Monster Lore

Discussing all things Ravenloft
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Post by Mangrum »

Chiang-Shi Lore
Denizens of Dread

Characters with ranks in Knowledge (religion) can learn more about a creature’s chiang-shi nature. Characters need to make a separate Knowledge check to learn about the base creature. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
19 This luminous, white-haired figure is a chiang-shi, a form of vampire found in Far Eastern lands. This result reveals all undead traits. Chiang-shi speak the languages they knew in life.
24 Chiang-shi drain blood from victims they get in their clutches, and they drain life energy with their long, razor-sharp claws, Victims they drain rise from the grave as new chiang-shi several days after burial. A chiang-shi does not cast a shadow, has no reflection in mirrors, and never leaves footprints. A chiang-shi is spiritually bound to the grave in which it was first buried, and must return to that coffin to replenish its unholy powers.
29 Although corporeal, a chiang-shi is virtually weightless; it can levitate and float through the air. A chiang-shi can paralyze the weak-minded simply by looking into their eyes. Chiang-shi are destroyed by exposure to sunlight or immersion in running water. They quickly recover from most wounds, but magic weapons crafted from bamboo can pierce their supernatural defenses. Chiang-shi cannot stand the odor of burning rosemary and myrrh incense, and they cannot approach a garland of rosemary and ivy presented with forceful conviction. To destroy a chiang-shi, one must hammer a bamboo shaft through its heart, but this is nearly impossible in direct combat. Not all victims slain by a chiang-shi rise as new chiang-shi; most rise as chiang-shi spawn, a lesser horror that exists solely to serve its master as a pathetic slave.
34 A chiang-shi cannot cross running water under its own power. A chiang-shi is resistant to cold and electricity, and can turn itself invisible at will. If slain, a chiang-shi automatically becomes an invisible, incorporeal spirit and must return to its grave to recover. A chiang-shi can assume the form of a tiger, and can command cats and leopards. Staking a chiang-shi does not permanently destroy it — it merely renders the chiang-shi helpless. To permanently destroy a chiang-shi, one must place a blessed rosemary blossom in the chiang-shi’s mouth and sew the creature’s lips and eyes shut with a silver needle and golden thread.
39 Many different strains of vampirism exist — this is simply the most common strain in Far Eastern lands. Destroying a master chiang-shi usually has no direct effect on its spawn, other than to free them from their master’s control. In some cases, however, slaying the master instantly destroys all of its spawn.
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Nosferatu Lore
Denizens of Dread

Characters with ranks in Knowledge (religion) can learn more about a creature’s nosferatu nature. Characters need to make a separate Knowledge check to learn about the base creature. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
19 This coldly beautiful figure with such aristocratic bearing is a nosferatu, a sinister undead creature that feeds on the blood of the living. Nosferatu are also known as daywalker vampires or moonspawn vampires. This result reveals all undead traits. Nosferatu speak the languages they knew in life.
24 Nosferatu drain blood from victims they get in their clutches, Victims they drain rise from the grave as new nosferatu several days after burial. A nosferatu does not cast a shadow and has no reflection in mirrors. A nosferatu is spiritually bound to the grave in which it was first buried, and must return to that coffin to replenish its unholy powers.
29 A nosferatu can climb vertical surfaces as easily as a spider and can dominate the weak-minded simply by looking into their eyes. A nosferatu can also exert mental control over those whose blood it has tasted until the nosferatu is slain. Nosferatu are destroyed by immersion in running water. Sunlight does not harm them, but it does rob them of most of their dark power until they rest in their coffin. Moonlight quickly heals a nosferatu’s wounds, but magic silver weapons can pierce their supernatural defenses. Nosferatu cannot stand the presence of garlic, and they cannot approach a mirror or holy symbol presented with forceful conviction. To destroy a nosferatu, one must hammer a stake through its heart, but this is nearly impossible in direct combat. Not all victims slain by a nosferatu rise as new nosferatu; most rise as nosferatu spawn, a lesser horror that exists solely to serve its master as a pathetic slave.
34 A nosferatu cannot enter a private residence unless it is invited inside, nor can it cross running water under its own power. A nosferatu is resistant to cold and electricity, and can transform into a cloud of fog at will. If slain, a nosferatu automatically assume gaseous form and must return to its grave to recover. A nosferatu can also assume the form of a bat or a wolf, and can command like creatures. Staking a nosferatu does not permanently destroy it — it merely renders the nosferatu helpless. Even a nosferatu that has been hacked to pieces can be fully restored if its body parts are reunited and exposed to moonlight. To permanently destroy a nosferatu, one must burn its body to ash.
39 Many different strains of vampirism exist. Destroying a master nosferatu usually has no direct effect on its spawn, other than to free them from their master’s control. In some cases, however, slaying the master instantly destroys all of its spawn.
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Will-o’-Deep Lore
Ravenloft Monstrous Compendium III

