# Companions # Death House ### Rosavalda "Rose" Durst **Roleplaying Information** ***Resonance.*** Rose should inspire sympathy for her insecurities and fears, endearment for her dedication to Thorn, and gratitude for her earnest efforts to aid the players. ***Emotions.*** Rose most often feels apprehensive, curious, defiant, or bold. ***Motivations.*** Rose wants to keep Thorn safe and comforted, and to allow their spirits to finally find peace. ***Inspirations.*** When playing Rose, channel Eleven (*Stranger Things*), Matilda (*Matilda*), and Lucy Pevensie (*The Chronicles of Narnia*). **Character Information** ***Persona.*** To the world, Rose is Thorn's fiercest protector. To those she trusts, Rose is a lost, fearful, and traumatized young girl. ***Morale.*** In a fight, Rose would plead for peace, but flee with Thorn if that proved impossible. ***Relationships.*** Rose is Thorn Durst's older sister, Walter Durst's half-sibling, and the eldest child of Elisabeth and Gustav Durst. ### Thornboldt "Thorn" Durst **Roleplaying Information** ***Resonance.*** Thorn should inspire sympathy for his shyness and fear, and endearment for his childlike joy. ***Emotions.*** Thorn most often feels uncomfortable, joyous, anxious, or terrified. ***Motivations.*** Thorn wants to keep close to Rose and find toys to play with. ***Inspirations.*** When playing Thorn, channel Neville Longbottom (*Harry Potter*) and Piglet (*Winnie the Pooh*). **Character Information** ***Persona.*** To the world, Thorn is a frightened young boy who clings to his sister. To those he trusts, Thorn is a quietly observant and insightful child. ***Morale.*** In a fight, Thorn would cower and cry, pleading for Rose to rescue him. ***Relationships.*** Thorn is Rose Durst's younger brother, Walter Durst's half-sibling, and the youngest child of Elisabeth and Gustav Durst. # Village of Barovia ### Ismark Kolyanovich **Roleplaying Information** ***Resonance.*** Ismark should inspire flattery with his genuine interest and empathy for the players, sympathy for his guilt and desperation, endearment for his anxiety to step beyond his ancestor's shadow, and gratitude for his friendliness and aid. ***Emotions.*** Ismark most often feels concerned, guilty, friendly, melancholy, defiant, hopeful, desperate, and grateful. ***Motivations.*** Ismark wants to keep his village and Ireena safe, keep his father's memory alive, and one day match his ancestor's legacy. ***Inspirations.*** When playing Ismark, channel Jon Snow (*Game of Thrones*), Faramir (*Lord of the Rings*), and Trevor Belmont (*Castlevania*). **Character Information** ***Persona.*** To the world, Ismark is a courageous, reliable, and compassionate leader. To those he trusts, Ismark is a self-doubting, struggling warrior desperate to keep his loved ones safe. Deep down, Ismark worries that he will never live up to his ancestor's deeds—and fears that he has already irreparably failed. ***Morale.*** In a fight, Ismark would first seek to mediate the parties' conflict, but would gladly draw his sword—and even fight to the death—if he believed that he was fighting for something or someone worth protecting. ***Relationships.*** Ismark is the adoptive brother of Ireena Kolyana, and the great-grandson of Ismark the Great. ### Ireena Kolyana **Roleplaying Information** ***Resonance.*** Ireena should inspire flattery with her genuine interest in the players' goals and interests, sympathy for her sense of guilt and fear of Strahd, endearment for her determination to continue moving forward, and gratitude for her efforts to help the players succeed. ***Emotions.*** Ireena most often feels curious, thoughtful, melancholy, guilty, stubborn, joyful, determined, defiant, and anxious. ***Motivations.*** Ireena wants to keep her fellow Barovians and Ismark safe, honor her parents' memory, learn new stories, and one day explore distant lands. ***Inspirations.*** When playing Ireena, channel Belle (Beauty and the Beast), Elizabeth Swann (Pirates of the Caribbean), Eowyn (Lord of the Rings), Hermione Granger (Harry Potter), and Katniss Everdeen (The Hunger Games). **Character Information** ***Persona.*** To the world, Ireena is a compassionate, curious, yet stubborn young noblewoman. To those she trusts, Ireena is an anxious, yet determined young woman who dreams of freedom and adventure. Deep down, Ireena wonders whether giving herself up to Strahd would be the best way to protect those she loves. ***Morale.*** In a fight, Ireena will always turn to words before a sword. If necessary to defend herself, though, she'll draw her rapier—reluctantly, if protecting herself, and proudly, if protecting another. ***Relationships.*** Ireena is the (knowing) adopted sister of Ismark Kolyanovich, the (unknowing) sister of Izek Strazni, and the (unknowing) reincarnation of Tatyana Federovna. ### Parriwimple **Roleplaying Information** ***Resonance.*** Parriwimple should inspire sympathy for the loss of his parents, endearment for his childlike mannerisms and optimistic perseverance, and flattery for his fascination with the players’ exotic weapons and clothes. ***Emotions.*** Parriwimple most often feels curiosity, hope, wonder, melancholy, and confusion. ***Motivations.*** Parriwimple wants to help his friends and neighbors, take care of his Uncle Bildrath, and honor his late parents’ memories. ***Inspirations.*** When playing Parriwimple, channel Lenny Small (Of Mice and Men) and Forrest Gump (Forrest Gump). **Character Information** ***Persona.*** To the world, Parriwimple is a cheerful, simple-minded young man. To those he trusts, Parriwimple is a thoughtful, insightful, yet grieving orphan, desperate to move past his parents’ deaths by proving useful to others. ***Morale.*** In a fight, Parriwimple would hold up his hands and plead for peace. If ignored, however, he would swiftly use his strength to restrain any combatants—with righteous fury if defending his uncle Bildrath. ***Relationships.*** Parriwimple is an orphan and the nephew of the general-store owner Bildrath Cantemir. ### Father Donavich **Roleplaying Information** ***Resonance.*** Donavich should inspire sympathy for his sorrow and fears, pity for his separation from the Morninglord, endearment for his kindness and hospitality, and discomfort for his zealous condemnation of Doru’s undead nature. ***Emotions.*** In his current state, Donavich most often feels grief, guilt, exhaustion, compassion, and obsession. If reconciled with Doru, he most often feels hope, relief, gratitude, confusion, fear, and shame. ***Motivations.*** Father Donavich wants to free his son from Strahd’s clutches—at any cost. ***Inspirations.*** When playing Father Donavich, channel Eddard Stark (Game of Thrones), Walter White (Breaking Bad), and Boromir (The Lord of the Rings). **Character Information** ***Persona.*** To the world, Father Donavich is a grieving, yet zealous father. To those he trusts, Donavich is a broken man adrift in the world, lost and confused without guidance or purpose. ***Morale.*** In a fight, Father Donavich would ordinarily fight to defend his people and church. In his current state, however, he would immediately surrender, too wracked with guilt to even defend his own life. ***Relationships.*** Father Donavich is Doru’s father and the priest of the Barovian church. ### Doru **Roleplaying Information** ***Resonance.*** Doru should inspire sympathy for his struggles against his vampiric nature, mild discomfort with his occasionally inhuman mannerisms, and endearment for his clear dedication to his father and Gertruda. ***Emotions.*** Doru most often feels grief, guilt, shame, desperation, resignation, and hope. ***Motivations.*** Doru wants to reconcile with his father and ensure Gertruda's safety. ***Inspirations.*** When playing Doru, channel Theon Grejoy (Game of Thrones), Zuko (Avatar: The Last Airbender), Jesse Pinkman (Breaking Bad), and Steve Harrington (Stranger Things). **Character Information** ***Persona.