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Legend of the Raven Man
\pagebreakNum # Introduction Hey! My name is Theobjection, AKA /u/TheSongofEdain. This document will serve as a compendium for the major changes and additions I am making to the Curse of Strahd module. Here are a few of my main goals: ### Boost the power-levels of the major enemies! My party is good at what they do, and I tend to be a dm who's lenient in the moment, so I try to be tough when I'm actually setting up. I'm going to be boosting up the Abbot (to CR 14-15), Lysaga (to cr 13), Fiona Wachter (5-6), Izek Strazni (7-8), probably Rahadin, definitely Wintersplinter/the Druids and definitely our dear overlord Strahd (Aiming for 20, but might end up like 17-18). ### Make the Vistani less racist! let's face it, the Vistani are an insulting characterization of a group of people who have been historically persecuted. They're too special to the story, I think, to be done away with entirely, but my plan is to try to portray them in a better light. How so? Just expanding on them in general. Also, including a rogue faction who do their best to resist Strahd - somewhat similarly to the keepers of the feather. Stealing children is also a thing of the past. ### Expand on the Old Svalich Woods! The woods are a very spooky place. I don't think CoS makes full use of them. ### Throw in any cool shit I can think of! For now, this includes expanding the role of the hags, throwing in an additional god (the titular Raven Man) ### Current Campaign Specific Changes (In no particular order) **1.** The Mad Mage is actually Mordenkainen's Daughter, Mary, who's looking for him. She is in a magically induced coma in the Baratok mountains, leaking raw magical energy into the woods. To wake her, the players will have to journey inside the Mage's mind and defeat her fears. I will be posting a mindscape dungeon and some examples of mutated animals. **2.** The hags at the Old Bonegrinder are the daughters of a powerful form of Hag called a crone. This crone is the sister of Baba Lysaga and Madame Eva. See *Chapter 2* for more info. **3**. There is another God in Barovia, the Raven Man, the son of Mother Night, who is a god of industry and civilization. He is a trickster god, and otherwise similar to Prometheus. He freed Barovia a long time ago, and it is rumored he will return in the Barovian's most dire hour of need, although some grown to distrust him due to his association with the Vistani. Saint Andral was the last manifestation of the Raven Man's will. **4.** The Vistani are lead by a single leader, elected from amidst noble families (currently: the Janek, the Drazkoi, the Zalenski, the Nimirovich). Currently, this is Arrigal Nimirovich. His rival (no longer his brother) is Luvash Janek. The Vistani do not totally serve Strahd. Arrigal's husband, Mikhail Drazkoi, has left the current peoples and leads a small guerrilla rebellion against Strahd and his allies. Arrigal and Mikhail have adopted: Arabelle and Ezmerelda D'Avenir are their daughters. Eva Soulseer is the true mother of these girls. See *Chapter 1*, which currently only discusses the Janek. **5.** The Druids at Yester Hill, Baba Lysaga, The Dursts' and the Barbarians worship an old aspect of the Morninglord known as Alach. Alach is a savage god of rebirth-through-death. The *Amulet of Ravenkind* is now *Alach's Amulet*, and it is hidden in a series of tunnels under Yester Hill. I will eventually be adding this dungeon to the document. **6.** Long ago (hundreds of thousands of years), Barovia was ruled by stone giants (worshippers of Alach), who ruled the land from a mountain citadel on the east base of Mt Ghakis. They built the megaliths by the Old Bonegrinder and Yester Hill. When the humans came, the Raven Man drove the giants back into their tunnels, ostensibly causing them to die of starvation and suffocation, but some fragments of their civilization may yet survive... I will be adding this dungeon to the document at some point. Some of their tunnels are currently being used as a base of operations for the rogue Vistani resistance. **7.** The Bones of St Andral protect the entire town of Vallaki, which is home to far more than before (200 or so). Fortunately, Strahd's cult (the Living Body of Strahd) is strong: led by Fiona Wachter and the Doppelganger Empaiva, they will help him in. Furthermore, there are a few new places in Vallaki, the most important one being Van Peltz' Pelts, a general store/tailors that specializes in working with wolf-pelts and is run by the charismatic Vasili Von Holtz (actually a front for the cult, although Vasili is not really Strahd but a high-ranking member of the Cult.) Izek is different too: he's now a middle aged man who once fell in love with a Vistana girl who took their child out of Barovia. He's bitter, and his arm is the result of a Vistana curse from the time he tried (unsucessfully) to get the child back. Replace all Izek/Ireena-related content with dreams related to this child, who is really (insert your PC's name here). See *Chapter 3*, under *The Living Body of Strahd*, for information regarding the Cult. \pagebreakNum **8.** Strahd is working with an outside man, a Vintner named Etienne Van Doosselaere, to produce a magical wine that will essentially brainwash people who drink enough of it, then turn them into vampire spawn. The first batches were tested on the Vistani, and it's really messed them up. Etienne is a nice chap who's been charmed to high heaven. Strahd and E are using the third WoW gemstone to perfect their concoction. **9.** One of the Dark Powers is Vecna, who will do everything he can to free himself of Barovia. This will tie into post-Strahd content (the vestige is but a sliver of the real Vecna, who's causing major strife in the outside world; of course, the only one who can stop him is vestige!Vecna, who plans to get the PCs to do the dirty work before stabbing them in the back and profiting from real!Vecna's machinations). \columnbreak \pagebreakNum
# Part 1 ##### The Vistani
The Vistani are split into many great clans, each with their own specialties withing the family. Many senior members of these distinct groups proudly wear symbols of their familiar heritage, traditionally found tattoed across the upper arm. ## The clan Janek The clan Janek breeds horses. They are strong and agile and masters in the saddle. They are as proud as their stallions, and easily distinguished by the motif of black horses that rear through their msuscular, tattoed arms. ### Janek Purebreds The clan is proud of their horses, and with good reason. The purebreds are slightly smaller than your average warhorse, but just as strong, and twice as nimble, and they have developed life-long bonds with their trainers, riders, and breeders. They are intelligent and thoughtful, and, on the occasions that the Janek sell them to outsiders, fetch massive prices from everyone from traveling mages to paladins to kings ### Roughriders Janek enforcers are known as roughriders. They fight with a peculiar weapon called a *Sciabancia*--A long spear with a bladed edge where the grip should be. It is used with both hands and a lot of care, shifted from end to end depending on the occasion. Though masters of this strange sabre-spear, the true advantage of the roughriders is found in their horses. In battle, a Janek Purebred is the perfect partner. Well protected, it charges unmounted foes down as well as a trained warhorse (it's smarter, to boot), but when its rider dismounts, it continues to harass and distract the roughrider's enemy with fleeting blows, giving the Janek enforcer ample time to step in and deal the finishing blow. ### Horse-Chanter Elder members of the Janek family can seamlessly weave the natural Vistani affinity for music and performance into their mastery of the equestrian arts. Horse-Chanters have practiced modulating their voices to specific tempos and pitches, and can precisely control great groups of Janek horses with their voice alone. \columnbreak
--- > ## Janek Purebred >*Large Beast, Unaligned* > ___ > - **Armor Class** AC 13 (Leather Barding) > - **Hit Points** 24 > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|13 (+1)|6 (-2)|12 (+1)|7 (-1)| >___ > - **Saving Throws** Str +2, Dex +2, Con +2. > - > - > - > - > - > - **Senses** passive Perception 11 > - **Languages** None, understands Patterna > - **Challenge** 1/2 (100 XP) > ___ >### Traits > ***Horse Dance*** If the horse is within 5 ft. of its rider, and neither are incapacitated, the rider has advantage on melee attack rolls, even if it is unmounted. > > ***Trampling Charge:*** If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action. > > ### Actions > > > ***Hooves:*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. \pagebreakNum --- > ## Janek Roughrider >*Medium humanoid, any alignment* > ___ > - **Armor Class** 13 (Leather Armor) > - **Hit Points** 32 (5d8+10) > - **Speed** 30 ft. >___ >|STR |DEX |CON |INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 15 (+2)|15 (+2)| 10 (+10)| 10 (+0)| 12 (+1)| 12 (+1)| >___ > - **Saving Throws** saving_throws > - **Skills** Animal Handling +3, Perception +3, Intimidation +2 > - > - > - > - > - **Senses** passive Perception 13 > - **Languages** Common, Patterna > - **Challenge** 1/2 (100 XP) > ___ > > ### Traits > > >***Save the Horses!*** The roughrider can force an attack targeted at its mount to target it instead. Additionally, if its mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > > > > ### Actions > ***Multiattack.*** The roughrider makes 2 melee attacks. > > ***Sciabancia.*** *Melee Weapon:* +4, Reach 10 ft., one creature. *Hit:* 6 (1d8 + 2) piercing or slashing damage. > > ***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. ___ > ## Janek Horse-Chanter >*Medium humanoid, any non-good alignment* > ___ > - **Armor Class** AC 17 (Half-Plate) > - **Hit Points** 45 (7d8+14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|14 (+2)| 10 (+0)| 14 (+2)|12 (+1)| >___ > - **Saving Throws** saving_throws > - **Skills** Animal Handling +6, Perception +6, Intimidation +3. > - > - > - > - > - **Senses** passive Perception 14 > - **Languages** Common, Patterna, and any one other language. > - **Challenge** 2 (400 XP) > ___ > ### Traits > ***Calming Presence.*** Janek Purebreds that can hear the chanter have advantage on saves against being frightened or charmed. > >***Master of the Herd.*** At the beginning of each of the chanter's turns, all Janek Purebreds that can hear the chanter may move 15 feet without provoking attacks of opportunity. > >***Save the Horses!*** The chanter can force an attack targeted at its mount to target it instead. Additionally, if its mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > ### Actions > ***Multiattack.*** The chanter makes two melee attacks. > > ***Sciabiancia.*** *Melee Weapon:* +5, Reach 10 ft., one creature. Hit: 7 (1d8+3) piercing or slashing damage. > >***Shortbow.*** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. > > ***Warchant (Recharges after a Short or Long Rest):*** For 1 minute, the chanter can whistle or call a series of commands whenever a nonhostile Janek Purebred or its rider makes an attack roll or saving throw. That creature can add a d4 to its roll provided it can hear the chanter. A creature can benefit from only one Warchant die at a time. This effect ends if the chanter is Incapacitated. \pagebreakNum
