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[Let's Read] Dragonlance Campaign Setting
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<blockquote data-quote="Libertad" data-source="post: 6238148" data-attributes="member: 6750502"><p style="text-align: center"><img src="http://i.imgur.com/gIxoxRI.jpg?1" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Dragonlance Campaign Setting Part 7: Creatures of Ansalon</strong></p><p></p><p></p><p>This details the new monsters of the setting. Before we get into that, we have a list of creatures not suitable/native to Ansalon: driders, drow elves, halflings, lycanthropes (those three moons will drive'em crazy!), mind flayers, orcs and half-orcs, and titans. Otherwise the Monster Manual creatures can be used pretty freely.</p><p></p><p></p><p><img src="http://i.imgur.com/4vllX2l.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Our first entry's the <strong>Death Knight.</strong> Lord Soth serves as the most famous example of their kind. Basically, death knights were once champions of a god, usually one of the Gods of Light, before committing some horrible crime and being transformed into an undead warrior by the evil deities. Only a few death knights have existed in Krynn's history, with most being Knights of Solamnia.</p><p></p><p></p><p>Mechanics-wise, a Death Knight is a template which makes you undead, grants a negative energy touch attack, an Abyssal Blast (a ranged area of effect fire attack), can transform dead humanoids into skeletal warriors (new monster template), access to spell-like abilities related to pain and offense, spell resistance and the ability to see invisible creatures, and can summon undead mount and a legion of undead followers.</p><p></p><p></p><p>This template's a pretty good power boost: you get minions, a ranged attack, undead benefits, and an assortment of magical attacks. It grants a +3 to +5 CR (depending on Hit Dice) and a +5 Level Adjustment.</p><p></p><p></p><p>Next up we have the <strong>Draconians!</strong></p><p></p><p></p><p>As a race, draconians of all varieties are of the Dragon type, are immune to all diseases, gain +1 morale bonus on saves/attacks/skills when serving under a chromatic dragon leader, have Spell Resistance which scales with Hit Dice (the higher CR ones have better values), and can survive on 1/10th the food and water of a regular human. All but the Aurak have wings which can grant limited flight in the form of gliding. All of them also have their own death throes.</p><p></p><p></p><p><img src="http://i.imgur.com/Q8hZXWr.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Aurak Draconians are created from Gold Dragon eggs, and are superb arcane spellcasters (they make for natural sorcerers). An aurak isn't very impressive physically, but they can fire energy rays (supernatural abilities which can be used infinitely) as ranged touch attacks, cast spells as 8th-level sorcerers, and 3 times per day each can cast disguise self, dimension door, or polymorph (small or medium animal only) as spell-like abilities. They can also use greater invisibility at will. Their breath weapon is a cone of noxious gas which saps strength, and their death throes are an explosion of magical energy. They're Challenge Rating 9, and quite suited to infiltration and stealth roles (mechanics-wise, the fluff text doesn't veer this way).</p><p></p><p></p><p><strong>Baaz:</strong></p><p></p><p></p><p><img src="http://i.imgur.com/9Agn9Ep.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Kapak:</strong></p><p></p><p></p><p><img src="http://i.imgur.com/DEcnJIA.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>We also have stat blocks for Baaz and Kapak with no class levels, but there's nothing I haven't already covered in their racial entries way back in Chapter 1.</p><p></p><p></p><p><img src="http://i.imgur.com/0CSyiy1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Bozak</strong> Draconians are created from bronze dragon eggs. They traditionally served as spellcasting officers in the Dragonarmies, naturally coming to primal sorcery. They are devoutly religious, serving Takhisis when she was still alive, and pursue divine spellcasting as well. Mechanics-wise they don't have much other than a big natural armor bonus (+8) and the ability to cast spells as a 4th-level sorcerer. Their death throes involve their body's skin crumbling to dust, revealing their bones which shortly explode. They are Challenge Rating 5, but their stats are pretty weak for this level of power.</p><p></p><p></p><p><img src="http://i.imgur.com/eVivCkF.