Creature di Dungeons & Dragons

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The Aasimar They are a race of humanoid creatures. Good counterparty of the tieflings, they have the blood of a celestial, that is, of an extraplanar creature that lives one of the existence plans of the good. [first] The favorite class for the Aasimar is the paladin.

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In the first and second edition the arconti They are wise and powerful creatures of the upper levels, in the third they are celestial creatures. They are forces sent by the higher powers to help good in the battle against evil. [2] In the fourth edition, the term “Archonti” refers to the elementary forces of chaos and destruction. [3]

Changing It is a race present in the setting Eberron . The changing were born from the union of humans with doppelgänger and soon became a separate breed, distinct from their progenitors. They do not have the full ability to change doppelganger shape, but can create very effective disguises at will. This ability makes them excellent spies and criminals consumed and many changing prove to be up to this fame.

Table of Contents

Physical description [ change | Modifica Wikitesto ]

The changing are very similar to their Doppelganger progenitors and present only a few vague traces of their human heritage. All the changing fall within the limits of medium -sized creatures, with a height that usually ranges from 150 to 180 cm. Unlike real doppelganger, the changing are sexual creatures in their natural form, even if they are still able to take any form desire. The changing have pale gray leather and their hair are light and thin. Their limbs are long and slightly disproportionate to those of normal humanoids. Their faces have slightly more distinct features than those of a doppelganger, including a hint of nose and lips, even if their eyes remain white and empty and their other features appear incomplete compared to those of humans.

Culture [ change | Modifica Wikitesto ]

Many changing love the traveler, one of the six dark ones. Others follow a personal philosophy, that of the perfect form, according to which physical transformation is a mystical practice that symbolizes spiritual purification. This philosophy is curiously amoral and includes both assassins and saints and ascetics among its followers.

The kangariaries speak the Municipality, but often learn as much languages ​​as possible so that they can take on a multitude of fictitious identities.

The Demilich is a monster of the book of Epic levels manual .

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I wait [ change | Modifica Wikitesto ]

A demilich is a Lich (not dead) who has learned to create the gems of the soul, jewels in which souls are trapped. Unlike Lich, the shape of the demilich is much more minute since its appearance is that of a bone of the basic creature set in gems. The most common form is that of a skull with two gems set in the orbits.

Characteristics [ change | Modifica Wikitesto ]

Like Lich, the arcane enchants usually become demilich, but in general, magicians, sorcerers and clerics can become. Everyone must be of evil alignment, as both the necessary knowledge and the means used for the transformation process require a good dose of cruelty. Being in a certain sense the evolved form of the Lich (since you have to be Lich to become demilich), this being enters the depths of the abysses of evil becoming a being of pure perfidy.

The demilich are lovers of travel between the different plans of existence, thus benefiting from both the Lich’s ability to use magical objects through the philantheist and the use of astral projection as a magical ability granted by Demilich’s archetype.

In order to become Demilich, the character already Lich must be of an epic level (he must overcome the twentieth level of total class), he must possess the talent of creating wonderful objects and must create in addition to the philanthees, eight gems of the soul from a cost of 120,000m or each in which he will trap as many souls through his power Trap the soul .

Retains the attacks and special qualities from Lich (including i States of the undead , The aura of fear and the Paralying ), and can also launch spells without somatic components, the spells from the first to the third are considered rapid without dealing with higher slots, a high damage reduction (RD 30/-) and obtains immunity to almost all spells except for some such as shatter , dissolve evil It is sacred punishment . Although it appears as a tiny being, the demilich can take advantage of magical objects and equipment like all others by increasing their danger.

Combat [ change | Modifica Wikitesto ]

In combat it is a very cunning opponent, even if he does not like to fill himself with defense spells, thanks to the great immunity and the many powers he already has. He prefers to leave the fight against his apprentices (or followers), also arcane enchants or Lich Divini.

Demilich retains all the knowledge he had in the past and is therefore able to continue with the advancement by character classes also in this form. A demilich is almost always an epic enchanting (i.e. able to launch epic spells).

