1643747-The Wedding at Ravenloft
1643747-The Wedding at Ravenloft
1643747-The Wedding at Ravenloft
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CREDITS
Author: Wyatt Trull
Editor: Jason Price
Layout: Chris Hopper, Wyatt Trull
Graphic Design: Catlin Liliana Price, Trevor Armstrong
Artists: Olie Boldador, Dean Spencer, Henrik Karppinen,
Jack Holliday, James Webster, Lore Wise Games, Sverker
Castillo, Adobe Stock Art
GLOSSARY
The Companion makes the most of several terms:
Artifact refers to the holy symbol of ravenkind, the sunsword,
and the Tome of Strahd.
Destined Ally refers to the Strahd's enemy, the ally that is
destined to stand with the party, as determined by the
Fortunes of Ravenloft
Final Confrontation refers to the location in Castle
Ravenloft where the adventurers are fated to fight Strahd
to the death.
3
The Wedding at Ravenloft
OVERVIEW
Triumphant in his centuries-long pursuit of his beloved Tatyana, OVERVIEW
Strahd von Zarovich cannot help but gloat. Wedding invitations
have been sent out across Barovia, and all are expected to witness The Wedding at Ravenloft spans four acts:
this unholy union. In his arrogance, he has invited his greatest In Act I, the adventurers arrive at Castle Ravenloft, swear
enemies to humiliate them one last time before draining Ireena an oath to hospitality, and mingle with the guests. They
Kolyana of her life's blood and damning her soul for eternity. also have the opportunity to sneak about the castle.
May the gods watch over these wayward souls. Might the Act II, the ceremony, is the shortest act, featuring the
strength of their sword-arms and the courage of their hearts be wedding ceremony between the devil and his bride. If he
enough to stand boldly against the devil's shadow—for here, in still lives, the Abbot crashes the wedding to object,
Barovia, all is not well. It can never be well so long as this valley offering his flesh golem, Vasilka, instead.
and its people live under the Curse of Strahd. Act III comprises the reception, the calm before the storm.
Strahd enjoys his victory lap and, after leaving for his
he Wedding at Ravenloft is a module balanced for a marital bed, has his minions betray the adventurers.
Overview
4
PREPARING THE WEDDING
This module is designed to alleviate your workload, but still
requires basic knowledge over Curse of Strahd's character
and their motivations; see Dramatis Personae for details.
Because The Wedding at Ravenloft is a pre-written
conclusion to a months-long campaign, the details herein
might not align with the events that have transpired in
your own campaign. This module assumes that most
characters have lived to see the wedding, even Father
Lucian Petrovich who is the likeliest to die in a given Curse
of Strahd campaign. If a character is dead or indisposed, you
must improvise. Many characters are versatile (e.g., if
Father Lucian died but his corpse was not burned, he could
still officiate the wedding as a vampire burn; if not, Strahd
forces Donavich or a nondescript priest to officiate).
Before you run this module, ask yourself these questions
• Has Rahadin, Ismark Kolyanovich, or Ireena Kolyana
been slain? Have any other characters mentioned in this
module?
• Was St. Andral's Feast thwarted? If not, did Father
Lucian die to Strahd? Was his body burned? Who
officiates the wedding, if not him?
• Are invitees, such as Arrigal, the party's Destined Ally?
Does this conflict with their role in the module?
• Is the party's Destined Ally even invited to the wedding?
If not, how can they arrive to assist the party?
• Were the Vallakoviches executed?
• Does Lady Fiona Wachter reign over Vallaki?
• Was the Abbot met? Does he yet live? Does Vasilka?
• Were the Keepers of the Feathers helped by the
adventurers in any way?
• Has Kasimir Velikov received the Dark Gift of Zhudun SETTING UP THE WEDDING
the Corpse Star—the power to resurrect his sister—from For the wedding to be possible, Strahd must capture Ireena
the Amber Temple? Kolyana—an event which is left up to the Dungeon Master
• Does Kiril Stoyanovich yet live? Has the werewolf pack in every Curse of Strahd campaign. Consider the following
been annihilated? set-up:
• Must the adventurers still secure the last Fortunes of • Ireena accompanies the adventurers to Krezk, where she
Ravenloft? Are any hidden in the castle? hears Sergei's call from the pool of the White Sun. When
she enters, Strahd hurls a lightning bolt from afar, killing
Ireena before her soul can escape Barovia.
• The adventurers should have already seen the Abbot
resurrect Dmitri Krezkov's son. With night closing in,
they must climb the mountain road up to the Abbey of
Saint Markovia. The Abbot resurrects Ireena, but
demands a wedding dress for Vasilka in return. Ireena
will be his hostage until then.
• Strahd himself arrives to take Ireena—he came far too
close to losing her, and so ends the game of cat-and-
mouse. He ravages the adventurers while the Abbot looks
on indifferently. To save her friends, Ireena offers herself
to Strahd.
• The next morning, wedding invitations are sent out
across Barovia, and no matter where the adventurers are,
they wake to a letter from Strahd requesting their
presence.
Overview
5
PREPARATIONS BY THE PLAYERS Guest List
The players are not just mute witnesses to a wedding in this Character Faction
module; they have their own opportunities to become Adrian Martikov Keepers of the Feather
involved and express their creativity, all while plotting Anastrasya Karelova Loyalists
Strahd's demise. The players are encouraged to: Anna Krezkova Innocents
Write Toasts. Each adventurer should have a toast Arabelle Innocents
prepared for the happy wedding couple. Incendiary toasts
Arrigal Vistani
are either met by Strahd's mocking smile, or Rahadin's
glare. Bray Martikov Keepers of the Feather
Give Gifts. Each adventurer is expected to bring a wedding Brom Martikov Keepers of the Feather
gift and will present it during the reception. It would be a Clovin Belview Innocents
great insult to not present their host with a gift for such Danika Dorakova Keepers of the Feather
an important event. Davian Martikov Keepers of the Feather
Scheme. The adventurers are encouraged to have a battle
Dmitri Krezkov Innocents
plan ready. You can guide them through this with a
Socratic method by asking these questions: Donavich Comrades
• "Will you object during the wedding?" Ernst Larnak Cultists
• "How would you stop Strahd from killing and turning Escher Loyalists
Ireena Kolyana?" Fiona Wachter Cultists
• "What do you intend to do after it all goes to hell?" Henrik van der Voort Innocents
Ismark Kolyanovich Comrades
ELEMENTS OF THE WEDDING Karl Wachter Innocents
The wedding is an intricate affair, with many moving cogs: Kasimir Velikov Dusk Elves
Kiril Stoyanovich Werewolves
THE HOST Lief Lipsiege Innocents
Strahd plays the role of a triumphant lord that has at last Ludmilla Vilisevic Loyalists
vanquished his most rebellious vassals. Throughout the Luvash Vistani
Wedding, he routinely grins, sneers, smiles, and smirks at
Lydia Petrovna Innocents
the adventurers as he applauds their heroism in one breath
and mocks their tenacity in another. He does not harm the Nikolai Wachter Innocents
adventurers until they draw first blood. Rahadin Loyalists
The Devil's Bride. Strahd takes every precaution possible Sasha Ivliskova Loyalists
to guard Ireena from the adventurers, surrounding her Urwin Martikov Keepers of the Feather
with vampire spawn. During Act I, Strahd vampirically Vargas Vallakovich Innocents
charms Ireena into obedience.