Characters with ranks in Knowledge (arcana) or Knowledge (dungeoneering) can learn more about will-o’-deeps. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
15 This floating, flickering candle flame is actually a creature called a will-o’-deep, a variety of will-o’-wisp adapted to a wholly subterranean existence. This result reveals all aberration traits and the air subtype.
20 Will-o’-deeps can fly with remarkable agility. They are completely immune to most spells or spell-like effects, and they lack the powerful electrical shocks of the more common will-o’-wisp, but the sparks they can generate can knock over small objects are more than capable of igniting flammable materials, such as trapped pockets of natural gas.
25 When startled or frightened, a will-o’-deep can extinguish its glow, effectively turning it invisible. Although immune to most spells or spell-like effects, they are affected by magic electrical attacks. A will-o’-deep is resistant to acid, cold, and fire.
30 Other varieties of will-o’-wisp exist. Although their abilities are similar, these creatures — such as the will-o’-mist and will-o’- sea — have adapted to specialized environments.
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Zombie Lord Lore
Denizens of Dread

Characters with ranks in Knowledge (religion) can learn more about a creature’s zombie lord nature. Characters may need to make separate Knowledge checks to learn about the base creature. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
14 This animated corpse may appear to be a zombie, but its cruel intellect reveals that it is actually a zombie lord, a powerful master of lesser undead. This result reveals all undead traits. Zombie lords retain the languages they knew in life.
19 Zombie lords arise only in extremely rare circumstances. First, a villainous person must be killed by the undead. Then, a magical attempt to restore the victim to life must fail. The combination of events pulls the victim back from death as a rotting undead horror. A zombie lord doesn’t even feel glancing blows to its rotting flesh, but dismembering the creature with slashing weapons can prove quite effective.
24 Unlike mere zombies, zombie lords are not slow-moving creatures, and retain their full intellect and abilities. Zombie lords are also surrounded by a foul necromantic aura that sickens the living — sometimes even killing them outright and immediately animating them as zombies.
29 Once per day, a zombie lord can choose to either animate a horde of zombies or slay a living creature with its touch, instantly animating the corpse as a zombie. A zombie lord exerts total control over nearby mindless undead, and can even scry through their senses. Zombie lords can communicate with any undead creature.
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Post by Mangrum »

Animator Lore
Denizens of Dread

Characters with ranks in Knowledge (religion) can learn more about animators. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
15 This attacking object is actually being manipulated by an undead spirit called an animator. This result reveals all undead traits and the incorporeal subtype.
20 In its true form, an animator is formless and invisible. Its defining trait is its ability to possess and animate mundane objects, using them to terrify or attack living creatures. When it is not animating an object, an animator is virtually unable to affect its surroundings. Dispel evil drives an animator out of an object, as does destroying the object. Neither actually harms the spirit, however.
25 Unlike animated objects created by magic, animators cannot flex rigid materials, such as wood or metal. However, they can animate linked objects, such as chains or suits of armor. Animators can also telepathically levitate the objects they possess. Spells such as soul bind, trap the soul, and anti-magic field can trap an animator in the object it currently occupies.
30 Animators feed on negative emotions. They often adopt a living “ward,” using their animated objects and spell-like abilities such as crushing despair, fear, and rage to ensure a constant supply of the sensations it craves. Animators slowly fade away is separated from its ward or denied its diet of fear, jealousy, and wrath. However, an animator can adopt a new ward whenever it wishes. To destroy an animator, you must trap it in an object, then destroy that object.
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Hulzurdan Lore
Denizens of Dread (as Vampire, Dwarven)