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Sivak</strong> Draconians are the largest of the Draconians, clocking in at 8 1/2 to 9 feet tall. They served as infiltrators in the Dragonarmies due to their natural shapeshifting ability, and their natural strength and size made them excellent shock troopers in battle, and were naturally the leaders of draconian military units without aurak officers. Mechanics-wise Sivak are the only ones with true flight (60 feet poor maneuverability), have a tail attack which can trip opponents. A male sivak can assume the form of a large or smaller humanoid that it has just killed and can remain in the form indefinitely (but if they switch back they cannot assume that form again), while the females have natural camouflage (granting +10 on Hide checks). In the case of death throes, a male sivak's corpse takes the form of his killer before decomposing into black soot after 3 days (if the killer isn't humanoid then it bursts into flames). A female sivak's death throes just burst into flames.</p><p></p><p></p><p>The Sivak is Challenge Rating 6, and it's not really as strong as other creatures its size (Strength 16), but its natural flight is a nice addition. It can't hit as hard as a hill giant, and its melee attacks are rather weak. As far as draconians go only the aurak is really a match for its Challenge Rating.</p><p></p><p></p><p></p><p></p><p>There's no art for the <strong>Dragonspawn,</strong> sadly. These creatures are humanoids who've been warped into dragon-like monstrosities by the Dragon Overlords by infusing them with the mind and soul of a draconian. Regardless of the draconian used, dragonspawn take on the physical traits of their Overlord, such as colored scales, reptilian eyes, and other alterations. Mechanics-wise it is a template which can be added to a humanoid, monstrous humanoid, or giant from small to large size. They gain a fly speed, natural weapons (bite and claws), a breath weapon in line with its Overlord creator, and unique death throes which are explosions which deal the same type of energy damage. All of them can also cast spells as 1st-level sorcerers, which stack with existing sorcerer levels. They also gain widely varying bonuses to their ability scores depending upon the Overlord (white dragonspawn gain a piddly +2 Strength and Constitution, while the mighty Reds gain +8 Strength, +6 Constitution, +4 Charisma, and +2 everything else). It grants +1 to +3 Challenge Rating based upon the Overlord (from weakest to strongest type of dragon).</p><p></p><p></p><p>Overall Dragonspawn is a powerful template to add: flight, minor spellcasting, a breath weapon, and potentially big bonuses to ability scores is a nice package for most monsters.</p><p></p><p></p><p><img src="http://i.imgur.com/L04aNxJ.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Fetches</strong> are evil outsiders from the Abyss which can only enter Krynn via reflective surfaces such as mirrors and ponds. In their natural forms they are black shadows which are nevertheless solid, and their very touch can drain energy (touch attack which deals 1d4 damage and 2 negative levels). They are also invisible and can only be seen by their intended victim (they usually hunt specific targets), and even then only in a reflective surface. They can also create more of their kind if they kill someone with their energy drain and take its corpse back to the Abyss. They can also create two-way portals between the planes in reflective surfaces (functions as a gate spell) which they can see and hear through. They are Challenge Rating 6 and do not have much going for them aside from their special qualities.</p><p></p><p></p><p><img src="http://i.imgur.com/zuoxVjC.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Fireshadows</strong> are also Abyssal denizens, except that they're undead and usually summoned into the Material Plane by evil spellcasters. They can take a variety of forms, but are always at least 30 feet tall and surrounded by green fire. Their mundane combat capabilities aren't very impressive (AC 20, natural attacks +9 to hit on average), but they are surrounded by a 10 foot radius of burning green flame which extends to their natural attacks, and deals fire damage and constitution damage every round as the flames slowly consume them (halted by holy water or a cure spell). A fireshadow can also shoot out an invisible Ray of Oblivion every 1d4 rounds which deals a massive amount of damage (13d6) and disintegrates creatures reduced to 0 hit points by it. Fireshadows also take damage in sunlight and have their actions slowed. It's Challenge Rating 10. The creature's rather underwhelming for its CR, with a small assortment of offensive capabilities going for it.</p><p></p><p></p><p><img src="http://i.imgur.com/xkeZaNN.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>We also have a 1st-level Minotaur warrior statblock, which tells a little more of their society: most of them compete annually in the great Circus to prove their worth, their society is gender-egalitarian, a few rebellious ones worship Kiri-Jolith, and they enjoy art and leisurely activities once in a while.