Birdfolk Aarakocra are
hunters by nature,
As I mentioned earlier in this book, I find the idea presumably
of flying very imposing. I know that Goldmoon descended from
found her flying experiences exciting, but I had birds of prey. However,
trouble keeping my mind off the fact that my feet several sources refer to
were nowhere near the ground. I have this same tribes that cultivate
feeling for birdlike creatures with intelligence. I can fields of corn
respect them because they fly high over my head and
with very little effort. Sometimes in nightmares, wheat.
though, these birdfolk come and grab me for a long Perhaps
flight over all kinds of terrible landscapes. this shows
that the crea-
Aarakocra tures are becom-
ing more
Aarakocra are clearly more bird than man. While civilized. Then
they have humanlike bodies and working hands, again, perhaps they
their faces show their true feathers, if you know simply learned the
what I mean. They look like some odd cross process through imitation.
between a parrot and an eagle, and although many
of them can speak, they never sound natural doing Their love of treasure
so. I always find myself wondering, “Who taught it has led the aarakocra
that phrase?” to use
their
They’re tough fighters, circling overhead in talons to
groups of three or six and swooping down to attack cover their tools and
with their razor-sharp talons and beaks. If that weapons with intricate carv-
doesn’t work, they throw javelins extremely accu- ings. The carvings show snip-
rately. pets of their daily life, birdseye maps of the region, and
beautifully abstract patterns that the aarakocra say can
Aarakocra are an intelligent race. Tribes of up to be used to accurately predict the weather weeks in
thirty members live in a giant nest, usually near the advance. These carved items are becoming a favorite
peaks of high mountains (although I know of at among art collectors in Palanthas.
least one tribe that built its nest along the ridges of a
secluded vale). They’re very spiritual creatures, with Aarakocra: Nonhuman. Co 3, Ph 5, In 5,
a religion of their own (though it seemed to me they Es 6, Dmg +3 (talons or beak), Def –2,
were worshiping Chislev under some unpronounce- also acute sense (vision), fly, dive, missile
able bird name). weapons ( javelins).
They love treasure, particularly gems and pol- • Heroes may see aarakocra soaring around peaks
ished metal objects. Any time aarakocra come in any tropical or temperate mountain range. The
across a traveler carrying such items, the birdmen birdmen likely ignore them unless they display
try to trade with him for his “shinies.” While they large, shiny objects such as polished steel weapons,
usually have nothing of any great value, aarakocra armor, or gem-encrusted jewelry. In this case, the
have keen eyesight and know every inch of their ter- aarakocra may fly down and try to barter for pieces
ritory. A well-prepared traveler can trade a brass of the treasure. If the heroes are rude (or if they
candlestick for all sorts of useful information (the somehow threaten the communalnest), the
location of lost ruins, enemy troops, or fresh aarakocra fly away immediately. However, they
water). circle in the air above the group and attack them
periodically until they leave the birdmen’s territory.
Birdfolk • 199
Kyrie
The other type of birdmen in Ansalon is the kyrie. Onenight, they invited me to a meeting of the
They’re a fierce, proud race of warriors who live Warrior Society, a group of the strongest, bravest war-
mainly in the Blood Sea Islands, eternally fighting riors from among the various flocks. They planned to
with the minotaurs. attack the minotaur prison to free their chief ’s son
and offered me the chance to join them. I hoped to
I was rescued from a minotaur prison by mem- rescue Sturm at the same time, so I accepted.
bers of the local kyrie flock (one of their number
was also being held in the complex). They brought The war rituals of these birdmen were as savage
me back to their aerie, a series of caves set in high and brutal as any I’ve ever seen. They fight fero-
cliff walls surrounding a nearby valley, where I spent ciously, clawing at their opponents with foot-talons
a week or so healing. or clubbing them with a curved wooden weapon
called a stryker. It was a privilege to fight alongside
These bird people told me that the kyrie were such skilled warriors, and educational, too—I
once nomadic, living in one set of cliffs for a year learned that I never want to fight against them!
or so, then flying great distances over land and sea
to find a likely new home. Over the course of
dozens of years they would make a complete circuit
of Ansalon. Kyrie, who live for four or five hundred
years, would usually make at least ten such circuits
in their lives. However, the depth of the bitter con-
flict that has developed between them and the
minotaurs has caused the kyrie to give up their
wandering ways. Fifteen or twenty clans now live
permanently on the Blood Sea Isles (mostly on
Mithas) involved in a war they have little hope of
winning.
During my stay, I was amazed at how savage the
kyrie can be. At first, they seem a beautiful, delicate
race with flutelike voices and a poetic way of speak-
ing. However, when they talked about their war
with the minotaurs, I found myself pressing
against the wall for defense. Such hatred is a ter-
rible thing to see.
Kyrie: Nonhuman. Co 8, Ph 7, In 5, Es 6, By all accounts, the kyrie are a highly intelligent race.
Dmg +3 (claw), Def –3, also animism, fly, If the war with the minotaurs did not cause so many
melee weapons (stryker +4), mentalism, casualties, their numbers might be much more plentiful.
and thrown weapons (spears). I find it a great shame that the kyrie cannot give up their
battle with the minotaurs, for everyone familiar with
Some kyrie may have anatural skill in one school their situation concurs that they cannot win this war. I
or sphere of magic. The most commonly known think it discouraging to see a race bent on bringing about
specialties include aeromancy, animism, and spec- its own extinction.
tramancy
• If the heroes find themselves in remote valleys Although rumors abound of kyrie living in the fabled
on the island of Mithas they mightneed to decide Dragon Isles, I cannot find any proof that points to other
whether to help a small group of minotaurs or kyrie than those in the Blood Sea Isles. However, dozens
kyrie when they come across a pitched battle of sites across the continent have ruins of kyrie aeries, and
between the two groups. it remains possible, if unlikely, that other isolated flocks
may exist.
200 • Chapter Six: Peoples of Krynn
Goblin Races goblins, while those with more elf than ogre inside
them are hobgoblins, and those with too much ogre
blood are bugbears. Kobolds and sligs are merely
By all the gods, I hate goblins! A more despicable, goblins and hobgoblins that the Graystone trans-
untrustworthy, filthy, sniveling, cowardly group of formed. This god-touched crystal certainly caused
races you’ll never find. It almost pains me to many greater changes than giving a goblin scales
include them in a chapter about “peoples!” They and a tail!
have no care for anything but their own selfish The author’s opinion on goblins prevails among the
wants, and they can’t show noble or even humane intelligent races of Ansalon (and is shared by me). How-
emotions.
ever, I should point out that, but for a matter of attention
Having said that, though, I must admit that, as a span, the goblin races would surely rank as “intelligent”
whole, they are far too
themselves.
shrewd to be dismissed
I hate goblins! A more As to the validity of
as lesser beasts. Over-
despicable, untrustworthy, the author’s claim that
confidence can always
filthy, sniveling, cowardly kobolds and sligs actually
kill you, but underesti-
group of races you’ll never belong in this listing, I
mating the guile, treach- find.
ery, and determination can say only that he has
of a goblin can cost the been asked to write this
lives of everyone around you. volume because of his experience interacting with and
battling such creatures, not his expertise in comparative
When I say “group of races” I mean the various zoology. The fact remains that his opinion is a widely
tribes of common goblins, hobgoblins, and bug-
held one, and right or wrong, the final decision is his.
bears. I also include kobolds and sligs as goblin
The moral notion that goblin blood is “poisoned” led to
races, though Bertrem and I have spent several
a belief that it is also poisonous. Opinions on the validity
nights arguing this point. He says that these
of this claim are split. Many alchemists (and
races clearly come from another species,
assassins)
but where I come from, we’ve always
claim that gob-
thought of them simply as scaly goblins
lin blood actu-
and hobgoblins. I mean, with the vari-
ally is poisonous
ety of shapes and sizes within the
and that it is the
races of Ansalon, I think that
active ingredient in sev-
grouping them by personality is
eral potent potions and poi-
as valid a method as any other.
sons. Many other scholars,
Also, anyone who has ever met a
though, say that nothing is inher-
kobold will tell you that they
ently noxious about goblin blood.
are cut from the same cloth as
Rather, they claim, the filthy living
goblins.
conditions and poor hygiene of the
The way I learned it, the gob-
goblin races makes them a breeding
lin races came from joinings
ground for all manner of deadly ill-
between foul ogres and
nesses that make goblin blood
fair elves, which filled
seem toxic.
the goblins’ veins
In a related topic, both
with poisoned blood.
the elves and the ogres
The offspring with elf
vehemently deny any
and ogre blood in equal
relation to goblins.
portions are common
Goblin Races • 201
Goblins advance to important positions. They carry out only
the most direct assignments, and they cannot be
The common goblin has a flat, pug-nosed face with trusted with important items or information.
a wide mouth and pointed ears. Goblins are fanged
terrors with skin tones ranging from yellow to red. Goblin society focuses upon tribe. Tribes can be very
They have worked as hired swords in every pillaging large, ranging in size from about fifty to five hundred
army I’ve ever faced or heard of. I sometimes
wonder if they live in Ansalon solely to fill individuals. Traditionally, the semi-nomadic
out the armies of Evil. tribes wander from place to place like a plague
of bandits. While goblin tribes still wander
Goblins aren’t the strongest race in parts of Ansalon, the goblin nation, Throt, has
Ansalon. They aren’t the smartest,
fastest, toughest, or most agile not only survived but also thrived.
either. What they do have in their In all past ages, goblins lacked the
favor is their pluck. If a goblin enters commitment to develop a viable
a battle, he will see it through to the nation. However, Throt has suc-
end. ceeded for one important rea-
son: It acts as a buffer between
I say “if ” because goblins are Solamnia and Neraka. This loca-
generally sniveling, bootlicking
whiners who cower shame- tion means that an almost constant
lessly in the presence of supe- stream of caravans cross the land, pro-
rior forces. I’ve heard many viding the goblins with a never-ending
stories of how a goblin mercilessly supply of victims. More importantly, the
harassed and bullied someone weaker Solamnic Knights actively support the
than he was. One soldier who passed fledgling nation, wishing to have reason-
through Solace told me about his ably neutral territory between them-
experiences with goblins. He told me selves and the Knights of Takhisis.
how goblins yelled at, beat, and The author believes Throt to be an
insulted their inferiors at every anomaly, succeeding as a nation only
opportunity. However, the minute a because human forces on either side hold it
stronger goblin entered the room, a in place. However, an even better
goblin immediately began groveling example of what goblins are capable of
to, cajoling, and flattering the exists: Sikk’et Hul. This province in
newcomer. Northern Ergoth has been not only a
viable, but also a peaceful and civilized
It should come as no sur- goblin realm for hundreds of years. When
prise, though, that this fawning is all a show. In the I pointed this out to him, the author
end, if a goblin has a chance to eliminate a superior, snorted derisively and left the room.
he will not hesitate for even a heartbeat. Goblins
have no honor; they lie, cheat, steal, and sacrifice Goblin: Nonhuman. Co 4, Ph 3, In 4, Es 5,
any number of their comrades for even the most Dmg +3, Def –2, also melee weapons and
trivial victory. I can’t believe that they can cooper- missile weapons.
ate on anything, but I suppose the only reason they
do is because each goblin involved secretly believes Very few goblins can learn sorcery and mysticism,
that he will triumph over all the others. and only rarely does one know more than one
school or sphere.
This brings up another point. Goblins are terribly • In the Fifth Age, goblins live in every part of
shortsighted, rarely thinking about anything beyond Ansalon. Goblin tribes still wander most countries
their current mission. As a result, though they often outside Throt, and many of the dragon overlords
join conquering armies, goblins almost never have units of goblins in their armies.
202 • Chapter Six: Peoples of Krynn
Bugbears
As I said before, I’ve heard that bugbears are keep moving, though, and try to outflank the brute,
goblins with too much ogre blood in their veins. you may get it so flustered that it simply withdraws,
Even if that’s wrong, the description fits perfectly. thinking that you’re too savvy an opponent for it to
In mood and manner they mirror their smaller best.
cousins. However, the mirror shows a much bigger
image. Even if you stacked one goblin on top of Bugbears often live among common goblins; they find
another, you wouldn’t come close to matching the their lesser cousins amusing, if somewhat loud and
power, greed, and pure meanness of a seven-foot, annoying. They have more respect for hobgoblins, which
three hundred pound, hairy bugbear. they consider to be the best military planners on Krynn.