*** To the world, Doru is a monstrous, bloodthirsty vampire spawn. To those he trusts, Doru is a broken, guilty man who is desperate to avoid hurting those he loves. ***Morale.*** In a fight, Doru would seek to flee to avoid hurting anyone—but if his father or Gertruda were endangered, he would fight savagely to protect them. ***Relationships.*** Doru is Father Donavich's son, Escher's former friend, and Gertruda's betrothed. # Tser Pool Encampment #### Madam Eva **Roleplaying Information** ***Resonance.*** Madam Eva should inspire discomfort with her intimate knowledge of the players’ pasts, gratitude for her dedication to the players’ journey, and reassurance with her confident predictions. ***Emotions.*** Madam Eva's most frequent emotions are amusement, solemnity, concern, and contemplation. ***Motivations.*** Madam Eva wants to see the land of Barovia healed and freed from Strahd's corruption. ***Inspirations.*** When playing Madam Eva, channel The Ancient One (Doctor Strange) and the Fates (Hercules). **Character Information** ***Persona.*** To the world, Madam Eva appears as a wise, yet maddened crone who speaks in prophecies and riddles. To those she trusts, she appears as a kind, yet frustratingly opaque and stubborn old woman. ***Morale.*** In a fight, Madam Eva would calmly insist that her opponent cease their attacks, then—if her Vistani aides prove unable to stop her assailant—weaken them with the harm spell before demanding their surrender. ***Relationships.*** Madam Eva alone knows that she is an avatar of the Seeker. # Castle Ravenloft ## Volenta Popofsky **Roleplaying Information** ***Resonance.*** Volenta should inspire revulsion with her obsession with pain and gore, discomfort with her sadistic and psychotic personality, and a strange sort of flattery with her flirtatious—if eccentric—attitude. ***Emotions.*** Volenta most often feels amused, curious, irritated, bored, fascinated, enraged, and gleeful. ***Motivations.*** Volenta wants to impress Strahd and earn her place as foremost among his brides, to satisfy her frequent sadistic urges, and to find novel ways to cause suffering and pain through tinkering and innovation. ***Inspirations.*** When playing Volenta, channel Jinx (*Arcane*), Ty Lee (*Avatar: The Last Airbender*), and Harley Quinn (*Batman*). **Character Information** ***Persona.*** To strangers, Volenta is a manic, impulsive, and trigger-happy sadist with a flair for invention and innovation. ***Morale.*** In a fight, Volenta would gleefully relish the opportunity to test her custom-made weapons on hostile subjects—and, when pushed far enough, to tear those subjects apart with her bare hands and teeth. ***Relationships.*** Volenta is fanatically loyal to Strahd von Zarovich, and views his other brides and consorts—especially Anastrasya, Ludmilla, and Escher—with deep resentment, jealousy, and suspicion. #### First Encounter <div class="statblock"> <h2>Volenta, First Form</h2> <em>Medium undead, chaotic evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor) <br> <strong>Hit Points</strong> 82 (11d8 + 33) <br> <strong>Speed</strong> 30 ft., climb 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>18 (+4)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>14 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +7, Wis +5<br> <strong>Skills</strong> Acrobatics +10, Perception +5, Stealth +10<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 15<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 5 (1,800 XP)<br> <strong>Proficiency Bonus</strong> +3<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Volenta doesn't have disadvantage on her ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Regeneration.</em></strong> Volenta regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Nimble Escape.</em></strong> Volenta can take the Disengage or Hide action as a bonus action on each of her turns.</p> <p><strong><em>Awakened Bloodlust.</em></strong> When Volenta drops to 0 hit points, her statistics are instantly replaced by the statistics of her second form. Her initiative count doesn't change. Excess damage doesn't carry over to her new form, but she retains any conditions she had in her previous form.</p> <div class="break"></div> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Volenta uses <strong><em>hail of daggers</em></strong> twice, <strong><em>dagger</em></strong> twice, or <strong><em>hail of daggers</em></strong> once and either <strong><em>tanglefoot</em></strong> or <strong><em>thunderstone</em></strong>.</p> <p><strong><em>Hail of Daggers.</em></strong> <em>Ranged Weapon Attack:</em> +7 to hit, range 15 ft., one target. <em>Hit:</em> 9 (2d4 + 4) piercing damage.</p> <p><strong><em>Dagger.</em></strong> <em>Melee Weapon Attack</em> +7 to hit, 5 ft., one target. <em>Hit:</em> 6 (1d4 + 4) piercing damage.</p> <p><strong><em>Tanglefoot (1/day).</em></strong> Volenta hurls a bag of writhing, sticky black tar at a point on the ground within 30 feet. The bag bursts on impact, covering up to two creatures within 5 feet of one another with sticky tar and forcing each target to succeed on a DC 14 Strength saving throw or be restrained. A target can repeat the saving throw at the end of each of its turns, ending the effect on a success.</p> <p><strong><em>Thunderstone (1/day).</em></strong> Volenta hurls a crystalline shard at a creature, object, or surface within 30 feet. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a DC 14 Constitution saving throw or be knocked prone and pushed 10 feet away from that point. A creature that fails the save is also deafened until the start of Volenta’s next turn.</p> <p><strong><em>Alchemist's Firebomb (1/day).</em></strong> Volenta hurls a flask of concentrated alchemist's fire at a point within 30 feet. The vial shatters on impact and detonates in a 10-foot radius. Any creature in that area must succeed on a DC 14 Dexterity saving throw or take 2d6 fire damage and be set ablaze. A creature set ablaze in this way takes 1d4 fire damage at the start of each of its turns, and can make an additional DC 14 Dexterity saving throw at the end of each of its turns to extinguish the flames.</p> <h3>Reactions</h3> <p><strong><em>Smokestick (1/day).</em></strong> When Volenta is reduced to 0 hit points, if she isn't grappled, restrained, or incapacitated, she can crack a charred, black wooden stick, releasing a cloud of thick, opaque smoke that creates a heavily obscured area in a 20-foot radius. She can then move up to her speed without triggering opportunity attacks. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. </div> <br> <div class="statblock"> <h2>Volenta, Second Form</h2> <em>Medium undead, chaotic evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor) <br> <strong>Hit Points</strong> 82 (11d8 + 33) <br> <strong>Speed</strong> 30 ft., climb 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>18 (+4)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>14 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +7, Wis +5<br> <strong>Skills</strong> Acrobatics +10, Perception +5, Stealth +10<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 15<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 6 (2,300 XP)<br> <hr> <p><strong><em>Regeneration.</em></strong> Volenta regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</p> <p><strong><em>Spider Climb.</em></strong> Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Blood Frenzy.</em></strong> Volenta has advantage on melee attack rolls against any creature that doesn't have all its hit points.</p> <div class="break"></div> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Volenta makes two attacks, only one of which can be a bite attack.