# PART 2 ##### Crones
The land of Barovia is harsh, but there are some who find it perfectly agreeable. A long time ago, before even Strahd, an old Crone named Lysaga wandered into land. She lived here for a long time, and when the vampire took power, she sent for her sisters, and the three of them--Lysaga, Jabra, and Eva--settled down. ## On Crones Crones are born in groups of three and represent the final stage of evolution for any trio of hags. They are older, craftier, and wealthier than their kin, having survived for centuries or even millenia, backstabbing and undercutting mortals, fiends, fey, and even deities on occasion. ### Monstrous pregnancy Crones will have three children, no more, no less. They become pregnant spontaenously and with regularity until they have three living children, who will become hags, with no chance to become a Crone--unless their mother is the Arch-Crone. If a daughter dies, the Crone will become pregnant again. Their children are always female and treated with contempt, often becoming a disposable workforce for the Crone. ### Arch-Crone Eventually, a Crone's mother will die, and this triggers a selection process wherein the strongest or smartest of the three Crones will become the Arch-Crone. Her daughters will be born with the potential to succeed her and her sisters, and she will be blessed with great power. She will have to fight hard to keep her status, however, as her sisters and their allies will do their best to kill her, transferring her title and power to them in a huge midnight Sabbath at a place of ancient magic. ## Baba Lysaga Baba Lysaga is the eldest of the three sisters. She is quite insane and ferociously powerful. She is pregnant at all times: when she gives birth, she immediately devours her children in a vicious ritual that allows her to shunt their souls into constructs she prepares. In Lysaga's case, she infuses them into the scarecrows she constructs, giving them life and even granting certain among them magic powers. \columnbreak
## Jabra Bonegrinder Jabra is the middle sister. She lives under an old windmill between the village of Barovia and the village of Vallaki. Her daughters are Morgantha, Belia, and Offalia. She is massively fat and spends her time in a cavernous living room under a cursed old mill that has come to bear her name over the years. She is surrounded with magical trinkets and components she and her daughters have accumulated and wields enormous power over various denizens of Barovia, having gained their servitude through magical or mundane means. She is constantly plotting to overthrow her older sister and take her position as Arch-Crone. ## Eva Soulseer Eva is the youngest of her sisters, and as far removed from her nature as she can be. A long time ago, she grew tired of the constant power struggle that lies at the core of a Crone's life and sought the means to give up her position. When Strahd came to power in Barovia, she made a deal with him, facilitated by the dark powers, and infused her evil spirit into a huge crystal gem she constructed for the vampire. Known as "The Heart of Sorrow", it provides magical and physical protection for Strahd, and, in exchange, he keeps her darker nature imprisoned inside. Alas, Eva abandoned a great deal of her indepedence: if the heart were ever to be destroyed, she would die. Finally, she agreed to cede her first-born to Strahd as a tool: this daughter became the shape-shifter Empaiva. Her second and third daughters were adopted by Arrigal Nimirovich and Mikhail Drazkoi, and their names are Arabelle and Ezmerelda, respetively. She has no interest in the affairs of her sisters. \pagebreakNum --- ___ >## Jabra, Bonegrinder >*Large Fiend, Chaotic Evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 157 (15d10+75) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|20 (+5)| 14 (+2)|20 (+5)|16 (+3)| >___ > - ***Saving Throws*** Wis + 9, Cha +7 > - ***Skills*** History + 10, Nature + 10 > - > - ***Damage Resistances*** cold, fire, bludgeoning, piercing, and slashing From Nonmagical Weapons That Aren't Silvered > - > - ***Condition Immunities*** charmed > - ***Senses*** blindsight 120 ft. passive Perception 19 > - ***Languages*** Abyssal, Common, Infernal, Primordial, Sylvan > - ***Challenge*** 11 (7,200 XP) > ___ > > ***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Jabra is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Jabra has the following spells prepared: > >Cantrips (at will): *primal savagery*, *druidcraft*, *thorn whip*, *mold earth*, *resistance* > >1st level (4 slots): *ray of sickness*, *engtangle*, *cause fear*, *hex* > >2nd level (3 slots): *spike growth*, *enlarge/reduce*, *locate object* > >3rd level (3 slots): *plant growth*, *counterspell*, *bestow curse* > >4th level (3 slots): *polymorph*, *vitriolic sphere*, *summon greater demon* > >5th level (2 slots): *dream*, *scrying*, *insect plague* > >6th level (1 slot): *freezing sphere*, *wall of thorns* > >7th level (1 slot): *power word: pain*, *regenerate* > >8th level (1 slot): *dominate monster* > > > ### Actions > ***Serpent Tongue.*** . Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. > >***Hag's Hoard:*** As a bonus action, Jabra can utilize one of the many trinkets she's acquired over the long years. This action can have any number of results: it is left to the DM's discretion exactly which items Jabra has access to, but this variation can have a significant effect on Jabra's CR. Some examples include: > >1. Casting a low-level spell. > >2. Summoning a lower CR fiend, fey, elemental or undead under Jabra's control, >3. Aging or rejuvenating one target for a temporary period. >4. Reduce or increase a target's ability scores by 2 for a temporary period. \pagebreakNum ___ ___ > ## Lysaga, Arch-Crone >*Medium fiend, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 135 (18d8+54) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (0)|16 (+3)|20 (+5)|17 (+3)|13 (+1)| >___ > - **Saving Throws** Wis +8 > - **Skills** Arcana +15, Religion +15 > - **Damage Resistances** cold, fire, bludgeoning, piercing, and slashing From Nonmagical Weapons That Aren't Silvered > - **Condition Immunities** charmed > - **Senses** passive Perception 13 > - **Languages** Abyssal, Common, Draconic, Dwarvish, Giant > - **Challenge** 13 (10,000 XP) > ___ >***Legendary Resistance (3/Day):*** If Lysaga fails a saving throw, she can choose to succeed instead. > >***Shapechanger.*** Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does. > >***Blessing of Mother Night.*** Lysaga is shielded against divination magic, as though protected by a nondetection spell. > >***Spellcasting.*** Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared: > >Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation > >1st level (4 slots): detect magic, magic missile, sleep, witch bolt > >2nd level (3 slots): crown of madness, enlarge/reduce, misty step > >3rd level (3 slots): dispel magic, fireball, lightning bolt > >4th level (3 slots): blight, Everard’s black tentacles, polymorph > >5th level (2 slots): cloudkill, geas, scrying > >6th level (1 slot): programmed illusion, true seeing > >7th level (1 slot): finger of death, mirage arcane > >8th level (1 slot): power word stun > ### Actions > ***Multiattack.*** Lysaga makes three attacks with her quarterstaff > >***Quarterstaff.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludegoning damage, or 8 (1d8 + 4) bludgeoning damage if wielded with two hands. > >***Summon Swarms of Insects (Recharges after a Short or Long Rest).*** Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Lysaga and acts as her ally. It remains until it dies or until Lysaga dismisses it as an action. > > ### Legendary Actions >Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > > > ***Chant Failure:*** Lysaga foretells her victim's failure, plunging them in deep despair. The target must succeed on a DC 18 Wisdom saving throw against this vile prophecy or suffer disadvantage on all attack rolls until the start of their next turn. > > ***Chant Doom (Costs 2 Actions):*** Lysaga foretells her victim's doom, ripening their soul for the harvest. The target must succeed on a DC 18 Cha saving throw against these ominous words or suffer disadvantage on all saving throws until the start of their next turn. > > ***Chant Madness (Costs 3 Actions):*** Lysaga foretells her victim's madness, miring their mind in insane lore. The target must succeed on a DC 18 Intelligence saving throw against these eldritch babblings or lose the benefits of all their class features until the start of their next turn. This will not make them lose any health, or change their ability scores, but they lose all proficiencies granted by their class, any spellcasting, extra attack, etc. If they are concentrating on a spell they must make a DC 18 Intelligence saving throw or lose concentration. > ##### The Arch-Crone > If the Arch-Crone is defeated in battle by a rival Crone, she loses her Legendary Resistances and her Legendary Actions, which transfer to her successor. The exact nature of these Legendary Actions may be different depending on the nature of the new Arch-Crone. \pagebreakNum
# PART 3 ##### Additional Content
# The Tongue of Lake Zarovich Deep and murky, the waters of this frigid lake hide many creatures, but none are deadlier than the
Vatnagedda
