Bestiary of Krynn Revised (SVP4405), Dungeons and Dragons

[ Pobierz całość w formacie PDF ]
Bestiary of Krynn, Revised
Designers:
Cam Banks, André La Roche
Additional Design:
Jamie Chambers, Christopher Coyle, Sean Macdonald, Trampas Whiteman
Editing:
Jamie Chambers

Proofreading:
Elizabeth Baldwin, Christy Everette, Margaret Weis
Project Manager:
Jamie Chambers

Typesetter:
Sean Everette
Art Director:
Renae Chambers, Christopher Coyle

Interior Artists:
Omar Dogan, Jason Engle, Mark Evans, Eric Fortune, Scott Harshbarger, Scott
Hepburn, James Holloway, Jennifer Meyer, Stanley Morrison, Ron Spencer, Eric Vedder, Brad
Williams, Kevin Yan, Jim Zubkavich
Cover Graphic Designer:
Ken Whitman

Interior Graphic Designer:
Kevin T. Stein
Special Thanks:
Shivam Bhatt, Ross Bishop, Neil Burton, Weldon Chen, Richard Connery, Luis
Fernando De Pippo, Tracy Everette, Matt Haag, Ben Jacobson, Tobin Melroy, Ashe Potter, Joshua
Stewart, Heine Kim Stick
This d20 System® game accessory utilizes mechanics developed for the new DUNGEONS &
DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This Wizards of the Coast® Official Licensed Product contains no Open Game Content. No
portion of this work may be reproduced in any form without written permission. To learn more about
the Open Gaming License and the d20 System License, please visit
DUNGEONS & DRAGONS, D&D, Dungeon Master, DRAGONLANCE, the DRAGONLANCE Logo,
d20, the d20 System Logo, Wizards of the Coast, and the Wizards of the Coast Logo are registered
trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © 2006 Wizards of the Coast,
Inc. Used with permission. All rights reserved.
First Printing—2006. Printed in the USA. © 2006 Margaret Weis Productions, Ltd. Margaret
Weis Productions and the Margaret Weis Productions Logo are trademarks owned by Margaret Weis
Productions, Ltd. All rights reserved.
Additional information and content available at
Written & Published by
Margaret Weis Productions, Ltd.
253 Center Street #126
Lake Geneva, WI 53147-1982
United States
Contents
Foreword
he draconians captured me first—more years ago than I
care to remember. (By Habbakuk’s fist, I think it was twenty
years past when we played D&D around an old kitchen table
in Evansville, Indiana.) Man-like creatures birthed from the
corrupted eggs of dragons, they were quick to spirit me off
to Krynn and take my imagination on a wild, glorious ride.
hey’ve held me prisoner ever since that first adventure, and
since that time, I’ve had the pleasure of liberally sprinkling
them throughout my DRAGONLANCE novels. To this day,
draconians remain unique to the world of Krynn. No
commonplace orcs are they!
I was also captured by Ansalon’s great dragons—or perhaps
captivated is a better word choice. With their intricate schemes
and skillful manipulations of Krynn’s lesser beings, they were
an unstoppable force to be feared by the D&D characters I
played, and at the same time, they were the backbone of my
DRAGONLANCE fiction. (I think the majestic blues of the
desert are my favorite—flying through gales and dancing with
lightning. I still mourn the passing of the Storm Over Krynn.)
he world is known for other unique creatures, too: the
chaos wights bent on stealing minds and memories; the brutal
thanoi from the brutally cold south; the whimsical kender; the
tinkering gnomes; the sea-going minotaurs who could be your
best friend or your most terrifying foe...
Passionate and powerful.
Hideous and stunning.
Divine, demonic, pitiable, and mysterious.
he creatures of Krynn are all of those things and much,
much more. Masterfully created from the most talented minds
in gaming to challenge the most stalwart of adventurers, I
think they are the heart of a DRAGONLANCE campaign.
I wonder which creatures will capture you.
Jean Rabe
Summer 2003
T
he
thing entered the room switly despite its great bulk.
the wicked, blood-drinking feeder. Lited from the pages of the
storytellers, the monsters now can have their potential fully
realized at the gaming table, spawning new stories for players.
Some creatures are completely new, either a variation on
something familiar or otherwise dramatically different, enough
to surprise even the most jaded adventurers.
A DRAGONLANCE campaign features many of the same
creatures found in other d20 System campaigns. Many
others are unique to the world of Krynn and can be found
in the
DRAGONLANCE Campaign Setting
,
Age of Mortals
, this
volume, and many of the other DRAGONLANCE game books
from Sovereign Press and Margaret Weis Productions. All of
the creatures presented here conform to the standards and
guidelines found in the d20 System Core Rules.
he scraping sound they had heard was caused by its
gigantic, bloated body sliding along the floor.
“A slug!” Tas said, running up to examine it with interest.
“But look at the size of that thing! How do you suppose it got
so big? I wonder what it eats—”
“Us, you ninny!” Flint shouted.
–Tasslehoff and Flint in the Sla-Mori
Dragons of Autumn Twilight
By Margaret Weis and Tracy Hickman
Ansalon is a land populated by elves, humans, ogres, and all the
various races in between. It has wondrous cities, prosperous
towns, and tiny villages that do not so much as rate a dot on a
kender’s map. Adventures can be be found in such places, and
they also serve as havens for travelers who seek rest from a
wearying journey.
Only the foolish believe the land is tame, however. Ansalon
is a continent of feral wilderness with ancient forests whose
hearts remain unseen even by elven eyes, bone-dry deserts
which bake under the blazing sun, and vast, tempestuous seas
reflecting the light of three moons. In all of these places, there
are monsters.
Some of the land’s creatures are merely animals competing
for survival. Other are creatures altered by the passage of the
Graygem or from the Chaos War—living outside the will of the
gods’ design yet thriving. Still others are servants of the Holy
Orders of the Stars or creations of magic. Each presents both
adventure and danger to those who leave civilization behind.
Many of the creatures found within these pages have,
before now, been seen only in the stories of Krynn—such as
2006 Addendum
It has been three years since the
Bestiary of Krynn
was
published. It went on to sell out rather quickly and has been
largely unavailable for almost two and a half years. Instead of
simply reprinting the
Bestiary
, we decided to give the book a
make-over and improve it.
Gone is the layout of the old book. All of the monsters are
presented in alphabetical order, each with the new stat block
used in the new official D&D game books. All errata from the
original book has been entered and mistakes corrected (not
to say this book is perfect, something always slips through).
A few new monsters—the yaggol, cave lord, Jarak-Sinn, and
others—have been included. A couple of creatures have new art.
We have tried to showcase the art better by making most of the
images bigger.
We hope you enjoy the new and improved
Bestiary of
Krynn, Revised
!
Introduction