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrained. <em>Hit:</em> 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Volenta regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. Each time the target finishes a long rest without being bitten again, it can roll one of its hit dice and add its Constitution modifier. The target’s maximum hit points increase by an amount equal to the result. (This increase can’t raise the target’s hit points above its original maximum.)</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).</p> <h3>Bonus Actions</h3> <p><strong><em>Leap.</em></strong> Volenta moves up to her speed without provoking opportunity attacks. As she does, she can replace 10 feet of movement with a 10-foot high jump.</p> <p><strong><em>Dislocate.</em></strong> Volenta dislocates her joints, automatically escaping any nonmagical restraints, such as manacles or a creature that has her grappled. <h3>Reactions</h3> <p>Volenta can take up to three reactions per round, but only one per turn. If Volenta would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Spit Blood.</em></strong> In response to taking damage from a melee attack, Volenta spits a wad of blood at the attacking creature’s eyes, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is blinded until the end of its next turn.</p> <p><strong><em>Aggress.</em></strong> In response to taking damage from an attack or spell, Volenta moves up to her speed toward a hostile creature she can see without provoking opportunity attacks.</p> <p><strong><em>Abscond.</em></strong> In response to escaping a grapple, Volenta uses her <strong><em>leap</em></strong> feature. </div> #### Second Encounter <div class="statblock"> <h2>Volenta, Alchemical Savant</h2> <em>Medium undead, chaotic evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor) <br> <strong>Hit Points</strong> 82 (11d8 + 33) <br> <strong>Speed</strong> 30 ft., climb 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>18 (+4)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>14 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +7, Wis +5<br> <strong>Skills</strong> Acrobatics +10, Perception +5, Stealth +10<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 15<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 5 (1,800 XP)<br> <strong>Proficiency Bonus</strong> +3<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Volenta doesn't have disadvantage on her ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Regeneration.</em></strong> Volenta regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Volenta uses <strong><em>hail of daggers</em></strong> twice, or <strong><em>hail of daggers</em></strong> once and either <strong><em>thunderstone</em></strong> or <strong><em>froststar</em></strong>.</p> <p><strong><em>Hail of Daggers.</em></strong> <em>Ranged Weapon Attack:</em> +7 to hit, range 15 ft., one target. <em>Hit:</em> 9 (2d4 + 4) piercing damage plus 7 (2d6) poison damage.</p> <p><strong><em>Thunderstone (2/day).</em></strong> Volenta hurls a crystalline shard at a creature, object, or surface within 30 feet. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a <span class="highlight">DC 14 Constitution saving throw</span> or be knocked prone and pushed 10 feet away from that point. A creature that fails the save is also deafened until the start of Volenta's next turn.</p> <p><strong><em>Froststar (3/day).</em></strong> Volenta throws a crystalline shard at a point she can see within 30 feet. The shard explodes on impact, covering the area with thick, icy frost. Each creature within 5 feet of the point of impact must make a <span class="highlight">DC 14 Dexterity saving throw</span>. On a failed save, a creature takes 2d6 cold damage and is restrained by ice until the start of Volenta's next turn. On a successful save, a creature takes half the damage and isn't restrained. A restrained creature can use its action to make a <span class="highlight">DC 14 Strength check</span> to break free. A 5-foot-square section of ice has AC 10, 15 hit points, vulnerability to bludgeoning and fire damage, and immunity to cold, poison, and psychic damage.</p> <p><strong><em>Alchemist's Firebomb (1/day).</em></strong> Volenta hurls a flask of concentrated alchemist's fire at a point within 30 feet. The vial shatters on impact and detonates in a 10-foot radius. Any creature in that area must succeed on a <span class="highlight">DC 14 Dexterity saving throw</span> or take 2d6 fire damage and be set ablaze. A creature set ablaze in this way takes 1d4 fire damage at the start of each of its turns, and can make an additional DC 14 Dexterity saving throw at the end of each of its turns to extinguish the flames.</p> <h3>Bonus Actions</h3> <p><strong><em>Nimble Escape.</em></strong> Volenta takes the Disengage or Hide action.</p> <h3>Reactions</h3> <p>Volenta can take up to three reactions per round, but only one per turn. If Volenta would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Final Conflagration.</em></strong> When Volenta is reduced to 0 hit points, she can use her alchemist's firebomb if available, centered on herself. (Any damage taken doesn’t carry over to her second form.)</p> <p><strong><em>Acrobatic Escape.</em></strong> When an attack misses Volenta, she can use her reaction to move up to half her speed without provoking opportunity attacks.</p> <p><strong><em>Caustic Splash (1/day).</em></strong> When Volenta takes damage from a creature within 5 feet of her, she can use her reaction to splash that creature with caustic chemicals. The creature must make a <span class="highlight">DC 14 Dexterity saving throw</span>. On a failed save, the creature takes <span class="highlight">14 (4d6) acid damage</span> and is blinded until the end of Volenta's next turn. On a successful save, the creature takes half damage and isn't blinded.</p> </div> <br> <div class="statblock"> <h2>Volenta, Frenzied Spawn</h2> <em>Medium undead, chaotic evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor) <br> <strong>Hit Points</strong> 82 (11d8 + 33) <br> <strong>Speed</strong> 30 ft., climb 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>18 (+4)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>14 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +7, Wis +5<br> <strong>Skills</strong> Acrobatics +10, Perception +5, Stealth +10<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 15<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 6 (2,300 XP)<br> <hr> <p><strong><em>Regeneration.</em></strong> Volenta regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</p> <p><strong><em>Spider Climb.</em></strong> Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Blood Frenzy.</em></strong> Volenta has advantage on melee attack rolls against any creature that doesn't have all its hit points.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Volenta makes two attacks, only one of which can be a bite attack. If both attacks hit, she can immediately make one additional attack.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrained. <em>Hit:</em> 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Volenta regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. Each time the target finishes a long rest without being bitten again, it can roll one of its hit dice and add its Constitution modifier. The target’s maximum hit points increase by an amount equal to the result. (This increase can’t raise the target’s hit points above its original maximum.)</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).</p> <h3>Bonus Actions</h3> <p><strong><em>Leap.</em></strong> Volenta moves up to her speed without provoking opportunity attacks. As she does, she can replace 10 feet of movement with a 10-foot high jump.</p> <p><strong><em>Dislocate.</em></strong> Volenta dislocates her joints, automatically escaping any nonmagical restraints, such as manacles or a creature that has her grappled.