. A hag's experiment gone wrong, the legendary fish was released into the waters of the lake over a hundred years ago. Since then, the toxin of the Vatnagedda has seeped into the silt and ecosystem of the surrounding waters. The fish are thick-skinned and drowsy. The water itself produces a light prickling effect on the skin, like pins and needles. Vallakians, loathe to pronounce the name of their tyrant, simply call Lake Zarovich "the Pinlake" after this peculiar effect. Fortunately for them, the Vatnagedda has a long hibernation period, and has lain dormant for several decades, buried deep in the muck of Lake Zarovich. Unfortunately for them, it has woken up early as the wild magic of Mary Mordenkainen leaks into its habitat\*, and the few men and women brave enough to fish the Pinlake have seen their catch dry up and their nets degrade. Little by little, they have turned their attentions elsewhere. All except one: Bluto Krogarov. ## Bluto Bluto Krogarov is a hardy fisherman, a resolute drunkard, and none too bright. Nevertheless, he knows his trade, and he remembers the waking of the Vatnagedda some fourty years ago. In fact, his parents, then fishermen of great skill, went off to catch the beast together. Only his mother returned, and she wouldn't talk too much of what she'd seen that day, dying a few years later. Nevertheless, Bluto's gleaned a bit of knowledge from her and done some of his own research over the years. He udnerstands that the beast hungers for gold, if not why. Unfortunately, he's a poor man, and the Vatnagedda cannot be fooled with fake jewelry. Soon, to his luck\*\*, he came across a young Vistana and her adolescent companion. The girl's fingers were festooned with rings, and Bluto took his chance. He knocked out this boy and trussed him up, but, panicking and fearing reprisals (the girl had seen too much for a simple mugging) he stuffed his victim into a sack and ran off with her. He lay low for a few days, in the Old Svalich Woods, drinking and steeling himself for the conflict to come. If he cannot kill the fish, his livelihood is ruined. He is resolute and ready to die. ## The Encounter When the players encounter Bluto on his ship, he is in the process of reviewing his nets, baited with Arabelle's rings. \columnbreak He has reinforced them with steel wiring, which he hopes will keep the Vatnagedda from burning through them (It won't). He has no plans to throw Arabelle to the lake, but he has no qualms about it, either, and he may do so if his quarry doesn't bite. I recommend giving him a bit of dialogue about the Pinlake Monster. He is not in a great state of mind, a sort of cross between Captain Ahab (when it comes to the Vatnagedda) and *Of Mice and Men*'s Lenny (When it comes to Arabelle). Unfortunately, his presence has disturbed the hunt of a *Pinlake Catfish* (see next page for stat-block), which swims up and attacks the boat, tipping him and his captive into the water. If the players are present in their own boat, they may choose to either make a collective, DC 20 athletics check to avoid capsizing or an individual DC 20 acrobatics check to roll with the waves and avoid being dunked. A DC 15 perception check from anyone on the ship will give the players one round to prepare for the fish's arrival and gives them advantage on either check. The catfish is hungry and will attack Bluto first and Arabelle second, grappling them and then dragging them as deep as it can. If prey frees itself from the grapple, it will immediately move on to the next target. At some dramatically appropriate point in Arabelle's rescue, the general flailing of the melee will tip Bluto's boat, letting his gold-baited nets fall into the water and become tangled with the catfish, whether it is alive or dead. From outside the water, another dc 15 perception check will predict the arrival of something very big, very soon. Within the water, the DC 10 is ten. One round later, the Vatnagedda surges up from the depths, attacking the catfish until it is dead and then taking one additional round to devour it and the nets before attacking the players, should they remain in the lake. ## Notes Once the players return to Vallaki, they may inquire as to the nature of the monster they faced: few there will have knowledge of the fish, but Rictavio could certainly recognize it as a Vatnagedda and tell them how to deal with it. He might be interested in acquiring Vatnagedda poison for his own use, and if you want your players further interest, you can have an older citizen of Vallaki reminisce about the time, 40 years ago, that (currently deceased citizen) went missing on the lake with (their cool magic item). \pagebreakNum ## Campaign-Specific These refer to points specific to my campaign. *The Mad Mage is Mordenkainen's daughter, Mary, and she's in a magical coma, leaking powerful arcane energy that is slowly transforming the area around her. There's no real reason that the Vatnagedda has to have re-awakened early, perpaps 40 years is it's natural hibernation cycle **This is no accident, rather the result of a deal between the Hags of the the Old Bonegrinder and Arabelle's father's rival, in an attempt to destabilize the current leadership of the Vistani. All credit for the creation of the Vatnagedda belongs to u/IndirectLemon. ___ > ## Pinlake Catfish ## >*Large beast, unaligned* > ___ > - **Armor Class** AC 16 (natural armor) > - **Hit Points** 124 (13d10+52) > - **Speed** 40 ft. swim speed. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|16 (+3)|2 (-4)|10 (+0)|4 (=3)| >___ > - > - > - > - **Damage Resistances** Acid, Poison > - > - **Condition Immunities** Prone > - **Senses** passive perception 10 > - > - **Challenge** 4 (1,100) > ___ > > > ***Slippery.*** The catfish has advantage on ability checks and saving throws made to escape a grapple. > > ***Water Breathing.*** The catfish can breathe only underwater. > > > > ### Actions > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is Restrained, and the catfish can't bite another target. At the start of each of the catfish's turns while it is grappling a creature, it automatically deals 17 (3d8 + 4) bludgeoning damage as its powerful jaws maul its prey. > \pagebreakNum ___ > ## Izek Strazni >*Medium humanoid (human), neutral evil* > ___ > - **Armor Class** 17 (half-plate) > - **Hit Points** 135 (18d8+54) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|10 (0)|12 (+1)|15 (+2)| >___ > - > - **Skills** Intimidation +8, Perception +4 > - > - **Senses** passive Perception 14 > - **Languages** Common > - **Challenge** 8 (3,900 XP) > ___ > > ***Brute.*** A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack). > > ***Fiendish Resilience.*** Izek has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** Izek may use Curseflame, then he makes two attacks with his battleaxe or two Hurl Flame attacks. > > ***Battleaxe*** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage or 15 (2d10 + 4) when used with two hands. > > ***Hurl Flame.*** *Ranged Spell Attack:* +5 to hit, range 60f., one target. *Hit* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire. > > ***Curseflame (Recharge 5-6).*** Izek's mutated arm unleashes a torrent of hellish flame in a 30ft cone in front of him. Each creature in that area must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. > > ### Reactions > ***Parry.*** Izek adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. --- > ## Rictavio >*Medium humanoid (human), neutral good* > ___ > - **Armor Class** 14 (studded leather) > - **Hit Points** 91 (14d8+28) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|14 (+2)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Saving Throws** Con +5, Wis +7 > - **Skills** Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +5, Deception +7 > - **Senses** passive Perception 17 > - **Languages** Abyssal, Common, Elvish, Infernal > - **Challenge** 5 (1,800 XP) > ___ > ***Special Equipment.*** In addition to his sword cane, Rictavio wears a hat of disguise, a ring of mind shielding, and a cape of the mountebank, and carries a spell scroll of raise dead. > > ***Spellcasting.*** Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared: >Cantrips (at will): guidance, light, mending, thaumaturgy > >1st level (4 slots): *cure wounds*, *detect evil and good*, *protection from evil and good*, *sanctuary* > >2nd level (3 slots): *augury*, *lesser restoration*, *protection from poison* > >3rd level (3 slots): *magic circle*, *remove curse*, *speak with dead* > >4th level (3 slots): *death ward*, *freedom of movement* > >5th level (1 slot): *dispel evil and good* > > ***Monster Hunter.*** When Rictavio hits an undead, shapechanger, fiend, or monstrosity with a weapon attack, it takes an extra 10 (3d6) damage of the weapon’s type. > > ### Actions > >***Multiattack.*** Rictavio makes two attacks with his sword cane. > >***Sword Cane.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage (wooden cane) or piercing damage (silvered sword). \pagebreakNum # The Living Body of Strahd Statblocks and expansion into Lady Fiona Wachter's cult of Strahd Worship. The Living Body of Strahd is the name of the cult, which is subdivided into two ranks: *The Hands of Strahd* (Initates) and the *Fangs of Strahd* (Senior Members). Fiona herself takes the position of *Voice of Strahd*, while the Doppelganger Empaiva takes on the role of *Eye of Strahd*. Finally, Fiona has created a horrid amalgam of dying bodies (*The Heart of Strahd*) from which she and the cultists draw vitality, which she stores in the basement of a hunting lodge a little over an hour from Vallaki. There are some twenty five cultists in Vallaki, seven or eight of which are fangs. ### Bonded By Blood The Living Body of Strahd does its best to live up to the name: every member of the cult is interlinked in a complex web of blood and sorcery forged upon their induction. During a short ceremony, a pair of holes are drilled into the back of the initiate's neck and a ritually prepared iron spike is inserted in the resulting wounds, linking them to the body of Strahd. This will be replaced with a golden spike if they become promoted, tapping them into a greater network and granting them access to the Heart of Strahd. ### Higher Ranks The senior cult members are Fangs of Strahd, who can telepathically control Hands in their vicinity to dogpile a singular enemy for an easily kill. They also gain a powerful connection to the Heart of Strahd, a horrific abomination of meat and blood created by Lady Wachter. The Heart pumps fresh life into the veins of those Fangs who desire it at the expense of its own vitality. The cult is