Librum Monstrorum

The Latin Librum Monstrorum, and its Greek counterpart βιβλίο τεράτων, are a near identical print of compiled sources intended for study by demigods to learn to defend themselves against the countless beasts that escape from Tartarus to cause Chaos in the mortal world. Monsters are listed in alphabetical order under their tiers, with a description as well as their abilities listed thereafter.

Present as well are a few endangered species, meaning severe and unavoidable godly consequences to any who dare kill one of the monsters.

### Monster Tiers

Peaceful - Anyone can run into them, please no killing

Low - Anyone can run into them

Low-Mid - anyone can run into them, but they favor Olympians/Big 3

Mid - Olympians/Big 3 or small-large groups only

Mid-High - Olympians/Big 3 or med-large groups only, prefer Big 3

High - Big 3 or large groups only

Danger - Quest Only!

Fabled Monstrum - Hands off!

## General Monstrorum

### Peaceful

*Antho Cunniculus, Commonly known as Bumble bunnies.*

* Little rabbits the size of real bunnies with antenae and insectile wings that somehow allow them to fly.
* It's greatest strength is to cause the plants nearby it to grow gigantic and more powerful. this allows it to hop about on giant flowers and it can even be used on magical plants, creating much larger versions of the base plant. They do have a stinger, which can inject a painful venom into those it hits and, unlike real bees, does not kill the bumble bunny upon use.
* Mythos: Supposedly, late one night, Aristaeus and pan got into an argument about whether or not domesticated bees were better than wild Animals, such as rabbits. after demeter eventually broke up the conflict, one of them -Usually pan, but some tellings differ- Created the Bumble bunnies as a present to the other. How Aristaeus or pan reacted to the bunnies is unknown.
* Rarity: Uncommon, but more common in areas of great natural magic
* Drops: Nothing useful, except for it's venom which isn't very powerful. Leave the bumble bunnies alone.

*Centaurs*

* Half horse, half human hybrids that are known to be great healers and archers. Also fantastic partiers.
* Not typically found in camp. Except thicc horseman.

*Catbuses*

* A Catbus can be seen as a wild version of the Grey Sister’s Taxi, (even more) unpredictable and less controllable.
* They are large, twelve-legged creatures with a cat's head, a furry bus-like body and a large tail. Their eyes function as headlights, which create a piercing yellow glow that cuts through both darkness and fog. The interior of the creature is mainly hollow, having furry bench-like seats to accommodate up to six passengers comfortably. They can appear in a variety of ways, though most commonly as orange tabby cats.
* They are active during the night, and during the day they will sleep. Baby Catbuses are called “Kittenbuses”.
* Catbuses are known to give transportation to both demigods, nature spirits, and creatures in return for something. It doesn’t matter what, as long as the Catbus deems it to be worthy of a ride, though they prefer food as a sign of respect. They will, however, give free transportation if a Huntress of Artemis is present among the group of riders. They are occasionally known to be employed, or at least bribed, by Chiron and other Camp Half-Blood staff to safely transport any potential campers that they come across before Satyrs are able to locate them, however it’s unpredictable at best and almost as rare as the Catbuses themselves.
* Catbuses can travel large distances that would take days to travel in a matter of minutes, though it is very tiring for them
* Their glowing eyes can pierce through every form of darkness and fog, even those imposed by magic, and when shined on illusions the illusions will begin to fail and shimmer under the powerful light.
* Mythos: The Catbuses were created as a gift to Artemis by the Egyptian goddess Bastet in ancient times during Ptolemy I Soter’s time ruling the Ptolemaic kingdom, where Egyptian and Greek divinity was conflated with each other for a brief period
* Rarity: very rare
* Drops: They do not drop anything, and when their life is threatened they will often “disappear” by running away while distance warping. They are also under the protection of Artemis and Bastet, so tread lightly.

*Mangata*

* They are the size of a blue whale and are made of starlight and stardust. The stardust makes up majority of their body while strands of starlight hold the whales together.
* They are perfectly equipped to live in space. Even if they travel to earth they will remain flying. When in a group of five or more they can swim around stardust and make it condense rapidly and cause the birth of a star.
* Mythos: When Urania was a young goddess and still learning about her domain, Aether decided to give her a tour of space. When Urania saw a supernova she decided to create a creature form the event. Then her and Aether both worked on the finishing touches. These whales are now in charge of creating the stars.
* Rarity: They are quite common throughout the cosmos but seeing on from earth is a rare event.
* Drops: Nothing! Let the whales be.

*Pegasi*

* Winged horses with the ability to fly. They’re most often friendly, and tend to bond fairly quickly.
* Found in Camp Forest
* **Item drops/Usages**:
	+ N/A

*Satyrs*

* Half man, half goat nature spirits. They are unable to hide their goat features from mortals, and instead choose to dress and act clumsily as humans. A large number of them act as demigod scouts for Camp Half-Blood. Known as Fauns to the Romans.
* Found in Camp Forest
* **Item drops/Usages**

*Stelli*

* A dear that has dots of pure light at the ends of some of its furs. Other than that and it’s thin glowing horns, it looks like a Florida Key deer. It’s rather small for a deer, looks delicate, and is definitely adorable.
* They can fly exceptionally well, and control the light around themselves with ease.
* Mythos: They we’re gifted to Herema by Aether after the two spent a hundred years happily married. The couple perfected the creatures together, and now the Stelli are the creatures that pull Herema’s chariot each morning as she begins the day.
* Rarity: Extraordinarily rare, it is said that there is only two dozen in existence.
* Drops: The wrath of a primordial goddess, and light pearls. These pearls can be used to create explosions of light, as a nightlight since they always dimly glow, or two make potions that’ll cause someone to glow for an hour. If you want to get the pearls without risking death attempt befriend a Stelli. They give their favorite demigods light pearls.

