4Th Edition Manual of Monsters
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JJeesstteerr’’ss 44EE RRaavveennlloofftt MMaannuuaall ooff MMoonnsstteerrss For use with the Ravenloft Campaign Setting Introduction Legal DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK Welcome to Jester’s 4E Ravenloft Manual 2, DUNGEON MASTER’S GUIDE, MONSTER of Monsters for the RAVENLOFT MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks of Campaign Setting. Wizards of the Coast in the USA and other countries and are used with permission. What this Document is Certain materials, including 4E References in Updated Beasties: This booklet this publication, D&D core rules mechanics, contains updated monsters from the and all D&D characters and their distinctive world of Ravenloft, using the 4e D&D likenesses, are property of Wizards of the rules. Coast, and are used with permission under the Dungeons & Dragons 4th Edition Game New Rules: This booklet also contains System License. All 4E References are listed new rules for monster weaknesses and in the 4E System Reference Document, new variants for monsters. available at www.wizards.com/d20. Modular: Much of this document is designed to be flexible. GMs should allow DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob what they want and ignore what they Heinsoo, Andy Collins, and James Wyatt; don’t. DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, What it is Not written by Mike Mearls, Stephen Schubert Replacement: This is in no way a and James Wyatt; PLAYER’S HANDBOOK 2, replacement for any of the previous written by Jeremy Crawford, Mike Mearls, Ravenloft products. At least one and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; version of the Campaign Setting is Adventurer’s Vault, D&D 4E Game System required, and strongly encouraged. License ©2008, 2009 Wizards of the Coast Limited monster descriptions are page 3 of 7 written by Logan Bonner, Eytan included for updated monsters so Bernstein, and Chris Sims. © 2008, 2009 past versions of Ravenloft Monster Wizards of the Coast. All rights reserved. Compendiums are encouraged. RAVENLOFT and all related terms and Mandatory: If you want to run the materials are © 2009 Wizards of the game with just the official books or Coast, Inc 3e rules feel free. Excuse not to buy: Support the game, Jester’s 4e Ravenloft Manual of Monsters: WotC, and your FLGS. Keep D&D August 31st, 2009 alive for the next generation. Piracy [email protected] is wrong and/or illegal folks! Fraternity of Shadows® Consult your doctor before apply. In no event is the Fraternity of Shadows liable for Credits damages caused by the misuse of its Written and Edited by: products. David “the Jester” Gibson Cover by: David “the Jester” Gibson With an image stolen from: Steven “ScS” Sutton 2 Contents Table of Contents New Monsters Page 4 Bat Page 4 Beetle Page 4 Birds Page 5 Broken One Page 5 Caliban Page 6 Darkling Page 7 Dreamspawn Page 9 Ermordenung Page 10 Fihyr Page 11 Ghost Page 12 Ghoul Page 14 Goblin Page 14 Golem Page 15 Human Page 17 Lycanthrope Page 19 Marakith Page 22 Mist Creature Page 24 Mummy Page 25 Paka Page 26 Ravenkin Page 27 Revenant Page 28 Seaspawn Page 29 Shadow Fey (Arak) Page 30 Skeleton Page 34 Vampire Page 35 Vampyre Page 38 Vistani Page 39 Wolf Page 40 Zombie Page 41 New Options Page 43 Allergens Page 43 Staking Page 45 Variant Monsters Page 45 Templates Page 48 3 New Monsters BEETLE Common insects, beetles vary in size from small bugs to large monsters. They BAT are identified by their hard carapace and Common bats are little threat yet resistance to being squished. common in dark and wild areas of the GRAVE SCARAB LORE Core, especially the Balinok mountains. A character knows the following When they gather in large numbers they information with a successful Arcana can be dangerous. check. BAT LORE DC 15: Most adventurers fear giant A character knows the following beetles but large swarms can strip the information with a successful Nature flesh of even hardened adventurers and check. burrow beneath the skin! DC 15: Most bats drink fruit juice or DC 20: Once a grave scarab has eat insects, but some dangerous bats burrowed into the flesh of a victim it is drink blood and can be deadly in large difficult to remove. Ritual magic is the numbers. only reliable method. Bat Swarm Level 8 Skirmisher Grave Scarab Swarm Level 3 Skirmisher Large natural beast (swarm) XP 350 Medium shadow beast (swarm) XP 150 Initiative +11 Senses Perception +5; darkvision Initiative +4 Senses Perception +3; darkvision Swarm Attack aura 1; the bat swarm makes a basic Swarm Attack aura 1; the grave scarab swarm makes a attack as a