Game Master's Monster Guide
Game Master's Monster Guide
This book is for the Game Master. It contains an essential selection of monsters to use in any adventure, as well as a few mechanical
guidelines to create your own.
Table of Contents
NON-PLAYER CHARACTERS 2 TROLL-SIZED SPIDER 6 FANGED DRAKE 10
MINION 2 TYRANNOSAURUS 6 GREEN DRAKE 11
KNIGHT 2 WOLF 6 MOUNTAIN DRAKE 11
CHAMPION KNIGHT 2 DIRE WOLF 6 RIVER DRAKE 11
THIEF 2 CHANGELINGS 7 ELEMENTALS 12
EXPERT THIEF 3 GREAT OWL 7 AENT [EARTH] 12
WIZARD 3 STAR STAG 7 DJINNI [AIR] 12
WIZENED WIZARD 3 WEREWOLF 7 SALAMANDER [FIRE] 12
BEASTS 3 DARK ELVES 8 UNDEAD 13
BEAR 3 GOBLIN SWARM 8 GHOUL 13
BOAR 4 ORC 8 LARGE GHOUL 13
HORSE 4 TROLL 8 LICH 13
LION 4 VORG 9 CREATING NEW MONSTERS 14
RAT SWARM 4 DRAGONS 9 HP TO ATTACK DICE CHART 14
GIANT SNAKE 5 BLOOD DRAGON 9 MESSING WITH MATH 14
SPIDER SWARM 5 HIGH DRAGON 10 CONVERTING FROM D20 14
MAN-SIZED SPIDER 5 STORM DRAGON 10 OPEN GAME LICENSE 15
PLAYTESTERS
– Travis Alvarado, Ian Anderson, Kirsten Battaglia, John Bult, Jonathan Convery, Erica Fer, Sam Frazier, Darren Green, Wren Groth, Ryan
Kasprowicz, Heidi Kershaw, Gerald McAlister, Tommy Meeusen, Herson Merino, Dan Miles, Johnny Miller, James Morgan, Alex Neff, John
Pearson, Chris Philgren, James Quick, Ian R, Nick Restifo, Patrick Russo, Devon Stoll, Chris VonArb, Kendra Weaver, Andy White, Maggie
Wilson, Daria Winter, Samantha Wood, Claes Youngberg, Paul Zaldana, and about a dozen strangers from George Mason University
PRODUCT IDENTITY
– The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names, (characters, place names, etc.), dialogue, comments in red, plots, story
elements, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not
included in this declaration.)
1
Non-Player Characters
These “civilized peoples” often end up being an adventurer's most common opponents!
The adversaries listed here are generic and can quickly describe humans, elves, half-elves, orcs, or gnomes. Simply apply relevant race features
to the templates provided below:
MINION
HP: 5
MV: 5
FEEBLE: This creature's attacks always take disadvantage (furthermore, he doesn't seem to notice).
Goons, lackeys, extras, cannon fodder... by whatever name, these incompetent foes are a staple of the action-adventure genre. Because basic
attacks do a minimum of 3 damage, the GM can save herself a bit of bookkeeping by assuming all minions automatically die (or fall helpless)
when they're hit more than once.
KNIGHT
HP: 15
MV: 5
CHAMPION KNIGHT
HP: 25
MV: 5
BUCKLER & HELM: Once per short rest, this creature takes half damage (round down) from one attack, immediately after the roll.
THIEF
HP: 10
MV: 6
ACE IN THE HOLE: This creature always has advantage on Cunning rolls.
2
EXPERT THIEF
HP: 20
MV: 6
ACE IN THE HOLE: This creature always has advantage on Cunning rolls.
WIZARD
HP: 10
MV: 5
SPELLS (level 1): Detect Magic and one spell of the GM's choice.
WIZENED WIZARD
HP: 20
MV: 5
SPELLS (level 5): Detect Magic, Lightning Bolt, and two spells of the GM's choice.
Beasts
Beasts are relatively natural creatures who can't speak and demonstrate limited intelligence (exceptional perceptiveness notwithstanding).
Most beasts don't have access to the Ranged skill – but their teeth, claws, hooves, and horns suffice as proper melee weapons.
Some of the animals listed here are domesticated and may be purchased by the heroes. Unless mounted or specifically trained for battle, these
hero-owned beasts are controlled by the GM and will typically run away at the first sign of trouble. Most crucially, these creatures aren't
considered heroes and they don't have levels or spirit points – this is what separates a party companion from a mere pet.
