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Hero System Bestiary (5th Edition)
Hero System Bestiary (5th Edition)
L o n g
Author: Steven S. Long
Editor/Developer: Darren Watts
Cover Art: Peter Bergting
Interior Illustration: Andrew Cremeans, Keith Curtis, Tristan Miller, Eric Rademaker,
the Dover Clip Art Library (see Bibliography), Mitch Byrd, Greg Smith
Layout and Design: Andy Mathews
Special Thanks
Steve would like to thank the Calculator Commandos, who
graciously volunteered their time and attention for the onerous
task of double-checking all the math in the book: Mike Bas-
inger, Jason Bishop, Jeff and Cintra Bristol, Patrick Davis, Mark
Ewbank, Ray Raymer, Mike Schapira, Bryan Sewell, and Leah
L. Watts. You’re all Heroes! But, as always, all errors remain my
fault alone.
The HERO System Bestiary © 2002 by DOJ, Inc. d/b/a Hero Games. All rights No part of this book may be reproduced or transmitted in any form or by any means,
reserved. electronic or mechanical, including photocopying, recording, or computerization, or
HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. by any information storage and retrieval system, without permission in writing from
HERO System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights the Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
reserved. Printed in the U.S.A. First printing June 2002.
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights Produced and distributed by DOJ, Inc. d/b/a Hero Games.
reserved. Stock Number: DOJHERO102
Justice Inc., Danger International, Dark Champions, Fantasy Hero, and Star ISBN Number: 1-58366-002-X
Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Table of Contents
Introduction Creatures In Combat....................... 31 Greater Demon............................. 56
Entering Combat............................. 31 Demon Princes............................. 57
How To Use This Book....................... 5 Demon Prince of Foulness............ 57
Combat Modifiers........................... 31
Demon Prince of Guile.................. 58
Chapter One Combat Maneuvers......................... 31 Demon Prince of Power................ 59
Sidebar: Movement Conversions......... 31 Demon Prince of Strength............. 61
Creatures In Your Game.................... 7 Herd Size And Density........................32 Demon Hound.............................. 62
The Role Of Creatures....................... 8 Other Animal Attacks.................... 32 Demon Steed............................... 63
Primary Goal.................................. 9 Swallowing Damage...........................33
Sidebar: Dramatic Versus Realistic Dragons......................................... 64
Hit Locations.................................. 33 Lesser Dragon.............................. 65
Animals...............................................9
Sidebar: The 3d6 Bell Curve...............34 Greater Dragon............................ 66
Creature Creation Suggested Hit Location Modifier Greater Dragon Options......................67
Characteristics............................... 10 Ranges..............................................34 Wyrm.......................................... 67
Skills.............................................. 11 Sample Hit Location Tables........... 34 Wyvern........................................ 68
Sidebar: Normal Characteristic Maxima Avian Hit Location Table......................34
Elements........................................ 70
For Animals.......................................11 Chimeric Hit Location Table.................35
Air Elemental................................ 70
Sidebar: Animal Handler Categories..... 12 Draconic Hit Location Table.................35
Air Elemental Options.........................71
Animal Training Times........................12 Equine Hit Location Table....................35 Earth Elemental............................ 71
Animal Handler Modifiers...................12 Ichthyoid Hit Location Table................35 Earth Elemental Options.....................72
Red In Tooth And Claw........................14 Insectoid Hit Location Table................35 Fire Elemental.............................. 73
Riding Uses And Modifiers..................15 Octopoid Hit Location Table.................35 Fire Elemental Options.......................74
Sidebar: Smuggled Animals................16 Quadruped Hit Location Table.............35 Water Elemental........................... 74
Reptillian/Amphibian Hit Location Water Elemental Options....................75
Perks............................................. 16
Table.................................................36
Talents........................................... 16 Frog, Giant................................... 75
Serpentine Hit Location Table..............36
Gargoyle...................................... 76
Powers.......................................... 17 Winged Humanoid Hit Location Table...36
Animal Special Hit Locations...............36 Golems.......................................... 77
Power Limitations........................... 17 Clay Golem.................................. 77
Disadvantages................................ 17 Other Considerations...................... 37 Flesh Golem................................. 78
Sidebar: Example Creature By Size...... 20 Animal Populations....................... 37 Metal Golem................................ 79
The Value Of Animals and Their Stone Golem................................ 79
Creature Templates......................... 21 Parts......................................... 37
Altered......................................... 21 Wood Golem................................ 80
Animal Population..............................37 Gorgon........................................... 81
Aquatic........................................ 22
Economic Factors..............................38 Griffin............................................ 82
Battle-Trained.............................. 22
Camouflage................................. 22 Harpy............................................. 83
Diseased...................................... 22 Chapter Two Hippocampus................................. 84
Sidebar: Onset Time...........................23 Ape Guardian................................. 40 Hippocampus Hit Location Table.......... 84
Divine.......................................... 23 Basilisk.......................................... 41 Hippogriff....................................... 85
Elemental..................................... 24 Bat, Giant Vampire.......................... 42 Homunculus................................... 86
Extra Limbs.................................. 24 Centaur.......................................... 43 Hydra............................................. 87
Familiar....................................... 25 Centaur Hit Location Table..................43 Hydra Head Hit Location Table.............88
Ferocious..................................... 25 Chimera......................................... 44 Hydra Options....................................88
Infernal........................................ 25 Cockatrice...................................... 45 Insects, Giant................................. 89
Size............................................. 26 Crab, Giant..................................... 46 Giant Beetle................................. 89
Sidebar: Reach For Large Creatures.... 26 Crustacean Hit Location Table.............46 Giant Beetle Options...........................89
Sidebar: Large Creatures And DCV...... 26 Giant Scorpion............................. 90
Deadly Ooze................................... 47
Smart (Cunning)........................... 27 Giant Spider................................. 91
Space.......................................... 27 Demons And Devils......................... 49
Imp............................................. 50 Giant Spider Options..........................91
Spikes......................................... 27 Giant Wasp.................................. 92
Undead........................................ 28 Demonling................................... 51
Shadow....................................... 52 Jackalope...................................... 93
Sidebar: Beyond Templates.................28
Succubus..................................... 53 Kraken........................................... 94
Venom......................................... 28
Lesser Demon.............................. 54 Lizard, Giant................................... 95
Winged........................................ 30
Lesser Demon Options.......................55 Giant Lizard Options...........................95
Winter......................................... 30
Lycanthropes.................................. 96 Boar............................................ 140 Venomous Snakes...................... 178
Wearbear..................................... 97 Buffalo/Cattle............................... 141 Venomous Snake Options.................178
Wearboar..................................... 98 Buffalo/Cattle Options......................141 Spiders........................................ 182
Wearat......................................... 99 Camel.......................................... 142 Spider........................................ 182
Wearshark................................. 100 Cat, Domestic............................... 143 Spider Options.................................183
Weartiger................................... 101 Cat, Domestic Options......................143
Wearwolf................................... 102 Swarms....................................... 183
Cats, Great................................... 144 Swarm Hit Location Table.................183
Manticore..................................... 103
Cheetah..................................... 144 Stinging Insect Swarm................ 183
Minotaur...................................... 104 Leopard..................................... 145
Pegasus....................................... 106 School of Piranha....................... 184
Lion........................................... 145
Pheonix........................................ 107 Swordfish.................................. 185
Sabretooth Tiger......................... 146
Rakshasa..................................... 108 Tiger.......................................... 147 Whales........................................ 186
Rat, Giant..................................... 109 Chimpanzee................................. 148 Orca.......................................... 186
Roc.............................................. 110 Clam, Giant.................................. 149 Sperm Whale............................. 187
Salamander.................................. 111 Crocodile/Alligator........................ 149 Wolf.......................................... 188
Satyr............................................ 112 Deer/Antelope.............................. 150
Sea Serpent................................. 113 Deer/Antelope Options.....................151 Chapter Four
Simurgh....................................... 114
Dinosaurs..................................... 152 Amorphous Horror........................ 190
Siren............................................ 115
Ankylosaurus............................. 152 Animal-Men................................. 191
Snakes, Fantastic......................... 116 Apatosaurus............................... 153 Bird-Man................................... 191
Amphisbaena............................. 116 Deinonychus.............................. 153 Cat-Man.................................... 192
Giant Snake............................... 116 Plesiosaurus.............................. 155 Gorilla-Man................................ 193
Giant Snake Options.........................117 Pteranodon................................ 155 Reptile-Man............................... 193
Sphinx....................................... 118 Stegosaurus............................... 156 Ape, Giant.................................... 194
Sphinx Options................................118 Triceratops................................. 157 Chromedog.................................. 195
Treeman.................................... 119 Tyrannosaurus Rex..................... 158 Engine Of Destruction................... 196
The Undead.................................. 120 Tyrannosaurus Rex Hit Location Table..158 Giant Carnivorous Plant................. 198
Ghost........................................ 120 Dogs............................................ 160 Giant Carnivorous Plant Options........ 196
Ghost Options..................................120 Small/Medium Dog..................... 160 Giant Dinosaur.............................. 199
Ghoul........................................ 121 Large/Hunting Dog..................... 160 Giant Dinosaur Options.....................199
Mummy..................................... 122 Guard/Combat Dog..................... 161 Giant Space Amoeba..................... 201
Mummy Options..............................123 Dolphin........................................ 162 Living Brain.................................. 202
Skeleton.................................... 123 Eel............................................... 163 Mon’da Hunting Lizard.................. 203
Skeleton Options..............................124 Eel Options......................................163 Neuroparasite............................... 204
Vampire..................................... 124 Elephant....................................... 164 Psychovore.................................. 206
Lesser Vampire................................125 Gorilla.......................................... 165
Robots And Androids..................... 207
Greater Vampire...............................126 Hippopotamus.............................. 166 Duplicator Android...................... 207
Zombie...................................... 127 Horses......................................... 167 General Purpose Robot............... 208
Zombie Options...............................128 Pony.......................................... 167 Hunter-Seeker Drone.................. 209
Unicorn........................................ 128 Riding Horse.............................. 168 Sidebar: Reconnaissance Robots...... 210
Wolf, Giant................................... 129 Draft Horse................................ 168 Slasher........................................ 210
Worm, Giant................................. 130 Light Warhorse........................... 169 Swamp Creature........................... 211
Light Warhorse Options....................169
Xenovore Creatures...................... 212
Chapter Three Medium Warhorse...................... 170
Xenovore Battlebird.................... 212
Barracuda.................................... 132 Heavy Warhorse......................... 170
Xenovore Warhound................... 213
Bat.............................................. 132 Mammals, Small........................... 171
Bears........................................... 133 Rhinocerous............................... 173 Appendix
Birds of Prey................................ 136 Scorpion.................................... 174
Resources.................................. 215
Eagle/Hawk................................ 136 Sharks......................................... 175
Falcon....................................... 137 Great White Shark...................... 175 Hit Location Charts..................... 226
Owl........................................... 137 Mako Shark............................... 176 Combat Templates...................... 228
Birds, Other.................................. 138 Snakes......................................... 177 Summary Table.......................... 230
Homing Pigeon........................... 138 Constrictor Snakes..................... 177 Index......................................... 237
Raven/Crow............................... 139 Constrictor Snake Options................177
Songbird.................................... 140
Hero Games 5
INTRODUCTION
rom gigantic apes encountered by pulp-era giant fire-breathing dinosaurs, starship-devouring
B
efore you turn to the meat
of this book — the dozens
of creature write-ups found
in later chapters — and start
picking out beasts to attack the PCs with,
a familiar for your wizard character, or
animals to use as forms for a character’s
shapechanging power, it’s important to con-
sider what constitutes a “creature” for adven-
ture gaming purposes, and the role creatures
play in a game. Then you’ll be ready to select
the best animal for your purposes — or
even, using the rules in this chapter, to create
your own beasts.
Hero Games 7
CREATURES IN
YOUR GAME
WHAT IS A CREATURE? with structures based on, for example, silicon, fluo-
rine, sulfur, or some other “exotic” element (perhaps
At first glance, it seems pretty obvious what a even one unknown to twenty-first century Earth
“creature” or “animal” is. An animal is a living being science) could seem even more like animals than
with the following characteristics: sentient beings to humanoids. The possibility for
confusion, conflict, and other great “story hooks” is
it’s of non-humanoid shape (though there are a
strong. Unless your campaign has a heavy “realism”
few exceptions, such as apes) focus, don’t worry about the plausibility of non-
it’s non-sentient (or of very limited intelligence) carbon-based life; as long as you can tell a good
it’s a physical creature (typically carbon-based) story with it, use it.
Of course, alien worlds and eerie dimensions
Certainly most creatures — dogs, cats, dino- might have inhabitants other than sentient spe-
saurs, fish, birds — fit this description perfectly. cies — they can have true animals of their own.
Those are “creatures” in the “real world” sense. But For game purposes, alien critters, such as the
in the worlds of adventure gaming, there’s no need Mon’da Hunting Lizard or Xenovore Warhound
to restrict the definition quite so much. Based on (both described in Chapter Four), have all of the
their role in your campaign and the stories you advantages of normal creatures plus some of the
tell (see below), the following can also function as advantages of sentient aliens. They definitely act
“creatures,” even if they’re not exactly animals in the like animals, but may also have strange instincts or
classic sense. abilities based on their alien natures. This makes it
hard for the PCs to predict what the creatures will
ALIENS do, and sometimes to affect them (for example, if
Animals as we think of them are the carbon- a creature lives on a high-radiation world and has
based beasts native to Earth. But in many cam- a high degree of resistance to energy, their blast-
paigns, there’s more to the setting than just Earth. ers may prove ineffective). As a result, the GM has
In Star Hero games, where characters frequently more storytelling and suspense resources.
visit other planets, and games involving dimen- NONCORPOREAL BEINGS
sional travel, characters can easily encounter forms
of life that, although sentient and/or humanoid, are In science fiction or fantasy campaigns, or
so strange they act more like “creatures” for story other campaigns with an element of the strange or
purposes. weird, not all animals (or similar creatures) have
Imagine, if you will, a group of human space physical form. In Star Hero, characters may run
explorers who discover a planet inhabited by intel- into bizarre energy beings who feed off their ship’s
ligent, mobile mounds of moss. Given the extreme power plant, their own life-force, or their emotions
differences between the two forms of life, the (like the Psychovore on page 206). Even if intel-
humans may not even recognize the moss-beings ligent (or just very cunning), these beings are so
as a sentient species. Unaware they’ve found an unlike normal humanoid beings that they cannot
inhabited planet, they set out to colonize it, only to communicate and are, in effect, creatures. Similarly,
find themselves frequently attacked by one or more in a Fantasy Hero game, characters may encounter
moss-beings. The moss-beings’ assaults are more things like air elementals or ghosts, which lack
like animals with pack tactics, since they have to physical form but nevertheless are both dangerous
gang up on individual humans to have any chance and animal-like.
to overwhelm and defeat them, thus furthering the CONSTRUCTS
mistaken impression that the moss-beings are ani-
Lastly, not all creatures are necessarily alive.
mals. Thus, for most of the story, the moss-beings
Constructed “beings” — robots, golems, homonculi,
function as animals, not as sentient NPCs, and the
and the like — make perfect “creatures” for many
GM uses them as such. It’s only at the very end of
games. In most cases, they are the servants of the
the story, when the humans discover that the moss-
alchemist, scientist, or wizard who built them, but
beings are intelligent, that their role in the story
sometimes they’re self-motivated. By asking him-
changes.
self who built the construct, for what purposes,
This situation becomes even more interesting
and what has happened to it since then, a GM can
when the aliens are not carbon-based lifeforms (or
create an intriguing opponent (perhaps with an
when the existence of magic allows for the creation
entire mystery scenario wrapped around it).
of some truly unusual creatures). Intelligent species
8 HERO System Bestiary
Obstacles
In many adventure stories, creatures function
as obstacles for the PCs to overcome as they work
toward their ultimate goal. In this case the crea-
ture isn’t closely involved with the main objective
of the game, but instead harms, delays, sidetracks,
or tricks them.
Hero Games 9
SECONDARY HARM a pattern. The PCs finally track down and capture DRAMATIC VERSUS
Creatures provide the GM with a way to inflict or kill the beast, and the attacks stop... for a little REALISTIC ANIMALS
harm on the PCs that isn’t directly related to the while. As they soon find out, or can deduce if they
plot. A random encounter with an enraged hunt- cleverly analyze clues from some of the earlier
Another important
ing cat, a pack of wolves, or some strange, mutated attacks, the real killer is a supervillain who let the consideration for the
predator can weaken the characters by causing cat loose and used its well-publicized presence in GM (and players) to
injuries or forcing them to use up resources — thus the city as cover while he committed some brutal keep in mind when
making the major encounters to come later all the murder-robberies. using animals in a game
is whether to portray
more tense and exciting. If the creature is venom- them realistically or
ous, it may leave the characters with a poisoned and
slowly dying PC (or beloved NPC) on their hands,
Primary Goal dramatically. The former
means hewing to real
spurring them on to the most desperate heroics. Last, but certainly not least, animals can serve world information,
as the primary focus of a story or game session. abilities, and habits as
DISTRACTION much as possible; the
This can range from being hunted by the PCs, to
Similarly, animals can distract the PCs, lead- latter means tailoring
hunting the PCs, to creating the obstacle the char-
ing them astray as they try to reach their goal. By the animal, to whatever
acters must overcome to triumph. degree, to better suit the
delaying or sidetracking them this way, the GM The stereotypical example of this is the Big needs of the story.
can heighten the dramatic tension in the story or Monster Hunt — the subject of many myths and In many cases, the needs
inflict other complications on the PCs. For example, tales. A terrible beast is somehow unleashed on an of realism and the needs
suppose a group of Fantasy Hero PCs is on a quest innocent populace, forcing the PCs to track it down of drama fit together
to recover a magical artifact and return it to the and slay it (or capture it). If the creature is powerful perfectly, requiring little
king by a certain day, to prevent disaster. They get enough, they may have to obtain special weapons to (if any) work or deci-
lucky and find the item much more quickly than fight it, or team up with other heroes (or their own sion-making on the part
the GM expected, thus potentially eliminating the of the GM. An attack by
enemies!) to stop it. a poisonous creature or
tension of getting the artifact to the king on time. On the other hand, sometimes the story is man-eating tiger is both
So, the GM decides to throw a monkey wrench into reversed, with the creature hunting the player char- realistic and dramatic.
the works — quite literally, in the form of a pack acters. The movie Predator offers a good example. Things like that happen
of flesh-eating apes. Large enough to pose a seri- As in that film, the creature has to be tough enough in real life, so the GM
ous threat to the PCs, the ape pack forces them to and clever enough to handle an entire group of PCs doesn’t have to embroi-
detour well out of their way to avoid a potentially der the encounter at all.
on its own (or at least make the PCs think it’s that
lethal battle. By the time they’re back on the road to powerful). On the other hand, some
the king’s palace, the PCs have lost several days and creatures seem fierce,
In other stories, the creature poses some sort interesting, or full of
the success of their mission is once again in doubt. of indirect threat to the PCs. Perhaps a giant space adventure possibilities in
A GM can also use animals this way as the amoeba inadvertently swallows them, forcing them fiction, but not so much
lead-in to a greater adventure. If the current adven- to find a way out without causing the rare and deli- in real life. For example:
ture isn’t going well, or the GM wants more time to cate creature harm. Unless the GM wants the story —In real life, gorillas
plan the end of it, he can draw them off into a side to become a straight-up combat, he has to arrange are peaceful vegetarians
adventure by dragging an intriguing creature across things so that the characters can’t harm it easily who become aggressive
their paths. As they chase or investigate this odd (take away their weapons, deprive their ship of only when threatened
new beast, they embroil themselves in a larger story power, establish an anti-magic field) or don’t want or provoked. In fiction,
that has little, if anything, to do with the beast itself. they’re ferocious man-
to hurt it (the creature is the key to solving some killers.
FOOLING THE CHARACTERS mystery, it has intrinsic value to them, it’s occupy-
—Some scientists now
ing or using something they don’t want to damage, believe the fearsome
In the hands of a clever and capable GM, they revere all forms of life). Then the creature’s tyrannosaurus rex was
animals can become “red herrings” — supposed presence and activities become an intriguing chal- actually more of a slow-
culprits in an adventure where they are, in lenge, not just an invitation to draw swords or moving scavenger than a
fact, innocent. This throws the PCs off the unholster blasters. fast-moving hunter. But
trail, allowing the GM to develop the in adventure stories, it
story more before the final confrontation remains a mighty preda-
occurs. tor and a terrible threat
For example, think of a Champions cam- to even powerful PCs.
paign where it seems a panther has escaped Since the HERO System
from the local zoo and is spreading havoc in is a dramatic adventure
game, designed for
the city. Its attacks are savage, and perhaps suggest heroic situations and
challenges, in many
cases the “dramatic”
approach to an animal
serves the GM better
than the realistic one.
Group storytelling is
not the same thing
as creating a nature
documentary. But the
verisimilitude of the
10 HERO System Bestiary
Continued from last page
CREATURE
game is enhanced if the
GM sticks to “reality” as
much as he can without
CREATION
spoiling the story.
This book makes an
effort to satisfy both
approaches. While the
HERO System Bestiary is
by no means a zoology
text, the descriptions of
P
real-world animals in it layers and GMs who want to create EGO
are based on reasonable their own creatures — or characters EGO represents a character’s strength of will.
amounts of research who frequently interact with creatures Most normal animals have an EGO of about 5,
and fact-finding. On the — should consult this section for ideas since they lack the sheer willpower possessed by
other hand, the descrip- and guidelines. In most cases, creating an animal
tions also include dis-
many intelligent beings, but can still be tenacious
(be it fantastic or mundane) is the same as creating at times.
cussions of how to make
the animals more “dra-
an ordinary character, but there are some important
differences. PRESENCE
matic,” and notes about
how the character sheets PRE represents a character’s bravery, person-
try to satisfy the needs ality, and forcefulness. Most animals, particularly
of storytelling. CHARACTERISTICS herbivores, have relatively low PREs — they scare
Readers interested in easily. Conversely, many predators have higher than
more information about NEGATIVE CHARACTERISTICS normal PRE, since their natural weaponry and
animals should consult AND FIGURED CHARACTERISTICS ferociousness makes them frightening to others.
the books listed in the
Bibliography, or other A negative Primary Characteristic does not But that’s not to say they can’t be scared away by
books on the subject. reduce a creature’s (or character’s) related Figured loud noises, fire, or the like. When a human charac-
Characteristics, but simply adds zero to them. For ter makes a Presence Attack against an animal, the
example, a creature with STR -20 and CON 10 has animal uses the lower of its EGO or PRE (unless
0 PD and 2 REC, not -4 PD and -2 REC. it’s bought bonuses to its PRE for this purpose, in
which case use PRE). Be sure to apply the appropri-
STRENGTH ate modifiers; if a character seems helpless or vul-
Large animals, such as bears, whales, or ele- nerable to the animal, he should roll fewer dice.
phants, typically have high STR, and small animals
COMELINESS
like mice very little STR. However, this isn’t a hard-
and-fast rule; some animals are much stronger than The COM scores for animals in this book
their size would indicate (or much weaker). reflect how beautiful or cute they appear to normal
Many animals with high STR take the Physical humans in the world where the animal exists.
Limitation Reduced Leap, since unlike humans their (Young animals may have +1-3 COM, since they
STR does not directly correlate with their ability to seem even cuter than their parents.) Among them-
leap. Bears, for example, can’t leap very far despite selves, COM is usually less important than other
their STR. factors, including the simple opportunity to mate.
At the GM’s option, creatures with 0 or nega- However, some animals (such as many birds) do
tive STR can ignore the normal rules regarding use COM as a way of attracting potential mates or
the effect of STR on movement (HERO System 5th outdoing rivals.
Edition, Revised, page 35) and instead just use the SPEED
amount of movement indicated on their character
For normal animals, SPD rarely exceeds 3.
sheets. Most such creatures already have low rates
Only a few animals, such as some cats, have SPDs
of movement anyway, and reducing them to frac-
of 4; no normal animal has a SPD of 5 or higher.
tions of an inch may cause more confusion than it’s
worth. ENDURANCE
INTELLIGENCE Animals rarely buy extra END beyond that
calculated from their CON. When they get tired,
As the HERO System 5th Edition, Revised notes,
they stop what they’re doing (or break off the
INT reflects a character’s ability to perceive, pro-
attack) and rest.
cess, and appropriately react to information quickly.
Thus, many animals have INTs in the standard 8-12 STUN
range common to most “normal” characters — after Many animals have some extra STUN, to sim-
all, their lives often depend, on a day-to-day basis, ulate how difficult it is to Knock them Out. Large,
upon their ability to detect and escape danger. But strong animals, such as rhinos or hippopotami,
this does not mean they’re capable of learning to have particularly high STUN scores.
read, talking, reasoning as well as a human, think-
ing abstractly, or the like. An animal’s ability — or,
more accurately, lack of ability — to do such things
is reflected by the Physical Limitation Limited Intel-
lect (see below).
Hero Games 11
nomadic nature may limit the Hunter to a specific ceives and reacts to things with extreme literalness.
geographic region of its much broader territory, or If told to batter down a wall, it will continue doing so
restrict the frequency with which the Hunter pursues until it receives new orders, it destroys the wall, or it
it. is destroyed. If someone jokingly tells it, “You’re pull-
ing my leg!”, it may start trying to rip off that person’s
PHYSICAL LIMITATION
limbs. Although it can learn quickly and easily, it
Several Physical Limitations, some of them quite often cannot apply what it learns precisely the way its
restrictive, occur frequently in the animal kingdom. teacher wants it to.
Cold-Blooded Value Physical Limitation
Cold-blooded animals — primarily reptiles — 10 Near-Human Intelligence (Frequently, Slightly
do not have a standard internal body temperature the Imparing)
way most beasts do. Instead, their body temperature 15 Animal Intelligence (Frequently, Greatly Impairing)
depends on their surroundings. If it gets too cold, 20 Instinctive Intelligence (All The Time, Greatly
they can’t move or function; thus, they tend to live Impairing)
in deserts, the tropics, and other warm regions. In 15 Machine Intelligence (Frequently, Greatly Impair-
game terms, if the Temperature Level (see page 441 ing)
of the HERO System 5th Edition, Revised) is above
+3 or below 0, a cold-blooded creature’s movement In some Fantasy Hero games, this Physical Limi-
and DEX are halved. At Temperature Level -2 and tation may be unnecessary. Animals are fully intel-
below, a cold-blooded creature cannot move at all, ligent, just like humans or elves, and suffer no restric-
and will likely die (or be eaten) if not safely sheltered tions from limited sentience.
somewhere. Giant-sized or fantastic reptiles, such as
Poor Sense(s)
dragons, may be warm-blooded (or at least tolerant
While most animals have at least one or two
of a greater range of temperatures).
keen senses, many have one or more senses that are
Value Physical Limitation weaker than normal. For example, elephants have
15 Cold-Blooded (Frequently, Greatly Impairing) excellent hearing, smell, and touch, but their eyesight
Limited Intellect is poor in most conditions. This is reflected partly
Because INT represents the ability to take in and by how the animal’s senses are bought, but also by a
process information quickly and properly — some- Physical Limitation if appropriate. For example:
thing many animals are quite good at — reduced Value Physical Limitation
INT is inappropriate for simulating animals’ lack of 15 Poor Eyesight, suffers -2 to all Sight PER Rolls
sentience. Instead, they take a Physical Limitation, (Frequently, Greatly Impairing)
Limited Intellect, to represent this. (It’s a Physical 10 Poor Hearing, suffers -2 to all Hearing PER Rolls
Limitation, not a Psychological Limitation, because it (Frequently, Slightly Impairing)
cannot be overridden with Mental Powers.)
Limited Intellect comes in four varieties. From Many animals have a limited (or no) ability to
least to most restrictive, they are: Near-Human Intel- perceive color, but this rarely qualifies as a Physical
ligence; Animal Intelligence; Instinctive Intelligence; Limitation.
and Machine Intelligence.
Reduced Leap
Near-Human Intelligence, possessed by animals
Many large animals cannot Leap as far as their
such as apes and dolphins, is the highest degree of
strength would indicate, and a Physical Limitation
intelligence an animal can attain without becoming
reflects this. If the animal would get more points
truly sentient. Near-Human Intelligence animals
by selling back its Leaping, increase the value of the
communicate with others of their kind in sophis-
Limitation accordingly. Animals with STR 0 or lower
ticated ways, can learn limited tool use, develop
cannot take this Limitation, since their STR automati-
elaborate social customs and structures, and can
cally restricts their Leaping.
sometimes be taught to communicate or work with
sentient races. Value Physical Limitation
Animal Intelligence is the level of awareness 5 Reduced Leap, can only leap half as far as STR
possessed by most animals. It represents a basic indicates (Infrequently, Slightly
bestial intellect, with a heavy degree of instinct leav- Impairing)
ened by animal cunning and insight. Creatures with 5 Reduced Leap, can only leap 1” (Infrequently,
Animal Intelligence can be taught tricks, and even Slightly Impairing)
become valuable helpmates for sentient races, but 5 Reduced Leap, cannot leap (Infrequently, Slightly
cannot communicate with sentients in any advanced Impairing)
way.
Reduced Manipulation
Instinctive Intelligence, possessed by most
Unlike humans and other sentient species,
insects, some fish, and various other lower forms of
which typically have thumbs or other such digits,
life, barely qualifies as “intelligence” at all. The crea-
many animals have trouble manipulating physical
ture is ruled almost entirely by its instincts, and is
objects. Some, such as elephants, do possess some
difficult for sentients to train or interact with.
limited fine manipulatory ability, but most are lim-
Machine Intelligence doesn’t apply to regular
ited to fairly crude batting, scooping, or pushing.
animals, but is possessed by “creatures” such as robots,
A Physical Limitation reflects this. Very Limited
golems, and the like. It represents a creature that per-
20 HERO System Bestiary
Example Manipulation, possessed by most animals, means them, and so forth.
Creatures by Size the creature has difficulty even picking objects up. For every step smaller than human size, an
Insectile: Spider It cannot perform any fine tasks, such as typing, animal suffers +3” Knockback from attacks. These
Minute: Bat open most gates or containers, and the like. Limited extra inches only add to the distance traveled, not
Manipulation represents animals who can perform the damage taken from being Knocked Back. Addi-
Minuscule: Demonling,
Neuroparasite, Scorpion, some tasks, like opening gates or picking up things, tionally, small animals may have difficulty reaching
Songbird but cannot finely manipulate them. things, carrying large objects, and the like.
Tiny: Domestic Cat, A creature with either of these Physical Limita- Size does not necessarily indicate that an animal
Homing Pigeon, tions should not also apply the Limited Manipulation is taller than a human; it may reflect length or girth
Homonculous, Simurgh, Limitation to any Extra Limbs they buy. instead. The Physical Limitation reflects overall size
Squirrel and bulk, not just height. The specified parameters
Diminutive: Falcon, Value Physical Limitation are guidelines; GMs should give each creature the
Giant Rat, Jackalope, 15 Very Limited Manipulation (Frequently, Greatly Physical Limitation that fits it best, regardless of
Psychovore, Rabbit, Rac- whether it’s exactly the listed size.
coon Impairing)
10 Limited Manipulation (Frequently, Slightly See also the Size template, below, for more
Small: Amphisbaena, information on the effects of different sizes and alter-
Basilisk, Eagle, Large/ Impairing)
ing an animal’s size.
Hunting Dog Size/Weight
Human Size: American Perhaps the most common Physical Limitation PSYCHOLOGICAL LIMITATION
Black Bear, Barracuda, for animals is Size/Weight, which represents the det- Several Psychological Limitations are common
Boar, Leopard, Lion, to animals. They include:
Deer/Antelope, Golem, rimental effects of their mass or scale. Animals are
Gorilla, Guardian Ape, not as limited in this respect as humans are — they
Timid
Wolf rarely have to fit through doors, walk on upper
Creatures with this Psychological Limitation
Large: Buffalo/Cattle, floors, or ride in vehicles — but they do suffer some
are inherently non-aggressive and skittish. Easily
Camel, Centaur, Ele- problems because of their size and/or weight. The
frightened, they flee from anything they perceive as
mental, Giant Carnivo- accompanying table provides suggested parameters
rous Plant, Grizzly Bear, dangerous (typically including loud noises and fire).
for this Disadvantage. As usual, the value of the
Hippopotamus, Horse, They can make an EGO Roll to resist running away,
Limitation depends on how frequently it restricts or
Manticore, Rhinoceros, receiving bonuses if their young are threatened (+1
hinders the animal — a creature who’s four meters
Mako Shark to +3) or they are cornered (+1 to +2).
tall is always that tall, but his size only negatively
Enormous: Crocodile, Value Psychological Limitation
Elephant, Giant Beetle,
affects him Infrequently.
15 Timid (Common, Strong)
Great White Shark Value Physical Limitation
Huge: Amorphous 20 Insectile, down to 1/64 human size (.032m, or Domesticated
Horror, Hydra, Lesser .016”) or smaller (All The Time, Greatly Impairing) Creatures with this Psychological Limitation
Dragon, Sperm Whale, 15 Minute, down to 1/32 human size (.064m, or have become so used to living with, and being taken
Treeman, Tyrannosau- .032”) (Frequently, Greatly Impairing) care of by, humans (or some other sentient species)
rus Rex
15 Minuscule, down to 1/16 human size (.125m, or they can no longer fend for themselves. They often
Gigantic: Apatosaurus, .064”) (Frequently, Greatly Impairing) lack the Survival Everycreature Skill, and look to
Giant Ape, Greater
Dragon, Kraken 10 Tiny, down to 1/8 human size (.25m, or .125”) humans for food, shelter, and comfort.
(Frequently, Slightly Impairing) Value Psychological Limitation
Gargantuan: Giant
Dinosaur, Giant Worm, 10 Diminutive, down to one-quarter human size 20 Domesticated (Very Common, Strong)
Sea Serpent (.5m, or ¼”) (Frequently, Slightly Impairing)
5 Small, down to half human size (1m, or ½”) REPUTATION
Colossal: Roc
(Infrequently, Slightly Impairing) As discussed under the Reputation Perk, some
0 Human size (no Limitation) animals become particularly well-known, and this
5 Large, up to twice human size (4m, or 2”) (Infre- may entail a Disadvantage as well as a benefit. For
quently, Slightly Impairing) example, if Old Slewfoot is known to usually go after
10 Enormous, up to four times human size (8m, or certain types of bait, or frequent certain parts of the
2.1-4”) (Frequently, Slightly Impairing) swamp, his Reputation disadvantages him.
10 Huge, up to eight times human size (16m, or 4.1- Similarly, some species of animals are known
8”) (Frequently, Slightly Impairing) for negative traits, and a Reputation for all species
15 Gigantic, up to 16 times human size (32m, or members may reflect this. A seemingly beautiful fish
8.1-16”) (Frequently, Greatly Impairing) may have a well-deserved Reputation as venomous
15 Gargantuan, up to 32 times human size (64m, or and deadly, for example. People who don’t know
16.1-32”) (Frequently, Greatly Impairing) about its Reputation and get too close are in for a
20 Colossal, up to 64 times human size (128 m, or rude — and probably fatal — surprise.
32.1-64”) or larger (All The Time, Greatly Impair-
ing) RIVALRY
An animal that lives in a pack may have a
For every step larger than human size, an rivalry with a packmate for food, mates, or the like.
animal suffers -2 DCV, and all PER Rolls to perceive This rarely rises to the level of a Disadvantage, but
it are at +2. For example, a Gargantuan beast is at -10 may in some cases.
DCV, and +10 PER to perceive. Additionally, large
animals may have difficulty fitting into small spaces,
unintentionally break things by brushing too close to
Hero Games 21
CREATURE
TEMPLATES
T
o assist players and GMs with creating their Enhanced Musculature: Surgeons have grafted
own creatures, here are some “templates” for extra muscles into key areas of the animal’s body,
various abilities or conditions common to and used bio-engineering to stimulate the growth
animals. They represent both normal things of other muscles.
(like large size and strength, venom, or camouflage)
Enhanced Musculature: +10 STR. Total cost:
and fantastic conditions (such as being mutated,
10 points.
having cybernetic enhancements, or becoming
undead).
Metallic Claws: Surgeons have replaced the animal’s
Of course, these templates are just guidelines. An
normal claws with razor-sharp metal ones.
undead animal might have the Undead template, or
the GM might want to use only some of the abilities Metallic Claws: HKA 1d6, Armor Piercing
in that template to simulate a zombie critter. Feel free (+½) (22 Active Points); Reduced Penetration
to mix, match, rewrite, and revise as necessary to suit (-¼). Total cost: 18 points. (If animal’s natu-
your campaign or personal preferences. ral claws are larger than HKA 1d6, increase
damage appropriately.)
ALTERED
The animal has been altered, deliberately or acci- Metallic Jaws: Surgeons have replaced the animal’s
dentally, by outside forces. jawbones and teeth/fangs with much more power-
ful metal ones.
Cybernetic
An animal with this template has undergone Metallic Jaws: HKA 1d6, Armor Piercing (+½)
surgery and other procedures to install cyberware, (total cost: 22 points) plus +10 STR (10 Active
make improvements through bio-engineering, and Points); Only To Grab With Jaws (-1) (total
so forth. Of course, the range of biological and tech- cost: 5 points). Total cost: 27 points. (If ani-
nological modifications you could make to animals is mal’s natural teeth/fangs are larger than HKA
virtually endless; the example abilities provided here 1d6, increase damage appropriately.)
represent just a few of the most common possibilities.
Being altered in this fashion may also cause Magic
the animal to acquire some Disadvantages, such as Through deliberate or accidental exposure to
Dependence (needs fuel, maintenance, or replace- magical energies, the animal has been changed for
ment parts) or Psychological Limitations. the better. Given the nature of magic, virtually any
Cybersensors: Surgeons have installed sensory change is possible; listed below are a few examples.
devices in the animal’s body, or otherwise augmented Being magically altered may cause an animal to
one or more of its natural senses: acquire some Disadvantages, such as Enraged/Ber-
serk, Susceptibility, or Vulnerability.
Cyberears: +2 PER with Hearing Group. Total
cost: 4 points. Deadly Gaze: The animal’s very gaze causes death to
those who look it in the eye.
Cybereyes: +3 PER with Sight Group, Infrared
Perception (Sight Group), Ultraviolet Perception Deadly Gaze: RKA 6d6, NND (defense is Power
(Sight Group), and Telescopic (+4 versus Range Defense or being blind; +1), Does BODY (+1),
for Sight Group). Total cost: 22 points. Reduced Endurance (0 END; +½), Persistent
(+½) (360 Active Points); Always On (-½), Eye
Cyberradar: Radar. Total cost: 15 points. Contact Required (-½), Cannot Use Targeting
(-½), Beam (-¼), Cannot Be Bounced (-¼),
Enhanced Olfactory Senses: +3 PER with Smell/
Limited Range (3”; -¼), No KB (-¼). Total cost:
Taste Group, Rolls. Total cost: 6 points. (Add
103 points.
Tracking for Smell/Taste if animal lacks it; this
increases the total cost by 10 points.)
Magical Protection: The animal’s exposure to magic
has granted it a limited ability to withstand other
Dermal Armoring: Scientists have stimulated the
magical effects.
growth of the animal’s natural defenses to unnatural
levels, or surgically implanted plastic armor into and Magical Protection: Magic Damage Reduction,
beneath its skin. 50% (total cost: 30 points) plus Power Defense
(10 points) (total cost: 10 points). Total cost: 40
Dermal Armoring: Armor (+6 PD/+6 ED).
points.
Total cost: 18 points.
22 HERO System Bestiary
Swiftness: Magical energies have improved the BATTLE-TRAINED
creature’s speed and reaction time. An animal with this template — typically
Swiftness: Running +6” (total cost: 12 points) a horse or a dog — has been trained for use in
plus +1 SPD (total cost: 10 points). Total cost: combat. It is less skittish and fearful than others of
22 points. its kind, and knows how to attack on command.
Cost Battle-Trained
Mutation 3 Combat-Acclimated: +3 PRE (may be more)
Through accidental or deliberate exposure to 1 Combat-Acclimated: +3 PRE (3 Active Points);
post-apocalypse radioactive fallout, toxic sludge, Only To Protect Against Presence Attacks (-1)
or the like, the animal has undergone mutation. 2 PS: Attack 11- (see Animal Handler, page 11).
Some of the possible effects are beneficial (at least 2 PS: Stop Attacking 11-
in part), but the creature may also acquire some Total cost: 8 points
Disadvantages as a result (particularly Depen-
CAMOUFLAGE
dence, Enraged/Berserk, and Physical Limitation).
This template represents an animal that
Berserk Strength: Its mutations cause it constant
blends in with its surroundings better than
pain, making the animal crazed with fury and fear.
normal, thus making it easier for it to escape
Berserk Strength: +15 STR. Total cost: 15 detection. A few animals can even change their
points. Animal also acquires a Disadvantage: color at will.
Enraged: Berserk in combat (Very Common), Cost Basic Camouflage
go 14-, recover 8- (45 points). 3 Camouflage Coloration: +4 to Concealment (8
Active Points); Self Only (-½), Only In Specific
Hideousness: The mutations have made the animal Environments/Situations (-1)
horrifying to look at — its skin has bubbled up 1 Camouflage Coloration: +1 to Stealth (2 Active
through its fur in places, it has suppurating sores Points); Only In Specific Environments/Situa-
all over its body, and so on. tions (-1)
Hideousness: +20 PRE (20 Active Points); Total cost: 4 points
Only For Fear-Based Presence Attacks (-1). Cost Color Changing
Total cost: 10 points. Animal also acquires -8 5 Camouflage Coloration: +4 to Concealment
COM (+4 points). (8 Active Points); Costs END To Activate (-¼),
Self Only (-½)
Radioactive Aura: The animal constantly emits 2 Camouflage Coloration: +1 to Stealth (2 Active
a small field of intense radiation which affects Points); Costs END To Activate (-¼)
anyone who contacts it. Total cost: 7 points
Radioactive Aura: Drain CON 1d6, Delayed DISEASED
Return Rate (points return at the rate of 5 per
An animal with this templates has a disease it
Hour; +1), Continuous (+1), Damage Shield
can pass on to humans. It may suffer from the dis-
(+½), Persistent (+½), Reduced Endurance
ease itself, or may simply act as a “carrier.”
