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Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 1 Reversion Denizens

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Page 1: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 1

Reversion

Denizens

RULEBOOK

AGE 12+

RULEBOOK

AGE 12+

Page 2: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 2

NOTES

I call this a ‘reversion’ because I felt like I was reverting WoTC’s Castle Ravenloft back into D&D. In my opinion this is how this game should have been from the start (no offense intended to WoTC and all their games that I enjoy).

I’ve split this document into six pieces: Rules, Quests, Rooms, Denizens, Cards and Monster Cards. Each is a separate PDF file.

The Reversion requires some set-up:• The Cards need to be printed on card stock. Then flip the pages over in your printer and print

the appropriate back side for the cards.• Print out at least one Quest Tracking sheet. You will need one per party of characters that play.• The Monster Stat Cards also need to be printed out. They are not intended to be printed

double-sided because I don’t think they’re as useful in that form.• The Village Map is best done on cardstock. Then cut the white border from between the pages

and tape them together for one big map.• The four books (Rules, Quests, Rooms and Denizens) are created to make a booklet from

regular 8.5x11” paper. For each PDF file, print first only the odd pages, then reverse the order of the pages and flip them over and put them back in your printer. Then print the even pages.

• You’ll also want a deck of playing cards for the Vaults and poker chips (or some other counters) for various tokens and counters.

• You will also need some tokens for Drama Dice. We always use little crystal markers that are easily found at gaming stores.

Otherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules (either the Player’s Handbook or the Rules Compendium).

All the images in here were found on the web. I haven’t made any attempt to seek anyone’s permission to use them. I’m not selling this product and as far as I’m considered it all falls under Fair Use. If anyone feels otherwise, send me a polite email and I’ll remove it from the document.

I’m very interested in suggestions, revisions, and other ideas to fix or add, so please post your thoughts and ideas on the Board Game Geek forums. I’m sure there are many things that can be fixed, improved or added.

Finally, special thanks to my wife for her help in revising and editing this document. She also came up with a lot of the ideas in here.

- Chris (aka Doctor Bellows)[email protected]

Version 1.0 - initial releaseVersion 1.1 - errata; formatting changes; some additions and rule changesVersion 1.2 - added Cartographer's Stone Treasure Card; added more 'dud' treasure cards; added more Village Events; separated all Roleplay and Village Event cards; adjusted all Skill Checks throughout (they were all too hard); clarified when Monster cards are drawn (not when you place a named Room); added light source clarifications and expansions (Enhanced Darkvision); adjusted Event card mechanics (begin drawing Event cards at the end of player turns immediately after all Monsters are gone); clarified Vault rules; miscellaneous errata; added “The Delve” play option; made Monster cards; revised Monster tactics; made larger village mapVersion 1.3 - errata; added Item cards; edited Treasure & Item cards to make them more in line with 4e rules; adjusted Quest experience rewardsVersion 1.4 - formatted for improved booklet form; adjusted Initiative rules & Story Quest rules; revised Trap rules and added Trap markers; added vault tokens; revised Mercantile selling rulesVersion 1.5 - adjusted Initiative rules; edited various Item cards; added Town Event cards; edited Strahd’s tactics

Page 3: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 3

DenizensThe following statistic blocks represent the monsters, villains and other creatures to be found in Castle Ravenloft. Unless otherwise directed by a scenario, the monster’s level will match the Dungeon Level (DL), with the appropriate statistic adjustments as shown.

Whenever a scenario calls for a minion, use all the same statistics and powers of the monsters as shown except for the HP, which is set to 1. A missed attack never kills a minion, even if the power indicates that it would do damage otherwise. Minion are also worth 1/4 the experience point value (rounded-down) of their full-strength counterparts; see the 4th edition rules for details.

Do your best to play the denizens of the Castle in a way that would make Count Strahd proud. The tactics as written should be your guide, but when in doubt be as villainous as possible! Besides, a Hero wouldn’t feel proud of herself if she defeated a monster through the use of poor play.

Following are some general tactical categories that are useful for a general understanding of what a Monster will do in combat.• Simple Melee Focus means the monster simply runs up to the closest Hero and begins to bash

at them until it falls.• Smart Melee Focus means the monster generally runs up to the closest Hero and bashes at

them, but there are also one or more conditions upon which the monster will do something slightly different. Players need to pay attention for these conditions.

• Simple Ranged Focus means the monster simply stays away from the Heroes and shoots at them. This monster will only engage in melee if cornered and unable to move away. However, this monster will not draw opportunity attacks in order to escape.

• Smart Ranged Focus means the monster generally tries to stay away from the Heroes and shoot at them, but there are also one or more conditions upon which the monster will do something slightly different. Players need to pay attention for these conditions.

If a monster is retreating and manages to move to an unexplored edge, it has escaped the party and is removed from play. The Heroes receive no treasure or experience points for this monster.

The Monster Stat Cards that are included with this set should be used during play. This book can be used as a secondary copy of the monsters’ statistics if needed. Also this book is a supplement to the Cards and contains some details and powers that were not included on the Cards for space considerations.

Page 4: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 4

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

39 47 55 63 71

16 17 18 19 20

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Wolf Level 1 SkirmisherMedium natural beast XP 100

Initiative +4 Senses Perception +6; low-light visionHP 31; Bloodied 15AC 15; Fortitude 13, Reflex 13, Will 12 (All def. +1/level)Speed 8

Bite (standard; at-will)

Melee +6 vs. AC; 1d6+2 damage, or 2d6+2 damage against a prone target

Combat Advantage

If the wolf has combat advantage against the target, the target is also knocked prone on a hit.

Alignment Unaligned Languages —Str 13 (+1) Dex 14 (+2) Wis 13 (+1)Con 14 (+2) Int 2 (-4) Cha 10 (+0)

TACTICS • SIMPLE MELEE FOCUS

• If the Wolf is adjacent to a Hero, it attacks with a bite.

