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3 Neverwinter Campaign Setting Monster Stat Blocks PRINTED

The document provides stat blocks for several monsters in the Neverwinter Campaign Setting, including details on their abilities, attacks, defenses, and traits. It includes stat blocks for creatures like the Aboleth and its remnants, the fey humanoid Addemios Three-Dawn, and the branded zealot and soldier Dagult Neverember. Each stat block provides the name, level, and challenge of the creature along with its stats, attacks, and special abilities.

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0% found this document useful (0 votes)
387 views

3 Neverwinter Campaign Setting Monster Stat Blocks PRINTED

The document provides stat blocks for several monsters in the Neverwinter Campaign Setting, including details on their abilities, attacks, defenses, and traits. It includes stat blocks for creatures like the Aboleth and its remnants, the fey humanoid Addemios Three-Dawn, and the branded zealot and soldier Dagult Neverember. Each stat block provides the name, level, and challenge of the creature along with its stats, attacks, and special abilities.

Uploaded by

Sennal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Neverwinter Campaign Setting Monster Stat Blocks

Aboleth Opener Level 7 Aboleth Remnant Level 5 Brute


Controller
Large aberrant magical XP 300 Large aberrant magical XP 200
beast (aquatic) beast (aquatic)
HP 82; Bloodied 41 Initiative +7 HP 78; Bloodied 39 Initiative +6
AC 21, Fortitude 20, Reflex 17, Will 20 Perception+6 AC 19, Fortitude 18, Reflex 17, Will 15 Perception+3
Speed 5, swim 10 Darkvision Speed 5, fly 7 (hover), swim 10 Darkvision

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

Published in Neverwinter Campaign Setting, page(s) 93.

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

Standard Actions Standard Actions


Short Sword (weapon) At-Will Branding Iron (fire, weapon) At-Will
Attack: Melee 1 (one creature); +10 vs. AC Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 4 damage. Hit: 2d6 + 8 fire damage.
Wrath of the Divine (implement, varies) At-Will Hellfire Chain (fire) At-Will
Attack: Ranged 10 (one creature); +10 vs. Reflex Attack: Ranged 3 (one creature); +7 vs. Fortitude
Hit: 3d4 + 3 fire, necrotic, or radiant damage (Three-Dawn’s Hit: 2d6 + 5 fire damage. The zealot pulls the target up to 2
choice), and one creature adjacent to the target takes 3 damage squares, and the target is slowed until the end of its next turn.
of the same type. Bow to Your Master Recharge if neither attack hits
Eldritch Burst (force, implement) Recharge Effect: The zealot uses hellfire chain. If the target is then
Attack: Area burst 1 within 10 (creatures in the burst); +10 vs. adjacent to the zealot, the zealot uses branding iron against it. If
Fortitude both attacks hit, the target falls prone.
Hit: 1d10 + 5 force damage, and the target falls prone. Skills
Miss: Half damage. Skills Intimidate +8, Stealth +9
Move Actions Str 17 (+5)                Dex 15 (+4)                Wis 14 (+4)
Fey Step (teleportation) Encounter Con 16 (+5)                Int 11 (+2)                Cha 12 (+3)
Effect: Three-Dawn teleports up to 5 squares. Alignment Evil        Languages Common
Skills Arcana +9, Bluff +11, Religion +9 Equipment: robes, mace .
Skills
Str 12 (+3)                Dex 18 (+6)                Wis 11 (+2) Published in Neverwinter Campaign Setting, page(s) 102, Dungeon
Con 15 (+4)                Int 15 (+4)                Cha 18 (+6) Magazine 193.
Alignment Evil        Languages Common, Elven
Equipment: chainmail , rod implement , short sword .

Published in Neverwinter Campaign Setting, page(s) 127.