Victor Vallakovich Innocents
The Devil's Avatar. In Area K10, a non-sentient illusion of
Strahd is ordinarily met in Area K10. The Wedding at Volenta Popofsky Loyalists
Ravenloft utilizes this concept, turning it into an avatar of
Strahd's that appears only twice in this module: during a THE GUESTS
pre-ceremony drink in Area K10, and when the
Guests have come from all across Barovia. In addition to
adventurers march on the Heart of Sorrow during Act IV.
the characters named on the Guest List table, several
The avatar is an extension of Strahd's consciousness that he
unnamed guests have been invited as well:
may puppet even when engrossed in other activities or
• In the “elf” party come three dusk elf guards.
conversations. It cannot cast spells but can be destroyed by
• In the Krezkite party come eight Krezkite nobles.
a dispel magic spell. It is not used to spy on the adventurers,
• In the Vallakian party come five Vallakian nobles, plus
only preoccupy them from afar with a conversation.
four cult fanatics of Lady Fiona Wachter’s.
The Devil's Guards. Strahd commands a retinue of wights
• In the Vistani party come four Vistani thugs.
that act as his castle guard. For every wight used, subtract
• In the “Balinok” party come four werewolves.
one from the pit of wights in Crypt 14 of Area K84.
The unnamed nobles are invited to the reception only, if
you use a grid in your campaign and can’t spare them the
room in Castle Ravenloft’s chapel.
Overview
6
THE WEDDING PARTY FACTIONS
These characters have parts to play in the wedding: This is not a quiet affair, but a ceremony for all nobles of
The Groom is, of course, Strahd von Zarovich. the realm and loyalists of the Devil Strahd. In his arrogance,
The Bride is Ireena Kolyana, kept under constant the vampire has brought friend and foe alike here to gawk
surveillance and guard by Strahd's other vampire brides at his triumph. If a faction does not make sense for you,
until the ceremony. change it. You can also change the number of agents they
The Best Man is Rahadin, the adopted brother of Strahd have to better fit your party's capabilities.
and his greatest champion. These factions include:
The Maid of Honor is determined by you: Ireena asks one Comrades. These individuals stand against the Devil and
of the adventurers to serve as her Maid of Honor; include Ismark Kolyanovich or Donavich.
without suitable candidates, Strahd forces her to choose Cultists. Eager to demonstrate her ability to Strahd, as well
Sasha Ivliskova. as pilfer arcane secrets from his study, Fiona Wachter has
The Groomsmen consist of Ismark, Escher, and brought four cult fanatics and Ernst Larnak, her
potentially one adventurer. righthand man.
The Bridesmaids consist of Strahd's brides: Anastrasya, Dusk Elves. Kasimir Velikov has been invited as yet
Ludmilla, Sasha, and Volenta. another sleight against his people; he has brought a
The Officiator is Father Lucian Petrovich, whether he is retinue of three dusk elf guards.
living or undead; otherwise Donavich serves as the Innocents. These characters are noncombatants that flee
Offiicator. from carnage. Some, like the Wachter brothers, can be
The Flower Girl is Arabelle, daughter of Luvash, who elevated to Comrade or Loyalist status at your discretion.
could not refuse Strahd's request. Keepers of the Feather. As nobles, the Martikovs have
The Ringbearers are Brom and Bray Martikov, much to been invited to the wedding. Strahd is unaware of their
their parents' horror. lycanthropic nature. They've stationed six other
The Harpist is Clovin Belview, summoned from the wereraven agents and 2d4 swarms of ravens outside
Abbey of Saint Markovia; as Vasili von Holtz, Strahd the castle walls to assist the adventurers. Brom and Bray
often appreciated Clovin's talents. Martikov only have 7 hit points each and are considered
Innocents. This faction is described as "Wereravens" on
THE VAMPIRE HUNTERS the Guest List and other sections.
Neither Rudolph van Richten (disguised as Rictavio) nor Loyalists. These individuals include Rahadin, vampire
his protegé Ezmerelda d'Avenir are invited to the wedding. spawn, and other characters loyal to the Devil Strahd.
They would, however, capitalize on the Devil's distraction. Vistani. Strahd has need of minions unafflicted by sunlight
The fate of Ireena Kolyana's soul is of little consequence to or silver and has brought his Vistani servants. Led by
either vampire hunter; instead, their priority is to at last Arrigal, these four Vistani thugs are the main
murder the Devil Strahd von Zarovich. The module instruments of Strahd's betrayal of the adventurers. Any
intentionally leaves their status vague, so as to best fit your number of additional Vistani thugs, bandits, or spies are
campaign. at your disposal.
Werewolves. The pack, led by Kiril Stoyanovich, attend
Ezmerelda sneaks into the castle and can be found via a the wedding as enforcers. These five werewolves hide
Random Encounter. She intends to ambush Strahd in his amongst the sheep in their human forms and roam the
bedchamber as the Devil consummates his marriage. If halls during Act I. Unless the adventurers have previously
Ezmerelda was raised as a vampire spawn, Strahd has her met them, they're none the wiser that the wolves have
serve as a bridesmaid. come to dine.
Provided his disguise as the bard Rictavio has not been
blown, Van Richten might connive his way into being
hired as the wedding's musician if Clovin Belview is
unavailable. If Van Richten was raised as a vampire
spawn, Strahd humiliates him by forcing him to be the
ringbearer, instead of the Vallakovich boys.
Overview
7
RUNNING THE WEDDING On Lycanthropy
The wedding is a test of the adventurers' resolve and Should any character succumb to lycanthropy, inform them
restraint. Because your partnership with your players is not that the full moon is still days or weeks away—but Strahd is the
adversarial, you should flat out ask them when or if they Ancient. Strahd is the Land. In Act IV, he reaches out to hurl the
moon from its lofty bed and into the Barovian sky so that in this
intend to attack. Make it clear that this is not to best them— newfound bloodlust, these wolves turn their fangs and claws
Strahd will already have contingencies in place, as provided on those that once were friends. See Act IV for details.
by this module and your own creativity—but simply so that
you can provide a swift, well organized, and fun experience.
Upon arrival, guests are required to swear an oath of
hospitality. They promise no disrespect or violence to AMBIANCE
Strahd, his minions, or his guests unless they are attacked To appeal to your players' senses and emotions, embrace
first. In truth, however, this fragile peace is merely a ploy the following:
by Strahd to ensure his scheme comes to fruition. Once Mood. There is an atmosphere of fear shared by the
Ireena has been married and slain, Strahd will betray the innocents—the vassals and victims that could hardly refuse
adventurers—for they are intended to be Ireena's first meal an invitation from Strahd—and a charged sense of
come the hour of her dark rebirth. anticipation shared by the Devil's minions. Allies of the
Further, nearly every important character the party repeatedly ask, "So, what is the plan?" assuming the
adventurers have met throughout the campaign has been adventurers can and will stop Strahd.
invited to the wedding. Prepare dialogue for these Music. You should prepare music and sound effects for
characters that reflects their relationship and history with this module, with gothic and baroque or Victorian themes
the party, and remind the players of their past exploits with befitting Castle Ravenloft. Further, with a storm raging
these characters. against the castle walls, rain sound effects would not go
amiss.