Scorched Ravens

* In their true form they look like a raven except the top half is albino and it fades into black. Its feathers can change colors to become any shade of black, white, or gray. It also can sing any bird song in existence .
* Mythos: This is a race based on Apollo’s scorching of ravens. Majority of the ravens have turned completely black as to his curse, but a few Apollo took pity on for their songs where lovely. He gave these few magical abilities and declared them under his protection. A small flock lives in the camp forest.
* Rarity: Extremely rare but thanks to the protection of Apollo they aren’t endangered. Don’t feel comfortable killing them though Apollo will still smite you.
* Found in Camp Forest
* **Item Drops/Usages**:
	+ Their color changing feathers, but these also shed naturally

*Synnefo Patri* (Commonly known as"Cloud owls")

* The Synnefo Patri have varying forms; they're a combination of 2 different species that already have many forms, so this is to be expected. In summary they are cats but with the combined likeness of an owl. The common through line for the species is their wings which cover their quadrupedal form. They're often larger than most of their body, and are rather downy and soft. The blend between the wings to the soft fur is very gradual and many struggle to realize when the transition takes place. They also notably have cat-like tails below the wings which are usually capped off by a few feathers. They are rather small in size, few being bigger than 14 inches tall not counting the tail. Their bones are like that of a bird, hollow for maneuverability. Their paws have retractable talons which seem to be the species' main "pride" as they can regularly be seen sharpening these claws in the wild.
* The Synnefo Patri were created by Zeus as a gift for Athena who took them in granting them knowledge. Then when Athena became bored of their unique method of creation, why she originally gained interest in them, she cast them aside. They were then taken in by hekate. This blend of history between 3 different gods explains the modern day cat's mix of regality, mystique, and knowledge.
* Their powers mostly come from their time with hecate, and are relatively minor. They can disappear into a puff of smoke and reappear a few feet away akin to their creation as well as their fur and wings being able to blend in with their surroundings if the animal needs to hide. Additionally they can be taught to read a few phrases due to their time with Athena making them smarter.
* Rarity is uncommon, not dangerous, just hard to find.
* **Item drops/Usages**:
	+ Their talons are sharp and feathers can be a neat rarity but they are overall unremarkable when it comes to drops.

*Quartzite* !!**Semi-Protected**!!

* They can be in the shape of any animal as long as it makes sense for this creature's mythos. However they are all covered head to toe with magical stone. The type of stone varies from creature to creature. Due to their origin they tend to be peaceful and thus make good companions of earth nymphs.
* They retain any physical abilities that wouldn’t be blocked by the stone (ex: dragon could fly but not have a breath attack) They can’t be hurt by physical attacks unless they use a rock. They have no need to eat or drink water and instead absorb minerals from other stones for energy. They can also go into a dormant state where they hide as a part of nature, and look like oddly shaped rocks. No one except for gods and a few demigods can detect them in this state. All of them can speak stone speak and any languages they have in their first life.
* These are creatures that the gods have taken pity upon and given them a second chance at life, but this time with magical protection. Most of these animals have similar yet sad stories of mistreatment.
* Rarity: Uncommon but they seem rare because they’re really good at hiding.
* **Item Drops/Usages**:
	+ If you somehow manage to kill one of these creatures you can collect the magical stone and use it as a shield that’ll hold up against almost anything. This stone will also fall off naturally if the creature feels loved and safe.

### Low Tier

*Basilisks*

* snake-like monsters who kill everything they touch. They are also in possession of a venomous bite and can spit fire.
* Found in Camp Forest
* **Item drops/Usages**:
	+ Venom
	+ Fire sacs
* *Rolls 1d4, key roll is 3*

*Harpies*

* Winged human-like wind spirits that are known to pester and attack travelers. Harpies are immune to fire.
* Found in Camp Forest
* **Item drops/Usages**:
	+ Feathers - immune to fire

*Rolls 1d4, key roll is 2*

*Hippalectryon*

* Quite possibly the most absurd monster, it has the back half of a chicken and the front half of a horse. Despite appearing exceptionally lopsided, it is quick on its feet, and maintains the temperament of an average rooster.
* Found in Camp Forest
* **Item drops/Usages**:
	+ N/A
* *Rolls 1d3, key roll is 1*

*Hippocampi*

* Sea horses made of foam and water, they appear as a horse from the waist up and have a fish tail from the waist down. While not particularly smart, they are very loyal, and also despise anyone who dares litter in the oceans. Also, if you litter in general, you suck.
* Found in Camp Ocean
* **Item drops/Usages**:
	+ N/A
* Will only fight litterers or people the children of oceanic gods tell them to, no rolls

*Behedras*  !!**Protected**!!

* Small dragon-like beings made by Demeter, being about the size of a dachshund or a border collie at their biggest. They are very social and intelligent, on a sentient level. Can camouflage themselves like a chameleon and can breathe fire. They mostly come in colors of green or brown. They are great pets and are very loyal and often imprint on their chosen owner. Their saliva has healing properties. They do have wings and can fly.
* They are peaceful creatures and are naturally skittish. They only attack when provoked. The Behedras is protected by Demeter. No killing!
* Item drops:
	+ They shed their fireproof skin as they grow. Their saliva is great for potions and carrying a vial around.
* Rarity is uncommon, but a few weyrs (groups) live in the Camp Forest. Otherwise, they live in places with little human activity.