Addemios Three- Addemios Three-


Dawn Dawn
Branded Zealot Branded Zealot

Branded Zealot 1 Branded Zealot 1

Branded Zealot 2 Branded Zealot 2


Clariburnus Tanthul Level 10 Elite Dagult Neverember Level 7 Soldier
Skirmisher
Medium shadow XP 1000 Medium natural XP 300
humanoid humanoid, human
HP 158; Bloodied 79 Initiative +13 HP 84; Bloodied 42 Initiative +8
AC 24, Fortitude 21, Reflex 23, Will 22 Perception+11 AC 23, Fortitude 20, Reflex 19, Will 19 Perception+5
Speed 7 Blindsight 10, Darkvision Speed 6
Saving Throws +2; Action Points 1

Traits Standard Actions


Benighted Presence Aura 5 Longsword (fear, weapon) At-Will
Bright light in the aura is reduced to dim light. Attack: Melee 1 (one creature); +12 vs. AC
Regeneration Hit: 2d8 + 6 damage, and the target takes a -2 penalty to attack
Clariburnus regains 15 hit points whenever he starts his turn and rolls against Neverember.
has at least 1 hit point. When he takes radiant damage, his Minor Actions
regeneration does not function on his next turn. Taunt Recharge
Standard Actions Attack: Close blast 5 (one enemy in blast); +10 vs. Will
Gloom Crescent (weapon) At-Will Hit: Neverember pulls the target up to 4 squares, and it grants
Attack: Melee 1 (one creature); +15 vs. AC combat advantage until the end of its next turn.
Hit: 2d8 + 9 damage. Triggered Actions
Severing Shadows (force, teleportation, weapon) At-Will Lord's Rebuke At-Will
Effect: Clariburnus uses gloom crescent twice (or three times Trigger: An adjacent enemy shifts or uses an attack power that
while he is bloodied). He teleports up to 5 squares before each doesn’t include Neverember as a target.
attack. If he hits the same target twice, that target takes ongoing Effect (Immediate Interrupt): Neverember makes a melee basic
5 force damage (save ends). attack against the enemy.
    First Failed Saving Throw: The target instead takes ongoing 10 Skills
force damage and is blinded (save ends both). Skills Athletics +11, Bluff +12, Insight +12, Intimidate +12
By Night Consumed (necrotic) Encounter Str 17 (+6)                Dex 16 (+6)                Wis 15 (+5)
Attack: Ranged 5 (one or two creatures); +13 vs. Will Con 20 (+8)                Int 17 (+6)                Cha 19 (+7)
Hit: 3d10 + 5 necrotic damage, and the target is removed from Alignment Unaligned        Languages Common, Dwarven, Elven
play (save ends). Equipment: signet ring, chainmail , longsword .
Miss: Half damage, and the target is dazed (save ends).
Move Actions Published in Neverwinter Campaign Setting, page(s) 88.
Shadow Stride (teleportation) Recharge
Effect: Clariburnus teleports up to 5 squares, or 10 squares if he
ends the move in darkness.
Skills
Skills Acrobatics +16, Arcana +12, Diplomacy +15, History +12,
Stealth +21
Str 18 (+9)                Dex 22 (+11)                Wis 13 (+6)
Con 16 (+8)                Int 15 (+7)                Cha 20 (+10)
Alignment Evil        Languages Common, Netherese
Equipment: scimitar .

Published in Neverwinter Campaign Setting, page(s) 114.

Clariburnus Clariburnus
Tanthul Tanthul
Dagult Dagult
Neverember Neverember
Dire Corby Level 7 Brute Drow Informant Level 6 Lurker

Medium natural XP 300 Medium fey humanoid, XP 250


humanoid drow
HP 96; Bloodied 48 Initiative +8 HP 60; Bloodied 30 Initiative +12
AC 19, Fortitude 19, Reflex 20, Will 17 Perception+10 AC 20, Fortitude 18, Reflex 19, Will 17 Perception+10
Speed 7 Darkvision Speed 6 Darkvision