Anywhere you find goblins you’ll also find bug- Unlike the common goblin, bugbears only rarely have
bears, though in smaller numbers. Unlike common any skill in sorcery or mysticism. They devote too little
goblins, these brutes have honed their hunting time to anything other than their stomachs or their trea-
skills. They eat everything they kill, and they kill sure hordes to consider, let alone master, the basic forces
anything they can catch—including intelli- of nature.
gent races and even other goblin races.
Bugbear: Nonhuman. Co 5, Ph 10, In 4, Es 6,
I’ve found that bugbears are very fond of Dmg +4, Def –3, also melee weapons and
treasure. They often attack a lone traveler not missile weapons.
for food, but rather because he has some trinket
they want to add to their collection. The bugbears If a bugbear attacks a hero and cannot land a blow
I’ve seen clothe themselves in bits of fine fabric for five exchanges, the bugbear attempts to flee.
(that quickly become soiled beyond salvation) and However, it might try to ambush the hero again at
pieces of various types of armor cobbled together a later time.
with leather thongs. • Any group traveling through goblin country may
be attacked by bugbears, especially if they carry
In combat, bugbears can overpower, but they’re large amounts of treasure or wear particularly dis-
not terribly creative. A group of hunters who passed tinctive outfits. If bugbears attempt to ambush
through the Inn told me of how they outmaneu- heroes, they must outnumber the group by at least
vered some bugbears. The next time they faced bug- fifty percent (although they prefer the ratio to be
bears, though, the hunters realized that the two to one).
creatures had learned from past mistakes. Instead
of being crowded into fighting from a lower ground
as before, the bugbears ambushed the hunters, strik-
ing from hiding with sudden, savage attacks meant
to wipe out their foes before they could recover
their wits. Thankfully, the hunters kept their heads
about them and won through, causing the bugbears
to retreat again.
I’ve heard other stories about bugbears pressed
into service in a large military force. They usually
bring a hobgoblin along to act as their strategic
leader since though they’re good at following
orders, they’re not good at thinking up new ones.
If you ever have to face a bugbear one-on-one, for
Paladine’s sake, don’t try to stand toe to toe with it.
They’re too strong and quick for anyone but the
most seasoned warrior to hope to overcome. If you
Goblin Races • 203
Hobgoblins with the personality and ambition to raise a func-
tional goblin army, Ansalon will be in serious trouble.
Hobgoblins may be the most dangerous of all the
goblin races. They do not have the same focus as Of all the goblin races, hobgoblins are the most interest-
common goblins, nor the strength of bugbears, but ing. They have a fully developed (if terribly crude) sense
they have the most intelligence of the group. Gob- of community, history, and even art. True, they devote
lins and bugbears hold hobgoblins in the most of their thoughts to warfare and personal gain, but
highest regard. Any successful goblin
military unit usually has a hobgoblin they do so with a particular sense of style.
directing them. Hobgoblins are responsible for the only
known texts on
This is not to say that hobgob- goblin culture and
lins do not fight. My experience history. In fact, a
with them has proven that they hobgoblin author
are well-trained, clever warriors named Grinfroth, who
who prove deadly in squads of lived during the Dwarfgate
ten to fifteen. They use team- War, wrote a ten-thousand-line
work to overcome foes, often poem called “Cracking the Bone.”
sending one or two of their This epic tells the goblin view of the
squad to certain death distract- world’s creation and explains where
ing a foe while the rest of the every race fits into the divine plan. Not
group attacks from surprisingly, the goblin races (particu-
ambush. A hobgob- larly hobgoblins) are the chosen people
lin never attacks and are fated to one day “rule Krynn
directly, though, from a throne built of the cracked
unless he has a plan that bones of our enemies.” While the
assures his victory. verse is somewhat rowdy, and
the meter is unsettling at
According to best, the fact that a hobgob-
Sturm, hobgoblins lin created this work makes it
organize them- a seminal piece of Ansalon-
selves based on who among them is the meanest, ian literature and begs that
toughest, and most brutal, like their cousins. How- we reevaluate the entire race’s
ever, unlike the other goblins, ambitious hobgoblins potential.
often plot to overthrow their superiors; a hobgoblin
leader cannot always count on the support of his Hobgoblin: Nonhuman. Co 5, Ph 4, In 5,
people. Es 5, Dmg +4, Def –3, also melee weapons
and missile weapons.
As a result, hobgoblins are the most overbearing
and abusive of the goblins, but they also have a deft About one in every fifty hobgoblins has the insight
hand at flattery and deflecting attention away from and ambition to learn mysticism (they tendnot to
themselves. You would do well to remember these have any interest in sorcery) and becomes the
things if you ever have to deal with these awful crea- shaman for his tribe. Shamans often specialize in
tures. In my opinion, they are self-involved and do the sphere of mentalism, using their skills to pick
not do anything that is not in their own best inter- the brains of foes, and even the members of the
est. A hobgoblin’s smile often threatens more than tribe, for knowledge.
his sword. • Most large groups of goblins the heroes meet
have a hobgoblin leader. They may also meet a lone
However, Sturm told me that hobgoblins can hobgoblin traveling the land looking for his lost
organize and lead members of all the goblin races. If a squad, which the heroes know is dead.
hobgoblin (or a group of them) ever comes along
204 • Chapter Six: Peoples of Krynn
Kobolds they gained control of the Graystone. The Chosen
set to work erecting a great engine that they claimed
If you asked me to give a quick description of a would transfer the divine energy from within the
kobold, I’d say something like “a scaly cross between stone to mortal vessels.
a goblin and a rat.” They stand about three feet tall,
have pointed ears, small horns on their brows, and The goblins and hobgoblins thought that the
fairly long tails. Their skin is dry and scaly, like a Chosen were going to drain all the power and leave
lizard’s, and they have rough whiskers growing from none for them. They plotted and, just as the trans-
their chins. ference began, grabbed the Graystone. Brilliant
light engulfed them and ebbed away, exposing their
Since kobolds don’t fight terribly well, they new forms: kobolds.
refuse to enter combat unless the odds favor them
overwhelmingly. I’ve seen them fight with clubs, The Chosen realized the Graystone had far too
spears, javelins, and shields— much power for them to control, so they aban-
all made of wood, since kobolds doned this foolish quest before anyone else got hurt.
avoid using metal.
They settled in the mountains of Sancrist Isle and
Rather than relying on found a new focus for their lives.
brute force, though, The kobolds were enraged at
kobolds use tricks, traps, and the situation, but, the Chosen
deception to beat their foes. Like pointed out, the kobolds’ trou-
goblins, kobolds are cunning, but bles resulted from their
unlike their cousins, betrayal.
they are also very Understandably, this did not
smart. What I sit well with the kobolds, but
mean is, while they were not yet used to their
goblins may think
of a good trap or new bodies, and the Chosen drove
a clever plan, them off easily. Ever since, all
kobolds can kobolds have hated gnomes.
think of a clever
plan to hide a good trap. I would be remiss if I did not point out
that the learned community holds a different
All kobolds hate two opinion on the origin of kobolds. According to
things: magic and gnomes. If a
group of kobolds enters combat, they always all reputable zoology texts, kobolds are
attack their foe’s mages or gnomes first. I believe an offshoot race of the bakali (a so-
that these hatreds stem back to the days when called “lost race” of lizard-men).
kobolds were still normal goblins.
Kobold: Nonhuman. Co 3, Ph 2, In 5, Es 5,
Let me tell you a tale my son Palin told me. He Dmg +2, Def –2, also infravision, melee
heard the tale from Gargath himself, who was weapons, and missile weapons.
guardian of the Graystone for three thousand years.
Kobolds excel both at laying traps and diverting
A group of “Reorx’s Chosen” (or what would attention from them. As a result, any Perception
become gnomes) were chasing after the Graystone, action made tonotice a kobold trap is one degree
but they found that the world held many dangers. more difficult than usual.
While passing through the lands of Throt, the Cho- • Heroes may run into tribes of kobolds in
sen hired goblins and hobgoblins to protect them by almost any terrain, though goblins are always
promising riches beyond imagining. For seven years encountered more frequently. Gnome heroes are
this group crossed the mountains and oceans of attacked every time kobolds spot them. An
Ansalon, following the gem to Sancrist Isle, where entire adventure could be based around escort-
ing a group of gnome scientists through kobold-
controlled territory.
Goblin Races • 205
Sligs
The hobgoblins who chased the Graystone with the
Chosen (don’t ask me to repeat the tale of the
kobolds again!) were also transformed. While the
kobolds became smaller than they were before, the
sligs found themselves even more powerful and dan-
gerous than they were as hobgoblins.
Sligs are man-sized lizards with tough,
leathery hides and more meanness than a
whole tribe of kobolds. Perhaps because they
feel that the Graystone improved them, sligs do
not hate gnomes the same way their smaller
cousins do. They do, however, attack any ani-
mal or person they think is weaker than they
are. Although they eat everything, they often kill
for the sheer joy of it.
While sligs often prepare traps in the same way
kobolds do, their traps are nowhere near as clever or
hard to spot. Sligs usually coat the traps in a foul-
smelling slime that makes them tough to climb
out of.
If this wasn’t awful enough, sligs also
have the ability to spit a contact poison, Sligs are man-sized lizards
though they usually do this only three or with tough, leathery hides
four times per day. Be careful not to get and more meanness than a
this poison anywhere near your eyes; the whole tribe of kobolds.
blindness it causes is only temporary, but
an attacking slig won’t let you live long enough to Slig: Nonhuman. Co 5, Ph 12, In 5, Es 6,
find that out. Dmg +4 (bite), Def –4, also immune to
Sligs seem to be more like reptiles than lizards. normal fire, poison, resistant to magical
Although they live anywhere, they prefer wet, humid fire, thrown weapons, and swim.
locales such as bogs and swamps. • Any settlementnear a swamp is constantly under
According to several reports, sligs are naturally resis- the threat of slig attack. The heroes may be hired
to find some way to allow the two communities to
tant to flames. Normal fires cause them no damage, and coexist peacefully.
even pyromancers find it more difficult than usual to
cast spells that affect sligs.
206 • Chapter Six: Peoples of Krynn
Ogre Races
Just like with goblins, an “ogre” is not one specific
type of creature; it’s more like a family of inbred
races. Ogres are the most common of the ogre
races, but they are by no means the strongest, mean-
est, or most dangerous. Just because you’ve seen, or
even fought, an ogre in your day, don’t think that
you know it all. The ogre races vary so much that it
would take a lifetime to really understand them all.
While the ogre races are, if anything, even more dis- Wild ogres live in small clans (no larger than
parate than the previously discussed goblin races, I ten) in mountains throughout Ansalon. They
can trace their history clearly and credibly move from cave to cave and live off herds of
through scholarly texts from ages past. It may mountain goats. They never stray far from caravan
be difficult to see the relation between a sea hag and an trails that bring more appetizing prey (like mer-
ettin, but no one doubts that it is there. chants). They’re also very jealous of their terri-
tory; if someone tries to live on their land, they
Ogres will fight them off !
I’ve heard a lot of tales about how ogres were once Two nations of ogres exist in Ansalon: Blöde and
a beautiful race whose greed and cruelty deformed Kern. From what I hear, neither is a place any sane
them into the hideous creatures we know today. man would want to visit. The ogres there may be
Nice stories, but they’re too dangerous to believe. more civilized than those you’d find in the wild, but
I mean, if you think that the ogre in front of you is they are no better disposed toward humans. They
really a sensitive, caring soul trapped in a mon- still attack any strangers they see, but they might
ster’s body, you may hesitate when attacking, keep their victims alive for use as slaves. Hearing
which can get you skewered and hung over an ogre what I have about ogre homes, I’m not sure
cooking pit. So, I’m not going to bother with any whether or not this is a kinder fate. Also, I’ve heard
ogre tales. I’m sure they’d make an interesting of some “civilized” tribes in other areas of Ansalon,
book of their own, but I’m here to tell you how to so don’t think that they live only in the two nations
survive against today’s ogres, and that’s no mean I listed above.
feat.
If you have any other option, don’t fight ogres!