Characters with ranks in Knowledge (religion) can learn more about a creature’s hulzardan’s nature. Characters need to make a separate Knowledge (local) check to learn about the base dwarf. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
19 This dusty dwarf with skin as hard and cold as marble is a hulzurdan, a sinister undead creature that feeds on the blood of the living. This result reveals all undead traits. Hulzarudans are victims of a strain of vampirism unique to dwarves. Vampires speak the languages they knew in life.
24 Hulzurdans drain blood from victims they get in their clutches, and their physical attacks sap the victim’s strength. Dwarves they drain rise from the grave as new hulzurdans several days after burial. A hulzurdan does not cast a shadow and has no reflection in mirrors. A hulzurdan is spiritually bound to the grave in which it was first buried, and must return to that stone tomb to replenish its unholy powers.
29 A hulzurdan can swim through stone like an earth elemental and can terrify foes simply by looking into their eyes. Sunlight turns hulzurdans to stone, and water drawn from a mineral spring burns them like holy water. They quickly recover from most wounds, but magic weapons forged of adamantine can pierce their supernatural defenses. Hulzurdans heal even more quickly underground. Hulzurdans cannot approach a mirror or holy symbol presented with forceful conviction. To destroy a hulzurdan, one must drive a natural stone spike (such as a stalagmite) through its heart, but this is nearly impossible in direct combat. Not all dwarves slain by a hulzurdan rise as new vampires; most rise as hulzurdan spawn, a lesser horror that exists solely to serve its master as a pathetic slave. To create a new hulzurdan, the victim must be interred underground, in contact with uncut stone (common among dwarf traditions), and the master hulzurdan must sprinkle the corpse with powdered metals, so these creatures are never created accidentally.
34 A hulzurdan cannot enter a building unless it is at least partially constructed of stone or earth, nor can it cross an unbroken line of metal shavings under its own power. A hulzurdan is resistant to cold, electricity, and magic. If slain, a hulzurdan automatically enters its stonewalking state and must stonewalk back to its grave to recover; it cannot leave the stone until it enters its grave, and is destroyed if it cannot do so. A hulzurdan can sense the footsteps of nearby creatures, and can command burrowing creatures, such as badgers, wolverines, or thoqquas. Impaling a hulzurdan does not permanently destroy it — it merely renders the hulzurdan helpless. To permanently destroy a hulzurdan, one must cut out its heart, soak it in oil for three days, and then burn it to ash in a dwarven forge.
39 Many different strains of vampirism exist — this one is simply the most notorious among dwarves. Destroying a master hulzurdan usually has no direct effect on its spawn, other than to free them from their master’s control. In some cases, however, slaying the master instantly destroys all of its spawn.
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Jolly Roger Lore
Denizens of Dread

Characters with ranks in Knowledge (religion) can learn more about jolly rogers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
14 This grinning, waterlogged corpse is a jolly roger, so named for their similarity to the common pirate ensign. These creatures are the undead remains of pirates who died at sea. This result reveals all undead traits.
19 Foes who see a jolly roger’s decaying face and hear its gurgling laughter may succumb to incapacitating fits of maniacal laughter. A jolly roger doesn’t even feel most minor strikes to its bloated flesh, but magic weapons can pierce its defenses. A jolly roger commands a crew of sea zombies.
24 A jolly roger’s necromantic touch subjects living creatures to wracking spasms of painful laughter that can quickly prove fatal. A jolly roger’s waterlogged body is resistant to fire and immune to cold and water-based spells. A jolly roger never abaondons ship.
29 Victims slain by a jolly roger’s touch rises a day later as bloated members of its zombie crew. A jolly roger keeps its ship afloat by will alone. If the jolly roger leaves its ship or is destroyed, its ship will soon sink.
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Nonaris Lore
Denizens of Dread (as Gnomish Vampire)

