Forgotten Realms Wiki
Register
Advertisement
Forgotten Realms Wiki

An owlbear was a large magical or fey beast that looked like a cross between an owl and a bear. Notoriously aggressive and ferocious, they were among the most feared predators in the wilderness.[8][6][4][2][3][1]

Once the wolves and owlbears catch your scent, they'll follow you. If you can't keep ahead of them, they'll eat you. Slowly, if it's an owlbear that catches you. They like cruel sport with their food.

Description[]

Owlbears were monstrous beasts with the bodies of bears covered in thick shaggy coats of both bristly fur and feathers,[6][4][3][1] ranging in coloration from yellowish brown to a brownish black.[8][6][4] Fur was predominant on their bodies, while feathers became more common at their heads, and they had thick hides.[7] Their heads were avian, like those of owls, with large round eyes[4][1] with limpid pupils[1] and rimmed in red.[8][6][4] Their beaks were hooked[4] or serrated[1] and had a yellow to dull ivory hue.[8][6][4] Their claws were fleshy and, being avian, could be counted as talons.[3][11][12] Their terrible screeches were known to split the night and echo across the land as a warning to others.[3][1] Those who'd had run-ins with them and lived often described bestial insanity in its eyes. A little larger and heavier than females, a fully grown male specimen stood 8 feet (2.4 meters) high and weighed 1,300​ to ​1,500 pounds (590​ to ​680 kilograms),[7][8][6][4] had 2‑inch (5.1‑centimeter) claws, and darker coats than females.[7][8][6]

Owlbear AFR

An owlbear (side view).

Other traits were less obvious but still significant. An owlbear could rotate its forearms as a human could, granting it greater strength and agility than a regular bear, giving it a wider range of attack, and enabling it to 'hug' and grapple prey. Moreover, while it had forward-facing eyes like both bears and owls, it also could rotate its head up to 270°, owing to it having fourteen neckbones (humans had seven and could only turn through 180°), and it could whip its head around with shocking speed. They had a transparent third eyelid (known as a nictitating membrane) to guard against dust, dirt, and bright light. Unusually, an owlbear's ears were asymmetric, with one somewhat higher than the other, letting it exactly locate the origin of any sound. Finally, owlbears had the same long tongues as bears, so it could lap up liquids the same way.[13] They could be surrounded by a pungent stink.[14]

Behavior[]

Little more intelligent than most animals,[8][6][1] with more cunning than an owl,[3] these creatures were incredibly aggressive and obstinate and were famous for their ferocity and foul temper. They would go so far as to attack almost anything that moved—anything larger than a mouse and anything they thought they could kill—on sight and without any provocation.[7][8][6][4][2][3][1] They hunted so heavily because of their insatiable appetites, more than that of a giant owl and a bear combined.[8][6][3] A hungry owlbear feared nothing, not even superior strength and size or any other discouragement[3][1] or obstacle or impediment,[6] and with little instinct for self-preservation, they would fight to the death.[7][8][6][4][3] Only one that had already fed well was disinclined to attack a superior foe or risk its life.[15] However, an owlbear's ferocity was also its key weakness—they could be easily lured into a trap or tricked into charging off a cliff, if available.[6]

Owlbears could be either diurnal or nocturnal, according to the habits of the local prey.[6][4][2] This arose from them being hybrids of the diurnal bear and the nocturnal owl.[6] Normally, owlbears would wake at midday, hunt daytime prey through afternoon and nocturnal prey through the evening, and go to sleep around midnight.[6] Nocturnal owlbears from around sunset to the darkest hours before sunrise.[3][1] Owlbears hibernated through the cold season and were most active in summer.[6]

Owlbears communicated via hooting and screeching, at high volume and with a range of pitches and durations.[6][16] They hooted or screeched to signal their territory and to drive prey into their hunting grounds. Owlbears also screeched as a way to attract a mate.[3][1]

Owlbear SoG

An owlbear's eating habits are not particularly pleasant.

Owlbears were entirely carnivorous.[5][6][4][2][3][1][13] They typically preyed on animals like rabbits, bears, snakes and other reptiles, but also preyed on trolls.[6] Some claimed owlbears especially enjoyed the taste of elves.[14] When an owlbear successfully caught its prey, it tended to consume part of it on the spot, before dragging the rest back to its lair to be stored, with parts of the carcass stashed amongst or hanging on rocks, bushes, and trees.[6][3][1] An owlbear would also scavenge a carcass.[17] Owlbears tore their prey into chunks and swallowed these whole as owls did. Moreover, in the stomach, the flesh was digested, while bones, fur, feathers, and insect shells were churned into pellets and regurgitated; these tended to indicate an owlbear lair was close by.[13] The scent of flesh that emanated from an owlbear's lair often attracted scavengers and, therefore, more prey, though it acted as a warning to other creatures.[3][1] The sole exception to their carnivorous diet was a liking for honey, which they inherited from regular bears. They could lap it up with their thick tongues and their thick coats protected them from angry bees. A jar of honey was effective bait for owlbear hunters.[13]

Abilities[]

An owlbear naturally had a bear's keen sense of scent that it could use to track prey[4][1] as well as an owl's sharp eyesight for finding prey in the dark,[2][3][1] with specimens even reported to possess low-light vision,[2] infravision,[13] or darkvision.[3][1] They also had acute hearing able to locate a sound with pinpoint accuracy. As a result, it was nigh impossible to sneak past an owlbear, let alone sneak up on one, and they were not hampered by complete darkness or against invisible foes. Their nictitating membranes also protected their sensitive eyes from blinding lights.[13]

Despite their unnatural origins, owlbears possessed no supernatural powers, though their calls were magical in nature. Different subspecies of owlbear had different calls, and these could have different magical effects.[3]

Combat[]

Races of Faerun - Strongheart Halflings - Dennis Calero

A strongheart halfling preventing an attack by an owlbear by blocking its beak.

