Creatures of the Mists – Dark Denizens of the Domains of Dread

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“Chroniclers from “some outside world” kept babbling about Shadow Powers and Fell planes.  These people are fools.  They know not of the mists, they know not of true nightmares.  I live in them, just as I do in the rare dream.  Some day, our people might escape through these gates, through the endless worlds of dream and into paradise.  Perhaps these outlanders can take our place…  As far as I’m concerned, they don’t truly exist anyway.” – a rather rude Aabber Shaman of the Nightmare Lands, according to Ramon.

The Mists house many untold and unspoken evils and perils.  They’re usually the results of twisted minds and nefarious plots.  Some are just sad souls that have long since fallen from grace.  In more than one instance within the demiplane, some were merely evil souls from the beginning.  Such a twisted menagerie exists within the Domains, it’s a miracle that they haven’t escaped to torment the outside worlds.

Brace yourselves and survive the monsters of the night!

Author’s Note: While Ramon bumbles in Ravenloft, let’s bring in a mixture of classic monsters and some new creations!  Since I already have various Ravenloft critters in my Vampire and Were-beast books on DM’s Guild, I have not included them here.  Also, please pardon the rampant song references…

 

 

 

Bloodrose

Plant, Blood Rose

Every rose has its thorn

It’s only appropriate that a land controlled by a vampire would spawn a plant form with such a name.  Crimson veins pass along bone white blooms, creating an eerie effect of something that drank blood.  It’s not uncommon to see multiple in the same area.

Domain of Origin: Barovia – While this one can’t be proven, scholars believe that was bred in Barovia, possibly at the hands of the count’s own servants.  Whether this is true or not is disputed, but the cultivation within Barovia is something to behold.  Whatever the truth is, they have spread to other domains to cause all sorts of mayhem.

Tiny plant, neutral evil

Armor Class 9

Hit Points 11 (3d4 + 3)

Speed 0 ft.

STR 12 (+1) DEX 9 (-1) CON 13 (+1) INT 3 (-4) WIS 14 (+2) CHA 4 (-3)

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Condition Immunities blinded, deafened, frightened, prone

Senses passive Perception 12

Languages –

Challenge 1/2 (100 XP)

Plant.  While motionless, the bloodrose is completely inconspicuous from an ordinary plant.

ACTIONS

Blood Draining Vines.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 5 (1d8 + 1) piercing damage, the bloodrose regains hit points equal to 1/2 of the damage dealt.  The target is also grabbed (escape DC 13) and takes an extra 4 (1d8) piercing damage at the start of its next turn, also triggering the bloodrose’ regeneration effect.

 

Variant: Bloodrose Patch

Large swarm of tiny plants, neutral evil

Armor Class 9

Hit Points 38 (4d10 + 16)

Speed 0 ft.

STR 17 (+3) DEX 9 (-1) CON 18 (+4) INT 3 (-4) WIS 14 (+2) CHA 4 (-3)

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Condition Immunities blinded, deafened, frightened, prone

Senses passive Perception 12

Languages –

Challenge 2 (450 XP)

Plant.  While motionless, the bloodrose is completely inconspicuous from an ordinary plant.

ACTIONS

Blood Draining Vines (has over half HP).  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 13 (3d6 + 3) piercing damage, the bloodrose regains hit points equal to 1/2 of the damage dealt.  The target is also grabbed (escape DC 15) and takes an extra 10 (3d6) piercing damage at the start of its next turn, also triggering the bloodrose’ regeneration effect.

Lesser Draining Vines (has half HP or less).  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 8 (2d4 + 3) piercing damage, the bloodrose regains hit points equal to 1/2 of the damage dealt.  The target is also grabbed (escape DC 15) and takes an extra 5 (2d4) piercing damage at the start of its next turn, also triggering the bloodrose’ regeneration effect.