I demons They are native immanent beings of the abyss. There are many types of demons, but most of them belong to the breed of the Tanar’ri. The demons are all of evil chaotic alignment. They are immensely evil creatures that draw pleasure from the suffering and fear of others, and do not hesitate to attack even their fellow men; Some love to try mortals to induce them to depravity. They are enemies of the devils, with which they are often in conflict. [2]

i devils They are native immanent beings of the nine under -Baator. There are many types of devils; They often have the characteristic features of the Gathyle Gothic. Most of them are Baatezu and are all of evil legal alignment; They behave like cruel tyrants, always looking for slaves and souls to assert. Unlike demons, with which they are often in conflict, they have a very well defined hierarchical structure. [2]

And Drider It is an aberration that was once a drow (dark elf). In the game, driders are creatures similar to centaurs, with the difference that from life up they look like drows while from the life on down they have a huge abdomen and the typical legs of a spider. Their most common habitat is the subsoil.

Editorial history [ change | Modifica Wikitesto ]

The drider was introduced in the game of D&D For the first time in the first edition of Advanced Dungeons & Dragons . In this edition of the game, a Drider is a Drow who has undergone a transformation of his body as a consequence of which he now has, instead of the legs, the body of a spider. This transformation is a form of punishment for having offended the goddess Lolth in some way or having failed one of the tests assigned by the latter. As described, the DRIDER appears for the first time in the form Queen of the Demonweb Pits (1980) [4] . Subsequently, the Drider finds a place in Monster Manual II (1983) [5] . In an article in the magazine Dragon (nº 129) [6] , the drider is described with greater detail.

In the 2nd edition of AD&D , the Drider appears for the first time in Monstrous Compendium Volume Two (1989) [7] Under “Elf, Drow”, which then located in the Monster Manual (1993 American edition, 1993 and 1997 Italian edition) [8] .

The drider also returns to the 3rd edition of D&D, in Monsters of monsters (2000 American edition, 2001 Italian edition). [2] In the supplement Wild species (2003 American edition, 2004 Italian edition) [9] , Drider is no longer just a monster but becomes a breed in all respects, playable by the players. In the transition to edition 3.5, the DRIDER appears in the “updated” monsters “manual (2003). Magazine Dragon (nº 312) publishes a new description of the drider in the article Ecology of the Drider [ten] .

The 4th edition of D&D Finally, it proposes the drider in the Monsters of monsters (2008), in the variants Drider Lord of the Zanne It is shadow weaved Drider . [2] Contrary to what was supported in the previous editions of the game and in some of the novels set in the worlds of D&D , The Monsters of monsters Of the fourth edition it claims that the transformation into drider is a “gift” by Lolth.

Ecology [ change | Modifica Wikitesto ]

In Dungeons & Dragons , only the high -level lolth priests who enjoy the favor of the goddess are able to make the ritual that allows you to transform a Drow into drider. The transformation itself is a very painful event that lasts about 12 hours. Once completed, the creature is able to inject poison through bite and its diet has completely changed: in order to survive, a drider needs to drink the blood of living creatures. A drider retains all spells and magical skills possibly previously owned, as well as memories and cognitive skills (in terms of play, Drow maintains its intelligence score and can belong to any class of the character). The memory of the previous life of the Drider makes him a particularly cynical and animated creature. Many driders are in spasmodic search for any form of magic that can bring them back to the previous form.

In the first editions of D&D , a drider has no sex following the physical transformation suffered but is still able to reproduce. In edition 3.5, instead it seems to have a gender connotation, as well as the maintenance of some of the physical characteristics that marked it previously but it is not clear whether it is able to reproduce or not.

Society [ change | Modifica Wikitesto ]

In the world of D&D , driders have different roles within the Drow company. The dark elves fear them and at the same time despise them. After the transformation, the driders find refuge in the wild areas around a city Drow. Their company consists of tiny, huge and gigantic spiders. The driders speak common, elven and sub -commune (in the first and second edition of the game, the drives spoke Drow). Drider are almost always of evil chaotic alignment.

In the 4th edition of the game, becoming a drider is a “gift”, a real blessing by Lolth.

