Raven Loft
Transcript of Raven Loft
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Ravenloft
An adventure for 5 characters of level 6.
By lance
Ravenloft
Preamble
Congratulations from Captain Kales
The adventurers are congratulated for a job well down by Captain Kales. He thanks them for a job well done
and for the service that they have offered to the Kindom of Breland. The king has been so impressed, that he
has suggested that they take on another ass ignment--one which certainly has the need for courageousadventurerers with strong bodies as well as strong minds.
Tell the PCs that the King has invited them to visi t him as his court. Here are you passes for the lightening rail.
Trip to Wroat
The trip to Wroat is uneventful, but the experience on the lightening rail m ay be the firs t for the adventurers. If
so, explain the experience with the read-ahead information at right.
Audience with the King
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The PCs arrive at the train s tation in Wroat and are greeting by on of the King's envoys. He welcomes them to
Wroat and asks for them to join him in a carriage that will take them and their belongings to the Cas tle.
After arriving at the Castle (might be able to explain it through Taint of the Black Brigade info) they are
welcomed to the King's hall where they meet with him. In the audience is also an elder statesman, the Prime
Minister of Karrnath (__need nam e)
The King makes a little small talk and then moves on to the real reason that he has invited them to Wroat. He
introduces the Prime Minister and then
Trip to Korth
On the trip to Korth the PCs are accompanied by an envoy from Karrnath
They will essentially go from Wroat to Audair cities of Passage then Fairhaven and then to the Thrane city of
Thaliost and will cross __(water)_ to the Karnnathian city of Rekkenmark where they can pick up the
lightening rail again to get to Korth
Audience with the King's Prime Minister
This is where the PCs learn of the details of their journey. The journey will take lightening rail to Atur, Vedykar.
From there you will take the road south to Vulyar where you can pick up the lightening rail again to Krona
Peak. Before getting to Krona Peak, you can exit at _____/ From there head noth to ______. In the village of
______ you will find The Weary Horse Inn. Use this as a place to rest and gather and additional information
that you can before heading into the wi ld regions of Barovia.
Journey to Barovia
The PCs will travel through several Karrnath towns before they arrive at the Mror Holds ci ty of Krona at the
base of the Ironroot Mountains. From here the PCs can dis embark and head to the hamlet of ___ where they
can set up a base of operations at The Weary Horse Inn.
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The Weary Horse Inn
The PCs will journey by land in order to get to the Weary Horse in which is located in the town of ___ abut 30 m iles from the
Gates of Barovia. There they will enter the inn and ask for accomodations in order to set up a base of operations.
They are told that they have been expected and that there is a mess age waiting for them.. Depending on the fortunes of
raveloft, give then letter A, B, C, D or E.
From here they can ask for directions or be given directions by any of the patrons of the tavern. The owner of the bar should
be a human and he s hould look at little scarred regarding giving them the letter because he knows that it may spell their doom.
The PCs should be able to perform a s pecial skill check in order to determine why he may be nervous. The owner does not
know anything more than a previous couple of Karrnath operatives recently went in to Barovia and only one came back--and
he was very sick when he returned.
Gates of Barovia
Zombie Incursion
E1. Zombie Street Ambush
Encounter 1175 XP
Level 6
Opponents 9
Carcass Eater x2
Deathlock Wight
Karrnathi Zombie Minion x6
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Carcass Eater
Small natural animate (undead)
Level 5 M inion
50 XP
HP 1 Initiative +5
AC 21; Fort 19; Ref 17; Will 15 Perception +3
Speed 6, burrow 4 darkvision
Immune disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bite (Necrotic) ♦ At-Will (basic attack)
Attack: +12 vs AC
5 necrotic damage.
Triggere d Actions
Blood Frenzy (Necrotic) ♦ At-Will
Trigger (f ree action): w hen an adjacent enemy becomes
bloodied
Attack: The carcass eater makes a melee basic attack
against the triggering creature.; +10 vs AC
1d10+4 damage..
Str : 19 (+6)
Con: 14 (+4)
Dex: 16 (+5)
Int: 4 (-1)
Wis: 12 (+3)
Cha: 5 (-1)
Alignment UnalignedOpen Grave Secrets of the Undead
Deathlock Wight
Medium natural humanoid (undead)
Level 4 Controller
175 XP
HP 54; Bloodied 27 Initiative +4
AC 18; Fort 15; Ref 16; Will 17 Perception +1
Speed 6 Darkvision
Immune disease, poison;; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Claw
(necrotic) ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +9 vs AC
Hit: 1d6 necrotic damage, and the target loses a healing
surge.
Grave Bolt (necrotic) ♦ At-Will
Attack: Ranged 20 (one creature); +7 vs Reflex
Hit: 1d6 + 8 necrotic damage, and the target is immobilized
(save ends).
Horrific Visage (fear, psychic) ♦ Recharges on 4-6
Attack: Close blast 5 (creatures in the blast); +7 vs Will
Hit: 1d6 + 6 psychic damage, and the w ight pushes the target
up to 3 squares.
Minor Actions
Reanimate (healing) ♦ Encounter
Attack: Effec t: Ranged 10 (one destroyed undead creature
of level 6 or low er that is not a minion). The target regains hit
points equal to one-half its bloodied value. It can stand up as
a free action.
Skills Arcana +10; Religion +10
Str : 10 (+2)
Con: 14 (+4)
Dex: 14 (+4)
Int: 16 (+5)
Wis: 9 (+1)
Cha: 18 (+6)
Alignment Evil
Languages Common
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H1 Keep on the Shadow fell
Karrnathi Zombie Minion
Medium natural animate (undead)
Level 11 Minion
Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
necrotic; Vulnerable 5 radiantStandard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs AC
Hit: 2d10 + 5 damage
Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs AC
Triggere d Actions
Battle Wrath ♦ At-WillTrigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.
Str : 23 (+11)
Con: 18 (+9)
Dex: 13 (+6)
Int: 11 (+5)
Wis: 18 (+9)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
E2. Zombie Street Encounter
Encounter 1350 XP
Level 6
Opponents 8
Karrnathi Zombie Minion x4
Vargouille x2
Dire Maggot x2
Karrnathi Zombie Minion Level 11 Minion
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Medium natural animate (undead) Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs AC
Hit: 2d10 + 5 damage
Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs AC
Triggere d Actions
Battle Wrath ♦ At-Will
Trigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.Str : 23 (+11)
Con: 18 (+9)
Dex: 13 (+6)
Int: 11 (+5)
Wis: 18 (+9)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
Vargouille
Small immortal magical beast
Level 2 Controller
125 XP
HP 44; Bloodied 22 Initiative +3
AC 17; Fort 16; Ref 15; Will 15 Perception +2Speed 2/fly 6 Darkvision
Standard Actions
Bite ♦ At-Will
Attack: +8 vs AC
1d6 + 4 and 5 ongoing poison save ends
Kiss ♦ At-Will
Against an immobilzed target
Attack: Melee Touch; +8 vs AC
2d8 +5 and 5 ongoing poison
Shreik ♦ Recharges on 5-6
Attack: Close Blast 3; +7 vs Will1d6 + 4 and immobilzation till next turn
Skills Stealth +8
Str : 10 (+1)
Con: 13 (+2)
Dex: 13 (+2)
Int: 5 (-2)
Wis: 12 (+2)
Cha: 8 (+0)
Alignment Evil
Languages Supernal
Tactics Vargouilles w ill lie in w ait for prey, attempting to gain
surpr ise. The first one w ill try to get as many targets as
possible in its Shriek. If a target is immoibilized the res t w ill
sw arm the target and attack w ith their Kiss.
Ravenloft
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Dire Maggot
Medium natural magical beast
Level 6 Brute
250 XP
HP 83; Bloodied 41 Initiative +7
AC 18; Fort 18; Ref 19; Will 17 Perception +3
Speed 4
Immune Disease
Traits
Swarm Attack ♦ Aura 1
5 necrotic ending turn in auraStandard Actions
Paralyzing Bite ♦ At-Will
Attack: +9 vs AC
1d6 + 3 and target is immobilized
Str : 11 (+3)
Con: 13 (+4)
Dex: 19 (+7)
Int: 1 (-2)
Wis: 11 (+3)
Cha: 6 (+1)
Alignment Unaligned
Ravenloft
E3. Zombies in town square.
Encounter 1350 XP
Level 6
Opponents 9
Karrnathi Zombie Minion x9
Ashlyn
Ashlyn is in the middle of fighting the zombies when the PCs arrive. See Ashlyn.mons ter in the Library
Karrnathi Zombie Minion
Medium natural animate (undead)
Level 11 Minion
Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs AC
Hit: 2d10 + 5 damage
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Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs AC
Triggere d Actions
Battle Wrath ♦ At-Will
Trigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.
Str : 23 (+11)
Con: 18 (+9)
Dex: 13 (+6)
Int: 11 (+5)
Wis: 18 (+9)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
E4. Bildrath's Mercantile
E5. Blood of the Vine tavern
E6. Ghoul Foray
Encounter 1300 XP
Level 6
Opponents 8
Karrnathi Zombie Minion x3
Ghast x3
Carcass Eater x2
Karrnathi Zombie Minion
Medium natural animate (undead)
Level 11 Minion
Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs AC
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Hit: 2d10 + 5 damage
Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs AC
Triggere d Actions
Battle Wrath ♦ At-Will
Trigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.
Str : 23 (+11)
Con: 18 (+9)
Dex: 13 (+6)
Int: 11 (+5)
Wis: 18 (+9)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
Ghast
Medium natural humanoid (undead)
Level 6 Brute
250 XP
HP 85; Bloodied 42 Initiative +6AC 18; Fort 18; Ref 17; Will 16 Perception +5
Speed 6 Darkvision
Immune disease, poison;; Resist 10
necrotic; Vulnerable 5 radiant
Traits
Stench of Death ♦ Aura 1
Any living creature that starts its turn w ithin the aura is
slow ed until the end of the ghast's next turn.