BEAR
HP: 50
MV: 6
Melee: D10
Athletics: D10, Cunning: D4, Influence: D4, Perception: D10
3
BOAR
HP: 15
MV: 6
Melee: D6
Athletics: D6, Cunning: D4, Influence: D4, Perception: D4
HORSE
HP: 15
MV: 8
Melee: D6
Athletics: D8, Cunning: D6, Influence: D4, Perception: D6
WARHORSE VARIANT: A well-bred, well-trained, and well-armored horse features 20 HP, a D8 Melee die, and a D10 Athletics die.
LION
HP: 25
MV: 7
Melee: D10
Athletics: D10, Cunning: D10, Influence: D4, Perception: D10
RAT SWARM
HP: 20
MV: 4
DISEASE: Every non-diseased creature the rat swarm deals damage to must make a TN 3 Athletics roll at the end of his next long rest. Those
who fail fall deathly ill, halving their hit point maximum (round down) until the start of their next adventure.
SWARM: A swarm is a collection of Tiny or smaller individuals acting as one creature. When a swarm makes a Melee attack, it may target all
adjacent enemies (instead of just one). Swarms are immune to Grab attacks, Push attacks, Trip attacks, poisons, and disease. A swarm may
squeeze through any opening large enough to accommodate a single member of its collective.
VULNERABLE: This creature suffers double damage from area effects (such as Knife Storm).
4
GIANT SNAKE
HP: 35
MV: 5
Melee: D12
Athletics: D8, Cunning: D8, Influence: D4, Perception: D4
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
LARGE: This creature occupies a 2x2 space.
POISON: Any non-poisoned creature hit by a giant snake's Melee Strike must immediately make a TN 3 Athletics roll. If he fails: he's poisoned,
takes 5 points of damage, and rolls again at the end of his next turn. If he succeeds: the poison effect ends.
SPIDER SWARM
HP: 20
MV: 4
POISON: Any non-poisoned creature hit by a spider swarm's Melee Strike must immediately make a TN 3 Athletics roll. If he fails: he's
poisoned, takes 5 points of damage, and rolls again at the end of his next turn. If he succeeds: the poison effect ends.
SWARM: A swarm is a collection of Tiny or smaller individuals acting as one creature. When a swarm makes a Melee attack, it may target all
adjacent enemies (instead of just one). Swarms are immune to Grab attacks, Push attacks, Trip attacks, poisons, and disease. A swarm may
squeeze through any opening large enough to accommodate a single member of its collective.
THREAT ADJUSTMENT: This creature counts as having 10 HP for the purpose of encounter difficulty.
VULNERABLE: This creature suffers double damage from area effects (such as Knife Storm).
MAN-SIZED SPIDER
HP: 20
MV: 5
Melee: D6
Athletics: D6, Cunning: D10, Influence: D4, Perception: D4
BLACK WEBS: As an action this creature may create an adjacent 2x2 zone of sticky webbing, which lasts until it's destroyed (5 HP per square).
Non-spiders move at half speed through these webs. In addition, when a non-spider enters these webs (for the first time on a turn) or ends
his turn in the webs, he must make a TN 3 Cunning roll. If he fails: he's stuck until the Black Webs in his space are destroyed.
POISON: Any non-poisoned creature hit by a man-sized spider's Melee Strike must immediately make a TN 3 Athletics roll. If he fails: he's
poisoned, takes 5 points of damage, and rolls again at the end of his next turn. If he succeeds: the poison effect ends.
5
TROLL-SIZED SPIDER
HP: 50
MV: 6
Melee: D8
Athletics: D8, Cunning: D10, Influence: D4, Perception: D4
BLACK WEBS: As an action this creature may create an adjacent 2x2 zone of sticky webbing, which lasts until it's destroyed (5 HP per square).
Non-spiders move at half speed through these webs. In addition, when a non-spider enters these webs (for the first time on a turn) or ends
his turn in the webs, he must make a TN 3 Cunning roll. If he fails: he's stuck until the Black Webs in his space are destroyed.
EXTRA ACTION (x2): This creature takes two actions per turn.
LARGE: This creature occupies a 2x2 space.
POISON: Any non-poisoned creature hit by a troll-sized spider's Melee Strike must immediately make a TN 3 Athletics roll. If he fails: he's
poisoned, takes 5 points of damage, and rolls again at the end of his next turn. If he succeeds: the poison effect ends.
TYRANNOSAURUS
HP: 150
MV: 7
Melee: D20
Athletics: D20, Cunning: D4, Influence: D4, Perception: D8
EXTRA ACTION (x3): This creature takes three actions per turn.
HUGE: This creature occupies a 3x3 space.
WOLF
HP: 10
MV: 6
Melee: D4
Athletics: D6, Cunning: D10, Influence: D4, Perception: D12
DOG VARIANT: Big dogs are essentially wolves, but they feature a D8 Cunning die and a D6 Influence die.