In the various settings [ change | Modifica Wikitesto ]

In the Eberron setting, driders are creatures not linked to Drow society. Since Vulkoor, Eberron’s main divinity Drow, has an affinity with Scorpions, the role ideally covered by driders in other settings (in particular in the Forgotten Realms) falls on the Scorrow, a tauric breed [11] Half Drow half Scorpio. The Scorow, however, are not rejects but, on the contrary, they enjoy great prestige taken by the Drows and, always unlike their counterparts in the Forgotten Realms) who find themselves on the edge of the Drow companies, form real independent communities. Scorrow are also able to reproduce [twelfth] [13] . The Scorow then replaced a breed of similar scorpioni-centauri already proposed in a previous supplement [14] .

In the role -playing game Pathfinder , in the predefined setting GOLARION , the driders have not been punished/blessed by any divinity but are the result of a creation by the Drows through the procedure called “Flexcrafting”. [15]

I FIRBOLG They are lonely giants trying to avoid contact with other sentient races. Inside their society they are organized in colonies, usually led to forests or caves and defenses from guard towers. Although they are also farmers, they prefer hunting to get the necessary and, unlike other giants, tend to avoid banditism.

They are typically pure neutral and have, as a characteristic trait, a long and thick beard which, although it can be of different colors, is typically blonde or red.

The major divinity of the Firbolg is HIATEA.

Publications [ change | Modifica Wikitesto ]

Firbolg makes its first appearance in the monsters of Monsters II (1983) of the first edition of D&D, under the “giant” category. [16] Subsequently, in the second edition, we find it in Monstrous Compendium Volume Two (1989), [17] It is in the Monstrous Manual (1993) [18] always under the “giant” item. It also appears as a race of character playable in The Complete Book of Humanoids (1993). [19] In the setting Forgotten Realms Firbolg is detailed in the manual Giantcraft (1995). [20] In the third edition the Firbolg appears in Monster Manual II (2002). [21] It is not present in the 3.5 edition but returns to the fourth always in Monster Manual II (2009).

Forged It is one of the races available for role -playing game Dungeons & Dragons , introduced in the supplement Eberron . The forged, built as machines without will intended only to fight, developed a will proper as a side effect of the arcane experiments that had to have the purpose of transforming them into weapons of supreme destruction. To each subsequent model that emerged from the forges used for their creation they evolved further, until they became a new type of creature: a living construct.

Physical description [ change | Modifica Wikitesto ]

The forged have the appearance of gigantid humanoids made up of a mixture of various materials (obsidian, iron, stone, wood, silver and organic materials), but are able to move with surprising agility and flexibility. Their body is composed of flexible plaques connected to large fiber bundles and their head is usually without features or particular connotations. All forged show a robust and asexual body, however their personality may seem that more tends towards the male or female, but much depends on the observer’s point of view. Of course they do not age, although their bodies gradually give in to wear and their minds are able to accumulate learning and experience. The forged, unlike other constructs, have learned to change their bodies through magic and training. Very forged they are covered with metal plates much more robust than those used by their creator. These personalized armor, together with the weapons integrated to their bodies and other changes to their physical form are also a way to differentiate themselves.

Culture [ change | Modifica Wikitesto ]

The forged are usually neutral alignment. They were built to fight, not to wonder if this is right or not. Although they are perfectly able to think independently and to reflect on moral issues, many prefer not to go into certain topics. Since many forged do not seem willing to adhere to any ethical or moral philosophy, there are few who demonstrate interest in religion. Some forged have found an answer to the questions of life, adhering to one or the other religion, but it is a marginal minority compared to the rest of the breed. The forged speak the Municipality, since they were designed to communicate with their creators and owners, mostly human.

i genasi They are a breed of stirpeplanari that descend from creatures such as Efreeti, Dao, Mārid or Djinni, coming from the elemental plans. The genas are generally very proud of their descent, and the traits of their lineage are often clearly visible in their appearance. I am almost always of neutral alignment. The favorite class of genasa is the warrior.