</p> <h3>Reactions</h3> <p>Volenta can take up to three reactions per round, but only one per turn. If Volenta would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Spit Blood.</em></strong> In response to taking damage from a melee attack, Volenta spits a wad of blood at the attacking creature's eyes, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is blinded until the end of its next turn.</p> <p><strong><em>Aggress.</em></strong> In response to taking damage from an attack or spell, Volenta moves up to her speed toward a hostile creature she can see without provoking opportunity attacks.</p> <p><strong><em>Abscond.</em></strong> In response to escaping a grapple, Volenta uses her <strong><em>leap</em></strong> feature.</p> </div> ## Ludmilla Vilisevic **Roleplaying Information** ***Resonance.*** Ludmilla should inspire irritation with her refusal to let the players provoke her (and her evident inability to feel anger), discomfort with her detached and analytical personality, and anger for her condescension and intricate insults. ***Emotions.*** Ludmilla most often feels intrigued, annoyed, thoughtful, or (mildly) amused. ***Motivations.*** Ludmilla wants to conquer the secrets of magic and impress Strahd sufficiently to become his arcane advisor, as Khazan once was. ***Inspirations.*** When playing Ludmilla, channel Severus Snape (*Harry Potter*), Sherlock Holmes (*Sherlock*), and Dr. Gregory House (*House*). **Character Information** ***Persona.*** To the world, Ludmilla is an ambitious, detached, and sociopathic mage, dedicated to attaining knowledge and power at all costs. ***Morale.*** In a fight, Ludmilla would seek to lure her opponent into a pre-prepared trap, fleeing if outmatched and unable to meet the fight with some sort of advantage. ***Relationships.*** Ludmilla is Strahd's second-eldest vampiric bride and the matron of the coven of **Barovian witches** at Castle Ravenloft. #### First Encounter <div class="statblock"> <h2>Ludmilla, First Form</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 16 (natural armor) <br> <strong>Hit Points</strong> 120 (16d8 + 48) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>18 (+4)</td> <td>10 (+0)</td> <td>12 (+1)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +6, Wis +5, Int +7<br> <strong>Skills</strong> Arcana +7, Perception +3, Stealth +6<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical weapons<br> <strong>Senses</strong> Darkvision 120 ft., passive Perception 13<br> <strong>Languages</strong> Common, Abyssal, Infernal<br> <strong>Challenge Rating</strong> 6<br> <strong>Proficiency Bonus</strong> +3 <hr> <p><strong><em>Regeneration.</em></strong> Ludmilla regains 10 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Ludmilla takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Form of Mist.</em></strong> When Ludmilla is reduced to 0 hit points, her statistics are instantly replaced by the statistics of her second form. Her initiative count doesn't change. Excess damage doesn't carry over to her new form, but she retains any conditions she had in her previous form.</p> <h3>Actions</h3> <p><strong><em>Grease.</em></strong> Ludmilla casts <em>grease</em> (DC 15) in a 20-foot-square area.</p> <p><strong><em>Command.</em></strong> Ludmilla casts <em>command</em> (DC 15), targeting up to two creatures with the same command. If she is within 10 feet of all targets, she can speak a command of up to three words, rather than one.</p> <p><strong><em>Hypnotic Pattern (2/day).</em></strong> Ludmilla casts <em>hypnotic pattern</em> (DC 15).</p> <p><strong><em>Dimension Door (1/day).</em></strong> Ludmilla casts <em>dimension door.</em></p> <h3>Bonus Actions</h3> <p><strong><em>Shroud of Shadows (1/day).</em></strong> Ludmilla summons a shroud of shadows around her, which lasts for 8 hours or until she dismisses it as a bonus action. While the shroud remains, she gains a flying speed of 50 feet (hover) and has resistance to damage dealt by melee attacks. If Ludmilla resists damage in this way, the attacker takes the same amount and type of damage dealt.<br>&nbsp;&nbsp;&nbsp;&nbsp; The first time Ludmilla takes radiant damage or damage from holy water while the shroud is present, the shroud weakens, reducing her flying speed to 25 feet and causing her to fall 20 feet. The second time Ludmilla takes radiant damage or damage from holy water while the shroud is present, the shroud immediately vanishes.</p> <p><strong><em>Entangling Slime.</em></strong> If Ludmilla is currently concentrating on a <em>grease</em> spell, she casts <em>web</em> (DC 15) without using concentration, targeting the same 20-foot-square area as the <em>grease</em> spell. The webs vanish when she loses her concentration on <em>grease.</em></p> <h3>Reactions</h3> <p>Ludmilla can take up to three reactions per round, but only one per turn. If she would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Misty Step.</em></strong> In response to taking damage, Ludmilla casts <em>misty step.</em></p> <p><strong><em>Disrupt Spell (3/day).</em></strong> <em>3rd-Level Spell:</em> 60 feet, components S, instantaneous. <em>Effect:</em> Ludmilla attempts to disrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, it must make a DC 15 saving throw using its spellcasting ability. On a failure, the creature's spell fails and has no effect.</p> <p><strong><em>Mage's Reprisal.</em></strong> In response to being missed by a spell attack or succeeding on a saving throw against a spell, Ludmilla can immediately force the caster to succeed on a DC 15 Constitution saving throw or take 7 (2d6) force damage.</p> <p><strong><em>Contingency (1/day).</em></strong> If Ludmilla would drop to 0 hit points as a result of taking damage, a <em>contingency</em> spell activates, allowing her to gain the effects of <em>dimension door</em>. (Because Ludmilla doesn't cast the spell at the time of her reaction, it can't be countered.)</p> </div> #### Second Encounter <div class="statblock"> <h2>Ludmilla Vilisevic, Elementalist</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 15<br> <strong>Hit Points</strong> 82 (11d8 + 33)<br> <strong>Speed</strong> 30 ft., climb 20 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>18 (+4)</td> <td>10 (+0)</td> <td>12 (+1)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +6, Int +7, Wis +3<br> <strong>Skills</strong> Arcana +7, Perception +3, Stealth +6<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> passive Perception 13<br> <strong>Languages</strong> Abyssal, Common, Draconic, Infernal<br> <strong>Challenge</strong> 8<br> <strong>Proficiency Bonus</strong> +3 <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Ludmilla doesn't have disadvantage on her ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Devil’s Sight.</em></strong> Ludmilla can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</p> <p><strong><em>Regeneration.</em></strong> Ludmilla regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Ludmilla takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Form of Mist.</em></strong> When Ludmilla is reduced to 0 hit points, her statistics are instantly replaced by the statistics of her Mistfiend form. Her initiative count doesn't change. Excess damage doesn't carry over to her new form, but she retains any conditions she had in her previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Ludmilla makes two Shocking Grasp attacks.</p> <p><strong><em>Shocking Grasp.</em></strong> <em>Melee Spell Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d8) lightning damage. On a hit, the target can't take reactions until the start of its next turn.</p> <p><strong><em>Lightning Lance.</em></strong> A bolt of lightning arcs toward a creature of Ludmilla’s choice that she can see within 30 feet. Two bolts then leap from that creature to as many as two other creatures, each of which must be within 10 feet of the first creature. (A creature can be targeted by only one of the bolts.) Each creature must make a <span class="highlight">DC 15 Dexterity saving throw</span>, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a success.