DIRE WOLF
HP: 20
MV: 7
Melee: D8
Athletics: D10, Cunning: D10, Influence: D4, Perception: D12
BLACK WOLF VARIANT: Some especially fleet-footed dire wolves feature 8 MV.
WHITE WOLF VARIANT: The strongest and hungriest dire wolves feature 30 HP, a D12 Melee die, and a D12 Athletics die.
6
Changelings
Spirits are well-known for possessing animals and people. Sometimes the spirit in question is a benevolent guest, sharing in a mutually-
beneficial relationship with its host. Sometimes. More than likely a parasitic intruder kidnaps the host soul and imprisons him in the spirit
world, then takes his body for a destructive joyride.
In either case the host begins to manifest odd behaviors, magical talents, and changes in appearance. Depending on the nature of the spirit,
these effects may be subtle or ludicrous.
Changelings have no need for melee weapons, due to their supernatural might.
GREAT OWL
HP: 100
MV: 6
SPELLS (level 5): Deep Sight, Detect Magic, Whisper (great owls only speak the truth).
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
EXTRA ACTION (x2): This creature takes two actions per turn.
HUGE: This creature occupies a 3x3 space.
WINDBOUND: This creature moves at half speed through any square it can't fly into.
WINGS: This creature can fly. When it drops to 50 HP or fewer, it loses this ability until the end of its next short rest (possibly falling).
STAR STAG
HP: 50
MV: 9
SPELLS (level 8): Detect Magic and seven spells of the GM's choice.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
LARGE: This creature occupies a 2x2 space.
WEREWOLF
HP: 90
MV: 7
Melee: D12
Athletics: D10, Cunning: D10, Influence: D4, Perception: D12
CHANGE FORM: This creature may morph between its werewolf form and humanoid form at will. The process takes one minute and also
counts as a short rest. These statistics represent werewolf form.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
EXTRA ACTION (x3): This creature takes three actions per turn.
7
Dark Elves
Other elves scoff at the term “dark elf,” mistaking these creatures for mindless brutes. In truth, orcs and goblins are shrewd tacticians who
regularly outsmart the forces of good. With strong leadership they can pillage towns, wage war, and establish empires of darkness.
Violence is in their nature, though orcs raised among humans can learn to resist these impulses.
GOBLIN SWARM
HP: 20
MV: 5
SWARM: A swarm is a collection of Tiny or smaller individuals acting as one creature. When a swarm makes a Melee attack, it may target all
adjacent enemies (instead of just one). Swarms are immune to Grab attacks, Push attacks, Trip attacks, poisons, and disease. A swarm may
squeeze through any opening large enough to accommodate a single member of its collective.
THREAT ADJUSTMENT: This creature counts as having 10 HP for the purpose of encounter difficulty.
VULNERABLE: This creature suffers double damage from area effects (such as Knife Storm).
ORC
HP: 10
MV: 5
These statistics represent scary orcs, with thick armor and broad shields. Mindless rabbles are better represented as minions (see page 2).
TROLL
HP: 60
MV: 5
BASH! CRASH! SMASH! This creature may treat nearly anything as a proper weapon (trees, rocks, dead goblins, etc).
EXTRA ACTION (x2): This creature takes two actions per turn.
LARGE: This creature occupies a 2x2 space.
ETTIN VARIANT: Some trolls feature two heads. These trolls aren't all that smart, but they do get advantage to Perception rolls.
HAG VARIANT: Some female trolls of unusual appetite feature a D8 Magic die. This sort of troll knows Detect Magic and one additional spell
for every child they've eaten (maximum five spells).
OGRE VARIANT: Some male trolls of unusual indigestion feature a D12 Ranged die and a D10 Melee die. This sort of troll can spew its own acid
vomit as a natural ranged weapon.
PIT FIEND VARIANT: Some infernal trolls feature bat-like wings. This sort of troll can fly. When it drops to 30 HP or fewer, it loses this ability
until the end of its next short rest (possibly falling).
8
VORG
HP: 10
MV: 7
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
EXTRA ACTION (x2): This creature takes two actions per turn.
FANGS: Vorgs never take disadvantage to Melee rolls for lack of a weapon.
THREAT ADJUSTMENT: This creature counts as having 20 HP for the purpose of encounter difficulty.
SPINE-SPITTER VORG VARIANT: Some feral vorgs feature a D8 Ranged die and a D6 Melee die. This sort of vorg can eject razor-sharp spines from
its tongue as a natural ranged weapon.