THE FORTUNES OF RAVENLOFT Visuals. Strahd has spared no expense for the wedding,
but even the most regal decorations contrast Castle
The campaign's Tarokka Reading can affect this module in Ravenloft's dismal, crumbling state. Call attention to this:
many ways: bouquets wilting in their vases, cobwebs in the corners of a
Artifacts. If an artifact lies within the castle, the best hall, the rust or wear on a statue, whilst
opportunity to search for it is during Acts I or III, when
their absence is least glaring, and guests have the most DAMAGE, HEALING, AND RESTING
freedom.
Destined Ally. The guest list includes Strahd's vassals and The Wedding is a marathon, not a sprint. You want the
foremost sycophants and enemies. Unless he is well adventurers arriving to their Final Confrontation bloodied
aware of their involvement with the adventurers, Strahd and wounded, but not on the brink of death.
would not invite the destined allies below, leaving it to Damage. Through quests, random encounters, ambushes
the party to sneak their ally into the castle. by Strahd, and the perils already present in Castle
• The Mad Mage Ravenloft, you whittle down (and humble!) your
• Pidlwick II adventurers.
• Sir Godfrey Gwilym Sources of Healing. The adventurers might receive healing
• Sir Klutz Tripalotsky from Donavich or Father Lucian, and the Keepers of the
• Vasilka Feather may smuggle in some potions of healing.
Resting. During Act I, the adventurers have enough time
Final Confrontation. Per the Tarokka Reading, there is to find their confiscated gear in the dungeons and complete
one location in Castle Ravenloft where the party will a short rest before the ceremony (Act II) begins. Do not
fight Strahd, and where destiny dictates he will not flee bother tracking minutes; there is always enough time. Acts
from. This promise of the campaign might clash with the II and III together comprise enough time for another short
module's events, so there's but one rule: the Final rest, just before Strahd inevitably betrays the party.
Confrontation only becomes true in Act IV. For example,
if the party is destined to battle Strahd at his throne (Area
K25, the audience hall), this is only true after Act III
QUESTS
concludes. Act IV features several quests the adventurers can and
should embark on as they move towards their Final
Confrontation. Try to foreshadow these quests beforehand
or broach the subject through other characters, such as the
Martikovs warning the party about the Heart of Sorrow.
Overview
8
RANDOM ENCOUNTERS STRAHD
Random Encounters largely go unused in this module, Strahd, and therefore you, are treating the night as if he
which is already so heavily scripted. If you wish to include already won—especially after he offers the adventurers the
random encounters, do so during Act I or Act IV only. The chance to leave Barovia tomorrow. Amplify his arrogance,
following random encounters, included in Curse of Strahd, especially when he offers the adventurers freedom in Act
are thematically appropriate for the Wedding: I—promising them the opportunity to leave Barovia at
Barovian Witch. A witch encountered is subtracted from dawn, provided the wedding proceeds as planned. This is,
Area K56 carries the potion of healing she brewed (as of course, a lie.
described in Area K56). Because the witches are so Encountering Strahd. Once the peace is shattered, the
fragile, you can include more than one and use this as a adventurers should encounter Strahd twice before reaching
means to deliver potions of healing to your party. their Final Confrontation. You can attach him to any of the
Ezmerelda d'Avenir. If you include Ezmerelda, this is the quests above, using the notes of a Final Confrontation that
most convenient way to present her. Alternatively, you you won't ordinarily be using. Strahd ambushes the party
may also include Rudolph van Richten this way. for one-to-three rounds then phases through a wall to lick
Unseen Servant. With unseen servants already carrying his wounds. These encounters should exhaust Strahd of his
platters of wine and hors d'oeuvres, this encounter is very minions (such as vampire spawn, Rahadin, or some other
appropriate for the Wedding and is a very convenient significant minion) or other tools of his arsenal (such as his
way to deliver potions of healing to the adventurers— spell slots or any magic items you've equipped him with).
perhaps Strahd provided them to toy with his prey or the Final Confrontation. Once in Act IV, the adventurers'
Keepers of the Feather smuggled them in. However, you ultimate goal is to reach the Final Confrontation, where
should reduce the poison damage inflicted by the silver Strahd is bound by fate not to flee. Your story suffers if the
goblet to 2d10. adventurers cut immediately towards their Final
Vistani Thugs. These thugs are the remnants of Arrigal's Confrontation, hence why quests and other distractions are
entourage or were simply not invited to the actual included in this module. You're encouraged to take the
ceremony. party throughout Castle Ravenloft, ambushed periodically
Wights. For every wight encountered, subtract a wight by Strahd or his minions.
from Crypt 14 in Area K84.
Overview
9
ACT I:
ALL WILL BE WELL
Dismal rain wails against the castle's windows and walls while I. ARRIVAL TO RAVENLOFT
inside guests whisper amongst themselves. Corpses in armor
stand guard against spies and dissenters, and all in the air is the A storm gathers as the party travels to Castle Ravenloft, the
worry that tonight will be red—but by Strahd's hand or the rain grueling, sharp, and frigid. No trouble plagues the
heroes’, they do not know. Svalich Road; no wolves harry them and no amount of rain
turns the road to mud. The land itself has bent to Strahd's
pon arrival to Castle Ravenloft, the adventurers are will, and it is the Devil's desire that his greatest foes arrive
Flower Girl
Anastrasya Karelova, Danika Dorakova,
Ludmilla Vilisevic, Sasha Ivliskova (if not Maid
of Honor) and Volenta Popofsky
Arabelle
then proceed directly into Act IV, skipping over Act III
Groom Strahd von Zarovich
entirely.
Overview. Act II covers these events, in order: Groomsmen Ismark Kolyanovich, Escher
• The adventurers are led to their seats and find that they Officiator Father Lucian or Donavich
are both split up and surrounded by enemies. Maid of Honor Adventurer or Sasha Ivliskova
• The flower girl and ringbearers walk down the aisle. Musician Clovin Belview
• Ismark walks Ireena down the aisle. Ring Bearers Brom & Bray Martikov
• The Abbot arrives with Vasilka, objecting to this union
but leaves.
• Ismark objects to the union, blade in hand, only to be Characters. There are approximately forty-four
arrested and sent to the dungeons. characters present during the wedding, excluding the
• Strahd and Ireena exchange vows. adventurers. Consult the Wedding Seating graphic for their
Revisions. Some changes have been made to the chapel: seating. Strahd has notably assigned the adventurers to
• The corpse of Gustav Herrenghast and his mace of terror disparate seats, so as to spread out their ranks should they
have been removed. turn to violence. Additionally, see the Wedding Roles table,
• The broken pews have been replaced. replacing dead or missing characters as your campaign
• The Strahd zombies in the King's Balcony (Area K28) do requires. Notably, Clovin Belview plays from the King's
not bother Clovin Belview, as he plays the harp above. Balcony (Area K28).
Dramatis Locus. Act II unfolds entirely in the chapel (Area
K15).
The Abbot............................................................................... 56
Medium celestial, lawful evil
Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Acolyte .................................................................................... 57 Speed 30 ft., fly 90 ft.