Standard Actions
Bite ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +11 vs ACHit: 1d12 + 6 damage, and the target is immobilized until the
end of the ghast's next turn.
Devouring Bite ♦ Recharge if the pow er misses
Attack: Melee 1 (one immobilized or unconsc ious creature);
+11 vs AC
Hit: 3d12 + 7 damage.
Rabid Claws ♦ At-Will
Attack: Melee 1 (one immobilized creature); +11 vs AC
Hit: 1d12 + 4 damage.
Triggere d Actions
Death Burs t ♦ Encounter Trigger (immediate reaction): The ghast drops to 0 hit points.
Attack: Attack (No Action): Close burst 2 (living creatures in
the burst); +9 vs Fortitude
+9 vs. Fortitude
Hit: 1d12 + 5 necrotic damage, and ongoing 5 necrotic
damage (save ends).
Skills Athletics +12; Stealth +11
Str : 19 (+7)
Con: 15 (+5)
Dex: 16 (+6)
Int: 7 (+1)
Wis: 14 (+5)
Cha: 13 (+4)
Alignment chaotic evil
Languages Common
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Madness at Gardmore Abbey
Carcass Eater
Small natural animate (undead)
Level 5 M inion
50 XP
HP 1 Initiative +5
AC 21; Fort 19; Ref 17; Will 15 Perception +3
Speed 6, burrow 4 darkvision
Immune disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bite (Necrotic) ♦ At-Will (basic attack)
Attack: +12 vs AC
5 necrotic damage.
Triggere d Actions
Blood Frenzy (Necrotic) ♦ At-Will
Trigger (f ree action): w hen an adjacent enemy becomes
bloodied
Attack: The carcass eater makes a melee basic attack
against the triggering creature.; +10 vs AC
1d10+4 damage..
Str : 19 (+6)Con: 14 (+4)
Dex: 16 (+5)Int: 4 (-1)
Wis: 12 (+3)Cha: 5 (-1)
Alignment Unaligned
Open Grave Secrets of the Undead
E7. Church
Encounter 775 XP
Level 3
Opponents 5
Karrnathi Zombie Minion x3
Deathlock Wight
Danovich
Karrnathi Zombie Minion
Medium natural animate (undead)
Level 11 Minion
Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
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necrotic; Vulnerable 5 radiant
Standard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs AC
Hit: 2d10 + 5 damage
Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs AC
Triggere d Actions
Battle Wrath ♦ At-Will
Trigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.
Str : 23 (+11)
Con: 18 (+9)
Dex: 13 (+6)
Int: 11 (+5)
Wis: 18 (+9)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
Deathlock Wight
Medium natural humanoid (undead)
Level 4 Controller
175 XP
HP 54; Bloodied 27 Initiative +4
AC 18; Fort 15; Ref 16; Will 17 Perception +1
Speed 6 Darkvision
Immune disease, poison;; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Claw (necrotic) ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +9 vs ACHit: 1d6 necrotic damage, and the target loses a healing
surge.
Grave Bolt (necrotic) ♦ At-Will
Attack: Ranged 20 (one creature); +7 vs Reflex
Hit: 1d6 + 8 necrotic damage, and the target is immobilized
(save ends).
Horrific Visage (fear, psychic) ♦ Recharges on 4-6
Attack: Close blast 5 (creatures in the blast); +7 vs Will
Hit: 1d6 + 6 psychic damage, and the w ight pushes the target
up to 3 squares.
Minor Actions
Reanimate (healing) ♦ Encounter
Attack: Effec t: Ranged 10 (one destroyed undead creature
of level 6 or low er that is not a minion). The target regains hit
points equal to one-half its bloodied value. It can stand up as
a free action.
Skills Arcana +10; Religion +10
Str : 10 (+2)
Con: 14 (+4)
Dex: 14 (+4)
Int: 16 (+5)
Wis: 9 (+1)
Cha: 18 (+6)
Alignment Evil
Languages Common
H1 Keep on the Shadow fell
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Danovich
Medium natural humanoid
Level 3 Controller
150 XP
HP 45; Bloodied 22 Initiative +0
AC 17; Fort 16; Ref 11; Will 18 Perception +4
Speed 4
Standard Actions
Unholy Staff ♦ At-Will (basic attack)
Attack: +8 vs AC
Hit: 1d8 + 6 damage, and the target loses a healing surge,and the tainted priest regains 5 hit points
Skills Bluff +7, Religion +7, Stealth +5
Str : 10 (+1)
Con: 13 (+2)
Dex: 8 (+0)
Int: 12 (+2)
Wis: 17 (+4)
Cha: 12 (+2)
Alignment Evil
Languages Common
Equipment robes, Staff Implement
Ravenloft
E7A. Church Understory
Encounter 1550 XP
Level 7
Opponents 5
Karrnathi Skeleton
Karrnathi Zombie Minion x2
Danovich
Doru--Blaspheme
Karrnathi Skeleton
Medium natural humanoid (undead)
Level 11
Skirmisher 600 XP
HP 110; Bloodied 55 Initiative +13
AC 25; Fort 23; Ref 25; Will 21 Perception +7
Speed 6 darkvision
Immune disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Scimitar (Weapon) ♦ At-Will (basic attack)
Attack: +16 vs AC
1d8+8 damage (crit 1d8 + 16), and the target is marked until
the end of the Karrnathi skeleton’s next turn.
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Eviscerating Slash (Weapon) ♦ Encounter: requires a
scimitar
Attack: +16 vs AC
3d8+6 damage (crit 1d8 + 30), and ongoing 10 damage (save
ends).
Razor Storm Strike ♦ At-Will: requires tw o scimitars
Attack: The Karrnathi skeleton makes tw o melee basic
attacks. The Karrnathi skeleton shifts 1 square before,
between, or after the attacks
Triggere d Actions
Bone Dance ♦ A t-Will: requires a sc imitar
Trigger ( immediate reaction): w hen an adjacent
Attack: The Karrnathi skeleton shifts 1 square and makes a
melee basic attack.
Str : 18 (+9)
Con: 14 (+7)
Dex: 22 (+11)
Int: 11 (+5)
Wis: 14 (+7)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment scale armor; scimitar
Eberron Campaign Setting
Karrnathi Zombie Minion
Medium natural animate (undead)
Level 11 Minion
Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs ACHit: 2d10 + 5 damage
Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs AC
Triggere d Actions
Battle Wrath ♦ At-Will
Trigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.
Str : 23 (+11)Con: 18 (+9)
Dex: 13 (+6)Int: 11 (+5)
Wis: 18 (+9)Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
Danovich
Medium natural humanoid
Level 3 Controller
150 XP
HP 45; Bloodied 22 Initiative +0
AC 17; Fort 16; Ref 11; Will 18 Perception +4
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Speed 4
Standard Actions
Unholy Staff ♦ At-Will (basic attack)
Attack: +8 vs AC
Hit: 1d8 + 6 damage, and the target loses a healing surge,
and the tainted priest regains 5 hit points
Skills Bluff +7, Religion +7, Stealth +5
Str : 10 (+1)
Con: 13 (+2)
Dex: 8 (+0)
Int: 12 (+2)
Wis: 17 (+4)
Cha: 12 (+2)
Alignment Evil
Languages Common
Equipment robes, Staff Implement
Ravenloft
Doru--Blaspheme
Medium natural animate (construct,
undead)
Level 10 Artillery
(L)
500 XP
HP 81; Bloodied 40 Initiative +8
AC 22; Fort 19; Ref 21; Will 24 Perception +9
Speed 6 Darkvision
Immune Disease; Resist 5 necrotic, 5poison; Vulnerable 5 radiant
Standard Actions
Unholy Smite ♦ At-Will (basic attack)
Attack: +15 vs AC
Hit: 2d8 + 10 necrotic damage
Unholy Ray ♦ At-Will
Attack: ranged 20; +15 vs Reflex
Hit: 1d10 + 12 necrotic damage, and the target takes a -2
penalty to attack rolls until the end of the blaspheme disciple's
next turn
Words of Undeath ♦ Recharges on 5-6 Attack: area burst 2 w ithin 20 (targets enemies); +15 vs Will
Hit: 2d6 + 12 necrotic and psychic damage. In addition,
undead allies w ithin the burst regain 5 hit points
Skills Heal +14, Religion +12
Str : 12 (+6)
Con: 15 (+7)
Dex: 16 (+8)
Int: 15 (+7)
Wis: 19 (+9)
Cha: 23 (+11)
Alignment Evil
Languages Common
Equipment vestments, Holy Symbol
Ravenloft
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E8. Cemetary
Encounter 1250 XP
Level 6
Opponents 4
Ghast x2
Gravetouched Ghoul Harpy
Inka, Plaguechanged Ghoul
Ghast
Medium natural humanoid (undead)
Level 6 Brute
250 XP
HP 85; Bloodied 42 Initiative +6
AC 18; Fort 18; Ref 17; Will 16 Perception +5
Speed 6 Darkvision
Immune disease, poison;; Resist 10
necrotic; Vulnerable 5 radiant
Traits
Stench of Death ♦ Aura 1
Any living creature that starts its turn w ithin the aura is
slow ed until the end of the ghast's next turn.
Standard Actions
Bite ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +11 vs AC
Hit: 1d12 + 6 damage, and the target is immobilized until the
end of the ghast's next turn.
Devouring Bite ♦ Recharge if the pow er misses
Attack: Melee 1 (one immobilized or unconsc ious creature);
+11 vs AC
Hit: 3d12 + 7 damage.
Rabid Claws ♦ At-Will
Attack: Melee 1 (one immobilized creature); +11 vs AC
Hit: 1d12 + 4 damage.
