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Terrors in the Mists: Monsters of Mystaran Ravenloft

by Brian Rubinfeld various monster stats provided by Cab Davidson from Threshold Magazine issue 33

We return to Mystara’s impact upon the Lands of the Mists in an ongoing setting crossover. This time around, prior setting creatures get makeovers alongside brand new creatures to use in either setting. Like with the Returned Blackmoor article, this one will focus on BECMI as a priority. The entries on the monsters themselves reflect both their Mystaran and Ravenloft variations. But, enough of that, time to journey beyond misty borders once more….

Within the Known World and beyond, there exist all sorts of strange monstrosities; those cursed by the immortals, those weaved through mortal tampering, the result of accidents and cataclysms, the list stretches onwards. But, many of these pale in strength and terror compared to those at home within the Dimension of Dread. These creatures seem all the more emboldened by the mysterious Dark Powers that act as the sinister caretakers of this realm. Many of these terrors were once Mystaran in their own right, before the Mists changed them. Likewise, some were built in the image of this homeworld but made to reflect the Lands of the Mists as well.

Dread Possibility: Other Mystarans in the Mists

Beyond the new domains created through previous THRESHOLD articles, it’s quite possible that various other Mystaran creatures have found themselves within this dimensional space too. Were they brought here, recreated or something else entirely? Here is a list of Mystaran monsters that might appear within previously existing and new domains of dread:

Beastmen: Darkheath, Darkon

(See Below)

Chevall: Arak (formerly), Darkon, Nova Vaasa, Tepest, Shadow Rift

Mysterious beings with dominion over horses. This strange shapeshifter can jump between a centaur and warhorse form, while seeking to protect all things equine. While Nova Vaasa does not have roots in Karameikos, they were first spotted within the mists there. However, their demiplane counterparts are more fanatical in their protection of horses and less trusting of all else. Their reactions towards humans and demihumans are more prone to aggression here.

Devil Swine: Borca, Dementlieu, Richemulot, Darkon

A relative of the werebeast, but tainted with something far more sinister. Many seek positions of power, while indulging themselves in ludicrous amounts of food. Many devil swine in their human forms become dreadfully overweight. While they have established themselves within Borca, Dementlieu and Darkon without much issue, many have run into problems when gaining too much favor in Richemulot.

Image: Dusanu http://pandius.com/DusanuJK.png
Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Dusanu: Borca, Richemulot, Nosos

Fungal blights resembling the undead. Areas of heavy poison and disease seem to gain favor with these spore horrors. It should be no surprise that blight-heavy wards of Richemulot and Borca, as well as much of Nosos, have begun to see the dusanu as a problem. The former two have had much better luck containing the threat, while outer reaches of Nosos have seen outbreaks.

Image: Grey Philosopher http://pandius.com/GreyPhilosopher.png
Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Grey Philosopher: Darkheath, Darkon, Dementlieu, Hazlan, Jaibul, Mordent, Nova Vaasa, Tyoraam

Mad thinkers who died pondering something incredible and dreadful. Their remnants ponder evil spirits called “malices.” Many were once wicked mages or priests in their own right, before death attempted to take them. Regardless, unanswerable questions tormented them, and now they manifest as new beings to torment. Destroying them is no easy feat and is fraught with consequence, as one may learn the horrid answer that they sought out in life.

Magen: Darkon, Nebligtode

Artificial humanoid constructs. Their origins in this dimension lie within Meredoth’s creations and experiments. Most magen were created prior to him leaving for Norwold. The magen became his caretakers, advisors and assistants as he grew colder towards humanity. Within the islands that make up the domain, the vast majority are around Meredoth’s lair of Todstein. Both the Fraternity of Shadows and the Kargatane have attempted to infiltrate Meredoth’s lair, with spies having lifted information on the magen. The Wizard-King Azalin Rex has employed some of these constructs to his service in the time since he deployed agents.1

1

Mujina, Mystara: Tyoraam, Jaibul, Sri Raji, Pharazia

Faceless shapeshifters, fueled by malice. They seek to brutalize and torment mundane denizens of the domains, and often do so through their ability to trade their smooth faceless appearance for another humanoid’s face. This can be employed to beguile and shock victims, or lull them into a false sense of security. The end result is robbery in the best scenario or murder in the most likely. These creatures are asexual, usually coming about through Immortal intervention. It is possible that the Dark Powers carry on this conjuration. Any cooperation between mujina in the Mists is short-lived, as they will part ways to continue their own reigns of terror elsewhere. Still, many of these fell beings have been seen collaborating for a time. Their true nature can even be hidden from magical detection and psychic powers with a great ease.