An owlbear fought with both its beak and its claws. They would try to slash and grab prey with one or both their claws, crush it in a bear-hug, and bite it and rend it in twain.[7][8][6][4][2][3][1][13] While in a bear-hug, an owlbear often could not use its claws, and so favored biting with its beak and using its brute strength to crush its victim.[13] In a fight, they simply targeted whatever was closest.[2]

If wounded in a fight, they were known to screech so loudly it stunned nearby creatures, which the owlbear would then seize advantage of.[2][3] Even at the point of death, an owlbear would fight as vigorously as it would when healthy.[13]

Owlbears were poor at climbing trees, owing to their large size and weight. But a victim who fled up a tree was not necessarily in the clear—the owlbear would simply wait under the tree or even knock it over if possible.[13]

Ecology[]

Living in temperate climes and forested areas, owlbears established their lairs in tangled woods, in near-surface caves, and within large hollow trees and stumps, and in ruined structures. These lairs soon became littered with broken bones and gizzards,[8][4][2][3][1] and the treasures of its victims, for those who dared look.[6] Their favored hunting grounds were often dense wooded areas that they were familiar with and that prey could not escape through.[3][1] A mated pair had a territory of 1​ to ​2 square miles (2.6​ to ​5.2 square kilometers), and would of course fiercely defend it against trespassers.[6] They clawed at certain trees, leaving vertical grooves, to both mark territory and sharpen claws.[13]

Owlbear young

An owlbear chick. No matter how big a pair of eyes it gives you, it will claw yours out.

In mating season, owlbear females entered estrus while males became hormonal and produced musk.[18] Although warm-blooded mammalian creatures, owlbears laid eggs.[8] Almost spherical, they laid as many as six eggs in each clutch and several days apart.[13] Young owlbears were called chicks[19] or cubs.[13] Adult owlbears dwelled together as mated pairs, and had up to six chicks at a time, which they kept in their lairs while they went hunting.[8][6][4][2] Despite this, owlbear chicks were still relatively dangerous.[8][6][3] Owlbear mothers did not produce milk and cubs were as carnivorous as adults, so adults brought them fresh meat. The mothers reared and trained the cubs in hunting until they were about two years old, when they were able to hunt on their own.[13] Mated owlbears usually separated when the young were old enough to hunt, but if prey was readily available, a family could stay together for longer periods.[3][1] Once old enough, cubs left to establish their own territory.[13] They lived up to 20 years.[6]

When out hunting, as they always were, owlbears could be encountered alone, in mated pairs, or in packs of up to five or even eight.[8][6][4][3][1]

Although a beast of unnatural origin, the owlbear was a fully formed species that occupied the same niche as other predators.[3] A few creatures did prey on owlbears, with the aratha, or 'killer beetle', favoring owlbear meat.[20]

Cormanthor Owlbears[]

The owlbears of the starwood area of Cormanthor developed a unique approach to finding food: farming insects. They had quickly eaten through their food supply of wolves, rabbits, and snakes, and as food became scarce, their population began to decrease. Then, in the late 1350s DR, while hunting in the central starwood, one pack came across a pit holding a felled, rotting oak tree infested by giant harvester termites, which they threw rocks at, picked out with sticks, and ate, finding that they were edible and tasty albeit not very filling. They returned a month later, finding thousands of termite larvae. The owlbears threw in additional decayed branches and damp leaves, watched the termite larvae eat the wood, and then ate them by the handful. Over some tendays of this, the owlbears learned how to grow and maintain the termite colony by managing the wood supply and therefore effectively grew their own food. They did however have to kill the fire-spitting soldier termites the moment they hatched.[21]

In time, the owlbears even established new termite colonies by digging pits and stocking them with wood and adult harvester termites. Other packs acquired the skill and before long the whole owlbear population of the starwood was farming termites. The owlbears favored crushing adult termites, eaten their soft insides, and throwing the shells. As a coincidental side effect of this practice, horses were strongly attracted to the scent of decaying termite shells mixed with owlbear saliva. The owlbears took to hiding and waiting for horses to arrive, before pushing them into a termite pit and then devouring them, and any riders they happened to have. These new food sources arrested their decline and their numbers were steadily growing again by 1367 DR.[21]

Pyrolisks were also drawn to the termite pits, but even owlbears would abandon a pit if a pyrolisk turned up, rather than be incinerated, however begrudgingly. The pyrolisks used the pits as their nests and their hatchlings fed on the termite larvae.[21]

Habitats[]

Owlbear TotSF

A brutish owlbear from the Savage Frontier.

In the North, Silver Marches, and Savage Frontier, owlbears remained quite common.[22] They inhabited the Southwood, Ardeep Forest,[23][24] Far Forest,[25][26] High Forest,[27][28] and Misty Forest. These Misty Forest owlbears hunted at night[29][30] and sometimes roamed up to the western edge of the High Moor, before quickly being driven by the local predators.[31] They were also rumored to be found in the Westwood[32][33] and could be encountered in the Dessarin Valley,[34] Delimbiyr Vale, and Laughing Hollow.[35]

Owlbears were common in the agricultural heart of Amn[36] and in the Forest of Tethir in Tethyr.[37]

In the Moonshae Isles, owlbears were found in the realm of Corwell on the island of Gwynneth in the late 1400s DR.[38]

Around the Moonsea, they were found in the Dragonspine Mountains. Further south, they were around the Dalelands,[39] in the Desertsmouth Mountains,[40] in the forests of Shadowdale,[41] Daggerdale in the Dagger Hills,[42][43][44] and Deepingdale,[45] and in the Arch Wood between Archendale and Tasseldale.[46][47] They occasionally also hunted in Battledale around the Three Rivers.[48][49]

In the great forest of Cormanthor, owlbears were found in the starwood area and[50] in the Elvenwood.[51] During the time of ancient Netheril, owlbears were to be found in the Eastern Forest (later the Border Forest).[52]

