Bestiary: Creatures of the Roman World
The world of 175 AD is not purely historical. It is a world where the gods are real, where the frontier between civilization and wilderness is also a frontier between the known and the deeply strange. This bestiary gives D&D 5e stat blocks for eight creatures drawn from Roman and Germanic mythology: entities the party may encounter, fight, bargain with, or fear.
Each entry includes the creature’s historical origins, how it functions in the campaign, and tactical notes for the DM. These are not interchangeable monsters that differ only in hit points. Each creature fights the way its real-world analogue behaves: with specific triggers, retreat conditions, preferred terrain, and exploitable weaknesses. Know those, and the encounter has shape. Ignore them, and you have a dice-rolling session.
Roman Creatures
Strix

The old women know the name. When a child dies in the night without cause, when a man wakes with no blood in his face and no memory of his dreams; they blame the strix. It came through the window. It took what it needed and left before dawn.
Historical Origins: The strix (pl. striges) was one of Rome’s most feared nocturnal creatures: a blood-drinking bird of ill omen, described by Ovid, Petronius, and Pliny. It could take the form of a screech owl or a humanoid woman. It flew at night and sought the blood of infants and sleeping adults. The strix was ancient when Rome was young; the Greek strígx is older still.
In the Campaign: A strix nest near a military fort explains the unaccountable deaths of sentries (see Chapter 2 hooks). A cult of Mars might keep striges as consecrated hunters, releasing them against enemies. A single strix following the party could be a divine message from Mars, or simply a predator drawn to blood.
Lemur

During Lemuria, in the cold of May, the head of each household rises at midnight. He walks barefoot through the dark rooms, his thumb folded between his fingers to ward off evil, throwing black beans over his shoulder without looking back. Nine times he says: “These I cast; with these beans I redeem me and mine.” The lemures gather the beans. They are satisfied. They leave.
Sometimes they don’t leave.
Historical Origins: The lemures (singular: lemur) were the restless spirits of the Roman dead: specifically those who had died violently, without proper burial, or while still bound by unresolved obligations. The festival of Lemuria (May 9, 11, and 13) was dedicated to appeasing them. Unlike the honored manes (ancestors properly mourned), lemures were considered malevolent presences.
In the Campaign: The dead of the frontier battles don’t always stay dead. Unburied soldiers, Germanic warriors slain without proper rites, massacre victims from Chapter 1: all are potential lemures. A wise party learns to bury their dead properly. A party that doesn’t may find old friends among the midnight visitors.
Larvae

The lemur is ignorance. The larva is memory. It knows what it was. It knows what was done to it. It has thought about nothing else since.
Historical Origins: Larvae (singular: larva) were the most malevolent form of the Roman dead: spirits of those whose wickedness in life condemned them, or whose deaths were so violent and shameful that transformation into something evil followed naturally. They were the dark reflection of the Lares, the household gods. The word larva also meant “mask”: the creature wore the face of a person but was no longer one.
In the Campaign: A larva might be a senator’s assassinated predecessor, seeking revenge. A disgraced soldier executed without trial. A Germanic shaman killed by treachery. They remember the faces of those who wronged them, and they look for those faces in the living.
Genius Loci

The grove is older than the fort. The men who built the fort knew this. They left the central stand of oaks alone; they built around it, not through it. The Legate who built the new granary didn’t know, or didn’t care. He built through it.
The granary burned down six weeks later. No cause was found.
Historical Origins: Every significant place in the Roman world had a genius loci: a guardian spirit embodying the essence of that location. Crossroads had their Lares compitales; springs had their nymphs; mountains their daemons; the city of Rome itself had its Genius Urbis. These spirits were propitiated with offerings and respected with behavior. The Romans were practical about this: you honored the spirit of the place because it could hurt you if you didn’t.
In the Campaign: The sacred grove in Chapter 3 is home to a genius loci: the spirit of that specific forest. It is not evil. It is not good. It is territorial. The party’s approach to the grove, their behavior within it, and their offering at the altar all affect how the genius loci responds. The spear of Mars has been degrading the genius loci’s power, which is why Mars’ influence is spreading.
Germanic Creatures
Alp