(0 END; +½) (45 Active Points); Always On
Described below are two diseases commonly
(-½). Total cost: 30 points.
associated with animals, rabies and bubonic
Tentacles: One or more tentacles have grown from plague.
the creature’s body. Rabies
Tentacles: Extra Limbs (5 Active Points); Humans contract this highly contagious
Limited Manipulation (-¼) (total cost: 4 disease of the nervous system when bitten by an
points) plus +10 STR (10 Active Points); Only animal who has it (or, rarely, by eating infected
With Extra Limbs (-½) (total cost: 7 points). meat). The onset of symptoms can occur as quickly
Total cost: 11 points. as about ten days, or as slowly as about a year, after
being bitten. When the disease begins to affect
the victim, he suffers fever, headache, fatigue, sore
AQUATIC
throat, nausea, and coughing for about one to
A creature with this template has adapted to, four days. A state of excessive agitation and motor
or been altered for, life underwater. activity follows, soon leading to hallucinations,
Cost Aquatic Template confusion, combativeness, and muscle seizures.
5 Gills: Life Support: Expanded Breathing The victim develops an extreme sensitivity to
(Breathe Underwater) light, noise, and even touch. Excessive salivation,
3 Aquatic Body or Webbed Paws: Swimming combined with difficulty swallowing, creates the
+3” (possibly more) “foaming at the mouth” effect for which this dis-
1 Aquatic Body: Life Support (Safe Environment: ease is well-known. The victim’s periods of lucidity
High Pressure) become shorter and shorter, until eventually he
Total cost: 9 points lapses into a coma, and then dies.
The best way to treat rabies is to capture
the animal and test it to determine if it has the
Hero Games 23
disease. If it does, or if testing is not possible, the spreads through the air and causes continuous fever Onset Time
wound is cleansed and antibiotics administered, and the spitting of blood instead of swelling. For diseases, and for the
and the victim then undergoes a series of painful Curing bubonic plague requires treatment toxins listed elsewhere
injections over the next several days. with streptomycin or tetracycline within the first 15 in this book, the Extra
hours of the onset of symptoms. Beyond that point, Time Limitation rep-
Rabies, First Stage: Drain CON 4d6, Delayed resents the onset time
the disease has progressed too far to save the victim.
Return Rate (points return at the rate of 5 per of the illness — how
Week; +1¾), NND (defense is appropriate LS: Bubonic Plague, First Effect: Drain CON 5d6, long it takes between
Immunity; +1) (150 Active Points); 1 Charge Delayed Return Rate (points return at the rate the time of infection
(-2), Extra Time (one week’s onset time; -4½), of 5 per Week; +1¾), NND (defense is appropri- and when the victim
first begins to suffer
Gradual Effect (4 Days, 1d6/day; -1¾), Bite ate LS: Immunity; +1) (187 Active Points); 1 symptoms (or between
Must Do BODY (-½) (total cost: 15 points) Charge (-2), Extra Time (one hour’s onset time the time of being poi-
plus Drain END 4d6, same modifiers and cost [sometimes more]; -3), Gradual Effect (5 Days, soned, and when the
as Drain CON, plus Linked (-½) (total cost: 15 1d6/day; -1¾). Total cost: 24 points. poison takes affect).
points). Total cost: 30 points. Although diseases and
Bubonic Plague, Second Effect: Drain STR 5d6, poisons are built using
Rabies, Second Stage: Drain STR 3d6, Delayed Delayed Return Rate (points return at the rate Attack Powers, animals
Return Rate (points return at the rate of 5 per of 5 per Week; +1¾), NND (defense is appropri- who carry or use them
Week; +1¾), NND (defense is appropriate LS: ate LS: Immunity; +1) (187 Active Points); 1 should be allowed to
Immunity; +1) (112 Active Points); 1 Charge Charge (-2), Extra Time (begins to affect victim make other attacks
while the onset time
(-2), Extra Time (onset time begins after first one day after first effect; -4), Gradual Effect (5 runs.
stage takes full effect; -4½), Gradual Effect (3 Days, 1d6/day; -1¾). Total cost: 21 points.
Days, 1d6/day; -1¾), Bite Must Do BODY (-
Bubonic Plague, Third Effect: Drain COM 3d6,
½), Linked (to first stage; -½) (total cost: 11
Delayed Return Rate (points return at the rate
points) plus Drain INT 3d6, same modifiers
of 5 per Week; +1¾), NND (defense is appropri-
and cost as Drain STR, but Linked (to Drain
ate LS: Immunity; +1) (112 Active Points); 1
STR; -½) (total cost: 11 points) plus Drain
Charge (-2), Extra Time (begins to affect victim
EGO 3d6, same modifiers and cost as Drain
one day after first effect; -4), Gradual Effect (3
STR, but Linked (to Drain STR; -½) (total cost:
Days, 1d6/day; -1¾). Total cost: 13 points.
11 points). Total cost: 33 points.
Bubonic Plague, Fourth Effect: Drain BODY
Rabies, Third Stage: Drain STUN 3d6, Delayed
5d6, Delayed Return Rate (points return at
Return Rate (points return at the rate of 5 per
the rate of 5 per Week; +1¾), NND (defense
Week; +1¾), NND (defense is appropriate LS:
is appropriate LS: Immunity; +1) (187 Active
Immunity; +1) (112 Active Points); 1 Charge
Points); 1 Charge (-2), Extra Time (begins to
(-2), Extra Time (onset time begins after second
affect victim one day after second effect; -4),
stage takes full effect; -4½), Gradual Effect (3
Gradual Effect (5 Days, 1d6/day; -1¾). Total
Days, 1d6/day; -1¾), Bite Must Do BODY (-
cost: 21 points.
½), Linked (to second stage; -½). Total cost: 11
points. Bubonic Plague, total cost: 79 points.
Rabies, Final Stage: Drain BODY 5d6, Delayed For the pneumonic variety of the plague,
Return Rate (points return at the rate of 5 per increase the Drain BODY to 6d6, and make all
Week; +1¾), NND (defense is appropriate LS: effects Sticky (representing the ease with which the
Immunity; +1) (187 Active Points); 1 Charge disease passes from person to person).
(-2), Extra Time (onset time begins after third
stage takes full effect; -4½), Gradual Effect (5 DIVINE
Hours, 1d6/hour; -1¼), Bite Must Do BODY The opposite of Infernal, this template repre-
(-½), Linked (to third stage; -¼). Total cost: 20 sents creatures who were created by, work for, or live
points. with the higher powers of light, justice, truth, and
beauty. They occasionally come to mortal realms to
Rabies, total cost: 94 points. assist the human servants of their masters.
Bubonic Plague (“the Black Death”) Divine Awareness: Divine creatures possess senses
Carried by fleas that live on rats, and passed on beyond those of mortal animals.
to humans when the fleas bite them after the rats Divine Awareness: Infrared Perception (Sight
come into close contact with people, bubonic plague Group), Ultrasonic Perception (Hearing
is often referred to as “the black death” because of Group), Ultraviolet Perception (Sight Group),
the black buboes (swellings) and black skin blotches Telescopic (+6 versus Range for Sight and Hear-
it causes (from internal bleeding). It attacks quickly, ing Groups). Total cost: 31 points.
typically killing the victim within five days after
exposure. Mere hours after contracting the disease, Divine Form: The beasts of heaven are as immor-
the victim begins to feel chilled, feverish, nauseous, tal as their masters.
and eventually delirious. He also experiences severe
pain, boils, and black buboes as large as an apple in Divine Form: Life Support (Longevity:
the armpits and groin which ooze pus and blood. Immortality). Total cost: 5 points.
An even more virulent form, pneumonic plague,
24 HERO System Bestiary
Divine Shield: The creatures of the celestial realms Passage Of Earth: Tunneling 6” through 10 DEF
are very hard to harm. material, Fill In. Total cost: 52 points.
Divine Shield: Physical and Energy Damage Stonesight: N-Ray Perception (Sight Group)
Reduction, Resistant, 50%. Total cost: 60 (cannot perceive through organic matter) (10
points. Active Points); Only To See Through Earth And
Stone (-1). Total cost: 5 points.
Holy Aura: A glowing aura of holy light surrounds
the creature, causing pain to all evil beings who Total cost for Earth template: 117 points.
come near it.
Fire
Holy Aura: Sight Group Images, 1” radius, Creatures of Fire, with their bodies made of
Reduced Endurance (0 END; +½) (15 Active elemental flame, are dangerous to touch (or be
Points); Only To Create Light (-1), No Range touched by), though to the eyes of humans they are
(-½), Linked (-½) (total cost: 5 points) plus quite beautiful.
RKA 1d6, Continuous (+1), Damage Shield
(+½), Penetrating (+½), Reduced Endurance Beauty Of Flame: +8 COM. Total cost: 4 points.
(0 END; +½) (52 Active Points); Only Affects Body Of Fire: Energy Damage Reduction, Resis-
Evil Beings (-½) (total cost: 35 points). Total tant, 75% (60 Active Points); Only Works Against
cost: 40 points. Fire (-½). Total cost: 40 points.
Total cost for Divine template: 136 points. Body Of Fire: HKA 1d6, Continuous (+1),
Damage Shield (does damage in HTH Combat;
ELEMENTAL +¾), Inherent (+¼), Persistent (+½), Reduced
A creature with one of these templates possesses Endurance (0 END; +½) (60 Active Points);
powers derived from one of the four classic elements Always On (-½), No STR Bonus (-½). Total cost:
— Air, Earth, Fire, and Water. 30 points.
Each template lists its powers separately. If
Wings Of Fire: Flight 15”. Total cost: 30 points.
appropriate, you may buy some or all of them
through Elemental Controls, thus reducing the cost. Total cost for Fire template: 104 points.
You may wish to make some of the powers Inherent,
depending on the nature of the creature. Water
Air Water creatures have bodies of wave and foam,
Creatures of the Air have bodies formed of wind allowing them to exist underwater without harm.
and cloud. They fly with great speed and precision. Body Of Water: Desolidification (affected by
Body Of Air: Desolidification (affected by magic) magic or fire) (40 Active Points); Cannot Pass
(40 Active Points); Cannot Pass Through Solid Through Solid Objects (-½). Total cost: 27
Objects (-½). Total cost: 27 points. points.
Body Of Air: Physical Damage Reduction, Resis- Body Of Water: Physical Damage Reduction,
tant, 75% plus Energy Damage Reduction, Resis- Resistant, 75% plus Energy Damage Reduction,
tant, 25%. Total cost: 75 points. Resistant, 25%. Total cost: 75 points.
Windrunning: Flight 20”, x8 noncombat, Body Of Water: Life Support (Expanded Breath-
Rapid Noncombat Movement (+¼), Combat ing: Can Breathe Out Of Water, Safe Environ-
Acceleration/Deceleration (+¼), Reduced Endur- ment: High Pressure). Total cost: 6 points.
ance (0 END; +½). Total cost: 100 points. Waverunning: Swimming +15”, x8 noncombat.
Windrunning: +6 with Flight. Total cost: 12 Total cost: 25 points.
points. Total cost for Water template: 133 points.
True Flyer: Running -6” and Swimming -2”. Total
saved: 14 points. EXTRA HEADS
An animal with this template has more heads
Total cost for Air template: 200 than normal members of his species. Typically this
just increases its perceptiveness, but the additional
Earth noggins may also improve its ability to fight if it has
With their bodies of dirt, rock, and stone, ani- fangs. On the other hand, the extra heads may handi-
mals of Earth are massive and strong, able to inflict cap the creature by causing it to get into arguments
serious harm on their foes. They often take Physical with itself.
Limitations to represent their enormous weight.
Cost Extra Heads
Body Of Earth: Armor (10 PD/10 ED) (or sub- 5 Extra Heads: Extra Limbs (however many addi-
stitute Damage Resistance, if appropriate). Total tional heads the creature has)
cost: 30 points. 3 More Eyes Better: +1 PER with all Sense Groups
Strength Of The Earth: +30 STR. Total cost: 30 (add another +1, at 3 Character Points each, for
points. each extra head)
Hero Games 25
Cost Size: Small (creature is about half normal size) Cost Size: Colossal (creature is up to sixty-four times
3 Easily Hidden: +2 to Concealment (4 Active normal size)
Points); Self Only (-½) 90 Greater Strength: +90 STR
10 Hard To Hit: +2 DCV 36 Greater Mass: +18 BODY
4 Hard To Perceive: +2 to Stealth 36 Heavy: Knockback Resistance -18”
-5 Less Impressive: -5 PRE (minimum of 0; adjust 30 More Impressive: +30 PRE
cost accordingly) 72 Long Legs: Running +36”
-6 Short Legs: Running -3” (minimum of 1”; may 18 Tougher: +18 ED
be changed to compensate for reduced move- 137 Reach: Stretching 32”
ment due to negative STR) Total points cost: 419
-5 Weak: -5 STR (minimum of -30; adjust cost
SMART (CUNNING)
accordingly)
Total points cost: 1 For creatures with an unusual degree of intelli-
gence — animal companions like Lassie and Silver,
Cost Size: Large (creature is up to twice normal size)
for example — apply this template. For malicious or
15 Greater Strength: +15 STR
evil beasts, retitle it “Cunning.”
6 Greater Mass: +3 BODY
6 Heavy: Knockback Resistance -3” Cost Smart (Cunning)
5 More Impressive: +5 PRE 3 Brave: +3 PRE (optional, if the animal is also
12 Long Legs: Running +6” Battle-Trained)
3 Tougher: +3 ED 5 Insightful: +5 INT
4 Reach: Stretching 1” 1 Understanding: Language: English (basic con-
Total points cost: 51 versation) (The animal can only understand
speech, not speak back, though it may find
Cost Size: Enormous (creature is up to four times
other ways to communicate: “Woof!” “What’s
normal size)
that, boy? Timmy’s missing?” “Woof, woof
30 Greater Strength: +30 STR
woof!” “He’s fallen down a well?!? And he
12 Greater Mass: +6 BODY
needs his insulin shot? Lead the way!”)
12 Heavy: Knockback Resistance -6”
Total points cost: 9
10 More Impressive: +10 PRE
24 Long Legs: Running +12” SPACE
6 Tougher: +6 ED An animal with this template lives in the icy,
9 Reach: Stretching 2” unforgiving depths of space. To survive the rigors
Total points cost: 103 of hard vacuum, plasma storms, and the like, it
Cost Size: Huge (creature is up to eight times normal must be tough and strong, which can make it a
size) definite threat to starfaring craft and space stations
45 Greater Strength: +45 STR (especially if it’s large, as many space creatures tend
18 Greater Mass: +9 BODY to be). Large space creatures often receive fewer
18 Heavy: Knockback Resistance -9” points for their Size/Weight Physical Limitation,
15 More Impressive: +15 PRE since space is so vast they’re disadvantaged much
36 Long Legs: Running +18” less often than terrestrial beasts.
9 Tougher: +9 ED Cost Space
17 Reach: Stretching 4” 4 Adapted To Space: Environmental Movement:
Total points cost: 158 Zero-G Training
Cost Size: Gigantic (creature is up to sixteen times 40 Space Travel: Flight 20” (may be faster, or
normal size) MegaScaled)
60 Greater Strength: +60 STR 10 Space Travel: FTL Travel (1 LY/year) (may be
24 Greater Mass: +12 BODY faster)
24 Heavy: Knockback Resistance -12” 10 Strong Body: +10 STR
20 More Impressive: +20 PRE 30 Tough Body: Armor (10 PD/10 ED)
48 Long Legs: Running +24” 6 Vacuum Adaptation: Life Support (Safe Envi-
12 Tougher: +12 ED ronments: High Radiation, Intense Cold, Low
34 Reach: Stretching 8” Pressure/Vacuum)
Total points cost: 222 Total points cost: 100
Cost Size: Gargantuan (creature is up to thirty-two SPIKES
times normal size) A few creatures, such as some species of
75 Greater Strength: +75 STR dinosaurs, have spikes over most of their bodies to
30 Greater Mass: +15 BODY discourage predators. The following template simu-
30 Heavy: Knockback Resistance -15” lates this, though it may require alteration based
25 More Impressive: +25 PRE on the size of the creature (and thus its spikes or
60 Long Legs: Running +30” spines) and/or how many spikes/spines it has.
15 Tougher: +15 ED
69 Reach: Stretching 16” Cost Spikes
Total points cost: 304 22 Spikes: HKA 1d6, Continuous (+1), Damage
Shield (+½), Inherent (+¼), Persistent (+½),
28 HERO System Bestiary
Beyond Reduced Endurance (0 END; +½) (56 Active (0 END; +½)
Templates Points); Always On (-½), Activation Roll 14- (-½), 10 Undead Form: No Hit Locations
No STR Bonus (-½) 6 Undead Senses: +4 PER with all Senses (12
The templates described Total points cost: 22 Active Points); Only To Perceive Images Created
in this section aren’t By Means Other Than Necromancy (-1)
UNDEAD
the only “modular” 50 Undead Vitality: Life Support: Total (including
elements of this book. These templates represent animals that have Immunity to all terrestrial diseases and poisons)
Many of the animal returned from the dead, whether due to a curse, the Total points cost: 272 (minus cost of selling back STR to 0)
character sheets have power of necromancy, or some other reason. One
abilities you can “drag Cost Optional Undead Ability
template is for typical corporeal undead (skeletal,
and drop” from one 17 Hunger For Life: Detect Life (PER Roll), Sense,
creature to another as zombified, or mummified animals), the other for
Range
you create your own incorporeal undead (ghost animals). Corporeal
Total points cost: 17
beasts. Numerous types undead should take the Reduced Endurance (0
of claws, fangs, horns, END) Advantage for their STR, and incorporeals VENOM
and antlers are the best should sell back their STR to 0, but this cost is not
example, but just about An animal with this template is venomous,
included in the template because it varies. meaning it can inject a poison into its victims by
any part of an animal
could be used for some
Additionally, creatures with the Corporeal biting, stabbing, or stinging them. (This contrasts
other animal. Undead template should take the Affected By Nec- with “poisonous” animals, which give off a poison if
For instance, suppose
romancy Physical Limitation. It represents the fact touched or eaten, and usually advertise their deadly
you’re running a Fan- that even though they’re Automatons, they are nature with bright coloration.)
tasy Hero campaign susceptible to necromantic magic affecting EGO Most animal venoms fall into one of two cat-
where the PCs’ major or PRE. See the character sheets for undead in this egories. The first is haemotoxins, which affect the
enemy is an insane book for suggested values. Ghostly undead, being
wizard who likes to blood and tissues, causing swelling, intense pain,
more self-willed and thus not Automatons, don’t internal bleeding, and thickening or thinning of
create new animals by qualify for this Disadvantage. However, either type
mixing and matching the blood. American pit vipers, such as the fer-de-
parts. You decide to may take Disadvantages reflecting their unholy lance or diamondback rattlesnake, have haemo-
build a vult-hound, a nature (such as a Susceptibility to holy places or toxic venoms. The second is neurotoxins, which
monster with the body things), if appropriate to the campaign. Other Dis- affect the nervous system. They may cause little or
of a hyena, head of a advantages may also apply; see the undead write- no pain, but inflict distress and, eventually, death
gigantic vulture, and ups in this book for some ideas.
legs of a lion, to serve through suffocation or heart failure. Cobras and
as the wizard’s pet. For Cost Corporeal Undead coral snakes have neurotoxic venom. Some venoms
the head, you can take 70 Automaton Nature: Automaton, Does Not Bleed, contain both types of toxin, or are mytoxins (which
the beak and eyes of an No Hit Locations, Takes No STUN (basic version; dissolve tissue).
eagle (page 136), using don’t forget to adjust the animal’s defenses, as Seven venoms are presented below, in vary-
the guidelines from the indicated on page 458 of the HERO System 5th ing levels of lethality: Weak, Mild, Average, Strong,
Size template above to
make it larger and dead- Edition, Revised; defenses listed in this template Deadly, Lethal, and Extremely Lethal. The deadli-
lier (so it fits properly have already been adjusted) ness of a venom reflects how lethal it is to humans.
on the hyena body). For 4 Undead Body: +2 PD; Only Protects Against Many animals with weak venoms can use them
the hyena body, you use Slashing Or Piercing Attacks (for skeletons) Or quite effectively against small animals, for whom
the body (i.e., the main Crushing Or Piercing Attacks (for zombies and those poisons are strong enough to cause paralysis
physical Characteristics mummies) (-½) or death. (Gamemasters desiring greater realism of
and abilities) of a wolf
(page 188). For the lion’s 3 Undead Body: +2 PD; Only Protects Against presentation can buy such an animal’s venom in a
legs, you buy the same Piercing Attacks (-1) Multipower, with one slot for humans, one for small
amount of running, and 6 Undead Senses: +4 PER with all Senses (12 animals, and Charges on the entire reserve.)
same claws, as a lion Active Points); Only To Perceive Images Created Gauging the lethality of a given animal’s
(page 145). Thus, with By Means Other Than Necromancy (-1) poison often proves difficult. Scientists evaluate
just a few minutes of 10 Undead Strength: +10 STR poisonous substances by
work, you’ve got a brand
50 Undead Vitality: Life Support: Total (including their “LD50,” meaning
new monster to bedevil
the PCs with! Immunity to all terrestrial diseases and poisons) the dose necessary to
Total points cost: 143 (plus cost of Reduced Endurance kill half the sub-
(0 END) on STR) jects within
24 hours.
Cost Incorporeal Undead For
70 Chilling Touch: Drain STUN 2d6, Affects Physi-
cal World (+2), Reduced Endurance
(0 END; +½)
60 Ghostly Form: Desolidification (affected
by silver weapons or magic), Reduced
Endurance (0 END; +½), Persistent
(+½), Inherent (+¼); Always On (-½)
24 Ghostwalking: Flight 8”, Reduced
Endurance (0 END; +½)
52 Psychokinesis: Telekinesis (10 STR), Affects
Physical World (+2), Reduced Endurance
Hero Games 29
obvious reasons, it’s not possible to test LD50 rat- (-1), HKA Must Do BODY (-½), Extra Time
ings fully under controlled conditions. The venoms (onset time begins 5 Minutes after victim is
assigned to animals in this book are estimates bitten; -2), Gradual Effect (15 Minutes; 1d6/5
based on available scientific and reliable anecdotal Minutes; -¾) (total cost: 17 points) plus RKA
evidence; feel free to adjust them to suit your own 2d6, NND (defense is appropriate LS [Immu-
research or preferences. nity]; +1), Does BODY (+1) (90 Active Points);
Most venomous animals are immune to the No Range (-½), 4 Charges (-1), HKA Must Do
effects of their own venom (and thus that of other BODY (-½), Extra Time (onset time begins 5
members of their species). However, since this is Minutes after victim is bitten; -2), Gradual
not a requirement (especially not in fantastic lit- Effect (10 Minutes; 1d6/5 minutes; -¾), Linked
erature), none of these templates have the Personal (-½) (total cost: 14 points). Total cost: 36
Immunity Advantage. You can add it yourself if points.
necessary, as is done with some of the animal write-
ups in this book. Strong: A Strong poison is deadly enough to cause
All of these venom write-ups assume the death in a healthy adult about half the time, barring
animal can deliver a poisonous bite four times per rapid medical care or the like.
day. Adjust this (and recalculate the cost) if neces-
Strong Venom: HKA 1 point (½d6 with STR)
sary.
(total cost: 5 points) plus Drain CON 3d6,
Weak: A Weak venom is enough to make an adult Delayed Return Rate (points return at the rate
human feel sick, but not enough to have a fatal of 5 per Hour; +1), NND (defense is appropri-
effect. The effects may be more pronounced in chil- ate LS [Immunity]; +1) (90 Active Points); 4
dren or the aged. Charges (-1), HKA Must Do BODY (-½), Extra
Time (onset time begins 5 Minutes after victim
Weak Venom: HKA 1 point (½d6 with STR)
is bitten; -2), Gradual Effect (15 Minutes; 1d6/5
(total cost: 5 points) plus Drain CON 2d6,
Minutes; -¾), Linked (to RKA; -½) (total cost:
Delayed Return Rate (points return at the rate
16 points) plus RKA 3d6, NND (defense is
of 5 per Hour; +1), NND (defense is appropri-
appropriate LS [Immunity]; +1), Does BODY
ate LS [Immunity]; +1) (60 Active Points); 4
(+1) (135 Active Points); No Range (-½), 4
Charges (-1), HKA Must Do BODY (-½), Extra
Charges (-1), HKA Must Do BODY (-½), Extra
Time (onset time begins 5 Minutes after victim
Time (onset time begins 5 Minutes after victim
is bitten; -2), Gradual Effect (40 Minutes; 1d6/
is bitten; -2), Gradual Effect (15 Minutes; 1d6/5
20 Minutes; -1) (total cost: 11 points). Total
Minutes; -¾) (total cost: 23 points). Total cost:
cost: 16 points.
44 points.
Mild: A Mild venom can kill weak people, such as
Deadly: A Deadly poison works faster than a
some senior citizens and children, and harm and
Strong poison, and results in death more often. The
sicken adults.
victim may experience intense pain before dying.
Mild Venom: HKA 1 point (½d6 with STR)
Deadly Venom: HKA 1 point (½d6 with STR)
(total cost: 5 points) plus Drain CON 2d6,
(total cost: 5 points) plus Drain CON 4d6,
Delayed Return Rate (points return at the rate
Delayed Return Rate (points return at the rate
of 5 per Hour; +1), NND (defense is appropri-
of 5 per Hour; +1), NND (defense is
ate LS [Immunity]; +1) (60 Active Points);
appropriate LS [Immunity]; +1)
4 Charges (-1), HKA Must Do BODY (-½),
(120 Active Points); 4 Charges
Extra Time (onset time begins 5 Minutes after
(-1), HKA Must Do BODY
victim is bitten; -2), Gradual Effect (40 Min-
(-½), Extra Time (onset time
utes; 1d6/20 Minutes; -1) (total cost: 11 points)
begins 1 Minute after victim
plus RKA 1d6, NND (defense is appropriate LS
is bitten; -1½), Gradual Effect (4
[Immunity]; +1), Does BODY (+1) (45 Active
Minutes; 1d6/1 Minute; -½), Linked (to RKA;
Points); No Range (-½), 4 Charges (-1), HKA
-½) (total cost: 24 points) plus RKA 4d6,
Must Do BODY (-½), Extra Time (onset time
NND (defense is appropriate LS
begins 5 Minutes after victim is bitten; -2),
[Immunity]; +1), Does BODY
Gradual Effect (5+ Minutes; 1 pip/5 minutes;
(+1) (180 Active Points);
-¾), Linked (-½) (total cost: 7 points). Total
cost: 23 points.
CREATURES
IN COMBAT
F
or the most part, the standard HERO TARGET SIZE mOVEMENT
System combat rules apply to animals the Generally, the target size penalties and bonuses cONVERSIONS
same way they do to humanoid species. do not apply to animals, who reflect the ease or dif-
This section contains discussion of rules ficulty with which others can hit them through the Miles per hour x 804.5
with unusual applications, and provides some addi- size-based Physical Limitation and abilities they = number of inches
tional rules for combat actions (like swallowing take (see pages 20, 26). The Target Size modifiers moved per hour
people whole) that don’t occur in battles between should normally only apply to objects, not living Inches per hour ÷ 60 =
humanoids. things which have their own DEX- and Power- inches per minute
based CVs. However, since DCV Levels are not Inches per minute ÷ 5 =
inches per Turn
ENTERING COMBAT Persistent, the GM may wish to substitute the target
size modifier for situations when a small animal (or Inches per Turn ÷
character) is attacked from surprise, or the like. animal’s SPD = inches
MULTIPLE-POWER ATTACKS of combat movement
per Phase
Predators with both fangs and claws often
use them in a multiple-Power attack against their COMBAT MANEUVERS
prey. Typically they start by Grabbing the potential
Unless noted otherwise below, assume all crea-
victim with their jaws (see Grab, below), and in
tures can use any Combat Maneuver in the normal
their next Phase apply their fangs and claws as a
fashion, if appropriate.
multiple-Power attack. Since the Grab reduces the
Creatures with the Limited Intellect Physi-
victim’s DCV, the predator has an easy time bring-
cal Limitation ordinarily do not use the following
ing its prey down.
Combat Maneuvers, which are either too complex
ABORTING AN ACTION and sophisticated for them, or otherwise inap-
Animals rarely fight to the death if they can propriate: Disarm, Blazing Away, Cover, Dive For
avoid it, instead Aborting to Dodge and then Cover, Hipshot, Hurry, Rapid Fire, Roll With A
running away when seriously injured (i.e., when Punch, Snap Shot, and Suppression Fire.
they’ve lost half their positive BODY). Only starva- BLOCK
tion, being cornered, protecting young, or similar
Creatures with the Limited Intellect Physical Lim-
dire circumstances make an animal stay in a losing
itation generally can only use Block against attacks
fight.
they’re familiar with — primarily, their own. For
MOVEMENT example, a deer could use its antlers to block the antler
Where real-world information is available on attack of another deer, but not to block a man’s attack
how fast an animal can move, you can derive its with a club. At the GM’s discretion, the deer
movement with the accompanying sidebar. could also Block familiar predator attacks,
such as a wolf ’s pounce.
DODGE
COMBAT MODIFIERS As mentioned above under “Abort-
ing An Attack,” animals often use this
ENVIRONMENTAL CONDITIONS maneuver.
See page 16 regarding animals and the Envi-
ronmental Movement Talent. GRAB
Creatures with the Small Physical Limitation, Many animals use Grab when fighting. Some,
or who are even smaller, may suffer reduced penal- such as bears and gorillas, can Grab with their fore-
ties for fighting in cramped and cluttered areas, limbs and squeeze for STR damage, and constrictor
since they can maneuver in them more easily. snakes also apply their STR damage to their victims.
But a more typical Grab involves the use of jaws.
MULTIPLE ATTACKERS: PACK TACTICS Predators such as lions and wolves make a Grab, and
Wolves and other animals who like to attack if successful, may apply the Killing Damage from
in groups to bring down large prey are using pack their fangs instead of Normal Damage from their
tactics, a form of Multiple Attackers bonus. Once STR. In later Phases they sometimes add their claws
surrounded, a hapless deer or elk has little chance as a multiple-Power attack (see above).
of survival. Unlike humanoid attackers, who typi-
cally Grab two limbs with this maneuver, most
32 HERO System Bestiary
animals only Grab one. Bearhugs and the like are OCV 0 for purposes of the trample. Animals with
an exception. the Timid Psychological Limitation will do their
Creatures with the Limited Intellect Physical best to avoid the character, and thus suffer a -3
Limitation generally do not use Grab on weapons or OCV penalty.
other objects. Once he determines the number of trampling
animals, the GM should roll a Move By attack for
GRAB BY
each one, and then roll damage separately for each
Creatures with the Limited Intellect Physical hit. To save time, the GM may prefer to make one
Limitation ordinarily do not use this maneuver; attack, using the animal’s standard OCV, +1 for
it’s too complex and sophisticated for them. How- each additional animal that might run over the
ever, some animals, such as dogs or birds, might character. If the attack succeeds, add +1d6 to the
be trained to run up to someone, snatch an object damage rolled for every two animals (or fraction
from them, and run away, and this maneuver simu- thereof) involved in the trample.
lates that “trick” well. Characters facing an onrushing stampede can
HAYMAKER try several things to save themselves. First, they
can make a Presence Attack against the herd. They
Animals rarely Haymaker any of their attacks, make one attack, suffering a -1d6 penalty for being
except when Enraged or in similar straits (see page at a disadvantage (outnumbered in the face of terri-
18). fied beasts). If the character achieves a PRE or EGO
MOVE BY: TRAMPLING +20 result, all animals suffer a -3 OCV penalty as if
Timid (if they are already Timid, the penalties add
Creatures with the Limited Intellect Physical
together).
Limitation occasionally perform Move Bys on their
Second, the character can try to kill (or Knock
foes; for example, some predatory fish are adept at
Out) the lead animal, causing the rest of the herd
swimming past a target, taking a bite out of it, and
to part around it (and, hopefully, run around the
moving on. But its most appropriate use is to rep-
character as well). To do this, he has to kill the lead
resent trampling, such as by stampeding herds of
animal so that its body lands 1” in front of him. For
cattle or buffalo in a Western Hero game.
dramatic purposes, this is most likely to happen if
To determine the damage a character suffers
he waits until the lead animal is only 2” away and
from being trampled, you need to know two things:
then kills it with a single attack. However, the GM
the type of animal; and how many are involved in
may allow the character to start attacking earlier in
the attack. The type of animal tells you what STR
an effort to whittle the leader down, if appropriate.
to use for the attack, and the animal’s velocity. For
targets which are twice the size (or larger) than the PULLING A PUNCH
trampling animal, “being trampled” typically causes Animals sometimes use this maneuver when
no damage, and may be little more than an incon- fighting among themselves, such as to prove supe-
venience (few, if any, PCs get hurt when run over by riority over others so they can attract mates, or to
a “herd” of rampaging squirrels or housecats). establish rank within a pack.
The number tells you how many might actu-
ally run over the character. If it’s just one animal, MARTIAL MANEUVERS
resolve the Move By normally. If there are two or As discussed on page 14, some animals buy
more, you must determine how many might tram- and use Martial Maneuvers. As a general rule, they
ple the character. This depends on the herd size and should not buy maneuvers which improve upon
density (see accompanying table). normal maneuvers that they cannot use (such as
Animals deliberately performing a Move By Block or Disarm).
use Combat Movement. Stampeding animals typi-
cally move at Noncombat velocities, and so have
Other Animal Attacks
HERD SIZE AND DENSITY FIGHTING MULTIPLE TARGETS
Size Number Of Attackers* Animals with many limbs or heads, such as
Tiny ½d6 hydras or kraken, can attack multiple characters at
Small 1d6 once. There are several ways to resolve this situa-
Average 1½d6 tion.
Large 2d6 First, as with the hydra, you can buy each head
Very Large 3d6
or limb as a “separate character” using Duplication.
Density Bonus To Roll Then each one attacks in the normal fashion.
Light +0 Second, you can simulate the attack as a form
Moderate +1 of Sweep (typically a Sweep Grab). Creatures with
Average +1 long tentacles, such as the kraken, should have
Heavy +2 little trouble reaching any nearby character. Even
Very Heavy +3 better, this gives the trapped characters’ comrades a
better chance to free them, due to the reduced DCV
*Number of attackers is limited to the maximum that comes from using Sweep. Unless the animal’s
number of animals in the herd. description indicates otherwise, use the standard
Hero Games 33
rules for breaking limbs (HERO System 5th Edition, a swallowed character does BODY damage equal
Revised, page 412) to determine what it takes to cut to half the creature’s positive BODY, he cuts a hole
through a tentacle. wide enough for him fit through. For some crea-
Third, you can buy a special Autofire attack for tures, such as giant worms, that may be enough to
the animal, representing its ability to affect multiple free him completely. For others, it may simply lead
targets at once. to another section of the animal’s body, forcing the
character to keep cutting his way out.
SWALLOWING TARGETS WHOLE
Sufficiently large creatures can swallow their
prey whole. In a Fantasy Hero game, there might HIT LOCATIONS
even be monsters large enough to devour human-
oid PCs with a single gulp! While the Hit Location Table (HERO System
To swallow a target, a creature must be at least 5th Edition, Revised, page 414) and related rules
four size categories larger than the potential meal. work fine for humans and roughly humanoid crea-
Look at the Physical Limitation table on page 20 tures, such as apes or minotaurs, most animals have
and count down from the target’s size to determine unusual body configurations requiring different
if the attacker is big enough. For example, a crea- tables. Creating a hit location table takes a little bit
ture must be at least Gigantic to swallow a human; of effort and thought, but improves the verisimili-
a Small animal can swallow a Minute critter whole. tude of your game. Most animal forms fit into one
The GM may rule that, based on the size and shape of several broad categories, for which suggested Hit
of a creature’s mouth and throat, it cannot swallow Location Tables are provided below. But in case you
targets of a particular size whole, regardless of the want to create tables of your own, here are some
overall size difference between the two (or, likewise, guidelines.
that an animal can swallow creatures the standard To create a Hit Location table, you need to
rule says it can’t). consider two factors. The first is realism. If a Hit
Swallowing a target requires an Attack Roll Location table doesn’t bear some relation to real-
using Grab, at an additional -2 OCV penalty. If the ity, it spoils the game and causes other problems.
attack succeeds, the target has been ingested. He For example, in most Hit Location tables, the rolls
takes the attacker’s STR damage that Segment. On most likely to occur on 3d6 should be assigned to
each of the animal’s Phases thereafter, the victim the largest and/or most central mass of the body
(and everything he has with him) takes damage (the torso on humans, or the main body on quad-
(just as if he were suffering a Constant attack; see rupeds). Otherwise, the results become skewed,
page 98 of the HERO System 5th Edition, Revised). making the game more difficult to enjoy.
The damage comes partly from muscle contrac- But realism can only take you so far — you
tions, but mostly from stomach acids and the like. also have to consider drama and game effects. To
See the accompanying table for damage guidelines, put it another way, think about how the structure
based on the strength of the stomach acids and of your Hit Location table will affect the game. You
related factors. want the results to contribute to the excitement
of the battles (and thus of the stories your group
swallowing damage tells). If the results are undramatic or unbalanced
(even if they’re “realistic”), the game isn’t as much
Category Damage fun. For example, in HERO System terms, hits to the
Weak ½d6 Killing Head and Vitals do more damage, since they strike
Moderate 1d6 Killing more sensitive and important areas of the body. If
Average 1½d6 Killing your Hit Location table makes it too likely charac-
Strong 2d6 Killing ters will achieve (or be affected by!) hits to those
Very Strong 3d6 Killing areas, enemies (and PCs!) will suffer defeat far too
quickly, ruining everyone’s enjoyment.
A swallowed character can try to cut himself For most games, a middle of the road
free if he has the means to do so. Typically this approach, blending elements of both realism and
requires a Killing Attack of some sort, but enough drama, works best. You, as GM, simply have to
dice of Normal Damage may do the trick. If the decide whether you want to draw the line closer to
character had the attack ready or weapon drawn realism or to drama, and that depends on your per-
when he was swallowed, he can keep using it sonal style and your group’s gaming preferences.
regardless of its size, though the GM may impose
penalties for “cluttered and cramped” conditions DETERMINING AN ANIMAL’S PHYSICAL
(see the HERO System 5th Edition, Revised, page CONFIGURATION
379). If the character has to draw a weapon, it must Usually, it’s not too difficult to figure out what
be a relatively small one, such as a dagger or short the major parts of an animal’s body are for combat
sword, unless the GM rules the creature’s stomach purposes — just look at a picture and you can pick
provides enough room to draw larger weapons. them out easily. But there are some considerations
(Alternately, you can use the Weapon Lengths And to keep in mind.
Enclosed Space rules on pages 164-65 of The Ulti- First, tails. Many animals have tails, but the tail
mate Martial Artist for greater realism and detail.) should only have an entry on the Hit Location table
The interior of a creature typically has half of for one or both of two reasons. One, the animal
the creature’s ordinary defenses and a DCV of 0. If may use its tail extensively. For many animals, the
34 HERO System Bestiary
The 3d6 tail helps them to maintain balance, or even (for ASSIGNING HIT LOCATION MODIFIERS
Bell Curve creatures like monkeys) hold on to things. If the A Hit Location table requires more than just
Roll Percentage tail is lost or damaged, they may suffer penalties to matching body parts to numbers on a 3d6 range.
DEX Rolls and the like. Other animals, like croco- You also need to consider how damage affects the
3 .5%
diles and fish, use their tails for locomotion; losing areas of an animal’s body. Here, too, considerations
4 1% the tail is a severe blow to such a creature. Two, of realism and drama apply. You want more impor-
5 3% even if not used for any significant purpose, the tant areas (the head, the vitals, the stomach) to take
6 5% tail may form a significant part of a creature’s mass. more damage from attacks (that’s realistic), so you
7 7% Unless one of these two conditions, or some other have to make sure they’re not too easy to hit with
8 10% valid consideration, applies, don’t bother to put the Called Shots (that’s dramatic and balanced).
9 11.5% tail on an animal’s Hit Location Table. Bears and You have to assign four modifiers: STUNx,
10 12.5%
deer, for example, won’t suffer any particular harm the STUN Multiplier for Killing Damage; N STUN,
if they lose their tails, so they shouldn’t have them the multiplier for Normal STUN damage; BODYx,
11 12.5%
listed on their Hit Location Tables. the multiplier for BODY damage from any attack;
12 11.5% Second, wings. An animal’s wings usually and the Attack Roll modifier. Some areas take more
13 10% count as limbs (often replacing the forelimbs damage, based on their importance to the body;
14 7% altogether), and should have similar Hit Location others take less damage, based on their size or lack
15 5% ranges and modifiers. If the wings are so vestigial of importance. Game balance factors may also have
16 3% they serve no purpose whatsoever, you can ignore an effect on this decision. See the accompanying
17 1% them or assign them poor ranges and modifiers. table for suggested ranges (based on whether the
18 .5% ASSIGNING HIT LOCATION RANGES area should take average, greater than normal, or
less than normal damage).
