CoS Monster and NPC Compendium

by Galahadred

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Curse of Strahd:

Monster and NPC Compendium
Introduction

The Compendium

The purpose of this document is to provide Curse of Strahd DMs with a resource with updated and improved stat-blocks for all of the unique monsters and NPCs in the campaign, and also to consolidate the lore associated with these creatures into an easy to access location.

Credits

Written and Edited by: u/Galahadred
GM Binder CoS Theme Creator: u/AeronDrake
Cover image Flavio Bolla
Lore for the Brides u/JonathanWriting

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

Vampire Weaknesses

There are a lot of vampire spawn, vampire brides, vampire former adventurers, and, of course, the lord of Barovia, Count Strahd von Zarovich in this campaign. To save space on their bespoke stat-blocks sprinkled throughout this document, their shared weaknesses are detailed here.

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it ends its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

The Abbot
The Abbot

The Abbot

No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia died by Strahd's hand. He sought to restore the abbey after it fell to corruption, but was himself corrupted.

Angel in Disguise. The Abbot is a deva that has lived for millennia. He typically assumes the form of a strikingly handsome human priest in his late twenties or early thirties. More than a hundred years ago, the deva was sent from the Upper Planes to honor the legacy of Saint Markovia. He reopened the abbey and began tending to the physically and mentally ill. In so doing, he hoped to bring some much-needed light to Barovia. His efforts worked for a while, but then the Dark Powers began to corrupt him.

Imperfections. The Abbot's fall from grace started when the Belviews—a family of sickly, inbred lepers—came to the abbey seeking salvation. The deva rid them of their diseases, an act for which they were eternally grateful, but could not cure them of certain human defects that had been present since birth. The Abbot became consumed with a prideful, obsessive desire to rid the poor Belviews of their lingering imperfections. The Belview family, however, had strange ideas of what it meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial traits, and the Abbot, taking pity on them, yielded to their mad desires.

Enter Vasili von Holtz. The Abbot's early experiments proved fatal to their subjects, but the Belviews insisted that he keep trying. One day, a Barovian lord named Vasili von Holtz visited the abbey. The Abbot knew at once that the man was evil, but von Holtz stressed that he only wanted to help. He furnished the Abbot with forbidden lore plucked from the Amber Temple (chapter 14), then helped the Abbot transform the Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit insane. Only then did von Holtz reveal himself to be Strahd von Zarovich.

A Bride for Strahd. Strahd confided in the Abbot, lamenting his curse and telling the deva that he wished nothing more than to escape Barovia. His performance garnered the deva's sympathy, and the Abbot, playing into Strahd's hands, set for himself the goal of finding a cure for Strahd's "malady." The Abbot is now convinced that the cure lies in reuniting Strahd with his lost love and, in so doing, ending Barovia's curse. The Abbot has recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that "she" can be formally presented to Strahd and win his love.

Strahd has no interest in a flesh golem bride, but he enjoys corrupting this once angelic being and driving the Abbot to commit further acts of depravity.

The Abbot's Traits

Ideal. "I want to rid Barovia of its sickness. By giving the devil his heart's desire, I bring salvation to him and his land."
Bond. "I love the creatures I create, including my beautiful golems and mongrelfolk."
Flaw. "I can't be corrupted. My heart is pure, my intentions noble and good."


The Abbot

Medium celestial, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 153 (18d8 + 72; bloodied 76)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
+4 +4 +4 +4 +5 +5

  • Saving Throws Wis +9, Cha +9
  • Skills Insight +9, Perception +9, Religion +9
  • Damage Resistances radiant; damage from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 30 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 10 (5,900 XP)                     Proficiency +4

  • Magic Resistance. The Abbot has advantage on saving throws against spells and magical effects.

Actions

Multiattack. The Abbot makes two attacks.

Celestial Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit, the target can’t make opportunity attacks against The Abbot until the beginning of the target’s next turn.

Divine Blast. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.

Radiant Energy (1/Day). The Abbot touches a creature other than itself. If the target is unwilling, he makes an attack roll with a +8 bonus. He can choose to magically heal 60 hit points of damage and end any blindness, curse, deafness, disease, or poison on the target. Alternatively, The Abbot can choose to deal 60 radiant damage to the target.

Change Form. The Abbot magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics, including speech and telepathy, except that it has the size, movement modes, and traits of its new form.

Roleplaying the Abbot

The Abbot believes he is righteous. He regrets transforming the Belviews into horrid mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd's bride, he believes that she is the key to freeing the land from its curse. The insane Abbot can't be convinced otherwise.

The Abbot shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges.

The Abbot is convinced that any attempt to slay Strahd would be futile—that the ancient curse upon the land means that the vampire can never truly die, at least not in Barovia. Thus he has concluded that his efforts with Vasilka are the only hope for ending Strahd's curse.

Part 1 | Anastrasya Karelova


Anastrasya Karelova

Medium undead, neutral evil


  • Armor Class 18 (full plate armor)
  • Hit Points 144 (12d8 + 48; bloodied 72)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
+5 +3 +4 +0 +2 +2

  • Saving Throws Dex +6, Wis +5
  • Skills Athletics +8, Deception +8, Perception +5, Stealth +6
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Elvish
  • Challenge 8 (3,900 XP)                     Proficiency +3

  • Regeneration. Anastrasya regains 15 hit points at the start of her turn if she has at least 1 hit point.
  • Spider Climb. Anastrasya can climb even on difficult surfaces and upside down on ceilings.
  • Vampire Weaknesses. see page 1.

Actions

Multiattack. Anastrasya makes two attacks, only one of which can be a Bite attack.

Reaping Greatsword (Vampire form only). Melee Weapon Attack: +8 to hit, reach 10 ft., up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature, it makes a DC 16 Strength saving throw, falling prone on a failure.

Grasping Strike (Vampire form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage. Upon a successful strike, the target is also grappled (escape DC 16). If two Grasping Strikes hit the same target, that creature is also restrained.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, or willing. Hit: 10 (1d10 + 5) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.


Reactions

Hissing Scuttle (1/day). When Anastrasya takes radiant damage, she moves up to her Speed without provoking opportunity attacks.





























Bonus Actions

Mist Form. Anastrasya transforms into a mist or back into her true form. As mist, she has a flying speed of 30, can’t speak, can’t take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. The mist can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Anything she’s carrying transforms with her.

Shapechange. Anastrasya transforms into the shape of a Medium or smaller beast or back into her true form. While transformed, she has the beast’s size and movement modes. She can’t use reactions, and can’t speak. Otherwise, she uses her own statistics. Anything she’s carrying transforms with her.

Part 1 | Anastrasya Karelova

Anastrasya Karelova

Anastrasya was a noblewoman of Vallaki that hosted parties in honor of Strahd. She was ruthless with any that she thought were traitorous to the Lord of Barovia, even though she had never seen him and knew of his terrible reputation. She was a woman of extraordinary beauty and had no doubt that if she could only meet the count, he would deem her worthy as a bride, not realizing he was truly a vampire.

At one of her grand parties, she met a beautiful woman named Ludmilla, who claimed to be an agent of the count. She informed Anastrasya that the count wanted to dine with her at Castle Ravenloft, an invitation she hastily accepted.

Once at the castle, Ludmilla gave Anastrasya a tour, gaining some pleasure in the prospect that the beautiful noblewoman would be terrified by the sights of Castle Ravenloft. Much to her surprise, Anastrasya was enamored with the macabre and evil displays of Strahd’s power.

Strahd took to her immediately, and even though it meant his waning interest in Ludmilla faded even faster, he appreciated his elder bride’s foresight to find him such a beautiful new consort.

Anastrasya is the most powerful at the vampiric arts, wielding the ability to shapechange and assume mist form, which none of Stahd's other consorts or spawn can manage.

Treasure

Anastrasya wears a black and crimson silk head scarf sewn with precious jewels (worth 750 gp), and a platinum necklace with a black opal pendant (worth 1,500 gp). In her tomb is a red wedding gown (worth 500 gp).

Baba Lysaga

Baba Lysaga

Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.

Other Mother

When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the "spark of magic" in him, ensuring that he would become a spellcaster.

Baba Lysaga's unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom.

Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her.

Mother Nearest

During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.

In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her "son."

Raven Bane

Baba Lysaga has allies in Castle Ravenloft—a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.

Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace.

Gifts of Mother Night

The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds.

Baba Lysaga's Traits

Ideal. "No love is greater than a mother's love for her son."
Bond. "I am the mother of Strahd. Anyone who disputes this fact can rot."
Flaw. "I will not rest until the last of my son's enemies are destroyed."

Chapter 12 | The Ruins of Berez

Baba Lysaga

Medium humanoid (human shapeshifter), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 120 (16d8 + 48; bloodied 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+4 +0 +3 +5 +3 +1

  • Saving Throws Wis +7
  • Skills Arcana +13, Religion +13
  • Senses passive Perception 13
  • Languages Abyssal, Common, Draconic, Dwarvish, Giant
  • Challenge 11 (7,200 XP)                     Proficiency +4

  • Shapechanger. Baba 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. Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.

  • Spellcasting. Baba Lysaga is a 16th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She 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, shield, 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, Evard’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. Baba Lysaga makes three attacks with her quarterstaff.

Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.

Summon Swarm of Insects (Recharges after a short or long rest). Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of her and acts as her ally. It remains until it dies or until she dismisses it as an action.


Fireball (3rd-Level; V, S, M). Fire streaks from Baba Lysaga to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half damage on a success.

Lightning Bolt (3rd-Level; V, S, M). A bolt of lightning 5 feet wide and 100 feet long arcs from Baba Lysaga. Each creature in the area makes a DC17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failure, or half damage on a success.

Blight (4th-Level; V, S). Baba Lysaga targets a living creature or plant within 30 feet, draining moisture and vitality from it. The target makes a DC17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.

Cloudkill (5th-level; V, S Concentration up to 10 minutes). Baba Lysaga creates a 20-foot radius sphere of poisonous, yellow-green fog centered on a point that she chooses within 120 feet. The fog spreads around corners and lasts for the duration, or until a strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn, or starts its turn there, that creature must make a Constitution saving throw (DC17), taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from her at the start of each of her turns.

Finger of Death (7th-level; V, S). Baba Lysaga sends negative energy coursing through a creature that she can see within 60 feet. The target must take a Constitution saving throw (DC17). It takes 62 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of her next turn as a zombie that is permanently under her command, following her verbal orders to the best of its ability.

Power Word Stun (8th-Level; V). Baba Lysaga speaks a word of power that can overwhelm the mind of one creature she can see within range (60 ft.), leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned creature may make a Constitution saving throw (DC17) at the end of each of its turns. On a successful save, this stunning effect ends.


Bonus Action

Misty Step (2nd-level; V). Briefly surrounded by a silvery mist, Baba Lysaga teleports up to 30 feet to an unoccupied space that she can see.


Reaction

Shield (1st-Level; V, S). When Baba Lysaga is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile.

Baba Lysaga's Creeping Hut

Baba Lysaga's Creeping Hut

Gargantuan construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 263 (17d20+85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+8 -2 +5 -5 -4 -4

  • Saving Throws Con +9
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 6
  • Languages --
  • Challenge 11 (7,200 XP)                     Proficiency +4

  • Antimagic Susceptibility The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
  • Siege Monster The hut deals double damage to objects and structures.

Actions

Multiattack. The hut makes three attacks with its roots. It can replace one of the these attacks with a rock attack.

Root. Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage

Rock. Ranged Weapon Attack: +12 to hit, reach 120 ft., one target. Hit: 21 (3d8+8) bludgeoning damage

Baba Lysaga's Creeping Hut

Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.

The hut is a ponderous construct that heeds Baba Lysaga's instructions and no one else's. It fights until destroyed or until the gemstone that animates it is removed or destroyed. Baba Lysaga does everything she can to keep the characters from obtaining the gemstone, without which the hut is incapacitated.

Hut Interior

The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks.

Heart of the Hut

The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut.

Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 (3d6) piercing damage and fails to obtain the gem.

Barovian Witch

Barovian Witches

The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack.

Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face.

Pack Rats with Cats. Barovian witches are obsessive collectors, each believing that almost anything found—a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance—could be valuable or useful as a spell component, a ritual object, or a potion ingredient.

Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.


Barovian Witch

Medium humanoid, chaotic evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 67 (9d8 + 27; bloodied 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +3 +3 +1 +0

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6, Investigation +6, Perception +4
  • Senses passive Perception 14
  • Languages Abyssal, Common, Elvish
  • Challenge 6 (2,300 XP)                     Proficiency +3

Actions

Multiattack. A Barovian Witch makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft., or range 120 ft., one target. Hit: 19 (3d10+3) fire damage.

Spellcasting. A Barovian Witch casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks).

At will: light, mage hand, prestidigitation
2/day each: alter self, counterspell, fireball, mage armor, misty step, shield
1/day each: cone of cold, dimension door, greater invisibility

Emil Toransescu


Emil Toranescu

Medium humanoid (human shapeshifter), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 119 (14d8 + 56; bloodied 60)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
+4 +2 +4 +0 +2 +2

  • Saving Throws Str +8, Con +8, Wis +6
  • Skills Athletics +8, Perception +10, Stealth +4
  • Senses darkvision 30 ft. (wolf or hybrid form only), passive Perception 20
  • Languages Common (can't speak in wolf form)
  • Challenge 7 (2,800 XP)                     Proficiency +4

  • Cursed Wounds. Each of Emil's claw and bite attacks deals an additional 7 (2d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
  • Moon Frenzy. When a full moon appears in the night sky, the werewolf must enter hybrid form, can’t Shapeshift thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form.
  • Pack Tactics. Emil has Advantage on attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and not incapacitated.
  • Regeneration. Emil regains 10 hit points at the start of his turn. If he takes damage from a silvered weapon, this trait doesn't function at the start of his next turn. He dies only if he starts his turn with 0 hit points and doesn't regenerate.
  • Wolf Empathy. A werewolf can communicate with wolves, dire wolves, and other lupine creatures.

Actions

Multiattack. Emil makes two attacks, only one of which can be with his Bite.

Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy (see details below).

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
































Bonus Actions

Frenzied Bite (While Bloodied, Wolf or Hybrid Form Only). Emil makes a Bite attack.

Shapeshift. Emil polymorphs into a wolf, wolf-humanoid hybrid, or back into his true humanoid form. His statistics are the same in each form, although he cannot speak in wolf form. Any equipment he is wearing or carrying is not transformed. He reverts to its true form if he dies.

Emil's Curse of Werewolf Lycanthropy On each full moon, the cursed creature must succeed at another DC 14 Constitution save or turn into a werewolf until dawn. The creature is under the DM’s control and goes on a rampage for half the night before falling unconscious until dawn.

Emil Toransescu

Emil Toranescu

Emil Toranescu, can be found as a prisoner in the dungeon of Castle Ravenloft. He claims to be a resident of Vallaki who was chased by dire wolves to the castle. He begs the characters to rescue him, offering to help them in exchange. However, he is, in fact, a werewolf who was imprisoned by Strahd for instigating a schism within his pack.

Anxious to prove his worth to Strahd, Emil rewards the characters for freeing him by attacking them when a good opportunity arises. Emil doesn't turn against the characters if they claim to be allies of his wife, Zuleika. In that case, he tries to leave the castle and reunite with her, staying with the characters only until an opportunity to leave presents itself.

West of Lake Baratok is a cave complex that the werewolves of Barovia use as a den. Recently, Emil challenged the pack's leader, Kiril Stoyanovich, by questioning his treatment of children kidnapped by the pack.

Kiril would arm the children with weapons and force them to fight each other to the death until only one child was left standing. The winner would then be turned into a werewolf, ensuring what Kiril called "the strength and purity of the pack." Emil advocated keeping all the children alive and turning them into werewolves, thus increasing the pack's size. Emil believed that a larger pack would ensure the werewolves' survival, whereas Kiril saw a larger pack as too difficult to control and feed.

This ideological divide couldn't be reconciled and led to many disagreements. The other werewolves were split between the two camps, and it seemed likely that either Kiril or Emil would die before the conflict could be resolved.

Then Kiril disappeared for several days, causing the other werewolves to wonder whether he had fled or had been quietly disposed of by Emil and his allies. When Kiril returned, he was accompanied by a pack of several dozen dire wolves loyal to Strahd, and he brought word from Castle Ravenloft that Strahd was not pleased with Emil's attempt to fracture the pack. The dire wolves took Emil back to Castle Ravenloft to face punishment, and he was locked in the dungeon.

Emil's mate, Zuleika Toranescu assumes that her husband has been killed and she blames Kiril above all.

If Emil Toranescu manages to return to the the werewolf den, he is determined to kill his rival and become the new pack leader. If he succeeds, and the heroes are present for the confrontation, he allows the characters to leave the den unmolested but refuses to release the kidnapped children unless Zuleika is present to convince him otherwise (because she fears that the characters might kill her husband if he doesn't let the children go).

Escher Belasco


Escher Belasco

Medium undead, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 108 (9d8 + 36; bloodied 54)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
+4 +3 +4 +0 +2 +4

  • Saving Throws Dex +6, Wis +5
  • Skills Athletics +7, Perception +5, Performance +7, Stealth +6
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 6 (2,300 XP)                     Proficiency +3

  • Regeneration. Escher regains 15 hit points at the start of his turn if he has at least 1 hit point.
  • Spider Climb. Escher can climb even on difficult surfaces and upside down on ceilings.
  • Vampire Weaknesses. see page 1.

Actions

Multiattack. Escher makes two attacks, only one of which can be a Bite attack.

Grasping Strike (Vampire form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one targets. Hit: 8 (1d8+4) bludgeoning damage. Upon a successful strike, the target is also grappled (escape DC 15). If two Grasping Strikes hit the same target, that creature is also restrained.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.

Spellcasting. Escher casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).

At will: light, mage hand, minor illusion, vicious mockery
2/day each: charm person, disguise self, healing word
1/day each: enthrall, hypnotic pattern, invisibility, major image, shatter

































Bonus Actions

Martial Encouragement. Until the beginning of Escher’s next turn, one creature within 30 feet that can hear him deals an extra 3 (1d6) damage whenever it deals weapon damage.


Reactions

Hissing Scuttle (1/day). When Escher takes radiant damage, he moves up to his Speed without provoking opportunity attacks.

Treasure

On the third finger of his left hand, Escher wears a platinum ring engraved with tiny roses and thorns (worth 150 gp). Around his neck, he wears a gold and ruby pendant (worth 750 gp).

Exethanter


Exethanter

Medium undead, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 99 (18d8+18; bloodied 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +3 +3 +5 +2 +3

  • Saving Throws Con +10, Int +12, Wis +9
  • Skills Arcana +19, History +12, Insight +9, Perception +9
  • Damage Resistance cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant
  • Challenge 10 (5,900 XP)                     Proficiency +7

  • Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

  • Rejuvination. If it has a phyactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

  • Spellcasting. Exethanter is an 18th level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, ray of frost

  • Turn Resistance. Exethanter has advantage on saving throws against any effect that turns undead.


Actions

Multiattack. Exethanter makes three attacks with his Arcane Burst.

Arcane Burst. Melee or Ranged Spell Attack: +12 to hit, reach 5ft. or range 120 ft., one target. Hit: 27 (4d10+5) necrotic damage.

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.




























Legendary Actions

Exethanter can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of his turn.

Cantrip. Exethanter casts one of his cantrips.

Paralyzing Touch (Costs 2 Actions). Exethanter uses his Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Exethanter fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Exethanter must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Ezmerelda d/Avenir

Ezmerelda d'Avenir

Ezmerelda d'Avenir, a Vistana, is the protégé of Rudolph van Richten—despite the fact that her first encounter with the vampire hunter was anything but pleasant.

Witness to Tragedy. When Ezmerelda was a little girl, her family kidnapped van Richten's teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus's pleas for mercy. That event haunted her childhood.

Van Richten tracked down Ezmerelda's family soon after the kidnapping, but not before the Vistani had sold the boy. Though van Richten could have done them harm, he instead interrogated Ezmerelda's mother and father on the whereabouts of his missing son. Satisfied with their answers, he spared their lives before departing with the information they had given him. Ezmerelda witnessed van Richten's act of mercy and was deeply moved by it.

Van Richten's Tragic Tale. At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and threatened to spill her blood. Ezmerelda convinced him that she genuinely wanted to help him find his missing son, whereupon van Richten told her the saddest of tales. He had found his son, who had been transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence.

Farewell. Ezmerelda remained by van Richten's side for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire hunters got on each other's nerves, and their arguments became more frequent. At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed.

Ezmerelda's Prosthetic. Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the false appendage.

The Great Vampire Hunt. While in the company of a Vistani caravan, Ezmerelda heard a rumor that Rudolph van Richten had gone to Barovia to slay the most powerful vampire of them all. She decided that he might need help and traveled for months to reach Strahd's domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base. When she arrived there, she found some of van Richten's belongings, but of the vampire hunter there was no sign. Although she is anxious to learn the whereabouts of her mentor, she is also eager to earn his trust and respect. To that end, she has been poring over van Richten's research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself.

Ezmerelda d'Avenir's Traits

Ideal. "Evil that feeds on the innocent is the worst of all evils and must be destroyed."
Bond. "My mentor and teacher, Dr. Rudolph van Richten, is like a father to me."
Flaw. "I go where angels fear to tread."


Ezmerelda D’Avenir

Medium humanoid (human), chaotic good


  • Armor Class 17 (+1 studded leather armor)
  • Hit Points 82 (11d8 + 33; bloodied 41)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+2 +4 +3 +3 +0 +3

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6
  • Senses passive Perception 16
  • Languages Common, Elvish
  • Challenge 8 (3,900 XP)                     Proficiency +3

  • Special Equipment. Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.

Actions

Multiattack. Ezmerelda makes three attacks, two with her +1 Rapier and one with her +1 Handaxe or her Silvered Shortsword.

+1 Rapier. * Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage

+1 Handaxe. * Melee Weapon Attack:* +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage

Silvered Shortsword. * Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage

Spellcasting. Ezmerelda casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks).

At will: fire bolt, light, mage hand, prestidigitation
3/day each: protection from evil and good, magic missile, shield
2/day each: darkvision, knock, lightning bolt, mirror image
1/day each: clairvoyance, greater invisibility, magic circle

Ezmerelda d/Avenir

Sir Godfrey Gwilym


Sir Godfrey Gwilym

Medium undead, lawful evil


  • Armor Class 13 (broken chainmail armor)
  • Hit Points 136 (16d8+64; bloodied 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+4 +2 +4 +1 +3 +4

  • Saving Throws Str +7, Con +7, Wis +6, Cha +7
  • Damage Resistances necrotic, psychic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Draconic
  • Challenge 6 (2,300 XP)                     Proficiency +3

Fearsome Pursuit. Sir Godfrey can spend 1 minute focusing on Strahd von Zarovich and afterward knows the distance and direction to him.

Magic Resistance. Sir Godfrey has advantage on saving throws against spells and other magical effects.

Rapid Recovery. If Sir Godfrey goes 1 minute without taking damage, he regains all of his missing hit points.

Relentless. When Sir Godfrey is reduced to 0 hit points, his body turns to dust. One minute later, his spirit inhabits a recently-dead humanoid corpse of his choice in Barovia, regaining all of his hit points.


Actions

Multiattack. Sir Godfrey makes two attacks with his Longsword.

Longsword. * Melee Weapon Attack:* +7 to hit, reach 5ft., one target. Hit: 15 (2d10+4) slashing damage. Against Strahd, Sir Godfrey deals an extra 14 (4d6) slashing damage.

Burning Hatred (Recharge 4-6). Sir Godfrey targets Strahd von Zarovich, if he is within 30 feet. Strahd makes a DC 15 Wisdom saving throw. On a failure, Strahd takes 14 (4d6) psychic damage and is paralyzed until the end of his next turn. On a success, Strahd takes half damage and is merely frightened until the end of his next turn.

Spellcasting. Sir Godfrey casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).

At will: detect magic
3/day each: aid, command, divine favor, magic weapon, thunderous smite
2/day each: blinding smite, branding smite, dispel magic
1/day each: aura of purity, staggering smite





























Sir Godfrey Gwilym

Sir Godfrey can sense that the spirit of Argynvost isn't at rest and isn't happy that the order has been reduced to such a state. If the characters petition the revenants for aid, Sir Godfrey relates all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any meaningful way, however, because of the oaths they have sworn to Vladimir Horngaard.