 

 

 

Variant Flesh Golem: Dread Flesh Golem

I created a monster
It’s out of control, it’s going to take me

Vanity, madness, tragedy, stubborn intellectualism.  These reasons and more lead to the creation of a new type of flesh golem.  Pioneered by the visionary Dr. Victor Mordenheim, the Dread version has plenty of differences from its prime golems.  For one, these flesh golems begin with a child-like curiosity, which soon turns to bitterness and resentment.  With their supernatural strength also comes a supernatural intelligence!  Worse yet, they have a, established mental link with their creator that they can rarely ever shatter.  This only worsens their perception of mundane life, as their creators often embody the worst of it.

Domain of Origin: Lamordia – Mordenheim ignited a terrible spark.  His hubris and defiance of death created a creature unlike anything the mists were then readied for.  Flesh golems were already vile and pitiable creatures, but the doctor found a way to make them worse.  Through advanced surgery and lightning currents, he created a flesh golem that was as advanced in its strength as it was in the mind.  Among them was his greatest creation, Adam.  At first, Adam cooperated, but his existence lead to numerous mental breakdowns of the Mordenheim creation.  In one of his panicked states, Mordenheim’s own child was killed amidst Adam’s wrath.  Furthermore, he brutally crippled Mordenheim’s wife in angered retaliation.  As he fled into the Mists in terror, the Dark Powers twisted his home into a new domain, Lamordia.  Over time, both the Doctor and Adam have created new flesh golems to stop the other.

Dread Flesh Golem is a template applied to regular flesh golems.  They gain the following or have traits replaced with the following:

  • Alignment becomes non-good (usually evil)
  • Armor Class 13 (natural armor)
  • Hit Points 111 (13d8 + 48)
  • STR 20 (+5) DEX 10 (+0) INT 13 (+1) WIS 15 (+2) CHA 11 (+1)
  • Language.  The golem knows and speaks the languages of its creator.
  • Fear of Fire.  When hit by fire damage, the golem must succeed a DC 12 Wisdom saving throw or gain the frightened condition.  This persists until the end of its next turn or until it takes fire damage again, prompting a new saving throw.  (This replaces Aversion to Fire)
  • Strangulation.  If the golem hits with both of its slam attacks, it instantly grappled the target and begins to stangle them, dealing 22 (4d10) bludgeoning damage at the start of the golem’s turn.  Furthermore, the target cannot breath, which can result in suffocation rules applying as normal.  To escape the grapple, the target must escape with a success on a DC 16.
  • Telepathic Bond.  So long as it’s on the same plane as its creator, the golem shares a mental link with its creator.  While they can’t directly communicate, each knows what the other is thinking.
  • Slam. +8, 14 (2d8 + 5)
  • Challenge 8 (3,900 XP)

 

 

 

Voodoo Zombie

Zombie Pirate - VooDoo

I put a spell on you, and now you’re mine!

Like other zombies, they were once human.  In the case of these zombies, their souls have been extracted as they’ve been transformed.  Many of these bodies belonged to terrible transgressors who must endure their undead state as payment for their sins.  Most endure a semi-existence in a confused daze, unaware that they’re even dead.  Meanwhile, their souls are kept in a vessel under the lock and key of the responsible bokor.  However, it’s possible for their soul to be restored.  Should the victim earn it, they can regain their soul.  However, they have only a couple of weeks before the bokor’s magic begins to form into a more regular necromancy.  At that point, the voodoo zombie begins to degenerate into a more typically zombie (as found in the Monster Manual).

Domain of Origin: Souragne – Those who incur the anger of the Lord of the Dead have a habit of becoming his servant.  These lost souls more often than not seal their own fates, either from improper use of magic or disrespecting the grounds around the domain.  Beyond a bokor, Zombie Lords are also known to be able to create these zombies.  The Darklord proves this to be quite the easy feat.

Medium undead, neutral evil

Armor Class 9

Hit Points 30 (4d8 + 12)

Speed 25 ft.

