Midgard Bestiary for 4th edition D&D Now Available
As we draw near to the big release of the Midgard Campaign Setting worldbook, we’ve hit the bestiary trifecta: our latest product brings the wonder and terror (mostly terror) of Midgard to 4th Edition D&D. Midgard Bestiary: 4th Edition Dungeons & Dragons Edition by Richard Green and Brian Liberge is out today!
The book features over 150 monsters to challenge player characters in your game, whether set in Midgard or your home campaign world. Each entry includes useful background information to help you use the creatures and give you a glimpse into the rich and storied world of Midgard – and it’s introduced by 4e lead designer Rob Heinsoo, whose essay offers a system for Dungeon Masters to turn monster content into something players can use while creating characters. The creatures included cover all levels from 1 through 33, allowing you to use this Bestiary throughout your entire campaign.
Nearly all the creatures from the AGE Bestiary appear in the book, as well as 100 others carefully selected from throughout Open Design’s history. You’ll find older monsters like the owl harpy from Six Arabian Nights and the blood hag from Blood of the Gorgon rubbing shoulders with more recent creatures such as the sand giant from Lost City and the putrid haunt, as well as brand new creatures written by Midgard patrons. And no Midgard Bestiary would be complete without plenty of kobolds, ghouls, clockwork creatures, and shadow fey!
Monsters from 3.5, Pathfinder, and AGE have been converted to 4th Edition, and in many cases, the authors have provided additional variants to help DMs build exciting encounters featuring groups of the same creature type. Creatures from earlier 4th Edition products—such as Wrath of the River King and the Imperial Gazetteer—have been updated: damage levels, defenses, and stat block formats have all been reviewed and revised where necessary, with particular emphasis on solos and elites.
Pick up Midgard Bestiary: 4th Edition Dungeons & Dragons Edition at the Kobold Store. As a sneak preview, here is one of the weirdest, most horrifying monsters you’re likely to encounter in the lightless tunnels beneath Midgard’s surface:
DERRO FETAL SAVANT
This creature appears to be a blue-skinned infant no older than a year. Its limbs flail, its head lolls with an obvious lack of coordination, and it screams incessantly.
The derro are a malevolent race of dwarf-like creatures forced deep underground centuries ago. They found a dark home—and equally dark gods to worship in the subterranean realms beneath the Ironcrags. Here they nursed their hatreds and perfected the use of magics only whispered of in the sunlight.
Of the madness that resonates so strongly in derro society, perhaps nothing is so twisted as fetal savants. These tiny, premature infants are born insane and destined to lead their people further into madness. Only the most rare of derro are born with the rapidly fading ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with bizarre and grotesque reverence. Placed in small, intricately wrought, pillowed cages and borne aloft on hooked golden staves, the wild- eyed newborns are carried standard-like behind battle lines to sow madness and confusion among enemy ranks.
Fetal savants use their despairing prison of flesh ability to randomly seize control of an appropriate victim among combatants. While possessing a host body, the savant attacks opponents wildly, relishing￼￼ the physical power. Helpless without aid, a fetal savant greedily attempts to remain in a host body as long as possible. Its fate is otherwise in the hands of its bearer.
Derro Fetal Savant
Tiny natural humanoid
￼￼Level 10 Controller
HP 94; Bloodied 47
AC 22, Fortitude 20, Reflex 23, Will 25
Speed 1, a derro fetal savant cannot shift
Resist 15 poison, 5 psychic; Immune domination
Wail from the Utter Black (psychic) * At-Will
Attack: Close burst 6 (creatures in the burst); +12 vs. Will
Hit: 2d8 + 5 psychic damage, and target is dazed (save ends).
Despairing Prison of Flesh (psychic, reliable) * Recharge when first bloodied
Attack: Ranged 7 (one creature); +14 vs. Will
Hit: 4d10 + 5 psychic damage, and target is dazed (save ends). Targets already dazed are instead dominated (save ends).
First Failed Save: If not already dominated, target is dominated (save ends).
Precious Cargo * At-Will
Another creature may carry a fetal savant in a specially prepared cage. Doing so requires the fetal savant’s move action, but allows it to move when that creature moves. Carrying the cage reduces the bearer’s speed by 3 squares.
Brainbleeder Rebuke (psychic) * At-Will
Attack: Melee 2 (one creature); +14 vs. Will
Hit: 2d8 + 9 psychic damage.
Skills Arcana +8, Insight +14, Perception +14, Stealth +10
Str 6 (+3) Dex 10 (+5) Wis 18 (+9)
Con 6 (+3) Int 6 (+3) Cha 16 (+8)
Alignment chaotic evil
Languages Trade, Deep Speech, Dwarven