Neh-Thalggu: Bluetspur, Hazlan, The Nightmare Lands

The brain collectors, the things of nightmares. To many, they are counterparts to the illithid. But, they will claim that is far from true. Some have maintained a hidden base on the edge of Hazlan, from the days when it bordered Bluetspur. Being severed from that land of dreaded rivals is something of a boon for the brain collectors. But, those stuck within that other domain remain in peril. Others have since fled and found themselves in a realm not dissimilar from the Dimension of Nightmares.

Image: Nosferatu http://pandius.com/Nosferatu.png Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Nosferatu, Mystaran In Mystaran domains, these replace Ravenloft versions, but keep some of the Ravenloft variant abilities.

: Barovia, Borca, Dagan (formerly), Gundarak (formerly), Invidia, Sanguinia, Tyoraam, Vorostokov

The living dead, a variation of the vampire once blessed but now tainted by the mists. Mystaran nosferatu share some of the banes and boons of Ravenloft nosferatu. Like the Mystaran version, they retain class levels and experience. They also drain blood, thus targeting the Constitution stat. Nosferatu cannot engage with the sun, except powerful-enough elders who usually suffer deep discomfort. While those of sufficient power are immune, the sunlight still causes most to fall into torpor. Furthermore, failure to obtain at least 3 Constitution points of blood per night has dire consequences. Upon several nights of starvation, the nosferatu risks bestial rage. Sustenance is possible from animal blood, but to a lesser degree (usually 1 less point of overall Constitution).

Other Monsters in the Demiplane of Dread

Lycanthrope, Werefox (Mystaran) Mystaran werefoxes do not take an elven form and are not restricted to women. See below for more.

New Monsters among the Mists



Ancient Dead

A category of undead within the Demiplane of Dread. The older these undead are, the more powerful they become. At least that was a theory. The undead hunter, Rudolph Van Richten, has other ideas. Power in life or in death creates various tiers of rank. Weaker ones can be dispatched without fear of revival, while stronger ones can create more of their own or wield powerful magic. They share many traits with mummies currently existing within either Mystara or the wider Demiplane of Dread. Some of these undead display properties completely unique to themselves.

[Image: Draugr]
http://pandius.com/Threshold_29_BeyondNebligtode_html_2787bac76086b591.png
Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Draugr*
AC: 3
HD: 6***
Move: 120' (40')
Attacks: 2 claws/1 bite
Damage: 1d3/1d3/1d4 (all + poison)
No. Appearing: 1 (1)
Save As: F6
Morale: 11
Treasure Type: E
Intelligence: 11
Alignment: Chaotic
XP Value: 800

These are the battlefield dead brought about by blood and ice. While not always the victims of war, they almost always lack a proper burial. It is said that a corpse not buried in a horizontal manner can become a draugr. Sometimes the trauma of war can be enough, dragging these angered souls back to torment the lands of the living. The draugr upon the prime world of Mystara have been seen roving around the Northern Reaches, often just beyond civilized places, but never beyond sites of great violence and strife. Their stench of rot and entropy is perhaps the easier way to identify them from afar. Exposure to the vile smell within 30 ft. requires a save vs. poison, lest the victim take -5 penalty on all rolls for upwards to 1d8 hours. The draugr rarely serve any greater agenda, beyond the suffering that created them. It is said that they can inspire great dread and even madness by their presence; those engaged in combat against them may be forced to make Morale checks upon being attacked by the draugr, at the DM’s discretion. It is possible one might not even see a draugr, due to their supernatural ability to call forth darkness. The clouding aura can shroud the undead horror. Enough in an area can shroud a location in a fake blanket of night until defeated. A draugr can, in effect, create an area of black fog 20' in diameter, once per round, blocking all normal vision, infravision, and only being penetrable with a truesight spell.