Characters with ranks in Knowledge (religion) can learn more about a creature’s nonaris nature. Characters need to make a separate Knowledge (local) check to learn about the base gnome. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
18 This stiff, wizened gnome is a nonaris, a sinister undead creature that feeds on the blood of the living. Nonarises are victims of a strain of vampirism unique to gnomes. This result reveals all undead traits. Nonarises understand the languages they knew in life, but cannot speak.
23 Nonarises drain blood from victims they get in their clutches, and their physical attacks stiffen muscles and joints. A nonaris does not cast a shadow and has no reflection in mirrors. A nonaris is spiritually bound to the sarcophagus in which it was first buried, and must return to that grave to replenish its unholy powers. Because a nonaris has lost the ability to speak, it must use techniques such as Silent Spell to utilize its magical gifts.
28 A nonaris can climb vertical surfaces as easily as a spider and can dominate the animals’ minds simply by looking into their eyes. Nonarises are destroyed by exposure to sunlight. They quickly recover from most wounds, but magic silver weapons can pierce their supernatural defenses. Weapons forged of other metals — even magic weapons — simply pass through their bodies, as if they weren’t there. Nonarises cannot approach a silver-backed mirror or holy symbol presented with forceful conviction. A nonaris can also be enthralled by a strongly presented jewel. To destroy a nonaris, one must hammer a silver stake through its heart, but this is nearly impossible in direct combat. To create a new nonaris, a nonaris must place one of its drained gnome victims in its own sarcophagus and lie atop the corpse for several days, so these creatures are never created accidentally.
33 A nonaris cannot enter a private residence unless it first knocks at a door or window and is answered by an occupant. A nonaris is resistant to cold, fire, and electricity, and sees through all illusions. At will, a nonaris can transform into a ball of light, similar to a will-o’wisp. If slain, a nonaris automatically assumes wisp form and must return to its grave to recover. A nonaris can also use disguise self as a spell-like ability at will. Once a minute, it can pull its features into a rectal grin, forcing witnesses into fits of unnatural laughter. Staking a nonaris does not permanently destroy it — it merely renders the nonaris helpless. To permanently destroy a nonaris, one must sever its hands and boil them in a volcanic spring for a full day. The body must then be placed in a masterwork coffin (perhaps its own), and its eyes must be cut out and replaced with valuable gems. Only when the coffin is nailed shut and buried is the nonaris finally destroyed.
38 Many different strains of vampirism exist — this is simply the most notorious among gnomes.
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Vrykolaka Lore
Denizens of Dread

Characters with ranks in Knowledge (religion) or Heal can learn more about a creature’s vrykolaka nature. Characters need to make a separate Knowledge check to learn about the base creature. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Heal
DC Result

15 You can identify the diseases the vrykolaka carries by its external symptoms.

Knowledge (religion)
DC Result

19 This ghoulish creature with the long, barbed tongue is a vrykolaka, a repulsive undead creature that feeds on the blood of the living. This result reveals all undead traits. These creatures are also known as plague vampire. Vrykolaka remember the languages they knew in life, but are rarely capable of speech.
24 Vrykolakas drain blood from victims they get in their clutches, and their attacks also spread the diseases coursing through their systems. Victims they drain rise from the grave as new vrykolakas several days after burial. A vrykolaka does not cast a shadow and has no reflection in mirrors. A vrykolaka is spiritually bound to the grave (or plague pit) in which it was first buried, and must return to that grave to replenish its unholy powers. The transformation into undeath ravages a vrykolaka’s mind, so it usually acts like a scavenger or feral beast, rather than the careful scheming of greater vampires.
29 A vrykolaka can climb vertical surfaces as easily as a spider and can plunge weak-minded victims into feverish sleep simply by looking into their eyes. Vrykolakas are destroyed by exposure to sunlight or immersion in running water. They quickly recover from most wounds, but magic weapons forged of cold iron can pierce their supernatural defenses. Vrykolakas cannot stand the presence of garlic, and they cannot approach a mirror or holy symbol presented with forceful conviction. To destroy a vampire, one must hammer an iron spike through its skull, but this is nearly impossible in direct combat. Not all victims slain by a vrykolaka rise as new vrykolaka; most rise as vrykolaka spawn, a lesser horror that exists solely to serve its master as a pathetic slave.
34 A vrykolaka cannot enter any room that is scrupulously kept clean, nor can it cross running water under its own power. A vrykolaka is resistant to cold and electricity. A vrykolaka can assume the form of a dire rat, a swarm of rats, or a swarm of flies, and it can command swarms of vermin to do its bidding. If slain, a vrykolaka automatically assumes swarm form and must return to its grave to recover. Impaling a vrykolaka does not permanently destroy it — it merely renders the vrykolaka helpless. To permanently destroy a vrykolaka, its body must be burned to ash. Alternatively, remove disease disrupts the unclean energies animating a vrykolaka, and repeated castings can eventually destroy it. A vrykolaka sleeping or impaled in its coffin is particularly vulnerable to this tactic. When a vrykolaka is destroyed, it dissolves into nauseating vapors.
39 Many different strains of vampirism exist — this is simply one of the most vile. Destroying a master vrykolaka usually has no direct effect on its spawn, other than to free them from their master’s control. In some cases, however, slaying the master instantly destroys all of its spawn.
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Will-o’-Mist Lore
Ravenloft Monstrous Compendium III