Triggere d Actions
Death Burs t ♦ Encounter
Trigger (immediate reaction): The ghast drops to 0 hit points.
Attack: Attack (No Action): Close burst 2 (living creatures in
the burst); +9 vs Fortitude
+9 vs. Fortitude
Hit: 1d12 + 5 necrotic damage, and ongoing 5 necrotic
damage (save ends).
Skills Athletics +12; Stealth +11
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Str : 19 (+7)
Con: 15 (+5)
Dex: 16 (+6)
Int: 7 (+1)
Wis: 14 (+5)
Cha: 13 (+4)
Alignment chaotic evil
Languages Common
Madness at Gardmore Abbey
Gravetouched Ghoul Harpy
Medium natural humanoid (undead)
Level 3 Soldier
150 XP
HP 46; Bloodied 23 Initiative +7
AC 17; Fort 15; Ref 17; Will 14 Perception +1
Speed 8, Climb 4 Darkvision
Immune Disease, poison; Resist 10
necrotic
Traits
Weakened Paralysis
Whenever the ghoul takes radiant damage, one creature
immobilized or stunned by the ghoul can make a saving throw
against one of those eff ects.
Standard Actions
Claws ♦ At-Will (basic attack)
Attack: melee 1 (one creature); +8 vs AC
Hit: 1d6 + 8 damage, and the target is immobilized (save
ends).
Captivating Song ♦ Recharges on 6
Attack: +7 vs Will
Hit: 2d10 + 8 DC 17 Will Save required or target is captivated.
A captivated PC w ill w alk to the harpy not defending iteself in
the process
Ghoulish Bite ♦ At-Will
Attack: melee 1 (one immobilized, restrained, stunned, or
unconscious creature); +8 vs AC
Hit: 1d6 + 8 damage, and the target is stunned (save ends).
Skills Stealth +10
Str : 13 (+2)
Con: 14 (+3)
Dex: 18 (+5)
Int: 9 (+0)
Wis: 10 (+1)
Cha: 11 (+1)
Alignment Chaotic Evil
Languages Common
Ravenloft
Inka, Plaguechanged Ghoul
Medium natural humanoid (undead)
Level 7 Elite Brute
600 XP
HP 180; Bloodied 90 Initiative +7
AC 19; Fort 19; Ref 19; Will 18 Perception +4
Speed 6, Climb 4
Immune Disease; Resist 5 necrotic, 5
force
Saving Throws +2 Action Points 1
Standard Actions
Claw ♦ At-Will (basic attack)
Attack: +10 vs AC
Hit: 1d10 + 13 force damage, and the target is pushed 1
Gut Maw ♦ At-Will
Attack: provokes opportunity attacks; +11 vs Reflex
Hit: 2d8 + 10 f orce damage, and the ghoul can expend a
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healing surge
Triggere d Actions
Pass ing Consumption ♦ Recharges on 5-6
Trigger ( immediate reaction): w hen missed by a melee attack
made by an adjacent attacker
Eff ect: The plaguechanged ghoul can make a gut maw attack
that doesn't provoke opportunity attacks.
Str : 17 (+6)
Con: 20 (+8)
Dex: 18 (+7)
Int: 5 (+0)
Wis: 2 (-1)
Cha: 16 (+6)
Alignment UnalignedLanguages Common
Ravenloft
E9. Zombie Infested Building
Encounter 1250 XP
Level 6
Opponents 7
Wererat x3
Karrnathi Zombie Minion x2
Dire Maggot x2
Wererat
Medium natural humanoid
(shapechanger)
Level 3
Skirmisher
150 XP
HP 48; Bloodied 24 Initiative +7
AC 17; Fort 15; Ref 16; Will 13 Perception +7
Speed 6, climb 4 (not in human form) Low -light vision
Immune filth fever
Traits
Regeneration
Regeneration 5 (if the w ererat takes damage from a silver
w eapon, its regeneration doesn't function on its next turn)
Combat Advantage
Attack: The w ererat deals an extra 1d6 damage on melee
attacks against any target it has combat advantage against.
Standard Actions
Bite (Disease) ♦ At-Will (basic attack)
Attack: +8 vs AC
1d4+2 damage, and the target takes ongoing 2 damage (save
ends) and contracts f ilth fever.
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Short Sword (Weapon) ♦ At-Will (basic attack)
Attack: +8 vs AC
1d6+4 damage.
Minor Actions
Change Shape (Polymorph) ♦ At-Will
A w ererat can alter its physical form to appear as a dire rat
or a unique human. It loses its bite attack in human form.
Skills Bluff +6; Stealth +10; Streetw ise +6; Thievery +10
Str : 10 (+1)
Con: 16 (+4)
Dex: 18 (+5)
Int: 10 (+1)
Wis: 12 (+2)
Cha: 11 (+1)
Alignment Evil
Languages Common
Equipment cloak, short sw ord
FR1 Scepter Tow er of Spellgard
Karrnathi Zombie Minion
Medium natural animate (undead)
Level 11 Minion
Brute
150 XP
HP 1 Initiative +6
AC 23; Fort 25; Ref 21; Will 23 Perception +9
Speed 5 Darkvision
Immune Disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Bastard Sword ♦ At-Will (basic attack)
Attack: +14 vs AC
Hit: 2d10 + 5 damage
Driving Ass ault ♦ At-Will
Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2
squares, and the target is knocked prone. Miss: The
Karrnathi zombie makes a melee basic attack against an
enemy adjacent to it other than the original target; +14 vs ACTriggere d Actions
Battle Wrath ♦ At-Will
Trigger (immediate reaction): w hen hit by a melee attack
Attack: Effec t: The Karrnathi zombie makes a melee basic
attack against an adjacent enemy.
Str : 23 (+11)
Con: 18 (+9)
Dex: 13 (+6)
Int: 11 (+5)
Wis: 18 (+9)
Cha: 8 (+4)
Alignment Evil
Languages Common
Equipment Plate Armor, Heavy Shield, Bastard sw ord
Ravenloft
Dire Maggot
Medium natural magical beast
Level 6 Brute
250 XP
HP 83; Bloodied 41 Initiative +7
AC 18; Fort 18; Ref 19; Will 17 Perception +3
Speed 4
Immune Disease
Traits
Swarm Attack ♦ Aura 1
5 necrotic ending turn in aura
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Standard Actions
Paralyzing Bite ♦ At-Will
Attack: +9 vs AC
1d6 + 3 and target is immobilized
Str : 11 (+3)
Con: 13 (+4)
Dex: 19 (+7)
Int: 1 (-2)
Wis: 11 (+3)
Cha: 6 (+1)
Alignment Unaligned
Ravenloft
E10. Mad Mary's Townhouse
E11. Burgomaster's Home
The Lands of Barovia
C1. Elf Ambush
Encounter 1250 XP
Level 6
Opponents 4
Werew olf x3
Wraith
Werewolf
Medium natural humanoid
(shapechanger)
Level 8 Brute
350 XP
HP 108; Bloodied 54 Initiative +7
AC 20; Fort 20; Ref 19; Will 18 Perception +6
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Speed 6 (8 in w olf form) low -light vision
Immune moon frenzy
Traits
Regeneration
Regeneration 5 (if the w erew olf takes damage from a silver
w eapon, its regeneration doesn’t function on its next turn)
Blood Rage
Attack: The w erew olf’s melee attacks deal 4 extra
damage against a bloodied target.
Standard Actions
Bite (Disease) ♦ At-Will (basic attack)
Attack: +12 vs AC
1d6+4 damage, and the target takes ongoing 5 damage (save
ends) and contracts moon f renzy.
Greatclub (Weapon) ♦ At-Will (basic attack)
Attack: +12 vs AC
2d4+4 damage.
Minor Actions
Change Shape (Polymorph) ♦ At-Will
A w erew olf can alter its phys ical form to appear as a gray
w olf or a unique human. It cannot use its bite attack in human
form and cannot make greatclub attacks in w olf form.
Skills Bluff +9, Insight +11, Intimidate +9, Nature +11
Str : 19 (+8)
Con: 18 (+8)
Dex: 16 (+7)
Int: 10 (+4)
Wis: 14 (+6)
Cha: 11 (+4)
Alignment Evil
Languages Common
Equipment greatclub; leather armor
Wraith
Medium shadow humanoid (undead)
Level 5 Lurke r
200 XP
HP 37; Bloodied 18 Initiative +10AC 16; Fort 13; Ref 16; Will 14 Perception +2
Speed 0, Fly (hover); phas ing 6 darkv is ion
Immune Disease, poison; Resist
insubstantial, 10 necrotic; Vulnerable
Radiant 5 (see also regeneration above)
Traits
Regeneration
Regeneration 5 (if the w raith takes radiant damage,
regeneration is negated until the end of the w raith’s next
turn)
Combat Advantage (Necrotic)
The wraith deals an extra 1d6 necrotic damage against any
target it has combat advantage against.
Spawn Wraith
Any humanoid killed by a w raith rises as a free-w illed w raith
at the start of its creator’s next turn, appearing in the space
w here it died (or in the nearest unoccupied space). Raising
the slain creature (using the raise dead ritual) does not
destroy the spaw ned w raith.
Standard Actions
Shadow Touch (Necrotic) ♦ At-Will (basic attack)
Attack: Melee; +8 vs Reflex
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Hit: 1d6 + 4 necrotic damage, and the target is w eakened
(save ends)
Move Actions
Shadow Glide ♦ Encounter
Attack: Melee
Eff ect: The w raith shifts 6 squares.
Skills Stealth +11
Str : 4 (-1)
Con: 13 (+3)
Dex: 18 (+6)
Int: 6 (+0)
Wis: 10 (+2)
Cha: 15 (+4)
Alignment Chaotic Evil
Languages Common
Tactics A w raith uses hit-and-run tactics and flanking to
gain combat advantage, phasing through w alls, doors, and
other obstacles to break line of s ight. When bloodied, the
w raith flees, only to return after it has regenerated most or
all of its damage.