• Otherwise, the Wolf moves its best speed toward the closest Hero.

Spider Level 1 SkirmisherMedium natural beast (spider) XP 100

Initiative +4 Senses Perception +7HP 31; Bloodied 15AC 17; Fortitude 14, Reflex 15, Will 13 (All def. +1/level)Resist 5 poisonSpeed 6, climb 6 (spider climb)

Bite (standard; at-will) • Poison

Melee +3 vs. AC; 2d6+1 damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).

Alignment Unaligned Languages —Skills Athletics +7, Stealth +8Str 13 (+1) Dex 17 (+4) Wis 14 (+2)Con 15 (+2) Int 1 (-5) Cha 8 (-1)

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

39 47 55 63 71

18 19 20 21 22

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

TACTICS • SIMPLE MELEE FOCUS

• If the Spider is adjacent to a Hero, it attacks with a bite.

• Otherwise, the Spider moves its best speed toward the closest Hero.

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 21

Poisoned Dart Wall Level 3 BlasterTrap XP 150

Darts fire from the wall, filling the chamber with danger.

Trap: Each round on its Initiative, the trap fires a barrage of poison darts that attack all targets in range of a four square section of the wall next to the hero that triggers the trap.

Step 1: Initiative +7

Step 2: Perception Check• DC 18: The character notices the small holes in

the wall. The first Hero to succeed this check places the Trap on their Tile where they choose.

• If none of the Heroes succeed before the Trap’s turn, it is placed directly next to the Hero who drew the Event card and then it is triggered.

Step 3: Trigger• Until it is disabled, the trap attacks all Heroes

within range each turn.• If there are no Heroes in range, the trap is

disabled until a Hero moves within range.

Step 4: AttackStandard Action Ranged 10Targets: All targets within range perpendicular of the trapped wall.Attack: +8 vs. ACHit: 1d8 damage and ongoing 5 poison damage (save ends).

Step 5: Countermeasures• An adjacent character can disable the trap with a

DC 18 Thievery check. The Heroes receive the XP reward.

• A character who moves no more than 1 square on a turn gains a +5 bonus to AC against the dart attacks.

• A character who passes the Perception check to see the holes in the wall gains a +5 bonus to AC against the dart attacks.

• Both of the above bonuses can stack, providing a total of +10 to AC.

Symbol of Suffering Level 3 WarderTrap XP 150

A glowing symbol wards the area ahead.

Trap: Anyone familiar with magic recognizes the symbol as a powerful ward against approach. But its exact nature isn’t known until the hero steps close enough to comprehend it. Once triggered, the symbol inflicts excruciating pain.

Step 1: Initiative +8

Step 2: Perception Check• DC 18: The character notices the glowing

symbol. That character places it anywhere on a tile within their sight.

Additional Skill: Religion• DC 18: The character recognizes the nature of the

symbol.• If none of the Heroes succeed before the Trap’s

turn, it is placed under the Hero who drew the Event card and then it is triggered.

Step 3: Trigger• Until it is disabled, the trap attacks all Heroes

within range each turn.• If there are no Heroes in range, the trap is

disabled until a Hero moves within range.

Step 4: AttackOpportunity Action Close burst 5Targets: All targets in range of the ward, placed in range of the hero who drew the card.Attack: +6 vs. WillHit: 1d6 + 1 psychic damage and slowed until the beginning of the target’s next turn.Aftereffect: Ongoing 5 psychic damage and immobilized (save ends both).

Step 5: Countermeasures• An adjacent character, who has made their

Perception check to observe the glowing symbol can disable the trap with a DC 18 Thievery check or a DC 16 Arcana check. The Heroes receive the XP reward.

• An adjacent character, who has made their Religion check to recognize the nature of the symbol, can disable the trap with a DC 15 Religion check. The Heroes receive the XP reward.

Page 5: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 20

Spear Gauntlet Level 2 ObstacleTrap XP 125

Hidden spears thrust upward from the floor in response to pressure. The individual trigger plates and spear-thrusting devices are connected to a key-operated control panel on the wall nearby.

Trap: A 2x2 section in the room contains hidden spears that thrust up to attack when triggered.

Step 1: Initiative +2

Step 2: Perception Check• DC 16: The character notices the trigger plates.

The first Hero to succeed this check places the Trap on their Tile where they choose.

• DC 18: The character also notices the hidden control panel, located adjacent to the trap.

• If none of the Heroes succeed before the Trap’s turn, it is placed under the Hero who drew the Event card and then it is triggered.

Step 3: Trigger• The trap attacks any Hero(s) that are standing on

its four squares as soon as its Initiative is reached.• It will also attack when a Hero enters one of the its

four squares for any reason.

Step 4: AttackOpportunity Action MeleeTarget: The Hero(s) standing on the trap.Attack: +7 vs. ACHit: 1d8 + 3 damage

Step 5: Countermeasures• A character who makes a successful Athletics

check (DC 6 or DC 11 without a running start) can jump over the pressure plate squares. No XP reward.

• An adjacent character can disable all four trigger plates with a DC 20 Thievery check. The Heroes receive the XP reward.

• A creature adjacent to the control panel can disable the entire trap with a DC 18 Thievery check. The Heroes receive the XP reward.

• A DC 18 Dungeoneering check grants the party a +2 bonus to Thievery checks to disable the trap.

• A character can ready an action to attack the spears (AC 13, other defenses 10; hp 10). When the spears in one square are destroyed, then the trap is destroyed. The Heroes receive the XP reward.

• A character can attack the control panel (AC 12, other defenses 10; hp 30; resist 5 all). Destroying the control panel disables the entire trap. The Heroes receive the XP reward.

Magic Crossbow Turret Level 3 BlasterTrap XP 150

An armored crossbow turret drops down from the ceiling of the room, peppering creatures with quarrels.