Between Impiltur and the Vast, they were found in the Gray Forest.[53] Further east, in Rashemen, owlbears lived in the Ashenwood and Erech Forest and hunted along the shores of Lake Ashane.[54][55][56][57] In Aglarond, owlbears could be found along the coast in the uplands, rather than the Yuirwood itself.[58]

Chessenta saw the occasional owlbear from the deep forests in the late 1400s.[59]

In the south, owlbears were endemic to the Forest of Amtar[60] and the Toadsquat Mountains.[61] In the Border Kingdoms, they dwelled in the Duskwood, the Qurth Forest, and the ravines north of Bloutar.[62][63][64][65] Far to the south, owlbears were found on the island of Nimbral.[66]

Owlbears had also been found in notable dungeons, including the vast dungeon of Undermountain, with encounters in the Arcane Chambers,[67][68] Crystal Labyrinth,[69] and Wyllowwood.[70][71] The entrance to the Haunted Halls of Eveningstar in Cormyr was found to be the lair of an owlbear circa 1360 DR.[72] Two owlbears wandered into Under Elmwood and laired there circa 1367 DR.[73]

Usage[]

Trade[]

Owlbear Cub CLB

Remember: an owlbear is for life, not just for Midsummer.

An owlbear egg could be sold for 200 to 2,000 gp and a hatchling or young owlbear could be sold for 500 to 3,000–5,000 gp in civilized places where the market existed for them.[8][6][4][19][74][75][76] Wizards were the main buyers, for use as guardian creatures.[6] Owlbear eggs were among the exotic goods transported in royal-scale caravans crossing the Hordelands to Kara-Tur.[77]

An owlbear pelt would go for 5 gp[75][78] and 20 gp if properly trimmed. An owlbear fur cape or jacket was worth 200 gp and a coat, robe, or blanket was worth 400 gp.[78]

Crafting & Medicine[]

Owlbear leather was a quality material used in the crafting of armor and in reinforcing weapons.[79] Owlbear bone was sturdy and durable; it was used in the pommels of Arthane longswords.[80]

Owlbear feathers were made for quality spell components.[81]

Owlbear musk was extracted from hormonal males in mating season. It was so potent that one whiff was enough to free a creature of enchantments that dazed, stunned, or dominated the mind. A typical pouch contained enough for three uses, weighed 1 pound (450 grams), and was valued at 500 gp. Centaurs were especially skilled in trapping these owlbears and quickly extracting the musk glands.[18]

Training[]

Taming owlbear

An owlbear being tamed for the City Watch of Waterdeep. Don't feel sorry for it.

Owlbears were impossible to domesticate and very difficult to tame, but they could be charmed or trained to a degree,[6][4][2][3][1][19] through food (raw meat was preferred[19]), patience, and, above all, good luck.[3][1] While magic might briefly make an owlbear docile and receptive to training, it forgot everything it learned when the spell expired. But the most common training method was pain, particularly to have an owlbear serve as a mount. Although widely regarded by good folk as cruel for owlbear and trainer alike, repeated heavy beatings were used to discourage the owlbear from attacking its trainer and later a rider. This method was the one most often shown to work, but no matter how light or how heavy, how little or how often the beatings, these owlbears held deep hatred for their trainers and riders and turned on them at the first sign of weakness.[74] Professional trainers demanded 2,000 gp to rear or train one owlbear.[4][19][74] A rare few individuals were 'owlbear whisperers', who could somehow placate an owlbear and even persuade it to follow them as a companion or guardian, at least so long as it was fed.[82]

Whatever method was used, an owlbear could learn to know and obey a master and serve as a guardian or mount.[19][74][3][1] One raised from a chick could become quite loyal to a trainer, but to anyone else they would remain surly at best.[19] Owlbears did not need to be trained to attack, as they did that regardless, and they were considered not much good for other tasks, which they performed quite begrudgingly. If ordered not to attack, they could well ignore their master and attack anyway.[19] They could protect a master to a point, by attacking those who attacked their masters, and they could be trained to make even louder, thunderous shrieks that could bowl enemies over[3] or distinct alert noises when fighting non-owlbears.[19]

Trained owlbears were typically used as free-ranging guardians in enclosed or strategic areas, which they saw as their territory. They tirelessly chased after all trespassers[6][4][19][2] and fresh meat would be thrown to them as needed.[19] Owlbear guardians were described as like 'keep out' signs but not as subtle. Owlbears found in ruins or dungeons had most likely been placed there as guardians.[6] Gray orc tribes kept such creatures as owlbears as tribal guardians.[83]

Owlbear Mount from Neverwinter MMO

Brave and foolish.

Owlbear mounts were ridden only by the brave, the foolish, or both. As such owlbears had often been beaten, they would struggle against their riders when they saw them seriously injured or weakened in battle, try to throw the rider out of the saddle, and then savage them with no thought for any other foe. Only a highly skilled rider can keep control of an owlbear.[74]

Elven treetop communities could sometimes encouraged owlbears to lair under their homes, so that they served as a defense at night. Hobgoblins might employ them as war beasts and hill giants and frost giants would have them as pets. In some frontier lands, owlbears might be trained for racing, with bets made on both which would win and which would savage its handler. Some gladiatorial arenas could keep starved owlbears for especially savage opponents,[3][1] such as the Arena of Zhentil Keep.[84] The Eldreth Veluuthra were known to lure owlbears to border regions to assault human settlements.[85]

The banshee Agatha charmed owlbears to build traps around her grove.[86][87]

Magic[]

A druid circa 1479 DR with a primal aspect could adopt the semblance of an owlbear for their wild shape, as they could many other creatures, though this was no true transformation.[88] Prior to that, after the Year of Wild Magic, 1372 DR, a druid could not wild shape into an owlbear, it being a magical beast rather than a thing of nature.[89][90] Incarnum-using totemists could bind an owlbear avatar to their arms to gain their grappling power.[91]

