Wretches of Ravenloft – Mordent

Image result for ravenloft mordent

Mordent, considerably more progressive than other domains by a distance.  Curiously, its presence in the Mists is the fault of Strahd and Azalin.  They devised a scheme to exploit an apparatus within the realm to free themselves from their imprisoned domains.  This failed, sealing Mordent’s fate as well.

A fair share of oddities drift in and around the domain.  The Darklord himself, Lord Wilfred Godefrey, certainly counts.  Once a backstabbing aristocrat, he slew his own wife and daughter.  He covered the incident up as it were an accident.  But, their vengeful spirits drove him to suicide, forcing him into the ironic fate of a trapped spirit too.  Since then, he has collected the souls that are beckoned to his house on Gryphon Hill.  He has even used the trapped souls to his advantage at times, creating networks of informants and spies within his domain.

But, what is beyond the house?  The Great Moors risk dense moss and trees to get lost in, while ghost towns just beyond prove to be less than salvation.  The river ways and moors are mucky and thick, the perfect predatory grounds of the bog hound.  A ways off the path was an off beat enclave of artists, creatives and non-establishment people who failed to fit in with the norm.  Save for the waxworks, there is no more life here.  No true life.  Despite much of it burning down, wonders of art are mixed with the macabre to unveil an art show unlike anything before.

Author’s Note:  Yet another double-feature!  This time, the Domain of Mordent as the theme.  The first creature is based off the Howls of the Night adventure, prominently featuring the Bog Hound.  The second is from a homebrew pocket domain within the domain itself.  It’s a meshing of wax museum horror tropes.  And for added creepiness, some extra homage to one of my favorite parts of BioShock!


Bog Hound

Image result for hound of the baskervilles hound

From the moors of Mordent, the bog hound stirs.  It looks into the souls of doomed men, as it traversed an equally awful marshy land.  The bog hound is the size of a war dog, forged from the darkest hexes of an evil bog.  Blood, straw and mud make these foul creatures, but they bite and tear much like real dogs.  Often, the bog hound is seen in a pack, lead by a far stronger version called the moor hound.  Woe to those who hear the call of the bog hound, for the hunt is on.

Domain of Origin: Mordent – Much of Mordent is already developed, however there is still a vast amount of space that proves to be quite difficult to build upon.  It is here that dark forces congregate and equally malicious magic help to create these vicious beings.

Medium construct, neutral evil

Armor Class 14 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 35 ft.

STR 15 (+2) DEX 14 (+2) CON 13 (+1) INT 3 (-4) WIS 12 (+1) CHA 5 (-3)

Skills Perception +3, Stealth +4

Senses Darkvision 60 ft., passive Perception 13

Languages –

Challenge 1 (200 XP)

Critical Sunlight Weakness.  When exposed to direct sunlight at the start of its turn, it must make DC 11 Constitution saving throw or become inert.  While inert, the bog hound is effectively unconscious.  This lasts for up to 1 hour or until a successful save is made.

Ever Living Curse.  As long as the Moor Hound is alive, the bog hound will regenerate to full hit points after 24 hours.

Marsh Stealth.  While within a forest or swamp environment, the bog hound can take the Hide action as a bonus action.

Pack Tactics.  Bog hounds have advantage on attack rolls while adjacent to an ally.


Multiattack.  The bog hound may attack three times per round.

Bite.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 4 (1d4 + 2) piercing damage.



Variant Bog Hound – Moor Hound

The leaders of the pack.  Should this mighty beast fail to fall, none of the other bog hounds will truly stay dead.  This ferocious hound is far more intimidating and deadly than its lesser brethren.

The Moor Hound has the stats of the bog hound with the following changes:

  • Size Large
  • Armor Class 18 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.
  • STR 19 (+4) DEX 17 (+3) CON 17 (+3) INT 13 (+1) CHA 10 (+0)
  • Bite.  +7 to hit.  Hit: 8 (1d8 + 4) piercing damage.
  • Challenge 5 (1,800 XP)
  • Magical Resistance.  The moor hound has advantage on saving throws against spells and other magical effects.


Wax Horror


Domain of Origin: Mordent/Bohemian (Pocket Domain) – Mordent has long since had its habits of stifling creativity, despite being one of the more advanced and enlightened domains in The Mists.  This didn’t matter to an outsider artist, Jasper Bernard Alabaster.  Despite being born of Mordentish military family, strange and bizarre forms of art were his true passion.  He fled from every village that had forsaken or rebuked him, until he slowly amassed the means of establishing his own place, Bohemian; an artist enclave for liberated expression.  Alabaster found his calling in sculpture, particularly people.  After importing a bee colony from elsewhere in Mordent, he turned towards revolutionary wax sculptures.  This drew the attention of the artist colony as well as a rather jealous sculptor who also aspired similar dreams, a James J. Fitzroy.