STR 15 (+2) DEX 9 (-1) CON 17 (+3) INT 9 (-1) WIS 12 (+1) CHA 7 (-2)

Saving Throws Intelligence +1

Damage Immunities poison, psychic

Condition Immunities charmed, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages understands any languages it knew in life, but cannot speak

Challenge 1/2 (100 XP)

Dark Vessel.  A Bokor or Zombie Lord can use the zombie’s body as a conduit for spells like Scry and other divination spells.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Zombie Flail.  A zombie may take a bonus action to make an off-hand attack, dealing just the weapon damage upon a hit.

ACTIONS

Blade.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 6 (1d8 + 2) slashing damage.

Slam.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 6 (1d8 + 2) bludgeoning damage.

 

Yakwahe

Image result for ghost bear

Hunting bears might be wrong

The Stiff-Legged Bear as local tribesmen would call it.  While the colonists rid the most of native civilizations from the domain, many of their people still linger.  Some are willing enough to warn of a massive bear creature that resists most weapons and has an insatiable appetite, however their hatred of dawnsveil often prevents them.  Regardless, the creature often has its way with hunting travelers.  In reality, it is a legendary spirit that only a fool would chase after.  The remaining tribesmen who survive amidst adversity have given the creature a wide gap, while some have intentionally baited the beast to wreak all means of havoc against the civilization that decimated their own.  However, with the Mists taking Dawnsveil, the hatred felt by the natives of the land corrupted this being of great power.  It became far more wrathful, becoming a thing of terror when its growl is heard in the distance.  No longer was it an immovable force of nature, but wrath and reckoning!

Domain of Origin: Dawnsveil – While much of the coastline is built up, spanning past a mountainous pass and beside a dense woodland; much of the colony is still vast wilderness.  Tales of strange sights, beyond even The Witch have emerged from the colony.  But, none are as frightening as a massive bear-like creature with leathery skin that deflects attacks from weapons.  Even before the Mists claimed the lands, Yakwahe haunted the forests beyond.

Huge monstrosity, chaotic evil

Armor Class 18 (natural armor)

Hit Points 113 (9d12 + 54)

Speed 50 ft., Swim 35 ft.

STR 25 (7) DEX 19 (+4) CON 22 (+6) INT 12 (+1) WIS 17 (+3) CHA 15 (+2)

Saving Throws Intelligence +6, Wisdom +8, Charisma +7

Skills Athletics +12, Perception +8, Survival +8

Damage Immunities bludgeon, piercing and slashing damage from non-magical weapons

Senses Darkvision 120 ft., passive Perception 18

Languages understands Abyssal, Celestial, Infernal

Challenge 14 (11,500 XP)

Bear Hug.  Should the Yakwaha roll a critical hit with its claws, it may add an extra 10 (3d6) damage on top of that.  Plus, the target is grabbed, with a DC ## check using the escape action to break free.

Keen Smell.  The Yakwahe has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/Day). If the Yakwahe fails a saving throw, it can choose to succeed instead.

Magic Resistance.  The Yakwahe has advantage on all saving throws against spells and magical effects.

Magic Repellent.  When targeted by an attack spell, the Yakwahe can use a reaction to impose disadvantage on the attack.

ACTIONS

Multiattack.  The Yakwahe may attack four attacks, three may be claws and one may be bite.

Bite.  Melee Weapon Attack: +11 to hit, reach 10 ft. one target.  Hit: 13 (2d6 + 6) piercing damage.

Claws.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target.  Hit: 17 (2d10 + 6) slashing damage.

 

Deadite

Image result for "Army of darkness""deadite"captain

Trapped inside a life which is not yours
Spirits within causing terror, Fear and darkness

There are forces of the underworld that take a certain glee in not only killing a target, but possessing their body into something of a demon-zombie hybrid.  The scourge of the deadite can spread like an unholy wildfire, as slain victims under their dark power quickly join their ranks.