</p> <h3>Bonus Actions</h3> <p><strong><em>Shroud of Shadows (1/day).</em></strong> Ludmilla summons a shroud of shadows around her, which lasts for 8 hours or until she dismisses it as a bonus action. While the shroud remains, she gains a flying speed of 50 feet (hover) and has resistance to damage dealt by melee attacks. If Ludmilla resists damage in this way, the attacker takes the same amount and type of damage dealt.<br>&nbsp;&nbsp;&nbsp;&nbsp; The first time Ludmilla takes radiant damage or damage from holy water while the shroud is present, the shroud weakens, reducing her flying speed to 25 feet and causing her to fall 20 feet. The second time Ludmilla takes radiant damage or damage from holy water while the shroud is present, the shroud immediately vanishes.</p> <p><strong><em>Duplicate.</em></strong> Ludmilla creates a perfect, intangible illusion of herself that lasts until the start of her next turn. The illusion appears in an unoccupied space within 30 feet of her. Ludmilla can then magically switch places with the illusion. While the illusion remains, it perfectly mimics Ludmilla's actions, speech, and movement, though it cannot attack. A player can make a <span class="highlight">DC 15 Intelligence (Investigation) check</span> to determine which Ludmilla is illusory. The illusion vanishes if it takes any damage.</p> <p><strong><em>Freezing Ray.</em></strong> <em>Ranged Spell Attack:</em> +7 to hit, range 120 ft., three creatures. <em>Hit:</em> 7 (2d6) cold damage per ray.</p> <p><strong><em>Darkness (1/day).</em></strong> Ludmilla casts <em>darkness</em> with a radius of 40 feet.</p> <h3>Reactions</h3> <p>Ludmilla can take up to three reactions per round, but only one per turn. If Ludmilla would lose her reactions, she loses one reaction instead..</p> <p><strong><em>Misty Step.</em></strong> In response to taking damage or casting *darkness*, Ludmilla casts <em>misty step</em>. She can then immediately take the Hide action. If she’s flying, she has advantage on the check made to hide.</p> <p><strong><em>Disrupt Spell (3/day).</em></strong> 3rd-level spell, range 60 feet, components S, instantaneous. <em>Effect:</em> Ludmilla attempts to disrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, it must make a <span class="highlight">DC 15 saving throw</span> using its spellcasting ability. On a failure, the creature's spell fails and has no effect.</p> <p><strong><em>Mage's Reprisal.</em></strong> In response to being missed by a spell attack or succeeding on a saving throw against a spell, Ludmilla can immediately force the caster to succeed on a DC 15 Constitution saving throw or take 7 (2d6) force damage.</p> </div> <br> <div class="statblock"> <h2>Ludmilla Vilisevic, Mistfiend</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 15<br> <strong>Hit Points</strong> 82 (11d8 + 33)<br> <strong>Speed</strong> 30 ft., fly 50 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>18 (+4)</td> <td>10 (+0)</td> <td>12 (+1)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +6, Int +7, Wis +3<br> <strong>Skills</strong> Arcana +7, Perception +3, Stealth +6<br> <strong>Damage Vulnerabilities</strong> lightning<br> <strong>Damage Immunities</strong> bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Condition Immunities</strong> grappled, prone, restrained<br> <strong>Senses</strong> passive Perception 13<br> <strong>Languages</strong> —<br> <strong>Challenge</strong> 8 (3,900 XP)<br> <strong>Proficiency Bonus</strong> +3 <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Ludmilla doesn't have disadvantage on her ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Regeneration.</em></strong> Ludmilla regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Ludmilla takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Cold Sensitivity.</em></strong> When Ludmilla takes cold damage, she freezes into a corporeal form until the start of her next turn. While frozen in this way, she loses the attributes of her Mistform feature, loses her immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, gains vulnerability to bludgeoning and thunder damage, loses her immunity to the grappled, prone, and restrained conditions, and loses her fly speed.</p> <p><strong><em>Mistsight.</em></strong> While within fog, Ludmilla has blindsight that extends to the edge of the fog, out to a maximum of 60 feet. <p><strong><em>Mistform.</em></strong> Ludmilla can enter and occupy the space of another creature, and can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. She can't fall, and remains hovering in the air even when stunned or otherwise incapacitated. However, while making a melee attack or grappling a target, Ludmilla loses these attributes, as well as her immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons and loses her immunity to the grappled, prone, and restrained conditions.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Ludmilla makes two attacks with her claws. She can replace one attack with a mist shards or bite attack.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (2d4 + 3) slashing damage plus 2 (1d4) necrotic damage. Instead of dealing the slashing damage, Ludmilla can grapple the target (escape DC 14).</p> <p><strong><em>Mist Shards.</em></strong> <em>Ranged Weapon Attack:</em> +6 to hit, range 30 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage plus 3 (1d6) necrotic damage.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Ludmilla, incapacitated, or restrained. <em>Hit:</em> 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Ludmilla regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. Each time the target finishes a long rest without being bitten again, it can roll one of its hit dice and add its Constitution modifier. The target’s maximum hit points increase by an amount equal to the result. (This increase can’t raise the target’s hit points above its original maximum.).</p> <h3>Bonus Actions</h3> <p><strong><em>Dissipate.</em></strong> If Ludmilla is heavily obscured by mist or fog, she takes the Hide action. <p><strong><em>Asphyxiate.</em></strong> One creature within 30 feet must make a <span class="highlight">DC 14 Constitution saving throw</span>. On a failure, the target's head is surrounded by a vacuum of air for 1 minute, or while Ludmilla maintains her concentration (as if concentrating on a spell). While surrounded by this vacuum, the target is deafened, can't speak, can't breathe (but can hold its breath), and has a number of levels of exhaustion equal to three minus the number of minutes of air it has left (minimum 0). In addition, a target surrounded by this vacuum must succeed on a DC 14 Constitution saving throw at the end of each of its turns or lose 1 minute of air on a failure.<br>&nbsp;&nbsp;&nbsp;&nbsp;The target loses all levels of exhaustion gained in this way if it falls unconscious or the vacuum disappears. The vacuum disappears if Ludmilla takes the Hide action or if the target is ever behind full cover or more than 30 feet away from her.</p> <h3>Reactions</h3> <p>Ludmilla can take up to three reactions per round, but only one per turn. If Ludmilla would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Fog Cloud.</em></strong> In response to taking damage, Ludmilla casts <em>fog cloud</em> without concentration. <p><strong><em>Poison Mist.</em></strong> In response to taking damage from a creature within 5 feet, Ludmilla forces that creature to succeed on a <span class="highlight">DC 14 Constitution saving throw</span> or take 7 (2d6) poison damage.</p> <p><strong><em>Ambush.</em></strong> In response to hearing or seeing a creature move within 30 feet while she's hidden, Ludmilla moves up to her speed toward it and attacks it with her claws.