There are four types of genas:

  • Air genasi: They consider themselves heirs of the winds and the same air in the world. They are rapid and cunning, but arrogant and unfriendly behavior.
  • Genas of the earth: slow, powerful and robust, the genas of the earth show great resolve in decisions, but they are very introverted and stubborn.
  • Fire Genasi: They are elegant, intelligent and indomitable, but easily irascible and very vain.
  • Water genas: They are patients and love gradual and never hasty changes. They are resistant, but with cold and introverted personality.

I genasi in forgotten realms [ change | Modifica Wikitesto ]

In the setting Forgotten Realms , genas come from zones where the presence of their element is strong or there are traces of the extraplain entities from which they descend.

The genas of air and those of fire are widespread in Calimhan, a country long dominated by Efreeti or Djinni. Fire genasi can also be found in volcanic areas. The genas of the Earth come mainly from the harsh mountainous chains of the North, while those of the water inhabit the coastal areas near the main seas of Faerûn.

The gibberling It is a humanoid creature.

Description [ change | Modifica Wikitesto ]

The gibberlin appears like a muscular, smelly humanoid, who often walks four -legged. It has a thick hairy mane like a lion, dark black or night blue. The skin is covered with a rare black hair, and is purple, dark purple, sometimes blue or brown. Its height is around the meter and a half, but they can often appear lower, as they walk and run on all fours and do not know how to stay in a standing position. They have very developed senses and know how to recognize the smell of human or animal meat from many meters away.

It is not possible to distinguish between male and female gibberling, but they are supposed to be mammals.

Character [ change | Modifica Wikitesto ]

They are evil beings, mostly pushed by the desire to make damage or simply of food (they are carnivorous). They do not have a high intelligence, and therefore they cannot use launching, shooting or weapons in which a certain dose of technique is required.

Combat tactic [ change | Modifica Wikitesto ]

They almost always attack with their claws, but sometimes they can use – in a rudimentary way – knives or clubs. Often they hunt overnight (this explains why their skin has dark shades). Very often, the adventurers who camp in areas infested with gibberings suffer night attacks by herds consisting of fifty up to two hundred specimens. Even if numerous, for a group of well -armed and fighting adventurers, gibberings do not constitute a high danger, as they fight without strategy and without cunning, limiting themselves to running to the prey until they have it at the reach of the claw.

I gibberling in Forgotten Realms [ change | Modifica Wikitesto ]

In the video game Baldur’s Gate , the gibberings are found in the first areas that the player explores; They present themselves in groups of three to eight beings. In the game, they are the weakest opponents who face themselves (with the only possible exception of the XVART); However, if for some reason the group of adventurers controlled by the player camps to rest in their hunting area, it is very likely to be awakened following the attack of the Gibberling.

The lump They are an imaginary breed of humanoid creatures, usually described as anthropomorphic hyenas. They are mainly associated with role -playing game Dungeons & Dragons , but their origin lies in literature. They are part of the fantasy universe, appearing in comics, books and video games of this kind.

Physical aspect [ change | Modifica Wikitesto ]

The gnolls appear as an anthropomorphic hyenas. One gnoll is over two meters high and weighs approximately 150 kg. Their fur is generally gray-red or dirty yellow.

Society [ change | Modifica Wikitesto ]

Follow the law of the strongest. Only a rigid and motivated head can command these creatures that cannot stand the hierarchies. Their most common allies are Ogre and Hobgoblin. They despise all the other humanoids, with a special hatred for the giants.

They prefer to hunt to be able to attack their victims with the help of darkness. Generally they feed on intelligent creatures because they love to hear them scream as they suffer. In war, the Gnolls prefer to attack in the majority numerical, also because they are not very courageous of nature; Most gnoll ignores military strategy and bases combat only on strength and number, often exploiting the ambushes.

Religion [ change | Modifica Wikitesto ]

The gnoll venerate Yeenoghu, the gentleman of demons, who resembles a gnoll macilenth.

The Hobgoblin They are fantastic creatures of the fantasy role -playing game Dungeons & Dragons . They are humanoid (medium -sized) beings related to the Goblin, but larger, fierce and fierce than the latter.