Domain of Origin: Within the Woods – An inviting cabin in the woods became corrupted when a mad professor road to dawnsveil to conduct diabolical research.  The result unleashed something truly evil.  This called the attention of the Mists, which promptly grabbed him.  Now, he fights to command over the possessive spirit, as these forces of darkness whirl around the woodlands in this pocket domain, threatening to break free thanks to ill witted hosts.  Worse yet, the Dark Powers themselves seem to allow  possessed visitors to spread the curse without much intervention.

Deadite can be applied to almost any humanoid creature.  In addition, beasts and plants can also receive the deadite template.  They gain the following traits:

  • Deadites become and count as both undead and fiend.
  • Alignment becomes chaotic evil
  • Sunlight Weakness.  Deadites have disadvantage on saving throws, skill checks and attack rolls while in the sunlight.
  • Minor Shape Changing.  A Deadite can physically revert to its original pre-possession form and back as a bonus action, mostly to trick other victims.
  • Create Spawn.  Any creature killed by a Deadite has a chance of becoming one, themselves.  When a creature drops to 0 hit points from an attack caused by a deadite (especially an unarmed one), roll a d100.  If the result is 40 or above, the creature returns to full hit points and gains the Deadite template.
  • Claws.  If they didn’t already have an unarmed attack, they gain one that deals 1d6 slashing damage.

 

 

Flame Soldier (aka “Flammensoldaten”)

Image result for shadowy knight

(Burn baby burn) disco inferno!

The monstrous devotees of King Drachenblut, twisted by the mists into near-devilish servants under his grasp.  At one point, they were very much human.  However, when they retreat to the mighty castle within the center of the land, they look like their old selves once more.  However, they still remain tainted beings of evil.

Domain of Origin: Königreich des Feuers – An Island of Terror that has its roots in Gothic Earth.  A former member of the Teutonic Knights lashed out in anger over his exile, turning to harsh means of taking his own land.  Those in his service drove out anyone who would dare try to stop him.  Had it not been for The Mists, his campaign would have gone on for longer.  Those by his side became the very Flame Soldiers that patrol the grounds now.

Medium monstrosity, lawful evil

Armor Class 16 (shadow armor)

Hit Points 39 (6d8 + 12)

Speed 30 ft.

STR 14 (+2) DEX 12 (+1) CON 15 (+2) INT 10 (+0) WIS 11 (+0) CHA 12 (+1)

Saving Throws Dexterity +3

Skills Acrobatics +3, Athletics +4, Intimidation +3, Perception +4

Damage Immunities fire, necrotic

Damage Resistances bludgeoning, piercing and slashing damage from non-magical weapons

Senses darkvision 60 ft., passive Perception 14

Languages High/Mist German, Balok, Mordentish, Falkovnian

Challenge 3 (700 XP)

Human Form.  Within the confines of a specific safe zone (such as Drachenblut Castle), they turn into normal humans as a reaction.  They lose their bonus fire damage dealt by Living Furnace and Ignited Sword.

Flailing Fury.  When a creature would normally incur an attack of opportunity as a reaction, the flame soldier may use its reaction to take the attack action instead.

Living Furnace.  When hitting the Flame Soldier with a melee attack, the attacker must make a DC 12 Dexterity saving throw or take 5 (2d4) fire damage.

Unending Loyalty.  All charisma checks to force the flame soldier to do an action contrary to their leader’s cause will fail.  Furthermore, flame soldiers have advantage on all saving throws against charm effects.

ACTIONS

Multiattack.  The flame soldier may attack twice per round with ignited blade.

Ignited Blade.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) fire damage.

 

 

IMAGE CREDIT: Ravenloft monsters – everwho; Tom Baxa – Bloodrose; Miles Teves – VooDoo; Mark Nelson – Adam’s Wrath; blackgerbil – stalking the ghost bear; Bill Moseley – Deadite Captain; Sephiroth-Art – Forbidden Knight

 

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