An owlbear could be summoned with the monster summoning IV spell[92][93] or summon nature's ally V.[94] One could summon an undead owlbear skeleton with summon undead II.[95][96]

With the find minion spell, a wizard could have a loyal owlbear minion. It would not fight to the death, unless commanded or to protect its master. They would not lay eggs, but would hibernate in winter if the climate called for it. Uniquely, an owlbear minion could transform into a regular bear or giant owl once a day for a couple of hours. The wizard master grew a crest of yellow-brown hair not unlike an owlbear's.[97]

Religion[]

The god Malar, Lord of Beasts, favored acting through owlbears and other predatory beasts. The Beast Lords that served him were known to breed owlbears and other monsters. Malarite Huntmasters would try to slay such predators as owlbears as their god's avatar did, and would wear their pelts and their heads as headdresses.[98][99][100]

Tapann, the god of the korreds, was said to wear a rough tunic made from the hide of a bear or owlbear.[101]

Hunting & Trophies[]

Ecology of the Owlbear

A pair of owlbear-hunters become the owlbear-hunted.

Among other savage predatory beasts and monsters, owlbears were a common target of hunters. Rashemaar nobles enjoyed hunting them[102] and young Uthgardt would try to build a reputation by taking one down.[103] The Hunt Lords at Noanar's Hold fed dead owlbears and other creatures to their captive deepspawn, which bred clones for hunters to pursue in the High Forest.[104][105] Guides at the Whistling Stag inn and hunting lodge in Quaervarr led hunters to owlbears and more in the Moonwood.[106][107][108]

Owlbears were favored as hunting trophies, with stuffed owlbears,[109][110] owlbear-fur rugs and blankets,[111][112][113][114] and mounted heads displayed in some estates, halls, and villas.[115][116][117] Owlbear pelts adorned the walls and floors of the Trailswatch inn in Gray Oaks and the Blushing Maiden in Dhedluk, Cormyr.[118]

Culinary[]

Although owlbear females did not produce milk,[13] owlbear milk was reputed to be smooth and sweet.[119]

Owlbear Stew, a specialty of the Beer Golem Tavern in Waterdeep, in fact contained no owlbear, only beef and sausages and a lot of spices.[120] 'Genuine' owlbear meat was served as a main course at the The Boar With Black Tusks in Noanar's Hold.[121]

History[]

How the owlbear came to be was a long-running argument among scholars. The mostly widely held theory was of course that the first owlbear was the product of a demented mage crossing a bear and a giant owl.[8][6][4][1] The goal was likely to combine the bear's strength, stamina, and claws and the owl's keen senses, but the experiment was likely a failure, given how bad-tempered and untrainable it would've been.[122] In any case, the mage was most likely killed by it too.[6] Some accounts rejected this notion, but still could not explain them.[3] The oldest elves recalled that owlbears had been around for many millennia and a few fey claimed owlbears had always been found in the Feywild.[1] If this was correct, owlbears had originated as Feywild predators before somehow finding their way into the material world in ancient times.[2] In the wake of the Time of Troubles, a new theory was put forward that such creatures as owlbears and perytons were abominations created in past godswars that survived and bred true.[123] In fact, on Toril, at least, owlbears were brought into being by one of the creator races,[124] most likely the aearee.[speculation][note 1]

Owlbear

The enemy.

During the Silver Age of Netheril, Netherese human colonists led by the Terraseer eradicated the 3,000-strong population of owlbears of the Savage Frontier so they could not trouble their caravans, in the so-called Caravan War in 1491 NY (−2368 DR). They established the Old Owl Well outpost there and named it for the owlbears,[124] originally Old Owlbear Well.[125] They left behind mass graves of owlbear carcasses; the Netherese wizard Sysquemalyn tormented Sunbright Steelshanks with a vision of one of these and his death in the beak of a zombie owlbear.[126] Owlbears would return to the area by the 14th century, however.[127]

At the beginning of the human settlement near Cormanthor, in the Year of Leather Shields, −75 DR, the Netherese wizard Baerauble Etharr suggested to Alea Dahast that the elves stock the fringes of the forest with owlbears and other dangerous beasts, to discourage human woodsmen venturing into the elven-inhabited interior. She would take the idea back to Lord Iliphar.[128] In the Year of the Firestars, 6 DR, one of those humans, Ondeth Obarskyr (founder of the settlement that would become Cormyr) joined an elven hunt that sought a giant owlbear. He impressed the elves by lending his arm in the fight, before Alea would take it down. It was believed to be among the last giant owlbears in the area[129] and indeed they were long extinct there by 900 DR.[130]

King Errilam I of Tethyr was killed in a hunting accident while pursing an owlbear in the 1277 DR, though it was rumored his elven companions were responsible.[131]

Bhaal, the Lord of Murder, created a powerful owlbear named Thorax and other creatures as his 'children' in mockery of the Earthmother's Children in order to terrorize the Moonshae Isles in the Year of the Saddle, 1345 DR.[132][133][134]

Owlbears were known to inhabit the Yuirwood of Aglarond in ancient times. Although once common there, human settlement and woodcutting from 756 DR onward brought them and other creatures into conflict, adventurers hunted the most fierce, and owlbears were little more than legend by the mid-1300s DR.[135][136] However, owlbears and other monsters were reportedly becoming more common again by Tarsakh of the Year of the Prince, 1357 DR. (In fact, they were minions of Gombdalla of Thay.)[137][138]

By Ches of 1357 DR, rumors spread about the rise of a new Beast Lord in the North who used magic to command monstrous creatures such as owlbears and unleash them on the land.[139]

When the Rashemi and the Tuigan fought the Battle of the Lake of Tears in the Year of the Turret, 1360 DR, the Hathrans sent owlbears and winter wolves against the invaders.[140]

In the late 1400s DR, a dragonborn follower of Tiamat named Jeralla stole a trained owlbear from an elf druid of the Quivering Forest. She used it in her raids in the Year of the Warrior Princess, 1489 DR; while it only begrudgingly obeyed her, she could bring it to heel with an Elven word, Arael'sha. The druid desired the owlbear's safe return.[141]

Subspecies[]

The following subspecies and variations were known to exist in the Realms:

Trivia[]

Owlbear cub

An owlbear cub pawing at its dead mother, shortly before devouring her face.