The foul undead can be stopped beyond traditional combat. Binding the body upon defeat, lining them with straw and a shroud, can prevent them from reviving. Raising the body in three directions symbolic of scissors can prove effective. Finally, a funeral can commence. If the body is inside of a building, a new entryway to act as a corpse door must be created, with the body passing through it. None of these methods are certain to work on their own, but a combination is sure to forever silence these aggressive dead. One may have to go beyond that by destroying the body and consecrating its original grave soon after. Just because one is defeated doesn’t mean one is safe. If not careful during the process, a draugr can curse a victim to suffer dearly. This can range from bad luck to poor health to even becoming another draugr upon death. Only by consulting a priest or wise woman (or by a remove curse cast at 9th level or above) does one have hope to undo this curse. Even then, one may have to undergo the same ritual used to defeat a draugr.

Draugr are immune to normal and silver weapons and can only be hit by magical weapons. They can be turned as spectres, but are immune to the D effect of turning, only being turned if a cleric would automatically destroy them. However, very high level clerics able to inflict D+ on them may destroy them this way.

Draugr, Greater*
AC: -3
HD: 18***
Move: 120' (40')
Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4 (all + poison)
No. Appearing: 1 (1)
Save As: F18
Morale: 11
Treasure Type: I, O, V
Intelligence: 13
Alignment: Chaotic
XP Value: 7,525

A mixture of growing malice and age can empower a draugr, eventually allowing them to become greater draugr. In this form, they become spirits (see DM’s Companion, page 37, or the D&D Rules Cyclopedia page 207) with all of the shared abilities (immunity to spells below 4th level, weapons of less than +2 enchantment, save vs. D effect on turning, poisonous touch and presence, clerical spells, animate dead) and in addition can create an area of black fog as a normal draugr.

They function much the same as their lesser equivalents, but prove far more dangerous. Their abilities are magnified alongside their hatred of the living. Greater draugr have the ability to disguise themselves as sickly and deathly looking beasts such as horses and cats, their souls possessing the decaying bodies thereof. While in the bodies of such animals, they cannot be mistaken for living examples, being unmistakably undead, including the usual stench. Spotting one often means you are being spied upon by draugr. Likewise, these variants contain new mental talents devoted to tormenting the living. Draugr can cast ESP once per turn, and primarily use this while potential victims are sleeping. These draugr can peer into dreams. Given time, they can seed maddening knowledge into their victims’ minds, who must make a saving throw vs. spells once per night or suffer a -2 to Intelligence and Wisdom until they are allowed a full week’s rest. Some are capable of prophetic insight, seeing some vague vision. While rarely helpful in combat, it can help in throwing off an opponent who might fear for the future.

Image: Dragon of the Scarred Crags http://pandius.com/DragonofScarredCrags.png
Original drawing by Jeffrey Kosh (https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Dragon of the Scarred Crags

AC: 0
HD: 15***
Movement (ground): 150' (50')
Movement (flying): 240' (80')
Attacks: 2 claws/1 horn or special
Damage: 1d10+2/1d10+2/2d8+4
No. Appearing: 0 (1)
Save As: F15
Morale: 9
Treasure Type: G
Intelligence: 8
Alignment: Chaotic
XP Value: 4,800

A strange beast born from an unfathomable curse upon the lost Darokinian settlers in the Scarred Crags. It is said to watch over the forbidden woods spread through much of the domain. It lurks as a grim guardian, but prefers to avoid conflict. Those it can’t deflect will be hunted as prey. Its motivations are unknown, but it seems to prefer privacy away from prying eyes. Ironically, its gaze pierces into the souls of those who have the misfortune to look upon it. They must make a save vs. spells or flee in fear for 7-12 (1d6+6) rounds. Those who look upon its eyes while within its forbidden forest domain take an additional -3 penalty. It can also emit a piercing shriek capable of immobilizing foes. Any creature that can hear it within 30 ft. must succeed a save vs. paralysis or lose all mobility while covering their ears in any way possible. Likewise, those who fail suffer 2d6 damage. The dragon may trample foes in a flyby sweep (treat as a dragon’s crush attack, inflicting damage as per its horn attack). Alternatively, if it has 30' to charge, it can use its horns to ram or gore an opponent akin to a Charge attack. Should the beast need an escape, it can teleport as if casting dimension door up to 3 times per day.