*Leaf Ray*

* It looks like a manta-ray but it’s mostly made out of a leaf like material.
* It can fly, mimic the sounds of other animals, and influence the weather when in large groups.
* Mythos: Pan makes them to gaurd the forests that are under risk of mortals destroying them. At one time they used to drive land developers insane but the Olympian counsel voted 10 to 2 to ban Pan form making them with such power. Now they just annoy the heck out of developers and hope for the best.
* Rarity: Common especially in forest around cities. There are none around camp though.
* Drops: Pan will give you donkey ears if you dare hurt these (mostly) gentle giants. They will last for a couple of hours for minor injuries he deems not too horrible. They will last for decades or longer if you decide to kill one for no reason.

*Milestone Dragon*

* A large, Pale dragon, often with glasses and wings made out of parchment. They can shift into a humanoid form who often appear as generically nerdy humans.
* Their breath attack is a cloud of Brown gas that ages people in contact with it rapidly (Roughly one year every 10 seconds.) As well, they can bestow the curse of pointless knowledge at the highest level, and have perfect knowledge of the event they were created in honor of.
* Thankfully, Their almost all Remarkably peacful, and will only fight if they're attacked or if the person their talking to really upsets them, such as by claiming repeatedly that the even they were made to celebrate never happened.
* They also have powers related to the achievement they represent, a dragon for a medical triumph might have healing powers, for example.
* Mythos: Clio creates these clever dragons in honor of human acheivements, and they are often tied directly to them. They work for her and sometimes protect her children, but a  number of them also find themselves busy dealing with frustrating humans who claim the event that created them never happened (Poor Luna Thríamvos, The dragon created for the moon landings, Finds herself constantly beset by ignorant people.)
* Some known Milestone dragons include:
	+ Luna Thriamvos, AKA Lunella Leclerk, who currently works for nasa as one of their historians in the goddard institute for space studies.
	+ Fármako dóxa, AKA Mordecai Lob, Who works for Doctors without borders and was created for the eradication of small pox.
	+ Gynaíkes  Dimokratía, AKA Alexa Robinson, Created for women's suffrage in the US, Works at a feminist new agency.

* Rarity: Very rare, only created when a great achievement happens. that set, their functionally immortal unless killed, so most of them are still around.
* Drops: All you get is Clio's wrath, and you do not want the wrath of the goddess who writes the history books.

### Low-Mid Tier

*Atlas Goblin*

* The Atlas Goblin appears as a hunchbacked, pointy-eared, green-skinned, wart-nosed humanoid that stands at around 2 feet tall. They have long, boney arms with long claws. They cling to the backs of their victims, not attacking but instead just weighing them down.
* They can change their weight to 1.5x the victim they're clinging to.
* Mythos: It's said that every time Atlas screams in pain, one of these are born.
* Rarity: Uncommon, but rarer the further you get from Atlas' prison.
* Drops: It drops a stone that when lifted is no heavier than a baseball, but when dropped weighs as much as a bowling ball.

*Automatons*

* Self moving robots that are capable of acting of their own volition. They come in various forms, but most often take the form of humans or animals.
* Not typically found in camp
* Item drops/Usages:
	+ Scrap materials
* *Rolls 1d6, key rolls are 4 and 6*

*Carnifex*

* A snake with white and grey scales that mimics the pattern of marble.
* It can inject a venom into someone that’ll only hurt if they’re disliked by the god that created it. The venom usually won’t cause death but if a god really hates you (I’m talking like how much Hera hated Hercules) it might.
* Mythos: Hera created these to attack Heracles when he was younger and the other gods have copied her since.
* Rarity: Rare but more common wherever there’s temples or shrines to the gods.
* Drops:
	+ Yes you can kill these! Gods understand because they are a danger, and they sometimes even send one to their temples as challenges.
	+ It’s scales can be used to make nice looking jewelry.
	+ They can also be used as potion ingredients. If used in a potion it will have an effect that relates to the god that created it.

*Cosmic Foxes*

* An Entirely Black fennix Fox with glowing constelations formed out of white spots on it's fur, with pure white eyes.
* It is capable of easy shadow travel simply by wanting to do so, jumping from shadow to shadow and becoming intangible, making them incredibly hard to hunt. If you really upset one, It'll Cry out to it's mother nyx, and if your lucky, She'll just  Envelop you in magical darkness for a day. If your friends with one and look into it's eyes, it can show you it's favorite moment in space, usually a supernova or the birth of a star.
* Mythos: Nyx created these silly little fellows as a young goddess out of the darkness and some fallen stars. Many of the oldest of them are in fact older than zeus himself, meaning that the olympians find them a litttle unnerving. Nyx herself still cares for them deeply and treats them well, letting them roam about on earth as they please.
* Rarity: Rare.
* Drops: Sometimes, they shed parts of their fur, which if burnt puts you in direct contact with Nyx. As well, this fur can be used to weave a cloack of shadows, if you have enough patience and time, and are willing to settle for a cloak that makes you very hard to spot at night time. It's not invisibility, but it's like 70% of the way there.  It's eyes can be added to water to make a scrying pool, but good luck killing one without making a powerful enemy out of nyx.

*Empousai*

* Winged, bloodsucking demons tasked by Hecate to do her bidding. They possess a goat leg, a mechanical leg, and their true form has flaming hair, wings, and fangs. They can hide their goat leg by magic, but not their mechanical one.
* Found in Camp Forest
	+ **Item drops/Usages:**
* N/A

*Rolls 1d6, key rolls are 3 and 4*

*Gaia Wolf*

* A wolf with beautiful green fur and a white underbelly. They live in packs and are very peaceful unless provoked. As a matter of fact, they love demigod children of Pan and Hunters of Artemis.
* Plants sprout wherever its paws land. There's a 25% chance of it growing a magic plant.
* Mythos: In a brief moment of wakefulness, Gaia saw one of the wolves her grandson Epimetheus made and just had to make a pack of her own before she went back to sleep. Artemis then brought them under her protection, calling dibs before Pan could. Sometimes they serve as companions to the Hunters.
* Rarity: Rare
* Drops: Other than the wrath of Artemis, they leave their teeth, which can be used as a substitute for most potion ingredients if you don't have enough—just put what you have and add powdered teeth.