Standard Actions Standard Actions


Gashing Beak At-Will Dagger At-Will
Attack: Melee 1 (one creature); +12 vs. AC Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 6 damage, and ongoing 5 damage (save ends). Hit: 2d4 + 9 damage.
Triggered Actions Vanish Into Thin Air Recharge
Rending Screech (fear, psychic) Encounter Effect: The drow becomes invisible, then shifts up to 3 squares.
Trigger: The dire corby is first bloodied. It remains invisible until the end of its next turn or until
Attack (Free Action): Close burst 2 (creatures in the burst); +10 immediately after it attacks. If the invisible drow’s next attack
vs. Will hits, the target takes 2d8 extra damage, and it is dazed until the
Hit: 2d6 + 5 psychic damage, and the target gains vulnerable 5 to end of its next turn.
all damage until the end of the dire corby’s next turn. Minor Actions
Miss: Half damage. Cloud of Darkness (zone) Encounter
Skills Effect: Close burst 1. The burst creates a zone that lasts until the
Skills Athletics +12, Stealth +13 end of the drow’s next turn. The zone blocks line of sight for all
Str 19 (+7)                Dex 21 (+8)                Wis 14 (+5) creatures except the drow. While entirely within the zone, any
Con 16 (+6)                Int 11 (+3)                Cha 9 (+2) creature other than the drow is blinded.
Alignment Chaotic Evil        Languages - Skills
Skills Acrobatics +13, Bluff +11, Stealth +13, Thievery +13
Published in Neverwinter Campaign Setting, page(s) 129. Str 16 (+6)                Dex 20 (+8)                Wis 14 (+5)
Con 18 (+7)                Int 16 (+6)                Cha 16 (+6)
Alignment Evil        Languages Common, Elven
Equipment: black cloak, dagger .

Published in Neverwinter Campaign Setting, page(s) 122, Dungeon


Magazine 204.

Dire Corby Dire Corby

Drow Informant Drow Informant

Dire Corby 1 Dire Corby 1

Drow Informant 1 Drow Informant 1

Dire Corby 2 Dire Corby 2

Drow Informant 2 Drow Informant 2


Dire Corby 3 Dire Corby 3
Drow Spellspinner Level 8 Drow Swashbuckler Level 7
Artillery Skirmisher
Medium fey humanoid, XP 350 Medium fey humanoid, XP 300
drow drow
HP 64; Bloodied 32 Initiative +6 HP 81; Bloodied 40 Initiative +10
AC 22, Fortitude 18, Reflex 21, Will 21 Perception+5 AC 21, Fortitude 17, Reflex 20, Will 19 Perception+9
Speed 6 Darkvision Speed 6 Darkvision

Standard Actions Standard Actions


Spellshock Rod (implement, lightning) At-Will Nimble Slash At-Will
Attack: Melee 1 (one creature); +13 vs. AC Effect: The drow shifts up to 3 squares before or after the attack.
Hit: 2d8 + 7 lightning damage, and the drow pushes the target up Attack: Melee 1 (one creature); +12 vs. AC
to 2 squares. Hit: 2d6 + 8 damage.
Dark Bolt (implement, lightning, necrotic) At-Will Blade Flourish Encounter
Attack: Ranged 20 (one creature); +13 vs. Reflex Effect: The drow uses nimble slash twice, then gains a +2 power
Hit: 2d8 + 2 lightning damage, and ongoing 5 necrotic damage bonus to AC until the start of its next turn.
(save ends). Minor Actions
Lightning Web (implement, lightning) Encounter Cloud of Darkness (zone) Encounter
Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Effect: Close burst 1. The burst creates a zone that lasts until the
Hit: The target is immobilized and takes ongoing 10 lightning end of the drow’s next turn. The zone blocks line of sight for all
damage (save ends both). creatures except the drow. While entirely within the zone, any
Miss: The target is slowed and takes ongoing 5 lightning damage creature other than the drow is blinded.
(save ends both). Triggered Actions
Move Actions Unbalanced Counterattack At-Will
Levitate Encounter Trigger: An adjacent enemy hits the drow with a melee attack.
Effect: The drow flies up to 4 squares vertically and hovers there Effect (Immediate Reaction): The drow uses nimble slash against
until the end of its next turn. When the levitation ends, the drow the triggering enemy. On a hit, the enemy grants combat
descends safely to the ground, without taking falling damage. advantage until the end of the drow’s next turn. On a miss, the
Sustain Move: The levitation persists until the end of the drow’s drow grants combat advantage until the end of its next turn.
next turn, and it can fly up to 3 squares vertically and 1 square Skills
horizontally. Skills Acrobatics +13, Athletics +10, Bluff +13, Stealth +13
Skills Str 15 (+5)                Dex 21 (+8)                Wis 12 (+4)
Skills Arcana +12, Dungeoneering +10, Stealth +11 Con 17 (+6)                Int 17 (+6)                Cha 20 (+8)
Str 10 (+4)                Dex 15 (+6)                Wis 13 (+5) Alignment Unaligned        Languages Common, Elven
Con 10 (+4)                Int 17 (+7)                Cha 16 (+7) Equipment: leather armor , short sword .
Alignment Evil        Languages Common, Elven
Published in Neverwinter Campaign Setting, page(s) 122, Dungeon
Equipment: robes, rod implement . Magazine 206.