</p><p></p><p></p><p><img src="http://i.imgur.com/gekKhui.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>A <strong>shadowperson</strong> is a member of a reclusive race of underground folk in small, self-contained communities. They are mostly good-aligned and their kinds' existence is almost unknown by the other civilizations of Krynn (and they'd prefer to keep it that way). Their society is very communal, with the entire clan taking care of the young. They have two social roles for adults who came of age: the warrior caste or the counselor caste (spiritual advisors) depending upon their capabilities. Each clans' cave is located near vents with fresh water and air (and lave to dispose of refuse).</p><p></p><p></p><p>Mechanics-wise they are monstrous humanoids supernatural insight (+6 insight bonus to armor class, telepathy, constant detect thoughts, blindsense 30 feet) and can perform an hour-long ritual known as the mindweave which allows them to fight in perfect unison (+1 on attacks/saves/skills). They also have membrane between their limbs which grants limited flight, and wield shadowstaves as martial weapons (curved weapons which can hook into an opponents' flesh and deal continual weapon damage). Additionally, shadowpeople communities are led by disembodied entities known as the Revered Ancient One (one for each community), which is a disembodied entity which can cast cure serious wounds, greater teleport, legend lore, wall of force, and detect thoughts at will.</p><p></p><p></p><p>Shadowpeople are Challenge Rating 3.</p><p></p><p></p><p>These are my one of my favorite entries, if only because they're so unorthodox for Dungeons & Dragons. Good-aligned monstrous humanoids with telepathy-enhanced fighting abilities? Count me in!</p><p></p><p></p><p><img src="http://i.imgur.com/K79ldpZ.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Skeletal Warriors</strong> are dangerous combatants forced to continue fighting after death. They are created by death knights who house the undead's souls in a golden circlet to command them to do their bidding. Mechanics-wise they have a lot of the typical skeleton traits, but are proficient with all martial weapons, have a negative energy touch attack, spell resistance (13 + character level), and are not mindless (retain mental ability scores). They add +1 CR to the existing creature. A pretty nice undead minion, too bad only death knights can make them.</p><p></p><p></p><p><img src="http://i.imgur.com/ZE7PL3z.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>A <strong>Spectral Minion</strong> is the soul of an intelligent humanoid who died before they could fulfill an important vow and are bound to complete their duties even in death. They appear as they did in life, only more transparent, and possess all of their memories from their living days. However, the desire to fulfill their oaths dominates their mind, being the only thing preventing them from moving on in the River of Souls. Mechanics-wise they are incorporeal undead template, an incorporeal version of any weapons they possessed at the end of their life, spell resistance (12 + character level) and immunity to turn and rebuke undead. They lose any ability to cast spells or spell-like abilities if they had those qualities in life, and cannot attack unless they have an incorporeal weapon. They gain a +1 to their Challenge Rating, which doesn't make sense; if anything they lose far more in terms of combat potential and gain relatively little. They're also one of the few undead who can be of non-evil alignment.</p><p></p><p></p><p><img src="http://i.imgur.com/DVE3o08.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Tarmak</strong> are humans from a continent far to the east. They were recruited by the Knights of Neraka during the early 5th Age to help them conquer Ansalon. Tarmak have a complex, gutteral language and spellcasters among their number are unknown. In battle they decorate their skin in war paint which grants +5 natural armor and Fast Healing 5 (stops working once it's absorbed 20 points of damage). The war paint is alchemical and completely non-magical in nature (not sold, but has an effective cost of 500 gp and DC 25 Craft check to create). The text also makes mention of a tarmak leader stat block of a 5th-level barbarian, but it's mysteriously absent (editing error, I bet).</p><p></p><p></p><p>Rounding out our monster chapter are the <strong>Thanoi.</strong> A race of walrus people native to the far south of Ansalon, thanoi live a subsistence lifestyle and frequently war with each other and the Ice Folk. Ones with class levels are almost always barbarians, but a rare few females become kagogs (medicine givers) and have levels in Cleric or Mystic. Mechanics-wise they are monstrous humanoids who can swim (40 feet) and hold their breaths for a long time (30 minutes before making Constitution checks for drowning), have the Cold subtype, and are pretty heavy hitters with melee weapons (+7 with greatclub, 1d10+3 damage). They are Challenge Rating 2.