![]() ![]() Left: Concept art of Ivana Boritsi, Darklord of Borca, by Shawn WoodĪ simple, overarching truth about D&D’s rules directly opposes building long-term dread: the numbers go up. As so many of you plot to infuse fear into your D&D adventures, I wanted to share some of the methods we employed to spotlight horror in the Domains of Dread and help you focus on fright in your games. ![]() I’m Wes Schneider, Senior Game Designer for Dungeons & Dragons here at Wizards of the Coast and project lead on Van Richten’s Guide to Ravenloft. Honestly, we also wrestled with that question. But we’ve also seen a recurring question: can D&D, a game that’s fundamentally about incredible feats of heroism and bravery, actually be scary? It’s been only a short while since Van Richten’s Guide to Ravenloft released, and already we’ve seen incredible enthusiasm from players and DMs eager to introduce horror themes into their D&D campaigns. When they are destroyed, they quickly fade into a malevolent purple fog, leaving behind only the mask.As many of you plot to infuse fear into your D&D adventures, we wanted to share some of the methods employed to spotlight horror in the Domains of Dread and help you focus on fright in your games. Masked horrors also have a macabre obsession with death, often lingering around graveyards and corpses. Their personalities are just as twisted as their appearances, taking sick pleasure in injuring living beings, and they hate working with other beings, preferring to attack in packs of their own, or weaker undead, destroying their foes with vicious claws and toxic fangs. Additionally, the corpse turns a sickly purple colour, and glowing red eyes can be seen under the mask. The hands morph into talons, and the mouths of their masks can move, just like the mouth of a normal being, which they can use to deliver a toxic bite. ![]() By focusing the power into a mask shaped to look like a tortured face and fusing it to the undead monstrosity's head, the undead creature is made faster, stronger, and smarter. Knowledge of these rituals is thankfully very rare, but the undead they create are fearsome horrors. Masked horrors are deeply disturbing undead creatures, made by demonic rituals infusing a corpse with fiendish powers. If a target's saving throw is successful or the effect ends for it, the target is immune to this horror's Terrify for the next 24 hours. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature within 60 feet of the horror that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target must also succeed on a DC 13 Constitution saving throw or take 7 (3d4) poison damage and be poisoned for 1 minute. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Instead of making a bite attack, it may use its Terrify.Ĭlaws. The horror makes two attacks, two with its claws or one with its claws and one with its bite. The horror has advantage on saving throws against any effect that turns undead. The horror has advantage on attack rolls against a creature if at least one of the horror's allies is within 5 feet of the creature and the ally isn't incapacitated. ![]() The fog dissipates after 5 minutes or a strong gust of wind blows it away. Undead, constructs, fiends and creatures that do not breathe are immune to this effect. A creature inside the fog cannot breathe. A creature that starts its turn inside the fog or moves into it for the first time on its turn must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. When the horror dies, its body transforms into purple fog over a 10-foot radius. Languages the languages it knew in life, plus Abyssal and Infernalĭeath Burst. Senses darkvision 60 ft., passive Perception 10 Condition Immunities charmed, exhaustion, frightened, poisoned ![]()
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