Rumors tell of a Darokinian settler family who reached out to dark spirits in exchange for a child of their own. Anomalous activity came to haunt their settlement soon after: violent weather, clammy mists, visions of strange creatures just beyond clear sight. Nearby farmsteads were in uproar over the happenings, thrust into high alert. A rogue bolt of lightning struck the settler cottage before an unholy ritual took place. Grim spirits accosted the household wife before a demonic force grew from within her. In a violent explosion of the flesh, a monstrosity was unearthed. The vile thing, a combination of man, beast and dark spirit had emerged from the corpse of its mother, immediately lunging at and feasting upon the father. With a horrid screech, it leapt into the foggy night to haunt the lands for all time. Other homes fell prey to the beast’s rampage. While many were capable of harming the thing to a minor degree, it laid waste to the emerging colony. From then on, the remaining buildings and grounds remained a decaying derelict and suffered a grim curse.

Giants of the Mists

Seldom has knowledge of giants passed on into the Dimension of Dread, let alone from Mystara. These massive and lonesome entities are seen as alien horrors, titans of calamity of destruction, divine omens and more. They rarely have a place in this realm, but are most often a source of tales of horror. Proof in the appearance of a giant should be a legendary event for most domains, even ones with proper mythology surrounding them. While outlanders have been noted, the most common form otherwise found within the lands of the mists is the “Dread Giant.”

Giant, Dread

AC: 2
HD: 18***
Movement: 150' (50')
Attacks: 1 weapon or 1 grapple
Damage: 6d6 or special
No. Appearing: 1d2 (1d4)
Save As: F15
Morale: 11
Treasure Type: E+5,000gp
Intelligence: 15
Alignment: Chaotic
XP Value: 6,175

The dread giant is a grim misty cousin to the giant of the Prime Material, including the various giants of Mystara. In this case, they are sinister parodies of the very ice giant who doomed the first darklord of Vasfar. Instead of moving normally, they can travel from within a storm or blizzard, seemingly disappearing in the process. Their speed is greatly enhanced, traveling within the weather itself. They may return to a corporeal state by exiting the weather effect. In effect this allows them to dimension every three rounds during a storm, and to teleport (with no chance of error) in a storm once per turn. Anything they grab or take with them is likewise taken into the storm, and this is one of their favored modes of attack—to grab a target (requiring a normal wrestling check) and to dimension door holding them, said victim being taken into the tempest along with the giant if they fail a save vs. paralysis. There, a lone target will be destroyed before the giants decide whether to return. While more than capable of holding their own in combat, most dread giants prefer to finish their dark deeds and return to their lairs. The mortal folk are figuratively and literally beneath them.

Like all giants, a dread giant may opt to hurl boulders, but this is rare, and only occurs if the weather suddenly turns against them (typically at the behest of an enemy spellcaster). If they do choose to hurl boulders they do so with a range of 60/130/200 for 3d6 damage.

This entry only covers the Dread Giant as it is found in Vasfar. It is quite likely that other variations exist in other domains of dread. For example, sand giants might travel through sandstorms in Ylar and fire giants might be attracted to the Mountains of Misery in Darkon. As dread giants are variants, one could twist existing forms of giants with similar abilities, such as transportation through active weather. Their seemingly distant and alien presence sets them well apart from their counterparts upon the Prime, with most tending to linger just beyond normal vision. Despite their towering heights, they are always blurred against extreme natural phenomena.

Giant Head*

AC: 4
HD: 5**
Movement (flying): 150' (50')
Attacks: 1 bite
Damage: 1d8+energy drain
No. Appearing: 1 (1d4)
Save As: F8
Morale: 12
Treasure Type: E
Intelligence: 7
Alignment: Chaotic
XP Value: 325

A massive undead head with wings. This creature is born of a vile hex placed upon a particularly wicked spirit. They exist to swoop, mob and hunt the living, ripping apart all who fail to evade them. While they show only a figment of their former intelligence, these dark spirit beings are still canny hunters and gain many boons from their accursed flight. They retain some intelligence, but lose any sense of their former selves. Heavily territorial, they are known to create some rudimentary traps and plot ambushes against foes. Their ghastly visage is sometimes combined with a terrifying scream to signal their coming from a distance. Their mane of hair covers much of it, acting like a rough armor that protects against typical weapons (they can only be struck by silver or magical weapons, with silver weapons only inflicting half damage). At times, the wretched things can spawn talons to capture or rake their targets. Whichever form of attack they choose, they inflict 1d8 damage plus one level of energy drain. However, many are content with flying around without these present.