Animated Halberd.................................................................. 57
STR DEX CON INT WIS CHA
Arrigal ..................................................................................... 57
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Banshee ................................................................................... 58
Clovin Belview ....................................................................... 58 Saving Throws Wis +9, Cha +9
Commoner.............................................................................. 58 Skills Insight +9, Perception +9
Cult Fanatic ............................................................................ 59 Damage Resistances radiant; bludgeoning, piercing, and slashing from
nonmagical attacks
Cyrus Belview......................................................................... 59 Condition Immunities charmed, exhaustion, frightened
Dusk Elf Guard....................................................................... 59 Senses darkvision 120 ft., passive Perception 19
Emil Toranescu ...................................................................... 59 Languages all, telepathy 120 ft.
Ernst Larnak ........................................................................... 60 Challenge 10 (5,900 XP) Proficiency Bonus: +4
Ezmerelda d’Avenir................................................................ 60 Angelic Weapons. The Abbot's weapon attacks are magical. When The
Fiona Wachter ....................................................................... 61 Abbot hits with any weapon, the weapon deals an extra 4d8 radiant
Flesh Golem............................................................................ 61 damage (included in the attack).
Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save
Gargoyle.................................................................................. 62
DC 17). The Abbot can innately cast the following spells, requiring only
Gray Ooze ............................................................................... 62 verbal components:
Guardian Portrait................................................................... 62 At will: detect evil and good
Imp........................................................................................... 62 1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells
Kasimir Velikov ..................................................................... 63 and other magical effects.
Ireena Kolyana........................................................................ 63
Ismark Kolyanovich............................................................... 63
Actions
Multiattack. The Abbot makes two melee attacks.
Luvash ..................................................................................... 64 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
Kiril Stoyanovich ................................................................... 64 bludgeoning damage plus 18 (4d8) radiant damage.
Patrina Velikovna .................................................................. 65 Healing Touch (3/Day). The Abbot touches another creature. The target
Priest........................................................................................ 65 magically regains 20 (4d8 + 2) hit points and is freed from any curse,
disease, poison, blindness, or deafness.
Noble ....................................................................................... 65
Change Shape. The Abbot magically polymorphs into a humanoid or beast
Rahadin ................................................................................... 65 that has a challenge rating equal to or less than its own, or back into its
Red Dragon Wyrmling ......................................................... 66 true form. It reverts to its true form if it dies. Any equipment it is wearing
Rudolph van Richten............................................................. 66 or carrying is absorbed or borne by the new form (The Abbot's choice). In a
new form, The Abbot retains its game statistics and ability to speak, but its
Rug of Smothering................................................................. 66 AC, movement modes, Strength, Dexterity, and special senses are
Shadow.................................................................................... 67 replaced by those of the new form, and it gains any statistics and
Skeleton................................................................................... 67 capabilities (except class features, legendary actions, and lair actions) that
Specter..................................................................................... 67 the new form has but that it lacks.
Strahd von Zarovich .............................................................. 68
Strahd Zombie........................................................................ 69
Strahd’s Animated Armor ..................................................... 69
Swarm of Bats......................................................................... 70
Swarm of Ravens ................................................................... 70
Vampire Spawn...................................................................... 70
Vistana Thug .......................................................................... 71
Wereraven .............................................................................. 71
Werewolf ................................................................................ 72
Wight ...................................................................................... 72
Wolf ........................................................................................ 73
Zombie .................................................................................... 73
Appendix B: Bestiary
56
ACOLYTE ARRIGAL
Medium humanoid (any race), any alignment Medium humanoid (human), neutral evil
Armor Class 10 Armor Class 15 (studded leather)
Hit Points 9 (2d8) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Appendix B: Bestiary
57
BANSHEE CLOVIN BELVIEW
Medium undead, chaotic evil Medium humanoid (mongrelfolk), neutral evil
Armor Class 12 Armor Class 11 (natural armor)
Hit Points 58 (13d8) Hit Points 26 (4d8 + 8)
Speed 0 ft., fly 40 ft. (hover) Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2)
Saving Throws Wis +2, Cha +5 Skills Deception +2, Perception +2, Stealth +3
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, Senses passive Perception 12
and slashing from nonmagical attacks Languages Common
Damage Immunities cold, necrotic, poison Challenge 1/4 (50 XP) Proficiency Bonus: +2
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained Mimicry. Clovin can mimic any sounds it has heard, including voices. A
Senses darkvision 60 ft., passive Perception 10 creature that hears the sounds can tell they are imitations with a
Languages Common, Elvish successful DC 12 Wisdom (Insight) check.
Challenge 4 (1,100 XP) Proficiency Bonus: +2 Two-Headed. Cyrus has advantage on Wisdom (Perception) checks and on
saving throws against being blinded, charmed, deafened, frightened,
Detect Life. The banshee can magically sense the presence of living stunned, or knocked unconscious.
creatures up to 5 miles away that aren't undead or constructs. She knows
the general direction they're in but not their exact locations.
Actions
Incorporeal Movement. The banshee can move through other creatures and Multiattack. Clovin makes two attacks: one with its bite and one with its
objects as if they were difficult terrain. She takes 5 (1d10) force damage if claw or dagger.
she ends her turn inside an object. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.
Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 slashing damage.
(3d6 + 2) necrotic damage. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60
Horrifying Visage. Each non-undead creature within 60 feet of the banshee ft., one target. Hit: 3 (1d4 + 1) piercing damage.
that can see her must succeed on a DC 13 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 COMMONER
of sight, ending the effect on itself on a success. If a target's saving throw is Medium humanoid (any race), any alignment
successful or the effect ends for it, the target is immune to the banshee's Armor Class 10
Horrifying Visage for the next 24 hours. Hit Points 4 (1d8)
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't Speed 30 ft.
in sunlight. This wail has no effect on constructs and undead. All other
creatures within 30 feet of her that can hear her must make a DC 13 STR DEX CON INT WIS CHA
Constitution saving throw. On a failure, a creature drops to 0 hit points. On 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
a success, a creature takes 10 (3d6) psychic damage.
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP) Proficiency Bonus: +2
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage.
Appendix B: Bestiary
58
CULT FANATIC DUSK ELF GUARD
Medium humanoid (any race), any non-good alignment Medium humanoid (elf), neutral
Armor Class 13 (leather armor) Armor Class 16 (chain shirt, shield)
Hit Points 33 (6d8 + 6) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 35 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Dark Devotion. The fanatic has advantage on saving throws against being Fey Ancestry. The dusk elf has advantage on saving throws against being
charmed or frightened. charmed, and magic cannot put it to sleep.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the
Actions
following cleric spells prepared: Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
Cantrips (at will): light, sacred flame, thaumaturgy one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage
1st level (4 slots): command, inflict wounds, shield of faith if used with two hands to make a melee attack.
2nd level (3 slots): hold person, spiritual weapon
Actions EMIL TORANESCU
Medium humanoid (human, shapechanger), chaotic evil
Multiattack. The fanatic makes two melee attacks.