Characters with bardic knowledge or ranks in Knowledge (Ravenloft) can learn more about will-o’-mists. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Bardic Knowledge
DC Result

22 Will-o’-mists and the Vistani never disturb each other when they cross paths.
27 Will-o’-mists can find their way through the Misty Border as unerringly as the Vistani. Supposedly, they could be used as guides, if one could somehow gain their aid.

Knowledge (Ravenloft)
DC Result

17 The diffuse ribbon of light drifting through the blinding fog is actually a creature called a will-o’-mist, an obscure variety of will-o’-wisp found only in the Misty Border. This result reveals all aberration traits and the air and Mists subtypes.
22 Will-o’-mists can fly with remarkable agility. They are completely immune to most spells or spell-like effects, and they attack by inflicting powerful electrical shocks. However, they prefer to simply lead Mist travelers astray, feeding on their fear and despair as they wander aimlessly. Will-o’-mists cannot survive outside the Misty Border.
27 When startled or frightened, a will-o’-mist can extinguish its glow, effectively turning it invisible. Although immune to most spells or spell-like effects, they are affected by energy drain effects.
32 Other varieties of will-o’-wisp exist. Although their abilities are similar, these creatures — such as the will-o’-deep and will-o’- sea — have adapted to specialized environments.
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Will-o’-Sea Lore
Ravenloft Monstrous Compendium III

Characters with bardic knowledge or ranks in Knowledge (arcana) can learn more about will-o’-seas. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Bardic Knowledge
DC Result

25 Will-o’-seas are malevolent lights that try to lure lost ships onto unseen shoals, then feed on the torment of the drowning sailors.
30 The scaly devils of the deep sea have learned the strange language of the will-o’-seas, and join forces with them to send ships down to the briny bottom.

Knowledge (arcana)
DC Result

25 This cascading curtain of color, resembling St. Elmo’s fire or the northern lights, is actually a creature called a will-o’-sea, a powerful variety of will-o’-wisp adapted to life at sea. This result reveals all aberration traits and the air subtype.
30 Will-o’-seas can fly with remarkable agility and can move just as freely underwater. They are completely immune to most spells or spell-like effects, and they attack by generating crackling lightning bolts. However, a will-o’-sea needs a few moments to recharge its electrical attacks, and it cannot unleash them underwater.
35 A will-o’-sea can alter the size and shape of its glow, sometimes mimicking the beacon of a lighthouse or the glint of sunken treasures. Although immune to most spells or spell-like effects, will-o’-seas are affected by magical cold.
40 Other varieties of will-o’-wisp exist. Although their abilities are similar, these creatures — such as the will-o’-deep and will-o’- sea — have adapted to specialized environments.
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Albesadow Lore
Denizens of Dread (as Vampire, Elven)

Characters with ranks in Knowledge (religion) can learn more about a creature’s albesadow nature. Characters need to make a separate Knowledge check to learn about the base elf. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
17 This ashen, hideously deformed elf is an albesadow, a sinister undead creature that feeds on beauty and the will to live. This result reveals all undead traits. Albesadows are victims of a strain of vampirism unique to those with elven blood. Albesadows speak the languages they knew in life.