*Hellhounds*

* Large black dogs with glowing red eyes, often growing to the size of bears. They possess extreme strength and speed, especially for their size, but typically move in packs of three at most.
* Found in Camp Forest
* **Item drops/Usages:**
	+ Hellhound teeth
* *Rolls 1d5, key rolls are 1 and 5*

*Janus Deer*

* Janus deer resemble regular deer, except they have a white half and a dark half, as well as two heads with three eyes per head, and one antler per head. The key thing to know about Janus Deer is that they have two consciousnesses. The white head is peaceful, kind, and herbivorous, the black head, is dangerous, angry, and carnivorous. In general, the white head stops it from being a monster, and the black head stops it from being a good mount.
* The Black head has a venomous bite, whereas the white head can breathe Sleep gas if needed.
* Supposedly, the first janus deer was a follower of Janus who lived a double life, appearing kind and benevolent to the powerful while being cruel and vicious to those weaker than them. In retribution, janus transformed the follower into a Janus deer, effectively saying "This person does not represent me" From their, they have mysteriously propagated, and it's said that should a demigod show a two-faced nature, they are at risk of being transformed, although this is unheard of in the modern era.
* Rarity: Uncommon
* **Item drops/Usages:**
	+ The antlers of the Janus deer are particularly valuable to alchemists. When grinded into dust and mixed with water and a few other herbs, a potion is created which makes the drinker behave as if their exact opposite for one day. A single janus deer has two antlers, so if one is successfully hunted, you can make two of these potions.
	+ Also, the Black side has a venom gland, and the white side has a sleeping gas pouch.
* *Rolls 1d8, key roles are 4 and 5*

*Kobaloi*

* little gremlin gnome-goblin things. Very little is actually known about them, but they’re known to be virulent thieves who will take anything they can get their hands on.
* Found in Camp Forest
* **Item drops/Usages:**
	+ Whatever they stole from you, loser
* *Rolls 1d5, key rolls are 1 and 5*

*Myrmekes*

* Ants roughly the size of large dogs. They love to hoard glittering things in their massive anthills the same as Gryphons, but not just focused on gold. Will almost always attack in a pack swarm mentality, and can spray poison. They possess nigh-impenetrable back and head armor, but their joints and underside are particularly weak.
* Found in Camp Forest
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d8, key rolls are 2 and 8*

*Ophis*  !!**Endangered**!!

* Arm length snakes with wings that are able to project their venom and often travel in packs.
* Not typically found in camp
* *Rolls 1d7, key rolls are 1 and 7*

*Venti*

* Aggressive wind spirits created by Typhon and captured by Aeolus, are typically formless, but possess the powers of the winds and skies at their disposal.
* They also are notable for their ability to shape shift into a windy form of any animal, and for their ability to possess people.
* Found in Camp Forest
* *Item drops/Usages:*
	+ N/A
* *Rolls 1d6, key rolls are 1 and 2*

### Mid Tier

*Crocotta* !!**Endangered**!!

* An extremely violent dog-like beast hailing from India, not dissimilar to hyenas. They mimic human speech and travel in small packs.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d7, key rolls are 1, 4, and 7*

*Cyclopes*

* Large, single eyed giants that possess great strength. Often feared and avoided by most monsters.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d9, key rolls are 1, 5, and 9*

*Dracaenae*

* Female human-snake hybrids, who have two serpentine trunks in place of normal legs. Some of the most common monsters in organized armies.
* Found in Camp Forest
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d7, key rolls are 1, 4, and 7*

*Diplofidi*

* At first glance it looks like a normal snake, until one realises that it doesn’t have one, but two heads. The heads sprout from the same side and unlike average snakes this animal can rage in any colour. The two heads are two different beings with their own personalities. Think of it as conjoined twins. If one snake dies, the other dies as well.
* They’re poisonous, but not enough to kill anyone. The teeth are sharp enough to cause bleeding and tissue damage. From the bite, the skin will turn red and swell up, but if the poison lingers for too long (3 hours) the limb they bit will paralyse and turn immobile until the poison is removed. If the poison never gets removed, the damage is permanent.
* Mythos: As Perseus rode home on his pegasus after the slaying of Medusa, small unnoticeable droplets of blood from the gorgon’s head splattered onto the ground. From that, the diplofidis were formed. Small vicious creatures, they often form in different groups with the biggest most venomous snake being the leader. Many runts that no longer belong to a two headed snake pack reside in the woods of Camp Half-Blood
* Rarity: Not hard to find, but they’ll probably slid away before one can reach it.
* Drops: The creatures sheds about 4 to 12 times a year. Their skin is a bit sturdier than an average snake so they’re easier to use in various things such as clothing or maybe even armour. Their venom can be extracted and be used to create anti-venom.

