Monster Lore

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Monster Lore

Post by Mangrum »

I'm sure y'all know that as of the MM IV, WotC has started including monster lore tables for every monster entry. A welcome addition, in my opinion, and I've started doing the same. No, keep working on the blurbs -- I've been writing these things up myself, but I don't have anywhere to show them, so I thought I'd plunk these things here as I come up with them. Some of these will be a little frustrating, since they're lore for my 3E updates of 2E monsters -- which means, as far as I care to tell, that I can't pass along the actual stats that go with this lore.

But at any rate, if folks are interested in this stuff, you can also check out this WotC thread where people have been contributing monster lore for the "core book" critters. I've been contributing there as well.

And here we go:

Abomination Lore
Carnival

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

DC Result
16 This hideous mass of writhing flesh is an abomination, a nearly mindless mutation. This result reveals all aberration traits.
21 An abomination’s misshapen lump of a body sprouts numerous dangerous limbs and appendages, which pose unique threats. No two abominations are alike.
26 Abominations were once normal humanoids, but were transformed by unthinkable magic. Driven insane and trapped in this form, abominations are immune to polymorph effects, fear, and all forms of mind control.
31 Abominations are created at the whim of Isolde, mistress of the Carnival that displays these monstrous freaks.
36 Only a wish or miracle[/i] can restore an abomination to normal.
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Arcane Head Lore
The Nightmare Lands

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

DC Result
12 These flying, screeching heads are called arcane heads. This result reveals all construct traits.
17 Arcane heads attack by bashing into their foes, stunning them.
22 By working together, a complete flock of thirteen arcane heads can open a magical portal that acts like a two-way gate spell, leading into or out of dreamscapes.
27 Arcane heads are the creation of, and actively serve, the primal witch Mullonga, a mysterious member of the Nightmare Court.
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Avanc Lore
Ravenloft Gazetteer V

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

DC Result
16 This huge, reptilian monster is the avanc. Long ago, he was an evil man, and was transformed into an ravenous beast. This result reveals all magical beast traits and the aquatic subtype.
21 The avanc can crush small boats with its powerful bite and tail slap. It usually attacks by clamping its jaws around a victim, then drags the poor soul underwater to drown. It can crawl onto shore for a time, but it’s truly at home in the water.
26 While swimming in deep water, the avanc can thrash around, creating a vortex that can suck swimmers and small boats to the bottom of Lake Kronov.
31 The avanc can communicate with the fish of Lake Kronov.
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Carrion Bat Lore
Denizens of Dread

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

DC Result
11 This large, screeching creature is a carrion bat. This ravenous predator feeds on vermin, but kills larger creatures to attract its actual prey. This result reveals all magical beast traits.
16 Carrion bats use a powerful shriek to momentarily stun larger creatures.
21 A carrion bat uses echolocation to perceive its surroundings. If deafened, the bat must rely on its weak vision instead.
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Sentinel Bat Lore
Ravenloft Monstrous Compendium I

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

DC Result
11 This sinister bat is a sentinel bat. This result reveals all magical beast traits.
16 Sentinel bats are sometimes drawn to powerfully evil figures, whom they serve much as familiars serve an arcane spellcaster. They arrive of their own accord, and cannot be purposefully summoned.
21 Like a familiar, a sentinel bat grows more powerful alongside its master. A sentinel bat often develops a subtle physical mark reflecting its master’s true nature.
26 A sentinel bat’s master can magically scry through the bat’s senses, observing everything that the bat perceives.
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Bloodroot Lore
Denizens of Dread

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

DC Result
13 These writhing, crimson-tinted tendrils are a bloodroot. This result reveals all plant traits.
18 Bloodroots feed by poisoning their prey. This toxin causes euphoria, followed by death. The bloodroot then drains the blood from the victim’s corpse.
23 A bloodroot uses scent and vibration to sense its surroundings. It is unaffected by sight- or sound-based effects. Its sap can be distilled into bloodroot poison (for effects, see the DMG).
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Bloodrose Lore
Denizens of Dread

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

DC Result
11 These beautiful white roses are actually a dangerous species known as bloodroses. This result reveals all plant traits.
16 Bloodroses lash out at living prey with their thorny vines, soaking up the spilled blood with their extensive root system.
21 Bloodroses are sensitive to vibrations, but cannot see, smell, or hear.To destroy a bloodrose, you must wipe out the entire patch, or they’ll grow back.
26 Contact with salt inflicts severe pain to a bloodrose bush. A bloodrose that touches something coated in salt will not touch it again. Dousing a bloodrose with salt water may even kill it.
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Bog Hound Lore
Howls in the Night

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

DC Result
12 This eerie, eyeless hound is a bog hound, a supernatural creature composed of reeds and muck. This result reveals all construct traits.
17 The spirit animating a bog hound is immediately dispersed by contact with sunlight.
22 Bog hounds exist to perpetuate terrible curses, ensuring that no one ever lifts the curse.
27 Bog hounds serve a terrible master, a huge mastiff called the Moor Hound.