led by the Voice of Strahd, a position currently occupied by Lady Wachter. The Lady is capable of telepathically issuing commands to her cultists, and can cast powerful spells to aid them in their battles. The cult's ace in the hole is the shapeshifter Empaiva, who carries out tactical operations and gorge herself on the blood of her fellow cultists in combat to transform into a hulking creature of sinew and brawn. > ##### Sanguine Bond & Cultist Numbers > Sanguine Bond can be a powerful ability. Do your best to convey to your players that groups of cultists are all succeeding in the same way, so they understand that saving throws will work much better on individuals. Additionally, the cult's CRs are calculated with the assumption that they are working together - two Hands at once, a Fang and 2-3 Hands, the Voice with a full retinue of 6-10. In addition, the CRs assume that the Heart of Strahd is still beating. If you change these variables (or add more cultists than are supposed), the cultists could be signifantly over or under CR. Remember that a single cultist is unlikely to be alone, given that the Voice can dispatch reinforcements telepathically! \pagebreakNum ### Blood Magic All members of the Body gain a very limited power over their own blood. This manifests in the general ability to use it as a weapon, draining it from their eyes, mouth, nose, and ears to create claws or fangs with which to strike their enemies. Cultists can also form their blood into a light shield of fluid that rushes to intercept enemy attacks. These abilities are represented by their *natural armor* and *claw* and *bite of Strahd* attacks. Multiple cultists together have a powerful psychic bond, which helps them react faster and better and attack more often. This is reflected by their --- > ## Hand of Strahd >*Medium Humanoid, lawful evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 22 (4d8+4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|14 (+2)|10 (+0)|12 (+1)| >___ > - **Skills** Religion +4, Deception +3. > - **Senses** passive Perception 10 > - **Languages** common > - **Challenge** 1/2 (100 XP) > ___ > ***Dark Devotion:*** The Hand has advantage on saving throws against being Charmed or Frightened. > > ***Sinister Dexterity:*** If there is another Hand within 30 ft. of this one, it may make an additional attack as a bonus action whenever it takes the attack action on its turn. > > ***Sanguine Bond:*** If a singular effect forces two or more Hands within 30ft. of each other to make a saving throw and at least one passes, they all do. > > ### Actions > > > > > ***Claw of Strahd.*** *Melee Attack:* +4 to hit, 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. > --- > ## Fang of Strahd >*Medium Humanoid, lawful evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 45 (7d8+14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|14 (+2)|10 (+0)|12 (+1)| >___ > - **Skills** Religion +6, Deception +5. > - **Senses** passive Perception 10 > - **Challenge** 2 (400 XP) > ___ > ***Dark Devotion:*** The Fang has advantage on saving throws against being Charmed or Frightened. > > ***Easy Prey:*** The Fang of Strahd has advantage on all attack rolls against grappled targets. > > ***Corpo Santo:*** As an action, the Fang can open or close its connection to the Heart of Strahd. While that connection is open, it regains 10 HP per round and the Heart loses the same amount. > > ***Sanguine Bond:*** If a singular effect forces the Fang and at least one other Hand or Fang within 30ft. of it other to make a saving throw and at least one passes, they all do. > > ### Actions > > ***Multiattack.*** The Fang makes two claw attacks. > > > ***Claw of Strahd.*** *Melee Attack:* +5 to hit, 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage. > > ***Bite of Strahd.*** *Melee Attack:* +5 to hit, 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. The target must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. > > ***Pile On (Recharge 5-6):*** Up to 4 Hands of Strahd that the Fang can see use their reaction to move 5 ft. and then attempt to grapple one target within range. The Fang makes one bite attack against it. If the target is grappled and then hit with this bite, it has disadvantage on its Constitution saving throw. \pagebreakNum # The Heart of Strahd To bind the sixty-odd cultists of the Living Body together takes enormous sacrifice. Fortunately, it need not be theirs: Over the past twenty or so years, the cult has kidnapped almost fifty people from all over Barovia. Several of them have been in Vallaki: more than those have been travelers, Vistani, or even outlanders. The Voice of Strahd has flayed these people alive and bound them together in a writhing mass of bodies, which she keeps imprisoned in a basement prison under a hunting lodge outside of Vallaki. Although it is technically able to fight, it is barely capable of coherent thought, and its bizarrely connected consciousnesses are loathe to engage in combat. It is however desperate to die, existing in a constant state of pain and fear as it's fleshy mass drains and pumps blood from its many hearts into the bodies of the cultists. --- > ## Heart of Strahd >*Huge aberration, unaligned* > ___ > - **Armor Class** 5 > - **Hit Points** 203 (15d12+105) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|5 (-3)|25 (+7)|1 (-5)|10 (+0)|6 (-2)| >___ > - **Condition Immunities** charmed, frightened > - **Damage Vulnerabilities** piercing > - **Senses** passive Perception 10 > - **Languages** common, whatever languages its constituents understand > - **Challenge** 5 (1,800 XP) > ___ > > ***Stretching the Veins:*** The Voice of Strahd may conduct a complicated magical ritual, linking a victim with the Heart. The victim must be incapacitated for 4 hours, at the end of which the Heart's HP permanently increases by half the victim's, who is absorbed into the wriggling tangle of bloody mass and becomes one with the Heart of Strahd. > > > ***Regeneration:*** The Heart regains 25 hit points at the start of its turn if it has at least one hit point remaining. If it takes radiant or acid damage, this trait doesn't function at the start of its next turn. > > ***Horrendous Sight:*** Any creature that starts its turn able to see the Heart must succeed on a DC 13 Wisdom saving throw or be frightened of it until the start of its next turn. On a successful saving throw, the creature is immune to the this effect for the next 24 hours. > ### Actions > > > ***Slam.*** *Melee Attack:* +3 to hit, 5 ft., one target. *Hit:* 18 (2d12 + 5) bludgeoning damage. > \pagebreakNum # The Eye of Strahd The Voice of Strahd serves as the Body's official leader, but its most enigmatic member is the shape-shifter known as the Eye of Strahd. Her real name is Empaiva, though it is known to few: Her mother, Eva Soulseer, abandoned her as part of a dark deal with Strahd Von Zarovich, who adopted her and raised her to be his spy and assassin. She knows her history and appreciates it, comfortable in the position she's found. A spike of glass connects her consciousness to the cult, and she can use her powers to see through the eyes of all her fellow members-with the exception of Fiona Wachter. She is playful and often at odds with Lady Wachter. Although both of them are fanatical in their devotion to Strahd, The latter often finds Empaiva's attitude... childish, while the former taunts Wachter, calling her "boring" and "frightened". --- ___ > ## The Eye of Strahd >*Medium humanoid, neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 78 (12d8+24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|14 (+2)|14 (+2)|16 (+3)|16 (+3)| >___ > - **Skills** Deception +9, Insight +6, Perception +9 > - **Damage Resistances** bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered > - **Condition Immunities** charmed, frightened > - **Senses** passive Perception 19 > - **Languages** abyssal, common, infernal, primordial > - **Challenge** 5 (1,800) > ___ > > ***Shapechanger:*** The Eye can use its action to Polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its Statistics, other than its size, are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. > > ***Ambusher:*** In the first round of a Combat, the Eye has advantage on Attack rolls against any creature it has surprised. > > ***Surprise Attack:*** If the Eye surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 10 (3d6) damage from the Attack. > > ***Sanguine Bond:*** If a singular effect forces the Eye and at least one Hand or Fang within 30ft. of it other to make a saving throw and at least one passes, they all do. > > ***Allseer:*** As an action, the Eye can see through any Hand or Fang's eyes and hear what they hear until the start of its next turn, gaining the benefits of any special senses that the cultist has. During this time, the Eye is deaf and blind with regard to its own senses. > > > ### Actions > ***Multiattack.*** The Eye makes two claw attacks. > > ***Claw of Strahd.