</p><p></p><p></p><p><em>Thoughts so far:</em> More than a few of the monsters' Challenge Ratings are a little off, but overall I liked the assortment of new monsters for Krynn. The draconians in particular are pretty cool, and the Death Knight template is perfect for a major NPC villain.</p><p></p><p></p><p><strong>Next time, Chapter 8: Dragons of Krynn! That's right, dragons are so special that they get their own chapter!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 6238148, member: 6750502"] [center][img]http://i.imgur.com/gIxoxRI.jpg?1[/img] [b]Dragonlance Campaign Setting Part 7: Creatures of Ansalon[/b][/center] This details the new monsters of the setting. Before we get into that, we have a list of creatures not suitable/native to Ansalon: driders, drow elves, halflings, lycanthropes (those three moons will drive'em crazy!), mind flayers, orcs and half-orcs, and titans. Otherwise the Monster Manual creatures can be used pretty freely. [img]http://i.imgur.com/4vllX2l.jpg[/img] Our first entry's the [b]Death Knight.[/b] Lord Soth serves as the most famous example of their kind. Basically, death knights were once champions of a god, usually one of the Gods of Light, before committing some horrible crime and being transformed into an undead warrior by the evil deities. Only a few death knights have existed in Krynn's history, with most being Knights of Solamnia. Mechanics-wise, a Death Knight is a template which makes you undead, grants a negative energy touch attack, an Abyssal Blast (a ranged area of effect fire attack), can transform dead humanoids into skeletal warriors (new monster template), access to spell-like abilities related to pain and offense, spell resistance and the ability to see invisible creatures, and can summon undead mount and a legion of undead followers. This template's a pretty good power boost: you get minions, a ranged attack, undead benefits, and an assortment of magical attacks. It grants a +3 to +5 CR (depending on Hit Dice) and a +5 Level Adjustment. Next up we have the [b]Draconians![/b] As a race, draconians of all varieties are of the Dragon type, are immune to all diseases, gain +1 morale bonus on saves/attacks/skills when serving under a chromatic dragon leader, have Spell Resistance which scales with Hit Dice (the higher CR ones have better values), and can survive on 1/10th the food and water of a regular human. All but the Aurak have wings which can grant limited flight in the form of gliding. All of them also have their own death throes. [img]http://i.imgur.com/Q8hZXWr.jpg[/img] Aurak Draconians are created from Gold Dragon eggs, and are superb arcane spellcasters (they make for natural sorcerers). An aurak isn't very impressive physically, but they can fire energy rays (supernatural abilities which can be used infinitely) as ranged touch attacks, cast spells as 8th-level sorcerers, and 3 times per day each can cast disguise self, dimension door, or polymorph (small or medium animal only) as spell-like abilities. They can also use greater invisibility at will. Their breath weapon is a cone of noxious gas which saps strength, and their death throes are an explosion of magical energy. They're Challenge Rating 9, and quite suited to infiltration and stealth roles (mechanics-wise, the fluff text doesn't veer this way). [b]Baaz:[/b] [img]http://i.imgur.com/9Agn9Ep.jpg[/img] [b]Kapak:[/b] [img]http://i.imgur.com/DEcnJIA.jpg[/img] We also have stat blocks for Baaz and Kapak with no class levels, but there's nothing I haven't already covered in their racial entries way back in Chapter 1. [img]http://i.imgur.com/0CSyiy1.jpg[/img] [b]Bozak[/b] Draconians are created from bronze dragon eggs. They traditionally served as spellcasting officers in the Dragonarmies, naturally coming to primal sorcery. They are devoutly religious, serving Takhisis when she was still alive, and pursue divine spellcasting as well. Mechanics-wise they don't have much other than a big natural armor bonus (+8) and the ability to cast spells as a 4th-level sorcerer. Their death throes involve their body's skin crumbling to dust, revealing their bones which shortly explode. They are Challenge Rating 5, but their stats are pretty weak for this level of power. [img]http://i.imgur.com/eVivCkF.jpg[/img] [b]Sivak[/b] Draconians are the largest of the Draconians, clocking in at 8 1/2 to 9 feet tall. They served as infiltrators in the Dragonarmies due to their natural shapeshifting ability, and their natural strength and size made them excellent shock troopers in