</p> </div> ## Anastrasya Karelova **Roleplaying Information** ***Resonance.*** Anastrasya should inspire flattery for her compliments and charm, suspicion for her disguised efforts to probe for the players’ secrets, and disgust for her apathy toward the plight of the Barovian people. ***Emotions.*** Anastrasya most often feels calm, amused, satisfied, or intrigued. ***Motivations.*** Anastrasya wants to remove Volenta, Ludmilla, and the players as competitors to Strahd’s affections—by setting them against each other, if at all possible. ***Inspirations.*** When playing Anastrasya, channel Lara Raith (*The Dresden Files*), Margaery Tyrell (*Game of Thrones*), and Irene Adler (*Sherlock Holmes*) **Character Information** ***Persona.*** To the world, Anastrasya is an empathetic, thoughtful, and charming socialite. To those who know her better, Anastrasya is a cunning, merciless chessmaster with a penchant for worming her way out of even the stickiest situations. ***Morale.*** In a fight, Anastrasya would parlay for peace—and stab her enemy in the back as soon as an opportune moment presented itself. ***Relationships.*** Anastrasya is Strahd’s third-youngest bride and a former Vallakian noble from a now-extinct house. <div class="statblock"> <h2>Anastrasya, Vampire Socialite</h2> <em>Medium undead, unaligned</em> <hr> <strong>Armor Class</strong> 15 (natural armor)<br> <strong>Hit Points</strong> 82 (11d8 + 33)<br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>13 (+1)</td> <td>10 (+0)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +6, Wis +3, Cha +6<br> <strong>Skills</strong> Deception +6, Perception +3, Persuasion +6, Stealth +6<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> passive Perception 13<br> <strong>Languages</strong> Common, Elvish<br> <strong>Challenge</strong> 7 (2,900 XP)<br> <strong>Proficiency Bonus</strong> +3 <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Anastrasya doesn't have disadvantage on her ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Regeneration.</em></strong> Anastrasya regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Anastrasya takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <p><strong><em>Skinchange.</em></strong> When Anastrasya is reduced to 0 hit points, her skin sloughs off, revealing a giant, bloated, grotesque bat. Her statistics are then instantly replaced by the statistics of her second form. Her initiative count doesn’t change. Excess damage doesn't carry over to her new form, but she retains any conditions she had in her previous form. <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Anastrasya makes three attacks with her flying sword, or two with her claws.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (2d4 + 3) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape DC 13).</p> <p><strong><em>Flying Sword.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 30 ft., one target. <em>Hit:</em> 7 (1d8 + 3) slashing damage.</p> <h3>Bonus Actions</h3> <p><strong><em>Charm.</em></strong> One creature within 10 feet must make a <span class="highlight">DC 14 Wisdom saving throw</span>. On a failure, the target is magically charmed for 1 minute or until Anastrasya loses her concentration (as if concentrating on a spell). A target that can't see Anastrasya automatically succeeds. While charmed, the target regards Anastrasya as a trusted friend to be heeded and protected; it isn't under Anastrasya's control, but takes her requests and actions in the most favorable way and lets Anastrasya bite it. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.</p> <p><strong><em>Telekinetic Thrust.</em></strong> Anastrasya chooses one object weighing 1 to 50 pounds within 30 feet that isn't being worn or carried. The object flies in a straight line up to 30 feet in a direction Anastrasya chooses before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a <span class="highlight">DC 14 Dexterity saving throw</span>. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.</p> <h3>Reactions</h3> <p>Anastrasya can take up to three reactions per round, but only one per turn. If Anastrasya would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Night's Retreat.</em></strong> In response to taking damage, Anastrasya can fly up to half her speed without provoking opportunity attacks.</p> <p><strong><em>Call Defender (1/round).</em></strong> In response to being targeted by an attack, if Anastrasya has charmed a creature, she commands that creature to use its reaction, if available, to move up to its speed toward her. If the charmed creature ends its movement within 5 feet of Anastrasya, it becomes the target of the attack instead.</p> <p><strong><em>Telekinetic Defense.</em></strong> In response to being targeted by an attack or spell, Anastrasya telekinetically summons one object weighing 1 to 50 pounds within 30 feet that isn't being worn or carried, gaining half cover against the triggering attack or spell.</p> </div> <br> <div class="statblock"> <h2>Anastrasya, Vampiric Abomination</h2> <em>Medium undead, unaligned</em> <hr> <strong>Armor Class</strong> 15 (natural armor)<br> <strong>Hit Points</strong> 82 (11d8 + 33)<br> <strong>Speed</strong> 10 ft., fly 40 ft., climb 20 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>16 (+3)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>13 (+1)</td> <td>10 (+0)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +6, Wis +3, Cha +6<br> <strong>Skills</strong> Deception +6, Perception +3, Persuasion +6, Stealth +6<br> <strong>Damage Resistances</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical attacks<br> <strong>Senses</strong> passive Perception 13<br> <strong>Languages</strong> Common, Elvish<br> <strong>Challenge</strong> 7 (2,900 XP)<br> <strong>Proficiency Bonus</strong> +3 <hr> <p><strong><em>Regeneration.</em></strong> Anastrasya regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.</p> <p><strong><em>Spider Climb.</em></strong> Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p> <p><strong><em>Sunlight Hypersensitivity.</em></strong> While in sunlight, Anastrasya takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Anastrasya makes three attacks, only one of which can be a bite attack.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> <span class="highlight">+6 to hit</span>, reach 5 ft., one willing creature, or a creature that is grappled by Anastrasya, incapacitated, or restrained. <em>Hit:</em> <span class="highlight">6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage</span>. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Anastrasya regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. Each time the target finishes a long rest without being bitten again, it can roll one of its hit dice and add its Constitution modifier. The target’s maximum hit points increase by an amount equal to the result. (This increase can’t raise the target’s hit points above its original maximum.)</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> <span class="highlight">+6 to hit</span>, reach 5 ft., one target. <em>Hit:</em> <span class="highlight">8 (2d4 + 3) slashing damage</span>. Instead of dealing damage, Anastrasya can grapple the target (escape <span class="highlight">DC 13</span>).</p> <p><strong><em>Vomit Blood.</em></strong> Anastrasya spews blood in a <span class="highlight">15-foot cone</span>. Each creature in that area must make a <span class="highlight">DC 14 Dexterity saving throw</span>, taking <span class="highlight">7 (2d6) bludgeoning damage and 3 (1d6) necrotic damage</span> on a failed save, or half as much damage on a successful one.</p> <h3>Bonus Actions</h3> <p><strong><em>Telekinetic Storm.</em></strong> Each creature within a <span class="highlight">5-foot radius</span> of Anastrasya must make a <span class="highlight">DC 14 Constitution saving throw</span>, taking <span class="highlight">4d4 force damage</span> on a failed save, or half as much damage on a successful one.