Trap: Two crossbows attack each round on their Initiative after they are triggered.

Step 1: Initiative +3

Step 2: Perception Check• DC 16: The character notices the location of the

hidden turret emplacements. The first Hero to succeed this check places the Trap on the Tile where they choose.

• DC 18: The character also notices the location of the hidden control panel, located adjacent to the trap.

• If none of the Heroes succeed before the Trap’s turn, it is placed directly next to the Hero who drew the Event card and then it is triggered.

Step 3: Trigger• Until it is disabled, the turret attacks the closest

Hero each turn.• If there are no Heroes in range, the turret is

disabled until a Hero moves within range.

Step 4: AttackStandard Action Ranged 10Targets: Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon.Attack: +8 vs. ACHit: 2d8 + 3 damage

Step 5: Countermeasures• A character can attack the turret (AC 16, other

defenses 13; hp 38). Destroying the turret stops its attacks. The Heroes receive the XP reward.

• A character can engage in a skill challenge to deactivate the control panel. DC 15 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. The Heroes receive the XP reward. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active. No XP reward.

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 5

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

36 44 52 60 68

15 16 17 18 19

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Rat Swarm Level 1 SkirmisherMedium natural beast (swarm) XP 100

Initiative +5 Senses Perception +6; low-light visionHP 28; Bloodied 14 AC 14; Fortitude 11, Reflex 13, Will 10 (All def. +1/level)Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacksSpeed 4, climb 2

Swarm of Teeth (standard; at-will)

Melee +5 vs. AC; 1d6+3 damage, and ongoing 3 damage (save ends).

Alignment Unaligned Languages —Str 12 (+1) Dex 17 (+3) Wis 10 (+0)Con 12 (+1) Int 2 (-4) Cha 9 (-1)

TACTICS • SIMPLE MELEE FOCUS

• If the Rat Swarm is adjacent to a Hero, it attacks with a Swarm of Teeth.

• Otherwise, the Rat Swarm moves its best speed toward the closest Hero.

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

33 41 49 57 65

17 18 19 20 21

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Skeleton Level 1 SoldierMedium natural animate (undead) XP 100

Initiative +4 Senses Perception +3; darkvisionHP 25; Bloodied 12AC 16; Fortitude 13, Reflex 14, Will 13 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSpeed 5

Longsword (standard; at-will) • Weapon

Melee +8 vs. AC; 1d8 + 1 damage, and the target is marked until the end of the skeleton's next turn; see also speed of the dead.

Speed of the Dead

When making an opportunity attack, the skeleton gains a +2 bonus to the attack roll and deals an extra 1d6 damage.

Alignment Unaligned Languages —Str 15 (+2) Dex 17 (+3) Wis 14 (+2)Con 13 (+1) Int 3 (-4) Cha 3 (-4)

TACTICS • SIMPLE MELEE FOCUS

• If the Skeleton is adjacent to a Hero, it attacks with its Longsword.

• Otherwise, the Skeleton moves its best speed toward the closest Hero.

Page 6: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 6

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

40 50 60 70 80

13 14 15 16 17

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Zombie Level 1 BruteMedium natural animate (undead) XP 100

Initiative -1 Senses Perception +0; darkvisionHP 30; Bloodied 15AC 12; Fortitude 12, Reflex 8, Will 9 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSpeed 4

Slam (standard; at-will)

Melee +5 vs AC; 2d6 + 1 damage.

Zombie Grab (standard; at-will)

Melee +4 vs Reflex; the target is grabbed (until escape). Checks made to escape the zombie's grab take a -5 penalty.

Zombie Weakness

Any critical hit to the zombie reduces it to 0 hit points instantly.

Alignment Unaligned Languages —Str 14 (+2) Dex 6 (-2) Wis 8 (-1)Con 10 (+0) Int 1 (-5) Cha 3 (-4)

TACTICS • SMART MELEE FOCUS

• If the Zombie is adjacent to a Hero, it attacks with its Zombie Grab, if the Hero is not already grabbed.

• Otherwise, the Zombie will attack the grabbed target with its Slam.

• Otherwise, the Zombie moves its best speed toward the closest Hero.

• During combat, the Zombie will attempt to maintain its Zombie Grab on a target.

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

31 39 47 55 63

18 19 20 21 22

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Ghoul Level 1 SoldierMedium natural humanoid (undead) XP 100

Initiative +6 Senses Perception +2; darkvisionHP 23; Bloodied 11AC 17; Fortitude 14, Reflex 16, Will 13 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSpeed 8, climb 4

Claws (standard; at-will)

Melee +8 vs. AC; 1d6 + 2 damage, and the target is immobilized (save ends).

Ghoulish Bite (standard; at-will)

Target must be immobilized, stunned, or unconscious; Melee +6 vs. AC; 2d6 + 2 damage, and the target is stunned (save ends).

Alignment Chaotic evil Languages CommonSkills Stealth +7Str 14 (+2) Dex 17 (+3) Wis 11 (+0)Con 15 (+2) Int 10 (+0) Cha 12 (+1)

TACTICS • SMART MELEE FOCUS

• If the Ghoul is adjacent to a Hero, it attacks with its Claws.

• If the Ghoul is within range of a immobilized, stunned or unconscious target, it will move and attack that target with its Ghoulish Bite.

• Otherwise, the Ghoul moves its best speed toward the closest Hero.

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 19

False-Floor Pit Level 1 WarderTrap XP 100

A covered pit is hidden near the center of the room. Timber covered with flagstones is rigged to fall when a hero walks on it, dropping them into a 10-foot deep pit.

Trap: A 2-by-2 section of the floor hides a 10-foot deep pit.

Step 1: Initiative +2

Step 2: Perception Check• DC 20: The character notices the false stonework.