Guardian Portrait

Guardian Portrait

Medium construct, unaligned


  • Armor Class 5 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
-5 -5 +0 +2 +0 +0

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Elvish
  • Challenge 1 (200 XP)                     Proficiency +2

  • Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.

  • Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

  • False Appearance. If the guardian portrait remains motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature has not observed the guardian portrait act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the guardian portrait is not a mundane painting.


Actions

Spellcasting. The guardian portrait casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):

3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis

Guardian Portrait

A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable.

Living Image. The eyes of the figure depicted in the painting are imbued with darkvision, and they appear to follow creatures that move in front of them.

Innate Spells. When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell; no material components are required.

Fiona Wachter


Lady Fiona Wachter

Medium humanoid (human), lawful evil


  • Armor Class 14 (scale mail)
  • Hit Points 82 (11d8 + 33; bloodied 41)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+2 +0 +3 +1 +4 +3

  • Saving Throws Int +4, Wis +7, Cha +6
  • Skills Medicine +7, Insight +7, Persuasion +6, Religion +4
  • Senses passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge 6 (2,300)                             Proficiency +3

Actions

Multiattack. Lady Wachter makes two Mace attacks.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 7 (2d6) necrotic damage.

Spellcasting. Lady Wachter casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).

At will: light, sacred flame, thaumaturgy
3/day each: ceremony, detect evil and good, gentle repose, guiding bolt, healing word
2/day each: daylight, hold person, remove curse, spirit guardians, zone of truth
1/day each: flame strike, freedom of movement, greater restoration, guardian of faith, harm, revivify

Lady Fiona Wachter

The Wachter family, once an influential noble line in Barovia, owns and occupies a mansion in Vallaki. The house's reigning governess, Fiona Wachter, is a loyal servant of Strahd. She seeks to supplant Baron Vallakovich as the town burgomaster.

Lady Wachter is looking for powerful allies to help her oust the burgomaster. If Ernst tells her that he thinks the characters fit the bill, Lady Wachter has Ernst or her sons invite the characters to a private dinner at Wachterhaus. During the dinner, Lady Wachter determines whether the characters have the ability and the resolve to crush the baron.

If the characters refuse her invitation, or if they profess to be enemies of Strahd, Lady Wachter marks them as her enemies and sets out to destroy them without incriminating herself.


Lady Wachter's Spells

Sacred Flame (Cantrip; V, S). One creature Lady Wachter can see within 60 feet makes a DC 15 Dexterity saving throw, taking 13 (3d8) radiant damage on a failure. This spell ignores cover.

Hold Person (2nd-level); V, S, M, Concentration). One humanoid Lady Wachter can see within 60 feet makes a DC15 Wisdom saving throw. On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.

Guardian of Faith (4th-level; V). A large, indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of Lady Wachter’s choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC15 Dexterity saving throw, taking 20 radiant damage on a failed save, or half damage on a success. The spell ends when the guardian has dealt 60 total damage.

Flame Strike (5th-level); V, S, M). A column of divine flame fills a 10-foot radius, 40-foot high cylinder within 60 feet. Creatures in the area make a DC15 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure, or half damage on a success.

Harm (6th-level; V, S). You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Fiona Wachter

Roleplaying Lady Wachter

Use the following information to roleplay Lady Wachter, her family, and her associates.

Lady of the House. Lady Fiona Wachter makes no secret of her family's long-standing loyalty to the von Zarovich line. She believes that Strahd von Zarovich is no tyrant but, at worst, a negligent landlord. She would happily serve Strahd as burgomaster of Vallaki, but she knows that Baron Vargas Vallakovich won't give up his birthright without a fight.

Fiona conspired to wed her young daughter, Stella, to the baron's son, Victor, as part of a plot to gain a foothold in the baron's mansion, but Stella found Victor to be demented, and he showed no interest in Stella whatsoever. In fact, he spoke such unkind words to Stella that she went mad, and Fiona had to lock her daughter away.

Lady Wachter's latest scheme to gain control of Vallaki is far more diabolical. She has started a cult based on devil worship and has written a manifesto that she reads to her "book club," which is made up of the most fanatical group members. Inspired by her words, these zealots have created smaller cults of their own. Once her cult has enough members, Fiona plans to take the town by force. To reward her most loyal followers, she has her pet imp stand invisibly in the center of a pentagram, then performs a false ritual that calls upon "princes of darkness" to lavish their appreciation upon the cultists. The imp then sprinkles onto the floor a few electrum coins, which Lady Wachter allows the cultists to keep.

Another secret of Fiona's is that she sleeps with the corpse of her dead husband, Nikolai, who died of sickness nearly three years ago and whom Fiona cherished. Lady Wachter casts gentle repose spells on the corpse to keep it from deteriorating.

If the characters come to Wachterhaus looking for help to overthrow the burgomaster, Lady Wachter is all ears and suggests they start by killing the baron's evil henchman, Izek Strazni. She's happy to take care of the rest. If they come looking for a way to defeat Strahd, Lady Wachter turns them away, stating in no uncertain terms that she is not, nor ever will be, Strahd's enemy.

Fiona's Sons. Fiona sees a lot of her husband in her sons, Nikolai and Karl, who have grown into young men with a fondness for wine and trouble. They aren't home during the day, because they don't like attending to their mother or listening to her tiresome prattle. The characters might encounter them at the Blue Water Inn or wandering about town. The brothers are home most nights, passed out in their beds after hours of heavy drinking.

Nikolai and Karl have none of their mother's ambition or mean temper. They are aware of her cult, but they don't know that she sleeps with their dead father. This would be unwelcome news and probably turn them against their mother. They want only to spend their mother's money and make the most of their miserable situation, trapped as they are within the walls of Vallaki under the control of Strahd and his puppet, the baron.

Fiona's Spy. Fiona employs a money-grubbing spy named Ernst Larnak to keep her informed about everything that happens in town. Ernst knows Lady Wachter's secrets, and he would blackmail her in a heartbeat if their relationship went sour.

Ireena Kolyana


Ireena Kolyana

Medium humanoid (human), lawful good

Level and Class 4th Level Warrior Sidekick


  • Armor Class 16 (breastplate)
  • Hit Points 30 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 +1 +2 +3

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Deception +5, Insight +4, Perception +4, Persuasion +5
  • Senses Passive Perception 14
  • Languages Common and Elvish
  • Proficiency +2

  • Martial Role - Attacker Ireena gains a +2 bonus to all attack rolls (reflected below)
  • Second Wind Ireena can use a bonus action on her turn to regain hit points equal to 1d10 + 4 (her level in this class). Once she uses this feature, she must finish a short or long rest before she can use it again.
  • Improved Critical Ireena's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.


Reactions

Parry. Ireena adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.

Ireena Kolyana

Ireena, a striking young woman with auburn hair, hides in the manor. The villagers are afraid of her and avoid her; they are all familiar with the legendary 'Curse of the Auburn Hair'. The characters are Ireena's best hope for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and Ismark has trained her how to fight; she aids the party as best she can in saving herself. She doesn't remember her early past. She doesn't know how she came to Barovia or where she came from.

She tells the characters that wolves and other terrible creatures attacked the village night after night for weeks. The burgomaster's heart couldn't stand the constant assault, and he died three days ago. Strangely, since his death, neither the manor nor the other houses in the village have come under attack.







































She says that no one from the village has been brave enough to help Ismark take Kolyan Indirovich to the cemetery for proper burial. Ireena asks the characters if they would be so kind as to help Ismark deliver her father's body safely to Donavich, the local priest. She refuses to be taken to Vallaki or anywhere else while the burgomaster lies dead on the mansion floor.

Leveling Ireena

Throughout the campaign, it is assumed that Ireena will travel and adventure with the heroes. DMs should use the Sidekick rules from Tasha's Cauldron of Everything to improve Ireena's capabilities as the heroes level up.

Izek Strazni


Izek Strazni

Medium humanoid (human), chaotic evil


  • Armor Class 14 (studded leather armor)
  • Hit Points 112 (15d8 + 45; bloodied 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+4 +2 +3 +0 -1 +2

  • Skills Intimidation +8, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 5 (1,800 XP)                     Proficiency +3

  • Brute. A melee weapon deals one extra die of its damage when Izek hits with it (included below).

Actions

Multiattack. Izek makes two attacks with his Battleaxe.

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 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.

Izek Strazni

Izek and his sister were born in Vallaki. One morning, their father and their uncle took them fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again.

As time wore on, he forgot his lost sister and learned to cope with his disability.

Orphaned Killer. Izek's parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and brought to the burgomaster. Instead of punishing the boy for his crimes, Baron Vallakovich pardoned Izek and took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious amounts of wine.

Fiendish Gift. After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost. The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian.
































Doll Collector. Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a local toymaker named Gadof Blinsky to craft dolls in her likeness.

Izek Strazni's Traits

Ideal. "Fear is a powerful weapon. I use it to get what I want."
Bond. "I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family."
Flaw. "I would do anything, kill anything, to find my sister."

Kasimir Velikov

Kasimir Velikov

Medium humanoid (dusk elf), neutral


  • Armor Class 12 (15 with mage armor)
  • Hit Points 67 (9d8 + 27; bloodied 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +3 +3 +1 +0

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6, Investigation +6, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Elvish, Draconic
  • Challenge 6 (2,300 XP)                     Proficiency +3

  • Fey Ancestry. Kasimir gains advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • Special Equipment. Kasimir is equipped with a ring of warmth.

Actions

Multiattack. Kasimir makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft., or range 120 ft., one target. Hit: 19 (3d10+3) force damage.

Spellcasting. Kasimir casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks).

At will: light, mage hand, prestidigitation
2/day each: alter self, counterspell, fireball, mage armor, misty step, shield
1/day each: cone of cold, dimension door, greater invisibility

Kasimir Velikov

Kasimir Velikov is the leader of the dusk elves.

Kasimir confesses that he is burdened by dreams sent to him by his dead sister, Patrina Velikovna, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life.

If the characters seem intent on destroying Strahd, Kasimir tells them about the Amber Temple. Without divulging too much of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there. Kasimir doesn't know whether this claim is true or not, but he states it as a way of persuading the characters to accompany him to the temple; his main objective, he says, is to find something there that he can use to bring Patrina back from the dead.

Treasure

Kasimir wears a ring of warmth and has a leather-bound spellbook containing all the spells he has prepared plus the following spells: arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, and wall of stone.

Dusk Elves

The dusk elf race is all but forgotten, and the few survivors live in secret places such as this. They have dark skin and hair, but otherwise they are similar to wood elves. One of Strahd's old brides, Patrina Velikovna, used to live here. Her brother, Kasimir Velikov, still does.

The dusk elves reside in small homes built into the hillside and are mostly self-sufficient. Strahd has tasked some of the Vistani that are under his sway with keeping an eye on the dusk elves, and the dusk elves know they aren't safe in Barovia without the Vistani's "protection." Strahd has also forbidden the Vistani from helping the dusk elves escape his domain.

There are no women or children among the dusk elves. Strahd had all the female dusk elves put to death around four centuries ago as a punishment for Patrina's murder. Thus, the remaining elves can't procreate. A broken people, they are aware of the vampire's absolute hold over the land of Barovia. They keep a low profile and have no desire to incur Strahd's wrath again.

Kiril Stoyanovich


Kiril Stoyanovich

Medium humanoid (human shapeshifter), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 119 (14d8 + 56; bloodied 60)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
+4 +2 +4 +0 +2 +2

  • Saving Throws Str +8, Con +8, Wis +6
  • Skills Athletics +8, Perception +10, Stealth +4
  • Senses darkvision 30 ft. (wolf or hybrid form only), passive Perception 20
  • Languages Common (can't speak in wolf form)
  • Challenge 7 (2,800 XP)                     Proficiency +4

  • Cursed Wounds. Each of Kiril's claw and bite attacks deals an additional 7 (2d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
  • Moon Frenzy. When a full moon appears in the night sky, the werewolf must enter hybrid form, can’t Shapeshift thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form.
  • Pack Tactics. Kiril has Advantage on attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and not incapacitated.
  • Regeneration. Kiril regains 10 hit points at the start of his turn. If he takes damage from a silvered weapon, this trait doesn't function at the start of his next turn. He dies only if he starts his turn with 0 hit points and doesn't regenerate.
  • Wolf Empathy. A werewolf can communicate with wolves, dire wolves, and other lupine creatures.