In the Calendar of Harptos, 477 DR was called "The Year of the Owlbear".

Waterdhavian merchant-adventurer Essimuth Lanys owned a pegleg carved to resemble an owlbear supporting him on its arms and shoulders.[157] This commemorated the eye and leg he lost to an owlbear attack.[158]

The Owlbear Berserker Lodge of Rashemen took the owlbear as their totem beast their grappling fighting style was inspired by it.[159][160]

Stuffed owlbear toys for children were common in Waterdeep in the 1490s DR; the Waterdhavian street urchin Jenks owned one.[161][162]

Notable Owlbears[]

  • Thorax, one of the Children of Bhaal in the Moonshae Isles.[132][133][134]
  • Hornclaw the Gray, a legendary giant-sized ancient owlbear found in Rashemen.[57]
  • Orgbarh, The Talking And Singing Owlbear at Jack Mooney & Sons Circus. Also performs at children's birthday parties.[163]
  • A particularly ancient owlbear had been known to haunt Lurkwood before it was slain in the late 15th century DR by Raika, a half-orc barbarian.[164]

Appendix[]

Background[]

The owlbear is one of the oldest and most original monsters of Dungeons & Dragons, having first appeared as 'Owl Bears' in the 1975 Greyhawk supplement for original-edition D&D. Gary Gygax based many of these early monsters on small plastic monster figurines nicknamed 'patchisaurs', which he had used in place of miniatures. The owlbear was based on a beaked, tailed, and scaled/feathered yellow monster, as recounted by Timothy J. Kask and Tony DiTerlizzi, seen here. However, what this monster actually represents is ambiguous. In research compiled by En World here, many patchisaurs and hence some D&D monsters originated in kaiju appearing in Ultraman, so the characters Gomora, Bemstar, and others have been proposed, but these seem inconclusive. A more likely possibility is the figurine is based on the kappa of Japanese folklore. If so, the figurine should be seen as reptilian rather than owl or bear—neither of which has a long tail.

While the owlbear drawn by David C. Sutherland III in the 1977 1st-edition Monster Manual closely followed the design of the yellow patchisaur, the owlbear drawn by Greg Bell in Greyhawk two years earlier is a much more conventional bear with an owl's head, as the owlbear would be commonly depicted in the future, albeit with a long tail.

Notes[]

  1. Given the owl part of the owlbear, it stands to reason that the avian creator race was responsible, as all known creations of the creator races have shared biological characteristics.

Gallery[]

Appearances[]