D1. Bloodmotes
Encounter 1150 XP
Level 6Opponents 3
Griefmote Cloud
Shambling Mound x2
Griefmote Cloud
Medium shadow magical beast (undead,
sw arm)
Level 8 Lurke r
350 XP
HP 65; Bloodied 32 Initiative +13
AC 22; Fort 18; Ref 22; Will 20 Perception +12
Speed 0, Fly (hover) 4 darkvision
Immune Disease, poison; Resist
insubstantial, 10 cold; Vulnerable
against 10 close and area attacks
Traits
Cold Spot (Cold)
aura [[x]]; each enemy that starts its turn w ithin the aura
takes [[x]] cold damage
Standard Actions
Chilling Assault (Cold, Necrotic) ♦ At-Will (basic attack)
Attack: Melee; +11 vs Fortitude
Hit: 1d8 + 5 necrotic damage, and the target gains vulnerable
5 cold (save ends)
Feast of Sorrow s (Cold, Necrotic) ♦ Recharges on 6
Attack: Close burst 2; +11 vs Fortitude
Hit: 1d6 + 5 necrotic damage plus 1d8 cold damage, and the
target gains vulnerable 5 necrotic (save ends)
Minor Actions
Invisibility (Illusion) ♦ At-Will
Attack: Melee
Eff ect: The griefmote cloud becomes invisible until the end of
its next turn or until it attacks.
Skills Stealth +14
Str : 5 (+1) Dex: 21 (+9) Wis: 16 (+7)
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Con: 11 (+4) Int: 4 (+1) Cha: 11 (+4)
Alignment Evil
Shambling Mound
Large natural animate (plant)
Level 9 Brute
400 XP
HP 120; Bloodied 60 Initiative +5
AC 21; Fort 23; Ref 18; Will 17 Perception +4
Speed 4 darkvision
Immune lightning
Traits
Regeneration
Regeneration 5
Standard Actions
Tendrils ♦ At-Will (basic attack)
Attack: Reach 2; +12 vs AC
Hit: 1d8 + 6 damage
Enveloping Double Attack (Healing) ♦ At-Will
Attack: Melee
Eff ect: The shambling mound makes tw o basic attacks. If
both attacks hit the same Medium or smaller target, the
shambling mound makes a secondary attack against the
target.
Triggere d Actions
Lightning Affinity (Healing) ♦ Encounter
Attack: Melee
Effect: The shambling mound regains 10 hit points.
Skills Stealth +10
Str : 22 (+10)
Con: 20 (+9)
Dex: 12 (+5)
Int: 5 (+1)
Wis: 10 (+4)
Cha: 10 (+4)
Alignment Unaligned
Tactics A shambling mound is a straightforw ard combatant
that tries to envelop and devour its enemies.
F. The Crossroads
Encounter 1425 XP
Level 7
Opponents 7
Sir Urik, Human Paladin
Sir Urik's Raven
Murk x5
Sir Urik, Human Paladin Medium natural humanoid (human)
Level 7 Soldier 300 XP
HP 73; Bloodied 36 Initiative +7
AC 21; Fort 23; Ref 21; Will 23 Perception +5
Speed 6
Standard Actions
Greatsword (Weapon) ♦ At-Will (basic attack)
Attack: Melee; +12 vs AC
Hit: 1d12 + 8 damage (plus and additional 2d12 damage on a
critical hit)
Holy Strike (Divine, Radiant, Weapon) ♦ At-Will
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Attack: Melee; +12 vs AC
Hit: 1d12 + 8 radiant damage. If Jaryn marked the target, he
deals an additional 3 damage
Second Wind (Healing) ♦ Encounter
Attack: Melee
Effect: Jaryn spends a healing surge and regains 41 hit
points. He gains a +2 bonus to all defenses until the start of
his next turn.
Thunder Smite (Divine, Thunder, Weapon) ♦ Recharges
on 6 Attack: Melee; +12 vs AC
Hit: 2d12 + 8 thunder damage, and the target is knocked
prone. Can score a critical hit against a marked enemy on a
roll of 19-20
Valiant Strike (Divine, Weapon) ♦ At-Will
Attack: Melee; +12 vs AC
Hit: 1d12 + 8 radiant damage; Jaryn gains a bonus to the
attack roll equal to +1 per enemy adjacent to him
Minor Actions
Divine Challenge (Divine, Radiant) ♦ At-Will
Attack: Close burst 5 (targets one creature); +14 vs AC
Eff ect: the target is marked until Jaryn uses this pow er
against another target. If the target makes an attack that
doesn’t include Jaryn as a target, the target takes a -2
penalty to attack rolls and 6 radiant damage.
Divine Strength (Divine) ♦ Encounter
Attack: Melee
Effect: Jaryn applies his Strength bonus (+5) as extra
damage on his next attack this turn.
Triggere d Actions
Bane's Rebuke ♦ Encounter
Attack: Melee
Eff ect: When Jaryn is hit by a melee attack, he makes a basic
attack.
Str : 19 (+7)
Con: 9 (+2)
Dex: 10 (+3)
Int: 12 (+4)
Wis: 15 (+5)
Cha: 11 (+3)
Alignment Evil
Languages Common, Supernal
Sir Urik's Raven
Medium natural beast (sw arm)
Level 2
Skirmisher
125 XP
HP 34; Bloodied 17 Initiative +6
AC 16; Fort 12; Ref 14; Will 13 Perception +8
Speed 0, Fly 6 low -light visionTraits
Swarm Attack ♦ Aura 1
Standard Actions
Beaks and Talons ♦ At-Will (basic attack)
Attack: Melee; +7 vs A C
Hit: 2d4 + 4 damage
Feasting Ravens ♦ At-Will
Attack: The raven sw arm shif ts up to its speed, can shift
through squares occupied by enemies, and makes the
follow ing attack once against each enemy w hose square it
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enters; +5 vs AC
Hit: 1d4 + 4 damage
Move Actions
Blur of Black ♦ At-Will
Attack: Melee
Eff ect: The raven sw arm moves up to its speed, and can
move through squares occupied by enemies.
Str : 12 (+2)
Con: 10 (+1)
Dex: 16 (+4)
Int: 2 (-3)
Wis: 14 (+3)
Cha: 10 (+1)
Alignment Unaligned
Murk
Medium shadow humanoid (undead)
Level 5 Lurke r
200 XP
HP 37; Bloodied 18 Initiative +10
AC 16; Fort 13; Ref 16; Will 14 Perception +2
Speed 0, Fly (hover); phas ing 6 darkv is ion
Immune Disease, Weapon, poison;
Resist insubstantial, 10 necrotic;
Vulnerable Radiant 5 (see also
regeneration above)
Traits
Regeneration
Regeneration 5 (if the w raith takes radiant damage,
regeneration is negated until the end of the w raith’s next
turn)
Wisdom Damage
The touch of a Murk deals 1d6 Wisdom damage to a living
foe. Any humanoid reduced to 0 Wisdom points loses 1 level.
Fort DC 12 to remove the effect in 24 hours. The Murk gains
5 THP.
Standard Actions
Widom Drain (Necrotic) ♦ At-Will (basic attack)
Attack: Melee; +8 vs ReflexHit: 1d6 + -1 w idom damage. See traits.
Move Actions
Shadow Glide ♦ Encounter
Attack: Melee
Eff ect: The w raith shifts 6 squares.
Skills Stealth +11
Str : 4 (-1)
Con: 13 (+3)
Dex: 18 (+6)
Int: 6 (+0)
Wis: 10 (+2)
Cha: 15 (+4)
Alignment Chaotic Evil
Languages Common
Tactics Murks appear to be w avering silhouettes of humanoid creatures w ith the merest suggestion of eyes.
Murks like to flank if possible. Murks are immune to non-
magical attacks and they have a 50% chance of ignorning all
damage from a corporeal source.
G1. Madam Eva's Reading
H1. Tser Falls Approach
Encounter 1400 XP
Level 7
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Opponents 4
Dire Wolf
Worg x3
Dire Wolf
Large natural beast
Level 5
Skirmisher
200 XP
HP 67; Bloodied 33 Initiative +7
AC 19; Fort 18; Ref 17; Will 16 Perception +4
Speed 8 low -light vision
Traits
Combat Advantage
The dire w olf gains combat advantage against a target that
has one or more of the dire w olf’s allies adjacent to it. If the
dire w olf has combat advantage against the target, the target
is also knocked prone on a hit.
Standard Actions
Bite ♦ At-Will (basic attack)
Attack: +10 vs AC
1d8+4 damage, or 2d8+4 damage against a prone target.
Pack Hunter (Mount) ♦ At-Will: w hile mounted by a f riendlyrider of 5th level or higher
The dire w olf’s r ider gains combat advantage against an
enemy if it has at least one ally other than its mount adjacent
to the target.
Str : 19 (+6)
Con: 19 (+6)
Dex: 16 (+5)
Int: 5 (-1)
Wis: 14 (+4)
Cha: 11 (+2)
Alignment Unaligned
Worg
Large natural beast
Level 9 Brute
400 XP
HP 120; Bloodied 60 Initiative +7
AC 20; Fort 20; Ref 18; Will 18 Perception +4Speed 8 darkvision
Traits
Frightful Growl ♦ Aura 3
; enemies in the aura take a -1 penalty to attack rolls, and
allies in the aura gain a +1 power bonus to attack rolls.
Standard Actions
Bite ♦ At-Will (basic attack)
Attack: +12 vs AC
2d6+5 damage, and ongoing 5 damage (save ends).