Actions

Multiattack. Kiril makes two attacks, only one of which can be with his Bite.

Battleaxe or Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) slashing or bludgeoning damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy (see details below).

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

































Bonus Actions

Frenzied Bite (While Bloodied, Wolf or Hybrid Form Only). Kiril makes a Bite attack.

Shapeshift. Kiril polymorphs into a wolf, wolf-humanoid hybrid, or back into his true humanoid form. His statistics are the same in each form, although he cannot speak in wolf form. Any equipment he is wearing or carrying is not transformed. He reverts to its true form if he dies.

Kiril's Curse of Werewolf Lycanthropy On each full moon, the cursed creature must succeed at another DC 14 Constitution save or turn into a werewolf until dawn. The creature is under the DM’s control and goes on a rampage for half the night before falling unconscious until dawn.

Kiril Stoyanovich

Kiril Stoyanovich

West of Lake Baratok is a cave complex that the werewolves of Barovia use as a den. Characters who interrogate captured werewolves can learn the den's location. Most of the werewolf pack is out hunting when the characters first arrive, including the pack's leader, Kiril Stoyanovich.

The werewolves call themselves the Children of Mother Night, because they all worship that deity. Recently, a schism formed within the pack as the result of a challenge to Kiril's leadership. The rift began when another werewolf, Emil Toranescu, questioned the treatment of children kidnapped by the pack.

Kiril would arm the children with weapons and force them to fight each other to the death until only one child was left standing. The winner would then be turned into a werewolf, ensuring what Kiril called "the strength and purity of the pack." Emil advocated keeping all the children alive and turning them into werewolves, thus increasing the pack's size. Emil believed that a larger pack would ensure the werewolves' survival, whereas Kiril saw a larger pack as too difficult to control and feed.

This ideological divide couldn't be reconciled and led to many disagreements. The other werewolves were split between the two camps, and it seemed likely that either Kiril or Emil would die before the conflict could be resolved.

Then Kiril disappeared for several days, causing the other werewolves to wonder whether he had fled or had been quietly disposed of by Emil and his allies. When Kiril returned, he was accompanied by a pack of several dozen dire wolves loyal to Strahd, and he brought word from Castle Ravenloft that Strahd was not pleased with Emil's attempt to fracture the pack. The dire wolves took Emil back to Castle Ravenloft to face punishment, and he was never seen again.

Kiril reestablished his dominance, but his ideas and tactics didn't sit well with the pack's older members, and they certainly didn't please Emil's mate, Zuleika Toranescu. She knows she can't slay Kiril on her own, and after what happened to Emil, the rest of the pack is unwilling to challenge Kiril's authority and face Strahd's wrath. Kiril won't let Zuleika hunt, so she's more or less confined to the den.

Kiril's mate is Bianca, a werewolf with a white coat of fur in wolf form, and white hair in human form.

As long as Kiril lives, the characters can't negotiate with the werewolves. If Kiril dies and the characters have the upper hand, the pack is willing to negotiate with them.

Ludmilla Vilisevic


Ludmilla Vilisevic

Medium undead, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 144 (12d8 + 48; bloodied 72)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
+4 +3 +4 +4 +2 +2

  • Saving Throws Dex +6, Wis +5
  • Skills Arcana +7, Athletics +7, Perception +5, Stealth +6
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Elvish, Abyssal, Draconic
  • Challenge 10 (5,900 XP)                     Proficiency +3

  • Regeneration. Ludmilla regains 15 hit points at the start of her turn if she has at least 1 hit point.
  • Spider Climb. Ludmilla can climb even on difficult surfaces and upside down on ceilings.
  • Vampire Weaknesses. See page 1.

Actions

Multiattack. Ludmilla makes two melee attacks, only one of which can be a Bite attack. Alternately, she makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10+4) psychic damage.

Grasping Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Upon a successful strike, the target is also grappled (escape DC 15). If two Grasping Strikes hit the same target, that creature is also restrained.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.

Spellcasting. Ludmilla casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).

At will: mage hand, minor illusion
2/day each: darkness, disguise self, fireball, misty step, shield
1/day each: animate dead, blight





























Reactions

Hissing Scuttle (1/day). When Ludmilla takes radiant damage, she moves up to her Speed without provoking opportunity attacks.

Ludmilla Vilisevic

Ludmilla Vilisevic

At nearly 200 years old, Ludmilla Vilisevic is Strahd’s oldest active bride. Where other consorts have been cast aside as Strahd grew tired of them, Ludmilla has survived by keeping to herself while tending to matters he deems important. She serves as the unofficial leader of his harem, and reins the others in when necessary.

Ludmilla first came to Barovia as a little girl, stowing away in a Vistani caravan that passed through her homeland. When she arrived in Barovia, she made a living by stealing and hiding in the shadows. It was only as a young woman that a kindly family in Vallaki found and adopted her.

Life with a family was better than life on the streets, but Ludmilla was still seen by most as an outsider – and, in some ways, an outcast. At the age of eighteen, Ludmilla fled Vallaki, following an ancient map that provided directions to the Amber Temple. There, she believed, she would find the answers and belonging she sought.

It was on the snow-covered slopes of Mount Ghakis that Ludmilla met the dusk elf, Rahadin, for the first time. Ludmilla was entranced by him; Rahadin saw her as a pleasurable and interesting distraction for his master. He offered to guide her to Castle Ravenloft, where he promised her a partner, a teacher, and a home.

For the next three years, Strahd taught her the secrets of the arcane arts alongside the minutiae of courtly etiquette. He fed upon her regularly, and was impressed by her stoic, yet thoughtful response to his hunger. Her intelligence and charisma were apparent, and Strahd soon offered her a position as his bride. She gladly accepted.

As a vampire, Ludmilla soon learned from Rahadin that Strahd would inevitably tire of her – unless, that is, she proved herself useful. She set about serving him in the advancement of his arcane studies, and personally took on the task of recruiting and training his next bride, Anastraya. She now carefully stays out of Strahd’s way unless he requests her presence directly, and has formed close ties to Rahadin.

Ludmilla is cautious, reserved, and cunning.

Treasure

Ludmilla wears a gold tiara (worth 750 gp), ten gold bracelets (worth 100 gp each), and a white wedding gown (worth 500 gp).

Mad Mage


The Mad Mage

Medium, Humanoid (Human)


  • Armor Class 12 (15 with mage armor)
  • Hit Points 110 (20d8+20; bloodied 55)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
-1 +2 +1 +3 +1 +0

  • Saving Throws Int +7, Wis +5
  • Skills Arcana +7, History +7
  • Damage Resistance Necrotic
  • Senses passive Perception 11
  • Languages Abyssal, Common, Elvish, Infernal
  • Challenge 9 (5,000 XP)                     Proficiency +4

Actions

Multiattack. The Mad Mage makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5ft. or range 120 ft., one target. Hit: 25 (4d10+3) necrotic damage.

Spellcasting. The Mad Mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: dancing lights, mage hand, prestidigitation
2/day each: bestow curse, dimension door, mage armor, web
1/day: circle of death


Bonus Actions

Summon Undead (1/Day). The Mad Mage magically summons five skeletons or zombies.


Reactions

Grim Harvest. When the Mad Mage kills a creature with necrotic damage, he regains 9 (2d8) hit points.


























The Mad Mage of Mount Baratok

The Mad Mage of Mount Baratok came to Barovia just over a month ago to free its people from Strahd's tyranny, but he underestimated Strahd's hold over the land and the creatures in it. After a battle between the two in Castle Ravenloft, Strahd drove the Mad Mage to the mountains and sent the wizard hurling over Tser Falls. The wizard, his staff and spellbook lost, survived the fall and retreated into the mountains, hoping to regain his power, only to be driven mad by the realization that he no longer has any hope of defeating Strahd or freeing the people of the vampire's damned realm.

The Mad Mage has forgotten his name and the world whence he came. In fact, he doesn't remember anything that happened before the madness. He suffers from the paranoia that powerful enemies are hunting him, and that their evil agents are everywhere and watching him.

Believing that the characters aim to kill him, the Mad Mage unleashes his destructive magic. As he tears into them, he shouts, "You think my magic has grown weak? Think again!" If he is reduced to 44 hit points or fewer, he shouts, "Tell your dark masters they can break my body, but never my spirit!" He then tries to escape.

A greater restoration spell cast on the Mad Mage will restore his wits and ends the madness. He will only join the heroes, however, if you have assigned him as the fated Enemy of Strahd in Madam Eva's Tarokka card reading, rather than Ezmerelda d'Avenir. With his wits restored, he sets out to find his missing staff and spellbook, leaving the characters on their own. He doesn't allow them to help him, for he fears they might be tempted to steal either his staff or his spellbook.

Madam Eva

Madam Eva

The fortune-teller Madam Eva lives among the Vistani but isn't truly one of them. She appears to be in her seventies, but she is, in fact, much, much older.

Madam Eva is Strahd's half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a Vistani woman whom King Barov, Strahd's father, took to his bed during one of his many crusades. Madam Eva knows she is Strahd's half-sister but has told no one of the royal blood flowing through her veins.

Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd's court, working as a maid in Castle Ravenloft. She came to know the castle like the back of her hand, and she was present for the wedding of Sergei and Tatyana. After Strahd went mad and murdered his brother, she fled the castle and took refuge with the Vistani. Later, she forged a pact with the goddess Mother Night, trading her youth for the power to undo the evil that Strahd had wrought. Mother Night transformed Katarina into an ageless crone, gifted with the power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd break his curse.

She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd's domain, in hopes that they will find a way to destroy the vampire or set him free. Over the centuries some few hearty bands of heroes have succeeded where so many dozens of others have failed. However, despite his destruction, Strahd has always, inexplicably, returned. The Dark Powers have no intention of giving him up. Madam Eva, just as stubbornly, refuses to give up on finding a way to release her half-brother from his eternal torment.

None of Madam Eva's Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia.

Madam Eva's Traits

Ideal. "I wish Strahd to be free of his curse."
Bond. "The Vistani are my people now."
Flaw. "The people whose fates I divine aren't important. They are but the means to an end."

Madam Eva's Campaign Use

Madam Eva’s primary purpose is to bring the heroes to Barovia, motivate their initial explorations, and to set them on the tasks to find and protect Ireena Kolyana, to search for the fated items of power, and to find their fated ally. This adventure assumes that Stanimir’s Vistani band will bring the heroes directly to Madam Eva at her encampment at the Tser Pool (the Mysterious Visitors adventure hook), or the heroes will be directed to seek her out (the Creeping Fog adventure hook).

As the campaign progresses, Madam Eva can help the heroes in other ways, such as by performing additional Tarokka card readings to aid them in their explorations, or by her powerful divine spellcasting, which she is happy to provide, for the appropriate fees.

If the heroes find themselves in over their head in Barovia, you can have Madam Eva mount a rescue. Of course, you shouldn’t use her in this capacity except as a last resort to keep the campaign from reaching an untimely end!

Madam Eva might seem mad, but she is, in fact, cunning and sharp of mind. She has met a good many adventurers in her time and knows they can't be fully trusted. She wants to free the land of Barovia from its curse, and her fate is interwoven with Strahd's. She does nothing to anger Strahd or bring harm to the Vistani.

Madam Eva


Madam Eva

Medium, Humanoid (Human)


  • Armor Class 10
  • Hit Points 88 (16d8+16; bloodied 44)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
-1 +0 +1 +3 +5 +4

  • Saving Throws Con +5, Wis +9, Cha +8
  • Skills Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7
  • Senses passive Perception 19
  • Languages Abyssal, Common, Elvish, Infernal
  • Challenge 10 (5,900 XP)                     Proficiency +4

  • Spellcasting Madam Eva is a 16th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).