*** *Melee Attack:* +7 to hit, 5 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage. > > ***Exinsanguinate (Recharges on a short or long rest)*** The Eye drains the blood from one Hand or Fang dealing 22 (5d8) necrotic damage. For the next minute, the Eye's size doubles in all dimensions, it becomes Large, and its weight is multiplied by eight. Its strength increases by 10, it gains 30 temporary hit points, and its claw attacks are replaced by slam attacks for the duration. The Eye may also target the Heart of Strahd. If it does, it regains 30 hitpoints but does not transform. > > ***Slam:*** *Melee Attack:* +8 to hit, 5 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage. \pagebreakNum # Fiona Wachter, The Voice of Strahd The Hands and Fangs of the cult simulate the power and fury of Strahd, and the Heart and Eye represent his undying nature and quasi-omniscience within the realm of Barovia. Though she calls herself "the Voice", The Lady Wachter's real function is to serve as the brain of the cult. At all times she knows the location of her followers. More than anyone else, she is able to draw upon the power conferred by the bindings of blood she has forged with the other members of her cult. Her position is integral to the continued living of the Body, being needed for the continued induction of members into its ranks. If she dies, Empaiva knows the rituals necessary to replace her, which take 24 hours and require the presence of at least 4 Fangs and various arcane items. A spike of bone is drilled into the back of her neck. **Dark Fanatcism:** Thanks to her insane devotion to Strahd Von Zarovich, Lady Wachter can be neither persuaded from her path nor frightened from her duty. **Body and Blood:** Thanks to the bone spike in her neck, Lady Wachter can feel the presence or location of everyone who has been induced into her cult. **Blood Rites:** The Lady Wachter can draw on the instincts, reflexes, and energy of the cultists around her, bolstering her speed and magical power. **Sanguine Transfusion:** The Fangs can only heal by draining the lifeforce of the Heart, but Lady Wachter can force the strength and thought from any member of the group besides the Eye. --- ___ > ## The Voice of Strahd >*Medium humanoid, lawful evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 94 (17d8+17) > - **Speed** 30 ft. > - **Challenge** 6 (2,300) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Saving Throws** Wisdom +7, Cha +5 > - **Skills** +9 Religion, +7 Perception, +9 Deception > - **Damage Resistances** necrotic > - **Condition Immunities** charmed, frightened > - **Senses** passive Perception 17 > - **Languages** Abyssal, Common, Infernal > - **Challenge** 6 (2,300 XP) > ___ > > ***Dark Fanaticism:*** The Voice is immune to being Charmed or Frightened. > > ***Sanguine Bond:*** If a singular effect forces the Voice and at least one Hand or Fang within 30ft. of it other to make a saving throw and at least one passes, they all do. > > ***Body and Blood.*** The Voice knows the exact location of every Hand and Fang of Strahd on the same plane as it and can communicate with them telepathically. > > ***Blood Rites:*** The Voice gains diverse bonuses depending on how many Hands of Strahd or Fangs of Strahd are within 30ft. of it. > > ***Spellcasting:*** The Voice is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Voice has the following Spells prepared: > > Cantrips (at will): *guidance*, *mending*, *thaumaturgy*, *toll the dead* > > > 1st level (4 slots): *command*, *bane*, *inflict wounds* > > 2nd level (3 slots): *augury*, *prayer of healing*, *hold person* > > 3rd level (3 slots): *animate dead*, *create food and water*, *feign death* > > 4th level (2 slots): *blight*, *summon greater demon*. > > ### Actions > ***Multiattack.*** The Voice makes two claw attacks. > > ***Claw of Strahd.*** *Melee Attack:* +5 to hit, 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. > > ***Bite of Strahd.*** *Melee Attack:* +5 to hit, 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. The target must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. > > ***Sanguine Transfusion.*** As an action, The Voice deals 18 (4d8) necrotic damage to one Hand or Fang of Strahd that it can see. The Voice regains that many hit points. If it regains at least 7 hit points, it also regains a Level 1 spell slot. The same is true for 14 and 2, 21 and 3, and 28 and 4. The Voice may also target the Heart of Strahd. If it does, it can only regain health. > > > ### Blood Rites > > As long as there are two or more Hands or Fangs within 30ft of the Voice, when it uses an action to cast a spell or use ***Sanguine Transfusion***, it can make a claw attack as part of that action. > > As long as there are four or more Hands or Fangs within 30ft of the Voice, it can use ***Sanguine Transfusion*** as a bonus action. > >As long as there are six or more Hands or Fangs within 30ft of the Voice, its AC is 17. > > As long as there are eight or more Hands or Fangs within 30ft of the Voice, it may use an action to rip its blood from its veins and sends it hurtling downward in a 10-foot radius, 30-foot-high cylinder. Creatures in this area must make a Constitution saving throw. A creature takes 4d6 necrotic damage and 4d6 acid damage on a failed save, or half as much on a passed one. The Voice must take a long rest before it is able to use this ability again. \pagebreakNum
# PART 4 ##### Magic Items
Magic items are nice: why not have more of them? Following is a list of my own home-brewed magic items, how they relate to Barovia, and what they can do for your party. \pagebreakNum ## The Tarokka Deck This partially complete deck of Tarokka cards can be gifted to your party by Madame Eva, found lying around in the Barovian wilderness, appear to your character while they are dreaming, and much more. Personally, I had Eva give it to my Wizard with few strings attached, but that is because he built his backstory around wanting to find and master the art of Tarokka. When your players acquire this item, give them the 40-card low deck (you can use the ones made by Gale Force Nine, which I bought and recommend, or a regular deck of cards, as per "Using Regular Playing Cards" on page 11 of the *Curse of Strahd* supplement). #### Notes and Warnings: This is a relatively unplaytested version of a complex magic item. The high deck is even missing a few effects! (as of writing this). Let me know if you have a good idea for those, and I'll try it out. ### Tarokka Deck *Wondrous Item, rare (requires attunement by a wizard, sorcerer, or bard)* When you use your action to cast a spell of first level or higher, you may immediately take a bonus action to draw a card from your deck. You must then use it. You may do this a number of times equal to your spellcasting ability modifier. After you resolve a card’s effect, do not re-insert it into the deck. You regain all expended uses on your next long rest, during which time you must shuffle all used cards into the deck. See pages 13-16 for low deck effects. #### The High Deck While the players receive the deck with a complete low deck, the cards of the highdeck are scattered across Barovia. If the players manage to complete the deck, the attuned character may cast *divination* once using the cards themselves. In addition, once 13 of the 14 cards have been recovered, the attuned character may draw one of them once per long rest as an action, immediately gaining the benefit of the card. See page 17 for high deck locations and effects. #### Visions and Warnings To increase the prophetic value of the Tarokka deck, I also assigned a *Curse of Strahd* character to each card. I also assigned each of my PCs their own card, which have more powerful effects than most others of their suit. When a card is drawn for the first time, I gave my players a portentous vision relating to that character. Furthermore, I would advise giving the players a flavorful one-line description of the card's effect (especially the glyphs, so the characters can guess at what they have to do to keep the effect for the full duration). The characters assigned to each card are as follows (a \* signifies a character of my own creation, while a \** signifies a PC): | Card | Character | |:---:|:-----------:| | Warrior | Sapphire\* | | Avenger | Khana Vogel\** | | Paladin | Vladimir Horngaard | | Soldier | Vasile Nimirovich\* | | Mercenary | Izek Strazni | | Myrmidon | Zuleika Toranescu | | Berserker | Spirit of Kazaan\* | | Hooded One | Kiril Stoyanovich | | Dictator | Arrigal Nimirovich | | Torturer | Luvash Janek | | Wizard | Robin Braymire\** | | Transmuter | Baba Lysaga | | Diviner | Kasimir Velikov | | Enchanter | Mordenkainen | | Abjurer | Octavia Gwilym\* | | Elementalist | Jabra Bonegrinder\* | | Evoker | Vilnius' Master | | Illusionist | Ghost of Pidlwick | | Necromancer | Execanther | | Conjurer | Victor Vallakovitch | | Rogue | Empaiva\* | | Swashbuckler | Escher | | Philanthropist | Anna Krezkova | | Trader | Gadof Blinsky | | Merchant | Bildrath Cantemir | | Guild Member | Fiona Wachter | | Beggar | Bluto Krogarov | | Thief | Ernst Larnak | | Tax Collector | Hookbeak\** | | Miser | Neferon | | Priest | Petir Petrov\* | | Monk | The Abbot | | Missionary | Sangzor | | Healer | Arabelle Nimirovich/Soulseer | | Shepherd | Vargas Vallakovitch | | Druid | Old Man of the Byways\* | | Anarchist | Jherek Kain/Zalenski\** | | Charlatan | Rictavio | | Bishop | Father Lucien Petrovich | | Traitor | Rahadin | \columnbreak
\pagebreakNum
| Card | Name | Effect | |:-----:|:-----------------:|:---------------------------------------:| | Master of swords | Warrior | You gain the benefit of the defense, dueling, and protection fighting styles, if don’t already. Weapon attacks you make are considered magical for the purposes of overcoming resistance and immunities. | | One of swords | Avenger | Weapon attacks you make deal radiant damage instead of their usual type. Whenever an enemy deals damage to you or one of your allies, you may swear vengeance against them. If you do, your critical hit range is expanded by one, you roll one extra damage dice to determine the damage you deal on a critical hit, and you may make one additional attack against them as a bonus action whenever you use the attack action on your turn. This mark lasts until they die, or until you mark a new creature. | | Two of swords | Paladin | Weapon attacks you make deal radiant damage instead of their usual type. When you hit a fiend, aberration, undead, or fey with a weapon attack, you deal an additional 1d8 radiant damage. | | Three of swords | Soldier | Weapon attacks you make ignore resistance, vulnerability, and immunities. You can never gain advantage or disadvantage on your attack rolls. If you do not take the attack action on your turn, you may use your bonus action to make one weapon attack. | | Four of swords | Mercenary | Weapon attacks you make deal the damage type of your choice instead of their usual type. Whenever you hit an enemy, if you have advantage, you may deal an additional 1d6 damage. | | Five of swords | Myrmidon | Weapon attacks you make deal force damage instead of their usual type. Whenever you roll a one or two on a dice for damage, you may re-roll that dice. You must use the new result. When you hit an enemy, they must succeed on a STR check or be knocked back five feet. | | Six of swords | Berserker| Weapons attacks you make deal force damage instead of their usual type. You gain advantage on all melee attacks, but enemies have advantage on all attacks against you. | | Seven of swords | Hooded One| Weapon attacks you make deal psychic damage instead of their usual type. When you gain this benefit, everyone within 50ft of you must make a Wisdom saving throw, DC 15. If they fail, they are frightened of you for one minute. They may repeat this save at the end of each of their turns, ending this effect on a success. | | Eight of swords | Dictator | Weapon attacks you make deal psychic damage instead of their usual type. When you hit an enemy with a melee attack, if there is an ally within five feet of you, you use your bonus action to allow it to make a single weapon attack against that enemy as a reaction.| | Nine of swords | Torturer | Weapon attacks you make deal psychic damage instead of their usual type, and when you hit an enemy with less than seventy five percent of their hit points, you deal an additional 1d6 psychic damage to it. |
