Home

Hobgoblins

The Slayer's Guide to Hobgoblins is the first in a new series of comprehensive sourcebooks from Mongoose Publishing. It features extensive information on the military race of Hobgoblins, from their complex tribal structure to their very efficient methods of waging war. Games Masters will find a huge amount of new material they can incorporate into their existing campaigns, allowing them to portray Hobgoblins with incredible depth. Players will find each Slayer's Guide to be an invaluable tool for their survival, giving them that necessary vital edge.

14.95

Troglodytes

Troglodytes are a thoroughly foul reptilian race walking upright like a man but with all the chill mercilessness and cruelty of a cold blooded snake. Many sages consider them to be as evil as the most loathsome of demons and they may not be wrong in this assumption. Troglodytes are often found in the underdeep of the world for they are creatures of the dark, but they may also inhabit the rocky peaks and passes of desolate mountains. Those few tribes who live near the surface wage a constant war on nearby settlements on cold, moonless nights.

14.95

Amazons

Throughout history and legend, amazons have always stood firm as the ultimate warrior women, the ideal of female triumph in a male dominated world. But who are the amazons, a race who counts the deepest jungles as their domain and ruthlessly slays any intruder? The Slayer's Guide to Amazons peels back the fog of myth and legend to reveal, for the very first time, the true story of these incredible women.

14.95

Sahuagin

For those that live far from the sea the sahuagin are unknowable creatures of the deep, used by parents as bedtime cautions to wilful children. Or perhaps they are told of around the campfires by adventurers, their tongues and imaginations loosened by mead, in electrifying deeds of bravado. These deeds are the product of an alert mind and an ear for a good story, for few away from the gentle lapping of the briny sea have ever met, let alone bested, the sahuagin and lived to tell such a rollicking tale.

14.95

Bugbears

Bugbears are cunning adversaries, creatures that rarely fight to the death, preferring to flee from a lost battle in order to nurse their vengeance for another day. Adventurers who believe they can simply wade into a horde of bugbears and slay them in glorious combat are in for a rude shock and are certain to fall prey to the myriad of traps and ambushes the bugbears use in their own style of warfare. Even when it appears the heroes have won the day, there is always a chance one of the foul creatures has escaped and will lead others of its kind to exact revenge upon the adventurers.

14.95

Trolls

Trolls are a staple of fantasy adventures, often used when the player characters have advanced to the point where goblins, orcs, and even bugbears pose little threat to the adventurers. Trolls are poised right at the boundary between goblinoids and giants. While technically classified as giants, they are unquestionably the smallest of such creatures yet, standing some nine feet, tall they easily tower over even the greatest of bugbears. Furthermore, the troll's distinctive regenerative abilities make them memorable foes and a much greater challenge than a mere 9-foot goblin.

14.95

Dragons

What creature has more magnificence, more savage ferocity and more sheer power than the dragon? The great wyrms stand tall as the ultimate challenge an adventurer may face. Rare is the player who does not dream of besting one of these terrible creatures, of plundering its hoard and basking in the glorious reputation enjoyed by a dragon slayer.

28.95

Orcs

Orcs are the foot soldiers of evil, the creatures that make up the hordes of darkness that threaten to overwhelm the good peoples and turn the entire land into a region of little else than slaughter and depravity. Most Games Masters use them as the guardians of low-level dungeons, just a slight step above kobolds as a threat. Often they are simply portrayed as evil humans and are given little more thought than that.

14.95

Rules Lawyers

Rules-Lawyers are an unexpectedly hardy breed of disgusting humanoid (at least in physique) creature. To all outward appearances they are a normal human being, like you or me, and it is only by their strange behaviour and by very close (often post-mortem) physical examination that they are revealed to be anything other than Homo Sapiens. Scholars are in agreement that Rules-Lawyers have been around at least as long as games of any kind have existed. Some go as far as to say they have existed as long as rules themselves have existed in this universe.

14.95

Medusa

The medusa is most commonly met as a lone figure in a dungeon, with the body of a beautiful woman and her head covered by a veil. 'What in the world could that be?' ask the party jokily, as they pull out their polished mirrors or avert their gazes, having seen through her 'disguise' at once. With this book the jokes won't last long.

14.95

Female Gamers

This series of supplements is normally designed for use in all fantasy based D20 games systems and settings. However, this one is a joke, a jape, and a jest, albeit poorly written and in bad taste. It is here as a joke, to extract the Michael, to make you laugh and to tweak the nipples of propriety and run away laughing.
The Guides normally take an in depth look at some overlooked minor creature of some description, rounding them out, giving them some depth and culture, making them into something more than just your typical sword-fodder.

14.95

Duergar

The duergar are masters of treachery and deceit, engaged in an everlasting struggle with the other races of the dark realms in their quest for dominance. Drow are their fierce competitors in this domain but the duergar have surrounded themselves with such ingenuity that even the dark elves have learned to respect them as capable adversaries. Duergar retain many of the traits of the dwarven cousins even if their metabolism has changed to adapt to their environment, and entire communities have evolved into a power to be reckoned with.

14.95

Yuan Ti

The Yuan-Ti are often portrayed as sadistic, malevolent creatures intent on dominating the world at all costs. The very image of the scaly, humanoid reptiles with venomous fangs and wicked, yellow eyes fills most people with dread. For Game Masters, this makes them the ideal antagonists: Alien in both appearance and motivation, they can easily, and with little explanation, be dropped into any campaign or adventure as the fiendish masterminds behind virtually every conflict the characters run up against. Unfortunately, this also tends to make them borderline caricatures of evil, their wickedness resembling nothing so much as the machinations of the moustache-twirling, dastardly villains of yore.