She has the following cleric spells prepared:

  • Cantrips (at will): light, mending, sacred flame, thaumaturgy,
  • 1st-level (4 slots): bane, command, detect evil and good, protection from evil and good
  • 2nd-level (3 slots): lesser restoration, protection from poison, spiritual weapon
  • 3rd-level (3 slots): create food and water, speak with dead, spirit guardians
  • 4th-level (3 slots): divination, freedom of movement, guardian of faith
  • 5th-level (2 slots): greater restoration, raise dead
  • 6th-level (1 slot): find the path, harm, true seeing
  • 7th-level (1 slot): fire storm, regenerate
  • 8th-level (1 slot): earthquake

Actions

Dagger. Melee Weapon: +4 to hit, Reach 5ft., one target. Hit: 2 (1d4) piercing damage
































The Oracle - by Arman Akopian

Mongrelfolk


Mongrelfolk

Medium humanoid (mongrelfolk), any alignment


  • Armor Class 11 (natural armor)
  • Hit Points 26 (4d8+8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
+1 -1 +2 -1 +0 -2

  • Skills Deception +2, Perception +2, Stealth +3
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)                     Proficiency +2

  • Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

Actions

Multiattack. The mongrelfolk makes two attacks: one with its Bite and one with its Claw.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage

Mongrelfolk

Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.

Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.
































Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.

Horrific Offspring. It's possible to restore a mongrelfolk to its original form using a greater restoration spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.

Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)

Neferon

Neferon (Arcanaloth)

Medium fiend, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 104 (16d8 + 32; bloodied 52)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
+3 +1 +2 +5 +3 +3

  • Saving Throws Dex +5, Int +9, Wis +7, Cha +7
  • Skills Arcana +13, Deception +9, Insight +9, Perception +7
  • Damage Resistances cold, fire, lightning; damage from non-magical, non-silvered weapons
  • Damage Immunities acid, poison
  • Senses truesight 120 ft., passive Perception 17
  • Languages all, telepathy 120 ft.
  • Challenge 12 (8,400 XP)                     Proficiency +4

  • Innate Spellcasting. Neferon’s innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:

At will: alter self, darkness, heat metal, invisibility (self only), magic missile

Magic Resistance. Neferon has advantage on saving throws against spells and other magical effect.

Spellcasting. Neferon is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk
2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
3rd level (3 slots) counterspell, fear, fireball
4th level (3 slots) banishment, dimension door
5th level (2 slots) contact other plane, hold monster
6th level (1 slot) chain lightning
7th level (1 slot) finger of death
8th level (1 slot) mind blank


Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Teleport. Neferon magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.


Neferon's Spells

Chain Lightning (8th-Level; V, S, M). Neferon fires a bolt of electricity at one creature or object within 120 feet that deals 45 (10d8) lightning damage. Electricity then arcs to up to 5 additional targets that he chooses that are within 30 feet of the primary target.

Chain Lightning (6th-Level; V, S, M). Neferon fires a bolt of electricity at one creature or object within 120 feet that deals 45 (10d8) lightning damage. Electricity then arcs to up to 3 additional targets that he chooses that are within 30 feet of the primary target.

Finger of Death (7th-Level; V, S). Neferon points at one creature within 60 feet. Negative energy wracks the target and deals 62 (7d8 + 30) necrotic damage. A humanoid killed by this spell turns into a zombie at the start of his next turn. It is permanently under his control and follows his spoken commands.

Fireball (5th-Level; V, S, M). Fire streaks from Neferon to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half damage on a success.

Fireball (4th-Level; V, S, M). Fire streaks from Neferon to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC17 Dexterity saving throw, taking 25 (7d6) fire damage on a failed save or half damage on a success.

Fireball (3rd-Level; V, S, M). Fire streaks from Neferon to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half damage on a success.


Reactions

Shield (1st-Level; V, S). When Neferon is hit by an attack or targeted by magic missile, she gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn.

Counterspell (3rd-Level; S). When Neferon sees a creature within 60 feet cast a spell, he may attempt to interrupt it. If the spell is 2nd-level or lower, it automatically fails and has no effect. If the creature is casting a spell of 3rd-level or higher, Neferon makes an Intelligence ability check (+5) against a DC of 10 + the spell’s level. On a success, the creature’s spell fails and has no effect, but the creature can use its reaction to reshape the fraying magic and cast another spell with the same casting time as the original. This new spell must be cast at a spell slot level equal to or less than half the original spell slot.

Neferon

Patriina Velikovna


Patrina Velikovna (Banshee)

Medium undead, neutral evil


  • Armor Class 13
  • Hit Points 82 (15d8+15)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
-5 +3 +1 +1 +1 +4

  • Saving Throws Wis +4, Cha +7
  • Damage Resistances acid, fire, lightning, thunder, and damage from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Common, Draconic, Elvish, Giant
  • Challenge 8 (3,900)                           Proficiency +3

  • Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the direction they're in but no their exact locations.

  • Legendary Resistance (2/Day). If the banshee fails a saving throw, she can choose to succeed instead.

  • Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.


Actions

Multiattack. Patrina Velikovna uses Horrifying Visage. She then makes one Corrupting Touch attack.

Corrupting Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) necrotic damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Patrina's next turn. While frightened in this way, the target is paralyzed.

Horrifying Visage. Each non-Undead creature within 60 feet of Patrina that can see her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day). Patrina releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs or undead. All other creatures within 60 feet of her that can hear her must succeed on a DC 15 Constitution saving throw or it drops to 0 hit points. On a success, a creature takes 17 (5d6) psychic damage.




























Legendary Actions

Patrina can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The banshee regains spent legendary actions at the start of her turn.

Corrupt. Patrina uses Corrupting Touch.

Kiss of Death (Costs 2 Actions). Melee Spell Attack: +6 to hit, reach 5 ft., one frightened or incapacitated humanoid creature. Hit: The target must succeed on a DC 15 Constitution saving throw. On a failed save, the target's hit points are reduced to 0. On a success, the creature takes 17 (4d6+3) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Keening (Costs 3 Actions). Patrina uses Wail. If it isn't available, she recharges Wail.

Patriina Velikovna

Patrina Velikovna

In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.

Reducing the banshee to 0 hit points causes it to discorporate. Patrina's spirit can't rest, however, until she is formally wed to Strahd; the banshee re-forms in her crypt 24 hours later. Casting a hallow spell on the crypt prevents the banshee from returning for as long as the spell lasts.

Development. If she is restored to life by her brother, Patrina (NE female dusk elf) returns with no spells prepared. If the characters have her spellbook, she kindly asks them to give it back to her so that she can prepare her long-forgotten spells and help destroy Strahd (a lie). If the characters oblige, she repays their kindness by learning as much about them as possible before pursuing her own goals.


Patrina Velikovna (Archmage)

Medium humanoid (dusk elf), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 99 (18d8+18; bloodied 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +1 +5 +2 +3

  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Damage Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses passive Perception 12
  • Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant
  • Challenge 12 (8,400 XP)                     Proficiency +4

  • Magic Resistance. Patrina has advantage on saving throws against spells and other magical effects.

  • Spellcasting. Patrina is an 18th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She has the following wizard spells prepared:

  • Innate (at will): disguise self, invisibility

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

  • 1st-level (4 slots): detect magic, identify, mage armor, magic missile

  • 2nd-level (3 slots): detect thoughts, mirror image, misty step

  • 3rd-level (3 slots): counterspell, fly, lightning bolt

  • 4th-level (3 slots): banishment, fire shield, stoneskin

  • 5th-level (3 slots): cone of cold, scrying, wall of force

  • 6th-level (1 slot): globe of invulnerability

  • 7th-level (1 slot): teleport

  • 8th-level (1 slot): mind blank

  • 8th-level (1 slot): time stop


Actions

Multiattack. Patrina makes three attacks with her Arcane Burst.

Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5ft. or range 120 ft., one target. Hit: 27 (4d10+5) force damage.

Phantom Warrior


Phantom Warrior

Medium undead, any alignment


  • Armor Class 16
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+3 +0 +3 -1 +0 +2

  • Skills Perception +2, Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic
  • Challenge 3 (700 XP)                     Proficiency +2

  • Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

  • Incorporeal Movement. The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

  • Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.


Actions

Multiattack. The phantom warrior makes two attacks with its Spectral Longsword.

Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage.

Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plan while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.



























Phantom Warrior

A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.

Task Driven. Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.

Faded Memories. A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last 1d10 + 10 days of its life; everything that happened before that is an impenetrable fog.

Forceful Presence. Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects. Undead Nature. A phantom warrior doesn't require air, food, drink, or sleep.

Pidlwick II


Pidlwick II

Small construct, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 -1 +1 +0

  • Skills Performance +2
  • Damage Immunities poison
  • Condition Immunities paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common but doesn't speak, read, or write
  • Challenge 1/4 (50 XP)                     Proficiency +2

  • Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Pidlewick II

After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit.

Eager to please and desiring to return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right place, the effigy didn't have Pidlwick's abilities, and it failed to entertain anyone. Even though Pidlwick himself had spent months training it, the effigy couldn't speak, and its movements were more awkward than amusing.

A harsh winter trapped the duchess, her fool, and her fool's effigy in Castle Ravenloft for several months. The duchess subsequently succumbed to illness, after which Tatyana asked Pidlwick to remain at Castle Ravenloft.

Pidlwick II's Traits

Ideal. "I wish I could make people happy."
Bond. "I would like to find someone—anyone—who isn't afraid of me and who enjoys my company."
Flaw. "When I'm upset, I do bad things."


























One Pidlwick Too Many. Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a discarded toy.

Evil Toy. Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died in their sleep.

But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time.

After the deaths of Sergei and Tatyana, the castle became virtually abandoned, and there were no more guests for Pidlwick II to "entertain." The clockwork effigy emerged from its closet and found new places to hide. It fears Strahd and eagerly follows anyone who gives it the attention it craves.

Pidlwick II is basically an oversized toy—a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern.

Rahadin

Rahadin

Medium humanoid (elf), lawful evil


  • Armor Class 20 (studded leather armor +2)
  • Hit Points 135 (18d8 + 54; bloodied 68)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
+2 +6 +3 +2 +3 +4

  • Saving Throws Con +9, Wis +9
  • Skills Deception +10, Insight +9, Intimidation +10, Perception +9, Stealth +12
  • Senses darkvision 60 ft., passive Perception 19
  • Languages Common, Elvish
  • Challenge 11 (7,200 XP)                     Proficiency +6

  • Deathly Choir. Any creature within 10 feet of Rahadin that isn’t protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.

  • Elfsight. Rahadin’s attack rolls ignore half cover, and an area being lightly obscured does not impose disadvantage on his ability checks. He does not have disadvantage when making ranged attacks with his Poisoned Darts at long range.

  • Fey Ancestry. Rahadin gains advantage on saving throws against being charmed, and magic cannot put him to sleep.

  • Preternatural Awareness. Rahadin gains a bonus to initiative rolls equal to his Wisdom modifier (+3) for a total of +9, including his Dexterity bonus.

  • Innate Spellcasting. Rahadin’s innate spellcasting ability is intelligence. He can innately cast the following spells, requiring no components:

3/day: misty step, phantom steed
1/day: nondetection


Actions

Multiattack. Rahadin attacks three times with his Scimitar of Speed, or twice with his Poisoned Darts.

Scimitar of Speed. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d6+8) slashing damage plus 10 (3d6) poison damage.

Darts. Ranged Weapon Attack: +12 to hit, ranged 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 10 (3d6) poison damage.

Serpent Venom. As part of making an attack, Rahadin can apply a dangerous poison to his weapon (damage included above). He carries 3 doses of this venom. A single dose can coat his scimitar or up to 5 darts.


Bonus Actions

Scimitar of Speed. On each of his turns, Rahadin may use a bonus action to make one attack with his Scimitar of Speed (in addition to any attacks that he may have made with his Attack action).

Misty Step. Kasimir teleports to an unoccupied space that he can see within 30 feet. He cannot cast this spell and a 1st-level or higher spell on the same turn.

Rahadin

Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd's family faithfully for nearly five hundred years. He is Strahd's eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime.

Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Rahadin that the king made the dusk elf an honorary member of his family.

Chamberlain. After Barov died, Rahadin continued to fight as one of Strahd's generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.

When a dusk elf named Patrina Velikovna came knocking on Strahd's door, Rahadin could see that she intrigued Strahd, but Rahadin was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality—something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled all of his master's affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother, found Tatyana.

Tatyana was Strahd's type—a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired.