Skills Stealth +12
Str : 21 (+9)
Con: 20 (+9)
Dex: 17 (+7)
Int: 7 (+2)
Wis: 10 (+4)
Cha: 16 (+7)
Alignment Chaotic evil
Languages Abyssal
I1. The Ecaterine Husk
Encounter 1200 XP
Level 6
Opponents 1
Grimlock Dark Caller
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Grimlock Dark Caller
Medium natural humanoid (blind)
Level 15
Controller
1200 XP
HP 148; Bloodied 74 Initiative +10
AC 29; Fort 27; Ref 26; Will 28 Perception +13
Speed 6 blindsight 10
Immune gaze
Standard Actions
Staff (Weapon) ♦ At-Will (basic attack)
Attack: +20 vs AC
2d8+6 damage.
Endless Dark (Implement, Psychic) ♦ At-Will
Attack: Ranged 10; +19 vs Fortitude
1d10+5 psychic damage, and the target cannot see more
than 1 square away (save ends).
Shadow Sw arm (Necrotic, Zone) ♦ Recharges on 5-6
Attack: Area burst 1 w ithin 10 squares; +19 vs Will
2d8+5 the burst becomes a zone shadow sw arms that lasts
until the end of the dark caller’s next turn. A creature w ithin
in the zone is blinded until it leaves the zone.
Minor Actions
Call of Darkness ♦ Encounter
Attack: Close burst 10
all sources of light w ithin the burst are extinguished.
Skills Arcana +13, Religion +13
Str : 19 (+11)
Con: 20 (+12)
Dex: 17 (+10)
Int: 13 (+8)
Wis: 23 (+13)
Cha: 14 (+9)
Alignment Evil
Languages Common, Deep Speech
Equipment hide armor
C2. Werewolf Attack
Encounter 1500 XP
Level 7
Opponents 6
Vampire Spaw n x2
Werew olf x4
Vampire Spawn
Medium natural humanoid (undead)
Level 5 M inion
50 XP
HP 1 Initiative +6
AC 20; Fort 17; Ref 18; Will 17 Perception +3
Speed 7, c limb 4 (spider c limb) darkvision
Immune disease, poison; Resist 5
necrotic
Traits
Destroyed by Sunlight
A vampire spaw n that begins its turn in direct sunlight can
take only a single move action on its turn. If it ends the turn in
direct sunlight, it burns to ash and is destroyed.
Standard Actions
Claws (Necrotic) ♦ At-Will (basic attack)
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Attack: +11 vs AC
5 necrotic damage (6 necrotic damage against a bloodied
target).
Str : 14 (+4)
Con: 14 (+4)
Dex: 16 (+5)
Int: 10 (+2)
Wis: 12 (+3)
Cha: 14 (+4)
Alignment Evil
Languages Common
Werewolf
Medium natural humanoid(shapechanger)
Level 8 Brute
350 XP
HP 108; Bloodied 54 Initiative +7
AC 20; Fort 20; Ref 19; Will 18 Perception +6
Speed 6 (8 in w olf form) low -light vision
Immune moon frenzy
Traits
Regeneration
Regeneration 5 (if the w erew olf takes damage from a silver
w eapon, its regeneration doesn’t function on its next turn)
Blood Rage
Attack: The w erew olf’s melee attacks deal 4 extradamage against a bloodied target.
Standard Actions
Bite (Disease) ♦ At-Will (basic attack)
Attack: +12 vs AC
1d6+4 damage, and the target takes ongoing 5 damage (save
ends) and contracts moon f renzy.
Greatclub (Weapon) ♦ At-Will (basic attack)
Attack: +12 vs AC
2d4+4 damage.
Minor Actions
Change Shape (Polymorph) ♦ At-Will A w erew olf can alter its phys ical form to appear as a gray
w olf or a unique human. It cannot use its bite attack in human
form and cannot make greatclub attacks in w olf form.
Skills Bluff +9, Insight +11, Intimidate +9, Nature +11
Str : 19 (+8)
Con: 18 (+8)
Dex: 16 (+7)
Int: 10 (+4)
Wis: 14 (+6)
Cha: 11 (+4)
Alignment Evil
Languages Common
Equipment greatclub; leather armor
D2. The Swamp Fane
Encounter 1225 XP
Level 6
Opponents 5
Sodden Ghoul x3
Griefmote Cloud x2
Sodden Ghoul
Medium natural humanoid (aquatic,
undead)
Level 4 Soldier
175 XP
HP 53; Bloodied 26 Initiative +7
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AC 20; Fort 16; Ref 17; Will 15 Perception +2
Speed 6, climb 4, sw im 8 darkvision
Immune disease, poison; Resist 10
necrotic; Vulnerable 5 radiant
Standard Actions
Claw ♦ At-Will (basic attack)
Attack: +11 vs AC
Requires a free hand; 1d6+6 damage, and the target is
grabbed .
Lacedon Bite ♦ At-Will
Attack: +11 vs AC
Targets a creature grabbed by the sodden ghoul; 1d10+6
damage, and the target is dazed (save ends).
Rending Pounce ♦ Recharges on 4-6
The sodden ghoul makes tw o claw attacks, each at a -2
penalty to the attack roll. If both attacks hit the same target,
the target is grabbed, and it takes ongoing 5 damage (save
ends)..
Skills Athletics +9, Stealth +10
Str : 17 (+5)
Con: 13 (+3)
Dex: 18 (+6)
Int: 9 (+1)
Wis: 11 (+2)
Cha: 12 (+3)
Alignment Chaotic evil
Languages Common
Griefmote Cloud
Medium shadow magical beast (undead,
sw arm)
Level 8 Lurke r
350 XP
HP 65; Bloodied 32 Initiative +13
AC 22; Fort 18; Ref 22; Will 20 Perception +12
Speed 0, Fly (hover) 4 darkvision
Immune Disease, poison; Resist
insubstantial, 10 cold; Vulnerable
against 10 close and area attacksTraits
Cold Spot (Cold)
aura [[x]]; each enemy that starts its turn w ithin the aura
takes [[x]] cold damage
Standard Actions
Chilling Assault (Cold, Necrotic) ♦ At-Will (basic attack)
Attack: Melee; +11 vs Fortitude
Hit: 1d8 + 5 necrotic damage, and the target gains vulnerable
5 cold (save ends)
Feast of Sorrow s (Cold, Necrotic) ♦ Recharges on 6
Attack: Close burst 2; +11 vs FortitudeHit: 1d6 + 5 necrotic damage plus 1d8 cold damage, and the
target gains vulnerable 5 necrotic (save ends)
Minor Actions
Invisibility (Illusion) ♦ At-Will
Attack: Melee
Eff ect: The griefmote cloud becomes invisible until the end of
its next turn or until it attacks.
Skills Stealth +14
Str : 5 (+1)
Con: 11 (+4)
Dex: 21 (+9)
Int: 4 (+1)
Wis: 16 (+7)
Cha: 11 (+4)
Alignment Evil
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G2. Tser Pool Encampment
Encounter 1325 XP
Level 6
Opponents 7
Madam Eva, Bog Hag
Halfling Vistani x3
Vistani x3
Madam Eva, Bog Hag
Medium fey humanoid (aquatic)
Level 10
Skirmisher
500 XP
HP 103; Bloodied 51 Initiative +11
AC 24; Fort 23; Ref 22; Will 21 Perception +7
Speed 8, Sw im 8 low -light vision
Traits
Evasive Charge
Grusildith shifts 2 squares after charging.
Misty Step
When an enemy cursed by Grusildith drops to 0 hit points or few er, she can teleport 5 squares as a f ree action.
Standard Actions
Claw ♦ At-Will
Attack: Melee; +15 vs AC
Hit: 1d8 + 6 damage
Hag's Hex (Psychic) ♦ At-Will
Attack: Ranged 10; +12 vs Reflex
Hit: 1d10 + 3 psychic damage
Rending Claws ♦ At-Will
Attack: Melee
Eff ect: Grusildith makes tw o claw attacks against the sametarget; if both claw s hit, she deals 5 extra damage to the
target.
Minor Actions
Change Shape (Polymorph) ♦ At-Will
Attack: Melee
Effect: A bog hag can alter its physical form to appear as a
beautiful young female elf, half-elf, eladrin, or human (see
Change Shape, Monster Manual, page 280).
Hag's Curse ♦ At-Will
Attack: (Targets the nearest enemy to Grusildrith that she
can see)
Effect: the target is cursed until the end of the encounter or until it drops to 0 hit points or f ew er. Grusildrith deals 1d6
extra
damage to a creature cursed by her
Skills Intimidate +13, Nature +12, Stealth +14
Str : 22 (+11)
Con: 19 (+9)
Dex: 18 (+9)
Int: 12 (+6)
Wis: 15 (+7)
Cha: 16 (+8)
Alignment Evil
Languages Common, Elven
Halfling Vistani
Small natural humanoid
Level 2
Skirmisher
125 XP
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HP 36; Bloodied 18 Initiative +8
AC 17; Fort 13; Ref 17; Will 13 Perception +2
Speed 12, Climb 6 low -light vision
Traits
First Strike
At the start of an encounter, a quickling rogue has combat
advantage against any creatures that have not yet acted.
Sneak Attack
A quickling rogue deals an extra 2d6 damage against anyenemy it has combat advantage against.
Standard Actions
Short Sword (Weapon) ♦ At-Will (basic attack)
Attack: Melee; +7 vs A C
Hit: 1d6 + 4 damage
Knockout (Weapon) ♦ Recharges on 6
Attack: Melee; +5 vs Fortitude
Hit: 2d6 + 5 damage, and the target is knocked unconscious
(save ends). If the unconscious target takes any damage, it
is no longer unconscious.