The warriors sleep. In the morning, Brego cannot lift his arm. He does not remember his dreams, only that they were very heavy. He has bruises across his chest. The woman in the next village is suspected. She was seen at dusk near the camp.
She was probably innocent. The alp rarely leaves evidence.
Historical Origins: The Alp (pl. Alpen) was a Germanic nightmare spirit: a shapeshifter that entered sleeping spaces as mist or in animal form, sat on its victims’ chests, and caused paralysis, suffocation, and terrifying dreams. It was associated with the Mara (the origin of “nightmare,” from mare, the crushing night spirit) and the Trude (a witch who rides sleeping men to death). The alp was believed to be a spirit rather than a person, though it could temporarily possess a sleeping human.
In the Campaign: Germanic scouts use alps as weapons, releasing them into Roman camps to exhaust soldiers before a battle. A Roman camp with an alp problem will show signs: soldiers afraid to sleep, hollow-eyed, with unexplained bruising. The party might be hired to find it, or might simply start losing sleep themselves.
Draugar

They buried Haakon with his sword. The sword was a good one. When the Marcomanni dug up the barrow to take it, Haakon came with it.
They found three of the men the next morning. The other two were never found.
Historical Origins: The draugr (pl. draugar) was one of the most feared creatures of Germanic and Norse belief: a corpse that rose from its burial mound to protect its grave goods, haunt its enemies, or simply spread death. Unlike a mere ghost, the draugr was physical: it could be grappled, bled, and smelled. It retained the cunning and personality of the living person, magnified into obsession. The greedy became jealous; the violent became murderous; the proud became monstrous.
In the Campaign: The Germanic frontier has many old burial mounds. Disturbing them, even accidentally during a march, risks waking what’s inside. A draugar might also be raised deliberately by a Germanic shaman to guard a sacred site.
Lindworm

It is not a Roman dragon. Rome’s dragons are serpents, emblems of legions, carved in bronze. This is something older. It came out of the Hercynian Forest, where the trees have never been cut, and it is the forest given hunger and a body.
Historical Origins: The lindworm (sometimes lindwurm) was a serpentine dragon found throughout Germanic, Scandinavian, and Frankish tradition: a wingless wyrm of enormous size with vestigial forelimbs, a venomous bite or breath, and the mindless hunger of a natural predator. Unlike the classical dragon, the lindworm was not a hoarder or a speaker. It was a force of nature. In some tales it could be bargained with or transformed; in most, it could only be fought or fled.
In the Campaign: A lindworm is a Session 3 or 4 encounter at the extreme end: appropriate if the party has survived everything else and you want a true test before the final session. It might be protecting the sacred grove, drawn there by Mars’ energy, or simply a creature from deep in the Hercynian that followed the sound of war.
Nix