Adventures

Novels & Short Stories

Film & Television

Comics

Gamebooks

Referenced only
To Catch a Thief

Video Games

Board Games

Card Games

Organized Play & Licensed Adventures

External Links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 249. ISBN 978-0786965614.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 212. ISBN 978-0-7869-4852-9.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36 3.37 Rodney Thompson, Logan Bonner, Matthew Sernett (November 2010). Monster Vault. Edited by Greg Bilsland et al. (Wizards of the Coast), pp. 234–237. ISBN 978-0-7869-5631-9.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 4.31 4.32 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 206. ISBN 0-7869-2893-X.
  5. 5.0 5.1 5.2 5.3 David "Zeb" Cook et al. (1989). Monstrous Compendium Volume One. (TSR, Inc), p. 109. ISBN 0-8803-8738-6.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 6.21 6.22 6.23 6.24 6.25 6.26 6.27 6.28 6.29 6.30 6.31 6.32 6.33 6.34 6.35 6.36 6.37 6.38 6.39 6.40 6.41 6.42 6.43 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 284. ISBN 1-5607-6619-0.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Gary Gygax & Robert J. Kuntz (1975). Greyhawk. (TSR Rules), pp. 19, 33, 39, 65.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 77. ISBN 0-935696-00-8.
  9. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 309. ISBN 978-0786966981.
  10. Ed Greenwood (August 2006). Swords of Eveningstar. (Wizards of the Coast), chap. 4, p. 40. ISBN 978-0-7869-4022-6.
  11. Teeuwynn Woodruff (1994). Van Richten's Guide to the Created. Edited by Andria Hayday. (TSR, Inc.), p. 40. ISBN 1-56076-819-3.
  12. Nigel D. Findley & Teeuwynn Woodruff (1999). Van Richten's Monster Hunter's Compendium. Edited by David Wise & Andria Hayday. (TSR, Inc.), p. 231. ISBN 0786914475.
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 13.12 13.13 13.14 13.15 Jon Winter (February 1995). “The Ecology of the Owlbear”. In Kim Mohan ed. Dragon #214 (TSR, Inc.), pp. 86–88, 90, 92.
  14. 14.0 14.1 Mark Anthony (November 1997). “The Grotto of Dreams”. Realms of the Arcane (TSR, Inc.). ISBN 0-7869-0647-2.
  15. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), pp. 183–184. ISBN 978-0-7869-6578-6.
  16. 16.0 16.1 Jon Pickens ed. (November 1996). Monstrous Compendium Annual Volume Three. (Wizards of the Coast). ISBN 0786904496.
  17. Christopher Perkins (September 2005). Sons of Gruumsh. (Wizards of the Coast), p. 9. ISBN 0-7869-3698-3.
  18. 18.0 18.1 Will Doyle (February 2013). “Glitterdust”. In Kim Mohan, Miranda Horner eds. Dungeon #211 (Wizards of the Coast) (211)., p. 4.
  19. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt (March 2003). Arms and Equipment Guide 3rd edition. (Wizards of the Coast), pp. 73, 75. ISBN 978-0-7869-2649-7.
  20. Monstrous Compendium pages included in Ed Greenwood (March 1993). The Ruins of Myth Drannor. Edited by Newton H. Ewell. (TSR, Inc.). ISBN 1-5607-6569-0.
  21. 21.0 21.1 21.2 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), pp. 23–24. ISBN 1-5607-6917-3.
  22. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 41. ISBN 0-7869-2835-2.
  23. Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 15. ISBN 0-88038-593-6.
  24. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 293. ISBN 0-7869-1836-5.
  25. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 25. ISBN 0-7869-2835-2.
  26. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 83. ISBN 978-0-7869-6600-4.
  27. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 91. ISBN 978-0-7869-6600-4.
  28. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 34. ISBN 978-0-7869-6578-6.
  29. Steve Perrin (1987). Under Illefarn. Edited by Rick Swan. (TSR, Inc), p. 22. ISBN 0-88038-489-1.
  30. Christopher Perkins, et al. (August 2013). Ghosts of Dragonspear Castle. (Wizards of the Coast), p. 143. ISBN 978-0786965311.
  31. Tim Beach (October 1995). “The High Moor”. In Julia Martin ed. Elminster's Ecologies Appendix II (TSR, Inc), p. 26. ISBN 0786901713.
  32. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 48. ISBN 0-7869-0391-0.
  33. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 51. ISBN 1-5607-6678-6.
  34. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 30. ISBN 978-0-7869-6578-6.
  35. Christopher Perkins, et al. (August 2013). Ghosts of Dragonspear Castle. (Wizards of the Coast), p. 72. ISBN 978-0786965311.
  36. Scott Haring (1988). Empires of the Sands. (TSR, Inc), p. 4. ISBN 0-8803-8539-1.
  37. Scott Haring (1988). Empires of the Sands. (TSR, Inc), p. 22. ISBN 0-8803-8539-1.
  38. Brian R. James (June 2009). “Realmslore: Sarifal”. In Chris Youngs ed. Dragon #376 (Wizards of the Coast), p. 64.
  39. Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 6. ISBN 0-7869-0406-2.
  40. Jeff Grubb and George MacDonald (April 1989). Curse of the Azure Bonds. (TSR, Inc.), pp. 92–93. ISBN 978-0880386067.
  41. Jim Butler (1995). The Sword of the Dales. (TSR, Inc), pp. 26–27. ISBN 1-56076-848-7.
  42. Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 75. ISBN 0-7869-0406-2.
  43. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 126. ISBN 0-7869-1836-5.
  44. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 113. ISBN 978-0-7869-4924-3.
  45. Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), pp. 93, 115. ISBN 0-7869-0406-2.
  46. Richard Baker (1993). The Dalelands. (TSR, Inc), p. 55. ISBN 978-1560766674.
  47. Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 10. ISBN 0-7869-0406-2.
  48. Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 40. ISBN 0-7869-0406-2.
  49. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 120–121. ISBN 0-7869-1836-5.
  50. James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Explorer's Manual”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), p. 10. ISBN 1-5607-6917-3.
  51. Warning: book within boxed set not specified for The Ruins of Myth Drannor
  52. slade (1996). How the Mighty Are Fallen. (TSR, Inc), pp. 15, 18. ISBN 0-7869-0537-9.
  53. Ed Greenwood (June 2013). “Eye on the Realms: The Dragon that Never Died”. In Steve Winter ed. Dragon #424 (Wizards of the Coast), pp. 34, 36.
  54. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 204. ISBN 0-7869-1836-5.