Ogres stand eight or nine feet tall, have sickly, They’re bigger, stronger, and sturdier than you are.
yellow-colored skin and gray eyes, and are as blood- They live to fight, and they’re very good at it. They
thirsty as any creature I know. They’re disgusting, use huge weapons, usually clubs that were tree limbs
living in filth and caring nothing for civilized earlier in the day, but also frighteningly huge
notions like bathing. They have incredible strength swords, axes, and maces. Ogres fight to the death,
and can crush a fully armored man with their bare unless they have orders to the contrary. If they dis-
hands. arm you, though, death may take a while as they
mangle you the same way a cruel child might tor-
Nothing frightens an ogre. I’ve always thought ture an insect.
that they’re too busy hating everything to remem-
ber to fear the few things bigger than they are. If
nothing else is around, tribes of ogres usually begin
fighting with one another. That’s why any ogre you
meet will probably be covered with cuts and bruises.
Ogre Races • 207
When combat with ogres can’t be avoided, fall You’d do better to talk to my son about such
back and attack from a distance. The beasts are too things, but I understand that they are highly
big and clumsy to avoid arrows, and too bulky to advanced spellcasters who can create some magical
wear effective armor. If you have enough people in effects not seen since the withdrawal of the gods.
your company, apply any advanced strategies you
can. Ogres are incredibly stupid and fall for just These creatures are very rare (I have never met
about any feint. anyone who claims to have actually seen one) and,
thankfully, they hold their lesser cousins in as much
contempt as they do mortals.
Scholars assume that ogre-mages are more closely
related to the Irda than normal ogres. (The Irda are a
legendary lost race of uncorrupted ogres who were
destroyed at the start of the Chaos War.) However, since I
cannot find any reliable records of either race, this is only
supposition.
According to many texts, not all ogres are as stupid as Ogre: Nonhuman. Co 5, Ph 13, In 3, Es 6,
the author claims. In fact, most clans of fifteen or more Dmg +5, Def –32, also melee weapons
have at least one member who has a natural gift for and thrown weapons.
spellcasting. These ogre-shamans are more intelligent
and creative than their brethren and usually become Ogre-mage: Nonhuman. Co 5, Ph 17, In 7,
chieftains of their clans. Es 7, Dmg +6, Def –3, also cryomancy,
healing, melee weapons, mentalism,
The “stories” the author refers to are well docu- spectramancy, thrown weapons, and
mented but, ultimately, refutable; no evidence corrobo- transformamutation.
rates the ogres’ origins. Reputedly the first of the
intelligent races to walk the world, ogres were also the Ogres are probably the most brutal creatures the
most beautiful of the gods’ creations. If these statements heroes could meet. They attack without provoca-
are true, then ogres have fallen farther than humans tion, but they always fight until they or their foes
may ever climb. Perhaps these tales should be collected are dead. However, ogres arenot strategists and
in one volume. I’ll have to see about that on my return to can be made to fall for almost any well-planned
Palanthas. ruse. If a ploy fails to knock them out in one blow,
they become even deadlier, often uprooting trees,
As Bertrem pointed out, sometimes ogres grow smashing buildings, and destroying anything in
bright enough to learn to cast a spell or two. their paths until they find their foe.
Although I’ve never seen such a thing myself, I’ve
heard too many tales to discount them as drunken Ogre-shamans usually know one school or
ravings. More disturbing to me than the rumors sphere of magic. They use their skill as aggres-
of shamans who know one or two spells, though, sively as possible, putting themselves in positions
are the stories of a different type of ogre—one of leadership by brutalizing the other clan mem-
that has skin of pale blue and can cast wondrous bers. Heroes should be wary, because they like to
spells. cast spells that cause great damage over large
areas.
The stories call these creatures ogre-mages and
claim that they come from an island far to the east. An ogre-mage is skilled in two more areas of
They are much more advanced than normal ogres spellcasting (the Narrator can assign him any two
in many ways, making finely crafted clothing, tools, schools or spheres). Ogre-mages are extremely
and weapons. Their biggest advances, though, are in rare in Ansalon and will only be encountered
the field of magic. individually.
208 • Chapter Six: Peoples of Krynn
Giants and weighing over three thousand pounds, cyclopes
are grimy creatures who move in wild thrashing
The gods of Good did not want the foul ogres to motions, swinging their arms around and shaking
spread their influence over the lands;
they cursed them with weak, their bodies back and forth as they lope
fetid blood so that ogres along. They attack anything they
would not breed true. The see as an enemy, so you can often
gods of Evil favored the see them uproot trees and
ogres, though. They smash boulders for no appar-
could not lift the ent reason.
curse, but they made
the deformed ogre Cyclopes are
children even more giants born either
frightful and power- with one central
ful than their par- eye instead of
ents. Though ogres two, or with two
usually abandon tiny eyes set
monstrous babies together in one
shortly after birth, socket. In both
quite a few of them cases, they
survive. are hideous monsters.
Giants are a The reason
strange and varied cyclopes have such a
race of ogre frantic gait is that they have
castoffs. Although very poor eyesight. The fact is, their deformity
cyclopes, ettins, and makes it nearly impossible for them to see small
the other types of objects unless they are moving (anything smaller
giants look completely different from one than a normal man or woman is small to them).
another, they consider themselves to be one race However, cyclopes have very sensitive ears. They can
and treat one another as brothers. hear a man’s breath (some say even his heartbeat),
and this more than makes up for their poor vision.
In point of fact, the alarming frequency of birth
defects among ogres might result from their tendency to Cyclops: Nonhuman. Co 4, Ph 21, In 3, Es 3,
live in insular clans and breed frequently among their Dmg +10, Def –4, also melee weapons
little group. Oddly enough, the weakness found in ogre and thrown weapons.
blood is not present in their mutant offspring. All
ogrekin breed true. The progeny of a cyclops will
always be a cyclops, and a hag will always give birth to
more hags.
Cyclopes Cyclopes stay far from civilization, but they enter
towns to takenecessities. A cyclops guards his lair
Cyclopes are giants born either with one central eye and kills or captures anyone who comes upon it.
instead of two, or with two tiny eyes set together in • Heroes mayneed to rescue slaves of a cyclops, or
one socket. In both cases, they are hideous mon- they may find themselves slaves trying to escape. In
sters. Usually standing at least fourteen feet tall either case, trying to out-think a creature whose
entire view of the world is so far removed from
theirs could pose a challenge.
Ogre Races • 209
If you end up defending yourself from a A diary written by a man who was held captive by a
cyclops, make as loud a racket as you can so that cyclops for twelve years speaks at great length about the
the beast will be overwhelmed and confused— monster‘s ability to compose passionate verse and sing
then run! hauntingly beautiful dirges. Since first-hand knowledge
of cyclopean ways is so rare, though, I cannot tell how
Cyclopes are the most solitary of the giants and almost common such skills are.
always live alone in isolated regions, although occasion-
ally a mated pair remain together to raise a lone off- Ettins
spring. Like most giants, cyclopes inhabit mountainous
regions; however, unlike their cousins, they also fre- A two-headed giant is called an ettin. Even other
quently live in forests, plains, and even remote islands. giants consider ettins to be freakish monsters that
should be destroyed, and I can’t say I blame them.
Several tomes in the Great Library report that
cyclopes are not only highly intelligent creatures, but also Ettins are by far the most violent
impressively creative. They adorn their lairs with and barbaric of the giants.
well-crafted furniture, and even deco- I may have no use
rate them with furs, horns, and for cyclopes
expressive cave paintings. and hill
giants, but I
have to admit
that they try to
make places for
themselves in the world. Ettins,
on the other hand, seem to
exist solely to terrorize
mankind. These surly beasts
sleep during daylight and
hunt all night. Although ettins
are intelligent, the most creative
thing they do is make weapons from tree
branches.
Ettins seem to exist
solely to terrorize
mankind. These
surly beasts sleep
during daylight and
hunt all night.
Although ettins are
intelligent, the most
creative thing they do
is make weapons
from tree
branches.
210 • Chapter Six: Peoples of Krynn
Usually standing about thirteen feet tall, ettins Since ettins live in almost every mountainous region
vary in skin tone as much as human skin does, but on the continent, they have a variety of names in the folk-
their hide is thicker and offers greater protection lore of nearly every culture. For example, the people of
from attack. They have broad shoulders, are stocky, Abanasinia call them “two-headed trolls,” while those
and grime usually covers them (as far as I know, in Icereach refer to them as “two-headed beasts.”
ettins never bathe). At first glance, their faces
resemble a hill giant’s, but once you’ve dealt with Although two-headed ettins are certainly the most
both types, you can easily tell the difference. Ettins common variety, occasionally they have three or more
have large watery eyes, pug noses, and mouths filled heads. These ettins are even more brutal and aggressive
with large, yellowed teeth. Their thick black hair than two-headed ones, leading at least one writer to
grows long and tangled, and smells like an over- speculate that the creatures’ violent tendencies spring
heated horse. from the eternal conflict between the heads for control
over the body.
Ettins live in rocky, mountainous regions, sleep-
ing in caves and overhangs but never making a per- Ettins have their own language, but it consists mainly
manent lair. They roam the area in groups of four of grunts and howls. In fact, their tongue uses only eight
or five, attacking and eating anything they can get distinct sounds and has no adjectives or adverbs.
their hands on (including other ettins). When an
ettin attacks, it fights to the death no matter how Hill Giants
badly outnumbered or outmatched it is.
Most people know nothing about the different types
Unlike most other giants, ettins often attack of giants they might meet in their travels. To them,
human, elf, and dwarf settlements. Luckily, though, one giant is the same as any other, and the creature
they don’t consider civilized areas particularly good they picture when they say “giant” or “giant ogre” is
feeding grounds and attack only when their wander- the common hill giant. Luckily for them, hill giants
ings bring them within half a mile or so of a town or are the most common and most civilized breed.
village.
Hill giants usually stand about sixteen feet tall
In combat, ettins are frightening opponents. and weigh between four thousand and five thousand
They attack with both hands and are particularly pounds. They have an apish look, standing stoop
difficult to surprise since they can see someone shouldered with overly long arms. Their heads are
approaching from any angle other than directly small and round with low, sloping brows.
behind them. Also, one head always remains alert
while the other one is sleeping, so they can stand Hill giants usually stand
guard and get a good day’s rest at the same time. about sixteen feet tall and
weigh between four thousand
Ettin: Nonhuman. Co 4, Ph 17, In 3, Es 4, and five thousand pounds.
Dmg +8, Def –4, also melee weapons, and
thrown weapons.
In melee combat, ettins attack twice in each Like their cousins, hill giants live in mountains
exchange of blows (once with each arm) choosing and rocky caves in foothills bordering desert plains.
to attack the same target twice or two different tar- They live in clans of ten or fifteen giants related by
gets entirely. blood or mating bonds, working together to hunt,
build shelters, and sometimes farm. Unlike other
Because of their increased peripheral vision, and giants, hill giants are not naturally aggressive, just
the fact that one head is always awake, attempts to territorial.
surprise or sneak away from an ettin are one degree
more difficult than usual (an average Agility It would shock and frighten most travelers to
action would become challenging). know that as they pass along mountain roads, their
• If the heroes investigate an area being terrorized every move is watched by giants armed with boul-
by a rampaging giant, they might eventually face an ders the size of prize-winning sows. Hill giants allow
ettin.
Ogre Races • 211
just about anyone to pass through their lands as Hill giant: Nonhuman. Co 6, Ph 38, In 3,
long as they go peacefully. Platoons of soldiers, Es 4, Dmg +15, Def –4, also melee weap-
marauding bandits, and any other heavily armed or ons, and thrown weapons.
blatantly aggressive groups, though, may find them-
selves harassed by local hill giants. • If heroes ever develop a relationship with hill
giants, the giants always welcome the heroes as
I thought for the longest time that hill giants friends, and possibly even as honorary members,
were nothing more than fables, but I learned differ- of that particular clan. An interesting quest could
ent shortly after my brother’s Test of High Sorcery. center on the heroes being engaged to “save a
I found myself being chased through the Sentinel town from giants” merely to find that the only
Peaks by a group of Seeker crusaders who thought ones in the area are hill giants. Who or what is
my quest for knowledge of the old gods to be blas- really terrorizing the town, and why are the
phemous. At least a dozen of them, fully armed and giants being blamed?
hot for my blood trapped me in a box canyon.
Then, just before I felt I was far enough away to
Suddenly a boulder the size of a war horse flew turn and run, the largest of the giants dropped his
over my head, landing in the midst of the Seekers. boulder, smiled and, like a kindly innkeeper, waved
Looking up, we saw eight hill giants ridging the good-bye to me. He and his band loped off into the
canyon, each brandishing a colossal boulder of his mountains, and that was the last I saw of them.
own. However, throughout the rest of that journey, I
could feel them nearby, watching protectively over
The Seekers, blinded by a bloodlust I’ve seen the small man who meant them no harm.
only in religious zealots and rabid dogs, turned their
sights on the giants, who easily dispatched them. They have an apish look,
The creatures still had three or four boulders standing stoop shouldered with
remaining, but they lowered them and looked at me overly long arms. Their heads
curiously. I kept my hands as far from my weapons
as possible and backed toward the canyon’s are small and round with
entrance. low, sloping brows.