The Rhine speaks all languages. This is common knowledge among the soldiers. You can hear it muttering at night, below the sound of the current. The men who have been here long enough learn not to listen too carefully.
A century ago, the legions under Varus crossed the Rhine without making any offering at all.
Historical Origins: The Nix (pl. Nixen, also Nix, Nixe, Neck, Nokken) was a shapeshifting water spirit found throughout Germanic, Norse, and later German folklore. It could appear as a beautiful human, a horse, a serpent, or simply as the water itself. Its purpose was always the same: lure the living into its element and drown them. The nix was not purely malevolent; in some traditions it could be propitiated with offerings, and it could be bound to a place by a promise. But its fundamental nature was predatory.
In the Campaign: The Rhine is the party’s boundary between Roman territory and the Germanic lands (Chapters 2–3). A nix in the river can slow a crossing, pick off isolated soldiers, or serve as an information source: it has been watching the river for centuries and knows who crosses it and when. Vercingetorix’s tribe has a relationship with the local nix; they know its name, and they’ve paid for that knowledge.
Bestiary Quick Reference
| Creature | CR | Type | Habitat | Combat Role |
|---|---|---|---|---|
| Strix | 4 | Fiend | Night, military camps | Strike-and-withdraw; targets light sources |
| Lemur | 1 | Undead | Battlefields, unburied dead | Provoked only; cluster mechanics; bury to end |
| Larvae | 5 | Undead | Scenes of murder/betrayal | Mask cycling; threshold reset; psychological |
| Genius Loci | 4 | Elemental | Sacred sites | Negotiation target; desecration required to fight |
| Alp | 4 | Fey | Military camps, sleeping areas | Multi-night attrition; iron thresholds counter |
| Draugar | 6 | Undead | Burial mounds | Terrain fight; lure to boundary; decapitate |
| Lindworm | 10 | Dragon | Rivers, deep forest | Boss encounter; retreats to water at 50 HP |
| Nix | 5 | Fey | Rivers, lakes | Disguise approach; chosen target; river drag |
Tactical Summary Card
| Creature | CR | Ambush Trigger | Retreat Condition | Terrain Preference | One Counter-Tactic |
|---|---|---|---|---|---|
| Strix | 4 | Party sleeps in darkness; light source visible | Takes any damage | Tree line, rooftops, high ceilings | Sustained firelight; iron bells on the perimeter |
| Lemur | 1 | Grave or burial object disturbed by living creature | Will not retreat; scatters when one is destroyed | Battlefields, uncleared dead | Bury the dead; black beans during Lemuria |
| Larvae | 5 | Enters at full HP wearing the primary target’s face | Passes through a surface below 20 HP; resets, does not flee | Enclosed spaces with history of betrayal | Burst it below 20 HP without letting it reset; chase through the wall |
| Genius Loci | 4 | Active desecration of its site (not mere entry) | Will not retreat; this is its only place | Sacred groves, active springs, marked sites | Propitiate before desecrating; the first action is always Compel Respect |
| Alp | 4 | All creatures in the space are asleep | Takes any damage (reacts with Mist Form immediately) | Sleeping quarters, closed rooms, barracks | Iron at every threshold; keep a rotating guard |
| Draugar | 6 | Grave goods disturbed; intruder within barrow | Will not pursue beyond 100 ft from barrow | Its own burial mound and immediate approaches | Lure it to the 100 ft boundary; fight on open ground, not inside the mound |
| Lindworm | 10 | Any warm creature within 60 ft of its water source | Retreats into water below 50 HP; must be followed | River bends, deep forest pools, lair approaches | Fire and high ground; deny the water retreat |
| Nix | 5 | Disguise broken, or it decides to reveal | Retreats fully into water if engaged away from the bank | River crossings, lake shores, fords | Know its name before crossing; tie down the Chosen Target |
Propitiation Table
Most of these creatures can be avoided or bargained with. The campaign rewards players who think like Romans: approach the supernatural with respect, make the appropriate offering, and be specific about what you’re asking for.
| Creature | What it accepts | What it won’t accept |
|---|---|---|
| Strix | Blood (cannot be propitiated; only repelled by sustained light) | N/A |
| Lemur | Proper burial of its remains; black beans during Lemuria | Exorcism without burial |
| Larvae | Truth spoken aloud about its death; justice achieved | Lies; denial; half-truths |
| Genius Loci | Wine, incense, or sacrifice at its altar; DC 12 Religion | Trespass after the environmental warnings; desecration |
| Alp | Cold iron placed at every threshold (repels; does not propitiate) | Being ignored; one threshold left unguarded |
| Draugar | Return of its grave goods; purification of its mound | Half-measures; burial without the decapitation rite |
| Lindworm | Cannot be propitiated (only fought, fled, or trapped) | N/A |
| Nix | Gifts thrown into water (25 gp or more); a named victim offered as trade | Empty-handed petitioners; broken agreements |