Hit Location tables use a 3d6 roll to determine
random results, and thus feature a bell curve. That
means numbers toward the center of the range Suggested hit location
(8, 9, 10, 11, 12, 13) come up on the dice more
frequently than numbers at the ends (3, 4, 17, 18). modifier ranges
The accompanying sidebar lists the approximate Location
percentage of occurrence of each number in the STUNx N STUN BODYx Modifier
3-18 range. Above Average x5, x4 x2, x1½ x2, x1½ -8, -7
When you create a Hit Location table, use the Average x4, x3 x1½, x1 x1 -7 to -3
bell curve to structure the table to get the results Below Average x2, x1 x1, x½ x½ -6 to -4
you want. For example, realistically, most attacks
against a creature are likely to strike the largest
and/or most central mass of its body (which may
Sample Hit Location Tables
include the stomach and vitals). Therefore, you The following Hit Location Tables provide
should assign those regions to the 8-13 range in ranges and modifiers for most common animal
most Hit Location tables. Fortunately, this works forms. If you want to create your own tables, you
perfectly from a dramatic standpoint as well — hits can use these as guidelines and inspiration.
to most of those parts of the body do average
AVIAN
damage. Thus, the average hit tends to do average
damage, which is appropriate from a gaming per- Use this Hit Location Table for birds and simi-
spective. lar flying creatures, such as bats and pteranodons.
Similarly, on most animals, the head is rela-
tively small compared to the rest of the body. That
means, realistically, that it shouldn’t have a wide
Avian Hit Location table
range of numbers assigned to it (no more than two Roll Location STUNx N STUN BODYx To Hit
or three), and those numbers shouldn’t be among 3-5 Head x5 x2 x2 -8 OCV
the most common ones rolled. Again, that fits per- 6-8 Wings x2 x½ x½ -5 OCV
fectly with drama and game balance, since head hits 9-11 Body x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV
do extra damage, and you don’t want that to occur
13 Vitals x4 x1½ x2 -8 OCV
too often. The same goes for the “vitals,” however 14-15 Legs x2 x½ x½ -5 OCV
defined. 16-18 Tail x1 x1 x1 -3 OCV
Legs and other limbs (including wings and
tails on some animals) occupy most of the remain- CHIMERIC
ing positions on most Hit Location tables. How you
assign them depends on the animal’s physical con- Use this Hit Location table for “constructed”
figuration (it’s usually more elegant to put the fore- quadrupedal creatures, such as chimerae, griffins,
limbs on the table near the head, for example) and manticores, and hippogriffs. Minor adaptations
other factors. For example, with an animal like a may be needed for each species. For example, when
tyrannosaur, where one set of limbs is much larger using the chart for the three-headed chimera, a 3
than the other, the larger limbs should occupy more would indicate a hit on the first head, a 4 on the
(and more frequently rolled) positions on the Hit second head, and a 5 on the third head.
Location table.
Hero Games 35
INSECTOID
Chimeric Hit Location table Use this Hit Location Table for insects, arthro-
pods, and arachnids — everything from ants and
Roll Location STUNx N STUN BODYx To Hit
flies to spiders, scorpions, and wasps.
3-5 Head x5 x2 x2 -8 OCV
6-7 Forelimbs x2 x½ x½ -5 OCV
8-9 Wings x2 x½ x½ -4 OCV Insectoid Hit Location table
10-11 Body x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV Roll Location STUNx N STUN BODYx To Hit
13 Vitals x4 x1½ x2 -8 OCV 3-5 Head x5 x2 x2 -8 OCV
14-16 Hindlimbs x2 x½ x½ -5 OCV 6-7 Forelegs x2 x½ x½ -5 OCV
17-18 Tail x2 x½ x½ -5 OCV 8-9 Wings x2 x½ x½ -5 OCV
10-12 Thorax x3 x1 x1 -4 OCV
DRACONIC 13-14 Abdomen x3 x1 x1 -3 OCV
Use this Hit Location Table for dragons. The 15-17 Hindlegs x2 x½ x½ -5 OCV
“Vitals” entry differs in nature and range compared 18 Antennae x1 x1 x1 -3 OCV
to most tables, reflecting the fact that dragons tra-
If the insect doesn’t have Wings or Antennae,
ditionally have one vulnerable, unarmored spot, but count those results as Forelegs or Hindlegs.
heroes almost always have to target it specifically to
hit it (if they even know where it is). OCTOPOID
Use this Hit Location table for creatures con-
draconic Hit Location table sisting of numerous tentacles or arms descending
Roll Location STUNx N STUN BODYx To Hit from a central body, such as octopi, squid, kraken,
3-4 Head x5 x2 x2 -8 OCV and jellyfish.
5-6 Neck x4 x1½ x1½ -7 OCV
7-8 Forelimbs x2
9-11 Body x3
x½
x1
x½ -5 OCV
x1 -3 OCV
Octopoid Hit Location table
12-13 Hindlimbs x2 x½ x½ -5 OCV Roll Location STUNx N STUN BODYx To Hit
14-16 Wings x2 x½ x½ -4 OCV 3-5 Head x5 x2 x2 -8 OCV
17 Tail x2 x½ x½ -5 OCV 6-10 Body x3 x1 x1 -3 OCV
18 Vital Spot x6 x3 x3 -12 OCV 11-18 Arms x2 x½ x½ -5 OCV
Winged Humanoid
Hit Location table
Roll Location STUNx N STUN BODYx To Hit
3-5 Head x5 x2 x2 -8 OCV
REPTILIAN/AMPHIBIAN 6-7 Arms/Hands x2 x½ x½ -5 OCV
Use this Hit Location Table for most reptiles 8-9 Wings x2 x½ x½ -5 OCV
and amphibians, including lizards, crocodiles, sala- 10-11 Chest x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV
manders, and newts. Snakes have their own table
13 Vitals x4 x1½ x2 -8 OCV
(see below). You can also use it for frogs and toads 14 Thighs x2 x1 x1 -4 OCV
by counting a “Tail” result as a “Body” result. 15-16 Legs x2 x½ x½ -6 OCV
17-18 Feet x1 x½ x½ -8 OCV
Reptilian/Amphibian SPECIAL HIT LOCATIONS
Hit Location table If characters want to target a larger area of a
particular animal, use the accompanying table to
Roll Location STUNx N STUN BODYx To Hit
3-5 Head x5 x2 x2 -8 OCV
determine the OCV modifier and the dice to roll.
6-8 Forelimbs x2 x½ x½ -5 OCV
9-11 Body x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV
13-16 Hindlimbs x2 x½ x½ -5 OCV
17-18 Tail x1 x1 x1 -3 OCV
SERPENTINE
Use this Hit Location Table for snakes, worms,
eels, lampreys, and the like.
Serpentine Hit
Location table
Roll Location STUNx N STUN BODYx To Hit
3-5 Head x5 x2 x2 -8 OCV
6-11 Body x3 x1 x1 -3 OCV
12 Stomach x4 x1½ x1 -7 OCV
13 Vitals x4 x1½ x2 -8 OCV
14-18 Tail x1 x1 x1 -3 OCV
WINGED HUMANOID
Use this Hit Location table for angels, gar-
goyles, winged demons, bird-men, flying monkeys,
and other humanoids with wings sprouting from
their shoulderblades.
OTHER
CONSIDERATIONS
Animal Populations
aNIMAL pOPULATION
O
ccasionally, a GM or character may need
to know how many of a particular sort of Arctic/ Temperate/
animal lives in a given area: “The king’s Subarctic Mountains Subtropical Tropical Desert Marine
hired us to hunt down and kill all the Insectile 5d6 x 2,000 6d6 x 2,000 8d6 x 4,000 12d6 x 8,000 5d6 x 2,000 10d6 x 6,000
Minute 5d6 x 200 6d6 x 300 7d6 x 500 10d6 x 2,000 5d6 x 200 8d6 x 1,000
wolves in these mountains — how many should
Minuscule 4d6 x 150 5d6 x 100 6d6 x 200 9d6 x 500 4d6 x 150 8d6 x 300
there be?”; “I need some griffins to attack the PCs Tiny 3d6 x 100 4d6 x 100 5d6 x 150 8d6 x 200 3d6 x 100 7d6 x 200
with — how many griffins could live in this forest?” Diminutive 2d6 x 50 3d6 x 100 4d6 x 50 7d6 x 150 2d6 x 50 6d6 x 100
The basic answer, at least from a GMing Small 2d6 x 10 3d6 x 20 4d6 x 30 6d6 x 100 2d6 x 10 5d6 x 50
perspective, is: however many you need for the Human-size 1d6+1 2d6 3d6+1 5d6 x 3 1d6+1 4d6
purposes of your story. If it takes five griffins to Large 1d6 1d6+1 2½d6 3½d6 1d6 3d6
create a significant threat to the PCs, the forest can Enormous 1d6-1 1d6 2d6+1 2½d6 1d6-1 2½d6
support five. If you need to fill three hours’ worth of Huge 1d6-2 1d6-1 2d6 2d6+1 1d6-2 2d6+1
game time with the wolf hunt, then there are how- Gigantic ½d6 1d6-2 1½d6 1½d6 ½d6 1½d6
ever many wolves the PCs can kill in that time (or Gargantuan ½d6 1d6-2 1½d6 1½d6 ½d6 1½d6
Colossal 1-2 ½d6 1d6-1 1d6 1-2 1d6
maybe more, if you want to challenge them).
Gamemasters desiring more “realism” or veri- Size Of Area Dice Roll Modifier
similitude may prefer a more scientific approach One acre or less -14
to determining animal populations. Unfortunately, 2-10 acres -10
there are no hard and fast formulae for establishing 11-100 acres -8
any animal population anywhere, because there are 101-640 acres (1 square mile) -6
too many variables to take into account. But you 1.1-5 square miles -4
can establish approximations for given areas, if you 5.1-10 square miles -2
know two things. 10.1-100 square miles +0
First, you need to know the resource base 100.1-500 square miles +2
500.1-1,000 square miles +4
of the area. Animals must eat, and the more food
1,000.1-10,000 square miles +6
that’s available, the more animals a particular area
can support. Predators need prey, and prey needs
vegetation. Thus, the density of animals in a desert, The Value Of Animals And
where there’s relatively little food or water, is much
less than in a subtropical forest, where there’s lots
Their Parts
of food. Many animals, or their parts, have value to
Second, you need to know what type and humans. A player character might need to buy a
amount of food the creature you’re interested in horse, sell a few square feet of dragon’s skin to an
eats. If you want to find out how many griffins live alchemist, go into the cattle-raising business, or pay
in a forest, you need to know how many medium- the animal shelter for a stray dog that caught his
to large-sized mammals (the griffin’s primary food) eye. Here are some formulae for quick and easy cal-
live in that forest. There have to be enough to main- culations of animals’ value. As always, GMs should
tain a population, plus enough for the griffins to eat. adjust or ignore these numbers if necessary; they
The accompanying table, based on animals’ are approximations, not necessarily suited to every
Size/Weight Physical Limitations and the environ- campaign’s economy. Values are expressed in dol-
ment categories used for the Survival Skill, provides lars; substitute silver pieces, Terran credits, gold tal-
approximate formulae for calculating animal popu- ents, or the other primary form of exchange in the
lations. The numbers represent the total number of campaign. (Note that the primary form may not be
animals in each Size/Weight category for the speci- the most used form; it depends on the setting and
fied environment, not the number per species. As the GM’s judgment.) Of course, skilled bargaining
always, GMs should adjust or ignore these numbers (via the Trading Skill) may affect the price as well.
if necessary.
Whole Animals
To determine the cost of a whole animal, take
the animal’s Total Cost in Character Points from
its character sheet. Multiply that number by the
economic factors modifier (see below). Reduce the
animal’s Total Cost by any Disadvantages which are
38 HERO System Bestiary
both (a) obvious to a potential buyer, and (b) not
characteristic of the species as a whole. For exam- Economic Factors
ple, if a horse had the Physical Limitation Lame
In One Leg, and the buyer discovered this before Supply And Demand Modifier
making the purchase, that would reduce the ani- Supply greatly exceeds demand -2
Supply exceeds demand -1
mal’s Total Cost for valuation purposes. But if the
Supply barely exceeds demand -½
breed of horse the buyer wants all have the Timid Supply equals demand +0
Psychological Limitation, don’t use it to reduce the Demand barely exceeds supply +½
cost; that’s just part and parcel of what the buyer’s Demand exceeds supply +1
getting, and he should know it. Demand greatly exceeds supply +2
Animal Parts Item Quality Modifier
Animal parts, such as pelts, bones, horns, teeth, Very poor quality -1
and meat, have value on their own. Poor quality -½
For pelts, furs, feathers, and the like, assign Average quality +0
the pelt a Comeliness rating based on its general High quality +½
quality, wholeness, luxuriousness, and other such Very high quality +1
factors. This rating may or may not equal the
animal’s own COM. Then multiply that rating (not Additional Modifiers Modifier
the Character Points it would take to buy the rating, Item is in vogue/is faddish +½ to +1
Item is illegal +½ to +1
but the rating itself) by the economic factor to
Item has received much publicity +½
obtain the price. Item is associated with sex +½
For edible meat and other parts, determine
how many man-days’ worth of food they provide, to 8 PD/8 ED Armor). The demand for dragon’s
then multiply that total by the economic factor. For skin is high, greatly exceeding the supply (+2),
example, if a haunch of meat could feed five men and the skin the heroes have salvaged is of high
for two days, that’s ten man-days’ worth of food. quality (+½). The story of the slaying of the
For parts that have an associated Character dragon has spread far and wide (+½). Thus,
Point cost, such as horns, multiply the Active Point the final value of the skin is (24 x 1 + 2 + ½ +
cost of the part by the economic factor. In some ½ = 120) 120 gold pieces (the main form of cur-
cases, characters may get a better price by dividing rency in the campaign). Since most prices for
the part up into portions and selling the portions. goods are calculated in silver pieces (100 silver
For example, selling an entire rhino horn may bring = 1 gold), the adventurers have earned enough
less money than grinding the horn up and selling money to live on for a year or more!
the powder by the ounce (though that also requires
extra work on the characters’ part). Some poachers kill a rhino and cut off its horn
For parts without a specific Character Point to sell for use as an aphrodisiac. The horn has
cost, but which the GM feels should have some an Active Point value of 25. The horn is of
value, such as dragon skin or bones, the GM can average quality (+0). Demand greatly exceeds
assign them a “point cost” based on their intrinsic supply (+2), rhino horn is a highly illegal com-
magic, their general value, or some other factor. modity (+1), and it’s a commodity associated
Then apply the economic factor to that to obtain a with sex to boot (+½). So, the final value of the
price. rhino horn is (25 x 1 + 2 + 1 + ½) $112.50
Economic Factors dollars. The poachers were hoping for more, so
The scarcity and quality of an animal or they decide to split the horn up into portions to
animal part can affect its price significantly. The increase their take.
accompanying table provides modifiers reflect-
ing economic conditions and related factors that Randall Irons is stuck in the Middle East with-
can change an animal’s or item’s price. Apply these out a gun, and decides to sell his horse (145
modifiers to the animal’s or item’s Character Point Total Points) to raise money to purchase a
cost just like Advantages and Limitations. firearm. Unfortunately, he’s in a region where
there are lots of horses (supply exceeds demand,
Examples -1), and his horse isn’t a very good one because
Hemdring the Bold, Arkelos, and their compan- he was tricked by the merchant who sold it
ions have slain a mighty dragon. They recover to him (poor quality, -½). So, the final value
enough whole dragon’s skin for a spellcaster of the horse is (145 ÷ 1 + 1 + ½) 58 dinars
to make a human-sized suit of plate armor. — not enough to buy a gun. Randall must find
Rather than incur the expense of making the another way to earn the rest of the money.
armor themselves, the adventurers decide to
sell the skin to a wizard. To determine the skin’s
value, the GM assigns it a Character Point
cost. Since a suit of dragon-skin armor would
provide armor with DEF 16 (half from the skin
itself, half from the necessary enchantments),
the GM values it at 24 Character Points (equal
Hero Games 39
T
his chapter includes writeups like role in many stories (such as demons).
for dozens of fantastic beasts Unless otherwise noted, these creatures
and “monsters” — creatures should be considered to have the usual suite
that could never exist in the of Everycreature Skills.
“real world,” but which are a staple of many Some creatures end up with more points
fantasy adventures and other games. The from Disadvantages than they spend on
“animals” depicted here are either true, non- abilities and Characteristics. In this case,
intelligent, animals of a fantastic nature either ignore the surplus points, or spend
(such as giant worms or guardian apes), them on additional abilities suitable for indi-
intelligent beings of beast-like nature or vidual members of the species who appear
form (such as lycanthropes or centaurs), in your game.
or intelligent beings that play a creature-
40 HERO System Bestiary
Skills
10 +2 Hand-To-Hand
3 Acrobatics 13-
3 Climbing 13-
3 Tactics 11-
3 Teamwork 13-
75+ Disadvantages
0 Physical Limitation: Human Size (up to
about 3m tall and 650 kg)
10 Physical Limitation: Limited Manipulation
(Frequently, Slightly Impairing)
10 Physical Limitation: Near-Human Intelli-
gence (Frequently, Slightly Impairing)
15 Psychological Limitation: Hunger For
Human Flesh (Common, Strong)
48 Experience Points
75+ Disadvantages
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
5 Physical Limitation: Prone To Intoxication
(-3 on CON Rolls to resist drunkenness)
(Infrequently, Slightly Impairing)
5 Physical Limitation: Unusual Form (makes
some tasks difficult or impossible) (Infre-
quently, Slightly Impairing)
10 Psychological Limitation: Temperamental
(Common, Moderate)
6 Experience Points
Chimera Skills
10 +2 Hand-To-Hand
CHIMERA
Val Char Cost Roll Notes Total Powers & Skills Cost: 172
25 STR 15 14- Lift 800 kg; 5d6 [2] Total Cost: 291
14 DEX 12 12- OCV: 5/DCV: 5
22 CON 24 13- 75+ Disadvantages
23 BODY 26 14- 20 Enraged: if takes BODY damage (Common),
8 INT -2 11- PER Roll 11- go 11-, recover 11-
10 EGO 0 11- ECV: 3 15 Physical Limitation: Animal Intelligence
20 PRE 10 13- PRE Attack: 4d6 (Frequently, Greatly Impairing)
6 COM -2 10- 5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
10 PD 5 Total: 10 PD (2 rPD) Slightly Impairing)
10 ED 6 Total: 10 ED (2 rED) 15 Physical Limitation: Very Limited Manipula-
4 SPD 16 Phases: 3, 6, 9, 12 tion (Frequently, Greatly Impairing)
12 REC 6 10 Psychological Limitation: Aggressive And
44 END 0 Temperamental (Common, Moderate)
50 STUN 3 Total Characteristics Cost: 119 151 Experience Points
(+23 with NCM)
Total Disadvantage Points: 291
Movement: Running: 9”/18”
Ecology: The chimera is an unnatural creature, cre-
Leaping: 5”/10”
ated either by perverse gods or by wizards’ experi-
Flight: 12”/24”
ments gone horribly awry (or, even more horribly,
exactly as planned). Some say they cannot breed
Cost Powers END
— that only magic can create more chimerae — but
20 Lion’s Fangs: HKA 1½d6 (3d6+1 with
a few adventurers claim to have encountered prides
STR); Reduced Penetration (-¼) 2
of chimerae, complete with cubs.
16 Lion’s Claws: HKA 1d6+1 (2½d6 with
Chimerae prefer to live in mountainous or hilly
STR); Reduced Penetration (-¼) 2
regions. They lair in caves. They often migrate from
10 Goat’s Horns: HKA ½d6 (1d6+1 with STR) 1
one territory to another, since they quickly clear a
10 Dragon’s Bite: HKA ½d6 (1d6+1 with STR) 1
region of potential prey because of their prodigious
33 Dragon’s Venom: Drain CON 3d6, Delayed
appetites.
Return Rate (points return at the rate of 5
per Hour; +1), NND (defense is appropriate Personality/Motivation: Normal animal motivations,
LS [Immunity]; +1), Personal Immunity though chimerae have a notably aggressive and tem-
(+¼); 4 Charges (-1), Dragon’s Bite Must peramental disposition, often attacking when other
Do BODY (-½), Extra Time (onset time animals would refrain or retreat. If wounded, they
begins 5 Minutes after victim is bitten; -2), become extremely dangerous.
Gradual Effect (15 Minutes; 1d6/5 Minutes; Powers/Tactics: Thanks to its many heads, the
-¾) plus RKA 2d6, NND (defense is chimera has more than just claws and fangs avail-
appropriate LS [Immunity]; +1), Does able to it. It can butt with its goat-head (sometimes
BODY (+1), Personal Immunity (+¼); No performing a Move Through with its Flight), breathe
Range (-½), 4 Charges (-1), Dragon’s Bite fire from its dragon-head, or even inflict a venomous
Must Do BODY (-½), Extra Time (onset bite with the dragon’s fangs. Its ability to fly allows
time begins 5 Minutes after victim is it to escape many attackers, or pursue victims who
bitten; -2), Gradual Effect (10 Minutes; might otherwise escape. Its also likes to fly past prey,
1d6/5 minutes; -¾), Linked (-½) 4 making a Move By with its claws.
20 Dragon’s Breath: RKA 2d6, Armor
Campaign Use: A tough and capable foe, the chimera
Piercing (+½); Increased Endurance Cost
is a good opponent for most groups of adventurers.
(x3 END; -1), Limited Range (10”; -¼) 12
The GM can also use it as a template for other chi-
7 Roar: +15 PRE; Only For Fear-Based
meric creatures (such as a gigantic serpent with lion’s
Presence Attacks (-1), Incantations (must
legs and a bat’s wings).
roar; -¼) 0
2 Tough Skin: Damage Resistance Appearance: The chimera is a monstrous amalgam
(2 PD/2 ED) 0 with the body and head of a lion, plus the head of
6 Heavy: Knockback Resistance -3” 0 a goat and the head of a dragon (some forms have
6 Long Legs: Running +3” (9” total) 1 a venomous serpent for a tail instead of a dragon’s
16 Dragon’s Wings: Flight 12”; head). It also has dragon’s wings, allowing it to
Restrainable (-½) 2 pursue its prey through the air or lair in otherwise
6 Animal Senses: +2 PER with all Sense inaccessible mountains.
Groups 0
5 Lion’s Eyes: Nightvision 0
5 Lion’s Nose: Tracking for Normal Smell 0
Hero Games 45
Cockatrice
COCKATRICE
Val Char Cost Roll Notes
0 STR -10 9- Lift 25 kg; 0d6 [1]
16 DEX 18 12- OCV: 5/DCV: 5
14 CON 8 12-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
5 EGO -10 10- ECV: 2
15 PRE 5 12- PRE Attack: 3d6
6 COM -2 10-
5 PD 5 Total: 5 PD (2 rPD)
6 ED 3 Total: 6 ED (2 rED)
3 SPD 4 Phases: 4, 8, 12
5 REC 4
28 END 0
25 STUN 8 Total Characteristics Cost: 33
5
(Frequently, Greatly Impairing)
Physical Limitation: Can Only Run Sideways
Crustacean Hit
(Infrequently, Slightly Impairing) Location table
0 Physical Limitation: Human Size
Roll Location STUNx N STUN BODYx To Hit
3-5 Head x5 x2 x2 -8 OCV
6-8 Pincers x2 x½ x½ -5 OCV
9-12 Body x3 x1 x1 -3 OCV
13 Vitals x4 x1½ x2 -8 OCV
14-18 Legs/Tail x2 x½ x½ -5 OCV
Deadly Ooze
DEADLY OOZE
Val Char Cost Roll Notes
0 STR -10 9- Lift 25 kg; 0d6 [1]
10 DEX 0 11- OCV: 3/DCV: 3
20 CON 20 13-
15 BODY 10 12-
5 INT -5 10- PER Roll 10-
5 EGO -10 10- ECV: 2
10 PRE 0 11- PRE Attack: 2d6
2 COM -4 9-
4 PD 4 Total: 4 PD (0 rPD)
4 ED 0 Total: 4 ED (0 rED)
3 SPD 10 Phases: 4, 8, 12
6 REC 4
40 END 0
30 STUN 5 Total Characteristics Cost: 24
F
oul beings who inhabit the infernal planes,
demons and devils embody evil, chaos, Campaign Use: In many campaigns, infernal beings
destruction, torment, and wicked emotions. represent the ultimate evil — the one foe the PCs
They exist only to further the causes of evil fear and can never hope to fully triumph over. As
and mayhem, and revel in the terror and havoc they such, they should strike terror into adventurers; if
cause. There are few differences between the two, the demons and devils presented here don’t seem
except perhaps that devils often prefer subtlety over likely to do so in your game, improve them until
sheer power. They often try to trick or persuade they can.
mortals to sell their souls in exchange for power or Each GM should tailor the demon and devil
other gifts, whereas demons normally content them- character sheets to suit their own campaigns. For
selves with more blatant acts of cruelty and spite. example, in a campaign where Hell is a place of fire
The inhabitants of the lower planes have a and brimstone, most infernal beings should have
strict hierarchy based on power. Those who are Life Support (Safe Environment: Intense Heat).
weak serve those who are stronger, with the terrible
Appearance: Demons’ and devils’ appearance varies
demon princes ruling over all. The many princes
tremendously. Some are of the typical red-skinned,
connive and war with each other continuously, as
horned-head, barbed-tail, bat-winged form, others
each seeks to extend his sway over a greater and
look far stranger indeed. Some people believe that a
greater portion of the Hosts of Hell. Sometimes
demon’s or devil’s appearance changes depending on
these wars spill over into the World of Men, but
the viewer’s own personality and desires.
more often demons and devils come to the normal
planes of existence only when called. Some calls
are subconscious or unwitting — a desire for cruel
vengeance in an aching heart, a curse inflicted out
of malice. But most are deliberate, the work of sor-
cerers who summon demons and devils to serve
them or grant them power, and who all too often
end up losing control of them, or finding them-
selves the ones controlled....
Ecology: Demons and devils are native to the infer-
nal planes, but can exist on other planes. Beyond
that, they have little in common — some prefer
fire and heat, others revel in cold and frost;
some feed on human blood, others souls,
others living flesh; some mate in “tradi-
tional” ways, others spawn their
broods through magic or diabolic
alchemy.
Personality/Motivation: As dis-
cussed above, all demons and
devils are thoroughly evil. Even if
they seem to act out of kindness
or charity, they ultimately intend
only malice and woe.
Powers/Tactics: Most demons
and devils share several
common abilities. Some are
physical (unusual strength,
claws, bat-wings, resilience,
immortality) and others mental
or spiritual. But they also share
some weaknesses. Pentagrams
render them trapped and help-
less (a fact most often taken
advantage of by conjurors).
Holy places and things can
hurt or slay them. Someone
who knows a demon’s or
devil’s true name can com-
mand it effortlessly. And,
oftentimes, their unwaver-
ing desire to do only evil
things makes them easy to
50 HERO System Bestiary
60 Infernal Shield: Physical and Energy
Damage Reduction, Resistant, 50% 0
5 Infernal Form: Life Support (Longevity:
Immortality) 0
11 Demon Wings: Flight 8”; Restrainable (-½) 2
5 Demon’s Eyes: Infrared Perception
(Sight Group) 0
Skills
40 Hard To Hit: +8 DCV
75+ Disadvantages
20 Distinctive Features: Aura Of Infernal Evil
(Concealable With Effort; Causes Fear)
15 Physical Limitation: Minuscule (.125m; +12”
KB) (Frequently, Greatly Impairing)
15 Physical Limitation: Must Obey Anyone
Who Knows Its True Name (Infrequently,
Fully Impairing)
15 Physical Limitation: Restricted By Pen-
tagrams, if confined within a pentagram
cannot leave or affect anyone or anything
outside the pentagram (Infrequently, Fully
Impairing)
25 Psychological Limitation: Utterly Evil (Very
Common, Total)
25 Susceptibility: to holy places and objects,
takes 2d6 damage per Phase demon is on
holy ground, in a holy place, or within 1” of a
IMP holy object (Common)
Val Char Cost Roll Notes 33 Experience Points
10 STR 0 11- Lift 100 kg; 2d6 [1]
14 DEX 12 12- OCV: 5/DCV: 5 Total Disadvantage Points: 223
13 CON 6 12- Description: This demon, small enough to sit
10 BODY 0 11- comfortably on a human’s shoulder, is the lowest
8 INT -2 11- PER Roll 11- free-willed being in the infernal hierarchy. Demon
10 EGO 0 11- ECV: 3 princes often send imps to the World of Man to
15 PRE 5 12- PRE Attack: 3d6 serve as familiars to evil sorcerers, servants to
6 COM -2 10- wicked people, and petty tormentors of the righ-
teous.
6 PD 4 Total: 6 PD (0 rPD)
6 ED 3 Total: 6 ED (0 rED)
3 SPD 6 Phases: 4, 8, 12
6 REC 2
26 END 0
25 STUN 3 Total Characteristics Cost: 37
DEMONLING
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 [1]
16 DEX 18 12- OCV: 5/DCV: 5
18 CON 16 13-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
18 PRE 8 13- PRE Attack: 3½d6
4 COM -3 10-
8 PD 5 Total: 8 PD (2 rPD)
8 ED 4 Total: 8 ED (2 rED)
3 SPD 4 Phases: 4, 8, 12
9 REC 4
36 END 0
32 STUN 0 Total Characteristics Cost: 71
75+ Disadvantages
20 Distinctive Features: Aura Of Infernal Evil
(Concealable With Effort; Causes Fear)
15 Physical Limitation: Must Obey Anyone
Who Knows Its True Name (Infrequently,
Fully Impairing)
15 Physical Limitation: Restricted By Pen-
tagrams, if confined within a pentagram
cannot leave or affect anyone or anything
outside the pentagram (Infrequently, Fully
Impairing)
5 Physical Limitation: Small (1m; +3” KB)
(Infrequently, Slightly Impairing)
25 Psychological Limitation: Utterly Evil (Very
Common, Total)
25 Susceptibility: to holy places and objects,
takes 2d6 damage per Phase demon is on
52 HERO System Bestiary
2u 5) Shadow Portal: Extradimensional
Movement (the shadow’s lair in Hell) 2
37 Demonic Claws: HKA 1½d6 (2d6 with STR),
Armor Piercing (+½) 4
10 Terrifying Mien: +20 PRE; Only For Fear-
Based Presence Attacks (-1) 0
60 Shadow Form: Physical and Energy
Damage Reduction, Resistant, 50% 0
2 Shadow Form: Damage Resistance
(2 PD/2 ED) 0
5 Infernal Form: Life Support (Longevity:
Immortality) 0
13 Shadow Wings: Flight 10”;
Restrainable (-½) 2
5 Demon’s Eyes: Infrared Perception (Sight
Group) 0
5 Shadow Eyes: Nightvision 0
Talents
24 Combat Sense 21-
Skills
9 Concealment 15-
9 Stealth 16-
75+ Disadvantages
20 Distinctive Features: Aura Of Infernal Evil
SHADOW (Concealable With Effort; Causes Fear)
Val Char Cost Roll Notes 0 Physical Limitation: Human Size
10 STR 0 11- Lift 100 kg; 2d6 [1] 15 Physical Limitation: Must Obey Anyone
20 DEX 30 13- OCV: 7/DCV: 7 Who Knows Its True Name (Infrequently,
20 CON 20 13- Fully Impairing)
18 BODY 16 13- 15 Physical Limitation: Restricted By Pen-
15 INT 5 12- PER Roll 12- tagrams, if confined within a pentagram
10 EGO 0 11- ECV: 3 cannot leave or affect anyone or anything
20 PRE 10 13- PRE Attack: 4d6 outside the pentagram (Infrequently, Fully
10 COM 0 11- Impairing)
25 Psychological Limitation: Utterly Evil (Very
8 PD 6 Total: 8 PD (2 rPD) Common, Total)
8 ED 4 Total: 8 ED (2 rED) 25 Susceptibility: to holy places and objects,
4 SPD 10 Phases: 3, 6, 9, 12 takes 2d6 damage per Phase demon is on
6 REC 0 holy ground, in a holy place, or within 1” of a
40 END 0 holy object (Common)
35 STUN 2 Total Characteristics Cost: 103 15 Susceptibility: to light attacks, automatically
takes 2d6 when hit with a light-based attack
Movement: Running: 6”/12” (including Sight Group Flashes based on
Leaping: 2”/4” light) (Common)
Flight: 10”/20” 30 Susceptibility: to sunlight, takes 2d6 per
Phase when exposed to sunlight (Very
Cost Powers END Common)
60 Shadow Powers: Multipower, 60-point 20 Vulnerability: 2 x STUN from Light Attacks
reserve (Common)
6u 1) Weave Shadow: Darkness to Sight 20 Vulnerability: 2 x BODY from Light Attacks
Group 4” radius, Reduced Endurance (Common)
(0 END; +½) 0 106 Experience Points
6u 2) Shadow Touch: Drain BODY 6d6 6
6u 3) Meld Into Shadow: Desolidification Total Disadvantage Points: 366
(affected by magic or light-based attacks), Description: Shadows, horrible demons of gloom,
Reduced Endurance (0 END; +½) 0 resemble demons made out of night-thick darkness.
4u 4) Shadowwalking: Teleportation 30”; Although they have corporeal bodies, they can meld
Only From Shadow To Shadow (-½) 6 into shadow (becoming intangible) and spend most
of their time in this shadowy form unless they have
Hero Games 53
SUCCUBUS
Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
15 CON 10 12-
13 BODY 6 12-
20 INT 10 13- PER Roll 13-
20 EGO 20 13- ECV: 7
20 PRE 10 13- PRE Attack: 4d6
24 COM 7 14-
6 PD 4 Total: 6 PD (0 rPD)
6 ED 3 Total: 6 ED (0 rED)
4 SPD 10 Phases: 3, 6, 9, 12
6 REC 2
30 END 0
30 STUN 4 Total Characteristics Cost: 116
(+2 with NCM)
Skills
20 +2 Overall
10 +2 Hand-To-Hand
GREATER DEMON
Val Char Cost Roll Notes 3 Concealment 14-
30 STR 20 15- Lift 1,600 kg; 6d6 [3] 3 Persuasion 16-
25 DEX 45 14- OCV: 8/DCV: 8 3 Stealth 14-
30 CON 40 15- 5 WF: Common Melee Weapons, Common
25 BODY 30 14- Missile Weapons, Whip
25 INT 15 14- PER Roll 14-
26 EGO 32 14- ECV: 9 Total Powers & Skills Cost: 686
35 PRE 25 16- PRE Attack: 7d6 Total Cost: 950
8 COM -1 11-
75+ Disadvantages
22 PD 16 Total: 22 PD (14 rPD) 20 Distinctive Features: Aura Of Infernal Evil
22 ED 16 Total: 22 ED (14 rED) (Concealable With Effort; Causes Fear)
5 SPD 15 Phases: 3, 5, 8, 10, 12 15 Enraged: if thwarted or tricked (Uncommon),
15 REC 6 go 11-, recover 11-
60 END 0 0 Physical Limitation: Human Size
60 STUN 5 Total Characteristics Cost: 264 15 Physical Limitation: Must Obey Anyone Who
(+140 with NCM) Knows Its True Name (Infrequently, Fully
Impairing)
15 Physical Limitation: Restricted By Penta-
Hero Games 57
Demon Princes
Even the mightiest greater demon is as noth-
ing compared to the awesome power and evil of
a demon prince. The four princes described here
represent four common types — foulness, guile,
power, and strength — common among the ranks
of the infernal. Since each diabolic sovereign is
unique, GMs should give them names, and perhaps
alter the basic character sheet a little to reflect the Cost Powers END
abilities, temperament, weapons, and predilections 150 Demonic Powers: Variable Power Pool,
of each prince. 60 base + 30 control cost, Powers Can
Be Changed As A Zero-Phase Action
(+1), No Skill Roll Required (+1) var
DEMON PRINCE OF FOULNESS 45 Demonic Claws: HKA 2d6 (3d6+1 with
Val Char Cost Roll Notes STR), Armor Piercing (+½) 4
35 STR 25 16- Lift 3,200 kg; 7d6 [3] 60 Foulness Demon Powers: Elemental
27 DEX 51 14- OCV: 9/DCV: 9 Control, 120-point powers
32 CON 44 15- 60 1) Demonic Blast: Energy Blast 16d6,
35 BODY 50 16- Reduced Endurance (0 END; +½) 0
30 INT 20 15- PER Roll 15- 60 2) Disgusting Stench: Drain CON 3d6,
30 EGO 40 15- ECV: 10 NND (defense is LS [Self-Contained
40 PRE 30 17- PRE Attack: 8d6 Breathing]; +1), Continuous (+1), Area
2 COM -4 9- Of Effect (12” Radius; +1), Persistent
(+½), Reduced Endurance (0 END; +½);
25 PD 18 Total: 25 PD (20 rPD) Always On (-½) 0
25 ED 19 Total: 25 ED (20 rED) 60 3) Demon Gate: Teleportation 40”,
5 SPD 13 Phases: 3, 5, 8, 10, 12 Reduced Endurance (0 END; +½) 0
18 REC 10 81 Demon’s Grip: Telekinesis (36 STR),
64 END 0 Reduced Endurance (0 END; +½) 0
70 STUN 1 Total Characteristics Cost: 317 30 Acidic Vomit: RKA 1d6, Continuous
(+195 with NCM) (+1), Penetrating (+½); 8 Charges lasting
1 Turn each (-0), Limited Range (4”; -¼) 0
Movement: Running: 6”/12” 30 Acidic Secretions: HKA 1d6, Continuous
Leaping: 0”/0” (+1), Damage Shield (+½), Penetrating
Teleportation: 40”/80” (+½), Persistent (+½), Reduced
Endurance (0 END; +½); Always On
(-½), No STR Bonus (-½) 0
20 Demon’s Skin: Damage Resistance
(20 PD/20 ED) 0
58 HERO System Bestiary
120 Infernal Shield: Physical and Energy 15 Physical Limitation: Must Obey Anyone
Damage Reduction, Resistant, 75% 0 Who Knows Its True Name (Infrequently,
20 Demonic Mind: Mental Defense Fully Impairing)
(26 points total) 0 7 Physical Limitation: Reduced Leap, cannot
20 Demonic Shield: Power Defense (20 points) 0 leap (Infrequently, Slightly Impairing)
12 Heavy: Knockback Resistance -6” 0 15 Physical Limitation: Restricted By Pen-
50 Infernal Form: Life Support: Total tagrams, if confined within a pentagram
(including Longevity: Immortality) 0 cannot leave or affect anyone or anything
10 Demon’s Eyes: Infrared Perception and outside the pentagram (Infrequently, Fully
Ultraviolet Perception (Sight Group) 0 Impairing)
42 Sense Souls: Detect Life Force 15-, 25 Psychological Limitation: Utterly Evil (Very
Discriminatory, Analyze, Range, Sense, Common, Total)
Targeting, Tracking 0 20 Psychological Limitation: Overconfidence
(Very Common, Strong)
Skills 5 Rivalry: Professional (with other Demon
40 +4 Overall Princes, for power and influence)
25 Susceptibility: to holy places and objects,
3 Concealment 15- takes 2d6 damage per Phase demon is on
5 WF: Common Melee Weapons, holy ground, in a holy place, or within 1” of a
Common Missile Weapons, Whip holy object (Common)
1,003 Experience Points
Total Powers & Skills Cost: 918
Total Cost: 1,235 Total Disadvantage Points: 1,235
Description: So bloated and foul it can barely walk,
75+ Disadvantages so malodorous even other demons become sick
20 Distinctive Features: Aura Of Infernal Evil from the stench, so full of bile its very vomit causes
(Concealable With Effort; Causes Fear) death, the Demon Prince of Foulness embodies
15 Enraged: if thwarted or tricked (Uncom- utter uncleanliness. There is nothing so pure, so
mon), go 11-, recover 11- beautiful, or so beloved he cannot corrupt, taint,
10 Physical Limitation: Enormous (Frequently, and ruin it.
Slightly Impairing)
3 Concealment 15-
3 Conversation 17-
3 High Society 17-
13 KS: Arcane & Occult Lore 25-
8 KS: True Names 20-
3 Persuasion 17-
3 Stealth 15-
5 WF: Common Melee Weapons, Common
Missile Weapons, Whip
75+ Disadvantages
20 Distinctive Features: Aura Of Infernal Evil
(Concealable With Effort; Causes Fear)
15 Enraged: if thwarted or tricked (Uncom-
mon), go 11-, recover 11-
0 Physical Limitation: Human Size
15 Physical Limitation: Must Obey Anyone
Who Knows Its True Name (Infrequently,
Fully Impairing)
15 Physical Limitation: Restricted By Pen-
tagrams, if confined within a pentagram
cannot leave or affect anyone or anything
outside the pentagram (Infrequently, Fully
Impairing)
25 Psychological Limitation: Utterly Evil (Very
Common, Total)
20 Psychological Limitation: Overconfidence
(Very Common, Strong)
5 Rivalry: Professional (with other Demon
Penetrating (+½), Reduced Endurance Princes, for power and influence)
(0 END; +½); No STR Bonus (-½) 0 25 Susceptibility: to holy places and objects,
60 3) Manifestation Of Power: Aid takes 2d6 damage per Phase demon is on
Characteristics 4d6, Variable Effect holy ground, in a holy place, or within 1” of a
(all demonic Characteristics holy object (Common)
simultaneously; +2) 0 1,166 Experience Points
60 4) Demon Gate: Teleportation 40”,
Reduced Endurance (0 END; +½) 0 Total Disadvantage Points: 1,381
45 Demonic Claws: HKA 2d6 (3d6+1 with
Description: This prince embodies pure, demonic
STR), Armor Piercing (+½) 4
power at its most potent. His power dwarfs that
20 Demon’s Skin: Damage Resistance
of even the most skilled human wizards, and his
(20 PD/20 ED) 0
knowledge of arcane lore (and even true names
120 Infernal Shield: Physical and Energy
— though sadly not those of the other princes) is
Damage Reduction, Resistant, 75% 0
unparalleled. He rarely soils his hands with physi-
20 Demonic Mind: Mental Defense
cal combat, preferring to disable and defeat his foes
(27 points total) 0
with magic.