Rahadin's loyalty didn't waver after Tatyana died and Strahd became a vampire. Rahadin continued to do his master's bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft.

Rahadin

Executioner. Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from claiming her as his wife.

Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Rahadin to punish the dusk elves. Rahadin slew the female elves so that the males couldn't breed. He also sliced off the ears of Patrina's brother, Kasimir, who had orchestrated the stoning.

Screams of the Dead. So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. Rahadin can't hear them, nor would he be haunted by them if he could. The only thing he cares about is Strahd von Zarovich, for whom he would gladly give his life.

Rahadin's Traits

Ideal. "Loyalty is everything."
Bond. "I am a son of King Barov von Zarovich, and I will serve his son—my brother and lord—forever."
Flaw. "I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy."

Rudolph van Richten


Dr. Rudolph van Richten

Medium humanoid (human), lawful good


  • Armor Class 15 (Elven chain shirt)
  • Hit Points 77 (14d8 + 14; bloodied 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
-1 +1 +1 +3 +4 +3

  • Saving Throws Con +4, Wis +7, Cha +6
  • Skills Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4
  • Senses passive Perception 17
  • Languages Abyssal, Common, Elvish, Infernal
  • Challenge 6 (2,300)                     Proficiency +3

  • Special Equipment. In addition to his sword cane, van Richten wears an Elven chain shirt, a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.

  • Studied Hunter. Dr. van Richten adds his Wisdom bonus (+4) to the attack and damage rolls for his weapon attacks, instead of his Strength or Dexterity bonus (included below).

  • Undead Slayer. When van Richten hits an undead creature with a weapon attack, the creature takes an extra 10 (3d6) damage of the weapon’s type.


Actions

Multiattack. Dr. van Richten makes two melee attacks with his Silvered Sword Cane.

Silvered Sword Cane. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage (wooden cane) or piercing damage (silvered sword).

Spellcasting. Rudolph van Richten casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).

At will: guidance, light, sacred flame, thaumaturgy
3/day each: detect evil and good, healing word, protection from evil and good, sanctuary
2/day each: augury, hold person, magic circle, remove curse, speak with dead, zone of truth
1/day each: death ward, dispel evil and good, flame strike, freedom of movement, greater restoration, guardian of faith, heal


Doctor Rudolph van Richten

Several months ago, a colorfully dressed half-elf storyteller calling himself "Rictavio" came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands.

Monster Hunter. The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten's tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son's chest. Baron Metus avenged that deed by killing van Richten's wife, and van Richten has lived with the horror of his family's destruction ever since. After destroying Baron Metus in turn, van Richten took up a life of hunting evil monsters.

The Waiting Game. Van Richten isn't a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can't hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm.

While he bides his time, van Richten hides in plain sight with the aid of a hat of disguise, his thoughts protected by a ring of mind shielding. He is trying to learn more about the Keepers of the Feather—a society of wereravens that oppose Strahd—while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Meanwhile, Van Richten also wants to take out as many of Strahd's spies and allies as he can, starting with whatever vampire spawn he can find.

Man with a Plan. Van Richten doesn't know that his former protégé, a Vistana named Ezmerelda d'Avenir, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn't know all of his tricks and disguises. So far, their paths haven't crossed. In the event that van Richten becomes aware of Ezmerelda's presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so.

Van Richten Works Alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he's in danger of being unmasked, he retreats to the Tower at Lake Baratok (see chapter 8) or some other quiet corner of Strahd's domain.

Doctor van Richten's Traits

Ideal. "Evil cannot go unchallenged."
Bond. "To protect those I love, I must keep them distant and hidden from my enemies."
Flaw. "I am cursed. Thus, I will never have peace."

Strahd Zombie

Strahd Zombie

Medium undead, unaligned


  • Armor Class 8
  • Hit Points 30 (4d8+12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
+1 -2 +3 -4 -2 -3

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common, but can't speak
  • Challenge 1 (200 XP)                     Proficiency +2

  • Undead Nature. A Strahd zombie doesn't require air or sleep.

Actions

Multiattack. The zombie makes three attacks: one with its Bite and two with its Claw.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Strahd Zombie

Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.

Strahd's Animated Armor

Strahd's Animated Armor

Medium construct, lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 112 (15d8+45; bloodied 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+3 +1 +3 -1 +0 -1

  • Skills Perception +3
  • Damage Resistances cold, fire
  • Damage Immunities lightning, poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
  • Languages understands Common but can't speak
  • Challenge 6 (2,300 XP)                     Proficiency +3

  • Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.

  • Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

  • False Appearance. If the armor remains motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature has not observed the armor move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the animated armor is not a normal piece of mundane equipment.


Actions

Multiattack. The armor makes two melee attacks with its Greatsword or uses Shocking Bolt twice.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.

Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.

Strahd's Animated Armor

The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic motifs.

Thing of Evil. Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell effects on it to make the armor a better castle defender.

The armor understands Common but obeys only the commands of its master.

Vampire Spawn of Strahd


Vampire Spawn of Strahd

Medium undead, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 76 (9d8 + 36; bloodied 38)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
+4 +3 +4 +0 +2 +2

  • Saving Throws Dex +5, Wis +4
  • Skills Athletics +6, Perception +4, Stealth +5
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 5 (1,100 XP)                     Proficiency +2

  • Regeneration. A vampire spawn regains 10 hit points at the start of his turn if he has at least 1 hit point.
  • Spider Climb. A vampire spawn can climb even on difficult surfaces and upside down on ceilings.
  • Vampire Weaknesses. see page 1.

Actions

Multiattack. The vampire spawn makes two attacks, only one of which can be a Bite attack.

Grasping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Upon a successful strike, the target is also grappled (escape DC 14). If two Unarmed Strikes hit the same target, that creature is also restrained.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.


Reactions

Hissing Scuttle (1/day). When a vampire spawn takes radiant damage, it moves up to its Speed without provoking opportunity attacks.

Baronet Victor Vallakovich


Victor Vallakovich

Medium humanoid (human), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 49 (11d8; bloodied 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
-1 +2 +0 +3 +1 +0

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages Abyssal, Common, Elvish, Draconic
  • Challenge 5 (1,800 XP)                     Proficiency +3

Actions

Multiattack. Victor makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft., or range 120 ft., one target. Hit: 19 (3d10+3) psychic damage.

Spellcasting. Victor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks).

At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person, invisibility, suggestion, tongues


































Baronet Victor Vallakovich

The baron's miserable son, Victor Vallakovich, has confined himself to the attic of the burgomaster's mansion in Vallaki, where he is content to avoid the unwanted attention of his mother and the disapproving glares of his father. Years ago, Victor found an old spellbook in the mansion's library and used it to teach himself magic. He has been busy constructing a teleportation circle in the hope of escaping Barovia and leaving his parents to their doom.

Vladimir Horngaard

Order of the Silver Dragon

The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.

The vengeful revenants killed many of Strahd's soldiers, and whenever the undead knights were cut down, their spirits found new corpses to inhabit. Though the knights were grossly outnumbered, they waged war for months and slew hundreds of foes.

When Strahd died and became a vampire, Vladimir's knights should have gone to their everlasting rest, but their spirits couldn't leave Strahd's domain. They marched to Castle Ravenloft and were confronted by the Vistani seer Madam Eva, who told them Strahd had died, only to become a prisoner in his own land, tormented by the death of his beloved Tatyana and the murder of his brother Sergei.

After receiving that news, Vladimir ceased his advance and led his knights back to Argynvostholt. He realized that Strahd had already died and been damned to a hell of his own creation. With nowhere else to go and nothing else to do, Vladimir set his knights to killing Strahd's agents and anyone else who might help to ease Strahd's torment. Consumed by hatred, the knights have lost their honor and nobility. Their redemption hinges on whether Vladimir can set aside that hatred. The undead knight can be found brooding in the ruins of Argynvostholt.

The spirit of the dragon Argynvost isn't at rest, either. It can sense that the knights have been corrupted, and it reaches out to the characters, hoping they will help the knights find peace. If the characters retrieve the dragon's skull from Berez and place it in the mausoleum of Argynvostholt, the dragon's spirit ascends to the highest tower of the mansion and transforms into a beacon of light that flashes across Barovia. The light of the beacon reminds Vladimir Horngaard of what he has lost, enabling him and his fellow knights to let go of their hatred and find both redemption and rest.

Treasure

Vladimir’s valuable belongings include his +2 Greatsword, with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth, and his suit of full plate armor, which he has kept in immaculate condition. Vladimir also wears a platinum holy symbol of the Morninglord (worth 250 gp) around his neck, underneath his full plate armor.

Vladimir Horngaard

Vladimir Horngaard

Medium undead, lawful evil


  • Armor Class 18 (full plate armor)
  • Hit Points 192 (20d8+100; bloodied 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+4 +3 +5 +0 +1 +4

  • Saving Throws Str +10, Con +11, Wis +7, Cha +10
  • Damage Resistances necrotic, psychic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Draconic
  • Challenge 7 (2,900 XP)                     Proficiency +3

Fearsome Pursuit. Vladimir Horngaard can spend 1 minute focusing on Strahd von Zarovich and afterward knows the distance and direction to him.

Magic Resistance. Vladimir has advantage on saving throws against spells and other magical effects.

Rapid Recovery. If Vladimir goes 1 minute without taking damage, he regains all of his missing hit points.

Relentless. When Vladimir is reduced to 0 hit points, his body turns to dust. One minute later, his spirit inhabits a recently-dead humanoid corpse of his choice in Barovia, regaining all of his hit points.


Actions

Multiattack. Vladimir Horngaard makes two attacks with his +2 Greatsword.

+2 Greatsword. * Melee Weapon Attack:* +9 to hit, reach 5ft., one target. Hit: 20 (4d6+6) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage.

Burning Hatred (Recharge 4-6). Vladimir targets Strahd von Zarovich, if he is within 30 feet. Strahd makes a DC 15 Wisdom saving throw. On a failure, Strahd takes 14 (4d6) psychic damage and is paralyzed until the end of his next turn. On a success, Strahd takes half damage and is merely frightened until the end of his next turn.

Vladimir Horngaard

Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.

Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.

Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley.

When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind curtains of mist.

Blinded by Hatred. Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate.

Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor.

Vladimir Horngaard's Traits

Ideal. "Vengeance is all I have left."
Bond. "I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies."
Flaw. "Destroying Strahd would end the vampire's torment, and that is something I will never allow."

Volenta Popofsky


Volenta Popofsky

Medium undead, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 144 (12d8 + 48; bloodied 72)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
+4 +4 +4 +0 +2 +2

  • Saving Throws Dex +7, Wis +5
  • Skills Acrobatics +7, Athletics +7, Perception +5, Stealth +7
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 7 (2,800 XP)                     Proficiency +3

  • Regeneration. Volenta regains 15 hit points at the start of her turn if she has at least 1 hit point.
  • Spider Climb. Volenta can climb even on difficult surfaces and upside down on ceilings.
  • Vampire Weaknesses. see page 1.
  • Assassinate. Volenta has Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit she scores against a creature that is surprised is a critical hit.
  • Sneak Attack (1/Turn). Volenta deals an extra 10 (3d6) damage when she hits with a weapon attack while she has Advantage on the attack, or when its target is within 5 feet of an ally of the vampire while she doesn’t have Disadvantage on the attack.

Actions

Multiattack. Volenta makes two attacks, only one of which can be a Bite attack.

Grasping Strike (Vampire form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one targets. Hit: 8 (1d8+4) bludgeoning damage. Upon a successful strike, the target is also grappled (escape DC 15). If two Grasping Strikes hit the same target, that creature is also restrained.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.


Reactions

Hissing Scuttle (1/day). When Volenta takes radiant damage, she moves up to her Speed without provoking opportunity attacks.


































Volenta Popofsky

Volenta Popofsky led a macabre and evil life. She was a prostitute in Barovia that would torture and kill any of her customers she could. She was run out of town when some of her activities were discovered. She ran to Castle Ravenloft and offered herself to Count Strahd to do with as he pleased. He was aware of her murderous behavior and impressed with the depths of her sadism. He made her his bride, and is at times impressed with her vampiric bloodlust which almost rivals his own.