Within the Scarred Crags, they often soar around the cliff faces that overlook the villages below. Their primary time of hunting is deep in the dead of night. Those who dare stir at these late hours find themselves to be potential prey for the malignant spirits. According to the wise elders, the Opossum Tribe was banished from their original lands by these foul spirit beings. Before fleeing, they attempted to defend themselves against the endless swarms and failed, with many warriors being consumed. The ghoulish things hover to remind the people of their follies and failures, sometimes even their own. These flying heads carry an ancient curse that grants them a painful weakness, as burning coals and flames prove useful in banishing them quicker. It is said that they take massive damage from these sources, possibly killing them within seconds. They make all save vs. fire attacks with a -2 penalty to the roll, and take double damage (saving for normal damage) therefrom.

Lycanthropes, Beasts of the Night

The various shapeshifter beasts are infected in the soul and enslaved by the moon’s eerie light. Many variations and phenotypes exist, each with their own banes. The Mists offer their own menagerie of the shifting beasts, but only a few are given here.

Lycanthrope, Werejackal*
AC: 6 (9)
HD: 4+2**
Movement: 180' (60')
Attacks: 1 bite or weapon
Damage: 1d8 or by weapon
No. Appearing: 1d6 (2d6)
Save As: F4
Morale: 8
Treasure Type: C
Intelligence: 10
Alignment: Chaotic
XP Value: 225

Crafty, suspicious and often cowardly, the werejackal is a loathsome shifting beast. Many congregate among their packs, devising foul conspiracies and means of tearing down foes. Ylar hosts its own pack, which is predominantly the Kalzafred Clan. Their goal is to usurp the City of Misted Eyes from Thief King Ahmed. It is unknown if the clan was actually infected upon making their way to this land. It is possible that their plague has afflicted them since their time in the world of Laterre.

Regardless, what has been called the Mystaran werejackal is somewhat different from the creature of Har’Akir. Unlike that version, this werebeast has three forms: its base racial form, a slightly larger jackal, and a a man-beast form that in other lycanthropes can only be attained by the most powerful individuals, in which they have the advantages both of their human and animal forms (they can use their bite attack, can only be struck by silver or magical weapons, etc.). The last two forms often have fur ranging from a light and tawny coat to a much darker coat. Like other Ravenloft werejackals, victims of a progenitor’s curse are mentally enslaved and must perform commands given to them. When faced with overwhelming odds, their morale typically shatters. If there is call for a morale role, werejackals always suffer a penalty. Even in failure, the monster will often plot some elaborate means of revenge.

If one is incorporating the player rules from PC4: Night Howlers, treat the werejackal stats like the Mystaran version of the werefox.

Lycanthrope, Werepossum

AC: 6 (9)
HD: 3**
Movement (ground): 120'(40')
Movement (climbing): 90' (30')
Movement (swimming): 90' (30')
Attacks: 1 bite or weapon
Damage: 1d6 or by weapon
No. Appearing: 1d2 (1d3)
Save As: F3
Morale: 7
Treasure Type: C
Intelligence: 8
Alignment: Chaotic
XP Value: 45



Miserable, lonely, and beady-eyed things. Even in human form, they look haggard, ragged and frantic. Rarely do other werebeasts of this phenotype interact, save for courtship and producing children. Relationships are typically fleeting and this phenotype prefers isolation, reflecting the behavior of the opossum. When werepossums are unable to use their enhanced climbing and swimming to avoid a situation, their powerful torpor abilities do well to protect them. Healing is accelerated at incredible rates as they appear to fall unconscious, allowing them to recover 1d6hp per turn. Torpor usually happens up to 1 hour after being put in danger. While in torpor, the werepossum is immobilized, but mostly immune to damage that isn’t caused by a +4 or greater magic weapon. The werepossum is not a passive creature, though. Many of this werebeast phenotype are petty, vindictive and will find ways to get what they want in the moment. While they rarely desire any luxuries, they are inclined to steal basic necessities especially if it can harm those who need them as well. They have contributed to the squalor faced within the Scarred Crags, at least when they care to leave their accursed grounds.