battle, and were naturally the leaders of draconian military units without aurak officers. Mechanics-wise Sivak are the only ones with true flight (60 feet poor maneuverability), have a tail attack which can trip opponents. A male sivak can assume the form of a large or smaller humanoid that it has just killed and can remain in the form indefinitely (but if they switch back they cannot assume that form again), while the females have natural camouflage (granting +10 on Hide checks). In the case of death throes, a male sivak's corpse takes the form of his killer before decomposing into black soot after 3 days (if the killer isn't humanoid then it bursts into flames). A female sivak's death throes just burst into flames. The Sivak is Challenge Rating 6, and it's not really as strong as other creatures its size (Strength 16), but its natural flight is a nice addition. It can't hit as hard as a hill giant, and its melee attacks are rather weak. As far as draconians go only the aurak is really a match for its Challenge Rating. There's no art for the [b]Dragonspawn,[/b] sadly. These creatures are humanoids who've been warped into dragon-like monstrosities by the Dragon Overlords by infusing them with the mind and soul of a draconian. Regardless of the draconian used, dragonspawn take on the physical traits of their Overlord, such as colored scales, reptilian eyes, and other alterations. Mechanics-wise it is a template which can be added to a humanoid, monstrous humanoid, or giant from small to large size. They gain a fly speed, natural weapons (bite and claws), a breath weapon in line with its Overlord creator, and unique death throes which are explosions which deal the same type of energy damage. All of them can also cast spells as 1st-level sorcerers, which stack with existing sorcerer levels. They also gain widely varying bonuses to their ability scores depending upon the Overlord (white dragonspawn gain a piddly +2 Strength and Constitution, while the mighty Reds gain +8 Strength, +6 Constitution, +4 Charisma, and +2 everything else). It grants +1 to +3 Challenge Rating based upon the Overlord (from weakest to strongest type of dragon). Overall Dragonspawn is a powerful template to add: flight, minor spellcasting, a breath weapon, and potentially big bonuses to ability scores is a nice package for most monsters. [img]http://i.imgur.com/L04aNxJ.jpg[/img] [b]Fetches[/b] are evil outsiders from the Abyss which can only enter Krynn via reflective surfaces such as mirrors and ponds. In their natural forms they are black shadows which are nevertheless solid, and their very touch can drain energy (touch attack which deals 1d4 damage and 2 negative levels). They are also invisible and can only be seen by their intended victim (they usually hunt specific targets), and even then only in a reflective surface. They can also create more of their kind if they kill someone with their energy drain and take its corpse back to the Abyss. They can also create two-way portals between the planes in reflective surfaces (functions as a gate spell) which they can see and hear through. They are Challenge Rating 6 and do not have much going for them aside from their special qualities. [img]http://i.imgur.com/zuoxVjC.jpg[/img] [b]Fireshadows[/b] are also Abyssal denizens, except that they're undead and usually summoned into the Material Plane by evil spellcasters. They can take a variety of forms, but are always at least 30 feet tall and surrounded by green fire. Their mundane combat capabilities aren't very impressive (AC 20, natural attacks +9 to hit on average), but they are surrounded by a 10 foot radius of burning green flame which extends to their natural attacks, and deals fire damage and constitution damage every round as the flames slowly consume them (halted by holy water or a cure spell). A fireshadow can also shoot out an invisible Ray of Oblivion every 1d4 rounds which deals a massive amount of damage (13d6) and disintegrates creatures reduced to 0 hit points by it. Fireshadows also take damage in sunlight and have their actions slowed. It's Challenge Rating 10. The creature's rather underwhelming for its CR, with a small assortment of offensive capabilities going for it. [img]http://i.imgur.com/xkeZaNN.jpg[/img] We also have a 1st-level Minotaur warrior statblock, which tells a little more of their society: most of them compete annually in the great Circus to prove their worth, their society is gender-egalitarian, a few rebellious ones worship Kiri-Jolith, and they enjoy art and leisurely activities once in a while. [img]http://i.imgur.com/gekKhui.jpg[/img] A [b]shadowperson[/b] is a member of a reclusive race of underground folk in small, self-contained communities. They are mostly good-aligned and their kinds' existence is almost unknown by the other civilizations of Krynn (and