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Dactyl

The Dactyls were the archaic race of beings associated with the Great Mother, Rhea. The Dactyls were ancient smiths and healing magicians. Some are in Hephaestus‘ employ, and teach metalworking, mathematics, and writing to humans.

When Rhea, the mother of the gods, knew her time of delivery was come, she went to the sacred cave on Mount Ida. As she squatted in labor she dug her fingers into the earth (Gaia), which brought forth these Dactyls (“Idaean fingers”), thus often ten in number, or sometimes multiplied into a race of ten tens. Three is just as often given as their number. They are sometimes instead numbered as thirty-three. When Greeks offered a most solemn oath, often they would press their hands against the earth as they uttered it.

The Dactyls of Mount Ida in Phrygia invented the art of working metals into usable shapes with fire. They also discovered iron. The three Phrygian Dactyls, in the service of the Great Mother as Adraste, are usually named Acmon (the anvil), Damnameneus (the hammer), and Celmis (casting). Of Celmis, when Rhea was offended at this childhood companion of Zeus, she asked Zeus to turn him to diamond-hard adamant, like a tempered blade. Zeus obliged.

The Cabiri (Kabeiroi) whose sacred place was on the island of Samothrace, were dactyls who had come west from Phrygia and whose magical practices had made local converts to their secret cult.

On Rhodes, Telchines were the name given to similar chthonic men, nine in number, remembered by Greeks as dangerous Underworld smiths and magicians, and multiplied into an entire autochthonous race that had reared Poseidon.

In Crete, three Dactyls bore names suggestive of healing: Paionios (later associated with Asclepius), Epimedes, and Iasios. It was said that they had introduced the smithing of copper and iron. Of Iasios it was told that he lay with Demeter, a stand-in for Rhea, in a thrice-ploughed field and the Goddess brought forth Ploutos, “wealth”, in the form of a bountiful harvest. Zeus struck down this impious archaic figure with a thunderbolt.

Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

Dactyl
Small outsider (Evil, Native)
Hit Dice4d8 (18 hp)
Initiative+1
Speed20 ft. (4 squares), Fly 40 ft. (average)
Armor Class16 (+1 size, +1 Dexterity, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple+4/+1
AttackIron/masterwork Light Mace (small) +6 melee (1d4+1), or sling +5 ranged (1d3+1)
Full AttackIron/masterwork Light Mace (small) +6 melee (1d4+1), or sling +5 ranged (1d3+1)
Space/Reach2-1/2 ft./2-1/2 ft.
Special AttacksSpell-like abilities
Special QualitiesDarkvision 60 ft.
SavesFort +4, Ref +5, Will +8
AbilitiesStrength 13, Dexterity 12, Constitution 10, Intelligence 20, Wisdom 18, Charisma 15
SkillsAppraise +14, Concentration +7, Craft (armorsmithing) +12, Craft (calligraphy) +12, Craft (carpentry) +12, Craft (gemcutting) +12, Craft (locksmithing) +12, Craft (weaponsmithing) +12, Decipher Script +14, Knowledge (arcana) +12, Knowledge (metallurgy) +12, Use Magic Device +9
FeatsDiligent, Dodge
EnvironmentTemperate mountains
OrganizationSolitary, pair, family (10-25), clan (25-120)
Challenge Rating3
TreasureDouble standard
AlignmentAlways neutral evil
Advancement5-7 HD (Small)
Level Adjustment+2

These hairless creatures have gray, leathery skin. Small wings protrude from their backs, and their hands end in long, thin fingers.

The dactyls are small winged demons that live in the highest, most precarious mountain peaks, far away from civilization. Their lairs, whose entrances are numerous small tunnels, extend far into the mountain, where they toil away at forges.

Dactyls have gray skin as tough as leather. Their long, thin fingers give them their name (dactyl meaning “fingers”).

Dactyls know the secrets of iron metallurgy, and they use this secret to craft tools and fine weapons fit for a king. The dactyls protectively guard this secret, however, not even sharing it with the dwarves with whom they often share a mountain home with and trade with.

Many adventurers seek out the small demons to acquire the best weapons. The dactyls abhor strangers, however, and they often harass them, trying to knock mountain climbers who near their home from the mountain. Those who succeed in finding the demons’ lair, must haggle with them, and having no use for money, they often ask for tasks to be performed in exchange for their items.

Note: This dactyl entry presumes that bronze is the default material, and thus their iron weapons are treated as masterwork. In a game where the knowledge of ironworking is more widespread, the dactyls may know the secret of steel, or simply be master crafters.

COMBAT

The dactyls prefer not to fight, for they hate to be interrupted in their work. A few scouts do watch the lands around their home, and they attack those travelers with their iron maces, which they can transform into magic weapons before attacking, or their spell-like abilities.

Spell-Like Abilities: At will – magic weapon, greater magic weapon, transmute rock to mud;

3/day – blindness/deafness, cause fear, charm person, hypnotize, sleep, suggestion.

Caster Level 8.

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