Published in Neverwinter Campaign Setting, page(s) 134, Halls of


Undermountain, page(s) 93, Dungeon Magazine 206.

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

Ethraniev Marrowslake Level 7 Brute Favria Level 5


Skirmisher
Medium natural humanoid XP 300 Medium natural XP 200
(shapechanger), human humanoid, dwarf
HP 88; Bloodied 44 Initiative +6 HP 68; Bloodied 34 Initiative +8
AC 19, Fortitude 21, Reflex 19, Will 17 Perception+9 AC 19, Fortitude 18, Reflex 17, Will 16 Perception+5
Speed 6 (8 in wolf form) Low-light vision Speed 6 Darkvision
Resist 5 fire, 5 poison

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 .

Published in Neverwinter Campaign Setting, page(s) 124.


Ethraniev Ethraniev
Marrowslake Marrowslake Favria Favria

Fimbrul Devil Level 5 Grell Strangler Level 4


Controller Skirmisher
Medium immortal XP 200 Medium aberrant magical XP 175
humanoid (devil) beast (blind)
HP 66; Bloodied 33 Initiative +5 HP 55; Bloodied 27 Initiative +7
AC 19, Fortitude 17, Reflex 16, Will 16 Perception+5 AC 18, Fortitude 17, Reflex 16, Will 14 Perception+8
Speed 6 (ice walk) Speed 1 (clumsy), fly 6 (hover) Blindsight 12
Resist 10 cold, 10 fire

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

Published in Neverwinter Campaign Setting, page(s) 94, Dungeon


Magazine 195.

Fimbrul Devil Fimbrul Devil Grell Strangler 1 Grell Strangler 1


Grell Strangler 2 Grell Strangler 2

Grell Strangler 3 Grell Strangler 3

Hellfire Warlock Level 4 Kholzourl the Fire-Speaker Level 9 Soldier


Artillery Medium natural XP 400
Medium natural XP 175 humanoid, duergar
humanoid, human HP 97; Bloodied 48 Initiative +8
HP 48; Bloodied 24 Initiative +5 AC 25, Fortitude 22, Reflex 21, Will 23 Perception+6
AC 18, Fortitude 17, Reflex 15, Will 16 Perception+3 Speed 5 Darkvision
Speed 6 Resist 10 fire, 5 poison

Traits Standard Actions


Hellfire Affinity Infernal Flail (fire, psychic, weapon) At-Will
The warlock has a +2 bonus to all defenses against attacks made Attack: Melee 1 (one creature); +14 vs. AC
by creatures taking ongoing fire damage. Hit: 3d6 + 6 fire and psychic damage.
Standard Actions Effect: The target is marked until the end of Kholzourl’s next
Dagger (fire, weapon) At-Will turn.
Attack: Melee 1 (one creature); +9 vs. AC Whirling Cinders (fire, psychic, zone) Encounter
Hit: 1d4 + 5 damage, and ongoing 5 fire damage (save ends). Attack: Melee 1 (one creature); +12 vs. Reflex
Hellfire (fire, implement) At-Will Hit: 3d10 + 5 fire and psychic damage.
Attack: Ranged 10 (one creature); +9 vs. Reflex Miss: Half damage.
Hit: 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). Effect: The attack creates a zone in a burst 1 centered on the
Concussive Inferno (fire, force, implement) Encounter target. Any creature that enters the zone or ends its turn there
Attack: Close burst 2 (enemies in the burst); +7 vs. Fortitude takes 5 fire damage, and the zone is difficult terrain for good
Hit: 2d6 + 2 fire and force damage, and the warlock pushes the creatures. The zone lasts until the end of the encounter.
target up to 2 squares and knocks it prone. Infernal Quills (poison) Encounter
Miss: Half damage, and the warlock pushes the target up to 2 Attack: Ranged 3 (one creature); +14 vs. AC
squares. Hit: 1d8 + 8 damage, and the target takes ongoing 5 poison
Move Actions damage and is marked (save ends both).
Ride the Fire (teleportation) Recharge Minor Actions
Effect: The warlock teleports, swapping positions with a creature Call of the Flame At-Will 1/round
within 10 squares of it that is taking ongoing fire damage. Attack: Ranged 5 (one creature marked by Kholzourl); +12 vs.
Skills Will
Skills Intimidate +11, Stealth +10 Hit: Kholzourl slides the target up to 3 squares.
Str 15 (+4)                Dex 16 (+5)                Wis 12 (+3) Skills
Con 18 (+6)                Int 17 (+5)                Cha 18 (+6) Skills Arcana +12, Dungeoneering +11, Intimidate +14, Religion
Alignment Evil        Languages Common +12
Equipment: robes, dagger , rod implement . Str 16 (+7)                Dex 14 (+6)                Wis 14 (+6)
Con 17 (+7)                Int 17 (+7)                Cha 21 (+9)
Published in Neverwinter Campaign Setting, page(s) 103, Dungeon Alignment Evil        Languages Common, Deep Speech, Dwarven
Magazine 193. Equipment: flail , scale armor .

