3 Neverwinter Campaign Setting Monster Stat Blocks PRINTED
3 Neverwinter Campaign Setting Monster Stat Blocks PRINTED
Traits Traits
Eroding Mucus Haze (psychic) Aura 5 Maddening Mucus Aura 2
The aura is difficult terrain for enemies. Any dazed enemy that The aura is difficult terrain for enemies, and they grant combat
starts its turn in the aura takes 5 psychic damage. advantage while in it.
Standard Actions Standard Actions
Flaying Tentacle At-Will Telescoping Tentacle At-Will
Attack: Melee 2 (one creature); +12 vs. AC Attack: Melee 2 (one creature); +10 vs. AC
Hit: 1d8 + 5 damage, and the target takes ongoing 5 damage Hit: 2d10 + 5 damage, and the target falls prone.
(save ends). Tentacle Flurry Recharge when first bloodied
Mental Lance (psychic) At-Will Attack: Close burst 2 (enemies in the burst); +8 vs. Reflex
Attack: Ranged 5 (one or two creatures); +10 vs. Will Hit: 2d6 + 5 damage, and the target is dazed (save ends).
Hit: 1d6 + 3 psychic damage, and the target is dazed until the end Miss: Half damage.
of its next turn. Skills
Minor Actions Skills Stealth +11
Enslave Open Mind (charm) Recharge when no creature is Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
dominated by this power Con 18 (+6) Int 15 (+4) Cha 12 (+3)
Attack: Ranged 5 (one dazed creature); +10 vs. Will Alignment Chaotic Evil Languages Deep Speech, telepathy
Hit: The target is dominated (save ends). 20
Skills
Skills Arcana +12, Dungeoneering +11, Insight +11 Published in Neverwinter Campaign Setting, page(s) 93.
Str 17 (+6) Dex 11 (+3) Wis 16 (+6)
Con 18 (+7) Int 19 (+7) Cha 18 (+7)
Alignment Evil Languages Deep Speech, telepathy 20
Aboleth Aboleth
Aboleth Opener Aboleth Opener Remnant Remnant
Aboleth Aboleth
Remnant 1 Remnant 1
Aboleth Aboleth
Remnant 2 Remnant 2
Addemios Three-Dawn Level 5 Branded Zealot Level 4 Brute
Artillery
Medium fey humanoid, XP 200 Medium natural XP 175
eladrin humanoid, human
HP 51; Bloodied 25 Initiative +6 HP 66; Bloodied 33 Initiative +4
AC 19, Fortitude 16, Reflex 18, Will 18 Perception+5 AC 16, Fortitude 17, Reflex 16, Will 15 Perception+4
Speed 6 Low-light vision Speed 6
Saving Throws +5 against charm effects
Clariburnus Clariburnus
Tanthul Tanthul
Dagult Dagult
Neverember Neverember
Dire Corby Level 7 Brute Drow Informant Level 6 Lurker
Drow Drow
Swashbuckler Swashbuckler
Drow Spellspinner Drow Spellspinner
Drow Drow
Drow Spellspinner Drow Spellspinner Swashbuckler 1 Swashbuckler 1
1 1
Drow Spellspinner Drow Spellspinner Drow Drow
2 2 Swashbuckler 2 Swashbuckler 2
Traits
Regeneration Standard Actions
Ethraniev regains 5 hit points whenever she starts her turn and Bladed Hand Crossbow (weapon) At-Will
has at least 1 hit point. When she takes damage from a silvered Effect: Favria can shift 1 square before or after the attack.
weapon, her regeneration does not function on her next turn. Attack: Melee 1 (one creature); +10 vs. AC
Standard Actions Hit: 2d6 + 3 damage, or 3d6 + 3 if Favria has combat advantage
Greatsword (weapon) At-Will against the target.
Requirement: Ethraniev must be in human or hybrid form. Poisoned Bolt (poison, weapon) At-Will
Attack: Melee 1 (one creature); +12 vs. AC Attack: Ranged 10 (one creature); +10 vs. AC
Hit: 2d10 + 4 damage, or 2d10 + 9 against a bloodied target. Hit: 1d8 + 3 damage, and ongoing 5 poison damage (save ends).
Claw At-Will Dual Assault Recharge if neither attack hits
Requirement: Ethraniev must be in wolf or hybrid form. Effect: Favria uses bladed hand crossbow and poisoned bolt.