Miss: Half damage, and the target is dazed until the end of
the quickling rogue's next turn
Rogue Strike (Weapon) ♦ At-Will
Attack: Melee
Eff ect: The quickling rogue moves its speed. At any tw o
points during its move, the quickling rogue makes a short
sw ord attack. The quickling cannot use this power w hile
immobilized or slow ed.
Minor Actions
Maintain Mobility ♦ Recharges on 6
Attack: Melee
Effect: An immobilized quickling rogue is no longer
immobilized.
Skills Acrobatics +16, Bluff +4, Stealth +11, Thievery +11
Str : 5 (-2)
Con: 12 (+2)
Dex: 20 (+6)
Int: 10 (+1)
Wis: 13 (+2)
Cha: 6 (-1)
Alignment Evil
Languages Common, Giant
Equipment Short sw ord, Leather Armor
Vistani
Medium natural humanoid
Level 3
Skirmisher
150 XP
HP 44; Bloodied 22 Initiative +8
AC 18; Fort 14; Ref 18; Will 14 Perception +2Speed 12, Climb 6 low -light vision
Traits
First Strike
At the start of an encounter, a quickling rogue has combat
advantage against any creatures that have not yet acted.
Sneak Attack
A quickling rogue deals an extra 2d6 damage against any
enemy it has combat advantage against.
Standard Actions
Short Sword (Weapon) ♦ At-Will (basic attack)
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Attack: Melee; +8 vs A C
Hit: 1d6 + 4 damage
Knockout (Weapon) ♦ Recharges on 5-6
Attack: Melee; +6 vs Fortitude
Hit: 2d6 + 6 damage, and the target is knocked unconscious
(save ends). If the unconscious target takes any damage, it
is no longer unconscious.
Miss: Half damage, and the target is dazed until the end of
the quickling rogue's next turn
Rogue Strike(Weapon) ♦ At-Will
Attack: Melee
Eff ect: The quickling rogue moves its speed. At any tw o
points during its move, the quickling rogue makes a short
sw ord attack. The quickling cannot use this power w hile
immobilized or slow ed.
Minor Actions
Maintain Mobility ♦ Recharges on 6
Attack: Melee
Effect: An immobilized quickling rogue is no longer
immobilized.
Skills Acrobatics +16, Bluff +4, Stealth +11, Thievery +11
Str : 5 (-2)Con: 12 (+2)
Dex: 20 (+6)Int: 10 (+1)
Wis: 13 (+2)Cha: 6 (-1)
Alignment Evil
Languages Common, Giant
Equipment Short sw ord, Leather Armor
H2. Varikov's Cave
Encounter 1125 XP
Level 5
Opponents 2
Farkash, Varikov's Wolf Companion
Varikov, Ranger
Farkash, V arikov's Wolf Com panion
Medium natural beast
Level 2
Skirmisher
125 XP
HP 38; Bloodied 19 Initiative +5
AC 16; Fort 14; Ref 14; Will 13 Perception +7
Speed 8 low -light vision
Standard Actions
Bite ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +7 vs ACHit: 1d6 + 2 damage. If the w olf has combat advantage
against the target, the target falls prone. A prone target takes
1d6 extra damage from this attack.
Str : 13 (+2)
Con: 14 (+3)
Dex: 14 (+3)
Int: 2 (-3)
Wis: 13 (+2)
Cha: 10 (+1)
Alignment Unaligned
Tactics Gray w olves w ork together to take down an enemy,
usually focusing on the w eakest in a group. They f lank prey
so that successful bite attacks knock the victim prone,
allowing other w olves to deal greater damage.
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Varikov, Ranger
Medium natural humanoid (dw arf )
Level 10 Elite
Skirmisher
1000 XP
HP 208; Bloodied 104 Initiative +9
AC 24; Fort 20; Ref 23; Will 23 Perception +9
Speed 6
Saving Throws +2 Action Points 1
Standard Actions
Axe (Weapon) ♦ At-Will (basic attack)
Attack: Melee; +15 vs AC
Hit: 1d8 + 8 damage
Crossbow (Weapon) ♦ At-Will (basic attack)
Attack: Ranged 15/30; +15 vs AC
Hit: 1d8 + 8 damage
Nimble Strike (Weapon) ♦ At-Will
Attack: Ranged 15/30; +15 vs AC
Hit: 1d8 + 8 damage; Varikov shifts 1 before or after the
attack
Minor Actions
Hunter's Quarry ♦ At-Will
Attack: Melee
Effect: Varikov can designate the enemy nearest to him
asFarkash's. Once per round,Farkash attacks w ith his
initiative. This effect remains active until the end of the
encounter, until the quarry is defeated, or until he designates
a different target as his quarry.
Skills Endurance +13, Nature +14
Str : 15 (+7)
Con: 16 (+8)
Dex: 18 (+9)
Int: 13 (+6)
Wis: 18 (+9)
Cha: 12 (+6)
Alignment Unaligned
Languages Common, Dwarven
Equipment Spear, Greataxe
I2. The Mountain Fane
Encounter 1200 XP
Level 6
Opponents 3
Baba Zeleena, Pact Hag
Bloodseep Demon x2
Baba Zeleena, Pact Hag
Medium fey humanoid
Level 11
Controller (L)
600 XP
HP 115; Bloodied 57 Initiative +7
AC 25; Fort 23; Ref 23; Will 24 Perception +15
Speed 6 low -light vision
Traits
Pact of Obedience ♦ Aura 5
Standard Actions
Compelling Staff (Charm, Weapon) ♦ At-Will (basic
attack)
Attack: Melee 1 (one creature); +16 vs AC
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Hit: 1d6 + 5 damage, and the target makes a melee basic
attack as a free action against a creature of the hag’s
choice.
Pact of Com pelled Alliance (Charm) ♦ At-Will (basic
attack)
Attack: Ranged 10 (one creature); +14 vs Will
Hit: The target is dominated until the end of the hag’s next
turn.
Pact of Choked Aggression (Charm, Psychic) ♦
Recharges on 6 Attack: Ranged 10 (one creature); +14 vs Will
Hit: The target is affected by a pact of choked aggression
until the end of the encounter or until the hag or one of its
allies attacks the target. While affected by the pact, the target
takes 10 psychic damage the first time it hits a creature
during each of its turns.
Pact of Shared Agony (Psychic) ♦ Recharges on 6
Attack: Ranged 10 (one creature); +14 vs Fortitude
Hit: Until the end of the encounter, w hile the target is w ithin
10 squares of the hag, the target takes 10 psychic damage
w henever the hag takes damage.
Skills Arcana +14; Bluff +13; Diplomacy +13; Insight +15
Str : 12 (+6)
Con: 19 (+9)
Dex: 14 (+7)
Int: 19 (+9)
Wis: 21 (+10)
Cha: 16 (+8)
Alignment Unaligned
Languages Common, Elven, Giant
Equipment Staff Implement
Tactics A pact hag prefers negotiation to violence, though
usually such negotiation favors the hag. A pact hag relies on
its monstrous servants to do the fighting. It often has a few
beasts that it keeps as pets, or a group of ogres, trolls, and
other brutish slaves that it has bent to its w ill.
Bloodseep Dem on Medium elemental humanoid (demon) Level 7Skirm isher (L)
300 XP
HP 79; Bloodied 39 Initiative +9
AC 21; Fort 18; Ref 20; Will 19 Perception +3
Speed 7, teleport 3 darkvision
Resist 10 variable (1/encounter)
Traits
Weeping Poison ♦ Aura 2
; each enemy that starts its turn w ithin the aura takes 5
poison damage. While the Bloodseep Demon is bloodied, any
demon that starts its turn w ithin the aura regains 5 hit points.
Standard Actions
Claw (Poison) ♦ At-Will (basic attack)
Attack: +12 vs AC
2d4+5 damage, and ongoing 5 poison damage (save ends).
Poison Portal Strike (Teleportation) ♦ Recharges on 4-6
The bloodseep demon teleports 5 squares and makes a c law
attack. If the attack hits, the bloodseep demon teleports 5
squares..
Minor Actions
Poison Blast (Healing, Poison) ♦ Encounter
Attack: Close blast 5; +10 vs Fortitude
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targets enemies; 1d4+5 poison damage. Effect: Each demon
in the blast regains 1d4+5 hit points.
Str : 15 (+5)
Con: 15 (+5)
Dex: 19 (+7)
Int: 11 (+3)
Wis: 11 (+3)
Cha: 17 (+6)
Alignment Chaotic evil
Languages Abyssal, Common
C3. Nymph Hideaway
Encounter 1550 XP
Level 7
Opponents 4
Valacia, Wood Nymph
Werew olf x3
Valacia, Wood Nymph
Medium fey humanoid
Level 10 Soldier
500 XP
HP 104; Bloodied 52 Initiative +10
AC 26; Fort 21; Ref 21; Will 24 Perception +13
Speed 6 low -light vision
Traits
Regeneration (healing)
Whenever the w ood nymph has at least 1 hit point and starts
its turn adjacent to or w ithin its tree, it regains 5 hit points.
Treebound
Each w ood nymph is bound to a tree that occupies 1 square.
The w ood nymph can enter this square and has superior
cover w hile there. In addition, the wood nymph treats the
tree as an ally for the purpose of flanking.
Standard Actions
Wooden Hands ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +15 vs ACHit: 3d8 + 5 damage, and the target is slow ed until the end of
the nymph’s next turn.
Lonely Keening (Charm, Psychic) ♦ Encounter
Attack: Ranged 20 (one creature); +15 vs Will
Hit: 2d8 + 9 psychic damage.
Eff ect: Until the end of the encounter or until the nymph drops
to 0 hit points, the target is marked and takes 5 damage at the
end of any turn in w hich it is not either adjacent to the nymph
or closer to the nymph than when it began its turn.
