(Encounter Level: 1
- 3)
|
Monster Type |
Undead |
Strength |
3d6 |
|
Hitpoints |
3d6 (average: 11) |
Intelligence |
2d4 |
|
Alignment |
Malevolent |
Wisdom |
2d4 |
|
Attacks |
2/1 |
Faith |
2d4 |
|
Parries |
0/1 |
Dexterity |
2d6 |
|
BatCh |
19 |
Constitution |
2d6 |
|
Base AC |
9 |
Charisma |
1d4 |
|
Movement (Run) |
8// |
Comeliness |
1 |
|
Movement (Fly) |
- |
Sense Presence |
- |
|
Movement (Swim) |
- |
Lowlight/Infravision |
- |
|
Movement (Burrow) |
- |
Detect Motion Vectors |
- |
|
Spirit Points |
2d4 (average: 5) |
Number per encounter |
1 to 4 |
|
Empathic Rating |
0% |
Frequency |
Common |
|
Empathic Resistance |
0% |
Size Class |
5 |
Base Saving Throws |
|
Save vs. Poison |
Na |
|
Save vs. Death Magic |
Na |
Save vs. System Shock |
16 |
|
Save vs. Magical Weapon |
16 |
Save vs. Spiritual Power |
16 |
|
Save vs. Area Effect |
16 |
Save
vs. Sleep/Charm |
Na |
Attacks/Defenses:
Punch: 1d4 / Punch: 1d4.
Breath Weapon: Cone that is 30-feet long. Victims within must make a Save vs. Area Effect or be rendered nauseous for 1d4 rounds. Nauseous victims get a -2 penalty to all rolls.
Weakness: Take double damage from Fire attacks
Create Spawn:
Any creature slain by a Stench Raven runs the risk of rising as one. Once all
opposition has been defeated, the Stench Revens will breath their toxic fumes
into the mouths of their dead victims. Once this occurs, the dead will rise as a
Stench Reven in 3d6 days. The only way to prevent this is to not leave the dead
behind when fighting Stench Revens or by consecrating the body with General
Ceremony, Last Rites, or Holy Water, burning it, or raising the victim from the
dead.
Description: Stench Ravens are the results of recently animated corpses that were created without enough magical power to become more powerful Undead. They often feed upon the brains of the living in a futile effort to gain more strength and power.
Stench Revens appear as shambling, rotten corpses with worms wriggling in the eye sockets and blood oozing from moldering skin. While attacking, they mutter about how they need brains and how they hunger. They leave a sickly cloud of greenish haze behind them as they walk.