Despite being malicious werebeasts, they are not quick to embrace new victims. Their preference is towards privacy and often show disdain towards the newly created. It is far more likely that the cursed grounds in the Scarred Crags are responsible for the creation of new werepossums. This does not guarantee them respect either, as new spawns are treated with suspicion and ire. Those that prove untrustworthy or could expose them to the Jaguar Tribe warriors are often slain. However, this does not stop werepossums from secretly infiltrating spaces to spy upon or corrupt them. Due to the majority being of the Possum Tribe, they prefer to sneak into these ancestral villages. Some seek to intentionally agitate aggression and rebellion against the Jaguar Tribe overseers, in hopes of returning to a miserable and quiet existence.

Defeating or warding off this werebeast is not entirely different from contending with other phenotypes. Like with many of these creatures in the Mists, silver is not overly effective. Curiously, the best way to damage or frighten the werepossum is by dousing a weapon of choice in vinegar. The pungent smell is often enough to scare a werepossum away. However, this soaked weapon proves as effective as silver upon a werewolf. While it cannot hurt them, strong smells of peppermint often act as a repellent too. Either can prove useful for exposing a werepossum infiltrator. If exposed and suffering sufficient damage, the werepossum will try to escape before sliding into torpor in hiding. Likewise, any healing in torpor is up to 10x faster than regular healing associated with lycanthropes.

Mist Ferryman*
AC: 3
HD: 4**
Movement: 120' (40')
Attacks: 2 claws/1 bite
Damage: 1d6/1d6/1d8 + special
No. Appearing: 0 (1)
Save As: F4
Morale: 8
Treasure Type: C
Intelligence: 10
Alignment: Chaotic
XP Value: 125

Resembling the ferrymen of the underworld or possibly Limbo, these skeletal-like figures seem always shrouded in mist. While they can offer safe passage in the waters beyond, they are not to be trusted. Within the Mystara-touched domains, they have been reported in Nebligtode and Darkheath. They are more often associated with Mordent, while rarely seen in the aforementioned domains. They are rarely to be trusted, as they’re swift to attack the living. They carry a dread curse that can turn others into another ferrying mist spirit if not stopped. Each hit causes the loss of 1 point of Constitution, which is recovered at the rate of 1 per hour. Any victim falling to 0 Constitution dies, returning as a mist ferryman at the third moonrise following their death. This Ferryman’s Rot can be treated through supernatural means, lost constitution being immediately restored by use of a cure disease spell. However, should one best them in physical combat or trick them, one can coerce them into taking you to another domain. But take heed, they can always summon more to their aid, calling out with an horrific cry that summons all other mist ferrymen within range, who somehow find a rapid route traveling through the mists to assist their dark kin, 1d8+1 arriving in 5 rounds. Their interest in the wartorn Darkheath is unknown, likewise the isolated frozen wastes of the hermit wizard. In the case of the former, perhaps the growing violence has enticed them to seek the desperate. In the case of the latter, perhaps the nefarious Ice Wizard has found ways to bind them to his will.

Mist ferrymen seem to be able to communicate verbally with all sentient living creatures, this being necessary to demand payment for their dubious services. Like other undead they are immune to sleep, charm, and hold spells. They can be turned as wraiths.