### Swords When you draw a Sword, you give it to target of your choice within eyeshot. That character may hold your card until it is shuffled into the deck during your next long rest or until they take a bonus action to activate it, gaining it's effect for one minute. A character may only hold one Sword at a time. A benefit of these is that they will give your martial characters the ability to overcome magic resistances earlier on. The Avenger card is representative of one of my PCs and intended to be somewhat more powerful than the others. \pagebreakNum
| Card | Name | Effect | |:-----:|:-----------------:|:---------------------------------------:| | Master of stars | Wizard | You regain one spell slot of each level available to you. Drawing this card does not expend one of your uses of the Tarokka deck. | | One of stars | Transmuter | If the spell you cast as you drew the transmuter dealt damage you may change the type of that damage to any other of your choice. If not, you may regain one spell slot of a level equal to or lower than the one you just used. The next time you draw a card, you may discard it and draw another one. | | Two of swords | Diviner | Roll a d20 and record the number you’ve rolled. Once before your next long rest, you may substitute any roll of any creature you see with the recorded number. You also learn the effect of the next card you will draw before your next long rest. | | Three of stars | Enchanter | For the next ten minutes, you and everyone within 30ft of you have disadvantage on saves made to avoid being frightened or charmed. In addition, you may automatically affect your spell with the *twin spell* metamagic. | | Four of stars | Abjurer | For the next ten minutes, you gain resistance to all kinds of damage and all damage you deal is halved. In addition, you ignore any negative effects of the next card you draw. | | Five of stars | Elementalist | Until your next long rest, you learn *control flames*, *gust*, *mold earth*, and *shape water*. In addition, if the next card you draw is a glyph, you gain resistance to poison damage until your next long rest. The same is true for sword and fire, coin and cold, and star and lightning. | | Six of stars | Evoker| For the next ten minutes, whenever you cast a spell of level one or greater that deals damage, you may expend another spell slot of the same level to have that spell deal the maximum amount possible. If you do, you take 1d6 fire damage per level of that spell. In addition, until your next long rest, you may sacrifice two remaining uses of the Tarokka deck to cast *fireball* as a 3rd level spell. | | Seven of stars | Illusionist| You transform, as per the polymorph spell, into a young red dragon. This is an illusion, which requires a DC 20 Investigation check to discover. All sound you make comes out as draconic roaring. In addition, after using the next card you draw before your next long rest but before its effects have expired, you may transfer them onto a different creature as if you had just drawn the card. This does not reset the duration of the effect. | | Eight of stars | Necromancer | You take 2d6 necrotic damage, then you gain 4d6 temporary hit points, which last for the next hour. In addition, the next time you draw a card, you may exchange its effect with any other card already drawn today.| | Nine of stars | Conjurer | You conjure any item from the equipment, armor, or weapon tables of the player’s handbook. It lasts for ten minutes, then disappears. It is obviously transient. In addition, you may draw your next card as a free action— whenever you’d like. |
### Stars Stars have diverse instantaenous effects and a bonus meta-ability. The Wizard card is representative of one of my PCs and intended to be somewhat more powerful than the others. \pagebreakNum
| Card | Name | Effect | |:-----:|:-----------------:|:---------------------------------------:| | Master of coins | Rogue | You gain expertise in Deception. In addition you gain the following ideal: “To be unknown is to be strong. No one should be able to guess at my next action!”. | | One of coins | Swashbuckler | You gain expertise in Performance. In addition, you gain the following ideal: “I must do everything as dramatically as possible.” | | Two of coins | Insight | You gain expertise in Insight. In addition, you gain the following ideal: “I must better understand the people around me so I can help them achieve their desires.” | | Three of coins | Trader | You gain expertise in Investigation. In addition, you gain the following ideal: “I must acquire the good of others through fair trade”. | | Four of coins | Merchant | You gain expertise in Persuasion. In addition, you gain the following ideal: “My goods and services are the best, but I will sell them for double… no, triple their value!” | | Five of coins | Guild Member | You gain expertise in History. In addition, you gain the following ideal: “I live in the past and the future. The present is boring.” | | Six of coins | Beggar | You gain expertise in Perception. In addition, you gain the following ideal: “You never know what might come in handy! Everything we see could be useful at one point or the other.” | | Seven of coins | Thief | You gain expertise in Stealth. In addition you gain the following ideal: “I am shy and must discover people before they discover me. Hiding is key!” | | Eight of coins | Tax Collector | You gain expertise in Intimidation. In addition, you gain the following ideal: “All actions create debt—hunting game, borrowing money, and even taking a stroll in a public space. I’m going to make sure people pay up, to the best of their abilities.” | | Nine of coins | Miser |You gain proficiency in Sleight of Hand, or expertise if you already had proficiency. In addition you gain the following ideal: “My items and abilities are precious. I’ll be damned if I’m letting them go to waste!” |
### Coins Coins will provide one target with expertise in an ability and a matching trait. They last for 24 hours. The expertise is revealed to the whole party but the trait is only revealed to the affected target. These are a delicate balance: the motivations gained can severely affect the flow of the campaign, so the DM might want to discuss the force of these traits with the affected PCs. They are intended to be somewhat powerful but not overwhelming. \pagebreakNum
| Card | Name | Effect | |:-----:|:-----------------:|:---------------------------------------:| | Master of glyphs | Priest | All creatures that can see you are resistant to necrotic and fire damage. Creatures that cast spells that are not on the cleric or paladin spell lists lose this benefit. If you lose this benefit, you become vulnerable to necrotic and fire damage until your next long rest. | | One of glyphs | Abbot | You do not need to eat or sleep. Extreme cold and extreme heat have no effect on you. If you regain health through magical means, you lose this effect, and you suffer one level of exhaustion. | | Three of glyphs | Missionary | You are immune to being frightened, charmed, grappled, or paralyzed, and you ignore any effect that would reduce your movement speed.. If you spend more than ten minutes in the same ten foot square, you lose this effect, and your speed becomes zero for one minute. | | Four of glyphs | Healer | During your short rests, you may expend two hit dice instead of one to regain health. If you do, each creature you designate within 30ft also heals that much. When you take your next long rest, you regain all hit dice instead of half. If you take a short rest without expending any hit dice, you take 3d6 necrotic damage and reduce your maximum health by the same amount until your next long rest. | | Five of glyphs | Druid | You may communicate with animals as if you shared a language, you gain advantage on all perception checks related to sight, sound, or smell. You also gain an unarmed attack that deals 1d6 slashing damage, and 60ft of dark vision. If you eat cooked food, you lose this benefit and forget how to speak for one hour. | | Six of glyphs | Anarchist | Whenever you roll a 1, treat it as a 20. When you roll a 10, flip a coin. If you win the flip, treat the 10 as a 20. If you lose, treat it as a 1. If you spend more than 10 minutes without rolling any dice, this effect ends, and all 20s you roll until your next long rest are treated as 1s. | | Seven of glyphs | Charlatan | You speak all languages, and your mind cannot be read by any means. Immediately upon gaining this benefit, you may alter your appearance as per the “change appearance” mode of the spell *alter self*. If any other creature speaks your given name aloud in your presence, this effect ends, and you may not knowingly tell a falsehood until your next long rest. | | Eight of glyphs | Bishop | You emit bright light out to five feet and dim light out to ten. Creatures within five feet of you have disadvantage on attacks against you, while creatures further than five feet have advantage. If you make any attempt to hide yourself or flee from combat, you are blinded for one minute, and you lose this benefit. | | Nine of coins | Traitor |At the beginning of each of your turns in combat make a DC 12 wisdom saving throw. If you fail, you use your turn to move to the closest allied character and make as many attacks as you can without expending additional resources. If you pass this save, you are unaffected for the remainder of combat. If you are ever the target of a friendly spell or ability by someone who you have attacked today, this effect ends, and that spell or ability has no effect. |