Published in Neverwinter Campaign Setting, page(s) 131.


Hellfire Warlock Hellfire Warlock Kholzourl Kholzourl

Hellfire Warlock 1 Hellfire Warlock 1

Hellfire Warlock 2 Hellfire Warlock 2


Mordai Vell Level 6 Lurker Nothic Mindwarp Level 3 Lurker

Medium natural XP 250 Medium aberrant XP 150


humanoid, tiefling humanoid
HP 60; Bloodied 30 Initiative +11 HP 42; Bloodied 21 Initiative +8
AC 20, Fortitude 17, Reflex 18, Will 19 Perception+5 AC 17, Fortitude 16, Reflex 15, Will 13 Perception+2
Speed 6 Low-light vision Speed 6 Darkvision, truesight 10
Resist 10 fire

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 Mindwarp Nothic Mindwarp


2 2

Nothic Mindwarp Nothic Mindwarp


3 3

Nothic Plaguegazer Level 6 Artillery Plaguechanged Elder Level 9 Elite


Brain Controller
Medium aberrant humanoid XP 250 Large aberrant magical XP 800
beast (blind)
HP 60; Bloodied 30 Initiative +7 HP 200; Bloodied 100 Initiative +11
AC 20, Fortitude 19, Reflex 17, Will 16 Perception+5 AC 24, Fortitude 19, Reflex 20, Will 26 Perception+7
Speed 6 Darkvision, truesight 10 Speed 1 Blindsight 20
Immune blinded, gaze effects; Resist 10 psychic
Saving Throws +2; Action Points 1
Traits
Oozing Plague (poison) Traits
Any creature that ends its turn adjacent to the nothic takes Numbing Static (psychic) Aura 3
ongoing 5 poison damage (save ends). Creatures gain no benefit from psychic resistance while in the
Standard Actions aura. While the elder brain is bloodied, any creature that ends
Claw At-Will its turn in the aura takes 5 psychic damage.
Attack: Melee 1 (one creature); +11 vs. AC Potent Telepathy
Hit: 1d6 + 8 damage. The elder brain can communicate telepathically with other
Sickening Gaze (necrotic, poison) At-Will creatures within 20 squares of it, even if it does not have line of
Attack: Ranged 10 (one creature); +11 vs. Fortitude effect to those creatures.
Hit: 1d6 + 3 necrotic damage, and the target is slowed and takes Standard Actions
ongoing 5 poison damage (save ends both). Tentacle Mind Warp (teleportation) At-Will
    First Failed Saving Throw: The target is immobilized instead of Attack: Melee 3 (one creature); +14 vs. AC
slowed. Hit: 2d8 + 8 damage, and the elder brain teleports the target up
Spread the Infection (necrotic, poison) Recharge when first to 2 squares.
bloodied Turbulent Psychopathy (psychic) Recharge
Attack: Area burst 1 centered on a creature taking ongoing poison Attack: Close burst 3 (enemies in the burst); +12 vs. Will
damage within 10 (creatures in the burst); +11 vs. Fortitude Hit: 2d8 + 5 psychic damage, and the target is dazed (save ends).
Hit: 1d6 + 3 necrotic damage, and ongoing 10 poison damage Miss: Half damage.
(save ends). Move Actions
Miss: Half damage, and ongoing 5 poison damage (save ends). Bend Space (teleportation) At-Will
Skills Effect: The elder brain teleports up to 5 squares.
Skills Stealth +12 Minor Actions
Str 15 (+5)                Dex 18 (+7)                Wis 14 (+5)
Maddening Projection (psychic) At-Will
Con 18 (+7)                Int 10 (+3)                Cha 9 (+2)
Attack: Ranged 5 (one or two creatures); +12 vs. Will
Alignment Unaligned        Languages Deep Speech
Hit: 1d8 + 3 psychic damage, and the target gains vulnerable 5
psychic until the end of the elder brain’s next turn.
Published in Neverwinter Campaign Setting, page(s) 94, Dungeon
Triggered Actions
Magazine 195.
Spatial Reflection At-Will
Trigger: An enemy subjects the elder brain to forced movement.
Effect (Immediate Interrupt): The elder brain negates the forced
movement against itself and subjects the triggering enemy to it
instead.
Skills
Skills Arcana +15, Bluff +14, Diplomacy +14, Dungeoneering +12
Str 8 (+3)                Dex 10 (+4)                Wis 16 (+7)
Con 20 (+9)                Int 22 (+10)                Cha 20 (+9)
Alignment Chaotic Evil        Languages Deep Speech, telepathy
20
Nothic Nothic
Plaguegazer 1 Plaguegazer 1
Published in Neverwinter Campaign Setting, page(s) 130.