  55. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 75. ISBN 978-0786901395.
  56. Rashemen Encounters Charts included in Anthony Pryor (June 1995). Spellbound. Edited by Michele Carter, Doug Stewart. (TSR, Inc.). ISBN 978-0786901395.
  57. 57.0 57.1 Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), pp. 130, 131. ISBN 0-7869-2881-6.
  58. Aglarond Encounters Charts included in Anthony Pryor (June 1995). Spellbound. Edited by Michele Carter, Doug Stewart. (TSR, Inc.). ISBN 978-0786901395.
  59. Brian R. James (May 2010). “Backdrop: Chessenta”. In Chris Youngs ed. Dungeon #178 (Wizards of the Coast) (178)., p. 71.
  60. Thomas Reid (October 2004). Shining South. (Wizards of the Coast), p. 84. ISBN 0-7869-3492-1.
  61. Thomas Reid (October 2004). Shining South. (Wizards of the Coast), p. 90. ISBN 0-7869-3492-1.
  62. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 151–152. ISBN 0-7869-1836-5.
  63. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), pp. 135, 138, 151. ISBN 0-7869-3910-9.
  64. Ed Greenwood (2006-03-22). The Border Kingdoms: Bloutar. The Border Kingdoms. Wizards of the Coast. Archived from the original on 2016-11-01. Retrieved on 2018-08-18.
  65. Ed Greenwood (2006-07-19). The Border Kingdoms: Duskwood. The Border Kingdoms. Wizards of the Coast. Archived from the original on 2016-11-01. Retrieved on 2016-11-01.
  66. Ed Greenwood (2004-09-22). The Realm of Nimbral, Part Four: Nimbrian Life, Coin, and Livings. Realmslore. Wizards of the Coast. Archived from the original on 2006-11-11. Retrieved on 2023-03-18.
  67. Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 108. ISBN 0-5607-6868-1.
  68. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), pp. 28, 42. ISBN 978-0-7869-6626-4.
  69. Steven E. Schend (January 1997). Undermountain: Stardock. Edited by Bill Olmesdahl. (TSR, Inc.), p. cards. ISBN 0-7869-0451-8.
  70. Jean Rabe, Norm Ritchie (Feburary 1994). The Ruins of Undermountain II: The Deep Levels (Campaign Guide). (TSR, Inc), p. 36. ISBN 1-5607-6821-5.
  71. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 70. ISBN 978-0-7869-6626-4.
  72. Ed Greenwood (1992). Haunted Halls of Eveningstar. (TSR, Inc), p. 15. ISBN 1-56076-325-6.
  73. John Terra (January 1995). “Reference Guide”. In Allison Lassieur ed. The Moonsea (TSR, Inc.), pp. 52–53. ISBN 978-0786900923.
  74. 74.0 74.1 74.2 74.3 74.4 Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt (March 2003). Arms and Equipment Guide 3rd edition. (Wizards of the Coast), p. 82. ISBN 978-0-7869-2649-7.
  75. 75.0 75.1 Rick Swan (1995). The Complete Barbarian's Handbook. (TSR, Inc), p. 123. ISBN 0-7869-0090-3.
  76. David Howery (September 1988). “Treasures of the Wilds”. In Roger E. Moore ed. Dragon #137 (TSR, Inc.), p. 21.
  77. David Cook (August 1990). “Caravan Generator”. In Steve Winter ed. The Horde (TSR, Inc.). ISBN 0-88038-868-4.
  78. 78.0 78.1 David Howery (September 1988). “Treasures of the Wilds”. In Roger E. Moore ed. Dragon #137 (TSR, Inc.), p. 17.
  79. BKOM Studios (2017). Tales from Candlekeep: Tomb of Annihilation.
  80. Ed Greenwood (2013-11-05). Thaelon Morgyr's Map. Forging the Realms. Wizards of the Coast. Archived from the original on 2016-10-31. Retrieved on 2017-08-27.
  81. James M. Ward and Anne K. Brown (1992). Pools of Darkness. (Wizards of the Coast), pp. 119–120. ISBN 978-1560763185.
  82. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), pp. 14, 112–113, 265. ISBN 978-0786966981.
  83. Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 66. ISBN 0-7869-2875-1.
  84. Jeff Grubb and George MacDonald (April 1989). Curse of the Azure Bonds. (TSR, Inc.), p. 55. ISBN 978-0880386067.
  85. Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), p. 62. ISBN 0-7869-1627-3.
  86. slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 10. ISBN 0-7869-0391-0.
  87. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 42. ISBN 1-5607-6678-6.
  88. Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 83. ISBN 0-7869-5016-4.
  89. Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 35. ISBN 0-7869-1551-4.
  90. David Eckelberry, Mike Selinker (February 2002). Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers. (Wizards of the Coast), p. 11. ISBN 0-7869-2653-8.
  91. J. Wyatt, R. Baker, F. Brunner, S. Schubert (September 2005). Magic of Incarnum. (Wizards of the Coast), pp. 90–91. ISBN 0-7869-3701-7.
  92. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 223. ISBN 0-9356-9602-4.
  93. Mark Middleton et al (March 1998). Wizard's Spell Compendium Volume Three. (TSR, Inc), p. 587. ISBN 978-0786907915.
  94. Charles Dunwoody (December 2002). “The Summoner's Circle”. In Jesse Decker ed. Dragon #302 (Paizo Publishing, LLC), p. 28.
  95. James Wyatt, Ari Marmell, C.A. Suleiman (October 2005). Heroes of Horror. (Wizards of the Coast), p. 133. ISBN 0-7869-3699-1.
  96. Matthew Sernett, Jeff Grubb, Mike McArtor (Dec 2005). Spell Compendium. (Wizards of the Coast), p. 215. ISBN 0-7869-3702-5.
  97. Jean Rabe (April 1996). “Greater Familiars of Faerûn”. In Pierce Watters ed. Dragon #228 (TSR, Inc.), pp. 81, 82.
  98. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 105–107. ISBN 978-0786903849.
  99. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 44. ISBN 0-7869-2759-3.
  100. Dave Gross (November 2001). Black Wolf. (Wizards of the Coast), chaps. 9, 13, pp. 134, 138, 186. ISBN 0-7869-1901-9.
  101. Ed Greenwood (March 1987). “The Ecology of the Korred”. In Roger E. Moore ed. Dragon #119 (TSR, Inc.), p. 44.
  102. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 70. ISBN 978-0786901395.
  103. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 93. ISBN 978-0-7869-6580-9.
  104. slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 42. ISBN 0-7869-0391-0.
  105. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), pp. 74–75. ISBN 1-5607-6678-6.
  106. slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 44. ISBN 0-7869-0391-0.
  107. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 209. ISBN 1-5607-6678-6.
  108. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 81. ISBN 0-7869-2835-2.
  109. Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 64. ISBN 0-88038-593-6.