### Glyphs Glyphs grant one target esoteric bonuses. They last until your next long rest but may be lost early with an attached penalty. The intent is that targets are told of the effect that is applied to them but not the loss condition. I would especially recommend giving the target a flavorful one sentence description to help clue them into how to avoid losing their benefit. The Anarchist card is representative of one of my PCs and intended to be somewhat more powerful than the others. For example: * Druid: "Animal living begets animal prowess." * Anarchist: "Let the dice roll." * Bishop: "Do not hide your shining light." ### The High Deck There are 14 cards in the high deck to be collected from across Barovia. Some are easy to find and easy to retrieve. Some are easy to find but hard to retrieve. Some are both. Regardless, I think that this collection quest is an excellent idea, and my players loved it. It's also much easier to lead players in the direction you want. I recommend implementing some sort of scavenger hunt for the high deck even if you don't include the Tarokka deck at all. Like the low deck, each of these is associated with a *Curse of Strahd* Character (or, in some cases, loation/item): | Card | Character | |:---:|:-----------:| | Artifact | Tome of Strahd | | Beast | Grejenko\* | | Broken One | Mordenkainen | | Darklord | Strahd | | Donjon | Death House | | Ghost | Sergei | | Executioner | Rudolph Von Richten | | Horseman | Mikhail Drazkoi | | Innocent | Pierre\* | | Marionette | Agnasi Fran\** | | Mists | Esmerelda Drazkoi/Soulseer | | Raven | Davian Martikov | | Seer | Eva Soulseer | | Tempter | Vecna | \pagebreakNum
| Card | Location | Effect | |:-----:|:-----------------:|:---------------------------------------:| | Artifact | Tucked into The Tome of Strahd | Produces a random magic item from Magic Item Table G of the *Dungeon Master's Guide*, which lasts 1 hour. | | Beast | Grejenko's Lair | | | Broken One | Dreamscape of Mary Mordenkainen | Roll on the indefinite madness table: you are afflicted by the resulting effect. Your intelligence becomes 25. If you've already drawn this card, it has no effect. | | Darklord | Strahd's Library | You cast *feign death* on yourself as a ninth level spell. | | Donjon | Reliquary Room of the Death House | Black steel bars slam down around every other creature within 30 feet of you, and they find themselves in a starry void. They must make their choice of a DC 20 STR or WIS saving throw or be restrained and blinded for one minute. They may repeat this save at the end of each of their turns to end this effect. | | Ghost | Bottom of the Blessed Pool, Krezk | | | Executioner | In the Possession of Rudolph Von Richten | | | Horseman | In the Possession of Mikhail Drazkoi|Spectral horses erupt into being under you and three other creatures you designate. These horses have a 60 ft movement speed, and ignore any effect that would reduce their speed. If any creature within earshot of you falls to 0 hit points, you cast *dominate person* on them without expending a spell slot, ignoring the concentration component of the spell. They may choose to fail their throw. If they fail, they keep making death saving throws as normal, but they do not go unconscious. They continue to fight until the spell ends, at which point they either die or stabilize, depending on damages incurred or throws made. | | Innocent | Sown into Pierre's Body | You are immune to all types of damage until your next long rest. This effect ends if you deal damage. | Marionette | In the Possession of Stella Wachter | You gains advantage on all attack rolls, ability checks, and saving throws until the end of the next minute, and all enemies simultaneously gain disadvantage on all rolls against you or effects you produce. | | Mists | In the Possession of Ezmerelda | The card casts *greater invisibility* on you, which lasts for one hour. In addition, you may cast *misty step* as a bonus action for the next hour. Raven | Hidden Shrine, Wizard of Wines Winery | Make a DC 20 Charisma saving throw. You may choose to fail. If you fail, you turn into a Giant Raven as per the *Shapechange* spell, except that you have the statistics of a Vrock, except “Spores” summons clouds of spectral ravens, it requires a DEX saving throw instead of a CON one, and it doesn't inflict the *poisoned* condition, although it replicates the effect. | | Seer | Basement of Old Bonegrinder |Draw five cards from the low deck and use them on targets you choose. | Tempter | Amber Sarcophagus of Vecna | Offers a random dark gift to the players, wherever they are. |
\pagebreakNum
# PART 5 ##### Additional Subclasses
# College of the Extraplanar All those with music in their souls touch a world outside of our own. For most, this world is merely the realm of emotion, creativity, and the expression of artistic talent. In other cases, however, music will attract the attention of something far more eerie. Those who study the music of the extraplanar are wracked with torturous lashes of unnatural hymns, and from these otherwordly echoes do they draw their mad inspirations. ### Drums in the Deep Those who are touched by the intrusion of an extraplanar being rarely find the relief of an undisturbed night's sleep. Their dreams are plagued with music from beyond the realm of mortal understanding, and their mind is assailed by strains of haunting music and abberant whispers. At level 3, you have obsessed over the beyonder's words, learning an exotic language similar to their speech, and you gain proficiency in one set of artisan's tools as you struggle to translate and preserve their communication in your waking hours. ### Unearthly Conduit Also at 3rd level, you can channel the eldritch musics of the ineffable through your mind and into your music, unnerving and enthralling those who hear it. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to roll a die equal to your Bardic Inspiration die and subtract it from the result. If you do, you take one Bardic Inspiration die's worth of psychic damage for each time you've used this ability since your last long rest as the music wreaks havoc on your mind. This damage bypasses any resistances or immunities you may have. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being frightened. ### Discordant Song Starting at 6th level, your music is infected with dangerous rhythms. When you cast a bard spell on your turn by using a musical instrument as a spellcasting focus, until the end of your next turn, all other creatures within 60 ft that can hear you have disadvantage on the Constitution saving throws made to concentrate on a spell. ### Mindfire Also at 6th level, you have mastered the language of your eldritch intruder and have begun to decipher the key to its psionic magics. Once per day, when you cast a spell that requires a saving throw, you can change the saving throw from one ability score to Intelligence. Whenever you take psychic damage, you may prevent 1 of it as your fractured mind channels it into the bizarre genius of your power, letting you use this feature an additional time before your next long rest. ### Maestro of Madness At 14th level, your mind has been irrevocably warped by the presence of the otherwordly. You gain resistance to psychic damage, and creatures that would attempt to read your mind, sense your thoughts and emotions, or affect you with divination spells must make an Intelligence saving throw against your spell save DC or take one bardic inspiration dice's worth of damage for each time you've used Unearthly Conduit in the past 24 hours. \pagebreakNum
# PART 6 ##### Conclusion
# Coming soon: 1. Finalized High Deck 2. Links within ToC 3. More Images/Better Images (including a better cover image) 4. Higher CR (20) Strahd, altered Eva. 5. List of Campaign Specific Changes and Lore 6. Dreamscape Dungeon, Caverns of Mt Ghakis Dungeon, Tunnels under Yester Hill Dungeon. 7. Campaign Diary #### Feedback: Do the Tarokka images make your eyes bleed? #### Credits Gale Force Nine for the Tarokka Images /u/IndirectLemon for the [Vatnagedda](https://drive.google.com/file/d/1ykBEYLrUmRm-5dc63yf55h-KGZgW4yPk/view "title"). /u/mrvalor's excellent (but as of now unfinished) [hag compendium](http://homebrewery.naturalcrit.com/share/Hkrm39qVKG). \pagebreakNum ___ ___ > ## Avatar of Blood >*Huge aberration, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 147 (14d10+70) > - **Speed** 30 ft., swim 30 ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|20 (+5)|14 (+2)|14 (+2)|12 (+1)| >___ > - **Saving Throws** Str +9, Wis +6, > - **Skills** intimidation +10, perception +6, > - **Damage Resistances** Fire, Acid > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious > - **Senses** darkvision 120 ft. passive Perception 16 > - **Languages** Common > - **Challenge** 9 (5,000 XP) > ___ > > ***Liquid Shell.*** Attacking the avatar of blood is done as if the attacker was under water. > > ***Spatter.*** When a creature within 5 feet of the avatar touches it or hits it with a melee attack, that creature takes 3 (1d6) acid damage. > > ***Hemorrhage.*** When the Avatar of Blood deals damage to a creature, that creature begins to bleed. At the beginning of each of that creature's turns, it takes 1 pt of necrotic damage, and the avatar regains one 1 hit point if it has more than 0 hit points. As an action, a creature may make a DC 15 medicine check with appropriate tools to staunch the wound, which also closes when they are magically healed. Magical healing that closes a wound opened this way restores no hit points. > > ***Bloodbath.*** If the avatar damages two different creatures on its turn, it regains 15 Hit Points at the end of it turn if it has at least 1 hit point. > > ***Legendary Resistance (1/Day).*** If the avatar of blood fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The Avatar of Blood uses blood lash, then makes two slam attacks. > > ***Blood Lash.*** *Melee Spell Attack:* +7 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 3) bludgeoning damage, and the target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 16 (3d10) acid damage and is either knocked prone or pulled up to 25 feet closer to the avatar. On a successful save, the target takes half as much damage and isn't pulled or knocked prone. > > ***Slam.*** *Melee Weapon Attack:* +9 to hit, Reach 10 ft., one target. *Hit:* 13 (2d8 + 5) bludgeoning damage. > \pagebreakNum
___ --- > ## Strahd Von Zarovich >*Medium undead (shapechanger), lawful evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 162 (17d8+68) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|20 (+5)|22 (+6)|14 (+2)|20 (+5)| >___ > - **Saving Throws** Dex +10, Wis +7, Cha +10 > - **Skills** Arcana +16, Deception +15, Perception +12, Religion +11, Stealth +15, > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks > - **Senses** darkvision 120 ft., passive Perception 23 > - **Languages** Abyssal, Common, Draconic, Elvish, Giant, Infernal > - **Challenge** 17 (18,000 XP) > --- > ***Shapechanger.