Nothic Nothic
Plaguegazer 2 Plaguegazer 2

Nothic Nothic Plaguechanged Plaguechanged


Plaguegazer 3 Plaguegazer 3 Elder Brain Elder Brain

Plaguechanged Mind Level 8 Controller Salamander Sparker Level 11


Flayer (Leader) Artillery
Medium aberrant XP 350 Large elemental XP 600
humanoid humanoid (fire, reptile)
HP 82; Bloodied 41 Initiative +5 HP 90; Bloodied 45 Initiative +10
AC 24, Fortitude 18, Reflex 22, Will 20 Perception+6 AC 25, Fortitude 24, Reflex 24, Will 21 Perception+7
Speed 7 Darkvision Speed 6
Resist 20 fire

Standard Actions Standard Actions


Tentacles At-Will Tail Lash (fire) At-Will
Requirement: The mind flayer must not have a creature grabbed. Attack: Melee 2 (one creature); +16 vs. AC
Attack: Melee 1 (one creature); +11 vs. Reflex. This attack Hit: 2d10 + 8 fire damage.
automatically hits a dazed or stunned target. Sparkbow (fire, weapon) At-Will
Hit: 2d8 + 7 damage, and the mind flayer grabs the target (escape Attack: Ranged 20 (one or two creatures); +18 vs. AC
DC 16). Hit: 1d10 + 5 fire damage, and one creature adjacent to the
Enthrall Brain (charm) At-Will target takes 1d6 fire damage.
Attack: Melee 1 (one creature grabbed by the mind flayer); +11 Skills
vs. Fortitude Str 20 (+10)                Dex 21 (+10)                Wis 15 (+7)
Hit: 3d10 + 4 damage, and the target is dazed until it is no longer Con 18 (+9)                Int 9 (+4)                Cha 11 (+5)
grabbed by the mind flayer. Alignment Evil        Languages Primordial
Special: If this attack drops the target below 1 hit point, the target Equipment: arrow x40, longbow .
stands up, regains hit points equal to its bloodied value, and is
dominated until the mind flayer dies. At that point, the target Published in Neverwinter Campaign Setting, page(s) 135.
drops to 0 hit points.
Psychotic Blast (charm, psychic) Recharge
Attack: Close blast 5 (enemies in the blast); +11 vs. Will
Hit: 2d6 + 5 psychic damage, and the target makes a basic attack
against its nearest ally as a free action.
Miss: Half damage.
Skills
Skills Arcana +14, Insight +11
Str 12 (+5)                Dex 12 (+5)                Wis 14 (+6)
Con 10 (+4)                Int 20 (+9)                Cha 17 (+7)
Alignment Chaotic Evil        Languages Deep Speech, telepathy 20