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 form
ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Hit Points 72 (11d8 + 22)
Speed 30 ft. (4o ft. in wolf form)
CYRUS BELVIEW
Medium humanoid (mongrelfolk), neutral evil STR DEX CON INT WIS CHA
Armor Class 11 (natural armor) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Hit Points 26 (4d8 + 8)
Speed 20 ft. Skills Perception +4
Damage Immunities bludgeoning, piercing, and slashing from
STR DEX CON INT WIS CHA nonmagical attacks that aren't silvered
12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2) Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Skills Deception +2, Perception +2, Stealth +3 Challenge 3 (700 XP) Proficiency Bonus: +2
Senses passive Perception 12
Languages Common Shapechanger. Emil can use his action to polymorph into a wolf-humanoid
Challenge 1/4 (50 XP) Proficiency Bonus: +2 hybrid or into a wolf, or back into his true form, which is humanoid. His
statistics, other than his AC, are the same in each form. Any equipment he
Keen Hearing and Smell. Cyrus has advantage on Wisdom (Perception) is wearing or carrying isn't transformed. He reverts to his true form if he
checks that rely on hearing or smell. dies.
Mimicry. Cyrus can mimic any sounds it has heard, including voices. A Keen Hearing and Smell. Emil has advantage on Wisdom (Perception)
creature that hears the sounds can tell they are imitations with a checks that rely on hearing or smell.
successful DC 12 Wisdom (Insight) check. Actions
Actions Multiattack (Humanoid or Hybrid Form Only). Emil makes two attacks: two
Multiattack. Cyrus makes two attacks: one with its bite and one with its with his spear (humanoid form) or one with his bite and one with his claws
claw or dagger. (hybrid form).
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft.,
piercing damage. one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) must succeed on a DC 12 Constitution saving throw or be cursed with
slashing damage. werewolf lycanthropy.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one
ft., one target. Hit: 3 (1d4 + 1) piercing damage. creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage,
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee
attack.
Appendix B: Bestiary
59
ERNST LARNAK EZMERELDA D’AVENIR
Medium humanoid (any race), any alignment Medium humanoid (human), chaotic good
Armor Class 12 Armor Class 17 (+1 studded leather armor)
Hit Points 27 (6d8) Hit Points 82 (11d8 + 33)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 19 (+4) 16 (+3) 16 (+3) 11 (+0) 17 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion Saving Throws Wis +3
+5, Sleight of Hand +4, Stealth +4 Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3,
Senses passive Perception 16 Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival
Languages any two languages +6
Challenge 1 (200 XP) Proficiency Bonus: +2 Senses passive Perception 16
Languages Common, Elvish
Cunning Action. On each of his turns, Ernst can use a bonus action to take Challenge 8 (3,900 XP) Proficiency Bonus: +3
the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Ernst deals an extra 7 (2d6) damage when he hits a Special Equipment. In addition to her magic armor and weapons,
target with a weapon attack and has advantage on the attack roll, or when Ezmerelda has two potions of greater healing, six vials of holy water, and
the target is within 5 feet of an ally of him that isn't incapacitated and he three wooden stakes.
doesn't have disadvantage on the attack roll. Spellcasting. Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has
Actions the following wizard spells prepared:
Multiattack. Ernst makes two melee attacks. Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1st level (4 slots): protection from evil and good, magic missile, shield
(1d6 + 2) piercing damage. 2nd level (3 slots): darkvision, knock, mirror image
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 3rd level (3 slots): clairvoyance, lightning bolt, magic circle
target. Hit: 5 (1d6 + 2) piercing damage. 4th level (1 slot): greater invisibility
Actions
Multiattack. Ezmerelda makes three attacks: two with her +1 rapier and
one with her +1 handaxe or her silvered shortsword.
Rapier +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 +
5) piercing damage.
Handaxe +1. Melee or Ranged 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.
Curse (Recharges after a Long Rest). Ezmerelda targets one creature that
she can see within 30 feet of her. The target must succeed on a DC 14
Wisdom saving throw or be cursed. While cursed, the target has
vulnerability to one type of damage of Ezmerelda's choice. The curse lasts
until ended with a greater restoration spell, a remove curse spell, or
similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one
creature that she can see within 10 feet of her and casts one of the
following spells on the target (save DC 14), requiring neither somatic nor
material components to do so: animal friendship, charm person, or hold
person. If the target succeeds on the initial saving throw, Ezmerelda is
blinded until the end of her next turn. Once a target succeeds on a saving
throw against this effect, it is immune to the Evil Eye power of all Vistani
for 24 hours.
Appendix B: Bestiary
60
FIONA WACHTER FLESH GOLEM
Medium humanoid (human), lawful evil Medium construct, neutral
Armor Class 10 Armor Class 9
Hit Points 27 (5d8 + 5) Hit Points 93 (11d8 + 4)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
Skills Medicine +7, Persuasion +3, Religion +5 Damage Immunities lightning, poison; bludgeoning, piercing, and
Senses passive Perception 13 slashing from nonmagical attacks that aren't adamantine
Languages Common, Infernal Condition Immunities charmed, exhaustion, frightened, paralyzed,
Challenge 2 (450 XP) Proficiency Bonus: +2 petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Divine Eminence. As a bonus action, Fiona can expend a spell slot to cause Languages understands the languages of its creator but can't speak
her melee weapon attacks to magically deal an extra 10 (3d6) radiant Challenge 5 (1,800 XP) Proficiency Bonus: +3
damage to a target on a hit. This benefit lasts until the end of the turn. If
Fiona expends a spell slot of 2nd level or higher, the extra damage Aversion of Fire. If the golem takes fire damage, it has disadvantage on
increases by 1d6 for each level above 1st. attack rolls and ability checks until the end of its next turn.
Spellcasting. Fiona is a 5th-level spellcaster. Her spellcasting ability is Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll
Wisdom (spell save DC 13, +5 to hit with spell attacks). Fiona has the a d6. On a 6, the golem goes berserk. On each of its turns while berserk,
following cleric spells prepared: the golem attacks the nearest creature it can see. If no creature is near
Cantrips (at will): light, mending, thaumaturgy enough to move to and attack, the golem attacks an object, with
1st level (4 slots): command, purify food and drink, sanctuary preference for an object smaller than itself. Once the golem goes berserk,
2nd level (3 slots): augury, gentle repose, hold person it continues to do so until it is destroyed or regains all its hit points.
3rd level (2 slots): animate dead, create food and water The golem's creator, if within 60 feet of the berserk golem, can try to calm
it by speaking firmly and persuasively. The golem must be able to hear its
Actions creator, who must take an action to make a DC 15 Charisma (Persuasion)
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) check. If the check succeeds, the golem ceases being berserk. If it takes
bludgeoning damage. damage while still at 40 hit points or fewer, the golem might go berserk
again.
Immutable Form. The golem is immune to any spell or effect that would
alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning
damage, it takes no damage and instead regains a number of hit points
equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells
and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage.
Appendix B: Bestiary
61
GRAY OOZE GUARDIAN PORTRAIT
Medium ooze, unaligned Medium construct, unaligned
Armor Class 8 Armor Class 5 (natural armor)
Hit Points 22 (3d8 + 9) Hit Points 22 (5d8)
Speed 10 ft., climb 10 ft. Speed 0 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) 1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2) Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons
Damage Resistances bludgeoning, piercing, and slashing from Damage Immunities fire, poison
nonmagical attacks that aren't adamantine Condition Immunities poisoned
Damage Immunities poison Senses darkvision 120 ft., passive Perception 11
Condition Immunities exhaustion, petrified, poisoned Languages Infernal, Common
Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) Proficiency Bonus: +2
Languages Terran
Challenge 2 (450 XP) Proficiency Bonus: +2 Shapechanger. The imp can use its action to polymorph into a beast form
that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20
False Appearance. While the gargoyle remains motionless, it is ft., climb 20 ft.), or back into its true form. Its statistics are the same in
indistinguishable from an inanimate statue. each form, except for the speed changes noted. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Multiattack. The gargoyle makes two attacks: one with its bite and one Magic Resistance. The imp has advantage on saving throws against spells
with its claws. and other magical effects.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage. Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one
slashing damage. target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks, or until its
concentration ends (as if concentrating on a spell). Any equipment the
imp wears or carries is invisible with it.