Attack: Melee 1 (one creature); +12 vs. AC Skills
Hit: 3d6 + 5 damage, or 3d6 + 10 against a bloodied target, and Skills Athletics +9, Insight +10, Intimidate +8, Stealth +11
the target falls prone. Str 14 (+4) Dex 18 (+6) Wis 16 (+5)
Leap of the Wolf Recharge Con 20 (+7) Int 12 (+3) Cha 12 (+3)
Requirement: Ethraniev must be in wolf or hybrid form. Alignment Evil Languages Common, Dwarven
Effect: Ethraniev moves up to twice her speed, then makes a Equipment: crossbow bolt x20, hand crossbow x2, leather
melee basic attack with a +8 power bonus to the damage roll. If armor
the attack misses, the target takes half damage.
Minor Actions Published in Neverwinter Campaign Setting, page(s) 102.
Change Shape (polymorph) At-Will
Effect: Ethraniev alters her physical form to appear as a Medium
wolf, a unique human, or a hybrid until she uses change shape
again or until she drops to 0 hit points. She retains her statistics
in her new form. Her clothing, armor, and other possessions do
not change.
Skills
Skills Bluff +9, Insight +9, Intimidate +9, Nature +9
Str 20 (+8) Dex 17 (+6) Wis 13 (+4)
Con 18 (+7) Int 11 (+3) Cha 12 (+4)
Alignment Unaligned Languages Common
Equipment: greatsword .
Traits
Standard Actions Combat Advantage
Icy Claw (cold) At-Will The grell deals 1d6 extra damage against any creature granting
Attack: Melee 1 (one creature); +10 vs. AC combat advantage to it.
Hit: 2d6 + 6 cold damage. Standard Actions
Icy Exhalation (cold) At-Will Tentacle Lash (poison) At-Will
Attack: Close blast 3 (creatures in the blast); +8 vs. Fortitude Attack: Melee 2 (one creature); +9 vs. AC
Hit: 2d6 + 3 cold damage, and the target is slowed until the end Hit: 1d6 + 7 damage, and the target grants combat advantage
of the devil’s next turn. If the target is already slowed, it is until the end of the grell’s next turn.
instead immobilized. Grasping Tentacles Recharge when the grell has no
Frozen Prison (cold) Encounter creature grabbed
Attack: Ranged 5 (one creature); +8 vs. Fortitude Effect: The grell can shift 1 square before the attack.
Hit: 3d8 + 6 cold damage, and the target is restrained (save Attack: Melee 2 (one creature); +7 vs. Fortitude
ends). Hit: 1d6 + 4 damage, and the target is grabbed (escape DC 16).
Miss: Half damage, and the target is immobilized (save ends). The grell can shift 1 square and then pull the target up to 2
Skills squares. Until the grab ends, the target takes ongoing 5 damage
Skills Stealth +10 and cannot make opportunity attacks.
Str 15 (+4) Dex 17 (+5) Wis 16 (+5) Move Actions
Con 18 (+6) Int 13 (+3) Cha 12 (+3) Haul Away At-Will
Alignment Evil Languages Supernal Requirement: The grell must have a Medium or smaller creature
grabbed.
Published in Neverwinter Campaign Setting, page(s) 103. Effect: The grell shifts up to half its speed, pulling the grabbed
creature to a square adjacent to it.
Skills
Skills Stealth +10
Str 18 (+6) Dex 17 (+5) Wis 12 (+3)
Con 15 (+4) Int 11 (+2) Cha 8 (+1)
Alignment Evil Languages Deep Speech
Standard Actions
Standard Actions Claw At-Will
Rod (weapon) At-Will Attack: Melee 1 (one creature); +8 vs. AC
Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 4 damage.
Hit: 2d6 + 2 damage, and Mordai pushes the target up to 2 Warping Gaze (illusion, psychic) Recharge when the power
squares. misses
Fiery Corona (fire, force, implement) Recharge when Mordai Attack: Ranged 5 (one creature); +6 vs. Will
uses shrouded in fire Hit: 2d6 + 4 psychic damage, and the target grants combat
Attack: Close burst 2 (creatures in the burst); +9 vs. Reflex advantage (save ends). Until this effect ends, the nothic is
Hit: 2d6 + 6 fire and force damage, and ongoing 5 fire damage invisible to every enemy but the target, and its claw deals 1d6
(save ends). extra damage to the target. When this effect ends, this power
Shrouded in Fire (fire, teleportation) Recharge when Mordai recharges.
uses fiery corona Miss: The nothic has partial concealment until the end of its
Effect: Each creature adjacent to Mordai takes 5 fire damage, next turn.
and Mordai becomes invisible and then teleports up to 5 Forbidding Glare (fear, psychic) Encounter
squares. The invisibility lasts until Mordai attacks or until the end Attack: Close burst 2 (enemies in the burst); +6 vs. Will
of his next turn. Hit: 1d8 + 4 psychic damage, and the nothic pushes the target
Skills up to 2 squares.