Zombie Fog

Zombie Fog* Alchemical Variant* Corpse
AC: -1 -3 8
HD: 9** 13*** 2*
Movement: 60' (20') 60' (20') 60' (20')
Attacks: Special Special 1 claw
Damage: Special Special 1d6
No. Appearing: 0 (1) 0 (1) 0 (4d10)
Save As: C18 C20 F1
Morale: 10 10 12
Treasure Type: Nil Nil Nil
Intelligence: 4 9 1
Alignment: Chaotic Chaotic Chaotic
XP Value: 2,300 4,200 24

An uneasy mist with supernatural dread properties. While it seems like it is devoid of intelligence, this is far from true. These malignant clouds of dark power hover near places of mass death. This can range from cemeteries to battlefields. While they often deal little in damage, save for variants, they can actively suppress and mentally choke living victims until their bodies give out, drained of their will to live.. As per its name, its other ability is reanimating the dead through its mists. The so-called mist cadavers act as zombies. However, should the body be slain in proximity to a zombie fog, the mist cadaver will revive and do its master’s bidding. If the zombie fog does not kill and animate as many creatures as its hit dice in over a week’s time, it can temporarily lose hit dice until it dissipates into nothingness. The more common version, mostly seen within Mordent, has joined by a much newer and deadlier creation.

Within Darkheath, a special zombie fog clings to haunted battlefields, ruined villages and bombed-out wastelands. The infected and chemical coated corpses aimlessly shamble in a facsimile of their old lives. The zombified minions, when non hostile, are devoid of any awareness that their old dwellings are destroyed. When either the fog or the minions become aware of a potential victim, all undead controlled by the misty puppet master will be alerted. They will then pursue the victim by any means, in an effort to recruit them into a grim army. This version originated within weapons factories serving Blackmoorian colonies. Successful runs against Blackmoor’s foes only resulted in the creation of more for a time. However, the effects of this accidentally manifested into something new. Prolonged use of these weapons against enemy vessels and encroaching beastmen has resulted in its toxic smog gaining a gradual self-awareness. The grim magics already used to help forge these weapons led to new properties. The fog should have ended at death, but has gained the ability to reanimate its victims as corpse puppets. To the horror of the zombie fog’s victims, they learned that these faux undead are twisted into doing the malignant cloud’s bidding. Those promptly slain by the weaponized fog are also soon possessed and reanimated as its undead servants. All of this occurred before The Mists took and transformed it.

The fog itself is huge, covering an area around 200' across. Within its mist can be seen those slain and reanimated by it, shambling aimlessly within. It can control one animated cadaver per hit point it currently possesses and can increase its total number of hit points to a maximum permitted of its 9HD, up to 72, if it can find and control sufficient corpses. The fog cannot attack physically, but 3 times per day it can cause despair. When it does so, all those within the fog must make a saving throw vs. spells or feel hopeless and become unable to attack or defend themselves until struck by a foe. The initial attack against a despairing victim is made at +4 to hit, and subsequent attacks are made at +2 to hit, while the victim’s own attacks are made with a -2 penalty. The despair effect lasts until the fog is destroyed, or for 3d6 turns after leaving the area of the fog.

Mystara’s zombie fog, much like the variation in the Demiplane of Dread, is not undead in origin, instead being a malign combination of technomancy and pollution. It is frequently mistaken for undead, but it is in fact closer in nature to a construct. Thus, it cannot be turned, but can be held at bay with a protection from evil effect. The fog is immune to normal and silver weapons, and can only be struck by magical weapons.



The alchemical variant has the ability to inflict a poisonous attack to all who breathe in the toxic fumes. The target must make a save against poison or lose 1d4 points of Constitution. Any creature that reaches 0 Constitution becomes a mist cadaver automatically. Victims of this blight need medical treatment and can still lose Constitution if not treated. Otherwise, resting in a safe area with medical aid can result in regaining 1 point of Constitution per day, if not healed through use of magic (a neutralize poison spell can restore lost Constitution if cast within 10 rounds of exposure, otherwise a cure disease spell will restore the damage).

Cadavers within the fog are very like zombies, but not undead. They always lose initiative, and act last in any round. They attack with claws or any objects they have to hand for 1d6 damage. They cannot be turned, having no essence of their own to turn, but can be slain by reducing them to 0hp. However, if still within the mist of the zombie fog they will be reanimated in 1d4 rounds, again with 2HD. Likewise, any newly slain foes will rise as cadavers in 1d4 rounds. Reanimation of a cadaver restores 1hp of damage to the mist, or increases the total number of hit points an undamaged mist has up to a maximum of 72. To permanently ‘kill’ the cadaver the body must be substantially destroyed, with damage sufficient to reduce them to -18hp being required.