Clearly, hill giants are the most
highly developed of their ilk. While
their level of technology and art
are stunted, as a race they
show a remarkable com-
passion that many “civi-
lized” races could learn
from.
Although I’ve heard
that they wear crudely
sewn animal hides, hill
giants consider their
clothing a point of pride.
A giant wears hides from
animals he has killed himself.
212 • Chapter Six: Peoples of Krynn
Hags plunged her into eternal chaos, scarring her face,
twisting her body, and making it so that neither
she nor any of her descendants would ever know
The day I first saw an ogress, I knew I would never the comfort of the old ways.
see a more bloodcurdling sight as long as I lived. I I believe that the story of Lurrhein stems from some
was wrong. I’d rather take a kender’s favorite spoon event, but that she (or Lahrrn, Lurren, or Llairn
into battle against a dozen ogresses than face depending on the barbarian tribe) was a historical fig-
another hag as long as I live. ure. However, the ease with which people abandon the
I’ve heard a shaman of the tale suggests that it is apocryphal. Most likely it tried
to humanize the ogres who still prey upon the
Aranashi tribe recite a legend Annis barbarian tribes, making the crea-
tures seem less supernatural
that explains how hags and more vulnerable.
came to be so ter-
rible. Lurrhein,
an ogress who
lived during the You’ll find
last years of the annis lurking in
Age of Dreams, the foulest,
saw that ogre dankest parts
civilization of any region
was dying. Lur- ogres roam.
rhein believed They look
ogres had just like I
tried to grow imagine the
too much, first fallen ogres
which meant did—
that they tried Sea Hag seven or
new things. She felt
eight feet
that they had angered tall with
the gods because of tough, blue,
this. Lurrhein wrinkled skin
preached her twisted covered with
logic across the warts and moles.
breadth of Ansa- Their hair,
lon, convincing teeth, and talons
ogres to abandon their Greenhag have the same dull
search for ways to black look you’ll
improve their lots in The day I first saw an ogress, find on prisoners
life. I knew I would never see a more who have been
bloodcurdling sight as long as I locked in chains
The gods of Evil lived. I was wrong. for too many
grew angry by this. years.
Many ogres who had
been working on plans Annis are
that would have brought the race another thou- powerful creatures who attack mercilessly. They
sand years of prosperity fell sway to her. In the throw themselves at their victims, clawing and
end, Lurrhein hastened the fall of the ogre races. biting until they can grapple them and drag them
To punish her, the gods took away the one thing down. If they face overwhelming odds, annis can
that meant the most to Lurrhein—the security magically summon a thick fog that swirls and
and protection of her faith in the old ways. They clouds the immediate area. An annis has such
Ogre Races • 213
sharp Greenhags make up for their lack of size by being
senses more cunning than other hags. They can move
that it without making a sound and are terrific mimics.
contin- I’ve been fooled more than once by a greenhag hid-
ues to ing in the leaves of a deep bog, shouting out like a
move stranded traveler or lost child. I know that they prey
about and on my willingness to help the needy, but when I hear
attack nor- a cry for help, I can’t ignore it.
mally in this
fog, while victims At first Lurrhein, in her madness, attacked and
stand around acting killed any creature she happened upon. However, loneli-
disoriented and ness wore on her and she took to keeping one or two vic-
confused. tims alive as consorts. Soon these creatures soon joined
her in madness.
Annis attack mercilessly.
They throw themselves at their The children of these unions were invariably hags.
victims, clawing and biting In fact, I cannot find records of any hag ever giving
until they can grapple them birth to a male child. According to most texts, green-
and drag them down. hags are the offspring of an annis and one of the goblin
races.
According to legend, Lurrhein was an annis. She
spent the remaining years of her life (which were quite a Sea hags are the foulest of all hags, though by no
few, for ogres and their kin lived long lives during the means the most fearsome. They have a sickly yellow
Age of Dreams) trying to find an ogre mage powerful skin spotted with patches of slimy green scales and
enough to lift the curse from her body. No such mage short bony spikes, deep red eyes, and limp hair that
existed, though, and she soon found herself banished from hangs like seaweed. They can be found in any waters
every ogre village on the continent. that are choked with plant life. It would be no effort
at all to avoid sea hags if
not for the fact that
they can change
shape at will.
Would it surprise anyone to hear that, unlike
annis, greenhags have green skin? The difference
between the two creatures is mostly skin deep.
These hags have deep green hair and stand two or
three feet shorter than annis, but the two have
nearly the same strength.
Greenhags are terrific mim-
ics. I ’ve been fooled more
than once by a greenhag
hiding in the leaves of a
deep bog, shouting out like
a stranded traveler or
lost child.
214 • Chapter Six: Peoples of Krynn
I remember once walking past a lake covered in Annis hag: Nonhuman. Co 8, Ph 28, In 6,
waterlilies and seeing a priest of Paladine standing Es 8, Dmg +21, Def –5, also acute senses
chest deep in the lake. He dove under the water, rose (hearing, sight, and smell), alteration,
with an annoyed look on his face, and dove again. As confuse, and hydromancy (fog).
I waded out to see what he was doing and if I could
be of some aid, he dove again but did not surface. Greenhag: Nonhuman. Co 6, Ph 27, In 6,
Es 9, Dmg +8, Def –6, also acute senses
Sea hags have a sickly yel- (hearing, sight, smell) and camouflage.
low skin spotted with patches
of slimy green scales and short Sea hag: Nonhuman. Co 8, Ph 9, In 5, Es 6,
bony spikes, deep red eyes, and Dmg +5, Def –2, also alteration and
limp hair that hangs like sea- death (glance).
weed. It would be no effort at
all to avoid sea hags if not Although annis occasionally live in groups as
for the fact that they can large as five, they are solitary creatures bynature.
change shape at will. An annis attacks any sentient creature that lives
or camps within a mile of her current lair. They
Sure that he was caught in the lilies’ roots, I dove in can use their ability to create fog about once
after the priest. Too late, I discovered that it was a every eight hours.
sea hag, who had returned to her true form. The
shock of the sight nearly froze my heart, but I gath- Greenhags live in swamps and dense forests,
ered my wits about me before it was too late. usually in groups of three to five. They are
Strangely enough, the creature simply swam away, extremely territorial and attack any creature that
and I could not find her. Every time I rode past that comes within a mile of their lair. Each hag can
lake, from that day to this, I kept my hand on my speak in three or four distinct human or elf
sword and eye out for that priest. voices.
Through the centuries, hags (both annis and green) have Heroes can encounter sea hags in any large
proliferated. However, none of the actions of Lurrhein or body of water, but these hags most commonly
her offspring account for the creation of sea hags. Many live along the shallows of great bays or large lakes.
scholars believe that “sea hag” may be a misnomer, and They thrive in waters that are overgrown with
the creature is actually a species of sirine. vegetation or whose banks are covered with thick,
hanging branches. They use the vegetation for
camouflage and to separate victims from their
companions.
• It could be that a greenhag, wrapped in thick
clothing and using her voice power, has risen to a
position of authority in a town. The citizens trust
their leader and refuse to hear a bad word against
her. Also, the hag has donenothing to harm the
town . . . yet.
Ogre Races • 215
Trolls Don’t get me wrong, I know from first-hand
experience just how absolutely stupid trolls can be.
If it weren’t for the fact that trolls are so dangerous, If I was twelve feet tall, covered in skin so thick that
I’m sure they would be the laughing stock of adven- only the sharpest blades could cut it, and found
turers everywhere. They look like withered old ogres every wound I suffered would heal naturally in a
who have been stretched on a rack. Their bodies and matter of minutes, I would believe that nothing on
limbs are all long and thin, and they lope about with Krynn could possibly harm me, too.
a stooped posture that makes it seem as though they
can barely support their own weight. A troll’s face If it weren’t
has a gaunt and hollow appearance, with deep-set for the fact
eyes, a long pointed nose, and a ruffled mop that trolls are
of dry black hair. Their skin is tough and so dangerous, I ’m
spongy, covered with warts, blemishes, sure they would
and stray, wiry hairs. be the laughing
stock of adventur-
The amusing aspect of a troll
disappears forever, however, ers every-
the first time you see one where.
bare-handedly tear a
man in half. These This healing
creatures are incredi- power (my
bly strong and brother always
vicious. Luckily, called it
though, they are regenerative)
not at all bright.
makes trolls
Trolls so danger-
look like ous. You can
withered old hit them often
ogres who have and hard enough to
been stretched on a fell ten giants, and
rack. Their bodies and they’ll just keep com-
limbs are all long and ing. I’ve seen many a
thin, and they lope about with battle-hardened war-
a stooped posture that makes rior have his spirit broken
it seem as though they can by connecting with his mightiest blow and then find
barely support their own his troll opponent fully healed before three more
weight. swings have been taken.
In order to beat a troll you (and by “you” I mean
Anyone who has ever swung a sword in battle can you and your comrades—never, EVER face a
easily hit a troll. The idea of defending itself has troll alone) must resolve to fight until you can no
never occurred to any troll in the history of Ansa- longer lift your blade. Make every blow count. In
lon. Some say they lack the brains to form even so other words, don’t swing every time you see an
basic a strategy as “don’t let my foe hurt me.” I, opening. Wait half a second and the troll will give
however, prefer to think that trolls believe them- you a better opportunity. It heals so quickly that
selves to be completely invincible. anything less than a thunderous blow is a waste of
energy. Also, work to lop off one of the troll’s
216 • Chapter Six: Peoples of Krynn
Mewling troll: Nonhuman. Co 3, Ph 30, In ruins less than a day from Solace, where I
In 3, Es 8, Dmg +12, Def –4, also cam- grew up and now run an inn, there lives a different
ouflage, delude, and mentalism. type of troll called a mewling.
Troll: Nonhuman. Co 6, Ph 24, In 4, Es 7, Mewlings are stronger than trolls, but if any-
Dmg +14, Def –4, also regenerate. thing, they act even dumber. They look like a hunk
of the forest come to muscular life. Their skin is
Trolls are social creatures, living in groups that green and appears to be covered with vines and
range from mated pairs to clans of a dozen or leaves. They have large, sad, black eyes, but bushy
more. Although they are completely uneducated green hair covers the rest of their features.
and terribly gullible, they are fully capable of
learning and growing. They speak or understand Luckily, mewlings do not heal themselves the
three or more languages (although generally at way trolls do. However, unlike their cousins, they
the level of a young child) and can adjust their are sneaky and try to take their victims unawares.
strategy to suit the current situation—they They can somehow create illusions that they use to
possess so much confidence in their superiority hide themselves or distract their intended victims.
that they rarely see theneed to change, though. When the target has passed by, or is otherwise
engaged, the mewlings pour out gibbering at the top
Mewlings can be found only in small packs of a of their lungs.
dozen or fewer living in the abandoned ruins of
castles and keeps, usually in swamps and marshes. A mewling sounds like a madman babbling to
himself. I’m a little embarrassed to say it now, but
In battle, mewlings always use their delude when I first encountered Fizban, his mutterings
ability to gain a strategic advantage. They most reminded me of a mewling.
often create illusions of trees and rocks to hide
behind. Occasionally, though, they create illu- Although I cannot find any records of “mewlings”
sions of other creatures to distract their prey. existing anywhere other than Abanasinia, tomes from
These illusions often appear to makenoise (even many different regions contain tales of creatures of a
speaking if they consist of sentient creatures). similar form. However, descriptions of these creatures’
They accomplish this through anatural ability behavior are by no means universal.
that closely mimics mentalism.
