Ambusher. The Nevirmoor has advantage on attack rolls against any creature that has not acted yet in combat, if the Nevirmoor hits a creature with a melee attack while it has advantage, it deals an additional 9 (3d6) damage.
Mist Born. The Nevirmoor is unaffected by the Mists of Ravenloft and it can see normally in areas that are obscured by fog, including areas under the effect of the fog cloud spell.
Wretched Mimicry. The Nevirmoor can mimic the sounds of other creatures it has heard, including voices. A creature that hears these sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Plague Blades. The blades of the Nevirmoor are riddled with the crusted and rotted remains of its victims. Creatures that take damage from the Nevirmoor’s Knife attack must succeed on a DC 12 Constitution saving throw or become infected with a virulent strain of Sewer Plague. It takes only 24 hours for the disease to manifest symptoms in an infected creature; symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, an infected creature must make a DC 14 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the creature’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
Multiattack. The Nevirmoor makes two knife attacks. If it hits the same creature with both knife attacks, it may make a single beak attack against that creature; with advantage.
Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 6 (2d6) poison damage.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d8 + 2) piercing damage. If the attack results in a critical hit, it deals the maximum damage possible.
Hide and Seek. If the Nevirmoor is hit by a weapon attack from an adjacent creature, it can use its reaction to immediately move up to its full speed (without provoking attacks of opportunity), and may then use the Hide action.
Description
The Nevirmoor is a horrifying monstrosity born of the machinations of the vile vampire lord, Strahd Von Zarovich. Originally created as a weapon to be used against the flock of Wereravens that dwelled within his realm, the creature seemed like a promising invention but after the Nevirmoor’s repeated failures to infiltrate the Wereraven’s hideout, Strahd grew tired and frustrated. Rather than take responsibility for its foul and unproductive nature, Strahd banished the creature to the wilds of Barovia to fend for itself.
Now the monstrosity prowls the lands south of the village of Barovia, making its lair deep within the marshes that surround the ivlis river. It lives a lonely and dreadful existence, still craving the affections of its creator; obsessively working to gain Strahd’s approval. The Nevirmoor is a stalker, kidnapping villagers and adventurers that dare venture alone too closely to the fog choked swamp. Fully aware of the purpose for its creation, the Nevirmoor believes that the only remaining way to earn its masters acceptance is to find the Symbol of Ravenkind.
The Nevirmoor is not a particularly cunning creature however, it has determined through a rather grizzly form of trial and error that the most effective way to get what it wants is by torturing whomever it believes may know of the holy symbols whereabouts. The monster has been close to finding the artifact several times before only to be thwarted by the efforts of the mad mage, an enigmatic and powerful sorcerer that opposes Strahd and his creations.
In addition to developing a taste for torture, the Nevirmoor has discovered another delight; devouring the innards and limbs of its helpless victims while they watch in agonizing terror, many of these poor souls succumb to shock and subsequently, a quick death from the experience. The Nevirmoor enjoys in particular, feasting on the heart of its victims moments before they die, making them watch the gruesome act as they fade away into the void. This practice has become a sort of ritual that the Nevirmoor typically performs on any victim it deems to be of no use or one that is utterly unwilling to provide the information it seeks.
The Nevirmoor is larger than most humans, standing around 6.5 feet tall and weighing around 220 pounds. The skin of the Nevirmoor is a muted blend of pale blue and grey flesh, its head is like that of a large feral raven with a matted main of oily black fur and feathers that crests its shoulders and covers a large portion of its back. Large clawed talons adorn its feat which it uses to great effect when climbing the trees of the woods and marshes. Its arms end in clawed hands that are capable of wielding conventional weapons and manipulating instruments of moderate finery. The Nevirmoor generally creeps about with a hunched demeanor as if constantly stalking some unknown prey. When engaged in combat with a smaller adversary however, the Nevirmoor often stands upright attempting to use its size to intimidate its foe. If hunting a particularly formidable opponent or when facing an organized group, the Nevirmoor uses guerrilla tactics; attempting to isolate and ambush a single target at a time.
Previous Versions
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