*Gegeines*

* Take the appearance of clay statues of giants that have six arms. They are 7 ft. tall to 8 ft. tall, have superhuman strength, and can generate large and surprisingly sharp rocks in their hands.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d8, key rolls are 1, 7, and 8*

*Nympthite*

* These guys are the half way between a nymph and a wild humanoid monster.
* Sometimes nymphs are transformed into these as a punishment, and sometimes monsters are transformed into these as a reward. Those are rare cases though. The majority of nymphites are spirits of the four cardinal winds.
* The cardinal wind nympthites have powers that align with their wind of origin. The transformed nymphs keep some of their original powers but are weaker. The transformed monsters gain some powers of the nymph they’re copying but are in general weaker.
* Mythos: The four cardinal wind gods have been creating these to help with the seasons since they controlled the seasons. The other gods saw these in-between creatures and copied them.
* Rarity: The cardinal wind spirits are common on Aeolia and the palaces of the wind gods. They are uncommon throughout the world. The transformed nymphites are rare in camp, and other mythological places, but extremely rare everywhere else.
* Drops: When they die they crumble into a green dust that makes the flora around their dust site flourish.

*Stymphalian Birds*

* Flesh eating birds about the size of pigeons made of metal that have the ability to shoot their feathers like arrows. While they will eventually run out if used too much, they do have many at their disposal.
* Found in Camp Forest
* **Item drops/Usages:**
	+ Metal feathers
* *Roll 1d8, key rolls are 2, 5, and 8*

*Tacenda*

* Tigers with black fur, with light blue designs that glow when they hold a source of blue fire. They almost always have a lantern with blue fire in it in their mouth.
* They can control, extinguish, and generate blue fire with relative ease. They can also create illusions based on possible future outcomes.
* Mythos: They are creatures of the goddess Hecate. They sometimes appear to those who is at a major crossroad in their path to show the possibilities that could happen. They also are known to guide those who was lost in life to hidden locations where they are free to think things out. (If you want your character to meet them in one of these peaceful ways please contact staff. Anyone can have a peaceful encounter)
* Rarity: Extremely rare.
* Drops: If you kill them nothing, but sometimes they’ll give you their ever-burning lantern as a gift.

*Telkhines*

* Sea demon smiths and warriors that resemble dogs, men, and seals all together. With flipper-like feet, dog-like heads, and human torsos with hands that end in claws, they are a confusing mishmash of a demon. Often also make up a large portion of armies with the earthborn Gegeines and Dracanae.
* Found in Camp Forest
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d6, key rolls are 2, 4, and 5*

*Vasanisménoi*

* The Vasanisménoi are spirits of pain, both mental and physical, who are created when people undergo great bouts of torment or torture. Their name literally translates to "Tortured". They appear as humanoids with leathery skin-like hide who have been stitched together like Frankenstein's Monster. They are often compared to zombies, as they are relatively mindless, only really having "find and attack Demigod" in their minds. They occasionally pop up outside of camp's borders and slam on it until they either get dealt with, tire themselves out, or exploit a weakness in the magic that lets them in. Due to them being stitched together, they are easy to unravel, and often end up unravelling themselves and returning to Tartarus when attacking the border at camp.
* They are known for their freakish strength, able to flip cars with their bare hands.
* Their screams are known to strike magical terror into those that hear it, inflicting heavy phobia or torment on the mind of the listener.
* Mythos: They are creations of the goddess Algea, the Daemon of pain, who is responsible for their constant mental and physical pain.
* Rarity: Uncommon/Rare
* Drops: Their hide can be used like normal leather can, but it's only ever dropped in small amounts.

### Mid-High Tier

*Amphibious Gryphons*

* They have the body of a bear, but the head and wings of a penguin. It can hold its breath for an extremely long time, and swim at incredible pace with the help of its wings, and kill other monsters with its claws. They are the amphibious cousins of the gryphons found in mythology.
* Rarity: They are quite common in arctic oceans and their costliness, their small populations in other cold oceans, but they are almost never found in warm oceans.
* **Item drops/Usages:**
	+ Their claws could make knives/daggers that would be as effective as celestial bronze.
* *Rolls 1d9, key rolls are 1, 3, 7, and 9*

*Arctic Gryphons*

* Their front half looks like an albino deer with magnificent horns and their back half looks like an albino eagle. It can fly, kill other monsters with its horns, and turn invisible during the day time. They are the arctic cousins of the gryphons found in mythology.
* Rarity: They are quite common in arctic environments but extremely rare outside of those environments.
* **Item drops/Usages:**
	+ Their horns can be used to create weapons that are just as effective as celestial bronze.
* *Rolls 1d9, key rolls are 1, 3, 7, and 9*

*Centicores/Yales* !!**Endangered!**!

* Antelope-like beasts with elongated horns that can swivel and move in whatever direction the beast chooses. They are fiercely territorial, and extremely sound aware.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d10, key rolls are 2, 4, 6, and 8*

*Gryphons* !!**Endangered**!!

* Winged beasts with the body of a lion and the head of an eagle, as well as talons and claws on their front legs in place of paws. They love to collect gold for their nests. Over the countless generations, gryphons have evolved to become sleek, small, and exceptionally speedy.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d9, key rolls are 1, 3, 7, and 9*

*Hyperboreans*

* Typically peaceful ice giants, they grow to over thirty feet tall in most older instances. They are known to blow freezing cold winds, and turn into an ice block upon death.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d9, key rolls are 2, 4, 6, and 9*

*Infernai Pazareftís (Commonly known as Bargainer Daemons.)*

* though capable of shapeshifting, they must always appear humanoid, and typicall appear as Humans that their target would find strikingly beautiful, but with one key daemonic trait. For example, a beautiful woman with fiery hair and goat horns that emerge from it, or a strikingly handsome man with a slithery, serpent like tail.
* The big power of an Bargainer Daemon is, You guessed it, striking deals. They are happy to strike deals with mortals or monsters, but their preffered targets (Or Marks, to use their word) is Demigods. They can offer great rewards on their end of the bargain, but The price is always equally great. Live a life of luxury? That'll be one eternity in Tartarus when you die. 1 million U.S. Dollars? That'll be your middle finger. Make somebody love you? That'll be your firstborn child. They are very dangerous if someone renegs on a contract with them, Wielding flaming whips and deadly stygian iron blades.
* Mythos: Originally more simple Cacodaemons, They were blessed by the godess hecate with magical power in the one way they wouldn't like-Magical power that could be used for the benefit of others. Still, they found a loophole, and now offer mortals rigged and tricky deals with the power of hecate.  They have to make deals, its a psychological urge for them, and they take special joy in causing a once joyous soul to sacrafice everything that brought them joy.
* Rarity: very rare, although more common on the outskirts of camp.
* Drops: They drop their Ledger, a magical record of everyone they've ever struck a bargain with, what price was demanded, and if the price was paid.