Appendix B: Bestiary
62
IREENA KOLYANA KASIMIR VELIKOV
Medium humanoid (human), lawful good Medium humanoid (elf), neutral
Armor Class 11 Armor Class 12 (15 with mage armor)
Hit Points 9 (2d8) Hit Points 40 (9d8)
Speed 30 ft. Speed 35 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Skills Deception +5, Insight +4, Persuasion +5 Saving Throws Int +6, Wis +4
Senses passive Perception 12 Skills Arcana +6, History +6
Languages Common Damage Resistances cold (ring of warmth)
Challenge 1/8 (25 XP) Proficiency Bonus: +2 Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Actions Challenge 6 (2,300 XP) Proficiency Bonus: +3
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) Fey Ancestry. Kasimir has advantage on saving throws against being
piercing damage. charmed, and magic can't put him to sleep.
Reactions Special Equipment. Kasimir wears a ring of warmth.
Parry. Ireena adds 2 to her AC against one melee attack that would hit her. Spellcasting. Kasimir is a 9th-level spellcaster. His spellcasting ability is
To do so, shemust see the attacker and be wielding a melee weapon. Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
ISMARK KOLYANOVICH 1st level (4 slots): detect magic, mage armor, magic missile, shield
Medium humanoid (human), lawful good 2nd level (3 slots): misty step, suggestion
Armor Class 17 (splint armor) 3rd level (3 slots): counterspell, fireball, fly
Hit Points 58 (9d8 + 18) 4th level (3 slots): greater invisibility, ice storm
Speed 30 ft. 5th level (1 slot): cone of cold
Actions
Multiattack. Ismark makes two longsword attacks. If it has a shortsword
drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
+ 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two
hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Appendix B: Bestiary
63
KIRIL STOYANOVICH LUVASH
Medium humanoid (human, shapechanger), chaotic evil Medium humanoid (human), chaotic evil
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid Armor Class 15 (studded leather)
form Hit Points 65 (10d8 + 20)
Hit Points 90 (14d8 + 28) Speed 30 ft.
Speed 30 ft. (4o ft. in wolf form)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Saving Throws Str +4, Dex +5, Wis +2
Skills Perception +4 Skills Athletics +4, Deception +4
Damage Immunities bludgeoning, piercing, and slashing from Senses passive Perception 10
nonmagical attacks that aren't silvered Languages Common
Senses passive Perception 14 Challenge 2 (450 XP) Proficiency Bonus: +2
Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP) Proficiency Bonus: +2 Actions
Shapechanger. Kiril can use his action to polymorph into a wolf-humanoid Multiattack. Luvash makes three melee attacks: two with his scimitar and
hybrid or into a wolf, or back into his true form, which is humanoid. His one with his dagger. Or Luvash makes two ranged attacks with his daggers.
statistics, other than his AC, are the same in each form. Any equipment he Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
is wearing or carrying isn't transformed. He reverts to his true form if he 3) slashing damage.
dies. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
Keen Hearing and Smell. Kiril has advantage on Wisdom (Perception) ft., one target. Hit: 5 (1d4 + 3) piercing damage.
checks that rely on hearing or smell. Curse (Recharges After a Long Rest). Luvash targets a creature he can see
within 30 feet. The target must succeed on a DC 12 Wisdom saving throw
Actions or be cursed with one of the effects below. The curse lasts until ended with
Multiattack (Humanoid or Hybrid Form Only). Kiril makes two attacks: two a greater restoration, remove curse, or similar spell. Once the curse ends,
with his spear (humanoid form) or one with his bite and one with his claws Luvash takes psychic damage.
(hybrid form). • The target cannot cast spells that have somatic components (1d6 psychic
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., damage).
one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it
• The target gains vulnerability to a damage type of Luvash’s choice (3d6
must succeed on a DC 12 Constitution saving throw or be cursed with
psychic damage).
werewolf lycanthropy.
• The target has disadvantage on ability checks and saving throws tied to
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one
one ability score of Luvash’s choice (3d6 psychic damage).
creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, • The target's attunement to one magic item (chosen by the DM) ends, and
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, the target can't attune to the chosen item until the curse ends (5d6
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee psychic damage).
attack. • The target is blinded, deafened, or both (5d6 psychic damage).
Evil Eye (Recharges after a Short or Long Rest). Luvash targets a creature
within 10 feet that he can see, choosing to duplicate one of the following
spells: animal friendship, charm person, or hold person (spell DC 12). On a
success, Luvash is blinded until the end of his next turn, and the target is
immune to the Evil Eye of all Vistani for 24 hours.
Reactions
Parry. Luvash adds 2 to his AC against one melee attack that would hit
him. To do so, Luvash must see the attacker and be wielding a melee
weapon.
Appendix B: Bestiary
64
NOBLE PRIEST
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 15 (breastplate) Armor Class 13 (chain shirt)
Hit Points 9 (2d8) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills Deception +5, Insight +4, Persuasion +5 Skills Medicine +7, Persuasion +3, Religion +5
Senses passive Perception 12 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 1/8 (25 XP) Proficiency Bonus: +2 Challenge 2 (450 XP) Proficiency Bonus: +2
Actions Divine Eminence. As a bonus action, the priest can expend a spell slot to
cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) damage to a target on a hit. This benefit lasts until the end of the turn. If
piercing damage. the priest expends a spell slot of 2nd level or higher, the extra damage
Reactions increases by 1d6 for each level above 1st.
Parry. The noble adds 2 to its AC against one melee attack that would hit it. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is
To do so, the noble must see the attacker and be wielding a melee Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the
weapon. following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
PATRINA VELIKOVNA 2nd level (3 slots): lesser restoration, spiritual weapon
Medium humanoid (elf), neutral evil 3rd level (2 slots): dispel magic, spirit guardians
Armor Class 12
Hit Points 99 (18d8 + 18)
Actions
Speed 30 ft. Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) RAHADIN
Medium humanoid (elf), lawful evil
Saving Throws Int +9, Wis +6 Armor Class 18 (studded leather)
Skills Arcana +13, History +13 Hit Points 135 (18d8 + 54)
Damage Resistances damage from spells Speed 35 ft.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, and four other languages STR DEX CON INT WIS CHA
Challenge 12 (8,400 XP) Proficiency Bonus: +4 14 (+2) 22 (+6) 17 (+3) 15 (+2) 16 (+3) 18 (+4)
Appendix B: Bestiary
65
RED DRAGON WYRMLING RUG OF SMOTHERING
Medium dragon, chaotic evil Large construct, unaligned
Armor Class 17 (natural armor) Armor Class 12
Hit Points 75 (10d8 + 30) Hit Points 33 (6d10)
Speed 30 ft., climb 30 ft., fly 60 ft. Speed 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Damage Immunities poison, psychic
Skills Perception +4, Stealth +2 Condition Immunities blinded, charmed, deafened, frightened,
Damage Immunities fire paralyzed, petrified, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages Draconic Languages —
Challenge 4 (1,100 XP) Proficiency Bonus: +2 Challenge 2 (450 XP) Proficiency Bonus: +2
Special Equipment. Van Richten wears a hat of disguise and a ring of mind
shielding, and he carries a spell scroll of raise dead.
