Van Richten's Guide to Ravenloft
Doctor Van Richten
Medium natural humanoid (human) Elite Leader
Initiative +6; Perception +16
Master Hunter’s Awareness aura 1: all allies in the aura gain +2 power bonus to initiative and passive perception.
AC 23; Fortitude 20, Reflex 18, Will 25
Hit Points 82; Bloodied 41
Healing Surges 8; Surge Value 20
+2 to all saves.
Direct the Strike (standard; at-will)
Effect: One ally within 10 squares of the doctor may make a basic attack against a target within 5 squares of the doctor with a +2 power bonus.
Rousing Assault (standard; at-will)
+14 vs. AC; 1d8 + 8 damage.
Effect: One ally within 5 squares gains 11 temporary hit points.
Impaling Blow (standard; recharges when van richten destroys a vampire)
Special: Only targets immobilized vampires.
Effect: The target takes 6d6 + 18 damage and is restrained (save ends).
After effect: the target is immobilized until the end of doctor van richten’s next turn.
Sacrificial Lure (standard; encounter)
Effect: doctor van richten grants combat advantage until the start of his next turn.
+20 vs. Will; target is pulled 5 squares to a space adjacent to doctor van richten, granting combat advantage and all allies within 3 squares of the doctor may make a basic attack against the target, and deal +3d6 extra damage on a hit.
Second Wind (standard; encounter)
Effect: The doctor spends a healing surge, regains 20 hp and gets +2 to all defenses until the end of his next turn.
Instant Escape (immediate interrupt when an enemy attempts to grab the doctor; encounter)
Effect: The doctor escapes the grab, shifts 2 squares, and gains +2 to all defenses.
Dark Knowledge (minor; encounter)
Effect: doctor van richten and all allies within 5 squares gain +2 power bonus to attack rolls against one of the following kinds of monsters: werewolves, vampires, or zombies until the end of the encounter.
Herbal Remedy (move; 3/encounter)
One adjacent ally may spend a healing surge to gain resist 5 necrotic or poison until the end of the encounter. If they are bloodied, they also gain a +5 power bonus to their next saving throw against disease, necrotic, or poison effects. As an immediate interrupt action, the ally may end the effect to gain one of the following effects:
- Resist 10 necrotic against one attack.
- Resist 15 poison against one attack.
- Successfully save against one ongoing necrotic or poison effect.
- Add one half their surge value to the hit points restored by their second wind and a +2 power bonus to Fortitude, Reflex, and Will until the end of their next turn.
- Recharge their second wind.
Herbal Poultice (move; encounter)
One adjacent bloodied ally may spend a healing surge to regain 10 hit points. The ally also moves one step up the disease track.
Trained Skills: Heal +20, History +9, Insight +17, Religion +11
Equipment: healers kit, holy symbol, vial of holy water, small mirror, silver dagger, and a wooden stake