The first Hero to succeed this check places the Trap on their Tile where they choose.

• If the trap is placed without being triggered, use the back-side of the trap token to represent this.

• If none of the Heroes succeed before the Trap’s turn, it is placed under the Hero who drew the Event card and then it is triggered.

Step 3: Trigger• The trap attacks any Hero(s) that are standing on

its four squares as soon as its Initiative is reached.• It will also attack when a Hero enters one of the its

four squares for any reason.

Step 4: AttackImmediate Reaction MeleeTarget: The Hero(s) standing on the trap.Attack: +4 vs. ReflexHit: Target falls into pit, takes 1d10 damage, and falls prone.Miss: Target moves to the closest square that is not on the Trap.Effect: The false floor opens and the pit is no longer hidden.

Step 5: Countermeasures• If the Trap is discovered before it is triggered, an

adjacent character can trigger the trap with a DC 10 Thievery check (standard action). The floor falls into the pit. The Heroes receive the XP reward.

• An adjacent character can disable the trap with a DC 25 Thievery check (standard action). The floor becomes safe. The Heroes receive the XP reward.

• A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit. No XP reward.

• A character can climb out with a DC 15 Athletics check. No XP reward.

• A character who possesses a rope receives a +2 to their Athletics check to climb out.

• An adjacent character who succeeds on an Athletics assist grants a +2 to an Athletics check to climb out.

Rockslide Level 1 LurkerHazard XP 100

Rocks fall from above.

Hazard: Rocks tumble down to a target square and make a burst 2 attack.

Step 1: Initiative +3

Step 2: Nature or Dungeoneering Check• A DC 18 Nature or Dungeoneering check notices

a rock formation is unstable. The first Hero to succeed this check places the Trap on their Tile where they choose.

• If none of the Heroes succeed before the Trap’s turn, it is placed under the Hero who drew the Event card and then it is triggered.

Step 3: Trigger• The rockslide attacks any Hero(s) that are

standing on its four squares as soon as its Initiative is reached.

• It will also attack when a Hero enters one of the its four squares for any reason while the Rockslide continues.

Step 4: AttackStandard Reaction Close burst 2Target: The Hero(s) standing on the trap.Attack: +4 vs. ReflexHit: 2d6 + 2 damageMiss: Half damageSustain Standard: The rockslide continues for 1d4 rounds. The burst area is difficult terrain during and after the rockslide.

Step 5: Countermeasures• If the Trap is avoided, the Heroes receive the XP

reward.• A character in the area can take advantage of

natural openings in the slide to avoid damage by making a DC 20 Nature or Dungeoneering check. With a successful check a character takes half damage (no damage if it misses).

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Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 18

Traps are treated similarly to Monsters. As soon as a Trap is drawn, the Heroes should follow the steps according to the Trap’s directions. These directions are generally as follows:

Step 1: Roll Initiative - Each Hero and the Trap all roll Initiative. Then, starting at the top of the Initiative count, each Hero gets a complete turn.

Step 2: Skill Check & Placement of Trap - As a Standard Action, the Hero may roll a skill check (usually Perception) in order to spot the trap. In most cases, the first Hero to pass their skill check places the trap. When the trap is placed by a player who has spotted it, it may be placed anywhere within their line-of-sight (see light rules). If the trap is placed before being spotted, it is always placed underneath the Hero who drew the Event card. Each Trap indicates what happens if they Hero succeeds or fails their skill checks. Whether or not any Hero succeeds in their skill check, the trap is triggered when its Initiative count is reached (unless it is disabled before then).

Step 3: Trigger - The Trap is triggered, attacking one or more Heroes, depending upon the type of trap and its placement on the board.

Step 4: Attack - The Attack is performed much like a Monster attack. Whenever there is an active trap that is attacking a Hero (or Heroes) on the board, none of the player will draw an Event card at the end of their turns. For all intents, the Heroes are in combat until the trap is disabled or they move out of its range, at which point they must begin drawing Event cards again. Engaging a trap is also considered to be an Encounter in regards to character powers and Action Points.

Step 5: Countermeasures - Each Trap has various ways of avoiding and/or disabling it. If the trap is disabled, Experience Point rewards are given according to each Trap’s instructions.

Traps

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 7

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

37 45 53 61 69

16 17 18 19 20

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Blazing Skeleton Level 1 ArtilleryMedium natural animate (undead) XP 100

Initiative +3 Senses Perception +4; darkvisionHP 29; Bloodied 14AC 15; Fortitude 11, Reflex 14, Will (All def. +1/level)Immune disease, poison; Resist 6 fire, 6 necrotic; Vulnerable 5 radiantSpeed 6

Blazing Claw (standard; at-will) • Fire

Melee +4 vs AC; 1d4 damage, and ongoing 3 fire damage (save ends).

Flame Orb (standard; at will) • Fire

Ranged 10; +8 vs. Reflex; 2d4 + 2 fire damage, and ongoing 3 fire damage (save ends).

Alignment Unaligned Languages —Str 13 (+1) Dex 17 (+3) Wis 15 (+2)Con 17 (+3) Int 4 (-3) Cha 6 (-2)

TACTICS • SIMPLE RANGED FOCUS

• If the Blazing Skeleton is within range of a Hero, the Blazing Skeleton will attack with its Flame Orb.

• Otherwise, the Blazing Skeleton will move its best speed towards the closest target, but attempt to stay just within its range.

• During combat, the Blazing Skeleton will attempt to use its move action to shift out of harm’s way and use its Flame Orb.

• If the Blazing Skeleton is adjacent to a Hero and cannot move away, it attacks with its Blazing Claw.