25 Demonic Shield: Power Defense (25 points) 0
50 Infernal Form: Life Support: Total
(including Longevity: Immortality) 0
27 Demon Wings: Flight 20”; Restrainable (-½) 4
12 Demon’s Legs: Running +6” (12” total) 1
10 Demon’s Eyes: Infrared Perception and
Ultraviolet Perception (Sight Group) 0
42 Sense Souls: Detect Life Force 16-,
Discriminatory, Analyze, Range, Sense,
Targeting, Tracking 0
Hero Games 61
Campaign Use: The demon hound can serve as a tem- 30 Infernal Shield: Physical and Energy
plate for other demonic creatures. Damage Reduction, Resistant, 25% 0
Appearance: Demon hounds (also called hell-hounds 5 Infernal Form: Life Support (Longevity:
or devil-dogs) are enormous, dark-fanged, coal-black Immortality) 0
hounds with eyes of flame and mouths filled with fire. 8 Heavy: Knockback Resistance -4” 0
14 Horse’s Legs: Running +7” (13” total) 1
2 Horse’s Legs: Leaping +2” (8” forward, 4”
DEMON STEED upward) 1
Val Char Cost Roll Notes 6 Sharp-Eared And Keen-Nosed: +2 PER
30 STR 20 15- Lift 1,600 kg; 6d6 [3] with all Sense Groups 0
20 DEX 30 13- OCV: 7/DCV: 7
22 CON 24 13- Skills
18 BODY 16 13- 5 +1 Hand-To-Hand
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3 1 Riding 13-; Complementary To Rider’s
20 PRE 10 13- PRE Attack: 4d6 Skill Only (-1)
10 COM 0 11-
Total Powers & Skills Cost: 126
12 PD 6 Total: 12 PD (4 rPD) Total Cost: 250
12 ED 8 Total: 12 ED (4 rED)
4 SPD 10 Phases: 3, 6, 9, 12 75+ Disadvantages
10 REC 0 5 Physical Limitation: Large (4m; -2 DCV, +2 to
44 END 0 PER Rolls to perceive) (Infrequently, Slightly
44 STUN 0 Total Characteristics Cost: 124 Impairing)
(+30 with NCM) 10 Physical Limitation: Near-Human Intelligence
(Frequently, Slightly Impairing)
Movement: Running: 13”/26” 15 Physical Limitation: Very Limited Manipula-
Leaping: 8”/16” tion (Frequently, Greatly Impairing)
25 Psychological Limitation: Utterly Evil (Very
Cost Powers END Common, Total)
12 Bite: HKA 1d6 (2d6 with STR); Reduced 25 Susceptibility: to holy places and objects,
Penetration (-¼) 1 takes 2d6 damage per Phase demon is on holy
22 Fiery Snort: RKA 1d6, Penetrating (+½) 2 ground, in a holy place, or within 1” of a holy
17 Flaming Hooves: HA +5d6; Hand-To- object (Common)
Hand Attack (-½) 2 95 Experience Points
4 Tough Skin: Damage Resistance
(4 PD/4 ED) 0 Total Disadvantage Points: 250
64 HERO System Bestiary
Ecology: Demon steeds live in fiery regions of the men, since a dragon can be trained as a mount or
infernal planes. There they graze on the souls of the sentinel.
damned. Personality/Motivation: Dragons are highly intelli-
Personality/Motivation: Normal animal motivations, gent, cunning, and clever, which makes them all the
as tainted by demonic evil. more difficult to trick or defeat. But like other sen-
Powers/Tactics: Demon steeds attack like normal tient species, they suffer from their own personality
horses do, by biting, rearing, and kicking. However, quirks and flaws. Each dragon is different, of course,
since they have sharp fangs, their bites inflict more but most are greedy, overconfident, and cruel. They
serious wounds than normal horses’ do, and since enjoy intellectual challenges, such as riddle-games,
their hooves constantly burn with demonic flame, so but more as a way of toying with their victims than
do their kicks. (Their flaming hooves also leave dis- as true sport. They are particularly noted for their
tinctive prints, clearly different from the hoofprints of unremitting avarice. Most gather large hoards, and
an ordinary steed.) Additionally, they can snort gouts know the hoard’s contents right down to the last
of fire to burn their foes. silver piece or cheap trinket. Other than hunger or
the opportunity for some wanton destruction, the
Campaign Use: Demon steeds typically come to the chance to increase their hoards (or the necessity
World of Man as mounts for diabolic knights, demon of pursuing a thief who’s stolen from them) is the
princes, and the like. Some are said to have the ability thing most likely to tempt them from their lairs.
to visit men’s dreams as nightmares to torment them
and keep them from getting enough sleep. Powers/Tactics: One of the reasons dragons are so
fearsome is that they have many means of attack.
Appearance: Demon steeds are coal-black horses Most terrifying of all is their fiery breath, a single
with fiery eyes, smoke and licks of flame coming blast of which can reduce an armored adult human
from their nostrils, fanged mouths, and fiery manes. to ash. As if that were not enough, they can bite
with their enormous, fang-filled jaws, claw with
their razor-sharp talons, or smash with their wings
DRAGONS and tail. In battle, many dragons prefer to fight
from the air, often performing Move Bys to rake
E
normous lizard-like creatures, with breath
of flame and claws able to rend armor as opponents with their talons.
if it were paper, dragons are among the Dragons are magical creatures, and often
most majestic and terrifying creatures in possess much magical lore and many sorcerous
the annals of legend. To many groups of adventur- powers. Their very gaze can enthrall others, leaving
ers, a dragon represents the ultimate challenge, the the victim helpless and vulnerable to the dragon’s
one monster whom even the most skilled and jaded other attacks. Some dragons can actually cast
warriors fear — and also the ultimate reward, due spells, or work other magics (including the ability
to dragons’ well-known proclivity for hoarding to change their shape, which allows them to walk
gold, gems, and other valuables. unnoticed among men, and sometimes even breed
with humans).
Ecology: The average dragon is a large, solitary Many dragons have a single vulnerable point
creature lairing in a cave or cavern, where it keeps somewhere on their bodies (typically the belly).
its vast hoard. Some dragons live in the moun- Their scaly skin provides no protection here, giving
tains, some in deserts, some in forests, and some in a clever and knowledgeable hero a way to slay them
swamps. It all depends on the dragon’s diet, abilities, — if he can find and strike the unarmored spot.
and sometimes subspecies. (The GM should choose one of the dragon’s Hit
Flesh-eaters, dragons consume cattle, horses, Locations as the one with zero defense. If you’re
other large beasts, and even men (some dragons using the Draconic Hit Location Table on page 35,
prefer human flesh). The lands around a dragon’s this should be Location 18, representing the area on
lair are often desolate, partly because the dragon the dragon’s underside where one of its forelimbs
has eaten all the creatures living nearby, and partly joins its body.)
because it has deliberately destroyed trees and
brush so it can see attackers approaching. Campaign Use: As mentioned above, dragons rep-
While dragons are active year-round, most resent the greatest challenge many groups of heroes
tend to sleep for long periods, particularly after can face. Slaying one is a crowning achievement for
eating a large meal. Tales abound of adventurers any adventurer. Since dragons should be dangerous
lucky enough to sneak up on a sleeping dragon, foes, but not completely unkillable, be sure to adjust
kill it effortlessly, and take its treasure, but most of the power level of the write-ups presented here to
these stories are untrue — thanks to their height- suit your PCs. Similarly, since dragons are intel-
ened senses, dragons usually cannot be taken by ligent individuals, you may want to adjust the char-
surprise this way. acter sheet for each one to better reflect its specific
Dragons rarely mate. When they do, the female talents, interests, and personality.
lays a single egg, which she (and sometimes the You can easily tailor dragons to different envi-
father as well) guards until it hatches. After hatch- ronments by applying the appropriate templates,
ing, the dragonling is typically driven away from its such as Aquatic or Winter. Just imagine how ter-
parents’ lair and left to fend for itself. Dragon’s eggs rifying an Undead, Cybernetic, or Infernal dragon
and newborn dragons are enormously valuable to would be!
Dragons’ parts, particularly their blood, skin,
Hero Games 65
and fangs, reputedly have magical powers. Legends 10 Strong Mind: Mental Defense (14 points
tell of heroes who bathed in dragon’s blood and total) 0
became invulnerable, or who ate a dragon’s heart 8 Magical Beast: Power Defense (8 points) 0
and gained the power to understand the speech of 30 Wings: Multipower, 30-point reserve
animals. Wizards and alchemists uses parts of drag- 2u 1) Flying: Flight 15”; Restrainable (-½) 3
ons to make enchanted armor, potions, wands, and 1u 2) Wing Buffet: HA +2d6; Hand-To-
many other magical items. Hand Attack (-½) 1
Appearance: The typical dragon, if there is such a 19 Hoardsense: Detect Hoard 15-,
thing, is a large-bodied creature with a long neck, a Discriminatory, Analyze, Sense 0
wedge-shaped head, four legs, a long tail, and two 10 Dragon’s Eyes: Infrared Perception and
enormous bat-wings. Tough, scaly skin covers their Ultraviolet Perception (both Sight Group) 0
bodies and protects them from harm. Most are red- 5 Dragon’s Nose: Tracking for Normal Smell 0
dish, orangeish, and/or yellowish in color, but many 6 Dragon’s Senses: +2 PER with all Sense
other colors are possible. Groups 0
6 Tail: Extra Limb, Inherent (+¼) 0
Talents
3 Lightsleep
Hero Games 67
6 Dragon’s Senses: +2 PER with all Sense *: Does Not Protect Hit Location 18 (-0)
Groups 0
6 Tail: Extra Limb, Inherent (+¼) 0 Description: A wyrm is a slightly smaller, weaker
dragon who lacks wings. If anything, it is more
Perks cruel and wicked than its winged cousins. It fre-
5 Hoard: Money: Well Off quently lairs near lakes, well-traveled underground
caverns, and other such places so that it may prey
Talents on animals and people who use them.
3 Lightsleep
Skills WYVERN
10 +1 Overall Val Char Cost Roll Notes
16 +2 with All Combat 30 STR 20 15- Lift 1,600 kg; 6d6 [3]
4 +2 OCV with Fire Breath 20 DEX 30 13- OCV: 7/DCV: 7
23 CON 26 14-
3 Concealment 12- 20 BODY 20 13-
3 KS: Arcane & Occult Lore 12- 15 INT 5 12- PER Roll 12-
5 KS: Dragon Lore 14- 15 EGO 10 12- ECV: 5
3 KS: History 12- 23 PRE 13 14- PRE Attack: 4½d6
3 Stealth 13- 16 COM 3 12-
2 Survival (choose appropriate
environment) 13- 18 PD 12 Total: 18 PD (10 rPD)
18 ED 13 Total: 18 ED (10 rED)
Total Powers & Skills Cost: 324 4 SPD 10 Phases: 3, 6, 9, 12
Total Cost: 520 12 REC 2
46 END 0
75+ Disadvantages 47 STUN 0 Total Characteristics Cost: 164
10 Physical Limitation: Huge (up to 16m tall; (+41 with NCM)
-6 DCV, +6 to PER Rolls to perceive) (Fre-
quently, Slightly Impairing) Movement: Running: 6”/12”
10 Physical Limitation: Limited Manipulation Leaping: 3”/6”
(Frequently, Slightly Impairing) Flight: 15”/30”
5 Physical Limitation: Reduced Leap, can
only leap half as far as STR indicates (Infre- Cost Powers END
quently, Slightly Impairing) 42 Venomous Bite: Drain CON 3d6,
20 Psychological Limitation: Overconfidence Delayed Return Rate (points return at
(Very Common, Strong) the rate of 5 per Hour; +1), NND
15 Psychological Limitation: Greedy; Loves (defense is appropriate LS [Immunity];
Gold And Treasure (Common, Strong) +1), Personal Immunity (+¼); 4
15 Psychological Limitation: Cruel (Common, Charges (-1), Bite Must Do BODY (-½),
Strong) Extra Time (onset time begins 5 Minutes
20 Reputation: powerful evil creature, 14- after victim is bitten; -2), Gradual Effect
(Extreme) (15 Minutes; 1d6/5 Minutes; -¾), Linked
350 Experience Points (to RKA; -½) plus RKA 3d6, NND
(defense is appropriate LS [Immunity];
Total Disadvantage Points: 520
Hero Games 69
E
Elementals have neither lementals are beings of pure Air, Earth,
Everyman Skills nor Fire, or Water. They normally dwell on each elemental, or create your own packages.
Everycreature Skills. the Elemental Planes, but sometimes wiz- All four elemental write-ups assume an
Instead, they have the ards summon them to the World of Man elemental who’s roughly twice human size. You can
following “Everyelemen- make them larger or smaller by applying the appro-
tal Skills”: to perform tasks or slay enemies. At other times,
elementals travel to the World of Man on their own, priate Size template.
AK: Home Plane 8-
through mysterious rifts that develop high in the
Deduction 8- clouds, deep in the sea or earth, or in the heart of AIR ELEMENTAL
Native Language volcanoes or enormous fires. If these rifts close, the
(4 points’ worth) elemental finds itself trapped. Val Char Cost Roll Notes
The GM may, in his dis- 0 STR -10 9- Lift 25 kg; 0d6 [1]
cretion, give elementals Ecology: The ecologies of elementals are not well- 23 DEX 39 14- OCV: 8/DCV: 8
the normal selection known, for they come from strange planes of exis- 23 CON 26 14-
of Everyman Skills, but tence where few people have ever traveled. Arcane 15 BODY 10 12-
only allow them to use lore says each Elemental Plane is made up entirely, 8 INT -2 11- PER Roll 11-
those Skills on their or almost entirely, of its element, which could lead
home planes.
10 EGO 0 11- ECV: 3
to some strange ecologies indeed. Given elementals’ 20 PRE 10 13- PRE Attack: 4d6
propensity for fighting with each other and among 8 COM -1 11-
themselves, some wizards believe they are highly
territorial. 5 PD 5 Total: 5 PD (0 rPD)
Personality/Motivations: An elemental’s typical per- 5 ED 0 Total: 5 ED (0 rED)
sonality depends on its type, though they all seem 4 SPD 7 Phases: 3, 6, 9, 12
to be temperamental to some degree. Air elementals 5 REC 0
are flighty and quick-witted, rarely able to stand still 46 END 0
for long. Earth elementals are dull-witted, slow to 35 STUN 8 Total Characteristics Cost: 92
comprehend or to anger, but difficult to turn from (+15 with NCM)
their chosen path once they make up their minds
about something. Fire elementals are capricious and Movement: Running: 0”/0”
dangerous, delighting in the setting of fires and the Leaping: 0”/0”
destruction they cause. Water elementals are flexible Flight: 25”/200”
and adaptable, perhaps the most calm of their kind,
but terrifyingly destructive if angered. Cost Powers END
If summoned to or trapped in the World of 75 Air Attacks: Multipower, 75-point reserve
Man, elementals’ main objective is usually to find a 6u 1) Air Blast: Energy Blast 6d6, Double
way home. However, fire elementals may have such Knockback (+¾), Reduced Endurance
fun setting things on fire that they give no thought (½ END; +¼) 2
to home, and some elementals enjoy the change of 5u 2) Whirlwind: Energy Blast 6d6, Area
scenery, and so wish to remain for a time. Of Effect (5” radius; +1), Personal
Immunity (+¼), Reduced Endurance (½
Powers/Tactics: Though roughly man-shaped,
END; +¼); No Range (-½) 3
elementals scorn weapons, preferring to attack with
5u 3) Lack Of Air: Energy Blast 5d6, NND
their own natural powers (which relate to their
(defense is LS [Self-Contained
native element). Given their ability to move swiftly,
Breathing]; +1) 5
they often flee as soon as a battle turns against
7u 4) Wind-Strength: Telekinesis (30 STR),
them.
Reduced Endurance (0 END; +½) 0
Because of their elemental bodies, all elemen-
20 Air Powers: Elemental Control, 40-point
tals are highly resistant to injury. Furthermore, they
powers
lack bodily structures and organs as humans know
13 1) Body Of Air: Desolidification (affected
them, and so have the No Hit Locations Automaton
by magic); Cannot Pass Through Solid
Power, though they are not Automatons.
Objects (-½) 4
Since different gamers’ conceptions of elemen-
100 2) Windrunning: Flight 25”, x8
tals differ, these elementals do not have powers
noncombat, Rapid Noncombat Movement
bought with the Inherent Advantage. If you prefer,
(+¼), Combat Acceleration/Deceleration
simply assume that appropriate elemental powers
(+¼), Reduced Endurance (0 END; +½) 0
are Inherent.
17 3) Unseen Air: Invisibility to Sight Group,
Campaign Use: Player characters typically encoun- No Fringe, Reduced Endurance (0 END;
ter elementals as the servants, bodyguards, or +½); Only When Not Attacking (-½) 0
soldiers of powerful evil wizards. Heroic wizards 75 Body Of Air: Physical Damage Reduction,
who gain sufficient magical prowess may learn to Resistant, 75% plus Energy Damage
summon elementals of their own. Reduction, Resistant, 25% 0
In some cases, the appearance and powers of 45 Body Of Air: Life Support: Total 0
an elemental depend on where it’s summoned. An 10 Elemental Body: No Hit Locations
Hero Games 71
Skills
12 Windrunning: +6 with Flight
75+ Disadvantages
5 Physical Limitation: Large (up to 4m; -2
DCV, +2 to PER Rolls to perceive) (Infre-
quently, Slightly Impairing)
15 Psychological Limitation: Flighty (Very
Common, Moderate)
378 Experience Points
OPTIONS
Cost Cloud Elemental
50 Add EC slot: 4) Blinding Fog: Darkness to
Sight Group 4” radius, Personal Immunity
(+¼), Reduced Endurance (0 END; +½) 0
Total cost: +50
FIRE ELEMENTAL
Val Char Cost Roll Notes
0 STR -10 9- Lift 25 kg; 0d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
23 CON 26 14-
15 BODY 10 12-
8 INT -2 11- PER Roll 11-
10 EGO 0 11- ECV: 3
30 PRE 20 15- PRE Attack: 6d6
12 COM 1 11-
4 PD 4 Total: 4 PD (0 rPD)
10 ED 5 Total: 10 ED (0 rED)
4 SPD 10 Phases: 3, 6, 9, 12
5 REC 0
46 END 0
35 STUN 8 Total Characteristics Cost: 102
(+18 with NCM)
Skills
Frog, Giant
2 AK: Elemental Plane Of Water 11-
2 KS: Marine Life 11- GIANT FROG
3 Stealth 13- Val Char Cost Roll Notes
25 STR 15 14- Lift 800 kg; 5d6 [2]
Total Powers & Skills Cost: 346 13 DEX 9 12- OCV: 4/DCV: 4
Total Cost: 445 16 CON 12 12-
12 BODY 4 11-
75+ Disadvantages 8 INT -2 11- PER Roll 11-
5 Physical Limitation: Large (up to 4m; -2 5 EGO -10 10- ECV: 2
DCV, +2 to PER Rolls to perceive) (Infre- 18 PRE 8 13- PRE Attack: 3½d6
quently, Slightly Impairing) 4 COM -3 10-
15 Psychological Limitation: Flighty (Very
Common, Moderate) 10 PD 5 Total: 10 PD (2 rPD)
20 Vulnerability: 2 x STUN from Fire Attacks 9 ED 6 Total: 9 ED (2 rED)
(Common) 2 SPD 0 Phases: 6, 12
20 Vulnerability: 2 x BODY from Fire Attacks 8 REC 0
(Common) 32 END 0
310 Experience Points 33 STUN 0 Total Characteristics Cost: 44
(+18 with NCM)
Total Disadvantage Points: 445
Movement: Running: 2”/4”
Leaping: 15”/30”
OPTIONS Swimming: 5”/10”
Cost Sea Elemental
20 Call Of The Sea: Summon 100-point Cost Powers END
Animal, Any Sea Animal (+¼), Devoted 16 Tongue: Extra Limb, Inherent (+¼) plus
(+¾); Arrives Under Own Power (-½), Stretching 2”, Reduced Endurance
Summoned Being Must Inhabit Locale (-½) 4 (0 END; +½); Always Direct (-¼),
-15 Add Psychological Limitation: Protects Limited Body Parts (tongue; -¼) 0
Seas And Their Creatures (Common, 2 Tough Skin: Damage Resistance
Strong) (2 PD/2 ED) 0
-10 Add Susceptibility: if leaves sea, takes 6 Heavy: Knockback Resistance -3” 0
1d6 per Turn (Uncommon) 10 Frog’s Legs: Leaping +10” (15” forward,
Total cost: -5 points 8” upward) 1
(This package can also serve for River Elementals, 3 Frog’s Legs: Swimming +3” (5” total) 1
with the proper changes in wording.) -8 Slow: Running -4”
Talents
3 Simulate Death
Skills
4 +2 OCV with Move By
3 Concealment 11-
Powers/Tactics: Giant frogs have voracious appe- 3 Stealth 12-
tites and consume anything they can. They can
swallow up to a single adult human whole (see page Total Powers & Skills Cost: 61
33; it does Average swallow damage). Typically the Total Cost: 131
frog gets close to its prey (either by lying in wait, or
with a sudden leap), then lashes out with its tongue 75+ Disadvantages
to Grab the victim. Then it drags the victim to it 0 Physical Limitation: Human Size
and swallows him. 20 Psychological Limitation: Rapacious And
Campaign Use: Individual giant frogs are good Cruel (Very Common, Strong)
“nuisance encounters” for parties of adventurers, 36 Experience Points
and as a group may represent a more serious threat
(especially if most of the PCs have STRs too low Total Disadvantage Points: 131
to resist being Grabbed and swallowed). Some Ecology: Gargoyles live atop, and sometimes within,
swamp-dwelling sentient species may use giant structures such as towers, castles, and temples. They
frogs as steeds. squat on the edges of roofs and overhangs, looking
Appearance: A typical frog, with slick greenish skin, like ordinary carved stone gargoyles, waiting for
but about twice the size of a man. unsuspecting prey to come by.
Some gargoyles prefer to live by themselves;
others belong to a large group, family, or clan. Young
gargoyles hatch from eggs laid once a year by the
Gargoyle mother.
Personality/Motivation: Although sometimes consid-
GARGOYLE
ered dull and slow-witted, in truth gargoyles are cun-
Val Char Cost Roll Notes ning and cruel. They enjoy inflicting harm on other
20 STR 10 13- Lift 400 kg; 4d6 [2] living creatures, often toying with their food for sport
14 DEX 12 12- OCV: 5/DCV: 5 before killing and consuming it. They are also greedy,
20 CON 20 13- and save treasure and keepsakes from their victims.
13 BODY 6 12-
Powers/Tactics: Gargoyles fight with the talons on
10 INT 0 11- PER Roll 11-
their hands and feet, and to a lesser extent with their
10 EGO 0 11- ECV: 3
short fangs. They favor flying Move Bys, which allow
15 PRE 5 12- PRE Attack: 3d6
them to swoop past their prey and claw it to death.
8 COM -1 11-
Older, more experienced gargoyles are often quite
agile while in the air, difficult to capture or hit.
12 PD 8 Total: 12 PD (6 rPD)
If confronted with superior force, gargoyles
8 ED 4 Total: 8 ED (4 rED)
wisely flee, hoping for a chance to regroup and
3 SPD 6 Phases: 4, 8, 12
attack later.
8 REC 0
40 END 0 Campaign Use: Gargoyles can come in many shapes
33 STUN 0 Total Characteristics Cost: 70 and varieties. You can easily add extra limbs or heads
(+4 with NCM) to this template, for example. Since gargoyles are
intelligent, they might develop magical powers, learn
to use weapons, or otherwise gain extra abilities.
Hero Games 77
GOLEMS
G
olems are humanoid constructs, sculpted
or made out of various materials (anything
from dead flesh to iron) and animated with
magic. Wizards and priests create them as
servants and bodyguards.
Ecology: Golems, being constructed creatures, have
no ecology per se. They do what their creator orders
them to do, go where he says go, and so forth. They
do not need to eat, sleep, or perform most of the
other functions living beings must to survive. Movement: Running: 6”/12”
Personality/Motivation: None. Golems, as Automatons, Leaping: 6”/12”
follow their creator’s orders. They do not think or feel.
In potentially confusing situations, the GM may allow Cost Powers END
a golem an INT Roll to interpret its orders correctly. 15 Golem’s Body: Does Not Bleed 0
Powers/Tactics: Golems possess enormous strength 10 Golem’s Body: No Hit Locations 0
and use it to good effect in combat. Most know how 45 Golem’s Body: Takes No STUN 0
to use weapons, but even those who do not can strike 15 Tireless: Reduced End (0 END; +½) on STR 0
devastating blows with their fists. Their implacable 6 Tireless: Reduced End (0 END; +½) on
nature, high degree of invulnerability, and untiring Running 0
bodies make them terrifying opponents. 3 Tireless: Reduced End (0 END; +½) on
Leaping 0
Campaign Use: Gamemasters can also use these 1 Tireless: Reduced End (0 END; +½) on
write-ups to represent animated statues, certain types Swimming 0
of undead, odd alien life-forms, and some robots. 18 Body Of Clay: Damage Resistance
These writeups assume golems of roughly (6 PD/6 ED) 0
human size. Wizards and other golem-makers often 45 Body Of Clay: Physical Damage
prefer much taller or smaller versions, which you can Reduction, Resistant, 50%; Only
create by applying the appropriate template. Similarly, Versus Edged Weapons (-1) 0
by adding wings, claws, or the like to a golem during 50 Golem’s Body: Life Support: Total
the creation process, the maker can give it many addi- (including Longevity: Immortality) 0
tional abilities.
Skills
CLAY GOLEM 10 +2 Hand-To-Hand
Val Char Cost Roll Notes 1 Climbing 8-
30 STR 20 15- Lift 1,600 kg; 6d6 [3] 2 Language (native)
14 DEX 12 12- OCV: 5/DCV: 5 3 Stealth 12-
10 CON 0 11- 2 WF: Common Melee Weapons
15 BODY 10 12-
5 INT -5 10- PER Roll 10- Total Powers & Skills Cost: 226
0 EGO 0 — ECV: N/A Total Cost: 295
20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11- 75+ Disadvantages
0 Physical Limitation: Human Size
6 PD 12 Total: 6 PD (6 rPD) 15 Physical Limitation: Machine Intelligence
6 ED 15 Total: 6 ED (6 rED) (Frequently, Greatly Impairing)
3 SPD 6 Phases: 4, 8, 12 205 Experience Points
8 REC 0
0 END -10 Total Disadvantage Points: 295
— STUN — Total Characteristics Cost: 69
(+10 with NCM) Description: Formed and sculpted of clay, the clay
golem typically resembles a statue of a person
78 HERO System Bestiary
Leaping 0
1 Tireless: Reduced End (0 END; +½) on
Swimming 0
12 Body Of Reanimated Flesh: Damage
Resistance (4 PD/4 ED) 0
4 Body Of Reanimated Flesh: +2 PD; Only
Protects Against Crushing Or Piercing
Attacks (-½)
3 Body Of Reanimated Flesh: +2 PD; Only
Protects Against Piercing Attacks (-1) 0
50 Golem’s Body: Life Support: Total
(including Longevity: Immortality) 0
Skills
10 +2 Hand-To-Hand
1 Climbing 8-
2 Language (native)
3 Stealth 11-
2 WF: Common Melee Weapons
75+ Disadvantages
0 Physical Limitation: Human Size
15 Physical Limitation: Machine Intelligence
(Frequently, Greatly Impairing)
— until it starts to move. Artistically gifted creators 20 Psychological Limitation: Fear Of Fire
sometimes embellish their clay golems with fierce (Common, Total)
countanances, the appearance of clothing or armor, 20 Vulnerability: 2 x BODY from Fire
or the like. Most clay golems fight with weapons, (Common)
but their fists alone are enough to deal deadly 109 Experience Points
blows.
Total Disadvantage Points: 219
FLESH GOLEM Description: Sewn together from pieces of corpses,
Val Char Cost Roll Notes and animated through magic, chemicals, and/
20 STR 10 13- Lift 400 kg; 4d6 [2] or electricity, the flesh golem is,
12 DEX 6 11- OCV: 4/DCV: 4 in essence, an improved form
10 CON 0 11- of zombie (see page 127).
15 BODY 10 12- Although its move-
5 INT -5 10- PER Roll 10- ments are jerky and
0 EGO 0 — ECV: N/A seemingly inept,
18 PRE 8 13- PRE Attack: 3½d6 it has more speed
6 COM -2 10- and agility than
its appearance and
4 PD 9 Total: 4 PD (4 rPD) composition suggest.
4 ED 9 Total: 4 ED (4 rED) It attacks with a
3 SPD 8 Phases: 4, 8, 12 weapon (if it
6 REC 0 has one) or
0 END -10 its fists (if
— STUN — Total Characteristics Cost: 43 not).
5 PD 9 Total: 5 PD (3 rPD)
5 ED 12 Total: 5 ED (3 rED)
3 SPD 6 Phases: 4, 8, 12
7 REC 0
0 END -10
— STUN — Total Characteristics Cost: 56
(+5 with NCM)
Griffin Skills
10 +2 Hand-To-Hand
GRIFFIN
Val Char Cost Roll Notes 3 Stealth 13-
25 STR 15 14- Lift 800 kg; 5d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7 Total Powers & Skills Cost: 88
20 CON 20 13- Total Cost: 202
16 BODY 12 12-
8 INT -2 11- PER Roll 11- 75+ Disadvantages
10 EGO 0 11- ECV: 3 15 Physical Limitation: Animal Intelligence
25 PRE 15 14- PRE Attack: 5d6 (Frequently, Greatly Impairing)
16 COM 3 12- 5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
10 PD 5 Total: 10 PD (3 rPD) Slightly Impairing)
9 ED 5 Total: 9 ED (3 rED) 15 Physical Limitation: Very Limited Manipula-
4 SPD 10 Phases: 3, 6, 9, 12 tion (Frequently, Greatly Impairing)
9 REC 0 20 Psychological Limitation: Greedy (Very
40 END 0 Common, Strong)
40 STUN 1 Total Characteristics Cost: 114 72 Experience Points
(+13 with NCM)
Total Disadvantage Points: 202
Movement: Running: 9”/18”
Ecology: Griffins are carnivores who live by them-
Leaping: 5”/10”
selves, or in prides of two to four. They typically lair
Flight: 12”/24”
in mountain caves, though some build nests in the
tops of large trees. The young are born from eggs,
Cost Powers END
usually in litters of one to six.
20 Eagle’s Beak: HKA 1d6+1 (2½d6 with
STR) 2 Personality/Motivation: Normal animal motiva-
12 Eagle’s Talons/Lion’s Claws: HKA 1d6 tions. Additionally, many adventurers claim griffins
(2d6 with STR); Reduced Penetration (-¼) 1 are rapacious, malicious, and greedy. Some have
3 Thick Skin: Damage Resistance reported griffins who guard large hoards, or gold
(3 PD/3 ED) 0 mines from which they have driven out the miners.
6 Heavy: Knockback Resistance -3” 0 Powers/Tactics: Griffins prefer to fight from the
16 Eagle’s Wings: Flight 12”; Restrainable (-½) 2 air if they can, swooping down on prey and raking
6 Swift-limbed: Running +3” (9” total) 1 with their talons. Sometimes a griffin slams right
6 Eagle’s Eyes: +3 PER with Sight Group 0 into a target, Grabbing the prey with its talons and
6 Eagle’s Eyes: +4 versus Range for Sight biting with its large beak. If forced to fight on the
Group 0 ground, the griffin relies on its beak more than its
claws, and looks for an opportunity to take to the
air.
Campaign Use: You can use the griffin as a tem-
plate for manufacturing other “hybrids,” simply by
switching out the appropriate parts. For example,
by replacing the eagle parts with those of a dragon,
and giving the creature a fiery breath attack from
one of the dragon character sheets, you could create
a dracogriff (or griffodrake).
If captured early — while in the shell, or only
a few days out of it — griffins can be trained to
become loyal steeds and companions. They never
entirely get over their rapacious natures, though,
and they have prodigious appetites.
Appearance: The griffin is a beast with the head,
wings, and forelimbs of an eagle, and the body
and hindparts of a lion. It has red eyes, and large
pointed ears like a dog’s. The body is usually tawny
or brown, the feathers brown, blue, or white.
Hero Games 83
Skills
6 +2 with Grab, Grab By, and Move By
3 Concealment 11-
3 Stealth 12-
75+ Disadvantages
0 Physical Limitation: Human Size
10 Physical Limitation: Limited Manipulation
(Frequently, Slightly Impairing)
20 Psychological Limitation: Wicked (Very
Common, Strong)
36 Experience Points
Hippogriff
HIPPOGRIFF
Val Char Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 [2]
21 DEX 33 13- OCV: 7/DCV: 7
18 CON 16 13-
16 BODY 12 12-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
20 PRE 10 13- PRE Attack: 4d6
12 COM 1 11-
8 PD 4 Total: 8 PD (2 rPD)
6 ED 2 Total: 6 ED (2 rED)
3 SPD 0 Phases: 4, 8, 12
8 REC 0
36 END 0
35 STUN 0 Total Characteristics Cost: 76
(+9 with NCM)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
43 Experience Points
Hydra
HYDRA
Val Char Cost Roll Notes
55 STR 45 20- Lift 50 tons; 11d6 HTH
damage [5]
15 DEX 15 12- OCV: 5/DCV: 5
30 CON 40 15-
30 BODY 40 15-
8 INT -2 11- PER Roll 11-
11 EGO 2 11- ECV: 3
35 PRE 25 16- PRE Attack: 7d6
4 COM -3 10-
22 PD 11 Total: 22 PD (8 rPD)
22 ED 16 Total: 22 ED (8 rED)
3 SPD 5 Phases: 4, 8, 12
17 REC 0
60 END 0
73 STUN 0 Total Characteristics Cost: 194
(+115 with NCM)
INSECTS, GIANT 4
8
Insect Senses: +2 PER with Hearing Group 0
Insect Feet: Clinging (normal STR);
Cannot Resist Knockback (-¼) 0
Ecology: Giant insects (and arthropods and 6 Six Legs: Extra Limbs, Inherent (+¼) 0
arachnids) are simply enormous versions of tiny
creatures like beetles and wasps. Their ecology and Skills
behavior patterns are the same as those of their 0 ES: Climbing 8-
lesser cousins, though they may pursue larger prey
(men, for example) or require significantly more Total Powers & Skills Cost: 129
territory. Some, such as wasps or ants, form colo- Total Cost: 194
nies of 20 or more insects; others, like spiders and
scorpions, are solitary. 75+ Disadvantages
Personality/Motivation: Normal animal motivations. 10 Physical Limitation: Enormous (8m; -4 DCV,
Powers/Tactics: These vary from species to spe- +4 to PER Rolls to perceive) (Frequently,
cies, but generally giant insects attack aggressively, Slightly Impairing)
trying to overwhelm their prey with numbers and/ 20 Physical Limitation: Instinctive Intelligence
or size. Tactics that work against regular insects (All The Time, Greatly Impairing)
work against them, if used on a sufficiently large 5 Physical Limitation: Reduced Leap, can
scale. only leap half as far as STR indicates (Infre-
quently, Slightly Impairing)
Campaign Use: Each of the four giant insects pre- 15 Physical Limitation: Very Limited Manipula-
sented here can serve as the template for others. tion (Frequently, Greatly Impairing)
For example, the giant wasp can become a giant bee 69 Experience Points
if you apply the Limitation 1 Charge which Never
Recovers and give it a Susceptibility (takes 1d6 per Total Disadvantage Points: 194
Segment after it uses its sting). The giant beetle
becomes a giant ant if you reduce its Armor (and, OPTIONS
perhaps, get rid of its wings). And of course, you Cost Giant Bombardier Beetle
can always make these creatures bigger.... 30 Explosive Spray: Energy Blast 8d6, Area
Of Effect (One Hex; +½); 4 Charges (-1) [4]
Total cost: +30 points
GIANT BEETLE
Val Char Cost Roll Notes Cost Giant Diving Beetle
40 STR 30 17- Lift 6,400 kg; 8d6 [4] 3 Fringed Legs: Swimming +3” 0
12 DEX 6 11- OCV: 4/DCV: 4 2 Underwater Adaptation: Life Support
20 CON 20 13- (Extended Breathing: 1 END per Minute) 0
16 BODY 12 12- Total cost: +5 points
4 INT -6 10- PER Roll 10-
3 EGO -14 10- ECV: 1 Cost Giant Cockroach/Tiger Beetle
20 PRE 10 13- PRE Attack: 4d6 8 Swift Runner: Running +4” (22” total) 1
4 COM -3 10- Total cost: +8 points
Description: A giant beetle is approximately eight
8 PD 0 Total: 16 PD (8 rPD) times the size of an adult human — large enough
6 ED 2 Total: 14 ED (8 rED) to destroy small buildings, or to chop a person in
3 SPD 8 Phases: 4, 8, 12 half with its enormous mandibles. Its glossy black
12 REC 0 exoskeleton protects it from many forms of attack;
40 END 0 some human cultures make armor or shields out of
46 STUN 0 Total Characteristics Cost: 65 parts of the shell.
(+36 with NCM) The options describe several specific species
of giant beetle which have unusual abilities. Game-
Movement: Running: 18”/36” masters can easily come up with others with just a
Leaping: 4”/8” few minutes’ research.
Flight: 6”/12”
Tunneling: 2”/4”
Skills
10 Hard To Hit: +2 DCV
3 Climbing 12-
75+ Disadvantages
20 Physical Limitation: Instinctive Intelligence
(All The Time, Greatly Impairing)
5 Physical Limitation: Reduced Leap, can only
leap 1” (Infrequently, Slightly Impairing)
5 Physical Limitation: Small (1m; +3” KB)
(Infrequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
Skills
6 +3 OCV with Move Through
20 Hard To Hit: +4 DCV
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
10 Physical Limitation: Diminutive (typically
no larger than about .5m; +6” KB) (Fre-
quently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
10 Psychological Limitation: Temperamental
(Common, Moderate)
OPTIONS
Lizard, Giant Cost Giant Lizard Options
GIANT LIZARD 16 Tongue: Extra Limb, Inherent (+¼) plus
Stretching 2”, Reduced Endurance (0
Val Char Cost Roll Notes END; +½); Always Direct (-¼), Limited
30 STR 20 15- Lift 1,600 kg; 6d6 [3] Body Parts (tongue; -¼) 0
15 DEX 15 12- OCV: 5/DCV: 5 7 Frightening Frill: +15 PRE; Only For
28 CON 36 15- Fear-Based Presence Attacks (-1) 0
20 BODY 20 13- 33 Venomous Bite: Drain CON 3d6, Delayed
8 INT -2 11- PER Roll 11- Return Rate (points return at the rate of 5
5 EGO -10 10- ECV: 2 per Hour; +1), NND (defense is appropriate
25 PRE 15 14- PRE Attack: 5d6 LS [Immunity]; +1), Personal Immunity
6 COM -2 10- (+¼); 4 Charges (-1), Bite Must Do BODY
(-½), Extra Time (onset time begins 5
12 PD 6 Total: 18 PD (6 rPD) Minutes after victim is bitten; -2), Gradual
12 ED 6 Total: 16 ED (4 rED) Effect (15 Minutes; 1d6/5
3 SPD 5 Phases: 4, 8, 12 Minutes; -¾) plus RKA 2d6, NND (defense
12 REC 0 is appropriate LS [Immunity]; +1), Does
56 END 0 BODY (+1), Personal Immunity (+¼); No
50 STUN 1 Total Characteristics Cost: 110 Range (-½), 4 Charges (-1), Bite Must Do
(+67 with NCM) BODY (-½), Extra Time (onset time begins
5 Minutes after victim is bitten; -2),
Movement: Running: 24”/48” Gradual Effect (10 Minutes; 1d6/5
Leaping: 6”/12” minutes; -¾), Linked (-½) [4]
8 Rapid Healing: Healing 1d6 (Regeneration;
Cost Powers END 1 BODY per Hour), Can Heal Limbs,
25 Bite: HKA 1½d6 (3d6+1 with STR) 2 Reduced Endurance (0 END; +½), Persistent
12 Claws: HKA 1d6 (2d6 with STR); (+½); Extra Time + Increased Time
Reduced Penetration (-¼) 1 Increment (heals per Hour; -2¼), Self
23 Spiny Skin: HKA 1d6, Continuous (+1), Only (-½) 0
Damage Shield (+½), Persistent (+½),
Reduced Endurance (0 END; +½); Ecology: Giant lizards live in warm climates, such
Activation Roll 14- (-½), No STR as the tropics or deserts. Some species prefer dry
Bonus (-½), No Knockback (-¼) 0 regions, others are at home in wet climes. They feed
15 Scaly Skin: Armor (6 PD/4 ED) 0 on giant insects, mammals of deer size and up, and
18 Heavy: Knockback Resistance -9” 0 other such prey. They also eat humans.
36 Long Legs: Running +18” (24” total) 3 Giant lizards breed once every four to eight
3 Reptilian Senses: +1 PER with all years. Among some species, the female cares for the
Sense Groups 0 eggs until they hatch; others simply lay them and
5 Tail: Extra Limb, Inherent (+¼); then abandon them to their fate.
Limited Manipulation (-¼) 0 Personality/Motivation: Normal animal motivations.