Skills Bluff +13, Diplomacy +13, Religion +12, Stealth +12 Miss: Half damage, and the nothic can push the target 1 square.
Str 14 (+5) Dex 18 (+7) Wis 14 (+5) Skills
Con 18 (+7) Int 19 (+7) Cha 20 (+8) Skills Stealth +9
Alignment Evil Languages Common Str 16 (+4) Dex 16 (+4) Wis 12 (+2)
Equipment: rod implement . Con 18 (+5) Int 8 (0) Cha 9 (0)
Alignment Unaligned Languages Deep Speech
Published in Neverwinter Campaign Setting, page(s) 101. Update (4/18/2012) Updated in March 2012.
Published in Neverwinter Campaign Setting, page(s) 95, Dungeon
Magazine 193, Dungeon Magazine 195.
Nothic Mindwarp Nothic Mindwarp
Mordai Vell Mordai Vell 1 1
Nothic Nothic
Plaguegazer 2 Plaguegazer 2
Salamander Salamander
Sparker 2 Sparker 2
Salamander Salamander
Sparker 3 Sparker 3
Standard Actions
Standard Actions Ashen Slam At-Will
Longspear (fire, weapon) At-Will Attack: Melee 1 (one creature); +8 vs. AC
Attack: Melee 3 (one creature); +13 vs. AC Hit: 2d6 + 4 damage, and the target is marked until the end of
Hit: 2d10 + 4 damage, and ongoing 5 fire damage (save ends). the devil’s next turn.
Triggered Actions Triggered Actions
Tail Sweep (fire) At-Will Choking Ashes (fire) At-Will
Trigger: An enemy enters a square adjacent to the salamander. Trigger: A creature marked by the devil uses an attack power
Attack (Immediate Reaction): Close blast 2 (creatures in the blast that does not include the devil as a target.
including the triggering enemy); +11 vs. Reflex Effect (Immediate Reaction): The triggering creature takes 5 fire
Hit: 1d10 + 6 fire damage, and the target falls prone. damage and is slowed until the end of its next turn.
Skills Skills
Str 21 (+9) Dex 18 (+8) Wis 15 (+6) Skills Stealth +8
Con 17 (+7) Int 9 (+3) Cha 11 (+4) Str 13 (+2) Dex 14 (+3) Wis 14 (+3)
Alignment Evil Languages Primordial Con 18 (+5) Int 11 (+1) Cha 9 (0)
Equipment: longspear . Alignment Evil Languages Supernal
Published in Neverwinter Campaign Setting, page(s) 135. Published in Neverwinter Campaign Setting, page(s) 103, Dungeon
Magazine 193.
Salamander Salamander Seared Devil 1 Seared Devil 1
Spearwarden 1 Spearwarden 1
Traits
Dissonant Gibberish Aura 5 Traits
While Galt is bloodied, enemies in the aura have vulnerable 5 Coursing Flame
psychic and take a -2 penalty to saving throws. If the steeder takes fire damage, the next creature it hits before
Standard Actions the end of its next turn takes 5 fire damage.
Whipping Warhammer (weapon) At-Will Diabolic Steed (mount)
Attack: Melee 2 (one creature); +11 vs. AC If an attack power targets both the steeder and its rider and
Hit: 1d8 + 5 damage. misses one of them, it misses both of them.
Effect: Galt can slide the target 1 square. Standard Actions
Transmute the Unwilling (psychic) At-Will Bite (fire) At-Will
Attack: Ranged 5 (one creature); +9 vs. Fortitude Attack: Melee 2 (one creature); +13 vs. AC
Hit: 2d8 + 5 psychic damage, and the target is slowed (save ends). Hit: 1d8 + 5 damage, and ongoing 5 fire damage (save ends).
Miss: The target is slowed until the end of its next turn. The ongoing damage increases by 5 if the target is granting
combat advantage to the steeder.
Weave Nightmares (illusion, psychic) Encounter
Minor Actions
Attack: Close burst 2 (enemies in the burst); +9 vs. Will
Hit: 3d6 + 4 psychic damage, and the target is dazed (save ends). Adhering Limb At-Will 1/round
Miss: Half damage, and the target is dazed until the end of its Attack: Melee 2 (one creature); +11 vs. Reflex
next turn. Hit: The target is grabbed (escape DC 16). Until the grab ends,
Move Actions the target grants combat advantage to the steeder.