Volenta is the most willful of the three brides, enjoying pushing the boundaries of Count Strahd and Ludmilla specifically. She has a childlike personality that quickly descends into a sadistic bloodlust. She likes to toy with her victims, and despite warnings from Ludmilla she believes Strahd will love her forever.

Treasure

Volenta wears a platinum mask shaped vaguely like a skull (worth 750 gp), ten platinum rings set with gemstones (worth 250 gp each), and a gold wedding gown (worth 500 gp).

Wereraven


Wereraven

Medium humanoid (human, shapechanger, lawful good)


  • Armor Class 12
  • Hit Points 31 (7d8)
  • Speed 30 ft. (10 ft., fly 50 ft. in raven form; 30 ft., fly 50 ft. in hybrid form)

STR DEX CON INT WIS CHA
+0 +2 +0 +1 +2 +2

  • Saving Throws None
  • Skills Insight +4, Perception +6
  • Senses passive Perception 16
  • Languages Common (can't speak in raven form)
  • Challenge 2 (450 XP)                             Proficiency +2

  • Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate.

  • Change Shape. The wereraven polymorphs into a raven­ humanoid hybrid or into a Tiny raven, or back into its humanoid form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its humanoid form if it dies.

  • Mimicry. The wereraven can mimic simply sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its Hand Crossbow.

Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.


























Wereraven

Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.

In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.

A Kindness of Wereravens. Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.

Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places. Characters as Wereravens. The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.

A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the "Player Characters as Lycanthropes" sidebar in the lycanthropes entry in the Monster Manual for details.

Werewolf


Werewolf

Medium humanoid (human shapeshifter), chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 58 (9d8+18; bloodied 29)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
+2 +2 +2 +0 +0 +0

  • Saving Throws Str +4, Con +4, Wis +2
  • Skills Athletics +4, Perception +4, Stealth +4
  • Senses darkvision 30 ft. (wolf or hybrid form only), passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)                     Proficiency +2

  • Moon Frenzy. When a full moon appears in the night sky, the werewolf must enter hybrid form, can’t Shapeshift thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form and is fatigued for 2d4 hours.

  • Pack Tactics. The werewolf has Advantage on attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and not incapacitated.

  • Regeneration. A werewolf regains 10 hit points at the start of its turn. If the werewolf takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't regenerate.

  • Wolf Empathy. A werewolf can communicate with wolves, dire wolves, and other lupine creatures.


Actions

Multiattack. the werewolf makes two melee attacks, only one of which can be with its Bite.

Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d8+2) piercing damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy (see details below).

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.


Bonus Actions

Frenzied Bite (While Bloodied, Wolf or Hybrid Form Only). The werewolf makes a Bite attack.

Shapeshift. The werewolf can use his bonus action to polymorph into a wolf, wolf-humanoid hybrid, or back into his true humanoid form. Its statistics are the same in each form, although it cannot speak in wolf form. Any equipment he is wearing or carrying is not transformed. It reverts to its true form if it dies.

The Curse of Werewolf Lycanthropy On each full moon, the cursed creature must succeed at another DC 12 Constitution save or turn into a werewolf until dawn. The creature is under the DM’s control and goes on a rampage for half the night before falling unconscious until dawn.

Wintersplinter


Wintersplinter
(tree blight)

Huge plant, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 149 (13d12+65)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+6 +0 +5 -2 +0 -4

  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius); passive Perception 10
  • Languages understands Common and Druidic but doesn't speak
  • Challenge 7 (2,900 XP)                     Proficiency +3

  • False Appearance. If the tree blight remains motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature has not observed the tree blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the tree blight is not a dead tree.
  • Siege Monster. The tree blight deals double damage to objects and structures.

Actions

Multiattack. The tree blight makes four attacks: two with its Branches and two with its Grasping Roots. If it has a target grappled, the tree blight can also make a Bite attack against that target as a bonus action.

Bite. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

Branches. Melee Weapon Attack: +9, reach 15 ft., one target. Hit: 16 (3d6+6) bludgeoning damage.

Grasping Roots. Melee Weapon Attack: +9, reach 15 ft., one creature not grappled by the tree blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the tree blight but ends the grapple.

Zuleika Toranescu


Zuleika Toranescu

Medium humanoid (human shapeshifter), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 90 (14d8+28; bloodied 45)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
+2 +2 +2 +0 +3 +0

  • Saving Throws Str +5, Con +5, Wis +6
  • Skills Athletics +5, Perception +9, Stealth +5
  • Senses darkvision 30 ft. (wolf or hybrid form only), passive Perception 19
  • Languages Common (cannot speak in wolf form)
  • Challenge 4 (1,900 XP)                           Proficiency +3

  • Moon Frenzy. When a full moon appears in the night sky, the werewolf must enter hybrid form, can’t Shapeshift thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form and is fatigued for 2d4 hours.
  • Pack Tactics. The werewolf has Advantage on attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and not incapacitated.
  • Regeneration. A werewolf regains 10 hit points at the start of its turn. If the werewolf takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't regenerate.
  • Wolf Empathy. A werewolf can communicate with wolves, dire wolves, and other lupine creatures.

Bonus Actions

Frenzied Bite (While Bloodied, Wolf or Hybrid Form Only). Zuleika makes a Bite attack.

Shapeshift. Zuleika polymorphs into a wolf, wolf-humanoid hybrid, or back into her true humanoid form. Her statistics are the same in each form, although she cannot speak in wolf form. Any equipment she is wearing or carrying is not transformed. She reverts to her true form if she dies.
























Actions

Multiattack. Zuleika makes two melee attacks, only one of which can be with her Bite.

+1 Silvered Dagger (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d4+3) piercing damage.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy (see details below).

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

Spellcasting. Zuleika casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):

At Will: toll the dead, thaumaturgy, light, spare the dying
2/day each: sanctuary, inflict wounds, command
1/day each: spiritual weapon, enhance ability, blindness/deafness, prayer of healing

The Curse of Werewolf Lycanthropy On each full moon, the cursed creature must succeed at another DC 12 Constitution save or turn into a werewolf until dawn. The creature is under the DM’s control and goes on a rampage for half the night before falling unconscious until dawn.

Zuleika Toranescu

Zuleika Toranescu

West of Lake Baratok is a cave complex that the werewolves of Barovia use as a den. Recently, Emil Toranescu challenged the pack's leader, Kiril Stoyanovich, by questioning his treatment of children kidnapped by the pack.

Kiril would arm the children with weapons and force them to fight each other to the death until only one child was left standing. The winner would then be turned into a werewolf, ensuring what Kiril called "the strength and purity of the pack." Emil advocated keeping all the children alive and turning them into werewolves, thus increasing the pack's size. Emil believed that a larger pack would ensure the werewolves' survival, whereas Kiril saw a larger pack as too difficult to control and feed.

This ideological divide couldn't be reconciled and led to many disagreements. The other werewolves were split between the two camps, and it seemed likely that either Kiril or Emil would die before the conflict could be resolved.

Then Kiril disappeared for several days, causing the other werewolves to wonder whether he had fled or had been quietly disposed of by Emil and his allies. When Kiril returned, he was accompanied by a pack of several dozen dire wolves loyal to Strahd, and he brought word from Castle Ravenloft that Strahd was not pleased with Emil's attempt to fracture the pack. The dire wolves took Emil back to Castle Ravenloft to face punishment, and he was locked in the dungeon.

Zuleika Toranescu, Emil's wife, believes her mate to be dead by Strahd's hand; she prays to Mother Night for guidance, hoping that the goddess might hold enough sway over Strahd to persuade him to free her beloved.

Kiril has ordered Zuleika to guard the prisoners in the den. If the characters rescue Emil and return him safely to Zuleika, she gladly releases the children. If the characters confirm that Emil is truly dead, either by their hand or Strahd's, she still might let the prisoners go if the characters help her deal with Kiril Stoyanovich, whom she blames above all. Zuleika sees the characters as the answer to her prayers and asks them to kill Kiril when he returns from his latest hunt.

Count Strahd von Zarovich

Strahd von Zarovich

Strahd von Zarovich, a vampire and wizard, can be encountered almost anywhere in his domain, but currently chooses to remain in his castle. The vampire is always encountered in the place indicated by the card reading later in this chapter, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.

Details for using Strahd in battle, including his stat-blocks to be used in a multi-phased combat encounter, can be found below.

The Vampire's History

In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, King Barov, Strahd waged long, bloody wars against his family's enemies. He and his army cornered the last of these enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his deceased father, and was so struck by its scenic beauty that he decided to settle there.

Queen Ravenovia lamented the death of Barov and was fearful of Strahd. War had made him cold and arrogant. She kept her younger son, Sergei, away from the battlefield. Strahd envied the love and attention his mother visited upon his brother, so in Barovia he remained. Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.

Strahd scoured his conquered lands for wizards and artisans, brought them to the valley of Barovia, and commanded them to raise a castle to rival the magnificent fortresses of his ancestral homeland. Strahd named the castle Ravenloft, after his mother, to demonstrate his love for her. When it was complete, Strahd commanded his mother and brother to come to Barovia and stay with him. Sergei eventually took up residence at Raveoloft, but Ravenovia passed away while traveling to her namesake. In sorrowful disappointment, Strahd sealed his mother's body in a crypt beneath the castle.

Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.

But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.

After slaughtering the guards, Strahd saw the faces of his father and mother in the thunderclouds, looking down upon him and judging him. He had destroyed the family bloodline and doomed all of Barovia. The castle and the valley were spirited away, locked in a demiplane surrounded on all sides by deadly fog. For Strahd and his people, there would be no escape.



























Roleplaying Strahd

Strahd has been the master of Ravenloft for centuries now. He has, long ago, given up all hope of salvation. Strahd knows his soul is lost to evil.

He feels neither pity nor remorse, neither love nor hate. He doesn't suffer anguish or wallow in indignation. He believes, and has always believed, that he is the master of his own fate.

When he was alive, Strahd could admit to letting his emotions get the better of him from time to time. Now, as a vampire, he is more monster than man, with barely a hint of emotion left. He is above the concerns of the living. Characters who try to appeal to Strahd's humanity will be gravely disappointed, because there is little humanity left in him. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret. In his mind, her death couldn't have been prevented, and what is done cannot be undone.

If he learns of or sees Tatyana’s reincarnation, he will stop at nothing to claim her. For the one thing that Strahd covets is Tatyana’s soul. He seeks to claim that which he was denied from the start - the very thing that led to his damnation all those centuries ago. He desires only to possess that soul, for he knows there can be no more than that. He wishes to own her soul, and the vessel that currently houses it, as any other bauble or trinket that clutters the treasuries of Castle Ravenloft. Strahd now understands that he’ll never have Tatyana in the way that he intended in life, but in undeath he will have her nevertheless.

Part 1 | Count Strahd von Zarovich

Strahd's Brides

Over the years, Strahd has endowed certain of his favored consorts with the dark gift of bridehood. Creating a bride or groom, although seemingly a simple process, requires an exhausting exercise of much power by the creating vampire. For this reason, only vampires of advanced age and capability can even assay this procedure. A bride or groom can be created only by a vampire of age category Ancient or greater, and not even all of those are capable of doing so.

In his case, Strahd’s obsession with women who resemble, or otherwise remind him of, his lost Tatyana has led him on several occasions to create a bride in cold blood, for the sole purpose of satisfying his own desires.

The exact process is detailed by Doctor van Richten himself, in his classic Guide to Vampires:

Creating a Vampire Bride

To actually create the bride, the vampire bestows what is known as the "Dark Kiss.” It samples the blood of its mortal paramour - once, twice, thrice - draining her almost to the point of death. This process causes the subject no pain; in fact, it has been described as the most euphoric, ecstatic experience, in comparison to which all other pleasures fade into insignificance. Just as the subject is about to slip into the terminal coma from which there is no awakening, the vampire opens a gash in its own flesh - often in its throat - and holds the subject's mouth to the wound. As the burning draught that is the vampire's blood gushes into the subject's mouth, the primitive feeding instinct is triggered, and she sucks hungrily at the wound, enraptured. With the first taste of the blood, the subject is possessed of great and frenzied strength, and will use it to prevent the vampire from separating her from the fountain of wonder that is its bleeding wound. It is at this point that the creator-vampire's strength is most sorely tested. He is weakened by his own blood loss, and also by his own rapture as the "victim" of a dark kiss. Overcoming the sudden loss of strength and the inclinations of lust, the vampire must pull her away from its own throat, hopefully without harming her, before she has overfed. Should the subject be allowed to feed for too long, she is driven totally and incurably insane, and will die in agony within 24 hours.