Powers/Tactics: Giant lizards aren’t particularly
Skills
smart or cunning. They attack in a simple, straight-
0 ES: Climbing 8-
forward fashion, relying primarily on their Bite. The
spines on their bodies can make it dangerous for
Total Powers & Skills Cost: 137
opponents to counterattack.
Total Cost: 247
Campaign Use: The listed options allow the GM
75+ Disadvantages to customize the giant lizard to represent specific
15 Physical Limitation: Animal Intelligence species. For example, to create a giant Gila monster,
(Frequently, Greatly Impairing) add the Venomous Bite.
10 Physical Limitation: Huge (16m long; -6 Appearance: An enormous, scaly-skinned, quadru-
DCV, +6 to PER Rolls to perceive) (Fre- pedal reptile with a long body and tail. It comes in a
quently, Slightly Impairing) variety of species and colors.
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
20 Vulnerability: 2 x STUN from Cold
(Common)
112 Experience Points
L
ycanthropes are humans with the ability to You can use the six character sheets below as
change their shape into that of a particu- templates for many other types of lycanthropes. The
lar animal. (Or, more rarely, an intelligent weretiger can become a wereleopard or werelion
animal with the power to assume man- with few, if any, changes; the wererat makes for a
shape.) Many people consider lycanthropy a curse, good wereserpent if you add some scales and a ven-
a dreaded disease they would give anything to be omous bite.
cured of, but some accept (or even revel in) their
bestial nature and abilities. CONTRACTING LYCANTHROPY
Ecology: Some lycanthropes live as humans, A character contracts lycanthropy from
whether among human societies or by themselves the bite of an existing lycanthrope. (He might also
(they tend to be loners); others prefer to dwell with get it from a wizard’s curse, or any other appropri-
their wild brethren (perhaps even acting as their ate means chosen by the GM.) If a character takes
protector). All of them hunt or forage in animal half or more of his positive body from the bite of a
shape to some degree, but they may also eat cooked single lycanthrope (or multiple lycanthropes of the
human food. same species during the same battle), he becomes
A mating between two lycanthropes produces a lycanthrope, though he won’t know that until the
a child who also possesses lycanthropic powers. next full moon. Every lycanthrope has Lycanthrope’s
A mating between a lycanthrope and an ordinary Bite power to represent this ability to infect others.
human, or an ordinary member of the species When a character first contracts lycanthropy,
whose shape the lycanthrope can assume, produces he has little control over his abilities. He cannot ini-
offspring with lycanthropic powers about half the tiate the change to animal or half-human form vol-
time. untarily; it takes place only on the nights of the full
moon each month, and during that time the char-
Personality/Motivations: Typically, lycanthropes acter loses complete control of himself, becoming a
have ordinary human motivations (ranging from ravening beast. The character has the Psychological
pure beneficence to utter evil), but their personali- Limitation Bestial Nature (Uncommon, Total), and
ties usually have a touch of the bestial nature of also Enraged (when opposed or injured, go 11-,
their animal shape. Werewolves are cruel and cun- recover 8-), during this time, though he receives no
ning, but also quite loyal to their friends (“pack”); extra Character Points for them. His Multiform has
werebears are slow and ponderous, but powerful the No Conscious Control Limitation.
once roused; wererats are sneaky and shifty; and so Every month after the first time he changes
forth. during the full moon, the character may make an
Powers/Tactics: Lycanthropes possess three forms: EGO Roll to gain partial control of his lycanthropy.
a normal human form; a human-animal “mixed” The first roll is at -6; if the character fails it, each
form; and an animal form. The animal form may month afterwards reduce the penalty by 1 until he
be physically normal for its kind, or unusually makes it. At that point, he can usually prevent him-
large and strong, but it almost always retains some self from changing during the full moon, though
or all of the human’s intelligence. For the sake of he may be subject to an Accidental Change during
simplicity, the character sheets below portray the it. The GM should let the character change or re-
half-animal, half-human form as the “true form,” arrange his Disadvantages to take the Accidental
and uses the normal animal write-ups from this Change, and perhaps an appropriate Psychological
book and a 150 Character Point human as the or Social Limitation, to reflect his condition — or
other forms. (The animal forms receive some extra he may simply allow the character to add them to
points to account for their superior nature, intel- his existing Disadvantages to balance the cost of the
ligence, and the like.) However, for characters who character’s Multiform. The Multiform still has the
contract lycanthropy from a werecreature’s attack, No Conscious Control Limitation.
the human form should be the true form. See Con- Once the character makes his EGO Roll, he
tracting Lycanthropy, below, for more information. can start buying off the No Conscious Control Limi-
Common lycanthropic powers include: tation with Experience Points (or, if the GM allows,
greater than normal physical Characteristics; fangs extra points gained from new Disadvantages). He
and claws; and the ability to heal with incredible can spend no more than 2 Character Points per
speed. They also relate well to animals of their type week on this. When he has completely bought off
(their Animal Handler Skill represents this; some the Limitation, he has full control over the Multi-
may also have a Mind Link that works only with form and can change shape whenever he likes. He
that type of animal). However, lycanthropes suffer may or may not also buy off any Accidental Change
extra damage from weapons made of silver (a few he suffers from; that depends on the GM, the player,
even suffer injury from just touching pure silver), and the campaign. Some lycanthropes never com-
and they have a tendency to lose control of them- pletely overcome the tug of the full moon. (The
selves in battle or when hurt. accompanying character sheets assume the lycan-
thrope has full control over his abilities.)
Campaign Use: Lycanthropes make excellent adver-
saries for PCs in many games. They’re as intelligent
Hero Games 97
Skills
10 +2 Hand-To-Hand
4 +2 OCV with Move By
75+ Disadvantages
35 Enraged: Berserk in combat or when injured
(Very Common), go 11-, recover 11-
Hero Games 99
WERERAT
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
16 CON 12 12-
14 BODY 8 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
18 PRE 8 13- PRE Attack: 3½d6
8 COM -1 11-
8 PD 5 Total: 8 PD (2 rPD)
6 ED 3 Total: 8 ED (2 rED)
4 SPD 10 Phases: 3, 6, 9, 12
Resistance (2 PD/2 ED) 0
6 REC 0
40 Lycanthropic Resilience: Physical Damage
32 END 0
Reduction, Resistant, 50%; Does Not Work
30 STUN 0 Total Characteristics Cost: 80
Against Silver-Based Attacks (-½) plus
Energy Damage Reduction, Resistant, 50%;
Movement: Running: 9”/18”
Does Not Work Against Fire Attacks (-½) 0
Leaping: 3”/6”
18 Lycanthropic Regeneration: Healing 3d6
(Regeneration; 3 BODY per Turn), Persistent
Cost Powers END
(+½), Reduced Endurance (0 END; +½);
20 Shapechanging: Multiform (change shape
Extra Time (1 Turn; -1¼), Self Only (-½), Does
into 150-point human or rat; true form is
Not Heal Damage Caused By Silver Weapons
half-animal form); Extra Time
(-½) 0
(takes an Extra Phase to change shape; -¾) 0
6 Lycanthrope’s Legs: Running +3” (9” total) 1
20 Bite: HKA 1d6+1 (2½d6 with STR) 2
6 Lycanthropic Senses: +2 PER with all
8 Claws: HKA ½d6 (1d6+1 with STR);
Sense Groups 0
Reduced Penetration (-¼) 1
5 Lycanthrope’s Eyes: Ultraviolet
60 Lycanthrope’s Bite: Major Transform 7d6
Perception (Sight Group) 0
(human into wererat; heals back through
5 Lycanthropic Nose: Discriminatory for
special magic ritual), Persistent (+½),
Normal Smell 0
Reduced Endurance (0 END; +½); Always
5 Lycanthropic Nose: Tracking for Normal
On (-½), Limited Target (humans; -½), All
Smell 0
Or Nothing (-½), Must Do Half Of
Target’s Positive BODY With Bite (-1) 0
Skills
Martial Arts: Red In Tooth And Claw
10 +2 Hand-To-Hand
Maneuver OCV DCV Notes
4 Avoid Harm — +5 Dodge all
2 Animal Handler (Rodents) 13-
attacks, Abort
3 Concealment 11-
4 Chomp/
3 Stealth 13-
Claw Slash +0 +2 Strike +2 DC
3 Tracking 11-
3 Holding Bite +0 -1 Grab One Limb,
4 WF: Common Melee Weapons, Common
+10 STR
Missile Weapons
2 Lycanthropic Resilience: Damage
100 HERO System Bestiary
WERESHARK
Total Powers & Skills Cost: 232 Val Char Cost Roll Notes
Total Cost: 311 25 STR 15 14- Lift 800 kg; 5d6 [2]
18 DEX 24 13- OCV: 6/DCV: 6
75+ Disadvantages 20 CON 20 13-
35 Enraged: Berserk in combat or when injured 18 BODY 16 13-
(Very Common), go 11-, recover 11- 10 INT 0 11- PER Roll 11-
0 Physical Limitation: Human Size 10 EGO 0 11- ECV: 3
20 Vulnerability: 2 x STUN from Silver Weap- 20 PRE 10 13- PRE Attack: 4d6
ons (Common) 8 COM -1 11-
20 Vulnerability: 2 x BODY from Silver Weap-
ons (Common) 10 PD 5 Total: 10 PD (4 rPD)
161 Experience Points 8 ED 4 Total: 8 ED (4 rED)
4 SPD 12 Phases: 3, 6, 9, 12
Total Disadvantage Points: 311 9 REC 0
Description: Wererats are shorter than other lycan- 40 END 0
thropes. In human form they often look shifty, with 41 STUN 0 Total Characteristics Cost: 105
tiny eyes, sharp noses, black or dark grey hair, and (+22 with NCM)
other rat-like features. In half-human form, they
often favor weapons (such as daggers, short swords, Movement: Running: 6”/12”
and short bows) over their small claws. Leaping: 5”/10”
Swimming: 20”/40”
Skills
10 +2 Hand-To-Hand
4 +2 OCV with Move By
75+ Disadvantages
35 Enraged: Berserk in combat or when injured
(Very Common), go 11-, recover 11-
30 Enraged: Berserk when smells blood (Very
Common), go 8-, recover 11-
0 Physical Limitation: Human Size
20 Vulnerability: 2 x STUN from Silver Weap-
ons (Common)
20 Vulnerability: 2 x BODY from Silver Weap-
ons (Common)
197 Experience Points
Skills
9 +3 with Triple Fangs, Claws, and
Shooting Spines
3 Stealth 13-
75+ Disadvantages
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
10 Physical Limitation: Near-Human Intelli-
gence (Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
101 Experience Points
Minotaur
OPTION
MINOTAUR
Cost Manticore Option
10 Stinging Tail: HKA ½d6 (1d6+1 Val Char Cost Roll Notes
with STR) 1 23 STR 13 14- Lift 600 kg; 4½d6 [2]
33 Stinging Tail Venom: Drain CON 3d6, 17 DEX 21 12- OCV: 6/DCV: 6
Delayed Return Rate (points return at the 25 CON 30 14-
rate of 5 per Hour; +1), NND (defense is 18 BODY 16 13-
appropriate LS [Immunity]; +1), Personal 10 INT 0 11- PER Roll 11-
Immunity (+¼); 4 Charges (-1), Bite Must 10 EGO 0 11- ECV: 3
Do BODY (-½), Extra Time (onset time 20 PRE 10 13- PRE Attack: 4d6
begins 5 Minutes after victim is bitten; -2), 8 COM -1 11-
Gradual Effect (15 Minutes; 1d6/5 Minutes;
-¾) plus RKA 2d6, NND (defense is appropri- 12 PD 7 Total: 12 PD (3 rPD)
ate LS [Immunity]; +1), Does BODY (+1), 8 ED 3 Total: 8 ED (3 rED)
Personal Immunity (+¼); No Range (-½), 4 3 SPD 3 Phases: 4, 8, 12
Charges (-1), Sting Must Do BODY (-½), 10 REC 0
Extra Time (onset time begins 5 Minutes 50 END 0
after victim is bitten; -2), Gradual Effect (10 43 STUN 0 Total Characteristics Cost: 102
Minutes; 1d6/5 minutes; -¾), Linked (-½) [4] (+17 with NCM)
Ecology: The manticore lives throughout temperate,
Movement: Running: 10”/20”
subtropical, and tropical regions, though it prefers
Leaping: 5”/10”
forests, plains, and wastelands. It is carnivorous,
feeding on large mammals (including humans) and
Cost Powers END
similar creatures. In their voraciousness manticores
15 Horns: HKA 1d6 (2d6 with STR) 1
often devour the entire body (including the bones)
8 Bite: HKA ½d6 (1d6+1 with STR);
of their prey, and even clothing and worn objects.
Reduced Penetration (-¼) 1
Personality/Motivation: Normal animal motivations, 2 Bellow: +5 PRE; Only For Fear-Based
with a touch of cunning and wickedness not seen Presence Attacks (-1), Incantations
in ordinary creatures. (must bellow; -¼) 0
Powers/Tactics: Fierce, vicious, and aggressive, 3 Leathery Skin: Damage Resistance
manticores prefer to attack on the ground by (3 PD/3 ED) 0
pouncing on their foes, then biting and clawing. If 2 Heavy: Knockback Resistance -1” 0
they fight from the air, they perform Move By rakes 8 Long Legs: Running +4” (10” total) 1
with their claws. Before they pounce or rake, they 6 Minotaur’s Senses: +2 PER with all Sense
often open the battle with a volley of long, needle- Groups 0
sharp spines which they shoot or throw from their 5 Minotaur’s Eyes: Nightvision 0
Hero Games 105
5 Keen Nose: Tracking for Normal Smell 0 Campaign Use: You can use the minotaur character
sheet as a template for other animal-headed men:
Talents deer-men, lion-men, eagle-men, and more.
3 Bump Of Direction Appearance: Minotaurs are creatures with the body
of men and the head (and sometimes hooves) of a
Skills bull. Their mouths are filled
5 +1 Hand-To-Hand with small, sharp fangs.
6 +2 with Move By, Move Through, and Strike Thick, coarse, short
dark hair covers
0 ES: Climbing 8- its body.
0 ES: Deduction 8-
2 AK: Home Labyrinth 11-
3 Stealth 12-
2 WF: Common Melee Weapons
75+ Disadvantages
0 Physical Limitation: Human Size
10 Psychological Limitation: Short-Tem-
pered (Common, Moderate)
92 Experience Points
Skills
3 +1 with Bite, Kick/Rear
75+ Disadvantages
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
10 Physical Limitation: Near-Human Intelli-
gence (Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
74 Experience Points
Phoenix
PHOENIX
Val Char Cost Roll Notes
5 STR -5 10- Lift 50 kg; 1d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
15 CON 10 12-
7 BODY -6 10-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-
6 PD 5 Total: 6 PD (4 rPD)
12 ED 9 Total: 12 ED (4 rED)
4 SPD 10 Phases: 3, 6, 9, 12
6 REC 4
30 END 0
25 STUN 7 Total Characteristics Cost: 79
(+4 with NCM)
Skills
10 +2 Hand-To-Hand
3 Persuasion 13-
3 Seduction 13-
3 Stealth 13-
75+ Disadvantages
0 Physical Limitation: Human Size
20 Psychological Limitation: Greedy And Lech-
erous (Very Common, Strong)
15 Psychological Limitation: Wicked And Cruel
(Common, Strong)
137 Experience Points
Rat, Giant 7
11
Concealment 15-; Self Only (-½)
Stealth 16-
3 Tactics 11-
GIANT RAT 3 Teamwork 12-
Val Char Cost Roll Notes
8 STR -2 10- Lift 75 kg; 1½d6 [1] Total Powers & Skills Cost: 77
16 DEX 18 12- OCV: 5/DCV: 5 Total Cost: 96
15 CON 10 12-
7 BODY -6 10- 75+ Disadvantages
9 INT -1 11- PER Roll 11- 15 Physical Limitation: Animal Intelligence
5 EGO -10 10- ECV: 2 (Frequently, Greatly Impairing)
13 PRE 3 12- PRE Attack: 2½d6 10 Physical Limitation: Diminutive (typically
6 COM -2 10- no larger than about .5m; +6” KB) (Fre-
quently, Slightly Impairing)
5 PD 3 Total: 5 PD (1 rPD) 15 Physical Limitation: Very Limited Manipula-
4 ED 1 Total: 4 ED (1 rED) tion (Frequently, Greatly Impairing)
3 SPD 4 Phases: 4, 8, 12
5 REC 0 Total Disadvantage Points: 115
30 END 0
Ecology: Giant rats, like their normal cousins, can
20 STUN 1 Total Characteristics Cost: 19
live just about anywhere and eat just about any-
thing. Their greater size and ferocity makes them
Movement: Running: 3”/6”
more likely to go after large, living prey (including
Leaping: 2”/4”
humans). They breed frequently (once a month,
Swimming: 1”/2”
sometimes more) and can spread throughout a
Tunneling: 1”/2”
region in less than a year.
Cost Powers END Personality/Motivation: Normal animal motivations.
8 Bite: HKA ½d6 (1d6 with STR); Reduced Powers/Tactics: Giant rats use their incisors and
Penetration (-¼) 1 claws, usually Grabbing with the former so they can
8 Claws: HKA ½d6 (1d6 with STR); bite and claw in later Phases. They often work in
Reduced Penetration (-¼) 1 packs, swarming over a large foe and overwhelm-
1 Tough Skin: Damage Resistance ing him with Coordinated Attacks and a Multiple
(1 PD/1 ED) 0 Attacker bonus (using their Tactics and Teamwork
5 Digging/Gnawing: Tunneling 1” through 1 Skills).
DEF material 1
Campaign Use: Giant rats are a ubiquitous feature
-6 Short Legs: Running -3”
of many campaigns — adventurers encounter them
-1 Short Legs: Swimming -1”
in cities, dungeons, wilderness areas, ruins, and just
6 Animal Senses: +2 PER with all Sense
about anywhere else. You can also use this template
Groups 0
for bizarre alien life forms equivalent to rats, and
5 Animal Eyes: Nightvision 0
other such critters.
Skills Appearance: Giant rats look like ordinary rats, but
20 Hard To Hit: +4 DCV are up to a meter long.
7 Climbing 14-
110 HERO System Bestiary
Roc 8
36
Tough: Damage Resistance (8 PD/8 ED)
Heavy: Knockback Resistance -18”
0
0
50 Wings: Flight 30”, Reduced Endurance
ROC (½ END; +¼); Restrainable (-½) 3
Val Char Cost Roll Notes 28 Long Legs: Running +14” (20” total) 3
60 STR 50 21- Lift 100 tons; 12d6 [6] 6 Roc’s Eyes: +3 PER with Sight Group 0
12 DEX 6 11- OCV: 4/DCV: 4 15 Roc’s Eyes: +10 versus Range for Sight
30 CON 40 15- Group 0
50 BODY 80 19-
8 INT -2 11- PER Roll 11- Total Powers & Skills Cost: 412
5 EGO -10 10- ECV: 2 Total Cost: 625
40 PRE 30 17- PRE Attack: 8d6
8 COM -1 11- 75+ Disadvantages
15 Physical Limitation: Animal Intelligence
15 PD 3 Total: 15 PD (8 rPD) (Frequently, Greatly Impairing)
15 ED 9 Total: 15 ED (8 rED) 20 Physical Limitation: Colossal (128 m; -12
3 SPD 8 Phases: 4, 8, 12 DCV, +12 to PER Rolls to perceive) (All The
18 REC 0 Time, Greatly Impairing)
60 END 0 6 Physical Limitation: Reduced Leap, can
95 STUN 0 Total Characteristics Cost: 213 only leap half as far as STR indicates (Infre-
(+170 with NCM) quently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
Movement: Running: 20”/40” tion (Frequently, Greatly Impairing)
Leaping: 6”/12” 494 Experience Points
Flight: 30”/60”
Total Disadvantage Points: 625
Cost Powers END
Ecology: The roc lives as do other raptors, by diving
90 Colossal Talons: Area Of Effect (6”
down and snatching prey. However, its preferred
Radius; +1) for 60 STR; Reduced
prey runs to things like elephants and whales. To
Endurance (0 END; +½) 0
satisfy its colossal appetite, it must live near jungles,
86 Reach: Stretching 20”, Reduced
deep oceans, and other regions with enough large
Endurance (0 END; +½); Always Direct
animals. Rocs sometimes attack ships or castles,
(-¼), No Noncombat Stretching (-¼),
consuming humans as dainty morsels the same way
No Velocity Damage (-¼) 0
normal birds eat ants.
45 Beak: HKA 3d6 (6d6 with STR) 4
Rocs mate once every few years, with the female
48 Talons: HKA 4d6 (8d6 with STR);
laying a clutch of one to three eggs in an enormous
Reduced Penetration (-¼) 6
nest built by her and the male.
Hero Games 111
SATYR Skills
Val Char Cost Roll Notes 6 +3 OECV with Haunting Melody
13 STR 3 12- Lift 150 kg; 2½d6 [1] 2 KS: Wine 11-
15 DEX 15 12- OCV: 5/DCV: 5 3 Persuasion 12-
15 CON 10 12- 7 PS: Play Instrument Of Choice 16-
10 BODY 0 11- 3 Seduction 12-
10 INT 0 11- PER Roll 11- 3 Stealth 12-
10 EGO 0 11- ECV: 3 2 WF: Bows, Polearms
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11- Total Powers & Skills Cost: 90
Total Cost: 130
4 PD 1 Total: 4 PD (0 rPD)
4 ED 1 Total: 4 ED (0 rED) 75+ Disadvantages
3 SPD 5 hases: 4, 8, 12 0 Physical Limitation: Human Size
6 REC 0 20 Psychological Limitation: Hedonist (Very
30 END 0 Common, Strong)
25 STUN 0 Total Characteristics Cost: 40 15 Psychological Limitation: Mischievous
(Common, Strong)
Movement: Running: 8”/16” 20 Experience Points
Leaping: 3”/6”
Total Disadvantage Points: 130
Cost Powers END Ecology: Satyrs live in temperate woodlands, often
46 Haunting Melody: Mind Control 10d6, in hilly regions. They tend to congregate in groups
Telepathic (+¼), Area Of Effect (10” of two to twelve, sometimes more. They eat fruits
Radius; +1), Personal Immunity (+¼), and nuts they gather, and sometimes small game
Reduced Endurance (0 END; +½); OAF they hunt. They particularly enjoy wine, and trade
(panpipes or other instrument; -1), for it whenever they can.
Gestures (play instrument; -¼), No
Personality/Motivation: Rampant hedonists, satyrs
believe life is to be enjoyed. To them, it’s all one big
party. They spend their days gamboling through
the woods, making music, seducing human women,
playing pranks, and having parties. They fight only
if they must; they’d rather make love than war.
Powers/Tactics: Satyrs can fight with weapons if
need be (they lack claws, and their horns are too
short for use in battle), but prefer to use their magi-
cal music to convince troublesome people and
creatures to leave them alone. Most beings who
hear a satyr’s tunes cannot help but follow whatever
compulsion he lays in their minds, though he can
only choose from the following: wander away and
forget about me; go to sleep; run away in fear; join
my/our party.
Campaign Use: Although frequently troublesome,
satyrs are rarely annoying enough for characters to
kill. Instead, they can make good woodland allies,
for they learn much in their wanderings.
Appearance: Satyrs are creatures with the upper
bodies of men, the legs of goats, and short goat’s
horns growing from their heads. They usually have
dark skins and short, pointed beards. They always
seem to have musical instruments, food, and wine.
Hero Games 113
Sea Serpent Ecology: Sea serpents live in the deep ocean, sur-
facing only to breathe (and that rarely). They live
mostly on large fish, but have been known to go
SEA SERPENT after larger prey, including kraken and whales. They
Val Char Cost Roll Notes seem to enjoy the taste of human flesh, and destroy
60 STR 50 21- Lift 100 tons; 12d6 [6] ships so they may pluck the survivors out of the
18 DEX 24 13- OCV: 6/DCV: 6 water at their leisure.
35 CON 50 16-
Personality/Motivation: Normal animal motivations.
25 BODY 30 14-
8 INT -2 11- PER Roll 11- Powers/Tactics: The sea serpent’s standard tactic
5 EGO -10 10- ECV: 2 is to swallow human-size victims whole (see page
35 PRE 25 16- PRE Attack: 7d6 33; it does Very Strong swallow damage). If an
8 COM -1 11- opponent is too large for it to swallow, it wraps
itself around the target and squeezes and bites it to
20 PD 8 Total: 26 PD (6 rPD) death. When it attacks ships, it tries to constrict the
15 ED 8 Total: 21 ED (6 rED) ship and crush it into two pieces (if the ship’s small
3 SPD 2 Phases: 4, 8, 12 enough for it to do that) or bashes it to pieces with
19 REC 0 its tail (if not).
70 END 0 Some sea serpents reportedly have venomous
73 STUN 0 Total Characteristics Cost: 184 bites. You can simulate this by adding the Lethal
(+127 with NCM) Venom template to this character sheet.
Campaign Use: Sea serpents are a classic encounter
Movement: Running: 0”/0” in fantasy campaigns when the PCs must take to
Leaping: 0”/0” the waves. Characters with the ability to breathe
Swimming: 22”/44” and function underwater could go on sea serpent
hunts, or perhaps try to capture young sea serpents
Cost Powers END and train them to become guardian animals.
30 Bite: HKA 2d6 (4d6 with STR) 3
10 Tail Bash: HA +3d6; Hand-To-Hand Appearance: A sea serpent is a gargantuan snake
Attack (-½) 1 with a wedge-shaped head, large mouth, and vari-
22 Tough Skin: Armor (6 PD/6 ED), ous fins along the length of its body to help it swim.
Hardened (+¼) 0 Its skin lacks the scaly appearance of land-based
30 Heavy: Knockback Resistance -15” 0 serpents, instead having a slick, shiny look like eels’
4 Underwater Adaptation: Life Support skin.
(Extended Breathing: 1 END per 20
Minutes) 0
20 Swift Swimmer: Swimming +20” (22” total) 2
-12 Only Swims: Running -6”
22 Underwater Senses: Spatial Awareness 0
Skills
9 +3 with Bite, Grab, Tail Bash
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
15 Physical Limitation: Gargantuan (64m long;
-10 DCV, +10 to PER Rolls to perceive) (Fre-
quently, Greatly Impairing)
12 Physical Limitation: Reduced Leap, cannot
leap (Infrequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
187 Experience Points
3 Concealment 11-
3 Stealth 11-
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
10 Physical Limitation: Tiny (.25m; +9” KB)
(Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
14 Experience Points
Talents
3 Perfect Pitch
Skills
2 AK: Home Territory 11-
9 Mimicry 14-
3 Persuasion 12-
5 PS: Singing 14-
3 Seduction 12-
3 Stealth 12-
75+ Disadvantages
20 Enraged: if hear someone making more
beautiful music than their own (Uncom-
mon), go 14-, recover 11-
0 Physical Limitation: Human Size
20 Psychological Limitation: Wanton And
Cruel; View Humans Only As Food (Very
Common, Strong)
21 Experience Points
Skills
6 Concealment 16-; Self Only (-½), Only In
Forests (-½)
7 AK: Home Forest 16-
7 SS: Dendrology 16-
2 Stealth 11-; Only In Forests (-½)
75+ Disadvantages
10 Physical Limitation: Huge (16m tall; -6 DCV,
+6 to PER Rolls to perceive) (Frequently,
Slightly Impairing)
9 Physical Limitation: Reduced Leap, cannot
leap (Infrequently, Slightly Impairing)
20 Psychological Limitation: Protects Trees And
Forests (Common, Total)
15 Psychological Limitation: Fear Of Fire
(Common, Strong)
20 Vulnerability: 2 x STUN from Fire
(Common)
120 HERO System Bestiary
T
he undead — remains of humans who have
returned to “life” in a horrifying mockery 24 Ghostwalking: Flight 8”, Reduced
of their former state — occur frequently in Endurance (0 END; +½) 0
adventure literature, and thus in gaming as 22 Ghost Senses: Spatial Awareness 0
well. From simple skeletons and zombies, to fiend- 17 Hunger For Life: Detect Life 11-, Range,
ish vampires and wraiths, they are a powerful force Sense 0
for evil and destruction. Whether they arise from 6 Undead Senses: +4 PER with all Sense
malign influences, or are created by a necromancer, Groups; Only To Perceive Images Created
they hunger for human life. By Means Other Than Necromancy (-1) 0
Many undead are built as Automatons, or have
Automaton abilities. This represents their mind- Skills
less nature and resilient physical form. Automa- 20 Various Skills possessed in life
ton undead typically have a Physical Limitation,
Affected By Necromancy, to reflect the fact that they Total Powers & Skills Cost: 348
are susceptible to necromancy spells involving Total Cost: 405
EGO or Presence Attacks, even though Automatons
normally have immunity to such things. 75+ Disadvantages
Some undead, although not Automatons, have 0 Physical Limitation: Human Size
Automaton abilities like No Hit Locations to reflect 5 Physical Limitation: Reduced Leap, cannot
their unliving nature. leap (Infrequently, Slightly Impairing)
20 Psychological Limitation: Hunger For
Human Life or Must Complete Death-Task
GHOST (Very Common, Strong)
Val Char Cost Roll Notes 305 Experience Points
10 STR 0 11- Lift 100 kg; 2d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6 Total Disadvantage Points: 405
10 CON 0 11-
OPTIONS
10 BODY 0 11-
10 INT 0 11- PER Roll 11- Cost Optional Ghost Powers
18 EGO 16 13- ECV: 6 60 Possession: Mind Control 12d6, Telepathic
20 PRE 10 13- PRE Attack: 4d6 (+¼), Reduced Endurance (0 END; +½);
8 COM -1 11- Must Merge With Victim’s Body (-¾) 0
44 Tableau Of Horror: Sight and Hearing
5 PD 3 Total: 5 PD (0 rPD) Group Images, -2 to PER Rolls, Increased
5 ED 3 Total: 5 ED (0 rED) Size (8” radius; +¾), Affects Solid World
3 SPD 2 Phases: 4, 8, 12 (+2), Reduced Endurance (0 END; +½);
4 REC 0 Only To Create Horrifying Images Or
20 END 0 Images Of Ghost’s Last Actions (-1) 0
20 STUN 0 Total Characteristics Cost: 57 16 Undead Mind: Mental Defense (20
points total) 0
Movement: Running: 6”/12” Ecology: Most ghosts inhabit the place or region
Leaping: 0”/0” where they died, though a few have the power
Flight: 8”/16” to range freely over the world, bringing terror to
whomever they encounter. Most feel a driving need
Cost Powers END to consume the life-force of living beings (by using
25 Ghost Powers: Elemental Control, their Chilling Touch and Presence Attack).
50-point powers
Personality/Motivation: Some ghosts exist only to
45 1) Chilling Touch: Drain STUN 2d6, Affec
cause fear in the living and consume their life-force.
ts Physical World (+2), Reduced
Others are tied to the place and circumstances of
Endurance (0 END; +½) 0
their death by the need to complete an important
27 2) Psychokinesis: Telekinesis (10 STR),
task they were working on when they died — deliv-
Affects Physical World (+2), Reduced
ering a message to a loved one, finishing a book
Endurance (0 END; +½) 0
or construction project, or something else of deep
35 3) Fading: Invisibility to Sight, Hearing,
emotional significance. They try to show the living
and Smell/Taste Groups, No Fringe,
what it is they want done, and when someone per-
Reduced Endurance (0 END; +½) 0
forms the task, the ghost passes away to true death.
60 Ghostly Form: Desolidification (affected
by magic), Reduced Endurance Powers/Tactics: Ghosts are incorporeal; only magic
(0 END; +½), Persistent (+½), can affect them. But they can affect the world of the
Inherent (+¼); Always On (-½) 0 living with their touch and ability to inspire fear. A
10 Touch Of Fear: +20 PRE; Only For few ghosts have mightier powers still — spellcast-
Fear-Based Presence Attacks (-1) 0 ing or other mystic abilities they possessed in life,
47 Undead Vitality: Life Support: Total and retain in death. They rely on their intangibility
Hero Games 121
Skills
3 Concealment 11-
7 Stealth 14-
and powers of invisibility to keep themselves safe
from harm. Total Powers & Skills Cost: 113
Campaign Use: Ghosts make excellent plot hooks: a Total Cost: 147
group of PCs, upon encountering a ghost, takes up
the task it died trying to complete (or finds one of 75+ Disadvantages
its number possessed by the ghost), and has many 0 Physical Limitation: Human Size
adventures finishing it. If necessary, you can easily 10 Vulnerability: 2 x Effect from the Presence
tailor ghosts to specific circumstances or groups, Attacks of holy men (Uncommon)
giving them whatever powers they need to make 62 Experience Points
them challenging (or intriguing) antagonists.
Some ghosts, called revenants, have a special Total Disadvantage Points: 147
mission: they seek revenge on the person who Ecology: Ghouls have a ravenous hunger for human
murdered them. Unswerving in their quest for flesh and blood. Typically they dig up graves and
vengeance, they often care little for the harm they break into crypts to feed on corpses, but they gladly
wreak on others, as long as they destroy their eat fresh human meat if they can obtain it without
intended victim. A clever GM can spin many great risk to themselves.
adventures around a revenant’s activities.
Personality/Motivation: Ghouls’ personalities barely
Appearance: Ghosts typically look like hazy rise above those of animals; they think about little
humans with their legs trailing off into vapor. Some more than safety, shelter, and feeding. They do pos-
display the marks of wounds or disease that killed sess a devious, malicious cunning that serves them
them. well for eluding or tricking foes.
Powers/Tactics: Ghouls prefer not to fight at all, but
GHOUL if they must, or if they feel they can defeat a victim
Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 [1]
15 DEX 15 12- OCV: 5/DCV: 5
13 CON 6 12-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
2 COM -4 9-
5 PD 3 Total: 5 PD (3 rPD)
4 ED 1 Total: 4 ED (1 rED)
3 SPD 5 Phases: 4, 8, 12
5 REC 0
26 END 0
25 STUN 3 Total Characteristics Cost: 34
3 Climbing 11-
1 Language (GM’s choice)
9 Stealth 14-
2 WF: Common Melee Weapons
75+ Disadvantages
10 Physical Limitation: Affected By Nec-
romancy (has EGO 20 for purposes of
necromancy spells, and can be affected by
necromancy-based Presence Attacks) (Infre-
quently, Greatly Impairing)
0 Physical Limitation: Human Size
15 Physical Limitation: Machine Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Reduced Leap, can only
leap 1” (Infrequently, Slightly Impairing)
20 Vulnerability: 2 x BODY from Fire
(Common)
270 Experience Points
OPTIONS SKELETON
Cost Optional Mummy Powers Val Char Cost Roll Notes
40 Curse Fulfillment: Detect Tomb-Robber 15 STR 5 12- Lift 200 kg; 3d6 [1]
16-, Range, Sense, Targeting, Telescopic 12 DEX 6 11- OCV: 4/DCV: 4
(+10 versus Range Modifier), Tracking 0 10 CON 0 11-
105 Curse Of The Mummy’s Touch: Drain 10 BODY 0 11-
BODY 3d6, Delayed Return Rate (points 5 INT -5 10- PER Roll 10-
fade at the rate of 5 per Month; +2), 0 EGO 0 — ECV: N/A
Reduced Endurance (0 END; +½) 0 13 PRE 3 12- PRE Attack: 2½d6
39 Wall-Smashing: Tunneling 1” through 6 COM -2 10-
8 DEF material, Reduced Endurance
(0 END; +½) 0 2 PD 3 Total: 2 PD (2 rPD)
Ecology: Certain cultures preserve their dead by 2 ED 3 Total: 2 ED (2 rED)
removing most of the organs from the body, replac- 2 SPD 0 Phases: 6, 12
ing them with herbs, flowers, and precious sub- 5 REC 0
stances, anointing the body with preservative oils 0 END -10
and salts, and then wrapping the body in linen ban- — STUN — Total Characteristics Cost: 3
dages before placing it in a crypt or tomb (and usu-
ally in a sarcophagus as well). If the person returns Movement: Running: 6”/12”
to life as one of the undead, it becomes a mummy. Leaping: 1”/2”
Most mummies arise for specific reasons:
either a necromancer animates them; or powerful Cost Powers END
magic spells placed on them after their death cause 7 Untiring Body: Reduced Endurance
them to rise up and seek vengeance on those who (0 END; +½) for STR 0
desecrate or rob their tombs. Occasionally, a mum- 15 Skeleton’s Body: Does Not Bleed 0
mified corpse comes back to life of its own accord, 10 Skeleton’s Body: No Hit Locations 0
perhaps (in revenant-like fashion) to avenge itself 45 Skeleton’s Body: Takes No STUN 0
on its killers or tormentors. 4 Undead Body: +2 PD; Only Protects
Against Slashing Or Piercing Attacks (-½) 0
Personality/Motivation: Mummies have no person- 3 Undead Body: +2 PD; Only Protects
alities. They simply follow the orders given them by Against Piercing Attacks (-1) 0
their creators. When they have fulfilled these com- 12 Undead Body: Damage Resistance
mands, they return to their sarcophagi. (6 PD/2 ED) 0
Powers/Tactics: Mummies use their tremendous 50 Undead Vitality: Life Support: Total
strength in battle to smash and strangle, attacking (including Longevity: Immortality) 0
tirelessly until they slay their target. They can also 6 Tireless: Reduced End (0 END; +½) on
wield weapons. Running 0
1 Tireless: Reduced End (0 END; +½) on
Campaign Use: Mummies are strong opponents
Leaping 0
with plenty of story hooks. The PCs might find
1 Tireless: Reduced End (0 END; +½) on
themselves pursued by one after robbing a tomb (if
Swimming 0
necessary, be sure to increase the mummy’s abili-
5 See Life: Infrared Perception (Sight Group) 0
ties so it presents a threat to the entire group), or
6 Undead Senses: +4 PER with all Senses;
receive a request for help from some scholar with
Only To Perceive Images Created By
a mummy on his trail. A semi-intelligent mummy
Means Other Than Necromancy (-1) 0
might even seek the PCs’ aid to accomplish what-
ever goal it came back to life to achieve.
Skills
Appearance: Mummies are shambling human 3 Climbing 11-
corpses entwined with linen bandages. Often the 1 Language (GM’s choice)
bandages begin to come loose, showing the desic- 3 Stealth 11-
cated brown flesh beneath. 4 WF: Common Melee Weapons, Common
Missile Weapons
75+ Disadvantages
10 Physical Limitation: Affected By Nec-
romancy (has EGO 10 for purposes of
necromancy spells, and can be affected by
necromancy-based Presence Attacks) (Infre-
quently, Greatly Impairing)
0 Physical Limitation: Human Size
15 Physical Limitation: Machine Intelligence
(Frequently, Greatly Impairing)
124 HERO System Bestiary
5 Physical Limitation: Reduced Leap, can only
leap 1” (Infrequently, Slightly Impairing)
Vampire
30 Vulnerability: 2 x BODY from Blunt Weap-
Ecology: Vampires are a powerful form of undead.
ons (Very Common)
Necromancers create some with spells, but most are
44 Experience Points
“born” when an existing vampire drains a victim’s
blood and then forces the victim to drink some of the
Total Disadvantage Points: 179
vampire’s own blood. That creates a “lesser vampire,”
OPTIONS without the ability to sire progeny of its own. Lesser
Cost Optional Skeleton Powers vampires become greater vampires by acquiring
12 Fingerbones Like Claws: HKA ½d6 power and experience on their own, or sometimes
(1d6+1 with STR), Reduced Endurance upon the death of their sire.
(0 END; +½); Reduced Penetration (-¼) 0 Vampires survive by drinking the blood of
17 Hunger For Life: Detect Life 10-, Range, the living. Typically they need at least one adult
Sense 0 human’s worth of blood per week (more when they’re
younger, less when they’re older), though they can
Ecology: Skeletons are the bones of the dead, re- substitute less tasty animal blood if they must.
animated through necromantic magics.
Personality/Motivation: Vampires are thoroughly
Personality/Motivation: Skeletons have no personali- wicked. They exist only to satisfy their perverse and
ties. They simply follow the orders given them by deadly appetites, and gladly toy with humans and
their creators. meddle in human affairs purely for the joy of causing
Powers/Tactics: In battle, skeletons wield weapons misery, despair, and havoc. But each vampire is an
(typically swords), though they can use their bony individual, with his own approach to evil; a few are
fists if they must. They never flee (except when even said to be kindhearted and gentle instead.
exposed to certain necromantic or holy powers); Powers/Tactics: Vampires possess a plethora of
they fight until victorious or destroyed. powers and abilities, making them the ideal predator.
Campaign Use: Skeletons are a basic, low-powered Most obvious are their fangs and claws, backed by
foe in many Fantasy Hero games. If you want to their immense strength, but they possess many other
improve them for use against more powerful PCs, weapons as well. For one, they have hypnotic gazes,
you can increase their STR and other Characteris- which they use to render prey helpless so they can
tics, make them larger (the skeletons of giants and feed. For another, they can assume three forms — bat,
the like), or give them eerie necromantic wolf, and mist — and use them to approach by stealth
powers. or escape a dangerous foe. Third, they can summon
and control wolves, bats, and rats to aid them. Fourth,
Appearance: Skeletons are walking
they can only be slain if run through the heart with a
human skeletons.
wooden stake, or if their bodies are utterly destroyed;
otherwise they soon return from the dead again.
But vampires have a number of severe weak-
nesses. First, they suffer horrendous burns if they
touch, or are touched by, holy objects or places.
Second, sunlight burns and destroys them; each day
they must sleep in a coffin filled with earth from their
grave (or, in the case of more powerful vampires,
anywhere out of the sunlight). Third, they cannot
cross running water (except via a bridge), and take
extra damage from water-based attacks. Fourth, they
cannot enter a dwelling unless invited in by someone
inside. Fifth, garlic repels them.