Physical description [ change | Modifica Wikitesto ]

The Hobgoblin are on average just under two meters and their weight is around one hundred, one hundred, one hundred and head, their pigmentation tends to brown, their face is similar to that of the goblin, but it is covered by a brown hair and have The least crushed nose of their smaller relatives. They have a rather sharp smell and hearing and are able to see in the total darkness up to eighteen meters deep (in black and white), this capacity is called darkened.

Activity [ change | Modifica Wikitesto ]

Their occupation is almost exclusively fighting, they are belligerent and the vast majority of them dedicate itself to the career of warrior (it is their favorite class), their training is marked on a military approach and is more disciplined than that of the other humanoids wild, such as orcs. The Hobgoblin are practically in perennial conflict with dwarfs, gnomes, elves and with most of the creatures that live close to them, although they can tighten temporary alliances with Goblin, Bugbear, Orcs and Ogre but also on these occasions the relationships are traveled by conflicts that make any agreement unstable.

Hobgoblin company [ change | Modifica Wikitesto ]

The Hobgoblin live in villages inhabited by various families, within a settlement the only ones not to fight are usually only those not in a position to do so (young, old, sick individuals or seriously injured).

Their main sources of sustenance are raids and looting against other races.

Regarding religion, the Hobgoblin love the god of Goblin races and their alignment is generally evil legal.

I Mephit They are extraplain creatures similar to the imp.

Publication [ change | Modifica Wikitesto ]

These creatures appeared for the first time with the name of “Imp” in the magazine White Dwarf Number 13 (June 1979), divided into the subtypes of IMS of fire, magma, smoke and steam. The mephits of fire, lava, smoke and steam appeared in the first edition of the Fiend Folio (1981) [22] . The ice and fog mephit appeared for the first time in the adventure form Eye of the Serpent (1984). Dimwold the Mephit appeared in the form The Throne of Bloodstone (1988).

All these mephits have appeared again in the second edition of the setting of Greyhawk , in the form Greyhawk Ruins (1990), and were reported in Monstrous Compendium Fiend Folio Appendix (1992) [23] , It is in the Monstrous Manual (1993) [24] . The mephit of the air, ash, dust, earth, fire, ice, lightning, magma, minerals, fog, melma, radiant, salt, smoking, steam and water are appeared in the setting of Planescape in Planescape Monstrous Compendium Appendix (1994) [25] .

The mephit of the air, dust, earth, fire, ice, magma, melma, salt, steam and water have appeared in the third edition of the Monster Manual (2000), [26] . The ice memphit as a family member appeared in Tome and Blood (2001), and is taken up in the 3.5 edition of the Dungeon Master’s Guide (2003). The glass mephit and the sulphurous memphit have been introduced in Sandstorm (2005) [27] .

Description [ change | Modifica Wikitesto ]

The mephits are vaguely humanoid but smaller appearance (about 1 meter and 20 highs). Their nature changes according to the plan of origin, but in general they are not friendly. Each type of mephit has a sort of “breath” (ie an infusion breath of some elemental power), which causes a slight amount of damage, even if its true function (as for the spray of the stinks) would be to remove or scare possible opponents.

The mephits are not natives of the material plan, and their presence there means that someone has evoked them, since they are connected to the different elemental or quasi-elementary plans of existence. All Mephit are considered extraplain creatures.

Types of mephit [ change | Modifica Wikitesto ]

The Noon ( Half-orc In the original version in English) it is one of the races described. Definible as a medium orc and half human, it is a hybrid breed since the individual descends from the union of an ogre with a human. The racial traits are the result of an inheritance transmission equally distributed between both the original races: it has the spirit of adaptation, the ambition, and the inventiveness of a human but the brutality and the tendency to perform evil acts of the orc ancestors.

Characteristics [ change | Modifica Wikitesto ]

A midday, which can live on average for 75 years, also in the appearance of its belonging to two different races: it is a humanoid usually as high as a human but heavier, given the robust musculature inherited from the ogre. The Orcheschi sections are clearly recognizable: gray-green skin, high and elusive front, prominent jaw, very protruding lower canines above the lower lip, thick hair widespread on the whole body; There is also a darkened, or the ability to see in the dark.