Once the subject has stopped feeding, she falls into a coma that lasts minutes or hours, at the end of which time, she dies. Several hours later, she arises as a Fledgling vampire - and her creator's bride! Her vampire creator must be present to teach her the requirements and limitations of her vampiric existence. Otherwise, she might not understand the necessity of feeding, and might even wander out into the sunlight and be destroyed.

Those Who Remain

Of those that have been forced through the process, only Sasha Ivliskova, Ludmilla Vilisevic, Anastrasya Karelova, and Volenta Popofsky have survived. Sasha, the eldest bride, displeased Strahd centuries past, and has been locked in her tomb in the catacombs since. It is the three other vampire brides that rule in Strahd’s stead, and each vie with one another for power and dominance. These creatures have carved out areas of influence for themselves within the walls of Castle Ravenloft, as well as out in the valley, and each lays claim to a host of minions who do their bidding as the three factions contend with each other’s schemes.

Ludmilla, the eldest and most powerful of the three, has managed to maintain a tenuous hold on her claim to the top spot of this fragile hierarchy. While Volenta, the youngest, continues to challenge the status quo, and seeks in earnest to displace either, and eventually both, of her sister-brides.

One thing, however, that the three brides share in common is their fascination with strangers who are occasionally drawn to Barovia. Each of the brides will pay close attention to newcomers and work to incorporate them into their plots and schemes against each other. A bride will not directly attack the heroes unless they become a direct threat to that individual bride, nor will they interfere with adventurers that begin to hunt a sister-wife, or seek revenge if the heroes are successful in destroying one – after all, the destruction of a fellow bride only serves to enhance or protect their own position in the hierarchy of Strahd’s spawndom.

Strahd's Spawn

Currently, Strahd’s spawn rule the valley of Barovia in his stead, and have established their own hierarchy, with the oldest and strongest directing the younger and weaker to carry out their various schemes. These spawn take great care, however, to avoid two things: first, they ensure that their hunger and passions do not overwhelm the modest population of the valley; long term survival dictates that they curb their desires and keep their thirsts in check. Second, and most importantly, they avoid taking any action that might displease Strahd, their master, knowing that he is volatile and will destroy a spawn without a moment’s hesitation, or worse, will entomb them in the catacombs for the rest of eternity.

Strahd and the Vistani

During one of Strahd's military campaigns, years before he became a vampire, a group of Vistani rescued him after he was wounded in battle. These Vistani not only nursed Strahd back to health but also delivered him safely home. As a reward for their generosity, Strahd declared that all Vistani had the right to come and go from his land as they please, and this privilege extends to the present day. Thus, Vistani can travel freely through the fog that surrounds Barovia, without fear of harm or entrapment.

Strahd honors his debt to the Vistani in part because he envies the Vistani way of life – the freedom they have to go where they please, their devotion to family, and their festive spirit. The courtesy he shows them is not simply a matter of honor but is also born from his admiration of them.

Count Strahd von Zarovich

Strahd von Zarovich, both Phases


Lair Actions

In addition to his other considerable abilities and attacks, Strahd has even greater power when he is in his personal stronghold, Castle Ravenloft. As long as he isn’t incapacitated, on initiative count 20 (losing ties), Strahd can take one of the following lair action options:

  • Strahd targets any number of doors or windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again.
  • Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.
  • Strahd targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 18 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd’s commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.

Downtime Activity

Create Spawn. If a creature dies after being reduced to 0 HP by his Bite action, Strahd can turn this victim into a Vampire by donating some of his own blood to the victim and burying the victim in earth for 3 nights. The new vampire will be a spawn, under Strahd’s control.


The Heart of Sorrow

While the Heart of Sorrow (area K20) is intact, Strahd’s has no weakness to sunlight.

Battling Strahd

With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, "Into the Mists," to understand his personality and goals.

Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.

Strahd's Tactics

Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.

When you run an encounter with Strahd, keep the following facts in mind:

  • Strahd attacks at the most advantageous moment and from the most advantageous position.
  • Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat).
  • Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party.
Count Strahd von Zarovich

Strahd von Zarovich, Phase I


Strahd von Zarovich, Count of Barovia

Elite Legendary Medium undead (shapechanger), lawful evil


  • Armor Class 20 (plate armor)
  • Hit Points 195 (15d8 + 75)
  • Speed 50 ft., climb 50 ft., fly 30 ft. (Mist Form only)

STR DEX CON INT WIS CHA
+5 +4 +5 +5 +3 +4

  • Saving Throws Dex +9, Wis +8, Cha +9
  • Skills Arcana + 10, Athletics +10, Perception +13, Persuasion +9, Stealth +14
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses darkvision 120 ft., passive Perception 23
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge 15 x 2 * (20,000 XP) Strahd is the equivalent of two CR 15 monsters.                     Proficiency +5

  • Legendary Resistance (3/Day). When Strahd fails a saving throw, he can choose to succeed instead.
  • Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point.
  • Spider Climb. Strahd can climb even on difficult surfaces and upside down on ceilings.
  • The First Vampyr. When Strahd drops to 0 hit points, instead of falling unconscious, he turns into a bat-like beast of a creature and fights anew using the Phase II stat-block (The First Vampyr), below.
  • Vampire Weaknesses. See page 1. While the Heart of Sorrow (area K20) is intact, Strahd’s weakness to sunlight is not in effect.

Actions

Multiattack (Vampire form only). Strahd makes three attacks, only one of which can be a Bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the Strahd’s presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and Strahd regains this number of hit points. The reduction lasts until the target finishes a long rest.

If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in Strahd’s thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.

Grasping Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) necrotic damage. Upon a successful strike, the target is also grappled (escape DC 18). If two Grasping Strikes hit the same target, that creature is also restrained.

Shadow Blade (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8+5) psychic damage

Spellcasting. Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At Will: comprehend languages, fog cloud, disguise self, mage hand, minor illusion, prestidigitation
5/day each: animate dead, darkness, detect thoughts, gust of wind, mirror image, shield, sleep
3/day each: blight, greater invisibility, misty step, nondetection
2/day each: polymorph, scrying
1/day each: animate objects


Reactions

Hissing Scuttle (1/day). When Strahd takes radiant damage, he moves up to his Speed without provoking opportunity attacks.

Warding Charm (1/day). When a creature Strahd can see targets him with a melee attack but before the attack is made, Strahd uses Charm on that creature.

Count Strahd von Zarovich


Bonus Actions

Charm (Gaze). Strahd magically targets a creature within 30 feet, forcing it to make a DC 18 Wisdom saving throw. On a failure, the target is charmed by Strahd for 24 hours. While charmed, it regards Strahd as a trusted friend, and is a willing target for his bite. Although the target is not under his control, it takes Strahd’s requests or actions in the most favorable way it can.

The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to Strahd’s Charm for 24 hours.

Children of the Night (1/day). Strahd’s presence brings forth creatures of the night to do his bidding. Strahd calls 2d4 swarms of bats or swarms of rats, or 3d6 wolves, but can call other creature’s at the DM’s discretion.

The called creatures arrive immediately and act on Strahd's initiative count. Strahd can give telepathic orders to these creatures as long as they are within 100 feet, but they cannot communicate back. The beasts remain until Strahd dies, or until he dismisses them as a bonus action.


Legendary Actions

Strahd can take 1 legendary action, 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. He regains spent legendary actions at the start of his turn.

Blood Charm. Strahd uses his Charm action (see above).

Grasping Strike Attack. Strahd makes a single attack with his Grasping Strike (see above).

Shadow Blade Attack. Strahd makes a single attack with his Shadow Blade (see above).

Mist Form. Strahd transforms into a mist or back into its true form. As mist, he has a flying speed of 30, can’t speak, can’t take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. The mist can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Anything he’s carrying transforms with him.

Shapechange. Strahd transforms into the shape of a Medium or smaller beast or back into his true form. While transformed, he has the beast’s size and movement modes. He can’t use reactions or legendary actions, and can’t speak. Otherwise, he uses his own statistics. Anything he’s carrying transforms with him.

Count Strahd von Zarovich

Strahd von Zarovich, Phase II


Strahd von Zarovich,
The First Vampyr

Elite Legendary Medium undead (shapechanger), lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 195 (30d8 + 75)
  • Speed 40 ft., climb 30 ft., fly 30 ft. (Mist Form only)

STR DEX CON INT WIS CHA
+5 +4 +5 +5 +3 +4

  • Saving Throws Dex +9, Wis +8, Cha +9
  • Skills Arcana + 10, Athletics +10, Perception +13, Persuasion +9, Stealth +14
  • Damage Resistances necrotic; damage from nonmagical, non-silvered weapons
  • Condition Immunities disease, poison, sleep
  • Senses truesight 120 ft., passive Perception 23
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge 15 x 2 * (20,000 XP) Strahd is the equivalent of two CR 15 monsters.                     Proficiency +5

  • Misty Recovery. When Strahd drops to 0 hit points, instead of falling unconscious, he turns into mist as if he had used the Mist Form legendary action. He can’t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, he can be destroyed by a wooden stake driven through the heart, but he is otherwise immune to damage.
  • Legendary Resistance (3/Day). When Strahd fails a saving throw, he can choose to succeed instead.
  • Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point.
  • Spider Climb. Strahd can climb even on difficult surfaces and upside down on ceilings.
  • Vampire Weaknesses. See page 1. While the Heart of Sorrow (area K20) is intact, Strahd’s weakness to sunlight is not in effect.






















Actions

Multiattack (Vampire form only). Strahd makes three attacks, only one of which can be a Bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the Strahd’s presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and Strahd regains this number of hit points. The reduction lasts until the target finishes a long rest.

If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in Strahd’s thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.

Grasping Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) necrotic damage. Upon a successful strike, the target is also grappled (escape DC 18). If two Grasping Strikes hit the same target, that creature is also restrained.

Necrotic Burst (Vampire Form Only). Melee or Ranged Spell Attack: +10 to hit, reach 5 ft., or range 120 ft., one target. Hit: 21 (3d10+5) necrotic damage

Count Strahd von Zarovich


Bonus Actions

Charm (Gaze). Strahd magically targets a creature within 30 feet, forcing it to make a DC 18 Wisdom saving throw. On a failure, the target is charmed by Strahd for 24 hours. While charmed, it regards Strahd as a trusted friend, and is a willing target for his bite. Although the target is not under his control, it takes Strahd’s requests or actions in the most favorable way it can.

The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to Strahd’s Charm for 24 hours.


Reactions

Hissing Scuttle. When Strahd takes radiant damage, he moves up to his Speed without provoking opportunity attacks.


Legendary Actions

Strahd 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. He regains spent legendary actions at the start of his turn.

Blood Charm. Strahd uses his Charm action (see above).

Burning Blood (Costs 2 Actions). Strahd targets a creature within 60 feet, magically causing its blood to boil in its veins. The target makes a DC 18 Constitution saving throw, taking 31 (9d6) fire damage on a failed save or half damage on a success.


Drink Blood (Costs 2 Actions). Strahd makes a bite attack (see above). On a hit, the target makes a DC 17 Constitution saving throw, falling asleep for 1 minute on a failure. The target wakes up if it takes damage or a creature uses an action to shake it awake.

Elite Recovery. Strahd ends one negative effect currently affecting him. He can use this action as long as he has at least 1 hit point, even while unconscious or incapacitated.

Grasping Strike Attack. Strahd makes a single attack with his Grasping Strike (see above).

Mist Form. Strahd transforms into a mist or back into its true form. As mist, he has a flying speed of 30, can’t speak, can’t take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. The mist can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Anything he’s carrying transforms with him.

Shapechange. Strahd transforms into the shape of a Medium or smaller beast or back into his true form. While transformed, he has the beast’s size and movement modes. He can’t use reactions or legendary actions, and can’t speak. Otherwise, he uses his own statistics. Anything he’s carrying transforms with him.

Momentary Transformation (Vampire Form Only). Strahd uses Shapechange or Mist Form, moves up to his Speed without provoking opportunity attacks, and then returns to his true form.