Spellcasting. Van Richten is a 9th-level spellcaster. His spellcasting ability
is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the
following cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and
good, sanctuary
2nd level (3 slots): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel evil and good
Undead Slayer. When van Richten hits an undead with a weapon attack,
the undead takes an extra 10 (3d6) damage of the weapon's type.
Actions
Multiattack. Van Richten makes two attacks with his sword cane.
Sword Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered
sword).
Appendix B: Bestiary
66
SHADOW SPECTER
Medium undead, chaotic evil Medium undead, chaotic evil
Armor Class 12 Armor Class 12
Hit Points 16 (3d8 + 3) Hit Points 22 (5d8)
Speed 40 ft. Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Skills Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
Damage Vulnerabilities radiant piercing, and slashing from nonmagical attacks
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, Damage Immunities necrotic, poison
piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, grappled, paralyzed,
Damage Immunities necrotic, poison petrified, poisoned, prone, restrained, unconscious
Condition Immunities exhaustion, frightened, grappled, paralyzed, Senses darkvision 60 ft.,, passive Perception 10
petrified, poisoned, prone, restrained Languages understands all languages it knew in life but can’t speak
Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) Proficiency Bonus: +2
Languages —
Challenge 1/2 (100XP) Proficiency Bonus: +2 Incorporeal Movement. The specter can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
Amorphous. The shadow can move through a space as narrow as 1 inch ends its turn inside an object.
wide without squeezing. Sunlight Sensitivity. While in sunlight, the specter has disadvantage on
Shadow Stealth. While in dim light or darkness, the shadow can take the attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on
Actions
attack rolls, ability checks, and saving throws. Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6)
necrotic damage. The target must succeed on a DC 10 Constitution saving
Actions throw or its hit point maximum is reduced by an amount equal to the
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: damage taken. This reduction lasts until the creature finishes a long rest.
9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by The target dies if this effect reduces its hit point maximum to 0.
1d4. The target dies if this reduces its Strength to 0. Otherwise, the
reduction lasts until the target finishes a short or long rest. If a non-evil
humanoid dies from this attack, a new shadow rises from the corpse 1d4
hours later.
SKELETON
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Appendix B: Bestiary
67
STRAHD VON ZAROVICH Actions
Medium undead (shapechanger), lawful evil Multiattack (Vampire Form Only). Strahd makes two attacks, only one of which
Armor Class 16 (natural armor) can be a bite attack.
Hit Points 144 (17d8 + 68) Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9 to hit,
Speed 30 ft. reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic
damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead
STR DEX CON INT WIS CHA of dealing the slashing damage.
18 (+4) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a
creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4)
Saving Throws Dex +9, Wis +7, Cha +9 piercing damage plus 10 (3d6) necrotic damage. The target's hit point
Skills Arcana +15, Perception +12, Religion +10, Stealth +14 maximum is reduced by an amount equal to the necrotic damage taken, and
Damage Resistances necrotic; bludgeoning, piercing, and slashing from Strahd regains hit points equal to that amount. The reduction lasts until the
nonmagical attacks target finishes a long rest. The target dies if its hit point maximum is reduced
Senses darkvision 120 ft., passive Perception 22 to 0. A humanoid slain in this way and then buried in the ground rises the
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal following night as a vampire spawn under Strahd's control.
Challenge 15 (13,000 XP) Proficiency Bonus: +5 Charm. Strahd targets one humanoid he can see within 30 feet of him. If the
target can see Strahd, the target must succeed on a DC 17 Wisdom saving
Shapechanger. If Strahd isn't in running water or sunlight, he can use his action throw against this magic or be charmed. The charmed target regards Strahd as
to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or a trusted friend to be heeded and protected. The target isn't under Strahd's
back into his true form. control, but it takes Strahd's requests and actions in the most favorable way
While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is and lets Strahd bite it.
5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 Each time Strahd or his companions do anything harmful to the target, it can
feet. His statistics, other than his size and speed, are unchanged. Anything he repeat the saving throw, ending the effect on itself on a success. Otherwise, the
is wearing transforms with him, but nothing he is carrying does. He reverts to effect lasts 24 hours or until Strahd is destroyed, is on a different plane of
his true form if he dies. While in mist form, Strahd can't take any actions, existence than the target, or takes a bonus action to end the effect.
speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or
can hover, and can enter a hostile creature's space and stop there. In addition, swarms of rats, provided that the sun isn't up. While outdoors, Strahd can call
if air can pass through a space, the mist can do so without squeezing, and he 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of
can't pass through water. He has advantage on Strength, Dexterity, and Strahd and obeying his spoken commands. The beasts remain for 1 hour, until
Constitution saving throws, and he is immune to all nonmagical damage, Strahd dies, or until he dismisses them as a bonus action.
except the damage he takes from sunlight.
Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to
Legendary Actions
succeed instead. Strahd can take 3 legendary actions, choosing from the options below. Only
Misty Escape. When Strahd drops to 0 hit points outside his coffin, he one legendary action can be used at a time and only at the end of another
transforms into a cloud of mist (as in the Shapechanger trait) instead of falling creature's turn. Strahd regains spent legendary actions at the start of its turn.
unconscious, provided that he isn't in running water or sunlight. If he can't Move. Strahd moves up to his speed without provoking opportunity attacks.
transform, he is destroyed. Unarmed Strike. Strahd makes one unarmed strike.
While he has 0 hit points in mist form, he can't revert to his vampire form, and Bite (Costs 2 Actions). Strahd makes one bite attack.
he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he
reverts to his vampire form. He is then paralyzed until he regains at least 1 hit
Lair Actions
point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point. While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at incapacitated. On initiative count 20 (losing initiative ties), Strahd can take
least 1 hit point and isn't in running water or sunlight. If he takes radiant one of the following lair action options, or forgo using any of them in that
damage or damage from holy water, this trait doesn't function at the start of round:
his next turn. •Until initiative count 20 of the next round, Strahd can pass through solid
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is walls, doors, ceilings, and floors as if they weren't there.
Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the • Strahd targets any number of doors and windows that he can see, causing
following wizard spells prepared: each one to either open or close as he wishes. Closed doors can be magically
Cantrips (at will): mage hand, prestidigitation, ray of frost locked (needing a successful DC 20 Strength check to force open) until
1st level (4 slots): comprehend languages, fog cloud, sleep Strahd chooses to end the effect, or until Strahd uses this lair action again.
2nd level (3 slots): detect thoughts, gust of wind, mirror image • Strahd summons the angry spirit of one who has died in the castle. The
3rd level (3 slots): animate dead, fireball, nondetection apparition appears next to a hostile creature that Strahd can see, makes an
4th level (3 slots): blight, greater invisibility, polymorph attack against that creature, and then disappears. The apparition has the
5th level (1 slot): animate objects, scrying statistics of a specter.