The Mezzarco is stubborn, irascible, impetuous, rough, often violent. By disdaining everything related to science or philosophy, he likes to do simple things such as celebrating victories in battle, dancing wildly, getting drunk and taking part in fights in the taverns; It is evident that his actions are never done by providing for the consequences and that he prefers to act rather than thinking. He loves to flaunt his scars, which he considers a symbol of force worthy of respect.

The midfielders live mainly in wild territories mixed with orcs tribes, but never excessively far from civilized areas; Sometimes they manage to live among humans, but only with those who make the effort to accept them. It is not a particularly tolerant breed: they try a certain antipathy towards elves and mezzelphs, which flows into hatred against dwarfs and gnomes; Only towards humans they seem reasonable, with whom they often aggregate in adventure companies. The languages ​​normally known by the breed are the Orchesco (the language of the orcs) and the Municipality (the typical language of humans); Sometimes, particularly intelligent individuals can know the languages ​​of other creatures.

Evolution in the history of D&D [ change | Modifica Wikitesto ]

The breed is for the first time in the game, inserted among those that a player can choose for his playing character. Mezzarco can access the clerical, warrior, thief and murderer classes but, except in the subclass, with strong limitations in the maximum reachable level. The human legacy allows him to have numerous multiclass combinations to choose from:

  • Cleric/warrior
  • Cleric/thief
  • Cleric/killer
  • Warrior/thief
  • Warrior/killer

But if a PG wishes to be a midfielder, he must meet requirements in the minimum values ​​of the characteristics (with distinction based on sex). It should be emphasized that, in AD&D, a midfielder cannot have a score of dexterity and wisdom greater than 17 and a charisma score greater than 12 (very low, if we consider that the maximum value is 18 and that the scores around 10 represent Those of an individual in normality, which, for an adventurer, is never a good thing). There are no restrictions in the choice of nine alignments, if not depending on the class of belonging. Unlike other breeds, it has no particular racial skills, if not infravation. Having a racial bonus on strength and constitution but a heavy penalty to charisma, it can only count on brute force. The Orchesco, the alignment language and the Municipality are the languages ​​that, in D&D3ed, would be defined as “automatic”; The choice of additional ones (“bonus languages” in d & d3ed), that is, to free choice of the player, whose number is determined by the intelligence score, is not, as in D&D3ed, restricted to a list but their number is very limited respect to a human character. [28]

D&D third edition [ change | Modifica Wikitesto ]

After being eliminated in the second edition AD&D, the breed is reinserted in its original location, or among the “standard” of the Player manual , a sign of a clear tendency to a “return to the origins” of the edition. In addition to no longer being any limitation in the choice of the class and no minimum score required in the characteristics, instead of the influence, eliminated in this edition, the noon has darkened; But in practice, nothing changes in his vision in the absence of light. The most relevant change concerns racial modifiers: the bonus to the Constitution disappears, while a penalty to intelligence is added. The “human side” does not prevail as in Mezzelfo: it is limited in the choice of bonus languages ​​(that is, known by particularly intelligent individuals) and the “favorite class” is only that of the barbarian. [29]

Settings [ change | Modifica Wikitesto ]

Forgotten Realms [ change | Modifica Wikitesto ]

In the Forgotten Realms, existing only in Faerûn, the Mezzarco does not differ much from the “classic” model described in the Player manual . Their presence varies significantly from region to region; In general, they are much more numerous in the north, where orcs abound. In particular, in Vaasa there is the village of Palischuk, 9000 inhabitants, in which mid -half -Crafts live; Perhaps driven by the need to survive in such a hostile land, these midfielders are at peace with the nearby dwarf and human settlements, trading with them and, perhaps, would also be willing to fight side by side against a common enemy. For the Mezzarco there is, unlike other breeds, a further subdivision into under -races. [30]

I treant They are imaginary beings belonging to fantasy literature. The name derives from the contraction of English words tree (tree) e giant (giant).

The Treants are described as humanoid trees capable of moving, in some cases thanks to their roots while in others thanks to legs and feet. Usually they are much more long -lived than other species, and have a remarkable wisdom. In general they represent the forces of nature.