*** If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. Hist statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. > > > ***Legendary Resistance (3/Day).*** If Strahd fails a saving throw, he can choose to succeed instead. > > ***Misty Escape.*** When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided he isn't in running water or sunlight. If he can't transform, he is destroyed. While he has - hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with - hit points, he regains 1 hit point. > > ***Regeneration.*** Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. if he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn. > > ***Spider Climb.*** Strahd can climb difficult surfaces, including up-side down on ceilings, without having to make an ability check. > > ***Vampire Weaknesses.*** Strahd has the following flaws: > > *Forbiddance.* He can't enter a residence without an invitation from one of the occupants. > > *Harmed by Running Water.* He takes 20 acid damage if he ends his turn in running water. > > *Stake to the Heart.* If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed. > > *Sunlight Hypersensitivity.* While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks. > > ***Master Duelist:*** When Strahd wields a melee weapon in one hand and no other weapons, he gain a +5 bonus to damage rolls with that weapon and +1 AC. > > > ### Actions > ***Multiattack. (Vampire Form Only).*** Strahd makes two attacks, only one of which can be a bite attack. > > ***Unarmed Strike (Vampire Form Only).*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 19) instead of dealing the bludgeoning damage. > > ***Bite (Bat or Vampire Form Only).*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finished a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control. > > ***Charm.*** Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target is under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it. > Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. > > ***Children of the Night (1/Day).*** Strahd Magically calls 2d4 **swarms of bats** or **swarms of rats**, provided that the sun isn't up. While outdoors, Strahd can call 3d6 **wolves** instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action. > > > > ### Legendary Actions > Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of his turn. > > ***Move.*** Strahd moves up to his speed without provoking opportunity attacks. > > ***Unarmed Strike.*** Strahd makes one unarmed strike. > > ***Bite (Costs 2 Actions).*** Strahd makes one bite attack. \pagebreakNum # Strahd: Expanded ### Lair Actions While Strahd retains the lair actions laid out for him by the book, he also gains a secondary set of lair actions that he may use *outside* (and only *outside*) Castle Ravenloft: Barovia itself is his domain. - Master of the Land. Strahd casts one of the following spells without using a spell slot. *Entangle* *Fog Cloud* *Control Water* *Control Winds* *Move Earth* - Lord of the Realm. Until the end of his next turn, Strahd ignores his *forbiddance* weakness. Also, while in Castle Ravenloft, his Lair actions are improved: When he summons a shadow, he may target up to six creatures rather than one. He may only use this action once per day. ## Equipment ### Strahd's Animated Armor Although *Strahd's Animated Armor* usually roams around the castle, when the vampire count goes to war, he can summon it to him and don it. The armor is extremely evil, and will do its best to damage and destroy anyone but Strahd should they attempt to put it on. While wearing the armor, Strahd's AC becomes 19, and he gains immunity to lightning damage. Any attack Strahd makes while wearing this armor deals an additional 3 (1d6) lightning damage. Strahd also gains advantage on all strength checks made while in the armor. In addition, the armor has its own initiative in combat, although it's speed is 0, and the only action it can is a single unarmed attack (+6 to hit, 4 bludgeoning damage + 3 (1d6) lightning damage or a single ***Shocking Bolt*** attack. The armor can be targeted with attacks and has the same HP, AC, and resistances as it normally would, but any STR or DEX saving throws it makes are instead made by Strahd. If the armor falls to 0 hp or is affected by an antimagic field, it is sundered, and Strahd's AC becomes 17. Finally, due to the armor's assistance, it only takes Strahd 1 minute to don or doff it. ### Howl Strahd's favored weapon is *Howl*, a +2 frostbrand longsword. While wielding it (vampire form only), Strahd may replace any claw attack made with a *Howl* attack. ***Howl.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 16 (1d8 + 12) slashing damage plus 3 (1d6) cold damage, or 12 (1d10 + 7) slashing damage plus 3 (1d6) cold damage if held in two hands. Finally, once per day, *Howl*'s Wielder may use an action to cast *warding wind*. When they do, the baying of Barovian wolves fills the air. Strahd enjoys fighting with *Howl*. While he does, he is more likely to hit and has slightly higher AC (thanks to his *Master Duelist* feature) but deals slightly less damage. When Strahd drops to below half his hit points, or if he feels threatened or otherwise extremely emotional, he casts *Howl* away to strike with his claws. ### The Brass Scale A shield of Arghynvost's Order, this shield is shaped in the image of one of the Dragon's mighty scales. It is a +2 Shield. While wielding it, you may cast *absorb elements* once per short rest, although you must choose fire damage each time. Strahd does not like using this shield, as it bears the symbol of a hated foe. If absolutely necessary, he will strap it on, but never for very long. ### The Heart of Sorrow The Heart of Sorrow now has 100 HP and resistance to all damage. In addition, while the heart has more than zero HP, Strahd gains the following Legendary Action: ***Draw Power (Costs 3 Actions).*** Strahd regains one 3rd level spell slot. ## Spellcasting While Strahd is a formidable fighter, he is also a powerful spellcaster. Thanks to his long years and the knowledge available in the Amber Temple, Strahd has access to every single spell on the wizard spell, up to 9th level, although he is incapable of casting spells above 7th level. The following spell list assumes Strahd is ready for a showdown, but he can make liberal use of the spells he knows if he does not plan to go to war. > ***Spellcasting.*** Strahd is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared: > > Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost*, *blade ward*, *shocking grasp* > > 1st level (4 slots): *shield*, *fog cloud*, *thunderwave* > > 2nd level (3 slots): *blindness/deafness*, *blur*, *misty step* > >3rd level (3 slots): *counterspell*, *fireball*, *fly* > >4th level (3 slots): *blight*, *greater invisibility*, *polymorph* > >5th level (2 slots): *animate objects*, *steel wind strike*, *wall of force*. > >6th level (1 slot): *globe of invulnerability* > > 7th Level (1 slot): *crown of stars* \pagebreakNum # Acolyte's Vestments Many dark cults exist scattered across Barovia. A long time ago, an ancient god's worshippers crafted the Vestments of Darkness, tools to aid in their rituals. Now, they're scattered across the land, but an enterprising character could gather them again. ### Acolyte's Mask **Requires Attunement by a Creature with the Spellcasting feature.** *This smooth mask is covered with braided sigils of dark blue. The left eye is ringed with twisting crimson arcane symbols.* While wearing this mask, you have proficiency in the Persuasion skill. Once per day, you may use an action to cast
blindness/deafness
without expending a spell slot. ### Acolyte's Gloves **Requires Attunement by a Creature with the Spellcasting feature.** *These black leather gloves are etched with arcane symbols. The left one has a jagged line of red runes running along the wrist.* While wearing these gloves, you have proficiency in the Intimidation skill. Once per day, you may use an action to cast
Vampiric Touch
without expending a spell slot. ### Acolyte's Robes **Requires Attunement by a Creature with the Spellcasting feature.** *These grey robes are criss-crossed with black lines, which interlace and arc from hood to hem.* While wearing these robes, you have proficiency in the Performance skill. Once per day, you may use a bonus action to cast
Misty Step
without expending a spell slot. \columnbreak ## Acolyte's Vestments In addition to their individual benefits, collecting more of the *Acolyte's Vestments* increase their power. You gain the following benefits based on the number of these items you are attuned to. Multiple pieces of the Vestments take up the same attunement slot. | Rank | Benefit | |:---:|:--------------:| | Acolyte (1/3) | You gain proficiency in the Deception skill. | | Priest (2/3) | Instead of a 1/day activation, the Vestments now have 4 collective charges, which can be used to cast any spell granted by an individual piece without consuming a spell slot. You may also use 2 charges to cast *summon lesser demons*. The Vestments regain 1d4+1 charges at midnight.| | Chosen (3/3) | You gain the benefits of the following warlock invocations: *Eldritch Sight*, *Eyes of the Rune Keeper*, *Armor of Shadows*, and *Misty Visions*. Your Vestments now have 6 maximum charges, and regain 1d6+2 charges per day. You may expend 3 charges and take 3d6 necrotic damage to cast *summon greater demon* without expending a spell slot. | ### Cursed! When your player attunes to their third item, they do not immediately get its benefits. During their next short rest, read them this blurb:
The mask presses itself into your face, choking you in a terrifying fusion of carven wood and flesh. The gloves tighten around your hands, and the robes wrap themselves around your shoulds. You cannot remove these items, and your facial features are altered and unsettling. Your left eye droops and rolls crazily in its socket before closing for good. Your left hand cramps and curls. Gnarled and twisted, it can be used to cast spells, but not much else.
Although this curse should have few mechanical drawbacks, it denotes the pcs as devotees of the dark, Vecna. Most religious figures will see their appearance and make the connection. It will take a lot of explaining to pacify them.