Moor Hound Lore
Howls in the Night

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

DC Result
16 This monstrous mastiff is a supernatural terror called the Moor Hound. This result reveals all magical beast traits.
21 The Moor Hound exists to guard terrible curses, and is the master of a pack of lesser spirits called bog hounds. This result reveals the Mists subtype. Legends also speak of the Great Moor Hound, which is the size of a cottage.
26 The Moor Hound can quickly recover from most attacks, but magic weapons can pierce its defenses and exposure to daylight renders it vulnerable to damage until the sun sets.
31 Lifting the curse guarded by the Moor Hound robs the creature of most of its power, permanently dispelling its ability to regenerate damage.
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Broken One Lore
Denizens of Dread

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

DC Result
13 This twisted, bestial creature is a broken one. This result reveals all aberration traits.
18 Broken ones are not natural creatures. They are created in twisted experiments or magical accidents.
23 Broken ones combine humanoid and animalistic traits. Their abilities vary widely from one individual to another, usually in the form of special physical talents, such as enhanced scent, leaping ability, and the like.
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Caliban Lore
Ravenloft Third Edition

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

DC Result
12 This brutish, misshapen humanoid is a caliban, an unnatural race of cannibals. This result reveals all humanoid traits.
17 Calibans are born to human parents, but were twisted in the womb by evil supernatural forces, such as exposure to witches. Calibans are physically powerful, but dimwitted and violent.
22 Calibans can see in the dark. They are not innately evil, but often become cruel due to their unkind upbringings. They are related to mongrelfolk. Calibans who find each other and cluster together in groups often learn the Mongrelfolk language.
Last edited by Mangrum on Sat Oct 28, 2006 5:52 am, edited 2 times in total.
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Carrion Stalker Lore
Denizens of Dread

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

DC Result
14 This horrid, tentacled, crablike creature is a carrion stalker, a parasite that lays its larvae in the dead. This result reveals all aberration traits.
19 Carrion stalkers lash out with paralyzing tentacles, dragging their victims in for the kill.
24 Once a carrion stalker pulls a pinned victim close, it expels a burst of wormlike larvae which burrow into the creature’s flesh.
29 Once a carrion stalker expels a larval burst, it can’t do so again for weeks and tends to ignore passing creatures in the meantime.
Last edited by Mangrum on Sat Oct 28, 2006 5:53 am, edited 1 time in total.
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Death Dog Lore
Fiend Folio

Characters with ranks in Knowledge (arcana), Knowledge (nature), or bardic knowledge can learn more about death dogs. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. A character who recognizes a death dog’s nature can make a Knowledge (local) check to learn more.

Knowledge (arcana) or Knowledge (nature)
DC Result

12 This mangy, two-headed canine is a death dog. This result reveals all magical beast traits.
17 Death dogs are cunning hunters that knock their prey to the ground before tearing them apart.
22 A death dog’s two sets of jaws carry a deadly disease. Early symptoms include jaundiced skin and swollen eyes and throat.

Knowledge (local)
DC Result
15 Scores of death dogs roam the Valley of Kings in Har’Akir, acting as feral guardians to the tombs of those ancient rulers.
20 The death dogs retreat to their dens on the Night of Thoth, for once allowing intruders to pass by unaccosted.

Bardic Knowledge
DC Result
12 According to legend, death dogs are descended from Cerberus, the mythical three-headed hound that guards the gates of the underworld.
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Death’s Head Tree Lore
Denizens of Dread

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

DC Result
19 This macabre willow tree is a death’s head tree, a monstrous plant that germinated in blood-soaked soil. This result reveals all plant traits.
24 The severed heads dangling from the branches are actually the tree’s fruit. Their teeth are actually sharp seeds that lodge in victim’s flesh. Due to its constant exposure to death, a death’s head tree is resistant to necromantic effects.
29 Death’s head fruit can also spit their seeds and even detach from the tree. They float on the breeze, having grown buoyant as they bloat with the gasses of decay. Death’s head trees ignore creatures that give off no heat.
34 A death’s head tree often signals the presence of an ancient site of battle. The tree has no use for treasure, so its half-buried victims often still bear whatever treasures they had when they died.
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Grim Lore
Denizens of Dread

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

DC Result
16 This macabre animal is actually a guardian spirit called a grim This result reveals all magical beast traits.
21 Grims can take the form of a large dog, cat, or owl, but once chosen they must remain in the same form all night. This result reveals the shapechanger subtype.
26 Grims are powerful guardians against supernatural evil, set in place by spellcasters to watch over hallowed grounds.
31 Grims are powerless during daylight hours, automatically retreating to the spirit world at cock’s crow and not returning until the last rays of sun have set.
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Head Hunter Lore
Denizens of Dread

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

DC Result
15 This ghastly, head-shaped spider is a head hunter. These creatures take their name from their habit of collecting humanoid heads. This result reveals all aberration traits. They are intelligent and may speak several languages, including Elven and Undercommon.
20 A head hunter has a deadly bite, and if threatened, can even spit its venom a short distance to equally lethal effect.
25 Given time, head hunters spin large webs with fine strands so sharp and strong they can cleave through flesh like a hot knife through butter. An unwary creature who wanders into a head hunter’s web may find itself sliced to pieces.
30 Head hunters can insert their legs down the throat of a decapitated humanoid, working the corpse like a puppet. In this guise, they can move among humanoids and lure fresh prey to their webs.
35 Head hunters can cocoon corpses in their webs. Their webbing preserves dead flesh, keeping the body fresh for up to a year. This also extends the time limit on casting raise dead and similar spells.
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