• Mewling social activity is a complete mystery. In some instances they are like rampaging beasts,
Sometimes they are docile and welcoming to attacking and demolishing anything that stands in their
strangers, sometimes aggressively territorial. way. Other reports, though, tell of a mewling protecting
Several expeditions have set out to solve this a lost child from attack and then leading the tot back to
mystery, but none has ever returned alive. The his family.
heroes could sign on as guards for such an expe-
dition. Are all these creatures mewlings? Are they truly a
sub-species of troll or are they
hands or feet. This not only makes it tougher for some other type of creature
the troll to attack, but it gives the beast’s body entirely? Their lack of
something bigger to worry about—rather than regenerative abilities is trou-
heal your body blows, it focuses on growing the bling. More than one scholar
limb back. has proposed that a mewl-
ing may, in fact, be a
I can find no source to substantiate the previous bizarre type of earth
claim. We know next to nothing about the whys and elemental.
wherefores of troll regeneration. While the idea that
the body dedicates its resources to repair the single most
serious wound is appealing, it flies in the face of all
medical knowledge (although this effect, admittedly, is
primarily magical and thus does not adhere to the same
restrictions).
Ogre Races • 217
Closing Remarks
This bestiary was written here in the main The end of a project is always the most trau-
room of the Inn. In the afternoons and matic part. Even though one knows that every “i”
evenings (and usually late into the night), has been dotted, the temptation is to go through it
Bertrem would sit at the bar—something he one last time—just to be sure. There comes a
obviously was unaccustomed to doing—and time, though, when one must simply accept that
scribble down my wandering tales. Most nights every work contains some imperfections. Hopefully,
we went to bed not because I had run out of sto- they are few and far between.
ries, but because the poor man’s hands cramped
up so badly he could no longer write. He has put On a personal note, I must say that it has been a
up with a lot during the course of this project rare privilege to work with the author. During the
and not complained once. long days (and especially nights) of this project, I
have learned much from and about him. I now
I could never have done this without his understand why he has achieved such mythic
sharp mind and sometimes sharper tongue. I stature among the bards of Ansalon.
value an honest man above all others, and
Bertrem never hesitated to tell me exactly what Please note that this in no way changes the opin-
he thought of each entry. ion I expressed in my foreword—Caramon is no
different than any other adventurer. He is, how-
Now that we’ve finished, he will return to ever, one of the finest men I have ever known, and I
Palanthas and see the bestiary printed, cata- am proud to call him “friend.”
logued, and shelved in the Great Library. We
will miss him here at the Inn. Only time will tell whether the manuscript we
have created lives up to our goal of being the preemi-
I hope that the inside of the Library is not nent text on Ansalonian fauna.
the only place to which the bestiary travels.
The Ansalonian wilderness is an exciting place. Bertrem
Good luck out there, my friends.
Caramon M ajere
218 • Closing Remarks
Catalogued in the
Great Library of the Ages,
Public Collection,
this third day of Paleswelt,
in the year 34 Saer Cataclius.
Submitted by Bertrem,
Order of Aesthetics
EPILOGUE
ou’ve read the will take. Know what themes, dramatic fla-
monster vors, and emotional extremes you want
descriptions, your audience to experience during the
examined the course of the story, and what, if any, moral
evidence, and you want them to take away. This knowl-
perhaps even edge can guide you through the process of
disagreed with selecting and individualizing the monsters
Caramon’s or and other antagonists in your tale.
Bertrem’s
opinions on one or If you’re preparing a story about the
another of the strength of the common man, hoping to
beasts—now show that one person can make a differ-
what? ence even in a land ruled by a dragon over-
lord, you need to select mostly monsters
Some of you will use The Bestiary as a whose abilities fall within (or only slightly
companion book to keep at your side as exceed) the normal range for heroes. After
you enjoy the many novels and anthologies all, if you put an ordinary man up against
that make up the saga. For you, the depth even a small dragon in combat, the dragon
this volume adds to your experience in can easily crush him; the best the man can
Krynn is justification enough. reasonably hope for is to escape with his
life, which is not terribly heroic. However,
However, we rather suspect that quite a that same man can have a spectacularly
few of you will use The Bestiary as a Narra- successful (and serve your thematic pur-
tor’s tool in playing the DRAGONLANCE: poses) fight against an ogre or even against
FIFTH AGE dramatic adventure game. For a giant.
you, this book is an essential reference tool.
However, it can also fuel your imagination On the other hand, if your adventure
and lead you to stories you would other- should capture the grand epic flavor of the
wise never have imagined. Chronicles trilogy, you must allow the
heroes to face and (hopefully) overcome
Start with the Story foes vastly more powerful than themselves.
Though bards might write songs about
Whether you’re setting up a long campaign heroes who save a village from a pack of
or preparing a single roleplaying scenario, goblins, no one will remember them a year
the story is king. Remember that, unlike from now. If, however, a small band of
real life, things in creative media such as heroes frees a town from the despotic rule
these do not happen in a completely ran- of an ancient and powerful lich and his
dom, inexplicable manner; your audience army of undead servants, people will sing a
expects to find a discernible thread that ties song about this feat in every tavern across
together all the events they’ve experienced. the land for years to come.
While the tale you craft is certainly your
own, and no one can (or should) stop you Of course, no hard and fast rules exist
from including any beast that you wish, the for creating scenarios and campaigns. Let
player can come back to you with ques- your creativity and common sense guide
tions (and possibly even complaints) if the you. However, your job as the narrator will
experience does not hang together as a much easier if you decide ahead of time
cohesive whole. exactly what you want your story to
accomplish and what emotions you want
Before you delve into The Bestiary to to instill in your audience. Then your
populate your setting, be sure that you choices of monsters narrows naturally.
have a strong idea of the course your tale
220 EPILOGUE
MONSTERS AND YOU
Name that Monster not the major reason). Consider the other
reasons the giant frightened you. Perhaps
Sometimes, the idea you build your story the mystery surrounding such an odd crea-
around can be as simple as “Dracoliches ture scared you. Or maybe the hero seemed
are under-appreciated monsters that no out of place in his giant world. The giant
one ever writes well enough for my tastes.” may have been very intelligent, able to see
into the hero’s mind, or possess extremely
Once you’ve made this decision, though, sharp senses.
give some thought to whether your mon-
ster is an average example of his species, a Whatever you glean from this research,
paragon of everything the species can pos- consider how you might take it back to
sibly be, or a unique case unlike any other your tale and use it to help keep your own
member of the species the heroes will ever giants (or other monsters) fresh and fright-
meet. ening without resorting to power escala-
tion. That way, even small variances from
Something good can come from each of the description presented in The Bestiary
these approaches, though a number of cre- can have a strong effect on your audience.
ative difficulties are attached to each. Your
job as the writer is to weigh these different The Fist-Flying,
possibilities and select the one that feels Sword-Swinging,
right for your tale. But, hey, that’s half the Goblin-O-Doom
fun of telling stories!
Of course, once you establish a set of
The Generic Giant expectations for your audience, sometimes
you might want to take a step or two
One trend in games and fiction skews beyond them. Take, for example, the case
every thing and every creature to its ulti- of goblins. Heroes in Ansalon are likely to
mate extreme. Many designers feel that a spend a great deal of time confronting gob-
monster isn’t really scary unless it’s the lins in one way or another. After a while,
most frightening thing you’ve ever seen. they might feel that they know everything
The audience has read about giants before, there is to know about goblins.
the thought goes, so my giant must be big-
ger, stronger, and meaner than any giant Goblins are “sniveling, bootlicking whin-
they’ve ever seen. This, of course, leads the ers who cower shamelessly in the presence
next author to write about an even bigger, of superior forces”—the book says so.
stronger, and meaner giant—a never-end- What would the heroes in your tale do,
ing cycle that leads away from any real vis- though, if they came across a brave, forth-
ceral impact and threatens to make stories right, valiant goblin? Though his ability
nothing more than parodies of themselves. scores and special abilities varied very little
from that of ordinary goblins, your audi-
If your stories reach the point where an ence would still surely find this one not
“ordinary giant” is not something to be only fascinating, but quite probably intimi-
feared, at least by the common folk of the dating as well.
world, you may want to re-examine your
narrative technique. Go back and re-read The key to successfully turning an ordi-
stories with giants that used to frighten nary creature into an extraordinary one is
you as a child. What do they have in com- not by simply bumping its ability scores by
mon? What is it about the giant that was a few points. Rather, focus on making a
frightening? memorable monster. If the heroes need to
hit the thing three or four extra times
You’ll probably find that the fact that before it falls, they may not even notice. If
he’s big and strong is only one of the rea-
sons the giant is frightening (and probably
MONSTERS AND YOU 221
you introduce a noble goblin, or a zombie monster it becomes more real, and it there-
with free will and the ability to lead others fore becomes capable of a much deeper
of its kind, though, you’ll grab your play- emotional impact.
ers’ attention. They’ll not only want to fig-
ure out how their heroes can defeat this When working on a larger plot that cov-
threat but also be keenly interested in the ers several stories or adventures, try to use
turn of events that led to its creation. monsters that are in some way connected.
Find a theme that runs through your over-
An unconventional or unique version of arcing story and keep that theme in mind
a common monster does more than spice when choosing the creatures the heroes
up an adventure. If you give a bit of will face.
thought to the beast’s background and his-
tory, you might find that it suggests addi- This provides a sense of continuity from
tional monsters or characters for the chapter to chapter and leaves the players
heroes to meet and possibly even lead to a actively guessing what they will see in
follow-up story or two. upcoming sections. Also, as a narrator,
player anticipation can work only to your
Friend or Foe? advantage.
Another way to make a monster or charac- Last-Minute
ter pop from the pages of your story is to Monsters
give it qualities completely opposite from
what your audience would expect. In the What do you do, though, when your mind
section above, we talked about a valiant is blank and you absolutely need a story
goblin. Well, how much more intriguing idea in less than an hour? How can you
(and disturbing) would it be if the goblin turn to The Bestiary in your hour of need
wore some Solamnic armor it found? For and pull out a meaningful and, more
that matter, the heroes would certainly importantly, interesting idea?
puzzle over the story of a unicorn, a crea-
ture universally accepted as good, terror-
izing a peaceful farming community.
What extreme circumstances could
create either one of those situations? A
good question—one that will surely be
on your player’s lips. If you create a crea-
ture that captures your readers’ or play-
ers’ imagination, then you’re well on your
way to telling a memorable tale.
The Big Secret
One principle guides all the advice in this
section, and if you were reading carefully,
you’ve probably already picked up on it.
The big secret behind building a story
around a monster is to treat the monster
like a character.
Pretty simple, eh? Make sure that your
monsters have feelings, goals, and moti-
vations that the player understands and,
if at all possible, empathizes with. If the
player feels that he or she knows the
222 EPILOGUE
Using the Habitat Guide Using the Story Nuggets
The Bestiary has two indices, one sorting If you have a slightly longer lead-time and
the creatures alphabetically and one sort- want to develop a more cohesive story,
ing them by their habitat. Although scan- look at the end of the shaded rules side-
ning the former can cause your eyes to fall bars. Many of them contain story
across an interesting monster, most Narra- nuggets—brief, slightly unusual ways to
tors might find the latter more useful. use the creatures in your stories.
While it’s not advisable to rely on the Often these nuggets give a short setting
following strategy, a Narrator who has no description, a curious set of circum-
idea for a creature for the heroes to stances, and a question or two for the
encounter, or one whose prepared scenario Narrator to ponder. Most of them are not
fails to fill the allotted time, may use the full adventures in and of themselves.
Habitat Guide (page 234) and the Fate However, with a little work, you can easily
Deck to develop an instant scene. These expand them into an evening worth of
brief scenes might possess an uncertain roleplaying fun.
quality, but they can fulfill immediate
needs. For those of you who are even more
ambitious, see if you can find a way to fit
When using the Habitat Guide, the first one or more of the story nuggets into your
step is to decide on the setting for your ongoing campaign storyline.
tale. In some cases, the previous story or
the players dictates the setting. If not, then UsingYour Imagination
choose a habitat befitting the mood of the
story you’d like to tell. For example, if you If you’ve found this chapter at all useful to
want to narrate a light, semi-humorous this point, you obviously have enough of
story, you’d probably do well to avoid the an imagination to invent stories of your
desert habitat. own. While The Bestiary is a useful tool,
you shouldn’t rely on it too heavily.
Once you select the habitat, flip the top
card of the Fate Deck. Look at the card’s When you do use it, do so in as creative
suit, and consult the following options: a way as possible. Pick it up every once in a
while and thumb through it, paying atten-
If the card is from the Suits of Shields, tion to creatures you rarely see included in
Arrows, or Helms, the beast should be stories, yours or others’. Use monsters in
one that comes from the Peoples section. odd combinations or in settings that have
If the card is from the Suits of Swords or yet to be explored. Dare to strike out into
Moons, the beast should come from the new territory.
Ansalonian Beasts section.