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

19 25 31 37 43

13 14 15 16 17

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

Wraith Level 1 LurkerMedium shadow humanoid (undead) XP 100

Initiative +7 Senses Perception +2; darkvisionHP 13; Bloodied 6Regeneration 5 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith's next turn)AC 12; Fortitude 9, Reflex 12, Will 10 (All def. +1/level)Immune disease, poison; Resist 6 necrotic, insubstantial; Vulnerable 5 radiantSpeed fly 6 (hover); phasing; see also shadow glide

Shadow Touch (standard; at-will) • Necrotic

Melee +4 vs. Reflex; 1d6 + 2 necrotic damage, and the target is weakened (save ends).

Combat Advantage • Necrotic

The wraith deals an extra 1d6 necrotic damage against any target it has combat advantage against.

Shadow Glide (move; encounter)

The wraith shifts 4 squares.

Alignment Chaotic evil Languages CommonSkills Stealth +7Str 4 (-3) Dex 17 (+3) Wis 10 (+0)Con 13 (+1) Int 6 (-2) Cha 15 (+2)

TACTICS • SMART MELEE FOCUS

• If the Wraith is adjacent to a Hero, it attacks with its Shadow Touch.

• Otherwise, the Wraith moves its best speed toward the closest Hero.

• If the Wraith has two or more Heroes making melee attacks against it, it will use its Shadow Glide to move so that it is only engaged with one Hero.

• During combat, the Wraith will attempt to use its move action to shift away from ranged attackers.

• The Wraith will Regenerate 5 HP every turn it is not damaged by radiant damage.

Page 8: Booklet CRR - Denizens -  · PDF fileOtherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules ... Booklet CRR - Denizens

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 8

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

35 43 51 59 67

16 17 18 19 20

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

TACTICS • SMART MELEE FOCUS

• If the Kobold Skirmisher is adjacent to a Hero, it attacks with its Spear and then shifts one square away from its target if it is possible to do so without moving within range of another hero.

• If there is another Kobold within range, the Kobold skirmisher will strive to be adjacent to its ally, either with its move action or its Shifty power.

• Otherwise, the Kobold Skirmisher moves its best speed toward the closest Hero.

• During combat, the Kobold Skirmisher will attempt to use its move action or its Shifty power to shift into a more advantageous location.

Kobold Skirmisher Level 1 SkirmisherSmall natural humanoid XP 100

Initiative +5 Senses Perception +0; darkvisionHP 27; Bloodied 13 (All def. +1/level)AC 15; Fortitude 11, Reflex 14, Will 13; see also trap senseSpeed 6

Spear (standard; at-will) • Weapon

Melee +6 vs. AC; 1d8 damage; see also mob attack.

Combat Advantage

The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.

Mob Attack

The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target

Shifty (minor; at-will)

The kobold shifts 1 square

Trap Sense

The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, DraconicSkills Acrobatics +7, Stealth +9, Thievery +9Str 8 (-1) Dex 16 (+3) Wis 10 (+0)Con 11 (+0) Int 6 (-2) Cha 15 (+2)Equipment hide armor, spear

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 17

Count Strahd von Zarovich Level 1 Solo LurkerMedium natural humanoid (undead) XP 500

Initiative +4 Senses Perception +10; darkvisionHP 136; Bloodied 68AC 19; Fortitude 20, Reflex 17, Will 15 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSaving Throws +5Speed 8, climb 4 (spider climb)Action Points 2

Short Sword (standard; at-will) • Weapon

Melee +7 vs. AC; 1d6 + 6 damage.

Deft Strike (standard; at-will) • Weapon

Count Strahd moves up to 2 squares and makes a melee basic attack at a +2 bonus.

Strahd’s Fire (standard; encounter) • Fire

Area burst 3 within 10 squares; +7 vs. Reflex; 2d6 + 2 fire damage. Miss: Half damage.

Blood Drain (standard; recharges when an adjacent creature becomes bloodied) • Healing

Requires combat advantage; +10 vs. Fortitude; 1d12 + 6 damage, the target is weakened (save ends), and Count Strahd regains 23 hit points; see also combat advantage.

Combat Advantage

Count Strahd deals an extra 2d6 damage with its attacks against any target it has combat advantage against.

Hypnotic Gaze (minor; recharge 6) • Charm

Ranged 5; +10 vs Will; the target is immobilized (save ends).

Dominating Gaze (minor; encounter) • Charm

Ranged 5; +5 vs. Will; the target is dominated (save ends, with a -2 penalty on the saving throw). Aftereffect: The target is dazed (save ends).

Mist Form (standard; encounter) • Polymorph

Count Strahd becomes insubstantial and gains a fly speed of 12, but cannot make attacks. Count Strahd can remain in mist form for up to 1 hour or end the effect as a minor action.

Second Wind (standard; encounter) • Healing

Count Strahd spends a healing surge and regains 23 hit points. He also gains a +2 bonus to all defenses until the start of his next turn.

Alignment Evil Languages CommonSkills Acrobatics +7, Athletics +10, Bluff +5, Intimidate +5, Stealth +10, Thievery +10Str 20 (+5) Dex 18 (+4) Wis 11 (+1)Con 18 (+2) Int 16 (+2) Cha 18 (+4)

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

148 160 172 184 196

20 21 22 23 24

+1 +2 +3 +4 +5

+1 +2 +3 +4 +5

625 750 875 1,000 1,125

TACTICS • SMART MELEE FOCUS • 2 ACTION POINTS

• On Strahd’s first attack if he has combat advantage, he will attempt to attack a single target with his Blood Drain. Otherwise, he will begin with a Deft Strike. After Strahd’s first attack, he will use one of his Action Points to attack with a(nother) Deft Strike. Then he will use his Hypnotic Gaze on the same target.

• After his second attack, Strahd will use his Dominating Gaze on the strongest Hero in range.

• Otherwise, whenever Strahd is adjacent to a single Hero, he attacks with his Deft Strike.

• If Strahd is adjacent to two or more Heroes, he attacks with his Strahd’s Fire power.