Twist Space (teleportation) Encounter Skills
Effect: Galt teleports up to 3 squares. He can teleport into the Skills Athletics +14, Stealth +13
space of another creature. If he does so, that creature teleports Str 21 (+9) Dex 18 (+8) Wis 14 (+6)
to the space that Galt just left and grants combat advantage until Con 17 (+7) Int 3 (0) Cha 9 (+3)
the end of its next turn. Alignment Evil Languages understands Dwarven and Deep
Skills Speech
Skills Bluff +10, Stealth +10 Equipment: duergar-made saddle
Str 14 (+5) Dex 15 (+5) Wis 9 (+2)
Con 18 (+7) Int 19 (+7) Cha 15 (+5) Published in Neverwinter Campaign Setting, page(s) 132.
Alignment Unaligned or chaotic evil Languages Common,
Dwarven, Deep Speech
Equipment: warhammer .
Steeder Steeder
Traits
Standard Actions Soul Phylactery
Soul-Draining Claw (necrotic) At-Will When Valindra drops to 0 hit points, her body and possessions
Attack: Melee 1 (one creature); +12 vs. AC crumble into dust, but she is not destroyed. She reappears
Hit: 1d8 + 5 necrotic damage, and the target loses a healing surge (along with her possessions) in 1d10 days adjacent to her
and is immobilized (save ends). phylactery, unless the phylactery is destroyed.
Special: If the wight takes radiant damage, this attack does not Standard Actions
cause targets to lose a healing surge until the end of the wight’s Vampiric Touch (healing, necrotic) At-Will
next turn. Attack: Melee 1 (one creature); +12 vs. Fortitude
Triggered Actions Hit: 2d6 + 5 necrotic damage, and Valindra regains hit points
Unhallowed Blight (necrotic) At-Will equal to the damage dealt.
Trigger: An enemy within 5 squares makes a successful saving Phantom Claw (necrotic, psychic) At-Will
throw. Attack: Ranged 10 (one or two creatures); +12 vs. Reflex
Attack (Opportunity Action): Close burst 5 (triggering enemy in Hit: 3d6 + 6 necrotic and psychic damage, and the target is
the burst); +10 vs. Fortitude immobilized (save ends).
Hit: 5 necrotic damage, and the target grants combat advantage Each Failed Saving Throw: Valindra slides the target up to 2
until the end of its next turn. squares.
Skills Miss: The target is slowed (save ends).
Skills Athletics +12, Intimidate +11 Profane Fire (fire, necrotic) Recharge when first bloodied
Str 19 (+7) Dex 11 (+3) Wis 8 (+2) Attack: Area burst 2 within 10 (creatures in the burst); +12 vs.
Con 16 (+6) Int 10 (+3) Cha 17 (+6) Fortitude
Alignment Evil Languages Common Hit: 2d10 + 8 fire and necrotic damage.
Miss: Half damage.
Published in Neverwinter Campaign Setting, page(s) 109, Dungeon Move Actions
Magazine 218. Fey Step (teleportation) Encounter
Effect: Valindra teleports up to 5 squares.
Minor Actions
Shadow Cloak Encounter
Effect: Valindra becomes insubstantial and is phasing, but she
cannot take standard actions. This effect lasts until she ends it as
a free action on her turn.
Reanimate (healing) Encounter
Effect: Valindra chooses a dead nonminion ally within 10
squares of her that was a living creature. The ally is restored to
life as an undead creature, has a number of hit points equal to
half its bloodied value, and stands up as a free action. The ally
gains resist 10 necrotic and vulnerable 5 radiant.
Skills
Skills Arcana +14, History +14, Insight +10
Str 8 (+3) Dex 12 (+5) Wis 13 (+5)
Con 14 (+6) Int 21 (+9) Cha 20 (+9)
Unhallowed Unhallowed Wight Alignment Evil Languages Common, Thayan
Wight 1 1 Equipment: ring of dragons
Valindra Valindra
Shadowmantle Shadowmantle
Unhallowed Unhallowed Wight
Wight 3 3
Traits
Traits Regeneration
Inspire Belligerence Aura 3 The wererat regains 5 hit points whenever it starts its turn and
While in the aura, allies deal 1d6 extra damage to creatures has at least 1 hit point. When the wererat takes damage from a
granting combat advantage to them. silvered weapon, its regeneration does not function on its next
Fiery Bone Spurs (fire) turn.
Any creature that grabs Vansi takes ongoing 5 fire damage until Standard Actions
the grab ends. Poisoned Morningstar (poison, weapon) At-Will
Standard Actions Requirement: The wererat must be in human or hybrid form.
Spiked Gauntlet (fire, weapon) At-Will Attack: Melee 1 (one creature); +9 vs. AC
Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d8 + 8 damage plus 5 poison damage.