Campaign Use: These vampires represent the stereo-
typical European vampire as depicted in countless
movies, novels, television shows, and comic books.
However, vampires and vampire-like monsters exist
all over the world, with a bewildering variety of
powers, weaknesses, and customs. In Europe alone,
dozens of variations exist! With a little research, you
can find ways to customize or adapt these character
sheets to create many different types of monsters.
Appearance: Vampires look like normal human
beings, with pale skin and dark hair. Some dress at the
height of fashion; others favor a punk or goth look.
Only when they allow their fangs and claws to grow
is it obvious they’re not human. Some, mostly lesser
vampires, have a bestial or quasi-bestial look at all
times.
Hero Games 125
A Dwelling Without Invitation (Common, 5 See Life: Infrared Perception (Sight Group) 0
Total) 6 Undead Senses: +4 PER with all Senses;
20 Psychological Limitation: Aversion To Garlic Only To Perceive Images Created By
(Common, Total) Means Other Than Necromancy (-1) 0
15 Psychological Limitation: Will Only Cross
Running Water Via Bridges (Uncommon, Skills
Total) 3 Climbing 11-
10 Psychological Limitation: Considers 1 Language (GM’s choice)
Humanity Cattle (Common, Moderate) 3 Stealth 11-
25 Susceptibility: to holy objects and places, 4 WF: Common Melee Weapons, Common
takes 2d6 per Phase is in contact with them Missile Weapons
(Common)
35 Susceptibility: to direct sunlight, takes 2d6 Total Powers & Skills Cost: 170
per Segment (Very Common) Total Cost: 178
10 Vulnerability: 2 x STUN from Water Attacks
(Uncommon) 75+ Disadvantages
10 Vulnerability: 2 x BODY from Water Attacks 10 Physical Limitation: Affected By Nec-
(Uncommon) romancy (has EGO 13 for purposes of
456 Experience Points necromancy spells, and can be affected by
necromancy-based Presence Attacks) (Infre-
Total Disadvantage Points: 696 quently, Greatly Impairing)
0 Physical Limitation: Human Size
15 Physical Limitation: Machine Intelligence
ZOMBIE
(Frequently, Greatly Impairing)
Val Char Cost Roll Notes 5 Physical Limitation: Reduced Leap, can only
20 STR 10 13- Lift 400 kg; 4d6 [2] leap 1” (Infrequently, Slightly Impairing)
10 DEX 0 11- OCV: 3/DCV: 3 73 Experience Points
10 CON 0 11-
10 BODY 0 11- Total Disadvantage Points: 178
5 INT -5 10- PER Roll 10-
0 EGO 0 — ECV: N/A
13 PRE 3 12- PRE Attack: 2½d6
6 COM -2 10-
4 PD 9 Total: 4 PD (4 rPD)
2 ED 3 Total: 2 ED (2 rED)
2 SPD 0 Phases: 6, 12
6 REC 0
0 END -10
— STUN — Total Characteristics Cost: 8
Skills
10 +2 Hand-To-Hand
75+ Disadvantages
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
155 Experience Points
Skills
10 +2 Hand-To-Hand
3 Concealment 11-
3 Stealth 12-
3 Tactics 11-
3 Teamwork 12-
130 HERO System Bestiary
Total Powers & Skills Cost: 80 Presence Attacks (-1), Incantations
Total Cost: 149 (must roar; -¼) 0
24 Tough Skin: Armor (8 PD/8 ED) 0
75+ Disadvantages 30 Heavy: Knockback Resistance -15”
15 Physical Limitation: Animal Intelligence 62 Boring: Tunneling 10” through 10 DEF
(Frequently, Greatly Impairing) material, Reduced Endurance (½ END; +¼) 2
5 Physical Limitation: Large (4m; -2 DCV, 28 Slithering: Running +14” (20” total) 3
+2 to PER Rolls to perceive) (Infrequently, 38 Sense Vibrations: Detect Physical
Slightly Impairing) Vibrations 13- (Touch Group),
15 Physical Limitation: Poor Eyesight, suffers Discriminatory, Analyze, Range,
-2 to all Sight PER Rolls (Frequently, Greatly Targeting 0
Impairing)
15 Physical Limitation: Very Limited Manipula- Total Powers & Skills Cost: 253
tion (Frequently, Greatly Impairing) Total Cost: 470
24 Experience Points
75+ Disadvantages
Total Disadvantage Points: 149 15 Physical Limitation: Animal Intelligence
Ecology: Giant wolves live and hunt like ordinary (Frequently, Greatly Impairing)
wolves, but pursue larger prey (including humans). 15 Physical Limitation: Gargantuan (64m; -10
DCV, +10 to PER Rolls to perceive) (Fre-
Personality/Motivation: Normal animal motivations. quently, Greatly Impairing)
Evil humanoids and wizards often employ giant 15 Physical Limitation: Poor Eyesight, suffers
wolves as mounts or guards, usually training them -2 to all Sight PER Rolls (Frequently, Greatly
to have a touch of bestial malevolence. Impairing)
Powers/Tactics: Giant wolves hunt in packs, like 10 Physical Limitation: Poor Hearing, suffers -2
wolves of normal size. to all Hearing PER Rolls (Frequently, Slightly
Impairing)
Campaign Use: You can use this character sheet for
9 Physical Limitation: Reduced Leap, cannot
larger than normal versions of other canines, such
leap (Infrequently, Slightly Impairing)
as hyenas.
15 Physical Limitation: Very Limited Manipula-
Appearance: A grey-furred wolf, but twice as large tion (Frequently, Greatly Impairing)
as normal. 316 Experience Points
T
his chapter focuses on ordinary tion have their own listing.
creatures — the sort of animals Some creatures end up with more points
you might see in a zoo or the from Disadvantages than they spend on
wild areas near your home. The abilities and Characteristics. In this case,
creatures chosen were selected for their use- either ignore the surplus points, or spend
fulness in adventure stories as adversaries, them on additional abilities suitable for indi-
companions, or the like. vidual members of the species who appear
Many creatures in this section do not in your game.
have their own “Campaign Use” informa-
tion. For the most part, GMs use them as
they would any ordinary animal: as food for
PCs to hunt; or as a potential adversary or
attacker. Animals requiring more informa-
132 HERO System Bestiary
Talents
3 Lightsleep
134 HERO System Bestiary
GRIZZLY (BROWN) BEAR
Skills Val Char Cost Roll Notes
5 +1 Hand-To-Hand 26 STR 16 14- Lift 800 kg; 5d6 [2]
15 DEX 15 12- OCV: 5/DCV: 5
3 Climbing 12- 20 CON 20 13-
2 Concealment 11-; Self Only (-½) 16 BODY 12 12-
8 INT -2 11- PER Roll 11-
Total Powers & Skills Cost: 55 5 EGO -10 10- ECV: 2
Total Cost: 112 20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11-
75+ Disadvantages
15 Physical Limitation: Animal Intelligence 9 PD 4 Total: 9 PD (2 rPD)
(Frequently, Greatly Impairing) 6 ED 2 Total: 6 ED (2 rED)
15 Physical Limitation: Hibernates In Winter 3 SPD 5 Phases: 4, 8, 12
(Infrequently, Fully Impairing) 10 REC 2
0 Physical Limitation: Human Size 40 END 0
15 Physical Limitation: Poor Eyesight, suffers 39 STUN 0 Total Characteristics Cost: 73
-2 to all Sight PER Rolls (Frequently, Greatly (+7 with NCM)
Impairing)
10 Physical Limitation: Poor Hearing, suffers -2 Movement: Running: 6”/12”
to all Hearing PER Rolls (Frequently, Slightly Leaping: 1”/2”
Impairing)
5 Physical Limitation: Reduced Leap, can only Cost Powers END
leap 1” (Infrequently, Slightly Impairing) 15 Bite: HKA 1d6 (2d6 with STR) 1
15 Physical Limitation: Very Limited Manipula- 16 Claws: HKA 1d6+1 (2½d6 with STR);
tion (Frequently, Greatly Impairing) Reduced Penetration (-¼) 2
4 Growl: +10 PRE; Only For Fear-Based
Total Disadvantage Points: 150 Presence Attacks (-1), Incantations (must
Description: The smallest of the North American growl or roar; -¼) 0
bears (about six feet long), the black bear also has 2 Tough Skin/Fat: Damage Resistance
the widest range (it’s found throughout most of (2 PD/2 ED) 0
the continent, even northern Mexico). It’s named 6 Heavy: Knockback Resistance -3” 0
for its black fur, which can actually be brown, red- 1 Burst Of Speed: Running +3” (9” total);
dish-brown, or some other colors. It can become Increased Endurance Cost (x8 END; -3½) 8
dangerous if taunted or it feels the need to protect 4 Bear’s Nose: +2 PER with Smell/
its young. Taste Group 0
Talents
3 Lightsleep
Skills
5 +1 Hand-To-Hand
0 ES: Climbing 8-
2 Concealment 11-; Self Only (-½)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
15 Physical Limitation: Hibernates In Winter
(Infrequently, Fully Impairing)
5 Physical Limitation: Large (up to 3m and
450 kg; -2 DCV, +2 to PER Rolls to perceive)
(Infrequently, Slightly Impairing)
15 Physical Limitation: Poor Eyesight, suffers
-2 to all Sight PER Rolls (Frequently, Greatly
Impairing)
10 Physical Limitation: Poor Hearing, suffers -2
to all Hearing PER Rolls (Frequently, Slightly
Impairing)
5 Physical Limitation: Reduced Leap, can only
leap 1” (Infrequently, Slightly Impairing)
Hero Games 135
Skills
5 +1 Hand-To-Hand
0 ES: Climbing 8-
2 Concealment 11-; Self Only (-½)
3 Winter Coat: +4 to Concealment; Self Only
(-½), Only In Snow/Ice (-1)
2 Winter Coat: +2 to Stealth; Only In
Snow/Ice (-1)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
15 Physical Limitation: Hibernates In Winter
(Infrequently, Fully Impairing)
5 Physical Limitation: Large (up to 3m and
650 kg; -2 DCV, +2 to PER Rolls to perceive)
(Infrequently, Slightly Impairing)
15 Physical Limitation: Poor Eyesight, suffers
POLAR BEAR -2 to all Sight PER Rolls (Frequently, Greatly
Val Char Cost Roll Notes Impairing)
30 STR 20 15- Lift 1,600 kg; 6d6 [3] 10 Physical Limitation: Poor Hearing, suffers -2
15 DEX 15 12- OCV: 5/DCV: 5 to all Hearing PER Rolls (Frequently, Slightly
22 CON 24 13- Impairing)
20 BODY 20 13-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
20 PRE 10 13- PRE Attack: 4d6
8 COM -1 11-
10 PD 4 Total: 10 PD (2 rPD)
8 ED 4 Total: 8 ED (2 rED)
3 SPD 5 Phases: 4, 8, 12
10 REC 0
44 END 0
46 STUN 0 Total Characteristics Cost: 89
(+16 with NCM)
Skills
4 +2 with Talons
10 Hard To Hit: +2 DCV
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Small (from about .4m
to 1m long; +3” KB) (Infrequently, Slightly
Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
2 Experience Points
FALCON
Val Char Cost Roll Notes
-10 STR -20 7- Lift 6.4 kg; 0d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6
8 CON -4 11-
4 BODY -12 10-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2 Total Powers & Skills Cost: 167
12 PRE 2 11- PRE Attack: 2d6 Total Cost: 171
10 COM 0 11-
75+ Disadvantages
3 PD 3 Total: 3 PD (0 rPD) 15 Physical Limitation: Animal Intelligence
3 ED 1 Total: 3 ED (0 rED) (Frequently, Greatly Impairing)
4 SPD 12 Phases: 3, 6, 9, 12 10 Physical Limitation: Diminutive (up to
3 REC 2 about .5m; +6” KB) (Frequently, Slightly
16 END 0 Impairing)
16 STUN 8 Total Characteristics Cost: 4 15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
Movement: Running: 1”/2” 56 Experience Points
Leaping: 0”/0”
Swimming: 0”/0” Total Disadvantage Points: 171
Flight: 24”/48”
Description: This character sheet represents a typi-
Gliding: 12”/24”
cal falcon (such as a peregrine falcon, gyrfalcon, or
kestrel/sparrowhawk). They’re fast flyers, especially
Cost Powers END
when stooping (diving at prey). The peregrine
8 Talons: HKA ½d6 (½d6 with STR);
falcon can reach speeds of 112 miles per hour (180
Reduced Penetration (-¼) 1
kilometers per hour), making it the fastest of ter-
5 Beak: HKA 1 point (1 point with STR) 1
restrial birds. Falcons typically prey on rodents and
40 Wings: Multipower, 60-point reserve, all
birds, using their speed and power to hit the latter
Restrainable (-½)
in flight with a Move By with Talons.
4u 1) Flying: Flight 24”, Reduced Endurance
(½ END; +¼); Restrainable (-½) 2
1u 2) Riding The Thermals: Gliding 12”;
OWL
Restrainable (-½) 0
58 Stooping: Flight +48”, Reduced Endurance Val Char Cost Roll Notes
(0 END; +½); Restrainable (-½), Only To -10 STR -20 7- Lift 6.4 kg; 0d6 [1]
Dive At Prey For Move Bys (-1) 0 16 DEX 18 12- OCV: 5/DCV: 5
-10 Short Legs: Running -5” 8 CON -4 11-
-2 No Swimming: Swimming -2” 5 BODY -10 10-
8 Falcon Eyes: +4 PER with Sight Group 0 8 INT -2 11- PER Roll 11-
12 Falcon Eyes: +12 versus Range for 5 EGO -10 10- ECV: 2
Normal Sight 0 13 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
Skills
6 +2 OCV with Talons, Move By, Greb By 3 PD 3 Total: 3 PD (0 rPD)
4 +2 with Flight 3 ED 1 Total: 3 ED (0 rED)
20 Hard To Hit: +4 DCV 3 SPD 4 Phases: 4, 8, 12
3 REC 2
5 Easily Hidden: +4 to Concealment; Self 16 END 0
Only (-½) 16 STUN 7 Total Characteristics Cost: -8
8 Hard To Perceive: +4 to Stealth
138 HERO System Bestiary
Movement:
Running:
Leaping:
1”/2”
0”/0” BIRDS, OTHER
Swimming: 0”/0”
B
esides birds of prey, there are thousands
Flight: 18”/36” of species of birds on Earth, rang-
ing from enormous albatrosses to tiny
Cost Powers END hummingbirds. They fill virtually every
12 Talons: HKA 1d6 (1d6 with STR); ecological niche and live in just about all types of
Reduced Penetration (-¼) 1 climate and environment.
5 Beak: HKA 1 point (1 point with STR) 1
30 Wings: Flight 18”, Reduced Endurance
(½ END; +¼); Restrainable (-½) 2 HOMING PIGEON
-10 Short Legs: Running -5” Val Char Cost Roll Notes
-2 No Swimming: Swimming -2” -25 STR -35 4- Lift .8 kg; 0d6 [1]
5 Owl Eyes: Nightvision 0 12 DEX 6 11- OCV: 4/DCV: 4
6 Owl Eyes: +3 PER with Sight Group 0 4 CON -12 10-
8 Owl Eyes: +8 versus Range for Normal 2 BODY -16 9-
Sight 0 6 INT -4 10- PER Roll 10-
4 Owl Ears: +2 PER with Hearing Group 0 5 EGO -10 10- ECV: 2
3 PRE -7 10- PRE Attack: ½d6
Skills 8 COM -1 11-
4 +2 with Talons
20 Hard To Hit: +4 DCV 1 PD 1 Total: 1 PD (0 rPD)
1 ED 0 Total: 1 ED (0 rED)
5 Easily Hidden: +4 to Concealment; 2 SPD 0 Phases: 6, 12
Self Only (-½) 1 REC 0
11 Stealth 16- 8 END 0
6 STUN 2 Total Characteristics Cost: -76
Total Powers & Skills Cost: 98
Total Cost: 90 Movement: Running: 1”/2”
Leaping: 0”/0”
75+ Disadvantages Flight: 14”/28”
15 Physical Limitation: Animal Intelligence Swimming: 0”/0”
(Frequently, Greatly Impairing)
10 Physical Limitation: Diminutive (up to Cost Powers END
about .6m; +6” KB) (Frequently, Slightly 28 Wings: Flight 14”, Reduced Endurance
Impairing) (0 END; +½); Restrainable (-½) 0
15 Physical Limitation: Very Limited Manipula- -10 Short Legs: Running -5”
tion (Frequently, Greatly Impairing) -2 Nonaquatic: Swimming -2”
5 Bird’s Eyes: Increased Arc Of Perception
Total Disadvantage Points: 115 (240 Degrees) for Sight Group 0
Description: This character sheet represents a typi- 24 Homing Sense: Detect Home 14-, Range,
cal owl. Although considered “birds of prey,” owls Sense, Telescopic (+10 versus Range
actually belong to a different order of birds. Most Modifier) 0
owls are nocturnal, using their heightened vision
and hearing to detect prey and swoop down on it in Talent
near-silence using Stealth. 3 Bump Of Direction
Skills
20 Hard To Hit: +4 DCV
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
10 Physical Limitation: Tiny (about .33m; +9”
KB) (Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
15 Psychological Limitation: Timid (Common,
Hero Games 139
Strong)
20 Psychological Limitation: Domesticated
(Very Common, Strong)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
140 HERO System Bestiary
SONGBIRD Description: This character sheet represents a
Val Char Cost Roll Notes typical songbird, from a wren, to a chickadee, to
-30 STR -40 3- Lift .4 kg; 0d6 [1] a mockingbird, to thousands of other species in
14 DEX 12 12- OCV: 5/DCV: 5 between. You should consider them to have a Total
4 CON -12 10- Cost of 5 Character Points for purposes of buying
1 BODY -18 9- them as Followers, Summoning them, and so forth.
8 INT -2 11- PER Roll 11-
5 EGO -10
2 PRE -8
10- ECV: 2
9- PRE Attack: 0d6
Boar
12 COM 1 11-
BOAR
1 PD 1 Total: 1 PD (0 rPD) Val Char Cost Roll Notes
1 ED 0 Total: 1 ED (0 rED) 13 STR 3 12- Lift 150 kg; 2½d6 [1]
2 SPD 0 Phases: 6, 12 14 DEX 12 12- OCV: 5/DCV: 5
1 REC 0 15 CON 10 12-
8 END 0 12 BODY 4 11-
6 STUN 3 Total Characteristics Cost: -73 8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
Movement: Running: 1”/2” 13 PRE 3 12- PRE Attack: 2½d6
Leaping: 0”/0” 6 COM -2 10-
Flight: 8”/16”
Swimming: 0”/0” 6 PD 3 Total: 6 PD (3 rPD)
4 ED 1 Total: 4 ED (3 rED)
Cost Powers END 3 SPD 6 Phases: 4, 8, 12
11 Wings: Flight 8”; Restrainable (-½) 0 6 REC 0
-10 Short Legs: Running -5” 30 END 0
-2 Nonaquatic: Swimming -2” 30 STUN 3 Total Characteristics Cost: 31
5 Bird’s Eyes: Increased Arc Of Perception
(240 Degrees) for Sight Group 0 Movement: Running: 6”/12”
Leaping: 3”/6”
Skills
20 Hard To Hit: +4 DCV Cost Powers END
15 Tusks: HKA 1d6 (1½d6 with STR) 1
5 Easily Hidden: +4 to Concealment; 8 Bite: HKA ½d6 (1d6+1 with STR);
Self Only (-½) Reduced Penetration (-¼) 1
7 Stealth 14- 3 Tough Skin: Damage Resistance
(3 PD/3 ED) 0
Total Powers & Skills Cost: 36 1 Charge: Running +3” (9” total); Increased
Total Cost: -37 Endurance Cost (x8 END; -3½) 8
5 Boar’s Eyes: Nightvision 0
75+ Disadvantages 6 Boar’s Nose: +3 PER with Smell/
15 Physical Limitation: Animal Intelligence Taste Group 0
(Frequently, Greatly Impairing)
15 Physical Limitation: Minuscule (.125m; +12” Skills
KB) (Frequently, Greatly Impairing) 4 +2 with Move By
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing) 3 Stealth 12-
15 Psychological Limitation: Timid (Common,
Strong) Total Powers & Skills Cost: 45
Total Cost: 76
Total Disadvantage Points: 135
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
0 Physical Limitation: Human Size
15 Physical Limitation: Poor Eyesight, suffers
-2 to all Sight PER Rolls (Frequently, Greatly
Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
Skills
6 Charge: +3 OCV with Move Through
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
5 Physical Limitation: Reduced Leap, can
only leap half as far as STR indicates (Infre-
quently, Slightly Impairing)
food at night. They live in small groups of up to
15 Physical Limitation: Very Limited Manipula-
20 in temperate regions and breed throughout the
tion (Frequently, Greatly Impairing)
year.
15 Psychological Limitation: Timid (Common,
Personality/Motivation: Normal animal motivations. Strong)
Powers/Tactics: When threatened, disturbed, or
cornered, boars can become dangerous. They Total Disadvantage Points: 130
charge their opponent, performing a Move By to OPTIONS
slash with their tusks in an attack capable of disem-
boweling a man. In addition to eliminating the Timid Psychological
Limitation for especially temperamental or aggres-
Appearance: Boars are large (5 foot long) wild
sive bovids (or perhaps substituting Temperamental
porcines with short, grey-brown fur and distinctive
or an Enraged), you can apply the following pack-
tusks.
ages to simulate the abilities of particular species:
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Large (up to 3.5m long,
and 2.5m feet tall at the shoulder; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
5 Physical Limitation: Reduced Leap, can
only leap half as far as STR indicates (Infre-
quently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
20 Psychological Limitation: Domesticated
(Very Common, Strong)
Cats, Great
15
Skills
+3 Hand-To-Hand
T
he accompanying writeups describe the
major great cats of the world, such as 2 Concealment 11-; Self Only (-½)
tigers and lions. These animals appear 3 Camouflage Coloration: +4 to
frequently in adventure stories, whether Concealment; Self Only (-½), Only In
as man-eaters the PCs must hunt down and kill, the Home Environment (-1)
pets and soldiers of jungle-themed villains, or the 5 Stealth 14-
faithful companions of heroes. 1 Camouflage Coloration: +1 to Stealth; Only
In Home Environment (-1)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
0 Physical Limitation: Human Size
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
99 Experience Points
Leopard
LEOPARD
Val Char Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 [2]
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
12 BODY 4 11-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
18 PRE 8 13- PRE Attack: 3½d6
12 COM 1 11-
8 PD 4 Total: 8 PD (1 rPD)
5 ED 1 Total: 5 ED (1 rED)
4 SPD 12 Phases: 3, 6, 9, 12
8 REC 0 by breaking the victim’s neck. Skilled climbers, they
36 END 0 often rest on tree branches, and sometimes drag
31 STUN 0 Total Characteristics Cost: 68 dead prey up into a tree and wedge it into a notch
or fork so other predators can’t get at it.
Movement: Running: 8”/16” Personality/Motivation: Normal animal motivations.
Leaping: 4”/8”
Powers/Tactics: Leopards hunt by sneaking close
to their prey (or lying in wait) and then attacking.
Cost Powers END
Their powerful jaws and sharp claws allow them to
15 Bite: HKA 1d6 (2d6 with STR) 1
Grab and kill even large animals quickly.
12 Claws: HKA 1d6 (2d6 with STR);
Reduced Penetration (-¼) 1 Campaign Use: You can also use this write-up for
1 Tough Skin: Damage Resistance panthers and jaguars.
(1 PD/1 ED) 0 Appearance: Leopards are large cats with yellow-
4 Swift Runner: Running +2” (8” total) 1 gold or grey coats marked with distinctive black
9 Cat’s Senses: +3 PER with all Sense Groups 0 spots. Some, called black panthers, are born with
5 Cat’s Eyes: Nightvision 0 completely black fur instead.
2 Leopard’s Ears: +1 PER with Hearing Group 0
5 Cat’s Nose: Tracking with Normal Smell 0
Lion
Skills
15 +3 Hand-To-Hand LION
Val Char Cost Roll Notes
5 Climbing 14- 23 STR 13 14- Lift 600 kg; 4½d6 [2]
2 Concealment 11-; Self Only (-½) 18 DEX 24 13- OCV: 6/DCV: 6
3 Camouflage Coloration: +4 to 20 CON 20 13-
Concealment; Self Only (-½), Only In 14 BODY 8 12-
Home Environment (-1) 8 INT -2 11- PER Roll 11-
5 Stealth 14- 5 EGO -10 10- ECV: 2
1 Camouflage Coloration: +1 to Stealth; Only 20 PRE 10 13- PRE Attack: 4d6
In Home Environment (-1) 12 COM 1 11-
Total Powers & Skills Cost: 84 10 PD 5 Total: 10 PD (1 rPD)
Total Cost: 152 5 ED 1 Total: 5 ED (1 rED)
4 SPD 12 Phases: 3, 6, 9, 12
75+ Disadvantages 10 REC 2
15 Physical Limitation: Animal Intelligence 40 END 0
(Frequently, Greatly Impairing) 36 STUN 0 Total Characteristics Cost: 84
0 Physical Limitation: Human Size (+5 with NCM)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing) Movement: Running: 7”/14”
47 Experience Points Leaping: 5”/10”
Total Disadvantage Points: 152 Cost Powers END
Ecology: Solitary and nocturnal, leopards live in 25 Bite: HKA 1½d6 (3d6 with STR) 2
forests and grasslands (some species, like the snow 16 Claws: HKA 1d6+1 (2½d6 with STR);
leopard, live in the mountains). They hunt mostly Reduced Penetration (-¼) 2
other mammals (ranging from small monkeys to 4 Roar: +10 PRE; Only For Fear-Based
large antelope), killing with a bite to the throat or Presence Attacks (-1), Incantations (must
146 HERO System Bestiary
1
roar; -¼)
Tough Skin: Damage Resistance
0
Sabretooth Tiger (Smilodon)
(1 PD/1 ED) 0
2 Swift Runner: Running +1” (7” total) 1 SABRETOOTH TIGER (SMILODON)
9 Cat’s Senses: +3 PER with all Sense Groups 0 Val Char Cost Roll Notes
5 Cat’s Eyes: Nightvision 0 25 STR 15 14- Lift 800 kg; 5d6 [2]
5 Cat’s Nose: Tracking with Normal Smell 0 18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
Skills 12 BODY 4 11-
15 +3 Hand-To-Hand 8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
3 Climbing 13- 20 PRE 10 13- PRE Attack: 4d6
2 Concealment 11-; Self Only (-½) 12 COM 1 11-
3 Camouflage Coloration: +4 to
Concealment; Self Only (-½), Only In 8 PD 3 Total: 8 PD (1 rPD)
Home Environment (-1) 5 ED 1 Total: 5 ED (1 rED)
5 Stealth 14- 4 SPD 12 Phases: 3, 6, 9, 12
1 Camouflage Coloration: +1 to Stealth; 9 REC 0
Only In Home Environment (-1) 40 END 0
3 Tactics 11- 35 STUN 0 Total Characteristics Cost: 78
3 Teamwork 13- (+5 with NCM)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
0 Physical Limitation: Human Size
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
68 Experience Points
4 PD 0 Total: 4 PD (0 rPD)
3 ED 0 Total: 3 ED (0 rED)
3 SPD 5 Phases: 4, 8, 12
7 REC 0
30 END 0
25 STUN 0 Total Characteristics Cost: 22
Skills
3 Acrobatics 12-
3 Breakfall 12-
7 Climbing 14-
Total Powers & Skills Cost: 33 are permanent, and sometimes continue to grow
Total Cost: 42 throughout the animal’s lifetime. Although they
may look large and heavy, they are hollow, and so
75+ Disadvantages don’t weigh much.
15 Physical Limitation: Animal Intelligence Personality/Motivation: Normal animal motivations.
(Frequently, Greatly Impairing)
0 Physical Limitation: Human Size Powers/Tactics: Deer and antelope generally avoid
15 Physical Limitation: Very Limited Manipula- combat (except between males of the species
tion (Frequently, Greatly Impairing) during mating season) — they’d rather run than
15 Psychological Limitation: Timid (Common, fight a predator. If they must, they can use their
Strong) antlers or horns to defend themselves.
Appearance: Deer are large quadrupeds with thin,
Total Disadvantage Points: 120 strong legs, short tails, and for males multi-pronged
antlers on their heads. Antelopes are similar, but
OPTIONS
have horns in various configurations.
Cost Antelope (Any)
-4 Remove Antlers
7 Horns: HKA ½d6; No STR Bonus (-½)
Total cost: +3 points
Cost Moose
10 +10 STR 1
10 +5 CON 0
7 +7 PRE 0
6 Heavy: Knockback Resistance -3” 0
Total cost: +33 points
D
inosaurs are reptiles who lived hundreds
of millions of years ago, long before 22 Spiky Body: HKA 1d6, Continuous (+1),
humans evolved. Some were tiny, but Damage Shield (+½), Inherent (+¼),
many of the best-known ones, including Persistent (+½), Reduced Endurance (0
most of the ones described here, were enormous, END; +½); Always On (-½), Activation
dwarfing any land-based creatures alive today. They Roll 14- (-½), No STR Bonus (-½) 0
filled all ecological niches, from herbivores, to scav- 12 Armored Body: Armor (4 PD/4 ED) 0
engers, to fierce and deadly predators. 10 Armored Body: Armor (+8 PD/+8 ED);
Activation Roll 9- (Does Not Cover Hit
Campaign Use: Dinosaurs crop up frequently in
Locations 6, 10-16; -1½) 0
adventure fiction. Supervillains (or greedy cor-
24 Heavy: Knockback Resistance -12” 0
porations) with a talent for genetic manipulation
12 Big Body And Long Legs: Running +6”
re-create them by obtaining DNA from insects
(12” total) 1
trapped in amber. Lost continents, islands, and pla-
-2 Can’t Swim: Swimming -2”
teaus still house populations of them, safe from the
3 Dinosaur Senses: +1 PER with all Sense
catastrophes that destroyed all their kin. Time trav-
Groups 0
elers journey back to the Jurassic Period and study
6 Tail: Extra Limb, Inherent (+¼) 0
the mating habits of Apatosaurus. With a little cre-
ative effort, the possibilities are nearly as vast as the
Skills
gigantic lizards themselves.
5 +1 Hand-To-Hand
ANKYLOSAURUS
Val Char Cost Roll Notes Total Powers & Skills Cost: 102
40 STR 30 17- Lift 6,400 kg; 8d6 [4] Total Cost: 193
10 DEX 0 11- OCV: 3/DCV: 3
28 CON 36 15- 75+ Disadvantages
25 BODY 30 14- 15 Physical Limitation: Animal Intelligence
5 INT -5 10- PER Roll 10- (Frequently, Greatly Impairing)
5 EGO -10 10- ECV: 2 10 Physical Limitation: Enormous (about 10m
15 PRE 5 12- PRE Attack: 3d6 long and 5m wide at its widest point, and
6 COM -2 10- weighing approximately four tons; -4 DCV,
+4 to PER Rolls to perceive) (Frequently,
14 PD 6 Total: 18 PD (4 rPD) Slightly Impairing)
7 ED 1 Total: 11 ED (4 rED) 8 Physical Limitation: Reduced Leap, cannot
2 SPD 0 Phases: 6, 12 leap (Infrequently, Slightly Impairing)
14 REC 0 15 Physical Limitation: Very Limited Manipula-
56 END 0 tion (Frequently, Greatly Impairing)
59 STUN 0 Total Characteristics Cost: 91 70 Experience Points
(+56 with NCM)
Total Disadvantage Points: 193
Movement: Running: 12”/24” Ecology: This enormous herbivore lived during the
Leaping: 0”/0” late Cretaceous Period. It probably grazed in small
Swimming: 0”/0” groups.
Personality/Motivation: Normal animal motivations.
Powers/Tactics: Unlike many herbivores, Anky-
losaurus fights aggressively and stands its ground
when attacked. It possesses strong natural armor
consisting of hundreds of oval bony plates set in a
thick, leathery skin. Additionally, spikes grew out
of its body, making it difficult for predators to leap
on or grapple it without getting hurt.
It fought back with its large tail, which
ended in a thick, bony knob.
Appearance: Ankylosaurus has a body over
30 feet long (including tail) and 16 feet wide at its
broadest point. Its head, with a toothless beak-
like mouth, is about two and a half feet wide, and
all of its body is both armored and covered with
rows of spikes, as described above.
Hero Games 153
APATOSAURUS (BRONTOSAURUS)
Val Char Cost Roll Notes
60 STR 50 21- Lift 100 tons; 12d6 [6]
8 DEX -6 11- OCV: 3/DCV: 3
40 CON 60 17-
40 BODY 60 17-
5 INT -5 10- PER Roll 10-
5 EGO -10 10- ECV: 2
25 PRE 15 14- PRE Attack: 5d6
8 COM -1 11-
20 PD 8 Total: 26 PD (6 rPD)
18 ED 10 Total: 22 ED (4 rED)
2 SPD 2 Phases: 6, 12
20 REC 0
80 END 0
90 STUN 0 Total Characteristics Cost: 183
(+147 with NCM)
Personality/Motivation: Normal animal motivations.
Movement: Running: 12”/24”
Leaping: 0”/0” Powers/Tactics: When unable to flee a predator
(such as Allosaurus), Apatosaurus probably fought
Cost Powers END in one or both of two ways. First, it could rear up
13 Rear: HA +4d6; Hand-To-Hand and bring its heavy forelegs and bulk crashing
Attack (-½) 2 down onto the foe. Second, it could use its long,
7 Tail Bash: HA +3d6; Hand-To-Hand heavy tail to bash.
Attack (-½), Only With Extra Limb (-½) 0 Appearance: Apatosaurus was an enormous — up
15 Thick Skin: Armor (6 PD/4 ED) 0 to 70 feet long, 20 feet high, and weighing about 30
24 Heavy: Knockback Resistance -12” 0 tons — dinosaur with four legs, a long neck, a tiny
12 Big Body And Long Legs: Running +6” head, and a long tail.
(12” total) 1
-2 Can’t Swim: Swimming -2”
3 Dinosaur Senses: +1 PER with all Sense DEINONYCHUS (VELOCIRAPTOR)
Groups 0
Val Char Cost Roll Notes
6 Tail: Extra Limb, Inherent (+¼) 0
15 STR 5 12- Lift 200 kg; 3d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6
Total Powers & Skills Cost: 78
15 CON 10 12-
Total Cost: 261
12 BODY 4 11-
8 INT -2 11- PER Roll 11-
75+ Disadvantages
5 EGO -10 10- ECV: 2
15 Physical Limitation: Animal Intelligence
15 PRE 5 12- PRE Attack: 3d6
(Frequently, Greatly Impairing)
6 COM -2 10-
15 Physical Limitation: Gigantic (up to 21m
long, and weighing about 30 tons; -8 DCV, +8
8 PD 5 Total: 8 PD (2 rPD)
to PER Rolls to perceive) (Frequently, Greatly
5 ED 2 Total: 5 ED (2 rED)
Impairing)
3 SPD 2 Phases: 4, 8, 12
12 Physical Limitation: Reduced Leap, cannot
6 REC 0
leap (Infrequently, Slightly Impairing)
30 END 0
15 Physical Limitation: Very Limited Manipula-
30 STUN 2 Total Characteristics Cost: 45
tion (Frequently, Greatly Impairing)
(+4 with NCM)
15 Psychological Limitation: Timid (Common,
Strong)
Movement: Running: 12”/24”
114 Experience Points
Leaping: 4”/8”
Total Disadvantage Points: 261
Cost Powers END
Ecology: Apatosaurus, also known as Brontosau- 15 Bite: HKA 1d6 (2d6 with STR) 1
rus (“thunder lizard”), was a gigantic herbivore 12 Hand Claws: HKA 1d6 (2d6 with STR);
that spent most of its time eating leaves and plants Reduced Penetration (-¼) 1
during the Late Jurassic Period. It wandered across 30 The Terrible Claw: HKA 1d6+1 (2d6 with
what is now the western United States in herds of STR), Armor Piercing (+½) 3
ten to forty animals. 2 Scaly Skin: Damage Resistance (2 PD/2 ED) 0
12 Swift: Running +6” 1
1 Leaper: Leaping +1” (4” forward,
2” upward) 1
154 HERO System Bestiary
6 Dinosaur Senses: +2 PER with all Sense In addition to hunting small game on its own, it
Groups 0 probably worked with others of its kind in packs to
6 Tail: Extra Limb, Inherent (+¼) 0 bring down much larger prey. In fact, its anatomy
(including a large brain) suggests a lifestyle so active
Skills that many scientists argue it, and by extension other
10 +2 Hand-To-Hand dinosaurs, was warmblooded.
4 +2 OCV with Terrible Claw Personality/Motivation: Normal animal motivations.
3 Stealth 13- Powers/Tactics: Deinonychus is a living killing
3 Tactics 11- machine. Swift and nimble, it comes equipped with
3 Teamwork 13- three weapons for catching and slaughtering its prey.
The first is its mouth, filled with sharp, backward-
Total Powers & Skills Cost: 107 curving fangs. The second are its forelimb “hands,”
Total Cost: 152 with three fingers, each tipped with a sharp claw. But
most terrifying of all is the six inch long “terrible
75+ Disadvantages claw” from which its name comes. It has one of these
15 Physical Limitation: Animal Intelligence sickle-shaped, razor-sharp claws on the second toe of
(Frequently, Greatly Impairing) each foot. When it runs, the toe angles up to keep the
5 Physical Limitation: Large (up to 4m long claw sharp. When the velociraptor reaches its prey,
and 2m tall, and weighing about 68 kg; -2 it stands on one foot (using its long, straight tail for
DCV, +2 to PER Rolls to perceive) (Infre- balance), and raises the other to slash with its terrible
quently, Slightly Impairing) claw.
15 Physical Limitation: Very Limited Manipula- Appearance: Deinonychus stands about six feet tall,
tion (Frequently, Greatly Impairing) and is up to 13 feet long including its tail. It has two
42 Experience Points short, three-fingered “arms,” or forelimbs, and two
larger, stronger hindlimbs. It stands with its head and
Total Disadvantage Points: 152 forelimbs thrust forward, and the weight of its body
Ecology: Deinonychus, better known to modern taken on its hindlimbs, with the tail for balance.
humans as “velociraptor,” was a fast, agile hunter.
Hero Games 155
8 PD 4 Total: 8 PD (2 rPD)
6 ED 2 Total: 6 ED (2 rED)
3 SPD 5 Phases: 4, 8, 12
8 REC 0
40 END 0
33 STUN 0 Total Characteristics Cost: 48
(+5 with NCM)
Powers/Tactics: Plesiosaurus uses its long neck to Total Powers & Skills Cost: 9
snatch fish and other prey out of the water with its Total Cost: 8
toothy mouth. If confronted by a larger, dangerous
opponent, it flees. 75+ Disadvantages
Campaign Use: Plesiosaurus is but one member, 15 Physical Limitation: Animal Intelligence
and one of the smallest, of a large family of dino- (Frequently, Greatly Impairing)
saurs with the same general body structure and 5 Physical Limitation: Large (wingspan of up
156 HERO System Bestiary
eyes. In some species, the horns extended beyond 5 Tough Skin: Damage Resistance
the snout. When threatened, Triceratops could use (5 PD/5 ED) 0
the horns to defend itself, counting on its bony frill 22 Heavy: Knockback Resistance -11” 0
to protect its neck. It may have dispatched preda- 12 Big Body And Long Legs: Running +6”
tors like Tyrannosaurus by charging them and (12” total) 1
thrusting all three horns into them with full force. -2 Can’t Swim: Swimming -2”
It could also bite with its beak-like mouth. 6 Dinosaur Senses: +2 PER with all Sense
Appearance: An enormous, lumbering tank of a Groups 0
dinosaur, Triceratops could grow to as much as 30 6 Tail: Extra Limb, Inherent (+¼) 0
feet long and weigh up to 11 tons. Its heavy head,
with the three horns described above, has a bony Skills
frill projecting backward to protect the neck. 10 +2 Hand-To-Hand
Ecology: A terror of the Late Cretaceous Period, 9” total, its SPD to 3, and its PER Roll bonus to +1.
Tyrannosaurus is the largest land-based carnivore Personality/Motivation: Normal animal motivations.
known to have ever existed. Scientists disagree as
to its primary ecological niche or role. Based on the Powers/Tactics: Tyrannosaurus is a fearsome
structure of its leg and hip bones, some argue it was predator. Its enormous jaw contains six inch-long
a slow-moving scavenger, not a hunting predator. fangs. Its tiny forelimbs, though weak, possess sharp
In support, they cite calculations which may show claws. It attacks aggressively, relying on its powerful
that if Tyrannosaurus fell while running, it would natural weaponry to overcome its prey’s defenses.
shatter its own skull. Other scientists, based on Campaign Use: You can also use this character sheet
Tyrannosaurus’s powerful jaw muscles, heightened for Allosaurus, a similar but slightly smaller preda-
senses, and possible binocular vision, argue that a tor of the Late Jurassic/Early Cretaceous.
predatory role was more likely. They assert Tyran- Appearance: Tyrannosaurus is a huge dinosaur
nosaurus probably lurked in forests, chasing down (nearly 50 feet long/tall, and weighing eight tons)
its main prey (duck-billed dinosaurs) with short with a head over four feet long and jaws full of
bursts of speed or surprise attacks. vicious fangs. It walks on its two large hindlimbs,
The character sheet above assumes the “preda- balancing itself with a thick tail; its two two-fin-
tor” explanation is true, since it’s a lot more enjoy- gered forelimbs are small and weak.
able for gaming purposes. If you prefer the “scaven-
ger” approach, reduce Tyrannosaurus’s Running to
160 HERO System Bestiary
DOGS
5
Skills
Hard To Hit: +1 DCV
Ecology: Known as “man’s best friend” for their
5 Concealment 13-; Self Only (-½)
loyalty, companionship, and helpfulness, dogs
2 PS: Retrieve/Fetch 11-
have been domesticated for thousands of years.