Trapped in the Wood (Teleportation) ♦ Recharges on 6
Attack: Melee 1 (one creature); +13 vs Reflex
Hit: The nymph teleports the target 6 squares to the squarecontaining the nymph’s tree, and the target is removed f rom
play (save ends). When the effect ends, the target appears
in an unoccupied square of its choice adjacent to the tree.
Effect: The nymph teleports 8 squares to a square adjacent
to its tree.
Minor Actions
Tree Home (Teleportation) ♦ At-Will
Attack: Melee
Effect: The nymph teleports to a square adjacent to its tree.
Skills Diplomacy +15; Insight +13; Nature +13
Str : 18 (+9) Dex: 17 (+8) Wis: 16 (+8)
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Con: 16 (+8) Int: 18 (+9) Cha: 21 (+10)
Alignment Unaligned
Languages Common, Elven
Tactics Woodcutters talk in fearful tones about the time they
angered a w ood nymph. The w orkers’ f aces drain of color,
and their eyes grow large. They say the forest’s trees came
to life, beating at them w ith massive limbs w hile gouging eyes
and skin. They tell how the nymph embraced one of them,
and both then disappeared into a tree, never to reappear.
On winter nights, the w oodcutters raise a toast to their
comrade’s empty seat and tell each other that perhaps
somew here he survives, trapped in the w ood w ith the lonely
nymph.
Werewolf
Medium natural humanoid
(shapechanger)
Level 8 Brute
350 XP
HP 108; Bloodied 54 Initiative +7
AC 20; Fort 20; Ref 19; Will 18 Perception +6
Speed 6 (8 in w olf form) low -light vision
Immune moon frenzy
Traits
Regeneration
Regeneration 5 (if the w erew olf takes damage from a silver
w eapon, its regeneration doesn’t function on its next turn)
Blood Rage
Attack: The w erew olf’s melee attacks deal 4 extra
damage against a bloodied target.
Standard Actions
Bite (Disease) ♦ At-Will (basic attack)
Attack: +12 vs AC
1d6+4 damage, and the target takes ongoing 5 damage (save
ends) and contracts moon f renzy.
Greatclub (Weapon) ♦ At-Will (basic attack)
Attack: +12 vs AC
2d4+4 damage.
Minor Actions
Change Shape (Polymorph) ♦ At-Will
A w erew olf can alter its phys ical form to appear as a gray
w olf or a unique human. It cannot use its bite attack in human
form and cannot make greatclub attacks in w olf form.
Skills Bluff +9, Insight +11, Intimidate +9, Nature +11
Str : 19 (+8)
Con: 18 (+8)
Dex: 16 (+7)
Int: 10 (+4)
Wis: 14 (+6)
Cha: 11 (+4)
Alignment Evil
Languages Common
Equipment greatclub; leather armor
G3. The Forest Fane
Encounter 1300 XP
Level 6
Opponents 4
Hill Giant Minor
Madam Eva, Bog Hag
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Ogre Umbral Savage x2
Hill Giant Minor
Large natural humanoid (giant)
Level 9 Brute
400 XP
HP 116; Bloodied 58 Initiative +5
AC 21; Fort 22; Ref 18; Will 21 Perception +6
Speed 8
Traits
Mobility
At the start of each of its turns , the smasher can make a
saving throw against one eff ect that a save can end. The
eff ect must include the immobilized, restrained, or slow ed
condition.
Standard Actions
Greatclub (Weapon) ♦ At-Will (basic attack)
Attack: Melee 2 (one creature); +14 vs AC
Hit: 2d10 + 9 damage, and a different enemy adjacent to the
smasher takes 7 damage.
Brutal Smash (Weapon) ♦ Recharges on 6
Attack: Melee 2 (one creature); +14 vs AC
Hit: 4d10 + 13 damage.
Whirling Crush (Weapon) ♦ Encounter
Attack: Close Burst 2 (enemies in burst); +14 vs AC
Hit: 2d10 + 7 damage.
Triggere d Actions
Persistent Smash ♦ Encounter
Attack: Melee
Effect: The smasher moves half its speed and uses
greatclub.
Skills Athletics +14
Str : 20 (+9)
Con: 16 (+7)
Dex: 13 (+5)
Int: 6 (+2)
Wis: 15 (+6)
Cha: 10 (+4)Alignment Chaotic Evil
Languages Giant
Equipment Hide Armor, Greatclub
Tactics A paragon of rage and violence, the hill giant
smasher is frequently recruited into the ranks of brutish
humanoid forces. Though its allies might w orry about tactics,
the smasher is most ef fec tive w hen rampaging unpredictably
through enemy ranks.
Madam Eva, Bog Hag
Medium fey humanoid (aquatic)
Level 10
Skirmisher
500 XP
HP 103; Bloodied 51 Initiative +11
AC 24; Fort 23; Ref 22; Will 21 Perception +7
Speed 8, Sw im 8 low -light vision
Traits
Evasive Charge
Grusildith shifts 2 squares after charging.
Misty Step
When an enemy cursed by Grusildith drops to 0 hit points or
few er, she can teleport 5 squares as a f ree action.
Standard Actions
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Claw ♦ At-Will
Attack: Melee; +15 vs AC
Hit: 1d8 + 6 damage
Hag's Hex (Psychic) ♦ At-Will
Attack: Ranged 10; +12 vs Reflex
Hit: 1d10 + 3 psychic damage
Rending Claws ♦ At-Will
Attack: Melee
Eff ect: Grusildith makes tw o claw attacks against the same
target; if both claw s hit, she deals 5 extra damage to the
target.
Minor Actions
Change Shape (Polymorph) ♦ At-Will
Attack: Melee
Effect: A bog hag can alter its physical form to appear as a
beautiful young female elf, half-elf, eladrin, or human (see
Change Shape, Monster Manual, page 280).
Hag's Curse ♦ At-Will
Attack: (Targets the nearest enemy to Grusildrith that she
can see)
Effect: the target is cursed until the end of the encounter or
until it drops to 0 hit points or f ew er. Grusildrith deals 1d6
extra
damage to a creature cursed by her
Skills Intimidate +13, Nature +12, Stealth +14
Str : 22 (+11)
Con: 19 (+9)
Dex: 18 (+9)
Int: 12 (+6)
Wis: 15 (+7)
Cha: 16 (+8)
Alignment Evil
Languages Common, Elven
Ogre Umbral Savage
Large natural humanoid
Level 5 Brute
200 XP
HP 81; Bloodied 40 Initiative +2AC 16; Fort 18; Ref 13; Will 13 Perception +2
Speed 8
Standard Actions
Greatclub (Weapon) ♦ At-Will (basic attack)
Attack: Reach 2; +8 vs AC
Hit: 2d10 + 3 damage
Flatten (Weapon) ♦ Recharges on 6
Attack: Melee
Eff ect: The ogre umbral savage makes a greatclub attack; on
a hit, the target is also pushed 1 square and knocked prone.
Str : 21 (+7)Con: 21 (+7)
Dex: 11 (+2)Int: 4 (-1)
Wis: 11 (+2)Cha: 6 (+0)
Alignment Chaotic Evil
Languages Giant
Equipment Hide Armor, Greatclub
I3. The Summoning
Encounter 1525 XP
Level 7
Opponents 5
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Aspect of Chernovog
Baba Zeleena, Pact Hag
Lysaga Witch x3
Aspect of Chernovog
Huge immortal magical beast (dragon)
Level 9 Brute
400 XP
HP 185; Bloodied 92 Initiative +5
AC 25; Fort 28; Ref 23; Will 23 Perception +10
Speed 10, Fly (hover) 10, Teleport 3 darkvision
Resist 10 acid, 10 cold, 10 fire, 10
lightning, 10 poison
Standard Actions
Bite (Acid, Cold, Fire, Lightning, Poison) ♦ At-Will (basic
attack)
Attack: Reach 3; +12 vs AC
Hit: 2d8 + 4 acid, cold, fire, lightning, and poison damage
Chromatic Breath (Acid, Cold, Fire, Lightning, Poison) ♦
Recharges on 6
Attack: Close blast 5; +12 vs Reflex
Hit: 3d10 + 10 acid, cold, fire, lightning, and poison damage,
and the target is slow ed and w eakened (save ends both)Tail Sting (Charm) ♦ Encounter
Attack: Reach 4; +14 vs AC
Hit: 1d12 + 10 damage, and the aspect of Tiamat makes a
secondary attack against the same target
Tiamat's Fury (Acid, Cold, Fire, Lightning, Poison) ♦ At-
Will
Attack: Melee
Eff ect: The aspect of Tiamat makes f ive bite attacks. It cannot
attack a single target more than tw ice per round.
Minor Actions
Frightful Majes ty (Fear) ♦ Encounter
Attack: Close burst 10 (targets enemies); +12 vs Will
Hit: the target is stunned until the end of Tiamat’s next turn.
Free Actions
Bloodied Breath (Acid, Cold, Fire, Lightning, Poison) ♦
Encounter
Attack: Melee
Effect: The aspect of Tiamat’s chromatic breath recharges,
and the dragon uses it immediately.
Skills Arcana +9; Bluff +9; Diplomacy +9; History +9; Insight
+10; Religion +9
Str : 18 (+8)
Con: 22 (+10)
Dex: 12 (+5)
Int: 10 (+4)
Wis: 13 (+5)
Cha: 10 (+4)Alignment Evil
Languages Supernal
Tactics Tiamat’s aspect is a brutish reflection of her
pow ers. It is still intelligent, though, and makes the most of its
tactical options. It starts w ith a blast of chromatic breath and
spends an action point to follow up w ith Tiamat’s fury. If
enemies are s till a threat, it uses fr ightful majesty to lock them
dow n and then lashes at them again, teleporting around the
battlefield for maximum advantage. A troublesome defender
is a typical target for its tail sting. The aspect continues
fighting until destroyed.
