Beasts & Behemoths (Dungeons & Dragons): A Young Adventurer's Guide
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About this ebook
This illustrated guide transports new players to the magical world of Dungeons & Dragons and presents a one-of-a-kind course on the unusual creatures, from the minuscule to the massive, that fill the fantastic world of the game. This guide features easy-to-follow and entertaining explanations of where to find each beast, their strange abilities and magical powers, and how to defeat them, along with amazing illustrations that will ignite your imagination. Organized by size from small to large, bigger and more dangerous monsters are introduced with every turn of the page.
Beasts & Behemoths is a perfect way for new players and young fantasy fans to learn about the monsters an adventuring party can meet, with profiles full of example encounters and storytelling tips that encourage creative problem-solving skills when battling beastly foes.
Jim Zub
Jim Zub is a writer, artist and art instructor based in Toronto, Canada. Over the past twenty years he’s worked for a diverse array of publishing, movie and video game clients including Marvel, DC Comics, Disney, Capcom, Hasbro, Cartoon Network, and Bandai-Namco. He juggles his time between being a freelance comic writer and a professor teaching drawing and storytelling courses in Seneca College’s award-winning Animation program. His current comic projects include Conan the Barbarian, the monthly adventures of Robert E. Howard’s legendary sword & sorcery hero, Dungeons & Dragons, the official comic series of the world’s most popular tabletop role-playing game, and Stone Star, a space-fantasy adventure set inside a roving gladiatorial arena.
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Book preview
Beasts & Behemoths (Dungeons & Dragons) - Jim Zub
INTRODUCTION
Beasts are intriguing. Behemoths are terrifying. Both can make a story surprising and memorable.
This book takes you on a tour of some of the tiniest and tallest monsters from the world of
Dungeons & Dragons
. It will tell you where they come from, how they act, and advise you on overcoming their dangers.
Read this guide from start to finish, or open it up at any spot, see a cool illustration that catches your eye, and begin your journey from there. The more you read, the easier it will be to craft your own stories of sweeping adventure against the minuscule and the mighty.
Will your quests lead you to conquer colossal creatures, creating a legacy spoken of for generations, or will you be destroyed, fallen and forgotten? In the end, the decision is yours.
Dungeons & Dragons
is all about building new stories, and yours can begin right now.
Enjoy!
Danger Levels
Each monster profile includes a number indicating the danger level of that creature, with a 0 being harmless, a 1 as a reasonable threat for a beginning adventurer, and building up from there. A 5 is incredibly dangerous and requires an experienced group of adventurers to possibly defeat it. There are some epic creatures more powerful than a mere number can define. Such terrors can only be fought by legendary heroes armed with the most powerful magic weapons and spells imaginable.
TINY & SMALL
Just as you shouldn’t judge a book by its cover, a clever adventurer doesn’t make the mistake of judging a creature by its size. Huge monsters may be scary, but some tiny monsters can be even more dangerous. The dreaded demilich packs immense eldritch power into a skull-sized package. Overlooking the swift combat skills of a quickling is a mistake few have time to regret.
Tiny and small monsters pose unique challenges. Their size can make them harder to hit with weapons or spells. They’re also prone to working in large groups, which can rapidly overwhelm their targets. One cranium rat is an irritation. One hundred are a serious problem. Are you ready to catch some critters?
Cranium Rats
Adventurers expect to encounter rats as they journey through ruins, dungeons, and underground lairs. What they don’t expect are rats with glowing, exposed brains and keen telepathic powers. These unnatural creatures are made when normal rats are bombarded with the psychic power of a mind flayer (read more about these telepathic terrors in Monsters & Creatures). The elder brains that rule over mind flayer colonies use these augmented rodents as spies, infiltrating surface settlements and transmitting back all that they see and hear to their nefarious underground masters.
A single cranium rat is only as smart and dangerous as a normal rat. However, when united in a swarm, the rats become telepathically linked, increasing their intelligence and their danger level. Whether alone or in a swarm, cranium rats are protected by a cerebral shroud that blocks all attempts to read their thoughts and sense their emotions. They can also cast a dim glow around themselves using the light emanating from their pulsing little brains.
Lair Cranium rats are most often found underground, in or around the lairs of mind flayers. While on a spying mission in a humanoid settlement, they can be found resting in the same spots as normal rats, including barns, sewers, and other small, dark places.
Size Cranium rats are about as big as a sneaker, ranging from toddler-sized ones to the massive shoes worn by professional basketball players. A swarm of cranium rats is composed of up to three hundred individual rats. Swarms are just what they sound like, huge groups of rats that run together in unison as a furry wave of chittering destruction. A swarm of cranium rats is capable of fully engulfing an adult human.
Swarm Powers A swarm of cranium rats can communicate telepathically, and thinks of itself as a single, unified creature. These swarms have limited psychic powers, which act similarly to spells, allowing them to understand languages, detect thoughts, create confusion, and issue simple commands.
Do This
Watch for their glow. Cranium rats give off a dim light that is easily spotted in dark places.
Keep them separated. Individual cranium rats are much less dangerous than a swarm.
Don’t Do This
Don’t keep one trapped. If the mind flayer elder brain is within range, it can see and hear anything that happens around the cranium rat. Making plans in front of a telepathic spy is a really bad idea.
Demilich
Attempting to cheat death itself, a great wizard may pursue vile rituals to bind their soul to a magical object called a phylactery, which transforms the wizard into an undead creature called a lich. They must sacrifice souls to the phylactery on a regular basis to maintain their physical form. If they fail to do so, their bones turn to dust, leaving behind only a skull.
A demilich, as this creature is called, can no longer cast the powerful spells it once knew, yet remains a deadly foe. Their lairs are complex crypts guarded by monsters and traps. Within these vile vaults, the demilich calls upon arcane powers that allow it to summon earthquakes, block magical attacks, and prevent healing. So long as its phylactery exists, the demilich cannot be completely destroyed, for its form will regrow after several days. Worse still, if