*Katoblepones*!!**Endangered**!!

* Cow-like monsters that can turn those who meet its downward gaze to stone. They also possess poisonous breath courtesy of the roots they eat, and are known as African Gorgons.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d12, key rolls are 2, 4, 10, and 12*

*Lastrygonians*

* Cannibalistic and man-eating giants. While much smaller than their Hyperborean relatives, they still are capable of tossing small boulders with immense strength.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d8, key rolls are 2, 4, and 6*

*Lycanthropes*

* Presumably the inspiration for mortal werewolves, humans who are cursed and gained the ability to shapeshift into wolves as a result.
* Found in Camp Forest
* **Item drops/Usages:**
	+ N/A
* *Rolls 1d9, key rolls are 1, 3, 7 and 9*

*Merciless Pavonini (Commonly reffered to as Hera Griffons.)*

* A four legged, bright blue beast with wings that have orange feathers further from the blue ones. It has a long Peafowl like tail that it can fully extend for both mating and combat (See powers section).
* It's claws are always razor sharp, and if you gaze upon it's expanded tail, you must roll a DC 15 saving through or be trapped in a daze for a minute. It's capable of flight, and can even carry a person on it's back during flight, although it is rare indeed for hera, their creator to offer them as mounts to her chosen heroes.
* Mythos: These are some of the greatest of the creatures of Hera, majestic, angry, and merciless, just as she often is. According to legend, When the romans began eating peafowl as a delicacy (A real thing they started doing, By the Way,) Hera was so upset that she transformed a handful of Peafowl into these creatures, Letting them attack romans as they saw fit. In the years since, she's calmed down about making them, but still occasionally sends them to attack children of Zeus, since she knows that most of the time, the Pavonini will escape after minorly injuring the Child of Zeus enough. She also occasionally sends them against demigods who are adulterous.
* Rarity: Rare.
* Drops: In addition to killing it earning you a  large amount of ire from Hera, who is not a goddess you want to be on the Enemy list of, It's claws are always sharp and so can be used to improve or make dangerous flesh tearing weapons. As well, it's feathers, which can be removed either with the beasts permission or without it, Create a mist that can daze people in  the same way they did when attached to the beast when they're burned.

Nocs

* Like a normal human. The only noticeable difference if their eyes tend to be somewhat reddish.
* They feed on fear. The more people around them that are afraid the stronger their illusion abilities are. The downside of this is if they haven’t been around someone that is afraid in a couple of days they will start to loose their illusion abilities, and weaken physically as well.
* They can either cast a general illusion to scare as many people who can see it or focus in on one person and trap them in an illusion. If successfully trapped it takes someone with illusion powers to break out the victim.
* Nocs can be killed by not being around anyone that’s afraid for a week, getting stabbed in their eyes, or hearing relaxing music. Other attacks will hurt them but won’t kill them.
* Mythos: Phobos and Deimos on occasion try and make stronger versions of these to out do each other. Their dad Ares always yells at them before things get too bad though. Ares will also send out some of this favorite heroes to kill any he deems ‘suitable threats’.
* Rarity: It’s unknown how rare they are because they tend to hide as normal mortals. Considering the lack of attacks on demigods they can be considered pretty darn rare.
* Drops: They crumble into a red dust when they die that erases all the fear of the people around them for the next three minutes (or 10 turns each).

### High Tier

*Krakens*

* Stories of krakens and sea monsters lead many to have preconceived notions of the beast. While they are not a common creature their rarity makes them even more popular, the rare rumored sightings bringing them more popularity than common monsters. Krakens tend to resemble squids but at a size unfathomable. Some can be as large as entire ships lurking deep beneath the surface. They have many tentacles recorded to reach upwards of 100 feet long.
* The biggest difference between them and giant squids is that Krakens are covered in scales, and have the tougher leathery hide one would find on a snake. They also show more intelligence, but are solitary creatures. Their behavior indicates a fondness for 'treasure' and being creatures who stay in one place, usually admiring the wrecks they have caused in the past. They view this as their treasure, as well as various other odd things as they have no need for money or shiny objects.
* If a ship enters a kraken's territory it's likely to be attacked. This solitary nature is in part what contributes to their small population, as krakens may only see a few others of their species in their lifetime.
* They can communicate with children of the sea gods and have a minor influence over the weather, able to make it storm. They also can use their powerful tentacles to create large waves to further impede ships. When they get close, they also have very large mouths with many layers of teeth they can use to chew up anything that gets inside. They also are able to echolocate which they use to sense prey on the surface.
* Mythos: The krakens predated the Greek gods, they lived alongside the titans as recluses beneath the surface of the water. Most titans would kill krakens on sight for sport, meaning their best options were to stay hidden. These early years is where their culture of self preservation and isolation can be tracked to as a result. After the Titans were usurped and Poseidon took command of the seas he made a deal with the krakens. They would help him keep the seas safe for those who started to build his underwater palace as well as his children and the children of other gods under his domain. In exchange Poseidon would help hide the krakens from other gods, obscuring them with tales of other various sea monsters. And so the mighty krakens became part of Poseidon's domain for many centuries.
* That was until the  early 1700s. The specifics are unclear due to godly gossip, but what is known for sure is that a child of Zeus that the king of the gods was fond of was killed while traveling across the sea, and that the remains of his ship were found in the horde of a kraken. This was how Zeus learnt of the Krakens and became enraged that Poseidon had decided to hide their existence for so many years when they were so powerful. The 2 fought but eventually an agreement was reached. Poseidon would no longer offer to protect the krakens and Zeus would forgive Poseidon for being (indirectly) involved in the murder of one of his children.
* Without Poseidon's protection Krakens spread outwards and became sighted more and more in the coming years. Many were killed, as demigods of this era took great joy in hunting them. Since they were such large creatures it was hard to hide from those on the surface naturally. So they became recluses once more, and hid deep beneath the depths. Krakens as a whole are vengeful towards Poseidon now due to what they perceive as a betrayal to their species. Some however still hold a fondness for children of the sea. Universally, they all hate children of Zeus because of the incident which severed their godly bonds.
* Rarity: very rare
* Drops: Kraken Scales and teeth, their hordes are also known to hold some valuables depending on what ships sank there.