At first, a healthy business partnership was formed.  However, as Alabaster pushed for stranger forms that defied logic, Fitzroy protested in favor of more realistic art.  Eventually, the anger resulted in Fitzroy burying Alabaster under sculptures while setting the studio on fire.  While this should have grabbed the mists alone, the mists preferred saving Alabaster as their champion.  Artists became frightened, some leaving while others aiding in the search for the culprit.  However, Alabaster got to him first.  The following day, a badly charred corpse hap-hazardously covered in wax was propped in front of the wax studio of Bohemian.  The remaining artists quickly fled.  It was at this point, the Mists responded.  Bohemian sits as a pocket domain of an artsy ghost town, save for the rebuilding wax works, with Alabaster as the scarred Darklord of the Pocket Domain.  Those who dare enter often find themselves twisted into his wax-coated subjects.


Wax Creep

Image result for Knott's waxworks

Woe to the soul entombed and trapped for a madman’s decadent arts and fancies.  The wax creep is one such creation.  Almost a hybrid of the wax golem and the flesh golem, this abomination is rather animated through sheer malice rather than lightning or other advanced techniques.  Carefully crafted wax over mutilated and melted flesh and blood leads to the marvelous works of the macabre.  At one time, onlookers would be fooled by sculptures without knowing a corpse lied within.  However, as times grew darker, the gruesome reality became more apparent.

These techniques are no more apparent than in the semi-deserted ghost town of Bohemian.  Once a popular gathering spot for social outsiders, trending artists and more; it caught much dark attention following scandals of murder and arson.  However, the haunted wax figures still lurk in the dark depths, filled with a jealous anger of the living and a desire to be beautiful again.  Their rage drives them into madness, lashing out of whatever they find.

Medium undead, chaotic evil

Armor Class 16 (natural armor)

Hit Points 60 (17d8 – 17)

Speed 30 ft., climb 30 ft.

STR 15 (+2) DEX 12 (+1) CON 9 (-1) INT 8 (-1) WIS 13 (+1) CHA 6 (-2)

Saving Throws Constitution +1, Charisma +0

Skills Perception +3, Stealth +5

Damage Vulnerabilities fire

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

Damage Immunities cold, necrotic, poison

Condition Immunities paralysis, poisoned

Senses Darkvision 60 ft., passive Perception 13

Languages understands what it knew in life

Challenge 3 (700 XP)

Creepy Sculpture.  While still, this monster is indistinguishable from a regular sculpture.

Impossibly Quick.  As a bonus action, the plastered creep may take a dash or disengage action.

Quiet Killers.  When attempting to hide or move silently with a Dexterity (Stealth) check, the Wax Creep has advantage.

Sticky Grip.  All checks made to escape a grab are made with disadvantage.


Multiattack.  The Wax Creep may attack twice per round.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 7 (1d10 + 2) bludgeoning damage.  The wax creep may forgo damage to grapple the target instead, who must take the escape action to break free (DC 14 escape).


VARIANT.  Armed with tools

Knife.  change damage out for slashing

Scalpel/Pick. change damage out for piercing



Variant Wax Creep – Wax Colossus

Image result for Knott's waxworks

“Astonishing, isn’t it?  I have made many wonders, but this?  This is my magnum opus!  This is a true call for celebration!  Gaze in awe and wonder!  For soon, you may join it!” – Jasper Bernard Alabaster, Darklord of the Pocket Domain of Bohemian

Huge undead, chaotic evil

Armor Class 18

Hit Points 124 (19d12)

Speed 25 ft., climb 15 ft.

STR 23 (+6) DEX 8 (-1) CON 11 (+0) INT 10 (+0) WIS 14 (+2) CHA 9 (-1)

Saving Throws Dexterity +3, Constitution +4, Intelligence +4, Charisma +3

Skills Perception +6

Damage Vulnerabilities fire

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

Damage Immunities cold, necrotic, poison

Condition Immunities paralysis, poisoned

Senses Darkvision 60 ft., passive Perception 16

Languages understands what it knew in life

Challenge 10 (5,900 XP)

Creepy Sculpture.  While still, this monster is indistinguishable from a regular sculpture.

Siege Monster. The wax colossus deals double damage to objects and structures.

Sticky Grip.  All checks made to escape a grab are made with disadvantage.

Unstoppable.  All saving throws and checks related to forced movement and being knocked prone are made with advantage.


Multiattack.  The Wax Colossus may attack with Slam four times per round.

Macabre Visage.  All creatures that can see the Wax Colossus within 60 ft. must succeed a DC 18 Wisdom saving throw or become frightened for up to 1 minute.  A frightened creature makes their next saving throw with disadvantage if they are within line of sight of the colossus.  Otherwise, they may make a new saving throw at the start of their next turn.

Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one target.  Hit: 17 (2d10 + 6) bludgeoning damage.



IMAGE CREDIT: Ravenloft Community/Jester – Mordent; Adam Burke – Hound of the Baskervilles; Showtime – Penny Dreadful (Putney’s Family Waxworks); Knott’s Scary Farms/Crescenta Valley Weekly – Waxworks;


Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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