</p> <p><strong><em>Horrific Screech.</em></strong> All creatures that can hear within a <span class="highlight">30-foot radius</span> must succeed on a <span class="highlight">DC 14 Constitution saving throw</span> or suffer the following effects: On a failed save, a creature has disadvantage on attack rolls, ability checks, and concentration checks until the start of Anastrasya's next turn. If a creature fails the save by 5 or more, it is also frightened of Anastrasya until the start of her next turn. If a creature fails the save by 10 or more, it is also paralyzed until the end of Anastrasya's next turn.</p> <h3>Reactions</h3> <p>Anastrasya can take up to three reactions per round, but only one per turn. If Anastrasya would lose her reactions, she loses one reaction instead.</p> <p><strong><em>Wing Attack.</em></strong> When Anastrasya takes damage from a creature within 5 feet of her, she can force the attacker to make a <span class="highlight">DC 14 Strength saving throw</span>. On a failed save, the attacker is pushed back <span class="highlight">10 feet</span>. If they fail the save by 5 or more, they also fall prone.</p> <p><strong><em>Vampiric Command.</em></strong> When a creature moves within 10 feet of Anastrasya or damages her while within 10 feet of her, she can use her reaction to force the creature to make a <span class="highlight">DC 14 Wisdom saving throw</span>. On a failed save, Anastrasya can command the creature as if she had cast the <em>command</em> spell, without expending a spell slot or using any components.</p> </div> ## Escher **Roleplaying Information** ***Resonance.*** Escher should make the players feel amused and flattered with his flamboyantly flirtatious behavior, irritated with his snide or condescending commentary, and, eventually, sympathetic to his unspoken guilt for his role in bringing harm to his friends and neighbors by awakening Strahd. ***Emotions.*** Escher most often feels annoyed, curious, angry, smug, anxious, fearful, playful, mischievous, amused, guilty, bitter, regretful, or ashamed. ***Motivations.*** Escher wants to please Strahd and avoid falling from his favor. ***Inspirations.*** When roleplaying Escher, channel Asterion (*Baldur's Gate 3*), Crowley (*Good Omens*), and Renly Baratheon (*Game of Thrones*). **Character Information** ***Persona.*** To the world, Escher is a flamboyant and self-assured member of Strahd's court, with a love for preening, luxuries, and attention. Only Escher knows that he is a guilt-ridden, self-loathing, broken man who longs desperately for Strahd's approval and has long since resigned himself to the cage his choices have trapped him in. ***Morale.*** In a fight, Escher would seek to entreat or flee his adversary, fighting only if cornered or if grievously offended. ***Relationships.*** Before becoming one of Strahd's consorts, Escher had a crush on Doru, his former best friend. He is now one of Strahd's consorts—though not formally wed to him—and an inferior member of Strahd's court. ## Sasha Ivliskova **Roleplaying Information** ***Resonance.*** Sasha should make the players feel sympathetic toward her clear discomfort as one of Strahd's brides, endeared to her for her efforts to maintain her dignity in the face of dismissal and cruelty from Strahd's other brides, and mildly put off by her standoffish reluctance to allow others to get close to her. ***Emotions.*** Sasha most often feels melancholy, anxious, despondent, uncomfortable, anguished, reluctant, or fearful. If treated with kindness, she might feel grateful or hopeful. ***Motivations.*** Sasha is motivated by her desire to avoid Strahd's wrath, protect other vulnerable Barovians from falling under Strahd's thrall, and free herself from the vampiric curse of undeath. ***Inspirations.*** When roleplaying Sasha, channel Sansa Stark (*Game of Thrones)*), Katniss Everdeen (*The Hunger Games*), and Elsa (*Frozen*). **Character Information** ***Persona.*** To the world, Sasha is a quiet, brooding vampire with little interest in others. To those she trusts, Sasha is a sorrowful, guilt-ridden soul desperate to escape her monstrous existence. ***Morale.*** In a fight, Sasha would seek to flee or entreat her adversary, fighting only if cornered by an evil or malevolent opponent. ***Relationships.*** Sasha is Strahd's first bride and a secret friend to Gertruda, Doru's betrothed and Strahd's prisoner. ## Rahadin **Roleplaying Information** ***Resonance.*** Rahadin should inspire anger for his condescension and unease for his deadly calm and undying devotion to carrying out Strahd’s will. ***Emotions.*** Rahadin most often feels calm, disdainful, satisfied, bored, or irritated. ***Motivations.*** Rahadin wants to serve Strahd’s will as his faithful, ever-loyal servant—no matter the cost to himself or others. ***Inspirations.*** When playing Rahadin, channel Tywin Lannister (*Game of Thrones*), Severus Snape (*Harry Potter*), and Agent Smith (*The Matrix*). **Character Information** ***Persona.*** To the world, Rahadin is Strahd’s loyal right-hand man and merciless enforcer. Only Rahadin knows the depths of his dedication to the Von Zarovich family, who he believes saved him from shame and despair. ***Morale.*** In a fight, Rahadin would immediately draw his weapons and softly offer his opponent an opportunity to stand down—then attack mercilessly and with every strategic advantage if denied. ***Relationships.*** Rahadin is the chamberlain of Castle Ravenloft, the adopted brother of Strahd von Zarovich, the cousin of the dusk elf Kasimir Velikov, the son of the late dusk elf prince Erevan Löwenhart (the original owner of the blade that would later become the *Sunsword*), and the killer of the dusk elf women (excepting the **banshee** Patrina Velikov, who was killed by her brother Kasimir). ### Pre-Corruption <div class="statblock"> <h2>Rahadin, Castle Chamberlain</h2> <em>Medium humanoid (elf), lawful evil</em> <hr> <strong>Armor Class</strong> 18 (studded leather) <br> <strong>Hit Points</strong> 180 (34d8 + 72) <br> <strong>Speed</strong> 35 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>14 (+2)</td> <td>22 (+6)</td> <td>17 (+3)</td> <td>15 (+2)</td> <td>16 (+3)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +11, Wis +8<br> <strong>Skills</strong> Acrobatics +11, Deception +9, Insight +8, Intimidation +14, Perception +13, Stealth +16<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 23<br> <strong>Languages</strong> Common, Elvish<br> <strong>Challenge</strong> 14<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Rahadin doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Screams of the Dead.</em></strong> Any creature within 10 feet of Rahadin that isn't protected by a <em>mind blank</em> spell hears in its mind the screams of the thousands of people Rahadin has killed.</p> <p><strong><em>Fey Ancestry.</em></strong> Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.</p> <p><strong><em>Innate Spellcasting.</em></strong> Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:<br> - 3/day: phantom steed<br> - 1/day: nondetection</p> <p><strong><em>Mask of the Wild.</em></strong> Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p> <p><strong><em>Murderous Instinct.</em></strong> When Rahadin drops to 0 hit points, he stows his saber and draws his twin scimitars, <em>Thorn</em> and <em>Chain</em>. His statistics are then instantly replaced by the statistics of his second form. His initiative count doesn't change. Excess damage doesn't carry over to his new form, and he doesn’t retain any conditions he had in his previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Rahadin makes two attacks.</p> <p><strong><em>Saber.