Published in Neverwinter Campaign Setting, page(s) 130, Dungeon


Magazine 214.
Salamander Salamander
Plaguechanged Plaguechanged Sparker 1 Sparker 1
Mind Flayer Mind Flayer

Salamander Salamander
Sparker 2 Sparker 2

Salamander Salamander
Sparker 3 Sparker 3

Salamander Spearwarden Level 8 Brute Seared Devil Level 3 Soldier

Large elemental humanoid XP 350 Medium immortal XP 150


(fire, reptile) humanoid (devil)
HP 107; Bloodied 53 Initiative +8 HP 50; Bloodied 25 Initiative +5
AC 20, Fortitude 21, Reflex 20, Will 18 Perception+6 AC 19, Fortitude 16, Reflex 14, Will 14 Perception+3
Speed 6 Speed 5
Resist 20 fire Resist 10 fire

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

Salamander Salamander Seared Devil 2 Seared Devil 2


Spearwarden 2 Spearwarden 2

Salamander Salamander Seared Devil 3 Seared Devil 3


Spearwarden 3 Spearwarden 3

Soman Galt Level 6 Steeder Level 8


Controller Skirmisher
Medium natural XP 250 Large natural beast XP 350
humanoid, dwarf (devil, mount)
HP 74; Bloodied 37 Initiative +5 HP 89; Bloodied 44 Initiative +10
AC 20, Fortitude 19, Reflex 19, Will 17 Perception+2 AC 22, Fortitude 20, Reflex 21, Will 19 Perception+6
Speed 5 (7 while bloodied) Low-light vision Darkvision,
Speed 6, climb 6 (spider climb)
tremorsense 5

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 .

Published in Neverwinter Campaign Setting, page(s) 90.


Soman Galt Soman Galt

Steeder Steeder

Thaluud Constructor Thaluud Constructor


Thaalud Constructor Level 5 Elite The Prophet Rohini Level 9
Brute Controller
Huge natural animate XP 400 Medium aberrant humanoid XP 400
(blind, construct) (devil, shapechanger)
HP 154; Bloodied 77 Initiative +1 HP 98; Bloodied 49 Initiative +7
AC 17, Fortitude 19, Reflex 16, Will 17 Perception+7 AC 23, Fortitude 21, Reflex 21, Will 23 Perception+7
Speed 8 (earth walk), burrow 2 (tunneling) Blindsight 20 Speed 6, fly 6 Darkvision
Immune blinded, gaze effects, poison; Resist 5 cold, 5 fire, 5 Immune blinded, gaze effects; Resist 10 fire, 10 psychic
lightning
Saving Throws +2; Action Points 1 Standard Actions
Maddening Touch (psychic) At-Will
Standard Actions Attack: Melee 1 (one creature); +14 vs. AC
Mauling Fist At-Will Hit: 3d6 + 6 psychic damage, and Rohini slides the target up to 2
Attack: Melee 3 (one creature); +10 vs. AC squares.
Hit: 2d8 + 7 damage, and the target is grabbed (escape DC 15) if Soul-Wrenching Kiss (fire, psychic) At-Will
the constructor has no creature grabbed. Attack: Melee 1 (one creature); +12 vs. Will
Double Attack At-Will Hit: The target cannot attack Rohini and takes ongoing 10 fire
Effect: The constructor uses mauling fist twice. and psychic damage (save ends both). Until the effect ends, the
Hurl Foe At-Will target cannot willingly end its turn farther away from Rohini
Requirement: The constructor must have a Large or smaller than where it started. This effect ends if Rohini attacks the
creature grabbed. target or uses the power against a different creature.
Attack: Ranged 10 (one Large or smaller creature); +8 vs. Reflex Forcible Domination (charm) At-Will
Hit: 2d8 + 7 damage to both the target and the grabbed creature. Attack: Ranged 5 (one creature); +12 vs. Will
The grabbed creature falls prone in the target’s space, and the Hit: The target is dominated until the end of Rohini’s next turn.
constructor pushes the target 1 square and knocks it prone. Minor Actions
Miss: Half damage to both creatures, and the grabbed creature Change Shape (polymorph) At-Will
falls prone adjacent to the target. Effect: Rohini alters her physical form to appear as a member of
Effect: The grab ends. any Medium humanoid race (including a unique individual) until
Triggered Actions she uses change shape again or until she drops to 0 hit points.
Collapse into Rubble Encounter To assume a specific individual’s form, Rohini must have seen
Trigger: The constructor drops to 0 hit points. that individual. Other creatures can make a DC 30 Insight check
Attack (No Action): Close burst 1 (creatures in the burst); +8 vs. to discern that the form is a disguise.
Reflex Triggered Actions
Hit: 3d10 + 8 damage. Mind-Warped Bodyguard (charm, teleportation) At-Will
Effect: The constructor is destroyed, and the area of the burst, Trigger: A melee or a ranged attack targets Rohini while she is
including the constructor’s space, is difficult terrain until the end within 5 squares of a creature affected by her soul-wrenching
of the encounter. kiss.
Skills Effect (Immediate Interrupt): Rohini and the creature affected by
Skills Arcana +8 her soul-wrenching kiss teleport, swapping positions, and the
Str 20 (+7)                Dex 9 (+1)                Wis 11 (+2) triggering attack instead targets that creature.
Con 17 (+5)                Int 12 (+3)                Cha 15 (+4) Skills
Alignment Unaligned        Languages understands Common and Skills Arcana +13, Bluff +15, Diplomacy +15, Dungeoneering +12
Netherese, telepathy 20 Str 17 (+7)                Dex 17 (+7)                Wis 16 (+7)
Con 18 (+8)                Int 18 (+8)                Cha 22 (+10)
Published in Neverwinter Campaign Setting, page(s) 115. Alignment Chaotic Evil        Languages Common, Deep Speech,
Supernal