If the card is from the Suit of Orbs, the Ansalon is a wildly diverse continent.
beast should come from the Magical Don’t let yourself or your scenarios
Creatures section. become constrained by sin of over-famil-
If the card is from the Suit of Hearts, the iarity. The heroes can constantly discover
beast should come from the Monsters new and wonderful things. You should
and Other Fantastic Creatures section. make every effort to do the same. It height-
If the card is from the Suit of Crowns, ens the pleasure you get from your own
the beast should come from the Unnat- experience as the Narrator.
ural and Undead section.
If the card is from the Suit of Dragons,
the beast should come from the Dragons
and Dragonkin section
MONSTERS AND YOU 223
Conversion Notes gory. For example, an ogre has an Intelli-
gence rating of Low. This gives it a score of
For more than a decade, roleplayers have between 5 and 7. Taking the average of 6
adventured in the DRAGONLANCE fantasy and dividing that by two, we find that our
setting, first using the ADVANCED physically horrific ogre has an Intellect
DUNGEONS & DRAGONS® rules, and now score of only 3. No one ever said that ogres
using the SAGA rules. Veteran players will were especially bright.
probably notice that many of the entries in
the Bestiary are creatures found in the Essence
MONSTROUS MANUAL tome and its various
appendices. For them, we present the for- The last of a creature’s four SAGA related
mulae we used while writing this book to abilities is its Essence. Players determine
maintain a level of continuity between the this score using its Morale rating. One
AD&D and SAGA versions of the beasts. takes the maximum value listed for the
Using these, they can bring their own Morale rating and divides it by two, round-
AD&D monsters, heroes, and characters ing down if needed. Returning yet again to
forward into the Fifth Age. the ogre, we find that its Morale rating of
Steady (11–12) yields an Essence code of 6.
Players create the related ability scores Ogres are clearly willful and determined
and ratings for a monster by translating its creatures.
AD&D game statistics. Narrators should
always feel free to alter the results slightly Damage Rating
to suit their individual campaigns or pref-
erences. To determine the amount of damage an
AD&D creature inflicts in combat, a player
Coordination adds together the maximum damage caused
by each of its attacks, then divides by two.
To calculate a monster’s Coordination For example, take a creature that attacks
score, a player divides its Movement Rating three times in a given combat round, caus-
by two and rounds up. Thus, an ogre ing 1 to 6 points of damage per attack. It
(Movement Rating 9) has a Coordination would have a damage rating of (6+6+6) 18
score of 5 (4.5 rounded up). divided by two for a result of 9. If this mon-
ster has a Physique score of 7, it would
Physique inflict a total of 16 damage points with each
successful blow using the SAGA rules.
To determine an AD&D creature’s
Physique score, players should multiply its Defense Rating
Hit Dice score by three (ignoring modi-
fiers). Once this is done, they can add any Most creatures have some form of natural
modifier. In this way, our ogre, with its 4+1 or manufactured armor that protects them
Hit Dice, ends up with a Physique score of from injury. The AD&D game reflects this
12 (3 times 4) plus 1, for a total of 13. fact by giving each beast an Armor Class
Clearly, one should not underestimate an (AC). To translate a monster’s AC into its
ogre’s strength in the Fifth Age. defense rating, a player starts by subtract-
ing the creature’s AC from 10, then divid-
Intellect ing the result by two. Our example of the
ogre, with an AC of 5, has a defense rating
To calculate a monster’s Intellect score, of ({10–5}÷2) 2.5, or 3 after dropping the
players should take its Intelligence rating fraction. The SAGA rules express the
and divide by two. If the exact rating is not defense rating as a negative number, so the
known, simply use the average score for the ogre’s rating becomes –3.
creature’s listed AD&D Intelligence cate-
224 EPILOGUE
AD&D Monster Conversion of sorcery or mysticism points, simply
Quick Reference multiply the creature’s appropriate related
ability score by itself.) A creature’s listing
Coordination Movement ÷ 2 also includes the sorcerous schools (or
mystic spheres) that it can employ.
Physique (HD × 3) + Modifier
Special Cases
Intellect Intelligence ÷ 2
Some creatures—like the half-man, half-
Essence Morale rating ÷ 2 cat rakshasa—have unusual entries that do
not convert easily. When the system out-
Damage rating Maximum Damage ÷ 2 lined above fails to work smoothly and
quickly, Narrators should step in; a little
Defense rating (10–AC) ÷ 2 common sense always resolves problems.
Magic Use
If a creature can use either sorcery or mys-
ticism in the Fifth Age, its description
includes special information. First, its total
number of sorcery (or mysticism) points
appears in parenthesis after its Intellect (or
Essence) score. (To find the total number
MONSTERS AND YOU 225
APPENDIX ONE
The following pages contain an alphabetical listing of all the entries found in the Bestiary.
Superscripted footnotes (1,2) are explained on page 235.
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
–2 acute sense (vision), fly,
Aarakocra 199 3 5 5 6 +3
dive, missile weapons
Anhkolox 151 1 1 1 1 1 (javelins)
1 aura (heat); breath
Ant, Veldt 56 9 8 1 1 +4 attack (cold); immune
to mentalism, poison
Ape, Carnivorous 20 6 12 3 3 +5 –4 entangle
–2
Artifact Spirit 157 N/A N/A 2 2 N/A N/A mentalism;
necromancy; immune
Austritch 39 9 6 1 5 +3 to mentalism, poison
Axebeak 41 9 9 1 3 +7 –2 kick, sprint
Baboon, Giant 20 6 4 3 3 +2 –2 kick, trample
Badger 21 3 5 1 3 +4 –2 crush
Badger, Giant 21 5 11 1 6 +7 –3
Banshee 158 7 6 8 7 +4 –4
–5 death (aura); fear
Basilisk 178 3 19 1 6 +5 (aura); incorporeal;
8 +14 immune to mentalism,
Basilisk, Greater 179 3 30 3 poison
2 +1 –3 petrify (gaze)
Bat, Common 22 3 1 1 2 +5 –4 petrify (gaze), poison,
Bat, Giant 22 5 12 3 rake
6 +4 –3 acute sense (hearing)
Bat, Mobat 23 8 12–18 3 5 +6 –2 acute sense (hearing),
Bear, Brown 24 6 12–24 2 infect
–2 stun (screech)
Bear, Grizzly 24 6 13 2 2 +7 –2 acute senses (hearing,
Bear, Ice (Polar) 24 6 18 3 5 +12 smell), climb, crush,
death throe
Bear, Mandibear 25 8 16 6 9 +8 –2 crush
–2 crush, death throe,
Bee, Giant 57 10 10–14 1 7 +2 immune to cold/ice
Beetle, Fire 58 6 5 1 2 +4 –2 acute senses (hearing,
Beetle, Giant 58 3 15 1 1 +10 smell, vision), climb,
Beetle, Horned 58 3 36 1 2 +17 crush
Beetle, Water 59 4 12 1 2 +9 –2 poison
Behir 180 8 36 3 8 +7 –3
–4
Bird of Prey 40 8–18 2–8 1–3 1–4 +3 –4 charge
Bird, Common 38 6–9 1–2 1 1–3 0 –4 overturn, suffocate
–3 crush; lightning;
swallow whole;
immune to electricity,
poison
–2 acute sense (vision),
dive, swoop
0 special abilities vary
226 APPENDIX ONE
CREATURE CATALOGUE
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Boar, Desolation 34 10 14 4 4 +9 –5 acute senses (hearing,
smell), charge, death
throe
Boar, Giant 34 6 21 1 4 +9 –2 acute senses (hearing,
smell), charge, death
throe
Boar, Wild 34 8 12 1 4 +6 –2 acute senses (hearing,
smell), charge, death
throe
Brute 194 6 11 6 8 +8 0 (–5) melee weapons, missile
weapons, thrown
weapons
Buffalo 30 8 15 2 2 +8 –2 charge, death throe,
trample
Bugbear 203 5 10 4 6 +4 –3 melee weapons, missile
weapons
Cattle 30 8 9 2 2 +2 –2 charge, trample
Centipede, Giant 60 9 4 1 1 +3 –3 poison (paralyze)
Cheetah 26 8 9 2 2 +6 –3, acute senses (hearing
vision), camouflage,
climb, pounce, rake,
sprint
Chimera 109 5 27 2 7 +17 –3 breath attack
(pyromancy), charge
Cockatrice 182 9 15 1 6 +2 –2 petrify (touch),
immune to petrify
Cricket, Cave 62 3 6 1 2 0 –4 confuse, kick
Crocodile 74 5 9 1 1 +10 –3 overturn
Crocodile, Giant 75 5 21 1 2 +19 –3 kick (tail), overturn,
pounce
Cyclops 209 4 21 3 3 +10 –4 melee weapons, thrown
weapons
Daemon Warrior 124 9 12 9 9 +12 –8 fear aura; immune to
normal weapons,
mentalism, poison
Darken Owl 44 12 18 8 9 +7 –2 acute sense (vision),
mentalism, sensitivity,
swoop
Death Knight 130 6 27 9 9 +8 –5 fear (aura);
necromancy; immune
to mentalism, poison,
normal weapons
Deer 30 14 15 1 1 +2 –2 charge, sprint
Dog, Cooshee 28 8 12 2 6 +6 –3 camouflage, sprint
Dog,
Hunting/Wild 28 6 4 2 2 +2 –2 acute senses (hearing,
smell), charge
Dracolich 132 * * * * * * *see dragons;
dragonawe; paralyze
(gaze); immune to
elecricity, necromancy,
mentalism, poison
CREATURE CATALOGUE 227
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Draconian, Aurak 172 12 10–24 8 (64) 8 +10 –5 acute sense (vision),
Draconian, Baaz 173 8 667 +6 alteration (self), breath
Draconian, Bozak 174 6 6 7 (49) 7 +4 attack (blind), charm,
death throe, missile
Draconian, Kapak 175 8 6 5 7 +2 weapon (energy blast),
resistant to magic,
Draconian, Sivak 176 10 12 7 7 +12 sorcery (pyromancy,
electromancy,
Dragons* 166 divination),
summoning (self)
Wyrmling 8 15–30 4 4 +7 –3 death throe, glide,
pounce
Very Young 8 21–36 6 6 +10 –4 death throe, glide,
sorcery (aeromancy,
Young 9 27–42 8 8 +12 pyromancy), web
–3 acute senses, death
Juvenile 9 33–48 10 10 +14 throe, glide, poison
(paralyze)
Young Adult 10 36–54 11 11 +16 –5 alteration (self), dive,
death throe, fly,
Adult 10 39–54 12 12 +18 resistant to magic
Mature Adult 11 42–57 13 13 +20 –4
–6
Old 11 45–60 14 14 +25 –8
–10
Very Old 12 48–63 15 15 +30 –12
–14
Venerable 12 51–66 16 16 +35 –16
–18
Wyrm 13 54–69 17 17 +40 –20
–25
Great Wyrm 13 57–72 18 18 +50 –30
–35
Ancient Wyrm 14 60–75 19 19 +60 –40
–45
Legendary Wyrm 14 63–78 20 20 +70 –40 dragonawe, dragon
Dragon, Fire 126 12 70 4 4 +65 breath, dive, immune to
normal weapons
Dryad 104 6 6 7 6 +2 –1 camouflage, charm
Eagle, Giant 45 24 12 2 2 +12 –2 acute sense (vision),
dive, swoop
Elemental, Air 93 18 24–48 3–5 8–11 +10 –4 aeromancy, dive, fly,
immune to aeromancy,
Elemental, Earth 94 3 24–48 3–5 8–11 +16 incorporeal
–4 crush, geomancy,
Elemental, Fire 95 6 24–48 3–5 8–11 +12 immune to geomancy,
regenerate
–4 immune to pyromancy,
incorporeal,
pyromancy, trample
*Ability scores by age (see above); also dragonawe, dragon breath, dragon dive (see page 167)
228 APPENDIX ONE
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Elemental, Nature 96 6 54 5 10 +50 –5 crush; overturn;
Elemental, Water 97 3 24–48 3–5 8–11 +15 regenerate; immune to
aeromancy, geomancy,
Elephant 29 8 33 2 2 +8 hydromancy,
pyromancy
Emre 39 9 9 1 4 +4 –4 crush, hydromancy,
Ettin 210 4 17 3 4 +8 incorporeal, overturn,