UR-VORG VARIANT: Some royal vorgs feature bat-like wings, 20 HP, and the Extra Action (x4) feature instead of the Extra Action (x2) feature.
This sort of vorg can fly. When it drops to 10 HP or fewer, it loses this ability until the end of its next short rest (possibly falling). Ur-vorgs
count as having 40 HP for the purpose of encounter difficulty.
Dragons
Dragons are the most magnificent and the most dangerous creatures in the known world. Of all the prestigious titles that can be given to a
worthy hero, “dragon slayer” is considered the highest... and for good reason.
Dragons may cast spells without a magic focus, and have no need for melee weapons on account of their many spikes, horns, talons, and
teeth. In addition, dragons are immune to the silenced condition.
BLOOD DRAGON
HP: 100
MV: 8
SPELLS (level 5): Detect Magic and one spell of the GM's choice.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
DRAGON FIRE: This creature may Ranged Strike with raw arcana, rolling Magic instead of the Ranged skill.
EXTRA ACTION (x4): This creature takes four actions per turn.
LARGE: This creature occupies a 2x2 space.
WINGS: This creature can fly. When it drops to 50 HP or fewer, it loses this ability until the end of its next short rest (possibly falling).
Blood dragons have been known – on rare occasion – to bond with men and women of royal pedigree. Ancient tales even tell of blood dragons
serving humans as steeds in battle. Naturally, no one believes these stories anymore and most would agree that trying to “befriend a dragon”
is lunacy. Nevertheless, if you want your hero to become a dragon rider, just ask your GM (and get ready for a long and arduous series of
dangerous side-quests to prove your mettle).
9
HIGH DRAGON
HP: 200
MV: 8
SPELLS (level 8): Detect Magic and three spells of the GM's choice.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
DRAGON FIRE: This creature may Ranged Strike with raw arcana, rolling Magic instead of the Ranged skill.
EXTRA ACTION (x4): This creature takes four actions per turn.
HUGE: This creature occupies a 3x3 space.
WINGS: This creature can fly. When it drops to 100 HP or fewer, it loses this ability until the end of its next short rest (possibly falling).
STORM DRAGON
HP: 500
MV: 10
AQUATIC: Swimming doesn't cost extra movement for this creature. In addition, it can breathe underwater.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
DRAGON FIRE: This creature may Ranged Strike with raw arcana, rolling Magic instead of the Ranged skill.
EXTRA ACTION (x2): This creature takes two actions per turn.
GARGANTUAN: This creature occupies a 4x4 space.
HOVER: This creature can fly.
A “D100” is really just a D10 rolled twice: first for the “tens place” and second for the “ones place.” A result of double zero counts as 100.
FANGED DRAKE
HP: 15
MV: 5
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
POISON: Any non-poisoned creature hit by a fanged drake's Melee Strike must immediately make a TN 3 Athletics roll. If he fails: he's poisoned,
takes 5 points of damage, and rolls again at the end of his next turn. If he succeeds: the poison effect ends.
10
GREEN DRAKE
HP: 75
MV: 6
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
DRAGON FIRE: This creature may Ranged Strike with raw arcana, rolling Magic instead of the Ranged skill.
EXTRA ACTION (x3): This creature takes three actions per turn.
LARGE: This creature occupies a 2x2 space.
MOUNTAIN DRAKE
HP: 150
MV: 6
SPELLS (level 8): Detect Magic and one spell of the GM's choice.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
DRAGON FIRE: This creature may Ranged Strike with raw arcana, rolling Magic instead of the Ranged skill.
EXTRA ACTION (x3): This creature takes three actions per turn.
HUGE: This creature occupies a 3x3 space.
RIVER DRAKE
HP: 30
MV: 6
AQUATIC: Swimming doesn't cost extra movement for this creature. In addition, it can breathe underwater.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
DRAGON FIRE: This creature may Ranged Strike with raw arcana, rolling Magic instead of the Ranged skill.
EXTRA ACTION (x2): This creature takes two actions per turn.
WATERBOUND: This creature moves at half speed through any square it can't swim into.
River drakes love to knit together in groups of three or four. Some adventures mistake these snapping masses as multi-headed “hydras.” When
tangled up in this manner, each individual drake gets an action, but only one may move – taking the other river drakes along with it.
11
Elementals
Spirits prefer the bodies of mortals, but literally anything will do in a pinch. In this case, forces of nature and inanimate objects.
Elementals never need to eat, breathe, or sleep, and they're immune to poison and disease. Elementals have no need for melee weapons, due
to their supernatural might.
AENT [EARTH]
HP: 135
MV: 5
EXTRA ACTION (x2): This creature takes two actions per turn.
LARGE: This creature occupies a 2x2 space.