Some examples of Treant can be found in fantasy literature:

This type of character was also taken up in modern fantasy setting role -playing games, such as Smite , Dungeons & Dragons , Warcraft , Florensia It is The Exiled Realm of Arborea .

  1. ^ Wizards of the Coast, Inc., Dungeons & Dragons monster manual. , ISBN 978-0-7869-6561-8, OCLC 1057598438 . URL consulted on June 24, 2021 .
  2. ^ a b c d It is Williams, Skip; Cook, Monte; Tweet, Jonathan. Monsters of monsters . Twenty Five Edition, 2001. ISBN 888288032X
  3. ^ Mike Mearls, Stephen Schubert, and James Wyatt. Monster Manual (Wizards of the Coast, 2008)
  4. ^ ( IN ) David Sutherland III e Gary Gygax, Queen of the Demonweb Pits , TSR, 1980, ISBN 0-935696-20-2.
  5. ^ ( IN ) Gary Gygax, Monster Manual II , TSR, 1983.
  6. ^ ( IN ) Ches sent Entering the Drider’s Web , in Dragon , n. 129, TSR, January 1988, pp. pp. 30-31.
  7. ^ ( IN ) David Cook, et al , Monstrous Compendium Volume Two , TSR, 1989.
  8. ^ Doug Stewart, et al. , Monsters of monsters , Parma, Twenty Five Edition, 1997.
  9. ^ David Eckelberry, et al. , Wild species , Parma, Twenty Five Edition, 2004.
  10. ^ ( IN ) Paul Leach, Ecology of the Drider , in Dragon , n. 312, Wizards of the Coast, ottobre 2003, pp. 76-80.
  11. ^ In D&D, a “tauric” breed has the body of a sentient being from life up and the body of an insect or animal from the life down (like the centaurs), ( IN ) Template – Tauric Creature . are Realmshelps.net . URL consulted on April 23, 2013 .
  12. ^ ( IN ) Andy Collins, Scorpions . are wizards.com . URL consulted on April 23, 2013 .
  13. ^ ( IN ) Keith Baker, Secrets of Xen’drik , Wizards of the Coast, 2006, ISBN 0-7869-3916-8.
  14. ^ ( IN ) James Wyatt, Player’s Guide to Eberron , Wizards of the Coast, 2005, ISBN 0-7869-3912-5.
  15. ^ ( IN ) Where do Driders Come From? , in Pazo blog , September 2008 ( filed February 24, 2012) .
  16. ^ Gygax, Gary. Monster Manual II . TSR, 1983
  17. ^ Cook, David, et al. Monstrous Compendium Volume Two. TSR, 1989
  18. ^ Stewart, Doug, ed. Monstrous Manual . TSR, 1993
  19. ^ Slavics, Bill. The Complete Book of Humanoids . TSR, 1993
  20. ^ Winninger, Ray. Giantcraft . TSR, 1995
  21. ^ Bonny, Ed, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter. Monster Manual II . Wizards of the Coast, 2002
  22. ^ Don Turnbull Fiend Folio (TSR 1981)
  23. ^ Skip Williams Manual of monsters 2nd edition advanced Dungeons & Dragons (Appendix Fiend Folio) (TSR 1992)
  24. ^ Doug Stewart Monsters of monsters (TSR, 1993)
  25. ^ Allen Varney Planescape Monstrous Compendium Appendix (TSR, 1994)
  26. ^ Skip Williams, Jonathan Tweet e Monte Cook. Monster Manual Wizards of the Coast, 2000
  27. ^ Bruce Cordell, Jennifer Clarke-Wilkes, JD Wiker Sandstorm (Wizards of the Coast, 2005)
  28. ^ Gygax, E.Gary (1978). Players Handbook . TSR. ISBN 0-935696-01-6
  29. ^ Tweet, Jonathan; Cook, Monte; Williams, Skip (2003). Player manual . Twenty Five Edition. ISBN 88-8288-067-2
  30. ^ Greenwood, Ed; Reynolds, Sean K .; Willams, Skip; Heinsooo, Rob (2001). Forgotten Realms setting . Twenty Five Edition. ISBN 88-8288-038-9
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