suffocate, immune to
Fire Minion 102 6 18 9 8 +6 hydromancy
Fireshadow 103 3 42 9 8 +20 –4 charge, prehensile limb,
trample
Fly, Giant 63 15 9 1 4 +4 –2 kick
Bluebottle 86 6 16 3 6 +8 –4 melee weapons, thrown
135 8 12 6 7 +8 weapons
Gargoyle –3 immune to pyromancy
Ghast 150 1 48 1 7 +21 –5 disintegrate;
mentalism; poison;
Gholor immune to mentalism,
pyromancy,
Ghost 160 5 6 7 8 N/A nonmagical weapons
Ghoul 134 5 6 3 6 +6 –4 acute sense (smell)
–3 dive swoop
Gnoll 196 5 7 3 5 +4 –3 musk; paralyze;
Goat 31 8 5 1 2 +2
Goblin 202 4 3 4 5 +3 immune to mentalism,
poison
Golem, Iron 88 3 54 1 10 +20 –2 acid (bite); charm
Golem, Stone 88 3 42 1 10 +12 (aura); immune to fire,
Gorgon 184 5 8 6 6 +2 sharp weapons,
mentalism, poison
Griffin 46 15 21 2 6 +12 N/A drain (Spirit); fear
Hag, Annis 213 8 28 6 8 +21 (aura); incorporeal;
invisible; mentalism;
Hag, Green 214 6 27 6 9 +8 immune to normal
weapons mentalism,
poison; resistant to
silver weapons
–2 paralyze; immune to
mentalism, poison
–3 light missile weapons
–2 charge
–2 melee weapons, missile
weapons
–4
–3
–3 Petrify (gaze), poison
(bite)
–4 dive
–5 acute senses (hearing,
sight, smell), alteration,
confuse, hyrdomancy
(fog)
–6 acute senses (hearing,
sight, smell),
camouflage
CREATURE CATALOGUE 229
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Hag, Sea 214 8 9 5 6 +5 –2 alteration, death
Hatori, Greater 6 +30 –5 (glance)
Hatori, Lesser 186 6 18–60 3 5 +15 –4 camouflage, pounce,
Haunt 8 +5 –5 swallow whole
186 7 3–15 3 camouflage, pounce,
Hell Cat 7 +5 –3 swallow whole
162 3 15 1 drain (Dexterity);
Hell Hound 7 +5 –3 incorporeal; resistant to
110 6 18 3 silver weapons;
Hill Giant 111 6 12–21 4 4 +15 –4 immune to mentalism,
Hippocampus 6 +2 –3 poison, normal
Hippogriff 211 6 38 3 5 +11 –3 weapons
Hobgoblin 5 +4 –3 invisible; immune to
Horse 48 12 18 5 2 +2 –2 mentalism, non-
Horsefly, Giant 48 18 15 2 4 +8 –2 magical weapons
Hydra 204 5 4 5 5 +10 to +24 –3 acute sense (hearing),
Ice Toad 6 +6 –3 breath attack (fire),
Imp 31 12 6 1 5 +2 –4 immune to
63 14 18 1 fire/pyromancy
Imp, Blood Sea 187 5 15–36 2 melee weapons, thrown
112 5 15 5 weapons
Insect
Jaguar 90 9 8 5 melee weapons, missile
weapons
Kani Doll 91 6 21 6 6 +3 –3 sprint, trample
Kapoacinth drain (strength)
Kingfisher 52 1 1 1 10 0 crush
Knight Haunt 26 8 13 2 aura (cold), immune to
2 +7 –2 cold/ice
alteration (self);
85 varies 6 N/A N/A +4 0 poison; regenerate;
87 3 16 3 6 +8 –3 sensitivity; immune to
42 10 3 2 5 +2 –3 cold, electricity, fire,
normal weapons;
136 5 24 4 8 +8 –4 resistant to sorcery,
mysticism
alteration (self); fly;
mentalism; immune to
cryomancy, mentalism,
nonmagical attacks
special abilities vary
acute senses (hearing
vision), camouflage,
climb, pounce, rake
pounce, suffocate
acute sense (vision),
dive
fear (aura), sensitivity,
immune to cryomancy,
mentalism,
paralyzation, poison
230 APPENDIX ONE
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
5 +2 –2 infravision, melee
Kobold 205 3 2 5
6 +3 weapons, missile
Kyrie 200 8 7 5 weapons
5 +10 –3 animism, fly, melee
Leonine 26 6 20 2 weapons (stryker +4),
Leopard 26 8 11 2 2 +6 mentalism, thrown
Lich 137 3 33–60 10 weapons (spears)
9 +5 –3 acute senses (hearing
Lion 26 6 17 2 vision), camouflage,
2 +9 climb, pounce, rake
Lizard, Common 76 8 1 1 –2 acute senses (hearing
10 vision), camouflage,
Lizard, Giant 77 8 10 1 1 +4 climb, pounce, rake
5 +6 –5 aura (cold and fear);
Lizard, Giant 5 +21 sorcery; immune to
6 +7 cryomancy,
Subterranean 80 6 18 1 electromancy,
5 +6 nonmagical weapons,
Lizard, Minotaur 78 3 24 1 6 +3 necromancy,
2 +3 mentalism, poison
Lizard, Strider 79 8 6 1 –3 acute senses (hearing
2 +10 vision), camouflage,
Lizard, 7 +7 climb, pounce, rake
2 +9 0 special abilities vary
Subterranean 80 6 18 1 6 +14 –3 swallow whole
8 +12
Lurker 100 1 30 1 1 +1 –3 crush
2 +6 –3 pounce (crush)
Lynx 26 6 8 6 –3 immune to pyromancy
Mammoth 29 8 45 2 and normal fire,
pyromancy
Manticore 114 9 21 3
–3 crush
Mantis, Giant 64 8 6–36 3 –2 camouflage, fly, pounce,
Margoyle 87 6 18 3
suffocate
Mewling 217 3 30 3 –2 acute senses (hearing
Millipede, Giant 61 12 7 1 vision), camouflage,
Mountain Lion 26 6 10 2 climb, pounce, rake
–5 charge, prehensile limb,
trample
–3 missile weapons (tail
spikes)
–3 camouflage, fly, pounce
–4 camouflage, dive,
swoop
–4 camouflage, delude,
mentalism
–4 crush, poison (acid)
–2 acute senses (hearing
vision), camouflage,
climb, pounce, rake
CREATURE CATALOGUE 231
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Mummy 141 3 21 3 8 +6 –4 fear (aura); infect;
immune to normal
Naga, Guardian 188 8 30 8 8 +7 –3 weapons, mentalism,
poison
Naga, Spirit 188 6 30 7 7 +2 –3 Spit (poison),
mysticism (meditation,
Naga, Water 188 5 24 6 6 +2 –3 necromancy,
sensitivity)
Nightmare 139 18 24 6 7 +14 –7 poison (bite), pounce,
Nymph 105 6 9 8 4 0 –1 sorcery (geomancy,
Ogre 207 5 13 3 6 +5 –3 hydromancy,
Ogre-mage 208 5 17 7 7 +6 –3 spectramancy),
mysticism (mentalism)
Owlbear 32 6 17 3 5 +12 –3 poison (bite),
Pegasus 49 24 15 5 6 +8 –2 swimming, sorcery
Poltergeist 163 3 2 3 5 N/A N/A (aeromancy,
cryomancy,
Remorhaz 116 6 21–42 1 7 +12 to +18 –5 hydromancy)
fly; paralyze (breath);
Revenant 142 5 24 1 10 +8 –0 immune to fire/heat,
Roc 6 +12 –3 mentalism, poison
Sabertooth 51 15 54 1 5 +11 –2 blind, death
27 6 23 1 melee weapons, thrown
weapons
cryomancy, healing,
melee weapons,
mentalism,
spectramancy, thrown
weapons,
transmutation
crush
kick
fear; incorporeal;
invisible; immune to
mentalism, poison,
normal weapons;
resistant to silver
acute sense
(infravision), immune
to cold, resistant to
cryomancy, swallow
whole
crush; paralyze (gaze);
immune to acid, gas,
mentalism, poison
acute senses (hearing,
vision), dive, swoop
acute senses (hearing
vision), camouflage,
climb, pounce, rake
232 APPENDIX ONE
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Sandling 101 6 12 1 8 +8 –4 pounce (entangle),
+4
Satyr 197 9 15 6 7 immune to mentalism
+5 –3 charm (music), missile
Scorpion 55 5 6 1 4 +5
+3 weapons, mysticism
Scorpion, Giant 66 4 8 1 1 (animism)
4 +4 –3 poison (death or
Shadow 152 6 10 3 +2 paralyze)
0 –3 crush, poison (tail)
Shadow Mastiff 153 9 12 2 9 –3 drain (Strength);
+3 immune to cold,
Sheep 31 6 6 1 2 mentalism, poison
Sirine 106 9 12–21 8 6 +6 –2 camouflage, fear (howl)
mentalism/poison
Skeleton 143 6 4 1 1 +6 –2 charge
+4 –4 acute sense (sight),
Skeleton Warrior 144 3 29 8 8 alteration (self), charm
+2 (song), confuse (fog),
Skyfisher 43 12 12 5 5 +6 drain (Reason),
Slig 206 5 12 5 6 +2 invisible
+1 –2, immune to mentalism,
Snake, Constrictor 81 5 81 1 +2 poison; resistant to
5 19 1 5 +9 edged weapons
Snake, Giant 82 6 13 1 5 +10 –4 immune to normal
8 21 1 +8 weapons, mentalism,
Snake, Shah 82 5 10 1 4 +10 poison; resistant to
7 10 5 (25) 7 +7 edged weapons
Snake, Viper 82 0–3 –4 acute sense (vision),
rake, swoop
Snake, Water 83 +4 –4 poison; thrown
weapons; swim;
Spawn, Black 177 immune to normal fire;
resistant to magical fire
Spawn, Blue 177 8 12 5 (25) 8 –2 crush
–3 crush, pounce
Spawn, Green 177 8 10 7 (25) 7 –3 poison, spit
–2 poison
Spawn, Red 177 10 14 6 (25) 8 –2 crush, suffocate
–5 breath, death throe,
Spawn, White 177 6 9 4 (25) 6 sorcery
–5 breath, death throe,
Spectral Minion 164 15 12–30 5 7 sorcery
–5 breath, death throe,
Spectre 154 15 6 7 8 sorcery
–5 breath, death throe,
sorcery
–3 breath, death throe,
sorcery
–4 incorporeal; immune to
mentalism, normal
weapons, poison
–4 drain (Endurance);
incorporeal; immune to
mentalism, poison
CREATURE CATALOGUE 233
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Spider, Giant 68 2–9 8–32 1–3 1–7 +4 –3 poison, web
Sprite 98 9 3 6 6 +2 –2 invisible, poison
Stahnk
150 5 48 1 7 (sleep), sensitivity
Stirge +21 –2 charge; crush; trample;
Swarm, Insect 72 9 4 1 4
Sylph 65 † † † † immune to fire, sharp
99 12 9 8 7 weapons, mentalism,
Taer poison
198 7 16 5 7 +2 –2 acute senses (hearing,
Thanoi sight), drain (Strength)
198 6 8 3 4 † † †see insect type;
Tick, Giant trample
Tiger 70 2 6–12 1 5 0 –1 aeromancy, invisible,
27 6 20 2 2 summoning (air
Troll elemental)
Tylor 216 6 24 4 7 +6 –2 crush, musk (fur),
Umber Hulk 190 8 3–39 6 (36) 8 thrown weapons
(spears), immune to
Unicorn 118 3 32 5 7 cold/ice (yeti only)
Vampire +8 –3 thrown weapons
120 12 16 5 7 (spears), vulnerable to
’Wari 145 9 27 8 8 heat, immune to cold
Wart Hog +2 –4 drain (Endurance),
39 8 9 1 4 infect
Wasp, Giant 34 6 9 1 2 +10 –2 acute senses (hearing
Water Weird vision), camouflage,
71 11 12 1 1 climb, pounce, rake
Weasel 107 6 12 6 7 +14 –4 regenerate
Weasel, Giant +15 –3 to –9 camouflage, pounce,
35 8 2 1 4 sorcery (one school)
35 8 12 1 5 +17 –4 confuse (gaze), acute
sense (infravision),
pounce, sensitivity
(light)
+12 –4 charge; kick; immune
to mysticism, poison
+5 –5 alteration (self);
animism; charm (gaze);
drain (cards); entangle;
invisible; pounce;
regenerate; immune to
normal weapons,
mentalism, poison;
resistant to cold/ice
+6 –2 kick, trample
+8 –2 acute senses (hearing,
smell), charge, death
throe
+5 –3 poison (paralyze)
0 –3 camouflage; suffocate;
resistant to fire, heat,
physical attacks
+1 –2 musk, sprint
+6 –2 acute sense (smell),
drain (Endurance),
musk, sprint
234 APPENDIX ONE
Creature Name Pg. # Co Ph In Es Dmg Def Special Abilities
Wichtlin 147 5 16 2 6 +6 –4 mysticism; paralyze;
Wight 148 6 12 5 poison; sorcery;
128 6 15 5 immune to normal
Wight, Frost weapons, mentalism,
129 6 15 5 poison
Wight, Shadow 7 +4 –2 drain (Presence);
165 9 27 8 immune to normal
Will O’Wisp weapons, mentalism,
113 9 18 5 poison
Winter Wolf 7 N/A N/A cryomancy, delude,
Wolf 36 7 9 2 incorporeal, nullify,
Worg 37 7 12 3 immune to normal
Worm, Purple 192 5 45 1 weapons, cold/ice,
Worm, Tractor mentalism, poison
Worm, Tunnel 192 3 24 1 9 N/A N/A delude; despair;
Wraith 61 3 30 1 incorporeal; nullify;
155 12 18 6 immune to mentalism,
Wyndlass normal weapons,
Wyvern 122 2 36 3 poison
Yeti 9 +8 –9 invisible; lightning;
Zombie 193 12 28 4 immune to sorcery,
198 9 15 3 mysticism, mentalism,
normal weapons,
149 3 8 1 poison
7 +4 –3 breath attack (frost),
camouflage, immune to
cold/ice
2 +3 –1 acute sense (smell)
4 +5 –2 acute sense (smell)
6 +22 –2 acute sense
(vibrations), poison,
swallow whole
5 +4 –4
5 +4 –3 camouflage, crush
8 +6 –3 drain (Spirit); immune
to incorporeal,
mentalism, poison;
resistant to silver
weapons
8 +52 –4 aura (fear), entangle,
pounce, suffocate
7 +11 –4 dive, poison, swoop
7 +7 –3 crush, musk (fur),
thrown weapons
(spears)
1 +3 –1 Immune to mentalism,
poison
1All abilities and special abilities as per type of undead beast.