free action against each enemy that begins basic attack as a free action against each enemy that its turn in the aura. begins its turn in the aura. AC 22; Fortitude 20, Reflex 21, Will 19 HP 42; Bloodied 21 Resist half damage from area and ranged attacks; AC 17; Fortitude 15, Reflex 16, Will 15 Vulnerable 10 against close and area attacks Resist half damage from area and ranged attacks; Speed 2 (clumsy), fly 8; see wing buffet Vulnerable 10 against close and area attacks M Bite (standard; at-will) Speed 4, climb 6 +13 vs. AC; 1d6+5 damage and 3 ongoing damage M Bite (standard; at-will) (save ends). +8 vs. AC; 1d6+3 damage m Drink Blood (standard; encounter) m Flesh Burrow (standard; at-will) ✦ Poison +11 vs. Fortitude; 3d6+5 damage and the target is +8 vs. AC; 1d6+3. Secondary Attack: +6 vs. Fortitude; weakened. 1d6 poison damage plus 4 ongoing poison damage and m Wing Buffet (standard; encounter) a -2 penalty on saving throws (save ends both). The +13 vs AC. 2d8+5 damage and the bat swarm shifts 6 grave scarab swarm takes 1d6 damage. First Failed squares. Save: The target is weakened; Second Failed Save: The Obscuring Swarm target is unconscious. A bat swarm blocks line of sight. Creatures in the bat The effect ends after the burrowing grave scarab is swarm’s space are heavily obscured. removed. A Hard DC Heal check will remove the scarab Alignment unaligned Languages - but the target loses a healing surge with each failure. Skills stealth +14 The Remove Affliction ritual instantly kills the burrowing Str 13 (+5) Dex 20 (+9) Wis 12 (+5) scarab. Con 15 (+6) Int 2 (+0) Cha 2 (+0) Alignment Unaligned Languages - Skills – Str 14 (+3) Dex 17 (+4) Wis 14 (+3) Con 10 (+1) Int 1 (-4) Cha 10 (+1) 4 BIRDS BROKEN ONE Common in all lands, there is a myriad These misshapen creatures are the variety of birds throughout the Core and products of magic or twisted science. nearby islands. They are found in the poor island of G’Henna and the island land of Markovia. CROW LORE There is great variety between A character knows the following individuals and no two look exactly alike. information with a successful Nature check. BROKEN ONE LORE DC 15: Crows and ravens are common A character knows the following birds and hard to distinguish between information with a successful Arcana apart from size. One is seldom a check. problem, even for a commoner, but large DC 15: Broken Ones are typically flocks can pose a hazard. subservient and blend animal and human Murder of Crows Level 3 Skirmisher traits. Medium natural beast (swarm) XP 150 Initiative +6 Senses Perception +2 DC 20: While typically docile, they are Swarm Attack (Keyword) aura 1; swarm makes a basic prone to erratic emotions and sudden attack as a free action against each enemy that begins its bursts of instinct. turn in the aura.. Broken One Wolfpaw Level 3 Skirmisher HP 47; Bloodied 23 Medium fey humanoid XP 150 AC 17; Fortitude 15, Reflex 16, Will 14 Initiative +6 Senses Perception +2; low-light Speed fly 6 (hover); see scatter vision M Wing Buffet (standard; at-will) HP 44; Bloodied 22 +8 vs. AC; 1d8+3 AC 17; Fortitude 15, Reflex 16, Will 14 m Gouge (standard; encounter) Speed 7; see prowl +6 vs. Reflex; 1d6+3 and target is blinded (save ends). M Claw (standard; at-will) Scatters (move; encounter) +8 vs. AC; 1d6+3 damage The murder of crows shifts 8 squares. Double Claw Alignment Unaligned Languages - The broken one wolfpaw makes two claw attacks. Skills Acrobatics +9 Prowl (move; recharge 5 6) Str 8 (+0) Dex 17 (+4) Wis 12 (+2) The broken one wolfpaw shifts 3 squares. Con 15 (+3) Int 3 (-3) Cha 4 (-2) Broken Resiliance (minor, encounter) The broken one wolfpaw makes a saving throw with a +2 racial bonus. Alignment Unaligned Languages Balok Skills Acrobatics +9, Stealth +9 Str 14 (+3) Dex 17 (+4) Wis 13 (+2) Con 12 (+2) Int 10 (+1) Cha 10 (+1) 5 Broken One Bearmaw Level 4 Brute CALIBAN Medium fey humanoid XP 175 The twisted product of magic, calibans Initiative +4 Senses Perception +3; low-light vision are humans tainted in the womb and no HP 64; Bloodied 32 longer fully human. AC 16; Fortitude 17, Reflex 16, Will 15 Speed 5 CALIBAN LORE M Slam (standard; at-will) +7 vs. AC; 2d8+4 damage A character knows the following m Bearhug (standard; sustain minor; at-will) information with a successful Nature +7 vs. AC; 2d6+4 and target is grabbed (until escape). check. When the bearmaw sustains this power, the bearhug deals 1d6+4 damage (no attack roll required). DC 15: Caliban are born to human or Broken Resiliance (minor; encounter) caliban parents and are children who The broken one bearmaw makes a saving throw with a have been magically corrupted +2 racial bonus.