• During combat, Strahd will attempt to use its move action to engage only one Hero at a time.

• When Strahd is Bloodied, he will use his second Action Point to take a Second Wind after attacking.

• Strahd will recharge his Blood Drain if possible and use that power again.

• Strahd will always use his Mist Form to attempt to escape unless the Quest’s instructions say otherwise.

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Gravestorm, Dracolich Level 1 Solo ControllerHuge natural magical beast (dragon, undead) XP 500

Initiative +3 Senses Perception +11; darkvisionHP 144; Bloodied 72AC 17; Fortitude 19, Reflex 16, Will 17 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSaving Throws +5Speed 8, climb 4 (spider climb)Action Points 2

Bite (standard; at-will) • Necrotic

Reach 2; Melee +8 vs AC; 1d8 + 2 damage. Against a dazed target, this attack deals an extra 1d8 damage.

Claws, Wings and Tail (standard; at-will)

Reach 2; Melee +8 vs AC; 1d6 + 2 damage. Target is pushed 5 squares.

Breath of Death (standard; recharge 6) • Necrotic

Gravestorm breathes a coruscating blast of necrotic energy. Close blast 5; +5 vs Reflex; 2d8 + 1 necrotic damage, and the target is stunned until the end of Gravestorm’s next turn. Miss: Half damage and the target is not stunned. Hit or Miss: The target loses any necrotic resistance it has (save ends.)

Storm of the Grave (standard; recharge 5 or 6) • Lightning

Gravestorm emits a burst of lightning. Close burst 5; +8 vs. Reflex; 2d6 + 3 lightning damage. Miss: Half damage.

Gravestorm’s Glare (immediate interrupt, when an enemy makes a melee attack against Gravestorm; at-will) • Fear

Close blast 3; +7 vs. Will; the target is dazed (save ends) until the end of Gravestorm’s next turn. Using this power does not provoke opportunity attacks.

Alignment Evil Languages DraconicSkills Arcana +5, Endurance +7, History +5, Insight +6, Intimidate +9, Religion +5Str 22 (+6) Dex 16 (+3) Wis 16 (+3)Con 20 (+5) Int 14 (+2) Cha 12 (+1)

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

160 176 192 208 224

18 19 20 21 22

+1 +2 +3 +4 +5

+1 +2 +3 +4 +5

625 750 875 1,000 1,125

TACTICS • SMART MELEE FOCUS • 2 ACTION POINTS

• On Gravestorm’s first attack, it will position itself to best use its Breath of Death and then use an Action Point to attack with its Storm of the Grave.

• If Gravestorm is adjacent to a single Hero, it attacks with its Bite.

• If Gravestorm is adjacent to two or more Heroes, and it cannot use Storm of the Grave, it will use Claws, WIngs and Tail.

• Gravestorm will always attempt move in range of the highest number of Heroes.

• After every melee attack on Gravestorm, it will use its Gravestorm’s Glare power.

• Gravestorm will use its second Action Point as soon as it can after being Bloodied to make its most damaging attack.

• Gravestorm will attempt to Recharge its powers at every opportunity.

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 9

Gargoyle Level 1 LurkerMedium elemental humanoid (earth) XP 100

Initiative +3 Senses Perception +4; darkvisionHP 29; Bloodied 14AC 17; Fortitude 13, Reflex 11, Will 11 (All def. +1/level)Immune petrificationSpeed 6, fly 8; see also flyby attack

Claw (standard; at-will)

Melee +6 vs. AC; 2d6 + 1 damage.

Flyby Attack (standard; recharges after using stone form)

The gargoyle flies up to 8 squares and makes a melee basic attack (Claw) at any point during the movie without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone.

Stone Form (standard; at-will)

The gargoyle becomes a statue and gains resist 15 to all damage, regeneration 1. It loses all other senses and can take no actions in stone form other than revert to its normal form. It will stay in stone form until it has fully regenerated.• When the gargoyle activates Stone Form, immediately

calculate how many turns it will remain in that form (according to how many HP it needs to regenerate to get to full health) and place a dice next to the figure to keep track of its duration.

• As soon as the gargoyle reaches full health it reverts to its normal form and re-activates; re-roll initiative.

• While the gargoyle is in Stone Form it does not count as a Monster on the board.

Alignment Evil Languages PrimordialSkills Stealth +3Str 18 (+4) Dex 16 (+3) Wis 16 (+3)Con 16 (+3) Int 5 (-3) Cha 15 (+2)

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

35 43 51 59 67

18 19 20 21 22

+1 +2 +3 +4 +5

+0 +1 +2 +2 +3

125 150 175 200 225

TACTICS • SMART MELEE FOCUS

• If the Gargoyle is within range, it will use its Flyby Attack to attack the closest Hero and land out of range of the other Heroes if possible.

• If the Gargoyle is adjacent to a Hero, it attacks with its Claw.

• Otherwise, the Gargoyle moves its best speed toward the closest Hero.

• When the Gargoyle is Bloodied, it will use its Stone Form power.

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Young Vampire Level 1 Elite LurkerMedium natural humanoid (undead) XP 200

Initiative +4 Senses Perception +4; darkvisionHP 76; Bloodied 38AC 18; Fortitude 19, Reflex 18, Will 15 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSaving Throws +2Speed 8, climb 4 (spider climb)Action Points 1

Claws (standard; at-will) • Necrotic

Melee +7 vs AC; 2d6 + 2 necrotic damage (2d6 + 4 against a bloodied target)

Blood Drain (standard; recharges when an adjacent creature becomes bloodied) • Healing

Requires combat advantage; +5 vs. Fortitude; 1d12 + 2 damage, the target is weakened (save ends), and the vampire regains 23 hit points; see also combat advantage

Combat Advantage

The vampire deals an extra 1d6 damage with its attacks against any target it has combat advantage against.