2The spirit will have the same ability score in this category as it had in life.
CREATURE CATALOGUE 235
APPENDIX TWO
During DRAGONLANCE: FIFTH AGE games, Narrators may at times find themselves in need of new
creatures appropriate to a specific habitat or setting. The following pages contain lists of
creatures the heroes are likely to encounter in different terrains, as well as a list of “special”
creatures that either are not native to any particular setting, or whose appearance will greatly
impact a storyline.
Coastland Vampire Ogre
Water Weird Poltergeist
Axebeak Wichtlin Revenant
Beetle, Water Wight Scorpion
Behir Wraith Scorpion, Giant
Bird of Prey Zombie Shadow
Bird, Common Shadow Wight
Bugbear Desert Skeleton
Crocodile Skeleton Warrior
Crocodile, Giant Austritch Snake, Shah
Draconian, Aurak Basilisk Spectre
Draconian, Baaz Basilisk, Greater Spider, Giant
Draconian, Bozak Beetle, Giant Troll
Draconian, Kapak Behir Vampire
Draconian, Sivak Bird of Prey ’Wari
Fly, Giant Bluebottle Bird, Common Wichtlin
Gargoyle Boar, Desolation Wight
Ghast Bugbear Wolf
Ghost Centipede, Giant Worg
Ghoul Cockatrice Wraith
Goblin Draconian, Aurak Zombie
Hag, Annis Draconian, Baaz
Hag, Sea Draconian, Bozak Forest
Haunt Draconian, Kapak
Hippocampus Draconian, Sivak Badger
Hobgoblin Emre Badger, Giant
Horsefly, Giant Fly, Giant Bluebottle Banshee
Insect Frost Wight Bat
Insect Swarm Gargoyle Bat, Giant
Kapaocinth Ghast Bee, Giant
Kingfisher Ghost Beetle, Fire
Kobold Ghoul Beetle, Giant
Lich Goblin Behir
Lizard, Common Gorgon Bird of Prey
Manticore Hag, Annis Bird, Common
Margoyle Hatori Boar, Giant
Mewling Hatori, Greater Boar, Wild
Naga, Water Haunt Brown Bear
Ogre Hobgoblin Bugbear
Poltergeist Horsefly, Giant Centipede, Giant
Revenant Insect Cockatrice
Shadow Insect Swarm Cooshee
Shadow Wight Kobold Darken Owl
Sirine Lich Deer
Skeleton Lizard, Common Draconian, Aurak
Skeleton Warrior Manticore Draconian, Baaz
Snake, Water Margoyle Draconian, Bozak
Spectre Mewling Draconian, Kapak
Troll Millipede, Giant Draconian, Sivak
Mummy Dryad
236 APPENDIX TWO
HABITAT GUIDE
Fly, Giant Bluebottle Weasel Lich
Gargoyle Weasel, Giant Lion
Ghast Wichtlin Lizard, Common
Ghost Wight Lynx
Ghoul Wild Dog Mammoth
Goblin Wolf Manticore
Grizzly Bear Worg Margoyle
Hag, Annis Wraith Mewling
Hag, Green Wyndlass Millipede, Giant
Haunt Zombie Mobat
Hill Giant Ogre
Hobgoblin Grasslands Pegasus
Horsefly, Giant Poltergeist
Hydra Austritch Revenant
Insect Badger Sabertooth
Insect Swarm Badger, Giant Shadow
Kobold Bat Shadow Mastiff
Lich Bat, Giant Shadow Wight
Lizard, Common Beetle, Fire Sheep
Lynx Beetle, Giant Skeleton
Manticore Behir Skeleton Warrior
Mantis, Giant Bird of Prey Spectre
Margoyle Bird, Common Troll
Mewling Buffalo Vampire
Millipede, Giant Bugbear Veldt Ants
Mobat Cattle ’Wari
Naga, Spirit Centipede, Giant Wart Hog
Nymph Cheetah Wichtlin
Ogre Chimera Wight
Owlbear Cockatrice Wild Dog
Pegasus Deer Wolf
Poltergeist Draconian, Aurak Worg
Revenant Draconian, Baaz Wraith
Sabertooth Draconian, Bozak Wyvern
Satyr Draconian, Kapak Zombie
Scorpion, Giant Draconian, Sivak
Shadow Elephant Ice Fields
Shadow Mastiff Emre
Shadow Wight Fly, Giant Bluebottle Bear, Ice
Skeleton Gargoyle Bird of Prey
Skeleton Warrior Ghast Bird, Common
Snake, Shah Ghost Bugbear
Spectre Ghoul Draconian, Aurak
Spider, Giant Goat Draconian, Baaz
Sprite Goblin Draconian, Bozak
Stirge Griffin Draconian, Kapak
Sylph Hag, Annis Draconian, Sivak
Tick, Giant Haunt Frost Wight
Tiger Hippogriff Gargoyle
Troll Hobgoblin Ghast
Tylor Horse Ghost
Unicorn Horsefly, Giant Ghoul
Vampire Insect Goblin
Wart Hog Insect Swarm Hag, Annis
Wasp, Giant Kobold Haunt
Leonine Hobgoblin
HABITAT GUIDE 237
Ice Toad Haunt Centipede, Giant
Kobold Hobgoblin Chimera
Lich Hydra Cyclops
Lizard, Common Insect Draconian, Aurak
Manticore Insect Swarm Draconian, Baaz
Margoyle Jaguar Draconian, Bozak
Mewling Kobold Draconian, Kapak
Ogre Leonine Draconian, Sivak
Poltergeist Leopard Eagle, Giant
Remorhaz Lich Ettin
Revenant Lion Gargoyle
Shadow Lizard, Common Ghast
Skeleton Mandibear Ghost
Skeleton Warrior Manticore Ghoul
Spectre Mantis, Giant Goat
Thanoi Margoyle Goblin
Troll Mewling Griffin
Vampire Millipede, Giant Hag, Annis
Wichtlin Mobat Haunt
Wight Ogre Hill Giant
Winter Wolf Poltergeist Hobgoblin
Wolf Revenant Hydra
Worg Sabertooth Insect
Wraith Shadow Insect Swarm
Yeti Shadow Wight Kobold
Zombie Skeleton Kyrie
Skeleton Warrior Lich
Jungle Snake, Constrictor Lizard, Common
Snake, Giant Lizard, Minotaur
Baboon, Giant Snake, Shah Lizard, Strider
Badger Spectre Lurker
Badger, Giant Spider, Giant Lynx
Basilisk Stirge Manticore
Basilisk, Greater Tick, Giant Margoyle
Bat Tiger Mewling
Bat, Giant Troll Millipede, Giant
Bee, Giant Tylor Mountain Lion
Beetle, Fire Vampire Ogre
Beetle, Giant Wart Hog Pegasus
Beetle, Horned Wasp, Giant Poltergeist
Behir Wichtlin Revenant
Bird of Prey Wight Roc
Bird, Common Wraith Sabertooth
Boar, Giant Zombie Sandling
Boar, Wild Shadow
Bugbear Mountain Shadow Mastiff
Centipede, Giant Shadow Wight
Draconian, Aurak Aarakocra Skeleton
Draconian, Baaz Ape, Carnivorous Skeleton Warrior
Draconian, Bozak Basilisk Skyfisher
Draconian, Kapak Basilisk, Greater Spectre
Draconian, Sivak Bee, Giant Spider, Giant
Gargoyle Beetle, Giant Sylph
Ghast Behir Taer
Ghost Bird of Prey Troll
Ghoul Bird, Common Tylor
Goblin Bugbear Vampire
Hag, Annis Cave Cricket
238 APPENDIX TWO
Wasp, Giant Spectre Revenant
Wichtlin Spider, Giant Sandling
Wight Tick, Giant Scorpion
Wolf Troll Scorpion, Giant
Worg Vampire Shadow
Wraith Wasp, Giant Shadow Wight
Wyvern Wichtlin Skeleton
Yeti Wight Skeleton Warrior
Zombie Will O’Wisp Spectre
Wolf Spider, Giant
Swamp Worg Tractor Worm
Wraith Troll
Bat Wyndlass Tunnel Worm
Bat, Giant Zombie Umber Hulk
Bee, Giant Vampire
Behir Underground Wichtlin
Bird of Prey Wight
Bird, Common Basilisk Wraith
Bugbear Basilisk, Greater Zombie
Draconian, Aurak Beetle, Fire
Draconian, Baaz Beetle, Giant Special
Draconian, Bozak Behir
Draconian, Kapak Bugbear Anhkolox
Draconian, Sivak Cave Cricket Artifact Spirit
Fly, Giant Bluebottle Centipede, Giant Brute
Gargoyle Draconian, Aurak Daemon Warrior
Ghast Draconian, Baaz Death Knight
Ghost Draconian, Bozak Dracolich
Ghoul Draconian, Kapak Dragon, Chromatic
Gnoll Draconian, Sivak Dragon, Metallic
Goblin Gargoyle Elemental, Air
Hag, Annis Ghast Elemental, Earth
Haunt Ghost Elemental, Fire
Hobgoblin Ghoul Elemental, Nature
Horsefly, Giant Gnoll Elemental, Water
Hydra Goblin Fire Dragon
Insect Hag, Annis Fire Minion
Insect Swarm Haunt Fireshadow
Kobold Hobgoblin Gholor
Lich Hydra Golem, Iron
Lizard, Common Insect Golem, Stone
Manticore Insect Swarm Hell Cat
Mantis, Giant Kobold Hell Hound
Margoyle Lich Imp
Mewling Lizard, Common Imp, Blood Sea
Mobat Lizard, Kani Doll
Ogre Knight Haunt
Poltergeist Giant Subterranean Lizard, Giant
Revenant Lizard, Naga, Guardian
Shadow Nightmare
Shadow Mastiff Subterranean Ogre-mage
Shadow Wight Lurker Spawn, Black
Skeleton Manticore Spawn, Blue
Skeleton Warrior Margoyle Spawn, Green
Slig Mewling Spawn, Red
Snake, Constrictor Millipede, Giant Spawn, White
Snake, Giant Naga, Spirit Spectral Minion
Snake, Water Ogre Stahnk
Poltergeist
Purple Worm HABITAT GUIDE 239
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All Creatures Kind and Cruel
The Bestiary provides readers with an ultimate
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