Flipping through a Monster Manual is one of the great joys of preparing to run a game of Dungeons & Dragons, with every page offering potential friends and foes for your players to encounter. Spelljammer: Adventures in Space revives Dungeons & Dragons’ bizarre pulp science fiction setting after more than 30 years with a box set featuring an adventure taking place on the Astral Plane and a campaign guide filled with new character options and rules for spaceships. But the real gem is Boo’s Astral Menagerie, a bestiary packed with more than 60 new creatures that dwell in the magical oceans known as wildspace.
The book features plenty of creatures found in the original Spelljammer, like the magic item dealers the mercane, plus Lovecraftian horrors like the brain-collecting neh-thalggu. But if you’re really looking to make the most of the space opera setting, these are the five weirdest creatures you should include in your game.
[Ed. note: Definitely some clowns in here. Don’t say we didn’t tell you.]
Shopping has never been cuter than when it involves a group of dohwars, which are also known as a cartel. 3-foot-tall brightly colored penguin people like to cultivate an air of mystery by wearing cloaks and meeting in dark alleys, even when they’re just conducting mundane business. They’re tough negotiators since they can detect thoughts and often are mentally linked with each other, a process known as merging. They also worship every god of wealth and business in the D&D cosmos from the Forgotten Realms’ Waukeen to Greyhawk’s Zilchus in hopes of gaining their favor and becoming the multiverse’s top merchants.
Dohwars also breed space swine, flying boars that are used as trackers or beasts of burden. They can also be trained
Read more on polygon.com