin 
  and Yang that protect the goddess from spells sent from any person of the lawful or evil align-
  ments, eighth, a lotus ﬂower that heals all wounds at a touch; ninth, she owns 5 chariots that 
  ﬂy at 24” per turn without the aid of any creature pulling them. She is able to use all of these 
  at the same time.
  
  54
  If she likes an especially valiant ﬁghter (judge’s option) she will give him one of 2 books: the 
  ﬁrst is a tome of death which allows anyone reading it to use one death ray spell once a day, 
  the second tome allows anyone to raise the dead once a day. The chance of her doing this is 
  3% in any battle having 1,000 or more persons. It seems that she has an unlimited supply of 
  these books and she will give the ﬁghter his choice. The Tome is made of a very brittle paper, 
  but will remain usable as long as it is not exposed to hard wear and tear.
  LEI CHEN TZU  (“SON OF LEI KUNG,” DEMI-GOD)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 12/24 
  Fighter Ability: 12th Level
  Hit Points: 150 
  Psionic Ability: Class 6
  Lei Chen Tzu stands 10 feet tall, has green scaled skin, 2 large tusks in his one head, an overly 
  long nose, red spotted wings with a span of 30 feet, has the strength and the damaging power 
  of a Storm Giant, and his 2 eyes act as a Mirror of Life Trapping. Anyone daring to kill this 
  darling boy will suffer the revenge of Lei Kung.
  CHAO KUNG MING (DEMI-GOD OF WAR)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 12” 
  Fighter Ability: 19th Level
  Hit Points: 150 
  Psionic Ability: Class 2
  This god looks like a very strong man and has the strength of a Storm Giant. He wears plus 3 
  armor and shield with his weapon being an inexhaustible supply of large black pearls which 
  he hurls into battle exploding for 10–60 points of damage per melee round. He rides a 75 hit 
  point tiger into battle. This cat has jet black skin and can ﬂy through the air at 24” per turn and 
  it strikes for 4–24 points of damage.
  NO CHA (DEMI-GOD OF THIEVES)
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 15” 
  Fighter Ability: 12th Level
  Hit Points: 175 
  Psionic Ability: Class 6
  No Cha appears as a 60 foot tall, 3 headed, 8 handed monster, with silver scaled skin, and 
  the strength of a Storm Giant. He can ﬂy at dragon speed, and throw 30 point ﬁreballs, 5 per 
  melee turn. He uses a ﬂaming spear that hits as a disintegrate spell, he has a small brick of 
  gold that he throws for 5–50 points of damage, he has a panther skin bag that when opened 
  blows a wind as a staff of wizardry, and ﬁnally he has a bracelet which when thrown, and 
  hitting, attaches itself to his enemies and strangles them. Treat this being as a 20th-level master 
  thief.
  SHEN SHU: powerful spirits that guard portals, the most powerful of which are called Yu 
  and Lei.
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 10” 
  Fighting Ability: 10th Level
  Hit Points: 100 
  Psionic Ability: Class 6
  This spirit seems to be a man until he starts to ﬁght. It stands by a portal summoned by a very 
  powerful wizard or god in ethereal form and when beings of the wrong type try to enter it 
  moves to stop them. It ﬁghts in plus 2 armor and shield and uses a halberd.
  MA YUAN SHUAI
  Armor Class: –4 
  Magic Ability: None
  Move: 24” 
  Fighter Ability: As Storm Giant
  Hit Points: 200 
  Psionic Ability: Class 6
  
