Chambers of Astinus
Centaur are half-man, half-horse. They possess the lower body of a horse, and the upper body of a human. They are highly intelligent and generally good-aligned. Centaurs deal openly with faerie-folk, satyrs and dryads. They are nature-loving creatures that serve the Forestmaster of Darken Wood. Centaurs travel in tribes and inhabit many forested areas of Ansalon, as well as the small domain of Duntollik. Centaurs are proud of their history and are well-known storytellers. Their numbers are far fewer after the Summer of Chaos, when many of them were affected by Ionthas' creatures. However the tribes are gradually growing back to healthy numbers, so that they may guard the forests and traverse the plains freely.
Children of the Sea
The children of the sea are chiefly known to reside around Taladas. They are human in appearance, although they have bright green eyes, webbed fingers and toes, and hair with a greenish tinge. Children of the Sea live with humans in coastal villages whilst they are young, and eventually answer their call and plunge into the depths to live out their adult years. Curiously they cannot breed with one another, and to propogate their race, they must consort with humans. Children of the Sea, then leave their children in the care of the human parent, until the child hears the call and enters the waters. An offshoot of this race is the Accantus. Accantus' are Children of the Sea who have been mistreated whilst in the care of humans as a child. These children turn wild and feral upon reaching maturity when they enter the sea. Accantus can turn their bodies into water at will, and will often return to their former carers to murder them for the mistreatment. They can also summon water weirds to work for them. Accantus' are solitary creatures that do not socialise with others, nor do they ever seek to reproduce.
Daemon Warriors are the grunts in the armies of Ionthas (Chaos). They appear to be skeletal knights, with greenish-tinged skin clinging to their bones, and glowing yellow eyes. They have a natural aura of fear around them, and people do not necessarily view them as they are, but rather as their worst nightmare come to life. Daemon warriors are powerful fighters and also adept at magic. They can only be destroyed by magical means, and will dwell anywhere touched by the powers of Chaos.
Darken Owls are giant birds that stand at ten feet tall. Their name derives from the only known place that they inhabit on Krynn, Darken Wood. Darken Owls are gifted in magic, highly intelligent and able to speak any language at all. They prefer to use 'mindspeak' in which they telepathically speak with other races, however they do this sparingly. Usually selecting only 2-3 people to talk to in a lifetime of several hundred years.
Dryads are attractive females that inhabit the woodlands of Ansalon. Dryads are linked directly to the trees around them, are peace-loving and defenders of the forests. They are known to favor human males, whom they often take as lovers, in return for the humans protecting the forests. Dryads usually remain close to their forest at all times, particularly the tree which they are directly linked to. If their tree dies, then the dryad itself dies. Otherwise, a dryad does not age or change at all, unless changes happen directly to their tree.
Fire Minions are warriors made up entirely of living flame. They cannot survive away from flames for long periods of time and are known to be efficient killers. Fire Minions hail directly from the elemental plane of fire, and are usually only present on Krynn when summoned directly by a powerful mage.
Fireshadows are foul creatures that hail from the Abyss and the elemental plane of fire. They stand at thirty feet tall and are covered in giant green flames whilst present on Krynn. Fireshadows can only be summoned by the most devout of evil clerics, and are fearsome foes. They are completely unreliable and renowned to attack their summoner as well as their summoner's enemies. Fireshadows are therefore rarely used, and almost never seen upon Krynn.
Gargoyles are essentially living stone statues. There are two further subspecies of the gargoyle race: margoyles and kapoacinth.
Gargoyles are winged stone creatures that are vicious fighters and bad-tempered. They live in small tribes and usually attack anyone who nears their dwelling place. They can be controlled by mages, and are often used as guardians. Gargoyles do not require food or liquids, and can live for hundreds of years. Their origins are unknown, but it is suspected that the race was magically created long ago, by a mage of some power.
Margoyles are wingless gargoyles and even more vicious than their winged cousins. Margoyles are very skilled at camouflaging themselves and dwell in both castles and also in mountainous regions.
