One of the things that are really exciting about the Midgard bestiaries is how familiar some of the monsters seem. Anyone who has played roleplaying games for a month has probably fought goblins, hags, and constructs. There’s something engaging about these familiar monsters. It’s a warm, nostalgic feeling that brings back memories of why you love the game.
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.
In this final incarnation of Karesh, he is an elite controller and now leads several other groups for the greater glory of his goddess Tiamut.
As Karesh grew in power, he drew the attention of Tiamut. His collection of arcane knowledge—despite his diminutive kobold nature—has so impressed the goddess that she appeared before Karesh and made him her herald. (Whether the goddess is toying with Karesh or has her own nefarious plans for Karesh remains a mystery.)
Karesh is now extremely formidable, and he has the ability to summon powerful undead warriors and do tremendous damage in battle. He could even challenge Tiamut, but appears content to travel the world collecting treasures for her.
Karesh (Level 20 Controller)
Small natural humanoid; XP 2,800
HP 182; Bloodied 91; Initiative +12
AC 33; Fortitude 31, Reflex 33, Will 32; Perception +16
Speed 6; Darkvision
m Withered Claw (necrotic) • At-Will
Attack: Melee 1 (one creature); +24 vs. Reflex
Hit: 2d8 + 7 necrotic damage, and the target takes -2 to attack rolls against Karesh until the end of Karesh’s next turn.
Necrotic Ray (necrotic) • At-Will
Attack: Ranged 20 (one or two creatures); +22 vs. Reflex
Hit: 2d10 + 9 necrotic damage.
A Hands from the Grave (necrotic) • Recharge 4-6
Attack: Area blast 3 within 10 (enemies in the blast); +22 vs. Reflex
Hit: 2d8 + 7 necrotic damage, and the target is grabbed (save ends).
Not Dead Yet • Encounter
Trigger: Up to 3 kobold allies that are within 20 squares of Karesh have been reduced to 0 HP or fewer.
Effect: The kobold allies return to life with half their bloodied value in hit points.
A Cloud of Black Death • Encounter
Attack: Area blast 3 within 10 (enemies in the blast); +22 vs. Fortitude
Hit: 3d6 + 8 necrotic damage, and 2d6 ongoing poison damage (save ends).
Summon Undead Followers • Recharge 5-6
Effect: Five undead kobolds appear, each in an empty square within 10 squares of Karesh. These kobolds have all of Karesh’s statistics except for these differences: 25 HP each; only one of the two following powers:
m Bone Bash • At-Will
Attack: Melee 1 (one creature); +24 vs. AC
Hit: 2d6 + 5 damage.
r Bone Bow • At-Will
Attack: Ranged 20 (one creature); +24 vs. AC
Hit: 2d6 + 3 damage.
Alignment evil; Languages Common, Draconic
Str 9 (+5) Dex 15 (+8) Wis 12 (+7)
Con 14 (+8) Int 12 (+7) Cha 10 (+6)
As a villain in the paragon tier, Karesh actively searches for necromantic knowledge and artifacts, protected by his large kobold war band. His kobolds are so fanatically devoted to him that they will not run when cornered. He also raises a small group of undead wherever he stops, just for extra protection.