Page 138 - Critical Role: Tal’Dorei Campaign Setting
P. 138
tal’dorei campaign guide
Ravager Stabby-Stabber Ravager Slaughter Lord
Small humanoid (goblinoid), chaotic evil Large humanoid (orc), lawful evil
Armor Class 15 (studded leather) Armor Class 17 (armor name)
Hit Points 36 (8d6 + 8) Hit Points 152 (16d8 + 80)
Speed 30 ft. Speed 30 ft.
Str dex con int wiS cha Str dex con int wiS cha
10 (+0) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 7 (-2) 22 (+6) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 16 (+3)
Saving Throws Wis +1 Saving Throws Str +10, Con +9, Wis +7
Condition Immunities charmed Skills Intimidation +11, Religion +5
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin Languages Common, Orc
Challenge 2 (450 XP) Challenge 9 (5,000 XP)
Nimble Escape. The goblin can take the Disengage or Hide Aggressive. As a bonus action, the Slaughter Lord can move up
action as a bonus action on each of its turns. to its speed toward a hostile creature it can see.
Stabby Frenzy. When the goblin hits with a melee attack, it may Blessings of the Ruiner. The Slaughter Lord has been showered
attack again. It can continue making additional attacks until it with a cocktail of divine blessings, and can call upon them at any
does not hit. The goblin cannot move between attacks made with time. Its innate spellcasting ability is Wisdom (spell save DC
this trait. 15). The Slaughter Lord can innately cast the following spells,
requiring no material components:
Actions
At will: thaumaturgy
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 3/day each: flame strike, spirit guardians
target. Hit: 6 (1d6 + 3) piercing damage. 1/day each: control weather, divine word, fire storm
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., Legendary Resistance (2/Day). If the Slaughter Lord fails a
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. saving throw, it can choose to succeed instead.
Unarmored Defense. While the Slaughter Lord is wearing no
armor and not wielding a shield, its AC equals 10 + its Dexterity
modifier + its Constitution modifier.
The people of the Dividing Plains do not know exactly
how many Slaughter Lords command the Ravagers. Some Actions
reason that there are four major arms of the barbarian
Multiattack. The Slaughter Lord makes four attacks with its
horde, and that each arm is commanded by one of these greatswords or three attacks with its spear.
monsters. Inside the walls of the margrave of Westruun’s
Dual Greatswords. Melee Weapon Attack: +10 to hit, reach 5
keep, however, Margrave Zimmerset and his council-
ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6)
ors worry over a graver matter: the Ravagers are too
fire damage.
well-organized to be led by war-crazed, drug-addled orcs.
Spear. Melee or Ranged Weapon Attack: +10 to hit, range 20/60
Who, or what, is commanding the Slaughter Lords from
ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6)
the shadows?
fire damage, or 15 (2d8 + 6) piercing damage plus 3 (1d6) fire
ravager stabby-stabber damage if used with both hands to make a melee attack.
Legendary Actions
Tales of the bloodthirsty Ravagers have spread from
Kymal across Tal’Dorei. Most adventurers and merce- The Slaughter Lord can take 3 legendary actions, choosing
from the options below. Only one legendary action option can
naries take up arms against the Ravager after hearing
be used at a time and only at the end of another creature’s turn.
stories of muscle-bound orcs terrorizing the free people
The Slaughter Lord regains spent legendary actions at the start
of the Dividing Plains. They are prepared for single
of its turn.
combat with great foes. They are not prepared for the
Attack. The Slaughter Lord makes a spear or greatsword attack.
Ravagers’ most terrifying weapon: the stabby-stabbers.
Fresh-faced warriors from Emon laugh at the name Move. The Slaughter Lord moves up to half its speed.
when they first hear it in Kymal’s taverns, but veteran Cast a Spell (Costs 3 Actions). The Slaughter Lord casts an
mercenaries close their eyes and hastily bury their face in innate spell.
their tankards.
Goblins only join the Ravagers as slaves; spoils from
orcish raids of goblin nests. Those that show excep-
the goblins had away, turning them into perfectly obe-
tional skill are brought before their Slaughter Lord
dient, flesh-hungry monsters. In battle, stabby-stabbers
and forced to drink a terrible brew the orcs call
swarm like rats, eviscerating fleeing innocents and war-
skullfire. The concoction burns what little reason
riors alike in seconds.
chapter 4: allies and adversaries 137