22 Albesadows drain the will to live with their physical attacks, and their touch withers living plants. Elven victims they drain rise from the grave as new albesadows several days after burial. An albesadow has no reflection in mirrors. An albesadow is spiritually bound to the grave in which it was first buried, and must return to that coffin to replenish its unholy powers.

27 An albesadow’s face is so hideous that those who see it may be frozen in horror. Unlike most vampires, albesadows are not harmed by exposure to sunlight. In fact, they require it — if an albesadow leaves its coffin during the hours of night it is quickly destroyed, and it quickly wastes away if it ventures underground. Albesadows quickly recover from most wounds, but magic silver weapons can pierce their supernatural defenses. Albesadows cannot approach a holy symbol presented with forceful conviction. An albesadow can be utterly enthralled by the sound of music. Fresh tree sap burns an albesadow like holy water. To destroy an albesadow, one must hammer a charcoal stake through its heart, but this is nearly impossible in direct combat. Not all victims slain by a albesadow rise as new albesadows; most rise as albesadow spawn, a lesser horror that exists solely to serve its master as a pathetic slave. Only elves who commit suicide as a result of an albesadow robbing them of the will to live are doomed to rise as true albesadows.

32 An albesadow cannot cross an unbroken line of fresh flower petals under its own power. An albesadow is resistant to cold and electricity. An albesadow can tree stride at will between living trees, but this kills its means of transport. If slain, an albesadow attempts to tree stride back to its grave to recover, and is permanently destroyed if it cannot do so. An albesadow can also assume the form of a great eagle. An alebsadow can command the lesser creatures of elven woods, and it can use spell-like abilities like entangle, warp wood, and wall of thorns to command the forest itself. Staking an albesadow does not permanently destroy it — it merely renders the albesadow helpless. To permanently destroy an albesadow, one must sever its head, then burn the head for a full day on a pyre fueled with flowering plants.

37 Many different strains of vampirism exist — this is simply one of the most notorious among elves. Destroying a master albesadow usually has no direct effect on its spawn, other than to free them from their master’s control. In some cases, however, slaying the master instantly destroys all of its spawn.
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Jack Frost Lore
Denizens of Darkness

Characters with ranks in Knowledge (nature) can learn more about jack frosts. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
15 This blue-skinned creature resembles a frozen child, but it is actually a malevolent nature spirit known in folklore as a jack frost. This result reveals all fey traits.

20 Jack frosts embody the dangers of a winter storm. They feed on body heat and delight in playing cruel tricks on mortals. A jack frost is bitterly cold to the touch, and its bite can inflict frostbite instantly. This result reveals the cold subtype.

25 Jack frosts always travel in groups called “flurries.” These spirits can also take the form of a flurry of snowfall or a cloud of freezing vapor.

30 A jack frost in snowfall form can hypnotize onlookers with the supernatural patterns of its snowflakes. In vaporous form, a jack frost can flow around living creatures, freezing them solid.
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Skin Thief Lore
Denizens of Dread

Characters with ranks in Knowledge (nature) can learn more about skin thieves. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result
12 The shaggy hide and wicked claws revealed beneath this stranger’s shredded skin reveals its true nature as a skin thief, a debased shapechanger. This result reveals all monstrous humanoid traits and the shapechanger subtype.

17 Skin thieves have eight gnarled fingers on each hand, each one ending in a long, razor-sharp talon. A skin thief can use its claws to quickly skin a helpless victim. It then slips inside and alters its shape to fill the skin perfectly, allowing the monster to pose as its victim.

22 A skin thief gains none of the knowledge or abilities of the victims whose skin it wears. Creatures with sharp senses can identify a given skin thief by scent, regardless of its current disguise. A skin thief’s bite injects a mildly paralytic poison.

27 Unlike doppelgangers and similar shapechangers, skin thieves seldom attempt to assume the roles of specific individuals or infiltrate society. Instead, they keep to their own barbaric clans, using their human appearance to lure new victims into their clutches. Skin thieves often wear shiny trinkets and trophies made from past victims, further betraying their true identities.
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Post by Jonathan Winters »

For the record, this is very cool John.

Patrick
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