  110. James Ward, Anne K. Brown (November 1993). Pool of Twilight. (TSR, Inc), p. 71. ISBN 1-5607-6582-8.
  111. Ed Greenwood (June 2007). Swords of Eveningstar. (Wizards of the Coast), chap. 19, p. 279. ISBN 9978-0-7869-4272-5.
  112. Derek Myers (September 2012). “The Xanathar: Crime Lord of Waterdeep”. In Christopher Perkins ed. Dungeon #206 (Wizards of the Coast) (206)., p. 18.
  113. Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 118. ISBN 978-0-7869-6625-7.
  114. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 191. ISBN 978-0-7869-6626-4.
  115. Nigel Findley, et al. (October 1990). Draconomicon. Edited by Mike Breault. (TSR, Inc.), p. 124. ISBN 0-8803-8876-5.
  116. Dave Gross (November 2001). Black Wolf. (Wizards of the Coast), chap. 3, p. 35. ISBN 0-7869-1901-9.
  117. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 48. ISBN 978-0-7869-6578-6.
  118. Ed Greenwood (July 1995). Volo's Guide to Cormyr. (Wizards of the Coast), pp. 123, 138. ISBN 0-7869-0151-9.
  119. Kyle Newman, Jon Peterson, Michael Witwer (October 2020). Heroes' Feast: The Official D&D Cookbook. (Ten Speed Press), chap. 5. ISBN 978-1-9848-5890-0.
  120. Ed Greenwood and Steven E. Schend (July 1994). “Adventurer's Guide to the City”. City of Splendors (TSR, Inc), pp. 45, 60. ISBN 0-5607-6868-1.
  121. Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 77. ISBN 1-5607-6678-6.
  122. Johnathan M. Richards (January 1998). “The Dragon's Bestiary: Magical Crossbreeds”. In Dave Gross ed. Dragon #243 (TSR, Inc.), p. 75.
  123. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 11. ISBN 0-8803-8828-5.
  124. 124.0 124.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 8. ISBN 0-7869-0437-2.
  125. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 9. ISBN 0-7869-5814-6.
  126. Clayton Emery (May 1996). Sword Play. (TSR, Inc), chap. 13. ISBN 0-7869-0492-5.
  127. Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. Edited by Penny Williams. (Wizards of the Coast), p. 107. ISBN 0-7869-3654-1.
  128. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel. (TSR, Inc.), chap. 4, pp. 60–61. ISBN 0-7869-0503-4.
  129. Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel. (TSR, Inc.), chap. 6, pp. 90–93. ISBN 0-7869-0503-4.
  130. 130.0 130.1 Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel. (TSR, Inc.), chap. 20, p. 269. ISBN 0-7869-0503-4.
  131. Steven E. Schend (August 1997). “Book One: Tethyr”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 33. ISBN 0-7869-0697-9.
  132. 132.0 132.1 Douglas Niles (February 1989). Darkwell. (TSR, Inc.), chaps. 3, 9, pp. 47–48, 156–159. ISBN 0-88038-717-3.
  133. 133.0 133.1 Dale Donovan, Paul Culotta (August 1996). Heroes' Lorebook. (TSR, Inc), p. 126. ISBN 0-7869-0412-7.
  134. 134.0 134.1 Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 34. ISBN 0-7869-1236-7.
  135. Steve Perrin (1988). Dreams of the Red Wizards. (TSR, Inc), p. 5. ISBN 0-88038-615-0.
  136. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 47. ISBN 978-0786901395.
  137. Ed Greenwood, Jeff Grubb (August 1987). “DM's Sourcebook of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 41. ISBN 0-88038-472-7.
  138. Steve Perrin (1988). Dreams of the Red Wizards. (TSR, Inc), pp. 31, 61–62. ISBN 0-88038-615-0.
  139. Ed Greenwood, Jeff Grubb (August 1987). “DM's Sourcebook of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 41. ISBN 0-88038-472-7.
  140. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 145. ISBN 978-0-7869-4731-7.
  141. Will Doyle (2014-11-07). Outlaws of the Iron Route (DDEX1-9) (PDF). D&D Adventurers League: Tyranny of Dragons (Wizards of the Coast), pp. 16, 17, 29.
  142. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), pp. 112, 309. ISBN 978-0786966981.
  143. Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), pp. 87, 90. ISBN 0-7069-0761-4.
  144. Jean Rabe, et al. (August 1990). Inside Ravens Bluff, the Living City. Edited by Jean Rabe, Skip Williams. (TSR, Inc.), p. 53. ISBN 1-56076-048-6.
  145. Ed Greenwood (October 1998). The City of Ravens Bluff. Edited by John D. Rateliff. (TSR, Inc.), p. 146. ISBN 0-7869-1195-6.
  146. Ed Greenwood (2006-10-25). The Border Kingdoms: Hawkgarth. The Border Kingdoms. Wizards of the Coast. Archived from the original on 2016-10-31. Retrieved on 2016-10-31.
  147. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 151. ISBN 0-7869-3910-9.
  148. Ed Greenwood et al. (December 1988). Lords of Darkness. Edited by Scott Martin Bowles. (TSR, Inc.), p. 2. ISBN 0-88038-622-3.
  149. James Ward, Anne K. Brown (November 1993). Pool of Twilight. (TSR, Inc), pp. 173, 249. ISBN 1-5607-6582-8.
  150. Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 226. ISBN 0-7869-2893-X.
  151. Ed Greenwood (1991). “Campaign Guide to Undermountain”. In Steven E. Schend ed. The Ruins of Undermountain (TSR, Inc.), p. 68. ISBN 1-5607-6061-3.
  152. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 95. ISBN 978-0-7869-6580-9.
  153. Joseph C. Wolf (1999). Skullport. (TSR, Inc), p. 60. ISBN 0-7869-1348-7.
  154. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 64. ISBN 0-7869-1850-8.
  155. Bruce R. Cordell, Gwendolyn F.M. Kestrel (July 2004). Planar Handbook. (Wizards of the Coast), p. 158. ISBN 0-7869-3429-8.
  156. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 73. ISBN 0-7869-1850-8.
  157. Ed Greenwood and Steven E. Schend (July 1994). “Adventurer's Guide to the City”. City of Splendors (TSR, Inc), pp. 41, 53. ISBN 0-5607-6868-1.
  158. Ed Greenwood and Steven E. Schend (July 1994). “Secrets of the City”. City of Splendors (TSR, Inc), p. 8. ISBN 0-5607-6868-1.
  159. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), pp. 81–82. ISBN 978-0786901395.
  160. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), pp. 42, 44–45, 136. ISBN 0-7869-2881-6.
  161. Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 63. ISBN 978-0-7869-6625-7.
  162. Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), p. 78. ISBN 978-0-7869-6626-4.
  163. Jean Rabe, et al. (August 1990). Inside Ravens Bluff, the Living City. Edited by Jean Rabe, Skip Williams. (TSR, Inc.), pp. 44–45. ISBN 1-56076-048-6.
  164. Ludia (May 2019). Designed by Stephen David Wark, et al. Warriors of Waterdeep. Ludia.
Advertisement