Hypnotic Gaze (minor; recharge 6) • Charm

Ranged 5; +5 vs Will; the target is immobilized (save ends)

Alignment Evil Languages CommonSkills Acrobatics +7, Athletics +10, Bluff +5, Intimidate +5, Stealth +10, Thievery +10Str 18 (+5) Dex 17 (+4) Wis 11 (+1)Con 13 (+2) Int 12 (+2) Cha 16 (+4)

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

100 112 124 136 148

19 20 21 22 23

+1 +2 +3 +4 +5

+1 +1 +2 +2 +3

250 300 350 400 450

TACTICS • SMART MELEE FOCUS • ACTION POINT

• Against the first target it encounters in range, the Young Vampire will use its Hypnotic Gaze.

• If the Young Vampire is adjacent to a Hero, it attacks with its Claws.

• If the Young Vampire is adjacent to a bloodied target, it will use its Blood Drain on that target at the first opportunity.

• Otherwise, the Young Vampire will move at its best speed towards the closest Hero.

• When the Young Vampire becomes Bloodied, it will use its Action Point to make whichever attack does the most damage to its target.

Denizens • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 15

Klak, Kobold Sorcerer Level 1 Elite ArtillerySmall natural humanoid XP 200

Initiative +4 Senses Perception +4; darkvisionHP 72; Bloodied 36AC 15; Fortitude 11, Reflex 15, Will 15 (All def. +1/level)Saving Throws +2Speed 6Action Points 1

Spear (standard; at-will) • Weapon

Melee +5 vs AC; 1d8 damage

Energy Orb (standard; at-will) • Fire

Ranged 10; +6 vs. Reflex; 1d10 + 2 fire damage.

Incite Faith (minor; encounter)

Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.

Dragon Breath (standard; encounter) • Fire

Close blast 3; +4 vs. Fortitude; 1d10 + 2 fire damage. Miss: Half damage.

Klak’s Blink (move; encounter)

Klak teleports 10 squares away from the heroes.

Alignment Evil Languages Common, DraconicSkills Stealth +10, Thievery +10Str 9 (-1) Dex 16 (+3) Wis 17 (+3)Con 12 (+2) Int 9 (-1) Cha 12 (+1)Equipment hide armor, spear, bone mask

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

86 98 110 122 134

16 17 18 19 20

+1 +2 +3 +4 +5

+1 +1 +2 +2 +3

250 300 350 400 450

TACTICS • SMART RANGED FOCUS • ACTION POINT

• On Klak’s first attack, he will attempt to attack twice by using his Action Point.

• If Klak is within range of a Hero, he will attack with his Energy Orb.

• Otherwise, Klak will move his best speed towards the closest target, but attempt to stay just within its range.

• During combat, Klak will attempt to use his move action to shift out of harm’s way and use his Energy Orb.

• If Klak is adjacent to a Hero and cannot move away, he attacks with his Dragon’s Breath, or if that power has been used, his Spear.

• During combat, Klak will attempt to use its move action to shift out of harm’s way.

• If other Kobolds are around, Klak will use his Incite Faith power to bolster them.

• When Klak is Bloodied, he will use his Klak’s Blink power to try to escape.

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Werewolf Level 1 Elite BruteMedium natural humanoid (shapechanger) XP 200

Initiative +3 Senses Perception +4; low-light visionHP 108; Bloodied 54Regeneration 5 (if the werewolf takes damage from a silver weapon, its regeneration doesn’t function on its next turn)AC 15; Fortitude 15, Reflex 17, Will 12 (All def. +1/level)Immune moon frenzySaving Throws +2Speed 6 (8 in wolf form)Action Points 1

Greatclub (standard; at-will) • Weapon

Melee +5 vs. AC; 2d4 + 1 damage; see also blood rage

Bite (standard; at-will) • Disease

Melee +5 vs. AC; 1d6 + 1 damage, and the target takes ongoing 5 damage (save ends) and contracts moon frenzy; see also blood rage.

Blood Rage

The werewolf’s melee attacks deal 4 extra damage against a bloodied target.

Change Shape (minor; at-will) • Polymorph

A werewolf can alter its physical form to appear as a grey wolf or a unique human (see MM 280). It cannot use its bite attack in human form and cannot make greatclub attacks in wolf form.

Alignment Evil Languages CommonSkills Bluff +5, Insight +7, Intimidate +9Str 19 (+4) Dex 16 (+3) Wis 12 (+1)Con 17 (+3) Int 10 (+0) Cha 11 (+0)Equipment leather armor, greatclub

TACTICS • SMART MELEE FOCUS • ACTION POINT

• On its first attack, the Werewolf will attack with its Bite and then use its Action Point to make a second Bite attack.

• If the Werewolf is adjacent to a Hero, it attacks with its Bite.

• Otherwise, the Werewolf moves its best speed towards the closest Hero.

• The Werewolf will use its Blood Rage power against any bloodied target.

• The Werewolf will Regenerate 5 HP every turn it is not damaged by a silvered weapon.

Moon Frenzy • END Stable DC 16 + DL; Improve DC 18 + DL

Initial Effect: The target takes a -2 penalty to Will defense.• When bloodied, the target must

make a saving throw at the end of each turn. If the saving throw fails, the target makes a melee attack on its next turn against a random target within the range of its speed. If no targets are in range, the infected Hero does nothing but move in a random direction

Final State: The target attacks the nearest creature or moves randomly as above, but without a saving throw.