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Baba Zeleena, Pact Hag
Medium fey humanoid
Level 11
Controller (L)
600 XP
HP 115; Bloodied 57 Initiative +7
AC 25; Fort 23; Ref 23; Will 24 Perception +15
Speed 6 low -light vision
Traits
Pact of Obedience ♦ Aura 5
Standard ActionsCompelling Staff (Charm, Weapon) ♦ At-Will (basic
attack)
Attack: Melee 1 (one creature); +16 vs AC
Hit: 1d6 + 5 damage, and the target makes a melee basic
attack as a free action against a creature of the hag’s
choice.
Pact of Com pelled Alliance (Charm) ♦ At-Will (basic
attack)
Attack: Ranged 10 (one creature); +14 vs Will
Hit: The target is dominated until the end of the hag’s next
turn.
Pact of Choked Aggression (Charm, Psychic) ♦Recharges on 6
Attack: Ranged 10 (one creature); +14 vs Will
Hit: The target is affected by a pact of choked aggression
until the end of the encounter or until the hag or one of its
allies attacks the target. While affected by the pact, the target
takes 10 psychic damage the first time it hits a creature
during each of its turns.
Pact of Shared Agony (Psychic) ♦ Recharges on 6
Attack: Ranged 10 (one creature); +14 vs Fortitude
Hit: Until the end of the encounter, w hile the target is w ithin
10 squares of the hag, the target takes 10 psychic damage
w henever the hag takes damage.Skills Arcana +14; Bluff +13; Diplomacy +13; Insight +15
Str : 12 (+6)
Con: 19 (+9)
Dex: 14 (+7)
Int: 19 (+9)
Wis: 21 (+10)
Cha: 16 (+8)
Alignment Unaligned
Languages Common, Elven, Giant
Equipment Staff Implement
Tactics A pact hag prefers negotiation to violence, though
usually such negotiation favors the hag. A pact hag relies on
its monstrous servants to do the fighting. It often has a few
beasts that it keeps as pets, or a group of ogres, trolls, and
other brutish slaves that it has bent to its w ill.
Lysaga Witch
Medium natural humanoid (human)
Level 4 Controller
175 XP
HP 55; Bloodied 27 Initiative +5
AC 18; Fort 15; Ref 16; Will 17 Perception +6
Speed 6
Immune Disease, radiant; Resist 5
necrotic
Standard Actions
Sickle (Weapon) ♦ At-Will (basic attack)
Attack: Melee; +9 vs A C
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Hit: 2d6 + 4 damage, and the target gains vulnerable 5
necrotic until it moves more than 5 squares aw ay f rom the
w inter w itch
Rot Tide (Necrotic) ♦ Recharges on 6
Attack: Close blast 5 (targets enemies); +6 vs Fortitude
Hit: 2 necrotic damage, and the target takes ongoing 5
necrotic damage and is slow ed (save ends both)
Worms of the Earth ♦ At-Will
Attack: Area burst 3 w ithin 10 (targets enemies); +6 vs
FortitudeHit: 2d10 + 0 necrotic damage, and the target is immobilized
(save ends)
Skills Endurance +9, Intimidate +9, Nature +11, Religion +6
Str : 7 (+0)
Con: 15 (+4)
Dex: 16 (+5)
Int: 8 (+1)
Wis: 18 (+6)
Cha: 14 (+4)
Alignment Evil
Languages Common
Equipment Leather Armor, Sickle
Castle Ravenloft
J. Gates of Ravenloft
K. The Castle--Pre-entry
K1. Front Courtyard
K2. Center Court Gate
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K3. Servant's Court
K4. Stables
K5. Chapel Garden
K6. Overlook
K. Main Floor
K7. Entry
Encounter 600 XP
Level 2
Opponents 2
Ironstone Gargoyle x2
Special Note
Gargoyles are in K8, the Ironstones wil l move to K8 to enlis t their aid
Ironstone Gargoyle
Medium elemental humanoid (earth)
Level 7
Skirmisher
300 XP
HP 80; Bloodied 40 Initiative +9
AC 21; Fort 19; Ref 19; Will 17 Perception +5
Speed 6, f ly 8 Darkvision
Immune petrification
Traits
Lurking Presence
The ironstone gargoyle gains a +10 bonus to Stealth checks
against enemies' passive Perception.
Standard Actions
Claw ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +12 vs AC
Hit: 2d6 + 4 damage.
Crashing Stride ♦ Recharges on 5-6
Attack: Melee
Eff ect: The gargoyle shifts 4 squares and uses c law against
tw o different targets at any point during the shift. When an
attack hits, the gargoyle slides the target 1 square and
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knocks it prone.
Move Actions
Leaping Glide ♦ At-Will
Eff ect: The gargoyle flies 4 squares w ithout provoking
opportunity attacks.
Skills Athletics +12; Stealth +12
Str : 19 (+7)
Con: 16 (+6)
Dex: 18 (+7)
Int: 7 (+1)
Wis: 14 (+5)
Cha: 11 (+3)
Alignment evil
Languages Primordial
Monster Manual 3
K11. South Ground's Archer's Post
K23. Servant's Entrance
K8. Great Entry
Encounter 1800 XP
Level 8Opponents 5
Ironstone Gargoyle x2
Gargoyle x3
Ironstone Gargoyle
Medium elemental humanoid (earth)
Level 7
Skirmisher
300 XP
HP 80; Bloodied 40 Initiative +9
AC 21; Fort 19; Ref 19; Will 17 Perception +5
Speed 6, f ly 8 Darkvision
Immune petrification
Traits
Lurking Presence
The ironstone gargoyle gains a +10 bonus to Stealth checks
against enemies' passive Perception.
Standard Actions
Claw ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +12 vs AC
Hit: 2d6 + 4 damage.
Crashing Stride ♦ Recharges on 5-6
Attack: Melee
Eff ect: The gargoyle shifts 4 squares and uses c law against
tw o different targets at any point during the shift. When an
attack hits, the gargoyle slides the target 1 square and
knocks it prone.
Move Actions
Leaping Glide ♦ At-Will
Eff ect: The gargoyle flies 4 squares w ithout provoking
opportunity attacks.
Skills Athletics +12; Stealth +12
Str : 19 (+7)
Con: 16 (+6)
Dex: 18 (+7)
Int: 7 (+1)
Wis: 14 (+5)
Cha: 11 (+3)
Alignment evil
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Languages Primordial
Monster Manual 3
Gargoyle
Medium elemental humanoid (earth)
Level 9 Lurker
400 XP
HP 77; Bloodied 38 Initiative +11
AC 23; Fort 21; Ref 19; Will 19 Perception +12
Speed 6, f ly 8 Darkvision
Standard Actions
Claw ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +14 vs AC
Hit: 2d6 + 5 damage.
Stone Form ♦ At-Will
Effect: The gargoyle enters stone form until it ends the effect
as a minor action. While in this f orm, it gains tremorsense 10
and resist 25 to all damage, gains 5 temporary hit points at
the start of each of its turns, and cannot take actions except
to end the effect. When the gargoyle ends the effect, it gains
a +20 bonus to its next damage roll before the end of its next
turn.
Swoop Attack ♦ At-Will
Attack: Melee
Effect: The gargoyle flies up to its fly speed and uses claw
at the end of the move. This movement does not provoke
opportunity attacks.
Skills Stealth +12
Str : 21 (+9)
Con: 17 (+7)
Dex: 17 (+7)
Int: 5 (+1)
Wis: 17 (+7)
Cha: 17 (+7)
Alignment evil
Languages Primordial
H3 Pyramid of Shadow s
K12. Turret Post
K24. Servant's Quarters
K9. Guests Hall
K13. Turret Post Access Hall
K14. Hall of Faith
K19. Grand Landing
Encounter 600 XP
Level 2
Opponents 2
Dread Guardian x2
Dread Guardian
Medium natural animate (undead)
Level 7 Soldier
300 XP
HP 79; Bloodied 39 Initiative +6
AC 23; Fort 19; Ref 17; Will 18 Perception +5
Speed 5 Low -light vision
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Traits
Shield of Undeath ♦ Aura 1
While the dread guardian's master is w ithin the guardian's
aura, the master takes half damage from all attacks.
Eyes of Undeath
The dread guardian's master can see or hear anything the
guardian can see or hear. The master can also speak
through the guardian.
Standard Actions
Longbow (w eapon) ♦ At-Will (basic attack)
Attack: Ranged 20/40 (one creature); +12 vs AC
Hit: 1d10 + 6 damage.
Eff ect: The target is marked until the end of the guardian's
next turn.
Longsword (w eapon) ♦ At-Will (basic attack)
Attack: Melee 1 (one creature); +12 vs AC
Hit: 2d8 + 6 damage.
Eff ect: The target is marked until the end of the guardian's
next turn.
Triggere d Actions
Iron Rebuke (w eapon) ♦ At-WillTrigger (immediate reaction): An enemy marked by the
guardian attacks the guardian's master.
Attack: Melee; +14 vs AC
Attack (Opportunity Action): Melee 1 (the triggering enemy);
+14 vs. AC
Hit: 2d8 + 6 damage.
Str : 16 (+6)
Con: 15 (+5)
Dex: 12 (+4)
Int: 4 (+0)
Wis: 14 (+5)
Cha: 9 (+2)
Alignment unaligned
Languages understands Common
Equipment arrow x20, heavy shield , longbow , longsw ord
, scale armor Monster Manual 3
K10. Dinig Hall
K15. Chapel of Ravenloft
K20. Dayheart Tower
K21. South Tower Stair
K22. Archer's Post
K16. North Chapel Alcoves
K17. South Chapel Alcoves
K20A. Tower Hall Stair
K18. High Tower Staircase
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K18A. High Tower Shaft
K. Court of the Count
K25. Audience Hall
Designed using Masterplan