Kapoacinth are underwater gargoyles. They dwell in small groups amongst sunken ruins in the ocean. They are winged creatures and use their wings to swim at rapid rates through the water. Kapoacinth are feared denizens of the oceans, and are enemies of the Dimernesti elves.
Imps are short, squat evil creatures that chiefly reside in the Abyss. Imps are summoned to do the work of evil wizards. They stand at two feet tall, and have red skin, wings and a poisonous barbed tail. Imps are immune to most elements and also to normal weapons and can only be harmed through the use of magical weapons.
A small offshoot of the imp race is the Blood Sea Imp. Blood Sea imps are curious imps that reside in the Blood Sea (hence the name). They have a natural affinity for electricity, and being hit by lightning allows them to create exact copies of themselves. They do not have poisonous tails, but rather a paralyzing tail. Imps are known to gleefully destroy ships and sack them for treasure. They travel in large packs and are known to be fairly intelligent.
The ki-rin are an aerial race of golden-scaled horses. They are highly magical and intelligent and extremely rare upon Krynn. They have deep violet eyes, speak their own language, as well as that of almost any other race upon Krynn. Ki-rin have harmonious, soothing voices and can communicate through telepathy. Only males are usually sighted amongst ki-rin, and it is not known whether there actually are any females in the ki-rin race. Ki-rin dwell in high mountainous lairs, and will often aid any good-aligned humanoids in any way they can.
Lurkers are akin to earth elementals and dwell in caves and dungeons. They are flat creatures that cling to the roofs of such places, preparing to drop upon their victims. Lurkers live on their own and migrate within a small area. They are semi-intelligent, but are little more than monsters, albeit their magical ties to the elemental plane of earth.
Merfolk are humanoids that possess the upper body of a human and the lower half of a fish. It is commonly believed that they were once sea-loving humans that were transformed by the Graygem. The Merfolk have some ties to the Tritons, whom they openly trade with. They also have some contact with the sea elves, and constantly wage battles against the lacedons, kapoacinths and koalinth tribes in the sea. In the past, the merfolk have been known to have border disputes and occasional fights with the Tritons, but they generally form alliances against the more evil inhabitants of the seas. Merfolk have a lifespan of 150 years.
Nagas are strange snake-like creatures. A naga is basically a twenty foot snake with a human head. They are also very intelligent and quite adept at casting magic. They are also quite strong physically, and able to crush a foe in their coils when needed. There are three distinct types of naga. Guardian nagas are good by nature, and will often co-operate with adventurers they come across. They are greenish-gold in color and almost always speak the truth. Spirit nagas are covered in black and red bands, are predators and foul creatures. They will attempt to trick many people in order to get their treasure and consume them. Water nagas are bluish-green in coloring, live underwater (duh!), and avoid contact with most other races. They will attack only when sure of victory, otherwise they will flee from anyone and anything. Nagas have no real organisation or structure as such, although they do keep detailed histories of their lives and of their race history. Nagas only live in small groups, and particularly spirit nagas have been known to be the leaders of other less-intelligent races at times, such as goblins.
Nymphs are nature spirits who are amazingly beautiful. They are all female, and all dwell in lovely places across Krynn. Nymphs come in different forms (river, forest, grain, etc) and all serve to protect the area that they have chosen to dwell in. Nymphs respect beauty and the land. They can ease troubled minds and help mortals to forget all pain and problems of the world. Nymphs are generally harmless creatures, however if mortals look at them directly, then they may go blind as part of the nymph's unwitting defenses.
Owlbears are curious creatures that were magically created back in the Age of Dreams. An ogre-mage performed an experiment in which he combined a bear and a giant owl. The result was the first owlbear, and all owlbears come from this one being. Owlbears possess the body of a bear and the head of an owl, they stand at eight feet tall. Owlbears are quite intelligent and have their own language which they use. They are based in almost every part of Krynn, particularly in forested regions. They are aggressive creatures by nature, and will attack almost any humanoid they see on sight.