  55
  This monster got great enjoyment out of killing gods. It stands 70 feet tall, has a scaled body 
  of rock hard toughness, 3 eyes in his one head shaped like a Tyrannosaurus Rex, and 4 large 
  arms. This monster has a powerful magical device shaped in the form of a small triangular 
  piece of stone that has the power to turn into any weapon the holder wishes. Ma Yuan Shuai’s 
  favorite battle tactic is to make a weapon from this stone twice as powerful as the one used 
  against him.
  DEMONS
  Refer to the India section and the Rakshasas for their powers. While these beings are evil they 
  have been on occasion on the side of the gods in battle.
  FAIRIES
  Armor Class: –7 
  Magic Ability: (See Below)
  Move: 9” 
  Fighter Ability: 2nd Level
  Hit Points: 25 
  Psionic Ability: Class 4
  At the top of every large mountain is a group of 1–10 Fairies. These beings stand 1 foot tall 
  with gossamer wings and a delicate elﬁn appearance. One member of this group is a 15th-
  level wizard and the rest are from the 7th to the 10th level. They are very afraid of mortals and 
  will react violently at any incursion of their land.
  EVIL SPIRITS
  Armor Class: –2 
  Magic Ability: (See Below)
  Move: 5” 
  Fighter Ability: None
  Hit Points: 25 
  Psionic Ability: Class 5
  These noncorporal creatures of the air roam the earth with the ability to inhabit statues and use 
  them for evil destructive purposes.
  NOTE: The gods have magic devices that they use in common of which they are very fond and 
  will react violently at their misuse.
  DANCING SWORD OF LIGHTNING
  Behaves as a Dancing Sword as per Book IV: GREYHAWK except that it shoots one lightning 
  bolt from its tip per melee turn worth 3–30 points of damage.
  “CANON OF CHANGES”
  A book of the gods that deals with redistribution of matter and motion. It allows the reader to 
  create any nonmagical object.
  FIRE GEMS
  5 hand-size gems that shoot for 50 yards a ﬂame worth 6–60 points of damage, once per 
  full turn.
  JADE SCEPTER OF DEFENDING
  This device will defend the user from any number of material weapons, not permitting any to 
  strike its master.
  THE 5 FIRE, 7 FEATHER FAN OF DEFENDING
  This device acts as a Jade Scepter of Defending and also negates all spells used against the 
  holder.
  
  56
  WIND FIRE WHEELS
  There are 25 of these and they shoot ﬁre and wind at the same time as a staff of wizardry, 
  whenever turned.
  GIANT BLACK PEARL
  Negates all wind and earth turbulence in a 1 mile radius.
  THERE ARE 4 PURPOSE WHIPS
  1. 
  Slay Demon Whip
  2. 
  Slay God Whip
  3. 
  Slay Law Whip
  4. 
  Slay Evil Whip
  YIN-YANG MIRROR
  Paralyzes all beings of the lawful or evil alignment that look into it: duration 1 year.
  IRON WAND
  This device makes all invisible things appear if within 30 yards of it. It can make objects dis-
  appear as disappearing dust, it acts as a Staff of Striking, and will grow to any length and 
  become roughened for easy climbing.
  NOTES ABOUT DRAGONS
  The Eastern dragon goes through 3 stages of metamorphosis in growing. While young, it has 
  the head of a horse, the body of a lizard, tail of a snake, large red wings, and 4 lion legs end-
  ing in talons. In its middle years it has the horns of a deer, head of a camel, eyes of a demon, 
  neck of a snake, scales of metal, claws of an eagle, and legs of a tiger with large yellow spot-
  ted wings. In old age it appears as the classical type. All 3 types have breath weapons. The 
  far east dragon also has other powers not usually given to the normal D&D dragon: all can 
  polymorph themselves, become invisible, and use the ESP spell. 
  Evil dragons always live in mountains and hills, whereas good dragons live in water areas. 
  Green dragons are lawful and unaffected by anything with wood in it. Blue dragons are made 
  of the sky and neutral and not affected by anything launched in the air at them. Red dragons 
  are very evil and breathe ﬁre. Gold dragons are found in all 3 alignments. There is a yellow 
  type called the Imperial Dragon that can cause wind and rain storms, breathe ﬁre, and ﬂy, 
  even though it does not have wings, at 48” per melee turn. It is very fond of eating opals and 
  pearls and looks favorably upon any mortal giving these. This dragon lives in, and rules all 
  creatures of, the sea. There is also a dragon of treasure whose skin is made of gems and gold. 
  It attracts treasure to its body like a magnet to iron. Its armor class is –5 because of the great 
  number of gems and gold on its body. It has a breath weapon of double strength, shooting 
  distance, and number of times usable as a gold dragon. It and the imperial dragon take 100 
  hit points. This dragon’s treasure is a triple H, as per D&D.
  
  TM & ©2013 Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1e-2e, D&D, OD&D (TSR)/OD&D/Premium Edition/Book 7, Gods, Demi-Gods & Heroes (Premium Edition) (0e).pdf