STONE THROW: This creature may treat rocks, stones, boulders, and livestock as proper ranged weapons.
THREAT ADJUSTMENT: This creature counts as having 90 HP for the purpose of encounter difficulty.
VULNERABLE: This creature suffers double damage from fire attacks and axes.
DJINNI [AIR]
HP: 60
MV: 9
SPELLS (level 2): Detect Magic, Fade, Ghost Walk, Mage Hand.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
EXTRA ACTION (x4): This creature takes four actions per turn.
HOVER: This creature can fly.
INCORPOREAL: A djinni may cast Ghost Walk as an at-will spell (instead of a daily spell). Djinn are immune to Grab, Push, and Trip attacks.
VULNERABLE: This creature suffers double damage from the Arcane Arrow spell.
SALAMANDER [FIRE]
HP: 45
MV: 6
BURNING AURA: This creature constantly emits fire and heat. When a non-salamander becomes adjacent to this creature (for the first time on
a turn) or ends his turn adjacent to this creature, he automatically takes 3 points of damage.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
VULNERABLE: This creature suffers double damage from water (and wet weapons).
12
Undead
There's extensive folklore pertaining to the undead, most of which is untrue... the best advice is always to stay very far away.
Undead never need to eat, breathe, or sleep – and they're immune to poison and disease – but they must drink blood to start a short or long
rest. Undead have no need for melee weapons, due to their supernatural might.
GHOUL
HP: 10
MV: 5
Melee: D4
Athletics: D4, Cunning: D4, Influence: D4, Perception: D4
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
GHOUL SICKNESS: Any creature damaged by a ghoul's claw or bite reduces his hit point maximum by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. If this effect would reduce the target's hit point maximum to 0, he's unable to wake
up from the helpless condition until the Ghoul Sickness ends.
LARGE GHOUL
HP: 60
MV: 5
Melee: D12
Athletics: D10, Cunning: D4, Influence: D4, Perception: D4
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
EXTRA ACTION (x2): This creature takes two actions per turn.
GHOUL SICKNESS: Any creature damaged by a large ghoul's claw or bite reduces his hit point maximum by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest. If this effect would reduce the target's hit point maximum to 0, he's unable to
wake up from the helpless condition until the Ghoul Sickness ends.
LICH
HP: 120
MV: 5
SPELLS (level 8): Detect Magic and five spells of the GM's choice. This creature may cast any battle spell it knows as an at-will spell instead.
DARKVISION: This creature can see in darkness as well as a human can see in daylight.
EXTRA ACTION (x4): This creature takes four actions per turn.
GHOUL SICKNESS: Any creature damaged by a lich's claw or bite reduces his hit point maximum by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. If this effect would reduce the target's hit point maximum to 0, he's unable to wake up
from the helpless condition until the Ghoul Sickness ends.
Most liches know at least one battle spell. Those who don't count as having 110 HP for the purpose of encounter difficulty.
13
Creating New Monsters
Statting up monsters in Dragon Slayers RPG is easy. All you need to start with is a Melee or Ranged die.
10 HP D4 40 HP D8 x 2 90 HP D12 x 3
15 HP D6 45 HP D6 x 3 100 HP D10 x 4
20 HP D4 x 2 50 HP D10 x 2 100 HP D20 x 2
20 HP D8 50 HP D20 120 HP D12 x 4
25 HP D10 60 HP D6 x 4 150 HP D20 x 3
30 HP D4 x 3 60 HP D8 x 3 200 HP D20 x 4
30 HP D6 x 2 60 HP D12 x 2 250 HP D100
30 HP D12 75 HP D10 x 3 500 HP D100 x 2
Normal-sized creatures should not have a Melee or Ranged die greater than D10 (warrior heroes are a special exception).
Large creatures should not have a Melee or Ranged die greater than D12.
The Poison feature is roughly comparable to increasing a monster's Melee die by ⇧D.
If you still want to estimate encounter difficulty with a non-standard monster, you'll need to figure out its threat adjustment. This will require
a calculator. First, you must determine how many hit points the creature “should” have, based on the previous section – this is called ideal HP.
Then you plug that number into this scary-looking equation: Threat Adjustment = √HP (ideal) × HP (actual)
For example, a 5 HP monster with a D8 combat die counts as having 10 HP; because a D8 monster “should” have 20 HP, and √20 × 5 = 10.
D20 32-34
14
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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Castles & Crusades. Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
System Reference Document 5.1. Copyright 2016, Wizards of the Coast, Inc; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Dragon Slayers RPG. Copyright 2017, Beast Box Publishing; Author: Ben Ramos.
END OF LICENSE
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