they'd prefer to keep it that way). Their society is very communal, with the entire clan taking care of the young. They have two social roles for adults who came of age: the warrior caste or the counselor caste (spiritual advisors) depending upon their capabilities. Each clans' cave is located near vents with fresh water and air (and lave to dispose of refuse). Mechanics-wise they are monstrous humanoids supernatural insight (+6 insight bonus to armor class, telepathy, constant detect thoughts, blindsense 30 feet) and can perform an hour-long ritual known as the mindweave which allows them to fight in perfect unison (+1 on attacks/saves/skills). They also have membrane between their limbs which grants limited flight, and wield shadowstaves as martial weapons (curved weapons which can hook into an opponents' flesh and deal continual weapon damage). Additionally, shadowpeople communities are led by disembodied entities known as the Revered Ancient One (one for each community), which is a disembodied entity which can cast cure serious wounds, greater teleport, legend lore, wall of force, and detect thoughts at will. Shadowpeople are Challenge Rating 3. These are my one of my favorite entries, if only because they're so unorthodox for Dungeons & Dragons. Good-aligned monstrous humanoids with telepathy-enhanced fighting abilities? Count me in! [img]http://i.imgur.com/K79ldpZ.jpg[/img] [b]Skeletal Warriors[/b] are dangerous combatants forced to continue fighting after death. They are created by death knights who house the undead's souls in a golden circlet to command them to do their bidding. Mechanics-wise they have a lot of the typical skeleton traits, but are proficient with all martial weapons, have a negative energy touch attack, spell resistance (13 + character level), and are not mindless (retain mental ability scores). They add +1 CR to the existing creature. A pretty nice undead minion, too bad only death knights can make them. [img]http://i.imgur.com/ZE7PL3z.jpg[/img] A [b]Spectral Minion[/b] is the soul of an intelligent humanoid who died before they could fulfill an important vow and are bound to complete their duties even in death. They appear as they did in life, only more transparent, and possess all of their memories from their living days. However, the desire to fulfill their oaths dominates their mind, being the only thing preventing them from moving on in the River of Souls. Mechanics-wise they are incorporeal undead template, an incorporeal version of any weapons they possessed at the end of their life, spell resistance (12 + character level) and immunity to turn and rebuke undead. They lose any ability to cast spells or spell-like abilities if they had those qualities in life, and cannot attack unless they have an incorporeal weapon. They gain a +1 to their Challenge Rating, which doesn't make sense; if anything they lose far more in terms of combat potential and gain relatively little. They're also one of the few undead who can be of non-evil alignment. [img]http://i.imgur.com/DVE3o08.jpg[/img] [b]Tarmak[/b] are humans from a continent far to the east. They were recruited by the Knights of Neraka during the early 5th Age to help them conquer Ansalon. Tarmak have a complex, gutteral language and spellcasters among their number are unknown. In battle they decorate their skin in war paint which grants +5 natural armor and Fast Healing 5 (stops working once it's absorbed 20 points of damage). The war paint is alchemical and completely non-magical in nature (not sold, but has an effective cost of 500 gp and DC 25 Craft check to create). The text also makes mention of a tarmak leader stat block of a 5th-level barbarian, but it's mysteriously absent (editing error, I bet). Rounding out our monster chapter are the [b]Thanoi.[/b] A race of walrus people native to the far south of Ansalon, thanoi live a subsistence lifestyle and frequently war with each other and the Ice Folk. Ones with class levels are almost always barbarians, but a rare few females become kagogs (medicine givers) and have levels in Cleric or Mystic. Mechanics-wise they are monstrous humanoids who can swim (40 feet) and hold their breaths for a long time (30 minutes before making Constitution checks for drowning), have the Cold subtype, and are pretty heavy hitters with melee weapons (+7 with greatclub, 1d10+3 damage). They are Challenge Rating 2. [i]Thoughts so far:[/i] More than a few of the monsters' Challenge Ratings are a little off, but overall I liked the assortment of new monsters for Krynn. The draconians in particular are pretty cool, and the Death Knight template is perfect for a major NPC villain. [b]Next time, Chapter 8: Dragons of Krynn! That's right, dragons are so special that they get their own chapter![/b] [/QUOTE]
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