Hit: 2d6 + 4 damage, and the target is grabbed (escape DC 15) if Rending Bite (disease) At-Will
Vansi has no creature grabbed. The target takes ongoing 5 fire Requirement: The wererat must be in rat or hybrid form.
damage until the grab ends. Attack: Melee 1 (one creature); +9 vs. AC
Entangling Flail (weapon) At-Will Hit: 2d6 + 4 damage, and the target is slowed and takes ongoing
Attack: Melee 2 (one creature); +9 vs. Reflex 5 damage (save ends both).
Hit: 2d8 + 5 damage, and Vansi can pull the target 1 square. First Failed Saving Throw: The target contracts wererat filth
fever (stage 1).
Sweeping Flail (weapon) Recharge
Attack: Close burst 2 (creatures in the burst); +9 vs. Reflex Scrabbling Fury At-Will
Hit: 2d6 + 4 damage, and the target falls prone. Requirement: The wererat must be in hybrid form.
Miss: Half damage. Effect: The wererat pushes each adjacent enemy up to 2 squares
Skills and then charges.
Str 16 (+6) Dex 14 (+5) Wis 13 (+4) Minor Actions
Con 18 (+7) Int 15 (+5) Cha 16 (+6) Change Shape (polymorph) At-Will
Alignment Unaligned Languages Common, Giant Effect: The wererat alters its physical form to appear as a Tiny
Equipment: flail , hide armor , spiked gauntlet . rat, a Medium unique human, or a hybrid until it uses change
shape again or until it drops to 0 hit points. The creature retains
its statistics in its new form. Its clothing, armor, and other
Published in Neverwinter Campaign Setting, page(s) 121.
possessions do not change.
Skills
Skills Bluff +8, Stealth +12
Str 18 (+6) Dex 20 (+7) Wis 12 (+3)
Con 15 (+4) Int 12 (+3) Cha 13 (+3)
Alignment Chaotic Evil Languages Common
Equipment: leather armor , morningstar .
Traits
Regeneration Wererat Mugger
1 Wererat Mugger 1
The werewolf regains 5 hit points whenever it starts its turn and
has at least 1 hit point. When it takes damage from a silvered
weapon, its regeneration does not function on its next turn.
Standard Actions
Mace (weapon) At-Will
Requirement: The werewolf must be in human or hybrid form. Wererat Mugger
Attack: Melee 1 (one creature); +11 vs. AC 2 Wererat Mugger 2
Hit: 2d6 + 2 damage, or 2d6 + 6 against a bloodied target.
Bite (disease) At-Will
Requirement: The werewolf must be in wolf or hybrid form.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 2 damage, or 2d6 + 6 against a bloodied target. At the Wererat Mugger
end of the encounter, the target makes a saving throw. On a 3 Wererat Mugger 3
failure, the target contracts werewolf moon frenzy (stage 1).
Searing Lightning (lightning) At-Will
Attack: Ranged 20 (one creature); +11 vs. Reflex
Hit: 1d10 + 9 lightning damage.
Thunderwind (thunder) At-Will Werewolf Werewolf
Attack: Close blast 3 (creatures in the blast); +9 vs. Fortitude Stormcaller 1 Stormcaller 1
Hit: 1d10 + 5 thunder damage, and the werewolf can push the
target 1 square and knock it prone.
Minor Actions
Change Shape (polymorph) At-Will
Effect: The werewolf alters its physical form to appear as a
Werewolf Werewolf
Medium wolf, a unique human, or a hybrid until it uses change Stormcaller 2 Stormcaller 2
shape again or until it drops to 0 hit points. It retains its statistics
in its new form. Its clothing, armor, and other possessions do not
change.
Skills
Skills Arcana +9, Bluff +10, Insight +13, Intimidate +10, Nature
+13
Str 15 (+5) Dex 16 (+6) Wis 20 (+8)
Con 17 (+6) Int 13 (+4) Cha 14 (+5)
Alignment Unaligned Languages Common
Equipment: leather armor , mace .
Level 6 Disease Werewolf Moon Frenzy
This disease starts with a fever, which soon becomes a violent and
unpredictable rage.
Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target takes a -2 penalty to
Will.
Stage 2: While affected by stage 2, whenever the target becomes
bloodied, it makes a melee basic attack as a free action against an
ally adjacent to it.
Stage 3: While affected by stage 3, whenever the target is hit by
an attack, it makes a melee basic attack as a free action against an
ally adjacent to it.
Check: At the end of each extended rest, the target makes an
Endurance check if it is at stage 1 or 2.
10 or lower: The stage of the disease increases by one.
11-14: No Change
15 or higher: The stage of the disease decreases by one.