7 Stealth 13-
Descended from wild canines such as wolves, foxes,
and jackals, they range from huge, fierce guard
Total Powers & Skills Cost: 45
and hunting dogs to small, yapping lapdogs, with
Total Cost: 13
thousands of breeds in between. Although they can
survive in the wild if necessary, they usually depend
75+ Disadvantages
on their human masters for food.
15 Physical Limitation: Animal Intelligence
Most dogs fall into one of three category: pet
(Frequently, Greatly Impairing)
(or “toy”) dogs (such as most poodles or Peking-
5 Physical Limitation: Small (no larger than
ese); working dogs (such as collies, sheepdogs, and
about 1m; +3” KB) (Infrequently, Slightly
police drug-sniffing dogs); and hunting dogs (such
Impairing)
as retrievers). Some dogs are also trained for guard
15 Physical Limitation: Very Limited Manipula-
duty, or even combat.
tion (Frequently, Greatly Impairing)
Personality/Motivation: Normal animal motivations,
though they often learn to perform tricks. Some Total Disadvantage Points: 110
dogs display an uncanny sense of what their mas-
Description: This character sheet represents a typi-
ters want and how to prevent disaster from befall-
cal small or medium dog, such as a poodle, a terrier,
ing them. (In game terms, you may want to give
or a cocker spaniel. Particularly small dogs may
dogs like this the Smart template.)
have less Running than indicated.
Powers/Tactics: Dogs can be aggressive, especially
if trained to attack, but most start a fight by growl-
ing (a Presence Attack) and trying to establish
dominance. If forced to fight, they use their power-
ful jaws.
SMALL/MEDIUM DOG
Val Char Cost Roll Notes
-8 STR -18 7- Lift 8 kg; 0d6 [1]
11 DEX 3 11- OCV: 4/DCV: 4
7 CON -6 10-
5 BODY -10 10-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
LARGE/HUNTING DOG
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11- Val Char Cost Roll Notes
-5 STR -15 8- Lift 12.5 kg; 0d6 [1]
2 PD 2 Total: 2 PD (0 rPD) 14 DEX 12 12- OCV: 5/DCV: 5
2 ED 1 Total: 1 ED (0 rED) 10 CON 0 11-
2 SPD 0 Phases: 6, 12 7 BODY -6 10-
3 REC 4 8 INT -2 11- PER Roll 11-
20 END 3 5 EGO -10 10- ECV: 2
10 STUN 1 Total Characteristics Cost: -32 10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
Movement: Running: 6”/12”
Leaping: 1”/2” 3 PD 3 Total: 3 PD (0 rPD)
2 ED 0 Total: 1 ED (0 rED)
Cost Powers END 3 SPD 6 Phases: 4, 8, 12
5 Bite: HKA 1 point (1 point with STR) 1 4 REC 4
1 Leap: Leaping +1” (1” forward, ½” upward) 1 20 END 0
9 Canine Senses: +3 PER with all Sense 15 STUN 3 Total Characteristics Cost: -5
Groups 0
5 Canine Nose: Tracking for Normal Smell 0 Movement: Running: 6”/12”
3 Canine Ears: Ultrasonic Perception Leaping: 1”/2”
(Hearing Group) 0
Cost Powers END
Talents 10 Bite: HKA ½d6 (½d6 with STR) 1
3 Lightsleep 1 Leap: Leaping +1” (1” forward, ½” upward) 1
9 Canine Senses: +3 PER with all Sense
Groups 0
Hero Games 161
GUARD/COMBAT DOG
Val Char Cost Roll Notes
0 STR -10 9- Lift 25 kg; 0d6 [1]
16 DEX 18 12- OCV: 5/DCV: 5
12 CON 4 11-
9 BODY -2 11-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11-
5 PD 5 Total: 5 PD (0 rPD)
3 ED 1 Total: 3 ED (0 rED)
3 SPD 4 Phases: 4, 8, 12
5 REC 6
24 END 0
20 STUN 5 Total Characteristics Cost: 24
OPTIONS
Eel Cost Electric Eel
EEL 50 Electric Shock: EB 6d6, NND (defense is
rED; +1), Reduced Endurance (0 END;
Val Char Cost Roll Notes +½); No Range (-½) 0
-15 STR -25 6- Lift 3.2 kg; 0d6 [1] 2 +2 ED 0
14 DEX 12 12- OCV: 5/DCV: 5 Total cost: +52 points
4 CON -12 10-
4 BODY -12 10- Cost Moray Eel
8 INT -2 11- PER Roll 11- +5 Replace Bite with Moray’s Bite: HKA
5 EGO -10 10- ECV: 2 ½d6 (½d6 with STR) 1
10 PRE 0 11- PRE Attack: 2d6 Total cost: +5 points
4 COM -3 10-
Ecology: Eels live in many places throughout the
2 PD 2 Total: 2 PD (0 rPD) world, and include many species, such as the moray
2 ED 1 Total: 2 ED (0 rED) eel. The moray lives mostly in tropical and warm
3 SPD 6 Phases: 4, 8, 12 temperate waters, and is brightly colored. It lurks in
2 REC 2 underwater crevices, darting out to catch fish and
8 END 0 other prey. It can deliver a nasty bite if provoked
8 STUN 2 Total Characteristics Cost: -39 (such as when a diver accidentally puts a hand into
its crevice), and is sometimes aggressive.
Movement: Running: 0”/0” Perhaps the best known eel, the electric eel,
Leaping: 0”/0” isn’t really an eel at all, but a South American river
Swimming: 4”/8” fish. The electric eel can emit electric shocks of
up to 550 volts; a large one’s zap can stun an adult
Cost Powers END human. They also use tiny electric shocks to light
5 Bite: HKA 1 point (1 point with STR) 1 the waters around them and help them see where
2 Eel’s Body: Swimming +2” (4” total) 1 they’re going.
-12 Only Swims: Running -6” Personality/Motivation: Normal animal motivations.
6 Eel’s Senses: +2 PER with all Sense Groups 0
Powers/Tactics: The moray and similar eels fight
by biting, and flee if possible. The electric eel uses
Total Powers & Skills Cost: 1
its electric shocks for defense, usually using a small
Total Cost: -38
one (1-3d6) as a warning before unleashing its full
power.
75+ Disadvantages
15 Physical Limitation: Animal Intelligence Campaign Use: You should consider eels with nega-
(Frequently, Greatly Impairing) tive Total Costs to have a Total Cost of 5 Character
0 Physical Limitation: Human Size (up to 3m Points for purposes of buying them as Followers,
long, but elongated and slender) Summoning them, and so forth.
15 Physical Limitation: Very Limited Manipula- Appearance: Eels are long, slender creatures that
tion (Frequently, Greatly Impairing) seem to blend the features of fish and
snake. They come in
Total Disadvantage Points: 105 a variety of
colors.
164 HERO System Bestiary
Gorilla
GORILLA
Val Char Cost Roll Notes
25 STR 15 14- Lift 800 kg; 5d6 [2]
15 DEX 15 12- OCV: 5/DCV: 5
20 CON 20 13-
14 BODY 8 12-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
15 PRE 5 12- PRE Attack: 3d6
8 COM -1 11-
5 PD 0 Total: 5 PD (1 rPD)
4 ED 0 Total: 4 ED (1 rED)
3 SPD 5 Phases: 4, 8, 12
9 REC 0
40 END 0
37 STUN 0 Total Characteristics Cost: 55
(+5 with NCM)
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
15 Psychological Limitation: Timid (Common,
Strong)
20 Psychological Limitation: Domesticated
(Very Common, Strong)
Hero Games 169
Description: The draft horse character sheet is for 2 PS: Attack 11-
Clydesdales, Percherons, and other large horses 2 PS: Stop Attacking 11-
suited more for heavy lifting and pulling than for 1 Riding 13-; Complementary To Rider’s Skill
riding. However, larger characters and humanoid Only (-1)
creatures, such as trolls, may prefer them as steeds.
The average height for a draft horse is 15.2-18.0 Total Powers & Skills Cost: 49
hh (the largest horse ever recorded Total Cost: 118
was a 21 hh Percheron).
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
20 Psychological Limitation: Domesticated
(Very Common, Strong)
HEAVY WARHORSE
Val Char Cost Roll Notes
30 STR 20 15- Lift 1,600 kg; 6d6 [3]
16 DEX 18 12- OCV: 5/DCV: 5
22 CON 24 13-
18 BODY 16 13-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
18 PRE 8 13- PRE Attack: 3½d6
10 COM 0 11-
8 PD 2 Total: 8 PD (1 rPD)
6 ED 2 Total: 6 ED (1 rED)
3 SPD 4 Phases: 4, 8, 12
10 REC 0
44 END 0
44 STUN 0 Total Characteristics Cost: 82
(+14 with NCM)
Cost Powers
5 Bite: HKA 1 point (½d6 with STR)
END
1 MAMMALS, SMALL
10 Kick/Rear: HA +3d6; Hand-To-Hand
T
he following two character sheets repre-
Attack (-½) 1 sent a wide variety of diminutive mam-
1 Tough Skin: Damage Resistance mals (foxes, rabbits, raccoons, skunks, and
(1 PD/1 ED) 0 the like) and tiny mammals (mice, squir-
1 Combat-Acclimated: +3 PRE; Only To rels, rats, most other small rodents, and so forth).
Protect Against Presence Attacks (-1) Also included are some options for customizing the
10 Heavy: Knockback Resistance -5” 0 write-ups to represent specific species.
8 Horse’s Legs: Running +4” (10” total) 1
Ecology: Varied. Most of these creatures live in
6 Sharp-Eared And Keen-Nosed: +2 PER
temperate regions, but some species can be found
with all Sense Groups but Sight Group 0
anywhere from the tropics to arctic lands.
Skills Personality/Motivation: Normal animal motivations.
3 +1 with Bite, Kick/Rear Powers/Tactics: Small predators stalk and kill
insects and animals tinier than themselves, using
4 PS: Attack 13- their small claws and teeth. Small herbivores rely on
2 PS: Stop Attacking 11- stealth and speed to escape this fate.
1 Riding 12-; Complementary To Rider’s Skill
Only (-1) Campaign Use: Many of these animals have value as
food, or for their pelts. Characters may find them-
Total Powers & Skills Cost: 51 selves hunting them... or preventing poachers from
Total Cost: 133 wiping out endangered species.
75+ Disadvantages
DIMINUTIVE MAMMAL
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing) Val Char Cost Roll Notes
5 Physical Limitation: Large (4m; -2 DCV, -5 STR -15 8- Lift 12.5 kg; 0d6 [1]
+2 to PER Rolls to perceive) (Infrequently, 14 DEX 12 12- OCV: 5/DCV: 5
Slightly Impairing) 12 CON 4 11-
15 Physical Limitation: Very Limited Manipula- 5 BODY -10 10-
tion (Frequently, Greatly Impairing) 8 INT -2 11- PER Roll 11-
20 Psychological Limitation: Domesticated 5 EGO -10 10- ECV: 2
(Very Common, Strong) 3 PRE -7 10- PRE Attack: ½d6
3 Experience Points 8 COM -1 11-
Skills
20 Hard To Hit: +4 DCV
3 Climbing 12-
9 Concealment 16-; Self Only (-½)
11 Stealth 16-
172 HERO System Bestiary
Total Powers & Skills Cost: 59 Total cost: +25 points
Total Cost: 39
Cost Rabbit/Hare
75+ Disadvantages -5 No Claws
15 Physical Limitation: Animal Intelligence -3 No Climbing
(Frequently, Greatly Impairing) 10 Swift: Running +5” (7” total) 1
10 Physical Limitation: Diminutive (typically 3 Rabbit’s Legs: Leaping +3” (4” forward, 2”
no larger than about .5m; +6” KB) (Fre- upward) 1
quently, Slightly Impairing) 4 Rabbit’s Ears: +2 PER with Hearing Group 0
15 Physical Limitation: Very Limited Manipula- Total cost: +9 points
tion (Frequently, Greatly Impairing)
Cost Raccoon
Total Disadvantage Points: 115 (+5) Change to Physical Limitation: Limited
Manipulation
6 +2 DEX
Total cost: +6 points
Cost Skunk
-3 No Climbing
82 Spray: Change Environment 1” radius, -5
to target’s Smell/Taste Group PER Rolls, 6
Charges lasting 1 Week each (removed by
washing in tomato juice; +1), Usable As
Attack (+1), Ranged (+½); Limited Range
(2”; -¼), Linked (-½) plus Smell/Taste Group
Images, +5 to PER Rolls, 1” radius, 6 Charges
lasting 1 Week each (removed by washing in
tomato juice; +1½), Usable As Attack (+1),
Ranged (+½); Limited Range (2”; -¼), Set
Effect (make victim stink; -1) plus Energy
OPTIONS Blast 2d6, NND (defense is Life Support
Cost Aquatic Mammals (Beaver, Otter, and so [Self-Contained Breathing]; +1); 6 Charges
forth) (-¾), Limited Range (2”; -¼), Linked (-½) [6]
-3 No Climbing Total cost: +79 points.
1 Aquatic Adaptation: Life Support
(Extended Breathing: 1 END per Turn) 0
2 Aquatic Paws/Tail: Swimming +2” (3” total) 1
Total cost: +0 points
Cost Fox
-5 No Claws
-3 No Climbing
+4 Bite: HKA 1d6 (1d6 with STR); Reduced
Penetration (-¼) 1
4 Swift: Running +2” (4” total) 1
2 Fox’s Ears: +1 PER with Hearing Group 0
Total cost: +2 points TINY MAMMAL
Val Char Cost Roll Notes
Cost Monkey
-20 STR -30 5- Lift 1.6 kg; 0d6 HTH
6 +2 DEX
damage [1]
6 +1 SPD
15 DEX 15 12- OCV: 5/DCV: 5
5 Tail: Extra Limb, Inherent (+¼); Limited
8 CON -4 11-
Manipulation (-¼) 0
3 BODY -14 10-
4 +2 Climbing (14-)
8 INT -2 11- PER Roll 11-
Total cost: +21 points
5 EGO -10 10- ECV: 2
1 PRE -9 9- PRE Attack: 0d6
Cost Porcupine
8 COM -1 11-
25 Quills: HKA 1d6, Continuous (+1),
Damage Shield (+½), Inherent (+¼),
2 PD 2 Total: 2 PD (0 rPD)
Persistent (+½), Reduced Endurance (0
2 ED 0 Total: 2 ED (0 rED)
END; +½); Always On (-½), Activation
2 SPD 0 Phases: 6, 12
Roll 15- (-¼), No STR Bonus (-½)
2 REC 0
(-15) Add Physical Limitation: Poor Eyesight,
16 END 0
suffers -2 to all Sight PER Rolls
10 STUN 3 Total Characteristics Cost: -50
(Frequently, Greatly Impairing)
Hero Games 173
75+ Disadvantages
15 Hunted: poachers 8- (Mo Pow, Capture/Kill)
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Large (up to about 5m
long and 3.5 tons; -2 DCV, +2 to PER Rolls to
perceive) (Infrequently, Slightly Impairing)
15 Physical Limitation: Poor Eyesight, suffers
-2 to all Sight PER Rolls (Frequently, Greatly
Impairing)
7 Physical Limitation: Reduced Leap, cannot
leap (Infrequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
15 Susceptibility: to sharp, powerful blows to
the horn, 3d6 damage instantly (Uncommon)
10 Vulnerability: 2 x STUN from sharp, power-
ful blows to the horn (Uncommon)
45 Experience Points
Ecology: The scorpion is an arthropod; there are — a simple, but quite effective, tactic.
more than 1,200 species of them, living in all Just brushing up against a shark can be dan-
regions of the world except for arctic ones. It is a gerous. Sharkskin has dermal denticles, small
predator, and eats insects, small lizards and mice, plate-like scales that are rough to the touch, giving
and like prey. it a sandpaper-like feel. Bumping into a shark can
Scorpions have lived on Earth for about 200 scrape the skin off a person or fish.
million years. Some species can survive for 500
days without food, and some never drink water in
their lives (they get the moisture they need from
their food). They are also resistant to high radiation.
Personality/Motivation: Normal animal motivations.
Powers/Tactics: A scorpion hunts by sensing vibra-
tions. It catches prey by Grabbing it with its pincers
and then stinging it. Most scorpion stings are pain-
ful to humans, but cause no other ill effects; only
a few, such as the Sahara scorpion, possess venom
powerful enough to kill a person. (The character
sheet is for just such a scorpion; you can change
this by reducing the poison to Mild.)
Appearance: Scorpions have eight legs, with the GREAT WHITE SHARK
front two terminating in large pincers. Its multi- Val Char Cost Roll Notes
jointed tail curves up over its back and ends in a 30 STR 20 15- Lift 1,600 kg; 6d6 [3]
sharp sting. 15 DEX 15 12- OCV: 5/DCV: 5
25 CON 30 14-
23 BODY 26 14-
SHARKS 8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
Ecology: Sharks are cartilaginous fishes, meaning 25 PRE 15 14- PRE Attack: 5d6
their skeletons are made of cartilage rather than 6 COM -2 10-
bone. They have existed on Earth for 500 million
years, and today there are over 400 different species. 10 PD 4 Total: 10 PD (3 rPD)
Most are small and harmless to humans, but a few, 8 ED 3 Total: 8 ED (3 rED)
such as the great white shark, attack and kill people 3 SPD 5 Phases: 4, 8, 12
under certain circumstances. 11 REC 0
Sharks live at most levels of the ocean, as far 50 END 0
down as 13,000 feet, and in all the oceans of the 51 STUN 0 Total Characteristics Cost: 104
world (and even some rivers). They eat fish, marine (+46 with NCM)
mammals, and just about anything else they can get
their jaws around. Movement: Running: 0”/0”
Many species of sharks require a flow of water Leaping: 6”/12”
over their gills to breathe properly. If this flow Swimming: 18”/36”
stops, they drown. Thus, they move constantly, even
when they sleep. Cost Powers END
Personality/Motivation: Normal animal motivations. 25 Jaws: HKA 1½d6 (3d6+1 with STR) 2
Sharks are particularly voracious and spend much 8 Dermal Denticles: HKA 1 point,
of their time hunting and eating. Continuous (+1), Damage Shield (+½),
Inherent (+¼), Persistent (+½), Reduced
Powers/Tactics: Sharks, particularly large ones, have
Endurance (0 END; +½); Always On
evolved many abilities to help them track down and
(-½), Activation Roll 14- (-½), No STR
kill prey. Their senses are acute, particularly smell;
Bonus (-½) 0
they can smell blood in the water from a third of
3 Tough Skin: Damage Resistance
a mile away. They have two senses that other ani-
(3 PD/3 ED) 0
mals lack. The first is their electrosense, with which
12 Heavy: Knockback Resistance -6” 0
they can detect the bioelectric fields prey gives off.
16 Shark’s Body: Swimming +16” (18” total) 2
Though this sense only works at very short range, it
-12 Only Swims: Running -6” (0” total)
allows a shark to, for example, detect a fish hiding
6 Shark’s Senses: +2 PER with all Sense
in the sand. Second, their lateral line senses are a
Groups 0
series of sensory organs running down their bodies
5 Shark’s Eyes: Increased Arc Of Perception
that allow them to sense vibrations in the water.
(240 Degrees) for Sight Group 0
Sharks attack using their powerful jaws. Some,
6 Shark’s Nose: +3 PER with Smell/Taste
such as the great white, have teeth up to two inches
Group 0
long. Sharks’ teeth break off and are replaced
15 Shark’s Nose: Targeting and Tracking for
throughout their lives. Most sharks swim up to or
Normal Smell 0
by the intended prey and take a big bite out of it
17 Electrosense: Detect Bioelectrical Fields
176 HERO System Bestiary
11-, Sense, Targeting 0 Movement: Running: 0”/0”
35 Lateral Line Sense: Detect Physical Vibra- Leaping: 6”/12”
tions 11- (Touch Group), Discriminatory, Swimming: 25”/50”
Analyze, Range, Targeting 0
Cost Powers END
Skills 20 Jaws: HKA 1d6+1 (2½d6 with STR) 2
6 +3 OCV with Jaws 8 Dermal Denticles: HKA 1 point,
Continuous (+1), Damage Shield (+½),
3 Stealth 12- Inherent (+¼), Persistent (+½), Reduced
Endurance (0 END; +½); Always On (-½),
Total Powers & Skills Cost: 145 Activation Roll 14- (-½), No STR Bonus (-½)
Total Cost: 249 0
3 Tough Skin: Damage Resistance
75+ Disadvantages (3 PD/3 ED) 0
35 Enraged: berserk when smells blood 6 Heavy: Knockback Resistance -3” 0
(Common), go 11-, recover 8- 23 Shark’s Body: Swimming +23” (25” total) 2
15 Physical Limitation: Animal Intelligence 12 Burst Of Speed: Swimming +24” (49” total);
(Frequently, Greatly Impairing) Increased Endurance Cost (x3 END; -1) 6
10 Physical Limitation: Enormous (up to 8m -12 Only Swims: Running -6” (0” total)
long; -4 DCV, +4 to PER Rolls to perceive) 6 Shark’s Senses: +2 PER with all Sense
(Frequently, Slightly Impairing) Groups 0
15 Physical Limitation: Very Limited Manipula- 5 Shark’s Eyes: Increased Arc Of Perception
tion (Frequently, Greatly Impairing) (240 Degrees) for Sight Group 0
15 Psychological Limitation: Voracious Appetite 6 Shark’s Nose: +3 PER with Smell/Taste
(Common, Strong) Group 0
20 Reputation: Man-eater, 14- (Extreme) 15 Shark’s Nose: Targeting and Tracking for
10 Susceptibility: to not moving in water, takes Normal Smell 0
1d6 per Turn (Uncommon) 17 Electrosense: Detect Bioelectrical Fields
54 Experience Points 11-, Sense, Targeting 0
35 Lateral Line Sense: Detect Physical Vibra-
Total Disadvantage Points: 249 tions 11- (Touch Group), Discriminatory,
Description: A large grey-white shark, the great Analyze, Range, Targeting 0
white is one of the most fearsome shark species. It
is aggressive and strong, and has been known to Skills
ram small boats to sink them (or knock people out 4 +2 OCV with Jaws
of them) so it can eat them. It’s the shark of choice
for supervillains, pulp-era masterminds, and other 3 Stealth 12-
bad guys to use in deathtraps.
For game purposes, you can use this character Total Powers & Skills Cost: 151
sheet for most other sharks, such as the hammer- Total Cost: 225
head, tiger, and thresher sharks. You may want to
decrease some of its Characteristics or its bite. 75+ Disadvantages
35 Enraged: berserk when smells blood
(Common), go 11-, recover 8-
MAKO SHARK 15 Physical Limitation: Animal Intelligence
Val Char Cost Roll Notes (Frequently, Greatly Impairing)
20 STR 10 13- Lift 400 kg; 4d6 [2] 5 Physical Limitation: Large (up to 4m long;
16 DEX 18 12- OCV: 5/DCV: 5 -2 DCV, +2 to PER Rolls to perceive) (Infre-
22 CON 24 13- quently, Slightly Impairing)
18 BODY 16 13- 15 Physical Limitation: Very Limited Manipula-
8 INT -2 11- PER Roll 11- tion (Frequently, Greatly Impairing)
5 EGO -10 10- ECV: 2 15 Psychological Limitation: Voracious Appetite
20 PRE 10 13- PRE Attack: 4d6 (Common, Strong)
6 COM -2 10- 20 Reputation: Man-eater, 14- (Extreme)
10 Susceptibility: to not moving in water, takes
8 PD 4 Total: 8 PD (3 rPD) 1d6 per Turn (Uncommon)
6 ED 2 Total: 6 ED (3 rED) 35 Experience Points
3 SPD 4 Phases: 4, 8, 12
8 REC 0 Total Disadvantage Points: 225
44 END 0 Description: The mako is a dark blue shark with a
39 STUN 0 Total Characteristics Cost: 74 grey-white belly. It lives in warm seas worldwide.
(+24 with NCM) It’s known for its speed (it can reach velocities of
55 miles per hour, making it the fastest shark) and
ferocity. Both qualities make it a popular quarry for
deep-sea sports fishermen.
Hero Games 177
SNAKES
CONSTRICTOR SNAKES
Val Char Cost Roll Notes
13 STR 3 12- Lift 150 kg; 2½d6 [1]
11 DEX 3 11- OCV: 4/DCV: 4
15 CON 10 12-
13 BODY 6 12-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
10 PRE 0 11- PRE Attack: 2d6
8 COM -1 11-
4 PD 1 Total: 4 PD (1 rPD)
3 ED 0 Total: 3 ED (1 rED)
2 SPD 0 Phases: 6, 12
6 REC 0 Total Disadvantage Points: 150
30 END 0
28 STUN 0 Total Characteristics Cost: 10 OPTIONS
Cost Anaconda
Movement: Running: 3”/6” 5 +5 STR 1
Leaping: 0”/0” 1 Better Swimmer: Swimming +1” (5” total) 1
Swimming: 4”/8” 1 Aquatic Adaptation: Life Support (Extended
Breathing: 1 END per Turn) 0
Cost Powers END Total cost: +7 points
7 Bite: HKA ½d6 (½d6 with STR); No
STR Bonus (-½) 0 Cost Boa Constrictor
7 Coils: +15 STR; Only With Grab And 2 +2 STR 1
Squeeze (-1) 1 2 +1 with Climbing
1 Scaly Skin: Damage Resistance (1 PD/1 ED) 0 Total cost: +4 points
6 Heavy: Knockback Resistance -3” 0
2 Not Much Appetite: Life Support Cost Reticulated Python
(Diminished Eating: only needs to eat 5 +5 STR 1
once every few months) 0 5 Heat-Sensitive Pits: Infrared Perception
2 Good Swimmer: Swimming +2” (4” total) 0 (Touch Group) 0
-6 Slow: Running -3” (3” total) Total cost: +10 points
6 Serpent’s Tongue: +3 PER with Smell/
Ecology: Constrictors are large serpents who kill
Taste Group 0
their prey by grabbing it, wrapping their coils
around it, and squeezing it until it suffocates. Then
Skills
they swallow the remains whole. Some, such as the
4 +2 ocv with Grab
anaconda, spend a lot of time in the water; others,
like the reticulated python, are ground-dwellers;
5 Climbing 12-
and some, for example the boa constrictor, often
2 Concealment 11-; Self Only (-½)
climb trees to search for prey among the branches.
3 Stealth 11-
Constrictors can go for months between meals.
Due to their cold-blooded nature, constric-
Total Powers & Skills Cost: 39
tors live in deserts, tropical forests, and other warm
Total Cost: 49
regions.
75+ Disadvantages Personality/Motivation: Normal animal motivations.
15 Physical Limitation: Animal Intelligence Powers/Tactics: See above. Constrictors are not
(Frequently, Greatly Impairing) venomous, though they may have a nasty bite. They
15 Physical Limitation: Cold-Blooded (Fre- typically use their bite to Grab their prey, then, in
quently, Greatly Impairing) their next Phase, wrap their coils around it (another
10 Physical Limitation: Enormous (up to 10m Grab, made against the Grabbed creature’s lower
long; -4 DCV, +4 to PER Rolls to perceive) DCV), and start squeezing.
(Frequently, Slightly Impairing)
15 Physical Limitation: Poor Eyesight, suffers Appearance: Constrictors are larger than venomous
-2 to all Sight PER Rolls (Frequently, Greatly serpents, or most other serpents for that matter; the
Impairing) reticulated python, which can grow to lengths of 33
5 Physical Limitation: Reduced Leap, cannot feet (10 meters), is the largest serpent on Earth.
leap (Infrequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
178 HERO System Bestiary
OPTIONS
Cost Black Mamba
42 Venomous Bite: Drain CON 3d6, Delayed
Return Rate (points return at the rate of 5
per Hour; +1), NND (defense is appropriate
VENOMOUS SNAKES LS [Immunity]; +1), Personal Immunity
Val Char Cost Roll Notes (+¼); 4 Charges (-1), Bite Must Do BODY
-8 STR -18 7- Lift 8 kg; 0d6 [1] (-½), Extra Time (onset time begins 5
14 DEX 12 12- OCV: 5/DCV: 5 Minutes after victim is bitten; -2), Gradual
5 CON -10 10- Effect (15 Minutes; 1d6/5 Minutes; -¾),
3 BODY -14 10- Linked (to RKA; -½) plus RKA 3d6, NND
8 INT -2 11- PER Roll 11- (defense is appropriate LS [Immunity]; +1),
5 EGO -10 10- ECV: 2 Does BODY (+1), Personal Immunity (+¼);
10 PRE 0 11- PRE Attack: 2d6 No Range (-½), 4 Charges (-1), Bite Must Do
8 COM -1 11- BODY (-½), Extra Time (onset time begins
5 Minutes after victim is bitten; -2), Gradual
2 PD 2 Total: 2 PD (1 rPD) Effect (15 Minutes; 1d6/5 Minutes; -¾) [4]
2 ED 1 Total: 2 ED (1 rED) 8 Fast: Running +4” (6” total) 1
3 SPD 6 Phases: 4, 8, 12 5 Burst Of Speed: Running +5” (11” total);
3 REC 4 Increased Endurance Cost (x3 END; -1) 3
12 END 1 Total cost: +55 points
10 STUN 4 Total Characteristics Cost: -25
Cost Bushmaster
Movement: Running: 2”/4” +5 Replace Bite with Huge Fangs: HKA ½d6
Leaping: 0”/0” (½d6 with STR) 1
78 Venomous Bite: Drain CON 4d6, Delayed
Cost Powers END Return Rate (points return at the rate of 5
5 Bite: HKA 1 point (1 point with STR) 1 per Hour; +1), NND (defense is appropri-
1 Scaly Skin: Damage Resistance (1 PD/1 ED) 0 ate LS [Immunity]; +1), Personal Immunity
2 Not Much Appetite: Life Support (+¼); 4 Charges (-1), Bite Must Do BODY
(Diminished Eating: only needs to eat (-½), Extra Time (onset time begins 1 Turn
once every few months) 0 after victim is bitten; -1¼), Gradual Effect
-8 Slow: Running -4” (2” total) (4 Minutes; 1d6/1 Minute; -½), Linked (to
6 Serpent’s Tongue: +3 PER with Smell/Taste RKA; -½) plus RKA 5d6, NND (defense is
Group 0 appropriate LS [Immunity]; +1), Does BODY
(+1), Personal Immunity (+¼); No Range
Skills (-½), 4 Charges (-1), Bite Must Do BODY
5 Hard To Hit: +1 DCV (-½), Extra Time (onset time begins 1 Turn
4 +2 OCV with Bite after victim is bitten; -1¼), Gradual Effect (4
Minutes; 1d6/1 Minute; -½) [4]
5 Climbing 13- 5 Heat-Sensitive Pits: Infrared Perception
5 Concealment 13-; Self Only (-½) (Touch Group) 0
5 Stealth 13- Total cost: +88 points
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
15 Physical Limitation: Cold-Blooded (Fre-
quently, Greatly Impairing)
0 Physical Limitation: Human Size (size varies,
but this makes for a good average; if desired,
apply an appropriate Size template based on
the information given in the text)
15 Physical Limitation: Poor Eyesight, suffers
-2 to all Sight PER Rolls (Frequently, Greatly
Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
Hero Games 179
so much venom with a strike that it’s one of the South American pit vipers) can be up to eight feet
most dangerous serpents on Earth. long. It’s responsible for more human deaths in the
Cobra, King: Reaching lengths of American tropics than any other serpent.
nearly 19 feet, Rattlesnake: This name applies to a large group
the king cobra, of pit vipers, most native to the United States, who
or hamadryad, is are easily recognized from the rattles — thick-
the world’s largest ven- ened scales retained after molting — at the end of
omous serpent. It lives in India and their bodies. When vibrated, the rattle produces a
Southeast Asia. Although normally shy, characteristic sound sufficient to scare away most
it can become aggressive, and has been predators. Some of the best-known rattlesnakes
known to make unprovoked attacks on include the timber rattler, sidewinder, eastern dia-
humans with its lethal venom. Normally it mondback, and western diamondback. Rattlesnakes
warns anyone who disturbs it by holding can grow up to about eight feet long.
the upper part of its body off the ground You can also use
and unfolding a flap of skin around its the rattlesnake’s
head to form a “hood.” It can lunge as character
far as six feet to strike its prey. Reliable sheet for the
reports tell of elephants dying within copperhead
a few hours of being bitten by a king and the cot-
cobra. tonmouth (or
You can also use this snake’s character water mocas-
sheet for most other species of cobra, such as sin). For the
the Indian or the Egyptian. former, elimi-
Coral Snake: This brightly-colored snake, with nate the Rattle
bands of red, yellow, and black, is highly poison- altogether; for the
ous, but has small teeth and thus may experience latter, change it to “Mouth Display” (the showing
difficulty trying to poison any creature with thick of the white insides of the mouth) and reduce the
fur, skin, or other protection (including a human’s bonus to +5 PRE. Give the cottonmouth Swimming
clothing or footwear). +1”, and the copperhead the Camouflaged template.
Death Adder: Native to Australia, the death adder Ringhals: Better known as the “spitting cobra,”
actually belongs to the cobra family. Its bite is one the ringhals has the ability to project venom up to
of the most lethal on Earth. about nine feet. It aims for the victim’s eyes. Besides
You can also use the death adder’s character being intensely painful, spit venom can cause tem-
sheet for the land krait, a group of highly venomous porary, or sometimes permanent, blindness.
serpents native to Asia. Sea Snake: This large family of marine serpents
Fer-de-Lance: The fer-de-lance (a term applied by has vertically flattened tails (and sometimes bodies)
some authorities to a large group of closely-related to help them swim. All are extremely poisonous.
According to some authorities, the deadliest of all
sea snakes is the sea krait, which takes its name
from its resemblance to the land krait. Others argue
for Enhydrina schistosa as the most lethal.
Taipan: The inland taipan, or “fierce snake,” is
generally regarded as the most venomous snake on
Earth (though some argue that the venom of the
sea snake Enhydrina schistosa is more potent). The
ordinary taipan is only slightly less deadly.
182 HERO System Bestiary
SPIDER
Val Char Cost Roll Notes
-35 STR -45 3- Lift .2 kg; 0d6 [1]
10 DEX 0 11- OCV: 3/DCV: 3
2 CON -16 9-
1 BODY -18 9-
5 INT -5 10- PER Roll 10-
5 EGO -10 10- ECV: 2
3 PRE -7 10- PRE Attack: ½d6
8 COM -1 11-
1 PD 1 Total: 1 PD (0 rPD)
1 ED 1 Total: 1 ED (0 rED)
2 SPD 0 Phases: 6, 12
1 REC 2
4 END 0
4 STUN 2 Total Characteristics Cost: -96
OPTIONS
Cost Australian Funnel-Web Spider
SWARMS
S
78 Venomous Bite: Drain CON 4d6, Delayed ome animals, although too tiny to cause
Return Rate (points return at the rate of 5 any significant harm to the average human
per Hour; +1), NND (defense is appropri- (or large animal) by themselves, become
ate LS [Immunity]; +1), Personal Immunity quite dangerous when they group together
(+¼); 4 Charges (-1), Fangs Must Do BODY with others of their kind in swarms. In game terms,
(-½), Extra Time (onset time begins 1 Turn a swarm counts as a single being, albeit a being
after victim is bitten; -1¼), Gradual Effect which is hard to hurt or avoid due to its amorphous
(4 Minutes; 1d6/1 Minute; -½), Linked (to nature (represented by its Damage Reduction). A
RKA; -½) plus RKA 5d6, NND (defense is character who Stuns or Knocks Out a swarm has
appropriate LS [Immunity]; +1), Does simply affected enough of its component creatures
BODY (+1), Personal Immunity (+¼); No to disperse and disorient it. If he does enough
Range (-½), 4 Charges (-1), Fangs Must Do BODY damage to kill it, he has destroyed enough
BODY (-½), Extra Time (onset time begins of the component creatures that the few survivors
1 Turn after victim is bitten; -1¼), Gradual leave.
Effect (4 Minutes; 1d6/1 Minute; -½) [4] Since swarms are not single creatures, you
Total cost: +78 points should not use the Hit Location rules when attack-
ing them; simply apply the damage generally. Alter-
Cost Black Widow nately, you can use the accompanying Hit Location
33 Venomous Bite: Drain CON 3d6, Delayed Table.
Return Rate (points return at the rate of 5
per Hour; +1), NND (defense is appropriate swarm Hit Location table
LS [Immunity]; +1), Personal Immunity
(+¼); 4 Charges (-1), Fangs Must Do BODY Roll Location STUNx N STUN BODYx To Hit
(-½), Extra Time (onset time begins 5 3-5 High Desnity x2 x2 x2 -8 OCV
Minutes after victim is bitten; -2), Gradual 6-14 Avg. Density x1 x1 x1 -3 OCV
15-18 Low Desnity x½ x½ x½ -3 OCV
Effect (15 Minutes; 1d6/5 Minutes; -¾) plus
RKA 2d6, NND (defense is appropriate LS
[Immunity]; +1), Does BODY (+1), Personal STINGING INSECT SWARM
Immunity (+¼); No Range (-½), 4 Charges Val Char Cost Roll Notes
(-1), Fangs Must Do BODY (-½), Extra Time -35 STR -45 3- Lift .2 kg; 0d6 [1]
(onset time begins 5 Minutes after victim is 14 DEX 12 12- OCV: 5/DCV: 5
bitten; -2), Gradual Effect (10 Minutes; 10 CON 0 11-
1d6/5 minutes; -¾), Linked (-½) [4] 10 BODY 0 11-
Total cost: +33 points 5 INT -5 10- PER Roll 10-
5 EGO -10 10- ECV: 2
Cost Tarantula (Bird Spider) 8 PRE -2 11- PRE Attack: 1½d6
(+10) Change Physical Limitation to Tiny (.25m; 8 COM -1 11-
+9” KB) (Frequently, Slightly Impairing)
(+15) Physical Limitation: Poor Eyesight, suffers 1 PD 1 Total: 1 PD (0 rPD)
-2 to all Sight PER Rolls (Frequently, Greatly 1 ED -1 Total: 1 ED (0 rED)
Impairing) 3 SPD 6 Phases: 4, 8, 12
5 Increase STR to -30 1 2 REC 0
12 Venomous Bite: Drain CON 2d6, Delayed 20 END 0
Return Rate (points return at the rate of 5 per 15 STUN 0 Total Characteristics Cost: -45
Hour; +1), NND (defense is appropriate LS
[Immunity]; +1), Personal Immunity (+¼); Movement: Running: 1”/2”
4 Charges (-1), Fangs Must Do BODY (-½), Leaping: 0”/0”
Extra Time (onset time begins 5 Minutes after Swimming: 0”/0”
victim is bitten; -2), Gradual Effect (40 Flight: 5”/10”
Minutes; 1d6/20 Minutes; -1) [4]
-15 Remove Webs Cost Powers END
Total cost: +2 points 23 Stinging: RKA ½d6, Continuous (+1),
NND (defense is appropriate LS
[Immunity]; +1), Does BODY (+1),
Personal Immunity (+¼), 64 Charges
(+½); No Range (-½), Must Target
Unprotected Hit Locations (-½) [64]
40 Swarm Form: Physical Damage
Reduction, Resistant, 75%; Not Versus
Area Of Effect/Explosion Attacks (-½) 0
10 Swarm Form: Energy Damage Reduction,
Resistant, 25%; Not Versus Area Of Effect/
Explosion Attacks (-½) 0
184 HERO System Bestiary
24 Swarm Form: Desolidification (affected Personality/Motivation: Normal animal motivations.
by any attack), Reduced Endurance (0 Powers/Tactics: Insect swarms usually attack when
END; +½); Cannot Pass Through Solid their nest is disturbed. They pursue a foe aggres-
Objects (-½), Does Not Protect Against sively, creeping through the tiniest openings to get
Damage (-1) 0 at him. Once a swarm’s target eludes it (typically
7 Wings: Flight 5”; Restrainable (-½) 1 by diving underwater or getting into an airtight
1 Insect Legs: Leaping +1” (1” forward, location), the swarm disperses or moves on after a
½” upward) 1 minute or two.
-10 Insectile: Running -5” (1” total)
-2 Insectile: Swimming -2” (0” total) Campaign Use: Arctic regions sometimes have
6 Six Legs: Extra Limbs, Inherent (+¼) 0 clouds of large mosquitoes which you can also
5 Swarm Form: Increased Arc Of Perception simulate with this writeup. By getting rid of the
(360 Degrees) for Normal Sight 0 Wings, you can use it to represent hoards of army
8 Insect Legs: Clinging (normal STR); ants rampaging through a jungle.
Cannot Resist Knockback (-¼) 0 Appearance: A man-size (or sometimes larger)
cloud of flying, stinging insects.