*Mormolykeia*

* In general, They appear as beautiful women with one bat like wing, and they must always wear a hat. Most of the reformed Mormolykeia wear witches hats in honor of hecate, and their is no consistent hat choice among unreformed Mormolykeia. Some of them were even known to be pirates and wear the tricorn hat. If they are ever not wearing a hat, they are immediatly sent back to the underworld.
* Their beauty is magical and enables them to ensnare and entrance victims. They can also create a portal to the underworld, though doing so greatly drains them. Unreformed Mormolykeia can use Sanguimancy, or blood magic, Creating weapons out of blood and draining more and more out of injured victims. Reformed Mormolykeia can use hecate's magic. both of them can fly, despite having only one wing.
* Mythos: in the ancient past, The mormolykeia, were all viscious killers in addition to being underworld daemons tasked with tormenting people in tartarus. They were particularly fond of murdering children, often used as a bogeywomen story to frighten kids into behaving. However, Hecate offered them all a choice, fitting her role as goddess of crossroads. They could Join her as handmaidens, Serving her and recieving her blessing but never again killing the young, or they could continue as they were. Those who accepted Hecate's blessing became the reformed mormolykeia, and now work to serve her and keep her children safe. Those who refused became the unreformed mormolykeia, And continue to hunt the young, Demigod children in particular being some of their favorite prey.
* Rarity: Rare outside of the underworld, uncommon within it.
* Drops: If you have two of their wings, they can be used to create a set of functional wings with some enchantment. their hats also are typically infused with the mist.

*Odontotyrannos (Commonly referred to as Tooth-Tyrant)*

* A large, scaled beast the size of an elaphant with a head like a black horse, And on it's head three great horns emerge each capable of skewering a person.
* Mostly, It's just big and scary and strong. It's scales are fireproof, and it's said that those who drink of it's blood have large Horns erupt from their head.
* Mythos: According to Alexander the great, he encountered one in India and it was part of his reason for turning back. In truth, Odontotyrannos were originally created by Ares to have a more easily domesticated Beast to rival war elaphants. unfortunetly, they escaped his domain and have run around the world causing havoc since. They often are tamed and used as war beasts by one group: Monsters, where monsters occasionally build Mobile fortresses on their backs.
* Rarity: Rare
* Drops: It's scales are fire proof, and one kill produces enough scales for two sets of full scale-mail. If you drink it's blood, you grow large bony horns that erupt from your head, similar to a goat's horns. And If you grind up it's horns and combine them in a potion, you get a potion of battle prowess, which increases it's drinkers strength by 60% and gives them skill with any weapon they touch. Each horn produces one of these potions.

### Danger Tier

*Dragons*

* Younger relatives of drakons, winged reptiles with four legs. While they most often breathe fire, some are known to possess poisonous saliva or even channel frosty breaths. Their hard scales are not easily penetrated by spears, swords, and arrows, and they possess incredible strength and intelligence.
* Found in Camp Forest
* *Item drops/Usages:*
	+ Venom
	+ Fire sac
	+ Frost sac
	+ Hardy scales
* *Rolls 1d13, key rolls are 2, 4, 6, 8, 10, and 12. Gets 2 rolls*

*Drakons*

* Unlike their winged relatives, drakons stick to the ground on their four legs, and they are often unable to breathe fire - however, do not take this “often” as being unable entirely, as some do. On the contrary, they typically are known to spit poison, and can paralyze with their gaze. They possess the same impenetrable scales as dragons.
* Found in Camp Forest
* *Item drops/Usages:*
	+ Venom
	+ Drakon eye (can strike fear in the heart of an opponent)
	+ Hardy scales
* *Rolls 1d13, key rolls are 1, 3, 5, 9, 11, and 13. Gets 2 rolls*

*Karkinoi*

* A giant crab. There is nothing particularly special about it, other than it being very big and very scary. Rumor has it that it can spit a heavy stream of water.
* Found in Camp Ocean
* **Item drops/Usages:**
	+ N/A
* *Key rolls 1d10, rolls are 1, 3, 5, 6, 8, and 10*

*Sea Serpents*

* Sleek and potent, they largely resemble legless Drakons. They also do not possess the ability to breathe fire or spit poison, but are able to use water streams in the same way as a dragon would breathe fire.
* Found in Camp Ocean, and Creeks
* **Item drops/Usages:**
	+ N/A
* **Rolls 1d10, key rolls are 1, 3, 5, 6, 8, and 10**