Pixies are mischievious members of the faerie-folk. Pixies are essentially playful, winged versions of the tuatha. They like to play tricks and can cast most forms of basic magic. Being an inherently magical race, they can also cast some more advanced spells. Pixies are also known to be expert archers and employ the use of sleeping powders on their arrows, to escape danger from mortals.
Sandlings are creatures comprised entirely of sand, that inhabit any area of earth that it chooses to dwell in. They attack anyone that come into direct contact with, and are extremely powerful. Sandlings are around ten feet long, live alone and are extremely weak against water.
Satyrs are humanoid creatures that bear the lower half of a goat, the upper half of a human. Their faces are humanoid, however they have goat ears and horns. Satyrs are notoriously mischievious, wild and fun-loving. Many satyrs are minstrels, all are male, and they dwell in woodlands across many parts of Ansalon.
Sirines are an underwater race of humanoid females, who are reputed to be beautiful and have the ability to charm travellers. They have blue skin and green-coloured hair. Sirines are generally content to tend the flora and fauna in their area, and do not take kindly to those who encroach upon their territory. Sirines live in coastal areas, and dwell in the seas. They sometimes live in small groups, but chiefly dwell on their own. Sirines are known to be relatively capable fighters, and adept at certain types of magic.
Sprites are small fey creatures with elven features. They are tiny winged creatures that are skilled in magic and highly intelligent. Sprites can turn invisible by nature and prefer to stay hidden from most folk. They only inhabit forested areas and are strongly adverse to any kind of evil. They can see into the hearts of mortal creatures and will attack any evil creatures that enter their forests.
Sylphs are beautiful female creatures, resembling elven maidens. They have large gossamer wings and hair color ranging from blue to orange. Sylphs are fairly small and stand at five feet tall. They live in trees or in mountainous regions. They worship the air and are abhorred by the notion of living underground. Sylphs almost always live alone and have the ability to call upon air elementals for aid when needed.
The tuatha dundarael are a type of faerie-folk. They are tiny, child-like beings that are extremely intelligent and highly magical. They can perform the most advanced of magics, and occasionally aid good-aligned mortals. Tuatha prefer to travel by faerie roads, and tend to avoid contact with non faerie-folk. They are known to live for hundreds of years, and are tied to the forests. The tuatha are led by a single king in all matters.
Tritons are humanoid creatures that dwell in the sea. They strongly resemble humans, however they possess webbed feet and hands. Tritons have silvery skin, as well as blue to bluish-green hair. They speak their own language, as well as that of the sea elves. Tritons are openly aggressive against the evil-aligned creatures of the depths, and are allied with the Merfolk, Dargonesti and Dimernesti. Tritons dwell in great sea caverns and have a lifespan of around 300-500 years.
Tylors are wingless dragons with very long tails. The tail is extremely sharp, and serves as a giant bladed weapon. They are created through the union of a hatori and a chromatic dragon. Tylors can magically camouflage their bodies, so that they blend in entirely to any environment. These dragonkin can speak Common, as well as several other languages. They are highly intelligent and feel a great kinship to the other members of their race. Tylors are sterile and therefore very few in numbers. It is reported that tylors will avenge the death of any of their kin that they hear of. They are carnivorous and have great appetites, and will literally consume almost any living creature they come across. Once every hundred years, the tylors all gather to tell tales of their lives, their experiences and of the world in general.
Water-weirds are beings from the elemental plane of water. They are occasionally summoned to Krynn by mages for various purposes, and remain upon the Prime Material Plane. Water weirds resemble small water elementals, and cannot survive away from any body of water. They will attack anything that they come across and are nearly impossible to kill by normal means. Their bodies are comprised entirely of water. Water weirds are only concerned with one thing: finding a way in which to return to their elemental plane. The only way in which a creature can communicate with a water weird is via magical means. They are sentient and can be bargained with.
Wemics are similar in appearance to the centaur race, however instead of the body of a horse, they possess the body of a lion. Wemics, much like their centaur cousins, live chiefly on the plains and are known to reside almost only in Abanasinia. They live in small nomadic tribes and trade openly with centaurs and other intelligent races.
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