Published in Neverwinter Campaign Setting, page(s) 97.

The Prophet The Prophet


Rohini Rohini

Unhallowed Wight Level 7 Soldier Valindra Shadowmantle Level 9 Elite


Controller
Medium natural humanoid XP 300 Medium natural humanoid XP 800
(undead) (undead), eladrin
HP 80; Bloodied 40 Initiative +5 HP 188; Bloodied 94 Initiative +5
AC 23, Fortitude 20, Reflex 15, Will 19 Perception+2 AC 23, Fortitude 19, Reflex 22, Will 22 Perception+5
Speed 6, climb 4 Darkvision Speed 6, fly 4 (hover) Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Immune disease, poison; Resist 10 necrotic
radiant Saving Throws +2; Action Points 1

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

Published in Neverwinter Campaign Setting, page(s) 108.

Unhallowed Unhallowed Wight


Wight 2 2

Valindra Valindra
Shadowmantle Shadowmantle
Unhallowed Unhallowed Wight
Wight 3 3

Vansi Level 6 Soldier Wererat Mugger Level 4 Brute


(Leader)
Medium natural XP 250 Medium natural XP 175
humanoid, orog humanoid (shapechanger)
HP 74; Bloodied 37 Initiative +7 HP 55; Bloodied 27 Initiative +7
AC 22, Fortitude 19, Reflex 17, Will 18 Perception+4 AC 16, Fortitude 17, Reflex 15, Will 14 Perception+3
Speed 6 Speed 6, climb 4 (rat or hybrid form only) Low-light vision

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 .

Level 3 Disease Wererat Filth Fever


Those infected by this disease waste away as they alternately
suffer chills and hot flashes.
Stage 0: The target recovers from the disease.
Vansi Vansi Stage 1: While affected by stage 1, the target loses a healing
surge.
Stage 2: While affected by stage 2, the target loses a healing
surge. The target also takes a -2 penalty to AC, Fortitude, and
Reflex.
Stage 3: While affected by stage 3, the target loses all healing
surges and cannot regain hit points. The target also takes a -2
penalty to AC, Fortitude, and Reflex.
Check: At the end of each extended rest, the target makes an
Endurance check if it is at stage 1 or 2.
8 or lower: The stage of the disease increases by one.
9-12: No Change
13 or higher: The stage of the disease decreases by one.

Published in Neverwinter Campaign Setting, page(s) 116, Dungeon


Magazine 193.
Werewolf Stormcaller Level 6
Artillery
Medium natural humanoid XP 250
(shapechanger), human
HP 49; Bloodied 24 Initiative +6
AC 20, Fortitude 17, Reflex 18, Will 20 Perception+13
Speed 6 (8 in wolf form) Low-light vision

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.

Published in Neverwinter Campaign Setting, page(s) 125.

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