*Sirens*

* Sea nymphs bent on driving sailors to their deaths with an alluring song. They appear like beautiful mermaids until the victim grows close, at which point their true form is revealed - hideous, terrifying, bird-like beasts that possess sharp talons and beaks ready to shred anyone.
* Not typically found in camp
* **Item drops/Usages:**
	+ N/A
* *Siren call rolls 1d8, key rolls are 1, 2, 3, 6, 7, and 8, but 0 key rolls if ears are fully plugged (wax only). Siren attack rolls 1d8, key rolls are 2, 4, and 6*

*Viomichania Pneuma*

* known to non-corrupted nature spirits as Steel marchers, Wood cutters, and Pollution Plotters
* Their's no set look for them, but they each resemble the type of industry that spawned them. A Steel marcher spawned by the oil refining industry might be a Steel humanoid, a bit like an automaton, with running pipes all across their skin transporting oil. However, a Wood cutter spawned by the Timber industry may appear as a being of carved wood with chainsaws for arms.
* They speak machine, and machines have to listen to them. However, automatons can attempt to resist their commands, Succeding on a dc 10 saving throw. If they fail, the automaton may reroll every turn after the first. Once succeded, they cannot be controlled by this ability.
* As well, they can manipulate metal and the tools of the industry that spawned them. They often form the engineering corps of monster armies innovative and dangerous in that role, usually not out of true loyalty.
* Mythos: In the same way that Nature spirits are born of natural areas, born of nature itself, Viomichania's are born of industry. They are a new breed, and many things about them are unknown, including how long they can live. They are born from great coal mining operations, amazon lumber cutting buissnesses, and chemical factories. When they are created, they exist to further their industry. A lumber cutting Viomichania would work tirelessly to destroy the forest nearby them. Some have loyalty to the corporations that spawned them, others are indifferent to them.  They take great pleasure in slowly corrupting nature spirits, many viewing it as the ultimate triumph of their new breed.  In general, nature spirits hate them.
* Rarity: Rare, although their becoming more common
* Drops: They typically drop their industry heart, a small red or black gemstone that makes the people nearby them work more efficiently.

## Fabled Tier

All monsters present in the Fabled Monstrorum section are labeled **DANGER TIER**, meaning OCs can NOT under any circumstances encounter them in backstory. All will roll off of the same 1d20. Their key rolls are 1, 3, 5, 6, 8, 10, 16, 18, and 20.

*Calydonian Boar*

* A massive boar easily able to gore or trample any man in its path with simplistic ease.
* Current location: unknown.

*Charybdis*

* A massive giant who now resides underwater in the Sea of Monsters. When she opens her mouth to feed, a massive whirlpool ensues that is countless miles wide. She guards a strait next to Scylla, where they trap unwary travelers between each other.
* Current location: Sea of Monsters.

*Chimera*

* A beast with the head of a lion, a scaly dragon-like back, and a long scaled tail with a rattlesnake’s head at the tip. A goat’s head capable of breathing fire is positioned on its back facing skyward, and its lion’s head can similarly breathe fire. Its bites from both snake and lion head are also venomous.
* Current location: unknown.

*Echidna*

* The mother of all monsters. When last seen, she appeared in human form with a snake’s tongue and rough, almost scaly skin. According to myth, in true form, she bears almost pure resemblance to a dracaena, but with a fully scaled torso.
* Current location: Unknown. Last seen April, 2017, in Atlantic City, NJ.

*Erymanthian Boar*

* An even more massive boar, easily able to gore or trample any man in its path with simplistic ease.
* Current location: Grand Canyon National Park.

*Ethiopian Bull*

* A massive bull the size of a modern pick-up truck, with vibrant red hide that is impervious to steel (includes Stygian iron)
* Current locations: Unknown

*Gorgons*

* Three snake-headed dracanae sisters, where Medusa with the ability to turn anyone to stone should they look in their eyes. The other two, Stheno and Euryale, were sorta there. Stheno was violent but stupid, and Euryale was smarter than Stheno, for whatever it was worth.
* Current locations: unknown.

*Hydra*

* The famous nine headed, acid spitting, gas spewing dragon-like monster. Cutting off a head without burning the stump will cause it to regrow, and a second head to split off from it. Its blood will burn like acid on contact with skin, but does not burn through natural materials.
* Current location: Tartarus…?

*Manticore*

* Similar to the Sphinx, it has the body of a lion, tail of a scorpion, and the face of a man. It can easily pose as a mortal, and maintains the same speech capabilities upon transformation. Poisonous spines can be shot out of its tail for dangerous effect, and its skin is exceptionally durable.
* Current location: Syracuse, Sicily.

*Minotaur*

* Bull headed giant fit with large horns the size of an average man’s torso. It possesses extreme strength, speed, and durability, but exhausts fairly quickly.
* Current location: Tartarus. Killed in 1/22/23 attack on camp.

*Nemean Lion*

* A massive lion with metallic fur capable of deflecting anything outside of the lion’s own claws. Despite this, its mouth and eyes are still easy targets - when open, at least.
* Current location: Tartarus, killed by Doc in June of 2023

*Scylla*

* The second of the big name deep sea monsters in the Sea of Monsters. It eats unwary travelers hoping to avoid Charybdis as they stray too close to it. Similar in appearance to the Hydra, Scylla had six heads with three rows of teeth in each, though they did not regrow when cut off.
* Current location: Sea of Monsters.

*Sphinx*

* The famous riddler with a body of a lioness and a human head. She loves to ask riddles, and kill those who fail. She does kill herself if the questioned are victorious, though.
* Current location: Unknown

*Typhon*

* Father of all monsters. Comes usually in the form of a massive twister.
* Current location: Tartarus…?