Spider Climb. Strahd can climb difficult surfaces, including upside down on
• Strahd targets one Medium or smaller creature that casts a shadow. The
ceilings, without having to make an ability check.
target's shadow must be visible to Strahd and within 30 feet of him. If the
Vampire Weaknesses. Strahd has the following flaws:
target fails a DC 17 Charisma saving throw, its shadow detaches from it and
• Forbiddance. He can't enter a residence without an invitation from one of the
becomes a shadow that obeys Strahd's commands, acting on initiative count
occupants.
20. A greater restoration spell or a remove curse spell cast on the target restores
• Harmed by Running Water. He takes 20 acid damage if he ends his turn in its natural shadow, but only if its undead shadow has been destroyed.
running water.
• Stake to the Heart. If a piercing weapon made of wood is driven into his heart
while he is incapacitated in his coffin, he is paralyzed until the stake is
removed.
• Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage
at the start of his turn, and he has disadvantage on attack rolls and ability
checks.
Appendix B: Bestiary
68
STRAHD ZOMBIE STRAHD’S ANIMATED ARMOR
Medium undead, unaligned Medium construct, lawful evil
Armor Class 8 Armor Class 21 (natural armor)
Hit Points 30 (4d8 + 12) Hit Points 112 (15d8 + 45)
Speed 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 17 (+3) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 9 (-1)
Actions
Multiattack. The zombie makes three attacks: one with its bite and two
with its claws.
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.
Appendix B: Bestiary
69
SWARM OF BATS VAMPIRE SPAWN
Medium swarm of Tiny beasts, unaligned Medium undead, neutral evil
Armor Class 12 Armor Class 15 (natural armor)
Hit Points 22 (5d8) Hit Points 82 (11d8 + 33)
Speed 0 ft., fly 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
Damage Resistances bludgeoning, piercing, slashing Saving Throws Dex +6, Wis +3
Condition Immunities charmed, frightened, grappled, paralyzed, Skills Perception +3, Stealth +6
petrified, prone, restrained, stunned Damage Resistances necrotic; bludgeoning, piercing, and slashing from
Senses blindsight 60 ft., passive Perception 11 nonmagical attacks
Languages — Senses darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 XP) Proficiency Bonus: +2 Languages the languages it knew in life
Challenge 5 (1,800 XP) Proficiency Bonus: +3
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks Regeneration. The vampire regains 10 hit points at the start of its turn if it
that rely on hearing. has at least 1 hit point and isn't in sunlight or running water. If the vampire
Swarm. The swarm can occupy another creature's space and vice versa, and takes radiant damage or damage from holy water, this trait doesn't
the swarm can move through any opening large enough for a Tiny bat. The function at the start of the vampire's next turn.
swarm can't regain hit points or gain temporary hit points. Spider Climb. The vampire can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Actions Vampire Weaknesses. The vampire has the following flaws:
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's Forbiddance. The vampire can't enter a residence without an invitation
space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the from one of the occupants.
swarm has half of its hit points or fewer. Harmed by Running Water. The vampire takes 20 acid damage when it
ends its turn in running water.
SWARM OF RAVENS Stake to the Heart. The vampire is destroyed if a piercing weapon made of
Medium swarm of tiny beasts, unaligned
wood is driven into its heart while it is incapacitated in its resting place.
Armor Class 12 Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it
Hit Points 24 (7d8 - 7) starts its turn in sunlight. While in sunlight, it has disadvantage on attack
Speed 10 ft., fly 50 ft. rolls and ability checks.
Actions
STR DEX CON INT WIS CHA
Multiattack. The vampire makes two attacks, only one of which can be a
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)
bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a
Skills Perception +5 creature that is grappled by the vampire, incapacitated, or restrained. Hit:
Damage Resistances bludgeoning, piercing, slashing 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit
Condition Immunities charmed, frightened, grappled, paralyzed, point maximum is reduced by an amount equal to the necrotic damage
petrified, prone, restrained, stunned taken, and the vampire regains hit points equal to that amount. The
Senses passive Perception 15 reduction lasts until the target finishes a long rest. The target dies if this
Languages — effect reduces its hit point maximum to 0.
Challenge 1/4 (50 XP) Proficiency Bonus: +2 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 +
3) slashing damage. Instead of dealing damage, the vampire can grapple
Swarm. The swarm can occupy another creature's space and vice versa, and the target (escape DC 13).
the swarm can move through any opening large enough for a Tiny raven.
The swarm can't regain hit points or gain temporary hit points.
Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the
swarm has half of its hit points or fewer.
Appendix B: Bestiary
70
VISTANA THUG WERERAVEN
Medium humanoid (human), any non-good alignment Medium humanoid (any race, shapechanger), lawful good
Armor Class 11 (leather armor) Armor Class 12
Hit Points 32 (5d8 + 10) Hit Points 31 (7d8)
Speed 30 ft. Speed 30 ft. (fly 50 ft. in raven and hybrid forms)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 14 (+2)
Appendix B: Bestiary
71
WEREWOLF WIGHT
Medium humanoid (human, shapechanger), chaotic evil Medium undead, neutral evil
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid Armor Class 14 (studded leather)
form Hit Points 45 (6d8 + 18)
Hit Points 58 (9d8 + 18) Speed 30 ft.
Speed 30 ft. (4o ft. in wolf form)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +3, Stealth +4
Skills Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
nonmagical attacks that aren't silvered Damage Immunities poison
Senses passive Perception 14 Condition Immunities exhaustion, poisoned
Languages Common (can’t speak in wolf form) Senses darkvision 60 ft., passive Perception 13
Challenge 3 (700 XP) Proficiency Bonus: +2 Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus: +2
Shapechanger. The werewolf can use its action to polymorph into a wolf-
humanoid hybrid or into a wolf, or back into its true form, which is Sunlight Sensitivity. While in sunlight, the wight has disadvantage on
humanoid. Its statistics, other than its AC, are the same in each form. Any attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies.
Actions
Keen Hearing and Smell. The werewolf has advantage on Wisdom Multiattack. The wight makes two longsword attacks or two longbow
(Perception) checks that rely on hearing or smell. attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5
Actions (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two saving throw or its hit point maximum is reduced by an amount equal to
attacks: two with its spear (humanoid form) or one with its bite and one the damage taken. This reduction lasts until the target finishes a long rest.
with its claws (hybrid form). The target dies if this effect reduces its hit point maximum to 0.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., A humanoid slain by this attack rises 24 hours later as a zombie under the
one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it wight's control, unless the humanoid is restored to life or its body is
must succeed on a DC 12 Constitution saving throw or be cursed with destroyed. The wight can have no more than twelve zombies under its
werewolf lycanthropy. control at one time.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8
creature. Hit: 7 (2d4 + 2) slashing damage. + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, hands.
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit:
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee 6 (1d8 + 2) piercing damage.
attack.
Appendix B: Bestiary
72
WOLF ZOMBIE
Medium beast, unaligned Medium undead, neutral evil
Armor Class 13 (natural armor) Armor Class 8
Hit Points 11 (2d8 + 2) Hit Points 22 (3d8 + 9)
Speed 40 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Appendix B: Bestiary
73
APPENDIX C:
HANDOUTS
Appendix C: Handouts
74
Appendix C: Handouts
75