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

128 148 168 188 208

16 17 18 19 20

+1 +2 +3 +4 +5

+1 +1 +2 +2 +3

250 300 350 400 450

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DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

112 128 144 160 176

18 19 20 21 22

+1 +2 +3 +4 +5

+1 +1 +2 +2 +3

250 300 350 400 450

Zombie Dragon Level 1 Elite ControllerLarge natural magical beast (dragon, undead) XP 200

Initiative +7 Senses Perception +5; darkvisionHP 96; Bloodied 48AC 17; Fortitude 17, Reflex 17, Will 15 (All def. +1/level)Immune disease, poison; Resist 6 necrotic; Vulnerable 5 radiantSaving Throws +2Speed 8, fly 10 (clumsy)Action Points 1

Bite (standard; at-will) • Necrotic

Reach 2; Melee +8 vs. AC; 1d8 + 2 damage. Against a dazed target, this attack deals an extra 1d8 damage.

Claws, Wings and Tail (standard; at-will)

Reach 2; Melee +8 vs. AC; 1d6 + 2 damage. Target is pushed 5 squares.

Death’s Glare (immediate interrupt, when an enemy makes a melee attack against the dragon; at-will) • Fear

Close blast 1; +3 vs. Will; the target is dazed (save ends) until the end of the dragon’s next turn. Using this power does not provoke opportunity attacks.

Alignment Evil Languages DraconicStr 19 (+4) Dex 16 (+3) Wis 10 (+0)Con 16 (+3) Int 8 (-1) Cha 6 (-2)

TACTICS • SMART MELEE FOCUS • ACTION POINT

• If the Zombie Dragon is adjacent to one Hero, it attacks with its Bite.

• If the Zombie Dragon is adjacent to two or more Heroes, it attacks with its Claws, Wings and Tail.

• Otherwise, the Zombie Dragon moves its best speed toward the closest Hero.

• Whenever the Zombie Dragon is attacked with a melee attack it will respond with its Death’s Glare.

• When the Zombie Dragon becomes Bloodied, it will use its Action Point to make whichever attack does the most damage to its target.

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Howling Hag Level 1 Elite ControllerMedium fey humanoid XP 200

Initiative +7 Senses Perception +7; low-light visionHP 84; Bloodied 42AC 17; Fortitude 17, Reflex 16, Will 15 (All def. +1/level)Resist 6 thunderSaving Throws +2Speed 6; see also fey stepAction Points 1

Quarterstaff (standard; at-will) • Weapon

Melee +3 vs. AC; 1d8 + 1 damage.

Howl (standard; at-will) • Thunder

Close blast 5; +4 vs. Fortitude; 1d6 + 1 thunder damage, and target is pushed 5 squares.

Shriek of Pain (standard; recharges when first bloodied) • Thunder

Close blast 5; +2 vs. Fortitude; 2d6 + 4 thunder damage, or 2d6 + 9 thunder damage if the howling hag is bloodied. Miss: Half damage.

Change Shape (minor; at-will) • Polymorph

A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (see Change Shape, MM page 280).

Fey Step (move; encounter) • Teleportation

The howling hag can teleport 10 squares.

Alignment Evil Languages Common, ElvenSkills Bluff +7, Insight +6, Intimidate +7Str 17 (+3) Dex 17 (+3) Wis 15 (+2)Con 13 (+1) Int 12 (+1) Cha 16 (+3)Equipment quarterstaff

DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

100 116 132 148 164

18 19 20 21 22

+1 +2 +3 +4 +5

+1 +1 +2 +2 +3

250 300 350 400 450

TACTICS • SMART MELEE FOCUS • ACTION POINT

• As its first attack, the Howling Hag will use its Quarterstaff to attack an adjacent Hero and then use an Action Point to use its Howl.

• If the Howling Hag is adjacent to a Hero, it attacks with its Quarterstaff.

• If the Howling Hag is adjacent to two or more Heroes, it attacks with its Shriek of Pain if available, otherwise with its Howl.

• Otherwise, the Howling Hag moves its best speed towards the closest Hero.

• During combat, the Howling Hag will attempt to use its move action to shift out of harm’s way.

• When the Howling Hag is Bloodied, it will use its Shriek of Pain and then use its Fey Step to move as far away from the Heroes as possible. If the Howling Hag moves off of an unexplored edge it is removed from play (but may be reactivated, according to a Quest’s guidelines).

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DL: 2 3 4 5 6

HP

AC

Atk

Dmg

XP

124 144 164 184 204

16 17 18 19 20

+1 +2 +3 +4 +5

+1 +1 +2 +2 +3

250 300 350 400 450

Flesh Golem Level 1 Elite BruteLarge natural animate (construct) XP 200

Initiative +0 Senses Perception +1; low-light visionHP 104; Bloodied 52; see also berserk attackAC 15; Fortitude 19, Reflex 12, Will 12 (All def. +1/level)Saving Throws +2Speed 6; can’t shiftAction Points 1

Slam (standard; at-will)

Reach 2; Melee +5 vs. AC (+7 when bloodied); 2d8 damage and target is dazed (save ends) and pushed 5 squares.

Double Attack (standard; at-will)

The flesh golem makes two slam attacks.

Berserk Attack (immediate reaction, when damaged by an attack while bloodied; at-will)

The flesh golem makes a slam attack against a random target within its reach.

Alignment Unaligned Languages —Str 20 (+4) Dex 7 (+3) Wis 8 (+1)Con 16 (+3) Int 3 (+0) Cha 3 (+0)

TACTICS • SMART MELEE FOCUS • ACTION POINT

• On its first attack, the Flesh Golem will move adjacent to two Heroes and use its Double Attack.

• If the Flesh Golem is adjacent to a Hero, it attacks with its Double Attack or Slam, depending on the number of targets.

• Otherwise, the Flesh Golem moves its best speed towards the closest Hero.

• During combat, the Flesh Golem will attempt to stay in range of as many Heroes as possible to best use its Double Slam.

• If the Flesh Golem is ever adjacent to three or more Heroes it will use its Double Attack and then use its Action Point to use its Double Attack or Slam again.

• When the Flesh Golem is Bloodied, it will use its Berserk Attack.