3
Introduction
Chapter 1:
Monsters of Krynn
out so quickly, it set Hult back a pace. hey were
massive, wormlike creatures, each ten feet long
and as wide across as a man’s trunk, covered in shells
like banded mail, one deep blue and the other oily black.
hey had more legs than he could count—it seemed like
hundreds, each ending in a wickedly curved hook that dug
into the sand as they darted forward, throwing up plumes
behind. Pincers like scythe-blades gnashed around their
chittering mouths; their eyes were like faceted jewels, as
black as an ogre’s heart.
“Horax!” Forlo yelled, moving back a step as the beasts
scurried toward them.
Sample Ankholian Undead
his rotting creature has the head of an owl and the burly
lower body of a bear. Its bones can be seen glowing with an
unnatural green light within its body, and it is surrounded by
an aura of green fire.
his example uses an owlbear zombie as the base
creature.
Ankholian Owlbear Zombie CR 5
Always NE Large undead
Init
+0;
Senses
darkvision 60 t.
AC
19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp
68 (10 HD);
DR
5/slashing
Immune
cold, fire; undead traits
Fort
+3,
Ref
+3,
Will
+7
Spd
30 t.; can’t run
Melee
bite +12 (1d8+8 plus 1d8 fire) or
Melee
slam +12 (1d8+8 plus 1d8 fire)
Space
10 t.;
Reach
5 t.
Base Atk
+5;
Grp
+17
Atk Options
contaminate undead, single actions only
Special Actions
breath weapon
Abilities
Str 27, Dex 10, Con —, Int —, Wis 10, Cha 5
SQ
create spawn
Feats
Toughness
Skills

Environment
Any
Organization
Any
Treasure
None
Advancement
None;
Level
Adjustment

Breath Weapon
(Su)
30
t. cone,
6d8
Trail of the Black Worm
By Chris Pierson
he following chapter presents additional creature
threats and monstrous challenges for characters in a
DRAGONLANCE campaign. Together with the monsters
described in the
DRAGONLANCE
Campaign Setting
and
the various DRAGONLANCE books published by Sovereign
Press and Margaret Weis Productions, these creatures
comprise the greater part of new and exciting encounters
that can occur on Krynn. Each entry conforms to current
standards laid out in the revised edition of
Dungeons &
Dragons,
and the more common special attacks, special
qualities, and subtypes are described in more detail in the
Monster Manual
Glossary.
Ankholian Undead
Ankholian undead are the result of imbuing standard
undead with the properties of a fireshadow. All ankholian
undead can be spotted by the eerie green glow of their
bones managing to shine even through flesh, casting a
slight pale-green illumination all about the creature. In
addition to the light provided by the bones, the undead
creature is sheathed in an aura of heat so great that it
burns anything to come in contact with it. hose who fight
ankholian undead oten prepare against fire and are in for
a surprise when the monster unleashes its breath weapon,
which—despite a resemblance to green flame—deals cold
damage.
Texts found in the libraries of the Tower of Wayreth say
the ankholian undead first arose early on during the Age of
Might when a wizard named Ankholus attempted to create
a fireshadow (
DRAGONLANCE
Campaign Setting
, page 225).
hese texts state that Ankholus, though powerful, had
a limited understanding of planar entities and assumed
the fireshadow was an undead creature that could be
easily recreated. he fate of Ankholus was never made
clear, though the texts speculate that he succumbed to an
ankholian form of undeath as a lich.
Ankholian undead speak any languages used by their
standard undead counterparts.
4

Chapter One
T
he
things that waited behind the gates scuttled
  [ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • braseria.xlx.pl
  •