Total Powers & Skills Cost: 112
Total Cost: 67
SCHOOL OF PIRANHA
75+ Disadvantages Val Char Cost Roll Notes
0 Physical Limitation: Human Size -30 STR -40 3- Lift .4 kg; 0d6 [1]
20 Physical Limitation: Instinctive Intelligence 17 DEX 21 12- OCV: 6/DCV: 6
(All The Time, Greatly Impairing) 10 CON 0 11-
15 Physical Limitation: Very Limited Manipula- 10 BODY 0 11-
tion (Frequently, Greatly Impairing) 8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
Total Disadvantage Points: 110 10 PRE 0 11- PRE Attack: 2d6
Ecology: This character sheet represents a swarm 8 COM -1 11-
of stinging insects, such as hornets or bees. Found
everywhere but arctic regions, such insects can pose 2 PD 2 Total: 2 PD (0 rPD)
a significant threat to humans when they swarm. 2 ED 0 Total: 2 ED (0 rED)
3 SPD 3 Phases: 4, 8, 12
2 REC 0
20 END 0
20 STUN 5 Total Characteristics Cost: -22
SPERM WHALE
Val Char Cost Roll Notes
60 STR 50 21- Lift 100 tons; 12d6 [6] 75+ Disadvantages
11 DEX 3 11- OCV: 4/DCV: 4 10 Physical Limitation: Huge (up to 20m long
35 CON 50 16- and 50 tons; -6 DCV, +6 to PER Rolls to per-
40 BODY 60 17- ceive) (Frequently, Slightly Impairing)
8 INT -2 11- PER Roll 11- 10 Physical Limitation: Near-Human Intelli-
5 EGO -10 10- ECV: 2 gence (Frequently, Slightly Impairing)
20 PRE 10 13- PRE Attack: 4d6 15 Physical Limitation: Very Limited Manipula-
8 COM -1 11- tion (Frequently, Greatly Impairing)
189 Experience Points
20 PD 8 Total: 20 PD (6 rPD)
15 ED 8 Total: 15 ED (6 rED) Total Disadvantage Points: 299
3 SPD 9 Phases: 4, 8, 12
19 REC 0 Ecology: Sperm whales live in the open ocean,
70 END 0 where they dive deep (possibly to depths of over a
88 STUN 0 Total Characteristics Cost: 185 mile) in search of prey (many sperm whales have
(+137 with NCM) scars around their snouts and heads from titanic
underwater battles with giant squid). They can
Movement: Running: 0”/0” reach these depths thanks to a waxy substance
Leaping: 12”/24” called spermaceti which surrounds their nasal pas-
Swimming: 17”/34” sages — by taking water into the passages, they can
alter the density of the spermaceti, and thus their
Cost Powers END buoyancy. (Spermaceti may also help focus the
25 Bite: HKA 1½d6 (3d6+1 with STR) 2 whale’s echolocation.) A sperm whale can hold its
6 Tough Skin: Damage Resistance breath for nearly two hours.
(6 PD/6 ED) 0 Powers/Tactics: Sperm whales fight primarily by
50 Heavy: Knockback Resistance -25” 0 biting with their huge jaws. They can also bash with
3 Deep Water Swimmer: Life Support their tails (Strike) or ram targets (Move Through).
(Extended Breathing: 1 END per Minute,
Campaign Use: By getting rid of the Bite, you can
Safe Environment: High Pressure) 0
use this character sheet for many different baleen
15 Flukes: Swimming +15” (17” total) 0
whales, such as humpbacks and blue whales.
-12 Only Swims: Running -6” (0” total)
15 Echolocation: Active Sonar 0 Appearance: A sperm whale is a large (over sixty
3 Whale Senses: +1 PER with all feet long and up to 50 tons in weight) dark grey
Sense Groups 0 whale with a distinctive square-shaped snout and a
4 Whale Ears: +2 PER with Hearing Group 0 mouth containing sharp teeth only in its lower jaw.
Its blowhole is far forward on its head, and to the
Skills left.
5 +1 Hand-To-Hand
T
his chapter features a hodge-
podge of creatures seen in sci-
ence fiction, movies, television,
and similar sources. The crea-
tures chosen were selected for their com-
monality, usefulness in adventure stories as
adversaries, unusual natures, and the like.
Some creatures end up with more points
from Disadvantages than they spend on
abilities and Characteristics. In this case,
either ignore the surplus points, or spend
them on additional abilities suitable for indi-
vidual members of the species who appear
in your game.
190 HERO System Bestiary
30 Acidic Secretions: HKA 1d6, Continuous
(+1), Damage Shield (+½), Penetrating
(+½), Persistent (+½), Reduced Endurance
(0 END; +½); Always On (-½), No STR
Bonus (-½) 0
5 Semisolid Body: Damage Resistance
(5 PD/5 ED) 0
30 Semisolid Body: Physical Damage
Reduction, Resistant, 50% 0
22 Rapid Healing: Healing 3d6 (Regeneration;
3 BODY per Turn), Reduced Endurance
(0 END; +½), Persistent (+½); Extra Time
(1 Turn; -1¼), Self Only (-½) 0
30 Semisolid Body: Life Support (Self-
Contained Breathing; Immunity: all
diseases and poisons) 0
10 Semisolid Body: No Hit Locations (see text) 0
24 Semisolid Body: Desolidification (affected
by any attack), Reduced Endurance (0 END;
+½); Does Not Protect Against Damage (-1),
Cannot Pass Through Solid Objects (-½) 0
-4 Slow: Running -2” (4” total) 0
5 Many Eyes: Increased Arc Of Perception
(360 Degrees) for Normal Sight 0
45 Oozing Body: Stretching 6”, Reduced
Endurance (0 END; +½) 0
5 Pseudopods And Tentacles: Extra Limbs
(as many as needed) 0
10 Semisolid Body: Clinging (normal STR) 0
Skills
15 +3 Hand-To-Hand
ANIMAL-MEN
2
Skills
+1 with Flight
Ecology: Animal-men are blasphemous, but often
quite powerful, cross-breedings of humans and 3 Stealth 13-
animals. They may result from a wizard’s experi-
ments, the twisted activities of mad scientists and Total Powers & Skills Cost: 48
deranged surgeons, strange mutative magics, or Total Cost: 96
the like. Some have electrodes or wires attached
to their heads or other parts of their bodies, indi-
cating how their master controls them.
Campaign Use: Besides using them as opponents
for PCs, you can bring animal-men into adven-
tures as sentient aliens, escapees from an evil
scientist who have formed their own community
in the sewers (or in the deepest jungle), wizards’
servants, or in many other roles.
Animal-men may have many additional
Skills or abilities, depending on their origin or
training. For example, many have Weapon Famil-
iarities.
192 HERO System Bestiary
CAT-MAN
75+ Disadvantages Val Char Cost Roll Notes
0 Physical Limitation: Human Size 15 STR 5 12- Lift 200 kg; 3d6 [1]
10 Physical Limitation: Limited Manipulation 23 DEX 39 14- OCV: 8/DCV: 8
(Frequently, Slightly Impairing) 15 CON 10 12-
11 Experience Points 15 BODY 10 12-
10 INT 0 11- PER Roll 11-
Total Disadvantage Points: 96 10 EGO 0 11- ECV: 3
Personality/Motivation: Varies, depending on the 18 PRE 8 13- PRE Attack: 3½d6
individual. 8 COM -1 11-
Powers/Tactics: Bird-men rely on their ability to fly
8 PD 5 Total: 8 PD (1 rPD)
for tactical advantage. They swoop down, perform-
5 ED 2 Total: 5 ED (1 rED)
ing Move Bys with their talons. Sometimes they
4 SPD 7 Phases: 3, 6, 9, 12
even Grab a foe and carry him up into the air to
6 REC 0
drop him from a deadly height.
30 END 0
Appearance: Bird-men are hideous crosses between 31 STUN 0 Total Characteristics Cost: 85
men and avians. In place of arms, they have wings (+10 with NCM)
(sometimes with tiny, almost-useless fingers at the
mid-joint); in place of feet, they have talons. Their Movement: Running: 9”/18”
heads often have beak-like structures and large, Leaping: 6”/12”
avian eyes.
Cost Powers END
12 Claws: HKA 1d6 (2d6 with STR);
Reduced Penetration (-¼) 1
5 Bite: HKA 1 point (½d6 with STR) 1
1 Tough Skin: Damage Resistance
(1 PD/1 ED) 0
6 Cat’s Legs: Running +3” (9” total) 1
3 Cat’s Legs: Leaping +3” (6” total) 1
6 Cat’s Senses: +2 PER with all Sense Groups 0
5 Tail: Extra Limb, Inherent (+¼); Limited
Manipulation (-¼) 0
Skills
5 +1 Hand-To-Hand
3 Acrobatics 14-
3 Breakfall 14-
3 Stealth 14-
75+ Disadvantages
0 Physical Limitation: Human Size
62 Experience Points
GORILLA-MAN
Val Char Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 [2]
17 DEX 21 12- OCV: 6/DCV: 6
18 CON 16 13-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
8 COM -1 11-
7 PD 3 Total: 8 PD (1 rPD)
4 ED 0 Total: 5 ED (1 rED)
4 SPD 13 Phases: 3, 6, 9, 12
8 REC 0
36 END 0
34 STUN 0 Total Characteristics Cost: 77
Skills
8 +4 OCV with Strike
3 Climbing 12-
75+ Disadvantages
20 Enraged: when subjected to bright lights or
Sight Group Flashes (Uncommon), go 14-,
recover 11-
5 Hunted: monster hunters 8-
(Less Pow, Capture)
15 Physical Limitation: Gigantic (32m tall;
-8 DCV, +8 to PER Rolls to perceive) (Fre-
quently, Greatly Impairing)
10 Physical Limitation: Limited Manipulation
(Frequently, Slightly Impairing)
10 Physical Limitation: Near-Human Intelli-
gence (Frequently, Slightly Impairing)
15 Psychological Limitation: Must Exert Domi-
Hero Games 195
8 PD 6 Total: 14 PD (6 rPD)
8 ED 5 Total: 14 ED (6 rED)
3 SPD 2 Phases: 4, 8, 12
5 REC 0
30 END 0
30 STUN 5 Total Characteristics Cost: 62
Skills
15 +5 with Planet-Destroying Cannon
75+ Disadvantages
10 Physical Limitation: Really Colossal (1,000m
long or in diameter; -18 DCV, +18 to PER
Rolls to perceive) (Frequently, Slightly
Impairing)
15 Physical Limitation: Machine Intelligence
(Frequently, Greatly Impairing)
16 Physical Limitation: Reduced Leap, cannot
leap (Infrequently, Slightly Impairing)
198 HERO System Bestiary
2 PD 2 Total: 2 PD (1 rPD)
2 ED 0 Total: 2 ED (1 rED)
2 SPD 0 Phases: 6, 12
2 REC 0
16 END 0
10 STUN 2 Total Characteristics Cost: -25
Target (humans; -½), No Range (-½), Skin body). Once it makes skin contact, it digs the barbs
Contact Required (-1), Only On Victims on its feet (and in some species, a proboscis) into the
Under Its Control (EGO+20 or better victim’s flesh and latches onto his spine. This allows it
required; -½), All Or Nothing (-½) 0 to take control of the victim (i.e., attack with its Mind
10 Nutrition Loss: Drain BODY 1d6 (standard Control) and make him do its bidding. In doing so it
effect: 1 BODY), Delayed Return Rate establishes a one-way neurochemical link. This means
(points return at the rate of 5 per Month, or that once it’s firmly attached to a victim, any damage a
begin healing normally once neuroparasite neuroparasite suffers its victim suffers as well, but the
is removed; +2), Penetrating (+½), Reduced parasite itself does not suffer if its host is harmed. The
Endurance (0 END; +½); Skin Contact neuroparasite remains attached to its host (and usu-
Required (-1), 1 Charge (-2) [1] ally hides itself under the host’s collar, hat, shirt, tunic,
1 Tough Shell: Damage Resistance or the like) until the host dies and it seeks another, or
(1 PD/1 ED) 0 it is somehow removed. Typically a host loses 1 BODY
-10 Short Legs: Running -5” (1” total) per day a parasite is attached due to the strain of being
1 Springy Legs: Leaping +1” (1” total) 1 controlled and the diminished nutrition his body
6 Heightened Senses: +2 PER with all receives.
Sense Groups 0 Campaign Use: Neuroparasites (and like creatures, for
6 Lots Of Legs: Extra Limbs, Inherent (+¼) 0 which this character sheet can serve as a template)
represent the ultimate horror in many games. Hard to
Skills detect and hard to remove without harm to the victim,
40 Hard To Hit: +8 DCV they’re far more difficult to confront than a typical
monster or enemy.
13 Concealment 19-; Self Only (-½)
19 Stealth 19- Appearance: Most neuroparasites are insect-like or
crustacean-like beings no more than five inches long.
Total Powers & Skills Cost: 193 They have six or more legs or barbs with which
Total Cost: 168 they attach themselves to a victim’s flesh, and some
have a proboscis as well.
75+ Disadvantages
10 Physical Limitation: Limited
Manipulation (Frequently,
Slightly Impairing)
15 Physical Limitation: Minus-
cule (about 3-5 inches long;
+12” KB) (Frequently, Greatly
Impairing)
10 Physical Limitation: Near-
Human Intelligence (Fre-
quently, Slightly Impairing)
58 Experience Points
Psychovore 60
Specific Emotion (-1)
Energy Form: Desolidification (affected by
0
R
obots and androids are mechanical
creations, usually of roughly humanoid Leaping 0
shape, designed to perform specific tasks 1 Tireless: Reduced End (0 END; +½) on
on behalf of their creators or owners. Swimming 0
Androids have a far more “human” appearance than 18 Android Body: Damage Resistance
robots, but even they are recognizably not human (6 PD/6 ED) 0
in most cases. 45 Android Body: Life Support: Total 0
Robots and androids most commonly appear 34 Visual Sensors: Infrared Perception,
in science fiction stories; they’re one of the defining Ultraviolet Perception, x1000 Microscopic,
elements of the genre in many instances. How- Telescopic (+6 versus Range) (all for Sight
ever, you can also use them in superhero games, Group) 0
and in primitive form perhaps even in pulp- and 3 Auditory Sensors: Ultrasonic Perception
Victorian-era campaigns. In a fantasy games, you (Hearing Group) 0
can adapt robot and android character sheets for 12 Radio Sensors: HRRP 0
golems and other magical/alchemical constructs. 3 Sensor Enhancements: +1 PER with all
Robotic automatons typically take the Affected Sense Groups 0
By Cyberkinesis Physical Limitation. It represents
the fact that even though they’re Automatons, they Talents
are susceptible to cyberkinetic (machine-manipu- 32 Onboard Computer Systems: Absolute
lating) powers affecting EGO or PRE. This would Range Sense, Absolute Time Sense, Bump
include any Mental Power bought to affect the Of Direction, Lightning Calculator,
Machine class of minds. Universal Translator 12-
Skills
DUPLICATOR ANDROID 20 +2 Overall
Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 [1] 1 Climbing 8-
18 DEX 24 13- OCV: 6/DCV: 6 2 Language (GM’s choice)
10 CON 0 11-
10 BODY 0 11- Total Powers & Skills Cost: 562
15 INT 5 12- PER Roll 12- Total Cost: 623
0 EGO 0 — ECV: N/A
10 PRE 0 11- PRE Attack: 2d6 75+ Disadvantages
10 COM 0 11- 10 Physical Limitation: Affected By Cyberkine-
sis (has EGO 20 for purposes of cyberkinetic
6 PD 15 Total: 6 PD (6 rPD) powers, and can be affected by cyberkine-
6 ED 15 Total: 6 ED (6 rED) sis-based Presence Attacks) (Infrequently,
4 SPD 12 Phases: 3, 6, 9, 12 Greatly Impairing)
4 REC 0 0 Physical Limitation: Human Size
0 END -10 25 Psychological Limitation: Must Obey
— STUN — Total Characteristics Cost: 61 Programmer’s/Owner’s Commands (Very
Common, Total)
Movement: Running: 6”/12” 513 Experience Points
Leaping: 2”/4”
Total Disadvantage Points: 623
Cost Powers END Description: This highly advanced android is built
54 Alter Form: Shape Shift (Sight, Hearing, with mimicking circuitry that allows it to both
and Touch Groups; any humanoid form), alter its shape to match that of another person, and
Imitation, Reduced Endurance duplicate that person’s abilities (be they skills, tech-
(0 END; +½) 0 nology, superpowers, or the like). As such, it makes
255 Mimicking Circuitry: Variable Power Pool an ideal spy and assassin.
(Mimic Pool), 150 base + 75 control cost,
Powers Can Be Changes As Zero-Phase
Action (+1), No Skill Roll Required (+1),
Reduced Endurance (0 END; +½);
Requires Successful HTH Attack Roll (-½),
VPP Mimics Target’s Powers (-½), Powers
May Only Be As Powerful As Target’s
Powers (-½) 0
15 Android Body: Does Not Bleed 0
45 Android Body: Takes No STUN 0
15 Tireless: Reduced End (0 END; +½) on
up to 30 STR 0
208 HERO System Bestiary
GENERAL PURPOSE ROBOT (2 PD/2 ED) 0
Val Char Cost Roll Notes 45 Android Body: Life Support: Total 0
10 STR 0 11- Lift 100 kg; 2d6 [1] 20 Visual Sensors: Infrared Perception,
10 DEX 0 11- OCV: 3/DCV: 3 Ultraviolet Perception, x100 Microscopic
10 CON 0 11- (all for Sight Group) 0
10 BODY 0 11- 3 Auditory Sensors: Ultrasonic Perception
10 INT 0 11- PER Roll 11- (Hearing Group) 0
0 EGO 0 — ECV: N/A 12 Radio Sensors: HRRP 0
5 PRE -5 10- PRE Attack: 1d6
10 COM 0 11- Talents
32 Onboard Computer Systems: Absolute
2 PD 3 Total: 2 PD (2 rPD) Range Sense, Absolute Time Sense, Bump
2 ED 3 Total: 2 ED (2 rED) Of Direction, Lightning Calculator,
2 SPD 0 Phases: 6, 12 Universal Translator 11-
4 REC 0
0 END -10 Skills
— STUN — Total Characteristics Cost: -9 1 Climbing 8-
2 Language (GM’s choice)
Movement: Running: 6”/12” 3 Paramedics 11-
Leaping: 2”/4” 3 Jack Of All Trades
1 1) PS: Bartending 11-
Cost Powers END 1 2) PS: Butler 11-
15 Android Body: Does Not Bleed 0 1 3) PS: Childcare 11-
45 Android Body: Takes No STUN 0 1 4) PS: Cooking 11-
5 Tireless: Reduced End (0 END; +½) on 1 5) PS: Housecleaning 11-
10 STR 0 1 6) PS: Household Financial Management 11-
6 Tireless: Reduced End (0 END; +½) on 1 7) PS: Tailor 11-
Running 0 1 8) PS: Valet 11-
1 Tireless: Reduced End (0 END; +½) on
Leaping 0 Total Powers & Skills Cost: 208
1 Tireless: Reduced End (0 END; +½) on Total Cost: 199
Swimming 0
6 Android Body: Damage Resistance 75+ Disadvantages
10 Physical Limitation: Affected By Cyberkine-
sis (has EGO 5 for purposes of cyberkinetic
powers, and can be affected by cyberkine-
sis-based Presence Attacks) (Infrequently,
Greatly Impairing)
0 Physical Limitation: Human Size
25 Psychological Limitation: Must Obey
Programmer’s/Owner’s Commands (Very
Common, Total)
25 Psychological Limitation: Must Not Cause
Or Allow Harm To Humans (Very Common,
Total)
64 Experience Points
HUNTER-SEEKER DRONE
Val Char Cost Roll Notes
25 STR 15 14- Lift 800 kg; 5d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
10 CON 0 11-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
0 EGO 0 — ECV: N/A
20 PRE 10 13- PRE Attack: 4d6
10 COM 0 11-
Swamp Creature
SWAMP CREATURE
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
6 COM -2 10-
8 PD 5 Total: 8 PD (6 rPD)
6 ED 2 Total: 6 ED (6 rED)
4 SPD 12 Phases: 3, 6, 9, 12
9 REC 4
40 END 0
40 STUN 7 Total Characteristics Cost: 97
F
irst encountered by humanity in the 2300s,
the Xenovores are a hostile alien species Flight: 20”/40”
that attempted to exterminate mankind in
a series of long wars that occupied Earth’s Cost Powers END
attention for almost the entire twenty-fourth cen- 15 Talons: HKA 1d6 (1d6 with STR) 1
tury. The Xenovores include as part of their arsenal 5 Beak: HKA 1 point (1 point with STR) 1
battle-trained animals from their homeworld. 1 Scaly Skin: Damage Resistance (1 PD/1 ED) 0
Human soldiers fought many such animals during 1 Combat-Acclimated: +3 PRE; Only To
the Xenovore Wars, but they encountered two Protect Against Presence Attacks (-1)
— the warhound and the battlebird — more often 33 Wings: Flight 20”, Reduced Endurance
than others. (½ END; +¼); Restrainable (-½) 2
29 Stooping: Flight +24”, Reduced Endurance
XENOVORE BATTLEBIRD (0 END; +½); Restrainable (-½), Only To
Val Char Cost Roll Notes Dive At Prey For Move Bys (-1) 0
0 STR -10 9- Lift 25 kg; 0d6 [1] 1 Wing-Assisted Leap: Leaping +1”
18 DEX 24 13- OCV: 6/DCV: 6 (1” forward, ½” upward) 1
10 CON 0 11- -10 Short Legs: Running -5”
7 BODY -6 10- -2 No Swimming: Swimming -2”
8 INT -2 11- PER Roll 11- 10 Raptor Eyes: +5 PER with Sight Group 0
5 EGO -10 10- ECV: 2 16 Raptor Eyes: +16 versus Range for
16 PRE 6 12- PRE Attack: 3d6 Normal Sight 0
8 COM -1 11-
Skills
5 PD 5 Total: 5 PD (1 rPD) 10 +2 Hand-To-Hand
5 ED 3 Total: 5 ED (1 rED) 8 +4 Targeting Skill Levels with Talons and
3 SPD 2 Phases: 4, 8, 12 Beak
4 REC 4 10 Hard To Hit: +2 DCV
20 END 0
20 STUN 8 Total Characteristics Cost: 23 2 PS: Attack 11-
2 PS: General Obedience 11-
2 PS: Guard 11-
2 PS: Retrieve/Fetch 11-
2 PS: Stop Attacking 11-
7 Stealth 15-
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
5 Physical Limitation: Small (from about .6m
to 1.3m long; +3” KB) (Infrequently, Slightly
Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
57 Experience Points
Campaign Use: You can use this character sheet for 2 PS: General Obedience 11-
eagles altered by magic, other strange alien raptors 2 PS: Guard 11-
and bats, and the like. 2 PS: Retrieve/Fetch 11-
Appearance: A Xenovore battlebird looks like a 2 PS: Stop Attacking 11-
strange cross between a lizard and an eagle. It has 5 Stealth 14-
scales on its upper body and the top edges of its wings 3 Tactics 11-
that gradually, almost imperceptibly, meld into feath- 3 Teamwork 13-
ers lower down. Its ears and tail are leathery, more like
those of a bat than a bird. Most subspecies are grey- Total Powers & Skills Cost: 136
green or black in color. Total Cost: 226
75+ Disadvantages
XENOVORE WARHOUND 15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
Val Char Cost Roll Notes 0 Physical Limitation: Human Size
25 STR 15 14- Lift 800 kg; 5d6 [2] 15 Physical Limitation: Very Limited Manipula-
18 DEX 24 13- OCV: 6/DCV: 6 tion (Frequently, Greatly Impairing)
20 CON 20 13- 121 Experience Points
16 BODY 12 12-
8 INT -2 11- PER Roll 11- Total Disadvantage Points: 226
5 EGO -10 10- ECV: 2
20 PRE 10 13- PRE Attack: 4d6 Ecology: Unknown. Presumably warhounds fill a
8 COM -1 11- similar ecological niche on their homeworld as lions,
wild dogs, or wolves do on Earth, but this has not been
10 PD 5 Total: 10 PD (4 rPD) confirmed.
8 ED 4 Total: 5 ED (4 rED) Personality/Motivation: Normal animal motivations,
4 SPD 12 Phases: 3, 6, 9, 12 though warhounds encountered by Humans have
9 REC 0 received combat training and are vicious combatants
40 END 0 and killers.
40 STUN 1 Total Characteristics Cost: 90
Powers/Tactics: Trained warhounds know how to
(+7 with NCM)
work in a pack to bring down dangerous prey, such
as Humans. But if necessary, a warhound will take on
Movement: Running: 9”/18”
opponents up to twice its size on its own, counting on
Leaping: 5”/10”
its strong jaws and sharp claws to slaughter its prey
before it can escape or strike back.
Cost Powers END
25 Bite: HKA 1½d6 (3d6+1 with STR) 2 Appearance: Canine-like animals about the size of
16 Claws: HKA 1d6+1 (2½d6 with STR); lions, Xenovore warhounds have the same strange
Reduced Penetration (-¼) 1 quasi-reptilian physiognomy as many other creatures
15 Spikes: HKA ½d6, Continuous (+1), from the Xenovore
Damage Shield (+½), Inherent (+¼), homeworld. Their
Persistent (+½), Reduced Endurance (0 squarish heads,
END; +½); Always On (-½), Activation with bat-like ears
Roll 14- (-½), No STR Bonus (-½) 0 and large red-
4 Growl: +10 PRE; Only For Fear-Based amber eyes, are
Presence Attacks (-1), Incantations most noted for
(must growl; -¼) 0 the heavy, slightly
4 Scaly Skin: Damage Resistance (4 PD/4 ED) 0 underslung jaw
1 Combat-Acclimated: +3 PRE; Only To filled with fangs
Protect Against Presence Attacks (-1) from one to
6 Swift-limbed: Running +3” (9” total) 1 three inches long.
9 Warhound’s Senses: +3 PER with all Strong legs sup-
Sense Groups 0 port a body with
5 Warhound’s Eyes: Nightvision 0 scaly skin and a
5 Warhound’s Nose: Tracking with series of short,
Normal Smell 0 sharp spines
5 Tail: Extra Limb, Inherent (+¼); running along
Limited Manipulation (-¼) 0 the forward part
of the creature’s
Skills back. Its long,
15 +3 Hand-To-Hand thick tail pro-
vides balance
3 Climbing 13- when it leaps
2 Concealment 11-; Self Only (-½) and allows it to
2 PS: Attack 11- trip prey.
214 HERO System Bestiary
BIBLIOGRAPHY
Burnie, David. The Kingfisher Illustrated Animal Dover Clip Art Series
Encyclopedia
Gesner, Konrad. Beasts and Animals. New York:
Burton, Robert and Maurice. Inside The Animal
World Gesner, Konrad. Curious Woodcuts of Fanciful and
Real Beasts.
Conant, Roger and Joseph T. Collins. Peterson Field
Guides: Reptiles And Amphibians Of Eastern/Cen- Giuliani, Bob. Animal Illustrations.
tral North America Giuliani, Bob. Dinosaurs and Prehistoric Mammals
Cox, Barry, R.J.G. Savage, Brian Gardiner, and Colin Illustrations.
Harrison. The Simon & Schuster Encyclopedia Of Giuliani, Bob. Endangered Animal Illustrations.
Dinosaurs And Prehistoric Creatures Giuliani, Bob. Illustrations of Marine Animals.
The Dorling-Kindersley Animal Encyclopedia Grafton, Carol Belanger. Animal Illustrations.
The Encyclopedia Of Animals Grafton, Carol Belanger. Cuvier’s Animals.
McGavin, George. The Pocket Guide To Insects Of Grafton, Carol Belanger. Old-Fashioned Animals Cuts.
The Northern Hemisphere
Harter, Jim. Animals.
Nigg, Joseph. The Book Of Fabulous Beasts
Huber, Richard. Treasury of Fantastic and
Preston-Mafham, Rod and Ken. Spiders Of The Mythological Creatures.
World
Kate, Maggie. Big Book of Animals Illustrations.
Rose, Carol. Giants, Monsters, And Dragons
Lehner, Ernst and Johanna. Devils, Demons, and
Slater, Peter, ed. The Encyclopedia Of Animal Behav- Witchcraft.
ior
Merian, Matthaus. 1300 Real and Fanciful Animals.
Taylor, Leighton, ed. The Little Guides: Sharks
Whitfield, Philip. The Simon & Schuster Encyclope-
dia Of Animals
Hero Games 215
APPENDIX:
RESOURCES
T
o help you use the creatures from the Resource Kit.
Bestiary in your campaigns, this appen- To use the combat templates, all you have to do
dix contains several gaming aids. First, it is photocopy them (you have permission to do so
includes several examples of how to apply for your personal use only) and cut them out. A few
the templates described on pages 21-30. are in two or more “pieces,” since they’re too big to
Second, there’s a two-page quick-reference fit on a single page, so you’ll have to tape the pieces
containing all of the Hit Location Tables from this together. After your combat templates are ready,
book. That way you can save yourself a lot of page- whenever you need one, simply lay it on the hex
flipping during a game; just bookmark those pages map you’re using to track a battle. That way you can
and turn to them quickly whenever you need them. quickly and easily determine which characters are
Third, there are two pages of combat tem- affected by an attack, and which aren’t.
plates for the Area Of Effect attacks some of the Lastly, there’s a summary chart containing all
monsters have, as well as some generic “creature” the creatures in Chapters Two, Three, and Four,
combat templates for creatures larger than one hex. arranged in alphabetical order, so you can reference
The combat templates are all on a scale of 1” = one them quickly.
inch, the same as the maps in the HERO System
216 HERO System Bestiary
10 Physical Limitation: Diminutive (from about
.3m up to about .6m; +6” KB) (Frequently,
Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
MUTATED BEAR
Val Char Cost Roll Notes
38 STR 28 14- Lift 4,800 kg; 7 ½d6 [4]
15 DEX 15 12- OCV: 5/DCV: 5
18 CON 16 13-
12 BODY 4 11-
8 INT -2 11- PER Roll 11-
5 EGO -10 10- ECV: 2
MAGIC RAVEN 20 PRE 10 13- PRE Attack: 4d6
Val Char Cost Roll Notes 8 COM -1 11-
-20 STR -30 5- Lift 1.6 kg; 0d6 [1]
14 DEX 12 12- OCV: 5/DCV: 5 11 PD 3 Total: 11 PD (2 rPD)
6 CON -8 10- 6 ED 2 Total: 6 ED (2 rED)
3 BODY -14 10- 3 SPD 5 Phases: 4, 8, 12
10 INT 0 11- PER Roll 11- 13 REC 2
5 EGO -10 10- ECV: 2 36 END 0
8 PRE -2 11- PRE Attack: 1½d6 40 STUN 0 Total Characteristics Cost: 72
8 COM -1 11- (+21 with NCM)
ished Eating: only needs to eat once every EARTH GIANT LIZARD
few months) 0 Val Char Cost Roll Notes
100 Windrunning: Flight 20”, x8 noncombat, 60 STR 50 15- Lift 1,600 kg; 6d6 [3]
Rapid Noncombat Movement (+¼), 15 DEX 15 12- OCV: 5/DCV: 5
Combat Acceleration/Deceleration (+¼), 28 CON 36 15-
Reduced Endurance (0 END; +½) 0 20 BODY 20 13-
-12 Only Flies: Running -6” (0” total) 8 INT -2 11- PER Roll 11-
-2 Only Flies: Swimming -2” (0” total) 5 EGO -10 10- ECV: 2
6 Serpent’s Tongue: +3 PER with Smell/ 25 PRE 15 14- PRE Attack: 5d6
Taste Group 0 6 COM -2 10-
27 Body Of Air: Desolidification (affected
by magic); Cannot Pass Through Solid 18 PD 6 Total: 28 PD (10 rPD)
Objects (-½) 0 12 ED 6 Total: 26 ED (10 rED)
3 SPD 5 Phases: 4, 8, 12
Skills 18 REC 0
4 +2 OCV with Grab 56 END 0
65 STUN 1 Total Characteristics Cost: 140
5 Climbing 12- (+72 with NCM)
2 Concealment 11-; Self Only (-½)
3 Stealth 11- Movement: Running: 24”/48”
Leaping: 6”/12”
Total Powers & Skills Cost: 231 Tunneling: 6”/12”
Total Cost: 249
Cost Powers END
75+ Disadvantages 25 Bite: HKA 1½d6 (3d6+1 with STR) 2
15 Physical Limitation: Animal Intelligence 12 Claws: HKA 1d6 (2d6 with STR);
(Frequently, Greatly Impairing) Reduced Penetration (-¼) 1
15 Physical Limitation: Cold-Blooded (Fre- 23 Spiny Skin: HKA 1d6, Continuous (+1),
quently, Greatly Impairing) Damage Shield (+½), Persistent (+½),
10 Physical Limitation: Enormous (up to 10m Reduced Endurance (0 END; +½);
long; -4 DCV, +4 to PER Rolls to perceive) Activation Roll 14- (-½), No STR Bonus
(Frequently, Slightly Impairing) (-½), No Knockback (-¼) 0
15 Physical Limitation: Poor Eyesight, suffers 30 Body Of Earth: Armor (10 PD/10 ED)
-2 to all Sight PER Rolls (Frequently, Greatly 18 Heavy: Knockback Resistance -9” 0
Impairing) 36 Long Legs: Running +18” (24” total) 3
5 Physical Limitation: Reduced Leap, cannot 52 Passage Of Earth: Tunneling 6” through
leap (Infrequently, Slightly Impairing) 10 DEF material, Fill In 5
15 Physical Limitation: Very Limited Manipula- 5 Stonesight: N-Ray Perception (Sight
tion (Frequently, Greatly Impairing) Group) (cannot perceive through organic
99 Experience Points
Skills
8 Fangs A Lot: +4 OCV with Triple Fangs
9 +3 with Triple Fangs, Claws, and
Shooting Spines
3 Stealth 13-
75+ Disadvantages
5 Physical Limitation: Large (4m; -2 DCV,
+2 to PER Rolls to perceive) (Infrequently,
Slightly Impairing)
10 Physical Limitation: Near-Human Intelli-
gence (Frequently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
10 Psychological Limitation: Heads Tend To
Argue Amongst Themselves (Common;
Moderate)
222 HERO System Bestiary
126 Experience Points 5 Cat’s Eyes: Nightvision 0
5 Cat’s Nose: Tracking for Normal Smell 0
Total Disadvantage Points: 241
Skills
15 Hard To Hit: +3 DCV
5 +1 Hand-To-Hand
3 Breakfall 13-
3 Climbing 13-
13 Concealment 19-; Self Only (-½)
15 Stealth 19-
75+ Disadvantages
15 Physical Limitation: Animal Intelligence
(Frequently, Greatly Impairing)
10 Physical Limitation: Limited Manipulation
(Frequently, Slightly Impairing)
10 Physical Limitation: Tiny (.25m; +9” KB)
(Frequently, Slightly Impairing)
20 Psychological Limitation: Lets Humans
CAT FAMILIAR Think They Own It, When It Really Owns
Val Char Cost Roll Notes Them (Common, Total)
-15 STR -25 6- Lift 3.2 kg; 0d6 [1] 17 Experience Points
18 DEX 24 13- OCV: 6/DCV: 6
10 CON 0 11- Total Disadvantage Points: 147
5 BODY -10 10-
10 INT 0 11- PER Roll 11-
5 EGO -10 10- ECV: 2 INFERNAL TYRANNOSAURUS REX
8 PRE -2 11- PRE Attack: 1½d6 Val Char Cost Roll Notes
12 COM 1 11- 50 STR 40 19- Lift 25 tons; 10d6 [5]
15 DEX 15 12- OCV: 5/DCV: 5
2 PD 2 Total: 2 PD (0 rPD) 40 CON 60 17-
2 ED 0 Total: 2 ED (0 rED) 35 BODY 50 16-
3 SPD 2 Phases: 4, 8, 12 8 INT -2 11- PER Roll 11-
4 REC 4 5 EGO -10 10- ECV: 2
20 END 0 30 PRE 20 15- PRE Attack: 6d6
12 STUN 2 Total Characteristics Cost: -12 8 COM -1 11-
Talents
3 Lightsleep
Skills
5 Concealment 13-; Self Only (-½)
1 Language: English (basic conversation)
224 HERO System Bestiary
(comprehension only) 15 Roc’s Eyes: +10 versus Range for Sight
2 PS: Retrieve/Fetch 11- Group 0
2 One other PS, representing an additional
trick Talents
5 Stealth 13- 4 Adapted To Space: Environmental Move-
ment: Zero-G Training
Total Powers & Skills Cost: 45
Total Cost: 48 Total Powers & Skills Cost: 464
Total Cost: 677
75+ Disadvantages
15 Physical Limitation: Animal Intelligence 75+ Disadvantages
(Frequently, Greatly Impairing) 15 Physical Limitation: Animal Intelligence
5 Physical Limitation: Small (no larger than (Frequently, Greatly Impairing)
about 1m; +3” KB) (Infrequently, Slightly 20 Physical Limitation: Colossal (128 m; -12
Impairing) DCV, +12 to PER Rolls to perceive) (All The
15 Physical Limitation: Very Limited Manipula- Time, Greatly Impairing)
tion (Frequently, Greatly Impairing) 6 Physical Limitation: Reduced Leap, can
only leap half as far as STR indicates (Infre-
Total Disadvantage Points: 110 quently, Slightly Impairing)
15 Physical Limitation: Very Limited Manipula-
tion (Frequently, Greatly Impairing)
SPACE ROC 546 Experience Points
Val Char Cost Roll Notes
60 STR 50 21- Lift 100 tons; 12d6 [6] Total Disadvantage Points: 667
12 DEX 6 11- OCV: 4/DCV: 4
30 CON 40 15-
50 BODY 80 19- WINTER LESSER DRAGON
8 INT -2 11- PER Roll 11- Val Char Cost Roll Notes
5 EGO -10 10- ECV: 2 40 STR 30 17- Lift 6,400 kg; 8d6 [4]
40 PRE 30 17- PRE Attack: 8d6 20 DEX 30 13- OCV: 7/DCV: 7
8 COM -1 11- 25 CON 30 14-
25 BODY 30 14-
15 PD 3 Total: 25 PD (18 rPD) 18 INT 8 13- PER Roll 13-
15 ED 9 Total: 25 ED (18 rED) 18 EGO 16 13- ECV: 6
3 SPD 8 Phases: 4, 8, 12 30 PRE 20 15- PRE Attack: 6d6
18 REC 0 16 COM 3 12-
60 END 0
95 STUN 0 Total Characteristics Cost: 213 20 PD 12* Total: 20 PD (14 rPD)
(+170 with NCM) 20 ED 15* Total: 20 ED (14 rED)
4 SPD 10 Phases: 3, 6, 9, 12
Movement: Running: 20”/40” 15 REC 4
Leaping: 6”/12” 50 END 0
Flight: 30”/60” 60 STUN 2 Total Characteristics Cost: 210
(+80 with NCM)
Cost Powers END
90 Colossal Talons: Area Of Effect (6” *: Does Not Protect Hit Location 18 (-0)
Radius; +1) for 60 STR; Reduced
Endurance (0 END; +½) 0 Movement: Running: 6”/12”
86 Reach: Stretching 20”, Reduced Leaping: 4”/8”
Endurance (0 END; +½); Always Direct Flight: 15”/30”
(-¼), No Noncombat Stretching (-¼),
No Velocity Damage (-¼) 0 Cost Powers END
45 Beak: HKA 3d6 (6d6 with STR) 4 90 Dragon Powers: Multipower, 90-point
48 Talons: HKA 4d6 (8d6 with STR); reserve
Reduced Penetration (-¼) 6 4u 1) Fire Breath: RKA 3d6, Area Of Effect
30 Tough Body: Armor (10 PD/10 ED) 0 (18” Line; +1); Increased Endurance Cost
36 Heavy: Knockback Resistance -18” 0 (x2 END; -½), No Range (-½) 18
6 Vacuum Adaptation: Life Support (Safe 6u 2) Hypnotic Gaze: Mind Control 12d6,
Environments: High Radiation, Intense Reduced Endurance (0 END; +½); Eye
Cold, Low Pressure/Vacuum) 0 Contact Required (-½) 0
50 Wings: Flight 30”, Reduced Endurance 47 Draconic Weapons: Multipower, 47-point
(½ END; +¼); Restrainable (-½) 3 reserve
20 Space Travel: FTL Travel (30 LY/year) 5m 1) Bite: HKA 1½d6 (3d6 with STR) 2
28 Long Legs: Running +14” (20” total) 3 4m 2) Talons: HKA 1d6 (2d6 with STR),
6 Roc’s Eyes: +3 PER with Sight Group 0 Armor Piercing (+½) 2
Hero Games 225
Reptilian/Amphibian
Hit Location table
Roll Location STUNx N STUN BODYx To Hit Animal special hit locations
3-5 Head x5 x2 x2 -8 OCV
6-8 Forelimbs x2 x½ x½ -5 OCV Head Shot High Shot Body Shot Low Shot Leg Shot
9-11 Body x3 x1 x1 -3 OCV (-4 OCV) (-2 OCV) (-1 OCV) (-2 OCV) (-4 OCV)
12 Stomach x4 x1½ x1 -7 OCV Avian 1d6+3 2d6+1 2d6+4 2d6+6 1d6+12
13-16 Hindlimbs x2 x½ x½ -5 OCV Chimeric 1d6+2 2d6+1 2d6+4 2d6+6 1d6+11
17-18 Tail x1 x1 x1 -3 OCV Draconic 1d6+3 2d6+1 2d6+4 2d6+5 1d6+10
Equine 1d6+3 2d6+1 2d6+4 2d6+5 1d6+12
If the tail would be unimportant, consider a hit on Ichthyoid 1d6+3 2d6+1 2d6+4 2d6+6 1d6+12
it a Hindlimb hit instead. Insectoid 1d6+3 2d6+1 2d6+4 2d6+5 1d6+11
Octopoid 1d6+3 2d6+1 2d6+4 2d6+6 1d6+12
Quadruped 1d6+3 2d6+1 2d6+4 2d6+6 1d6+11
Reptilian 1d6+3 2d6 2d6+5 2d6+6 1d6+12
Serpentine 1d6+3 2d6+1 2d6+4 2d6+6 1d6+12
Winged Humanoid 1d6+3 2d6+1 2d6+4 2d6+6 1d6+12
228 HERO System Bestiary
2” Creature
Example: Centaur
9” Long Creature
Example: Lesser Dragon
(Wings Not Shown)