AD&D 2nd Edition Addendum: Beastman

Within Mystara, beastmen were a progenitor race of the humanoids. Created roughly Mystaran-Calendar-BC 4500, as Hel reincarnated wicked souls as a personal army of monsters. This in turn sparked the Beastman Crusades of Blackmoorian legend. The Great Rain of Fire ultimately purged much of the population, save for those eventually taken to the Hollow World. Over time, beastmen mutated into the several humanoid races seen in the world today. The Hollow World beastmen have given up on evil plots, often preferring to keep to themselves and surviving in their new home.

Within Ravenloft, these are indeed souls of the damned, but from far more tragic circumstances. Rather than Immortal magic, they are spawned by a Darklord’s curse. Those who die in loyalty to the Darklord are reincarnated as a beastman, according to the domain’s False History. It’s also possible that the memories of these dead souls are grafted onto newly created beastmen made by The Dark Powers. These new beastmen will retain muddled and confused thoughts and memories of a past life, which risks insanity if pondered too deeply. These beastmen, driven to madness by Darkheath’s curse, are often used as sacrificial body shields during raids against the colony of Darkheath. Curiously, those who have wandered off into the mists have found themselves in other domains. A shocking number have unintentionally migrated to Darkon.

The following refers to general beastmen, usable in either setting. Beastmen in Darkheath tend to suffer the effects of Madness as elaborated in the Ravenloft Campaign Setting. This can be ignored, should a DM want to run beastmen in a 2E version of Mystara instead. The stats below adapt existing BECMI stats to better fit the 2E game.

Beastman

Climate/Terrain: Wartorn Wastelands
Frequency: Uncommon (Darkheath), Very Rare (Elsewhere in Ravenloft), Rare (The Hollow World)
Organization: Tribal
Activity Cycle: Any
Diet: Omnivore, with preference for meat
Intelligence: Below Average – Average
Treasure: L
Hit Dice: 2
HP: 8
AC: 8
Movement: 12
THAC0: 19
No. of Att.: 1
Dam:. by weapon
Size: M
Morale: 13 (8 for BECMI… rough equivalent?)
Alignment: N or NE
XP: 25

AD&D 2nd Edition Addendum: Mystaran Werefox

Within the demiplane of dread, most werefoxes are actually separate cursed creatures called the fox woman. These creatures are afflicted elven and human women who suffer a condition similar to lycanthropy. With more doomed souls arriving from Mystara, they’ve met a new rival in the true werefox. The Mystaran werefox likely originated within the domain of Vasfar, before making its way to the core through Nebligtode and Nova Vaasa. Those who have fled the wrath of the Church of the Lawgiver have attempted to make homes within Verbrek and Darkon.

This variant differs from other worlds’, mostly within their abilities, core appearance, and gender restriction. While the Mystaran version lacks many magical powers, it makes up for that in less limited potential. Likewise, the Mystaran race does not take an elven form for their human/demihuman appearance. Finally, werefoxes from Mystara can be male or female. Statistics-wise, they are also different in that they do not have to have an elven base form, do not gain 1d4 levels worth of Wizard spells, cannot Pass without Trace continuously and their Charm ability is used 3 times per day while targeting one creature per use. For more detail, see the stat block and reference Creature Crucible 4: Night Howlers for more.

Lycanthrope, Werefox (Mystara)

Climate/Terrain: Any
Frequency: Rare (Mystaran domains), Very Rare (Elsewhere in Ravenloft)
Organization: Solitary or Groups (Too hedonistic and self-centered to stay for long)
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average - Exceptional
Treasure: E, Q (x5), s
Hit Dice: 8+1
HP:
AC: 4
Movement: 12
THAC0: 13
No. of Att.: 1 (weapon or bite)
Spec. Att.: Charms
Spec. Def.: Silver or +1 weapon to hit
Dam:. by weapon or 1d6/1d6+4
Size: M
Morale: 13
Alignment: N or NE
XP: 800

These children of darkness prowl the misty spaces between the world of Mystara and the Dimension of Dread. Many other terrible things persist in these dark corners, far beyond the scope of our imaginations and fears. Someone foolish or brave might unearth them, but at what cost?