In order to defend themselves, Arctibax can freeze the air around them and cover their mouth and eyes with ice. Their frosty breath can be a powerful weapon.
Race: Saurial
Class: Druid
Subclass: Circle of Arctic Land
Location: Glaseado Mountains
Alignment: Chaotic Good
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This is the second Monstrous Compendium Appendix for Forgotten Realms (1991). It’s much better! Like the first, Tom Baxa and Mark Nelson provide the interior illustrations; this time they’re joined by Valerie Valusek, who was one of the primary artists for FR supplements at the time. There’s even an uncredited Tim Bradstreet in there (the deep dragon). The mix of monsters is more exciting and weirder too. We get the fachan (a one-armed, one-legged, one-eyed goblin), the very FR feyr, the undead inquisitors, dark naga, Jorge Luis Borges’ peryton, the gloopy skuz and the creepy scorpion folk. Oh, and the dino-people, saurials. Its a good selection that better represents the monsters of the Realms, I think
The Easley cover is pretty good, too, depicting a peryton, a feyr and a saurial. Enjoy that the feyr is acting as an armrest.
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Bookstabber Podcast Episode 45: Song of the Saurials by Kate Novak and Jeff Grubb
Gene and Willow level up! Get your torches and ten-foot poles ready to explore the Forgotten Realms in -- What do you mean it's not a Drizzt book? Is it an Ed Greenwood book? Oh dang. Wait, is that a dinosaur? The Year of Sword and Sorcery continues.
Available at bookstabber.podbean.com and elsewhere.
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Ciruelo Cabral - Song of the Saurials
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Projection Quest except all the Projections are different versions of Taylor and there is a chance to get one of the more fucked up ones like Sanguine from Murder Tinkering or JustALittleOwl/Queen of Owls from Queen of Owls. I would do on purely based off of horror Taylors/fucked up Taylor's but I don't know enough to actually have a curated selection of them. So I think it's better to be something where you could get Saurial from Taylor Varga or you could get fucking Sanguine in all her brain damaged glory.
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When the Drauven, a people of saurials, started to scour the lands, a band of brave souls took it upon themselves to resist.
They called themselves... actually, we don't know what they called themselves, but this what everyone else knew them as:
(A brief chronicle of my first Walking Lunch campaign.)
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Exodus
When the RSDB to Exodus was first opened the mass of howling spirits that rampaged out of
it threatened all of the Realms, and, despite no further unauthorized exits, it remains the most
heavily guarded of the Bridgegates. Exodus' peoples eke out a rough existence in the
frontier, braving fickle dragons, savage beasts and enigmatic spirits for a chance to prospect
abundant resources and plunder ancient ruins.
The Ruin-Seekers Guild(Barbarians) - Exodus is a Realm of primal fury, where survival is
earned through might alone. Every Ruin-Seeker has a different reason for fighting, but they
all agree that when you're the last one standing, the reason no longer matters.
The Balance-Seekers Guild(Druids) - In Exodus nature flourishes, devouring not only the
ruins of whatever civilization was once here but also many attempted settlements of the other Realms. Balance-Seekers seek to harmonize their souls with their environment, becoming
one with nature to allow its power to become their own.
The Pwer-Seekers Guild(Marshalls) – Personal power is a wonderful thing, but in Exodus it is
clear that power multiplies when it is shared amongst many. Power-Seekers are adepts of
war and state who seek to give their people prosperity, and immortalize themselves as true
leaders in the process.
Dragonkin(Dragonborn, Kobolds) - The dragons of Exodus rule the dragonkin like mad kings
at court. The larger dragonborn bear their role as pawns with honor and dignity, keeping their
family traditions alive through fables whispered at night. The diminutive kobolds honestly
worship their draconic lords, awe and fear driving them to rack their brains for schemes to
show off their cleverness.
Aarakocra – The skies of Exodus are no safer than its ground or seas, but the winged
aarakocra manage to survive there nonetheless. Aarakocra have a sense of fearless naivete,
the freedom of flight giving them a perspective that seems almost alien to those bound to
earth.
Goliath – In the primevil lands of Exodus, the meek are quickly weeded out by brutal natural
selection. Goliaths engage in daily competitions of skill and strength, for anyone who can’t
keep up is a liability to the tribe.
Saurials(Lizardfolk, Tortles, Viashino) – The reptilian saurials thrive in Exodus’ harsh lands,
having evolved to take full advantage of their surroundings. The cold-blooded lizardfolk
gather in tribes in swamps and forests, their minds categorizing encounters between fear,
aggression and pleasure with callous, but not cruel, pragmatism. Tortles are nomadic
wanderers, enjoying solitude and companionship in equal measure while trusting their shells
and skills to keep them safe. The hot-blooded viashino approach life with unnerving zeal,
expressing their emotions with bursts of song, laughter and violence.
Loxodons – The loxodons survive Exodus by forming bonds of unshakable loyalty, individuals
readily sacrificing themselves so that the whole may live. They seek to understand the
secrets of both the ancient ruins and the spirit courts of the forests, and house whatever
knowledge they uncover in their great stone cities.
Orcs – Gathering in great hordes in the wastelands of Exodus, orcs are driven to commit acts
of great brutality and destruction in order to please their gods. Every orc is raised to be a
warrior, and they hold little respect for those unwilling or unable to defend themselves.
Elves(Wood Elves, Sea Elves) – The spirit courts of Exodus count the elves who share that
Realm as members due to their shared connection to the cycles and seasons of nature.
Wood elves live in small enclaves in the wild lands, hunters who revere the spirits of those
they must slay. Sea elves build coral citadels beneath waves, and take a personal
responsibility for maintaining the natural cycles of life.
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Pots of fragrant scents are used by Bayleef to cure allies. She created these on her own, but she frequently doubts her ethical choices when it comes to using magical elements for healing purposes.
Race: Saurial
Class: Cleric
Subclass: Harvest Domain
Location: Hau'oli Emergency Services
Alignment: Neutral Good
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Just released my next player race on to the DM´s guild. Did a write up on the Saurials, the dino-people of Forgotten Realms, for 5e. Like my previous releases this one is pay what you want, so feel free to check it out.
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