13.95

Undead

Written by the father of gaming himself, Gary Gygax, the Slayer's Guide to Undead is a 128 page book jam packed full of new information on creatures of the night. From the humble skeleton, through the dreaded wraith, to the most powerful liches of all, this Slayer's Guide will revitalise any campaign with new and exciting ways to bring the dead to life. New creatures are fully detailed, along with tips on how to use undead in campaigns and fill players with dread whenever they appear. A complete mini-scenario, penned by Gary Gygax, is also included to set players off in the most desperate quest they will yet face.

28.95

Harpies

Harpies are cruel and vicious monsters that delight in the suffering of others. They elevate selfishness and narcissism to new heights in their constant drive to establish superiority over lesser species such as humans, dwarves and elves. Yet many Games Masters consider Harpies as no better than animals, unthinking brutes that can be used to challenge low and mid-level adventurers once creatures such as orcs cease to pose a threat. This fails to take into account the unique strengths and abilities of the Harpy which, when used properly, allow them to be used as opponents for even high-level characters. The Slayer's Guide to Harpies is packed with information on how to do just that.

14.95

Derro

The derro are an insidious and much misunderstood race. Bringing their secrets and hidden culture to the fore, this 32 page sourcebook aimed at players and Games Masters alike, allows gamers to use or hunt this evil race. With new spells, prestige classes and guidelines on their methods of warfare and society, these malevolent dwarves are finally able to hold their own.

14.95

Goblins

For millennia, evil warlords, wizards, dragons and larger goblinoids have enslaved the lowly goblin. Untold thousands are slain every year by these same dark masters, by the armies of good folk everywhere and by countless brave adventurers. Through seemingly endless adversity, the goblins overcome and continue to thrive.

14.95

Kobolds

What creature meets a death at the hands of adventurers more than the common Kobold? What creature is more disregarded - not with this new book. With the Slayer's Guide to Kobolds, this race just became born again hard!

14.95

Slayers Guide to Giants

In legend, few creatures command such a powerful, superstitious awe as giants. In fantasy campaigns though they are often dismissed by players, seen as a mere step on the way to higher-level encounters with dragons or demons. A means of garnering plenty of experience points, but not a serious challenge to a well-equipped party with a spellcaster or two and the first clue about tactics. Such a complacent attitude can be very dangerous, particularly if the giants use their natural advantages to maximum effect.

26.95

Slayers Guide to Game Masters

Contrary to what certain 1980s animated series might have had you believe, Games Masters are not in the habit of descending from the heavens to walk the earth, for the very good reason that within five minutes they’d find themselves with a knife to their throat, and a voice whispering in their ear: ‘Tell the dragon to back away slowly...’ (Or perhaps end up nailed to a tree, depending on the genre). But don’t get despondent, for Games Masters can be defeated.

13.95

Slayers Guide to Demons

Long thought the ultimate enemies, demons are so varied that even a party of inexperienced adventurers could face one of the minor fiends and come out triumphant, except that where there is one demon, there is bound to be more. From the lowest dretch and damned soul to the mighty balors, the hordes of the Abyss are like a boiling mass of putrescent bile ready to spill over into the lands of mortals.

27.95

Slayers Guide to Titans

This book delves into the history and nature of the Titans. Within, the ramifications and uses of their vast powers are explored, as well as tactics for battling Titans (and battling against Titans). Players can use the information contained within to call upon these mighty powers for Good, while Games Masters will be shown a place and purpose for Titans within a campaign. The book also contains several variant types of Titans and Half-Titans, as well as some magic items and spells unique to Titans. Finally, in addition to scenario hooks for using Titans in any game, a short campaign structure centred on Titan characters is included.

12.95

Slayers Guide to Elementals

Elementals are among the most primal forces in the mythology of many cultures, raw elements given life. This in turn has gifted them a firm place in many a campaign world. Some authorities believe all matter to be made from the four elements, with even humans and other sentient creatures being possessed of an elemental nature.

26.95

Lizard Folk

The most blasphemous of scholars would place the creation of the world not in the hands of the gods, but in the hands of nature herself. In such a creation myth it was not the elves or the dragons who came first, but the reptiles – the dinosaurs, the crocodiles, the lizards and the lizardfolk. Of course, such a myth has little basis in the truth of things, but it is an interesting aside. There is no doubt that the race of creatures known as lizardfolk, or lizardmen, is an ancient one indeed. Often overlooked because of their savagery and animalistic tendencies, the lizardfolk people are as much a part of the history of the world as men, dwarves and elves.

12.95

Ogres

The basic image of ogres, of monstrous stupid men who can sweep cattle up in their arms, reoccurs in the folklore of hundreds of cultures. Every single time the ogre appears; a clever human or god appears right behind him, tricking the mighty creature to his death. Despite his strength and cannibalistic ways the ogre stands no chance against the tricky mind of an alert human being.

11.95

Slayers Guide Compendium I

Slayer's Guide Compendium Volume I

This Compendium is a collection of six classic books from the Slayer’s Guide series – Hobgoblins, Gnolls, Troglodytes, Bugbears, Trolls and Orcs. Many of these titles are now entirely sold out, such is their popularity, and so the Compendium brings them back to the public completely updated and fully compatible with the 3.5 Revised Edition rules.

Also included are two entirely new and previously unpublished works, the Slayer’s Guides to Dopplegangers and Tritons, bringing these oft-neglected races into the limelight with full and exhaustive treatments of each race that delve deep into their origins, beliefs and societies.

39.95

Last up dated June 27, 2005