</em></strong> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (1d8 + 6) slashing damage, and Rahadin can push the target up to 5 feet away. Instead of pushing the target, Rahadin can force it to succeed on a DC 15 Strength saving throw or be knocked prone.</p> <p><strong><em>Poisoned Dart.</em></strong> <em>Ranged Weapon Attack:</em> +11 to hit, range 20/60 ft., one target. <em>Hit:</em> 14 (1d4 + 6 plus 2d4) piercing and poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the start of Rahadin's next turn.</p> <h3>Bonus Actions</h3> <p><strong><em>Wind Strike.</em></strong> Rahadin moves up to his speed in a straight line toward an unoccupied space he can see, including through enemy spaces, without provoking opportunity attacks. Each creature within 5 feet of a space he passes through must make a DC 19 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.</p> <p><strong><em>Whirling Blades.</em></strong> Each creature within 10 feet of Rahadin must make a DC 19 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.</p> <h3>Reactions</h3> <p>Rahadin can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Rahadin can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Punishing Strike.</em></strong> When Rahadin is hit by a melee or ranged attack, he can use his reaction to move up to his speed toward the attacker and make an attack with his saber. This movement doesn't trigger opportunity attacks.</p> <p><strong><em>Disarm.</em></strong> When an enemy misses Rahadin with a melee attack while wielding a weapon, he can use his reaction to force that enemy to make a DC 19 Strength saving throw, with advantage if the enemy is holding the weapon with two hands. On a failure, the enemy drops the item, which is knocked 10 feet away.</p> <p><strong><em>Misty Step (1/round).</em></strong> When an enemy misses Rahadin with an attack or deals damage to him, he can use his reaction to cast <em>misty step</em>. He can then immediately take the Hide action. Rahadin doesn't need to see his destination when casting <em>misty step</em> in this way.</p> <p><strong><em>Psychic Scream (1/day).</em></strong> When Rahadin is reduced to 0 hit points, he can use his reaction to cause his deathly choir to release a terrible scream. Each creature within 60 feet of Rahadin must make a DC 17 Wisdom saving throw, taking 11 (2d10) psychic damage on a failed save or half as much on a success. If a creature fails the saving throw by 5 or more, it is also stunned until the start of Rahadin's next turn.</p> </div> <br> <div class="statblock"> <h2>Rahadin, Kinslayer</h2> <em>Medium humanoid (elf), lawful evil</em> <hr> <strong>Armor Class</strong> 18 (studded leather) <br> <strong>Hit Points</strong> 180 (24d8 + 72) <br> <strong>Speed</strong> 35 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>14 (+2)</td> <td>22 (+6)</td> <td>17 (+3)</td> <td>15 (+2)</td> <td>16 (+3)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +11, Wis +8<br> <strong>Skills</strong> Acrobatics +11, Deception +9, Insight +8, Intimidation +14, Perception +13, Stealth +16<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 23<br> <strong>Languages</strong> Common, Elvish<br> <strong>Challenge</strong> 15<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <p><strong><em>Screams of the Dead.</em></strong> Any creature within 10 feet of Rahadin that isn't protected by a <em>mind blank</em> spell hears in its mind the screams of the thousands of people Rahadin has killed.</p> <p><strong><em>Fey Ancestry.</em></strong> Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.</p> <p><strong><em>Mask of the Wild.</em></strong> Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Rahadin makes three attacks with his scimitars <strong><em>Thorn</em></strong> and/or <strong><em>Chain</em></strong>. He can replace one attack with his <strong><em>haunt</em></strong> feature. <p><strong><em>Thorn.</em></strong> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d6 + 6) slashing damage, and Rahadin can force the target to make a DC 19 Constitution saving throw or bleed for the next 1 minute. (A bleeding target must succeed on a DC 19 Constitution saving throw at the start of each of its turns or take an additional 1d6 slashing damage. On a success or upon receiving magical healing, the target is no longer bleeding.) <p><strong><em>Chain.</em></strong> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d6 + 6) slashing damage, and Rahadin can force the target to make a DC 19 Constitution saving throw or have its speed reduced to 0 until the end of its next turn. If the target fails by 5 or more, it also falls prone. <p><strong><em>Haunt.</em></strong> Rahadin forces a creature he can see within 30 feet to succeed on a DC 17 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened and deafened by shrieking souls until the start of his next turn.</p> <h3>Bonus Actions</h3> <p><strong><em>Deathly Choir.</em></strong> Each creature within 10 feet of Rahadin that isn't protected by a <em>mind blank</em> spell must succeed on a DC 17 Wisdom saving throw, taking 9 (2d8) psychic damage on a failed save or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is also frightened until the start of Rahadin's next turn.</p> <p><strong><em>Swift Step.</em></strong> Rahadin takes the Dash or Disengage action. <h3>Reactions</h3> <p>Rahadin can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Rahadin can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Parry.</em></strong> Rahadin adds +5 to his Armor Class against one melee or ranged attack that would hit him or to the result of a failed Dexterity saving throw, or takes no damage from <em>magic missile</em> this turn. If he causes a melee attack to miss in this way, he can then immediately use an additional reaction, if available, to use his Riposte against the attacker.</p> <p><strong><em>Riposte.</em></strong> When an enemy misses Rahadin with a melee attack, he can use his reaction to move up to his speed to an unoccupied space within 5 feet of that enemy without triggering opportunity attacks. He can then immediately make an attack with <strong><em>Thorn</em></strong> or <strong><em>Chain</em></strong> attack against that enemy with advantage.</p> <p><strong><em>Amulet of Ravenloft (1/day, Castle Ravenloft only).</em></strong> When Rahadin is reduced to 50 hit points or fewer, he can use his reaction to end all effects currently affecting him, and use the <em>Amulet of Ravenloft</em> (see below). If he was reduced to 0 hit points, he drops to 1 hit point instead and suffers an internal injury as described in <span class="citation">Lingering Injuries (Dungeon Master's Guide, p. 272)</span>. He can then move up to his speed without triggering opportunity attacks.</p> </div> ### Post-Corruption <div class="statblock"> <h2>Rahadin, Amber-Touched</h2> <em>Medium humanoid (elf), lawful evil</em> <hr> <strong>Armor Class</strong> 18 (studded leather) <br> <strong>Hit Points</strong> 180 (24d8 + 72) <br> <strong>Speed</strong> 35 ft., fly 35 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>14 (+2)</td> <td>22 (+6)</td> <td>17 (+3)</td> <td>15 (+2)</td> <td>16 (+3)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +12, Wis +9<br> <strong>Skills</strong> Acrobatics +12, Deception +10, Insight +9, Intimidation +15, Perception +15, Stealth +18<br> <strong>Resistances</strong> bludgeoning, piercing, and slashing damage <strong>Senses</strong> darkvision 60 ft., passive Perception 23<br> <strong>Languages</strong> Common, Elvish<br> <strong>Challenge</strong> 19<br> <strong>Proficiency Bonus</strong> +6<br> <hr> <p><strong><em>Screams of the Dead.</em></strong> Any creature within 20 feet of Rahadin that isn't protected by a <em>mind blank</em> spell hears in its mind the screams of the thousands of people Rahadin has killed.</p> <p><strong><em>Fey Ancestry.</em></strong> Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.</p> <p><strong><em>Mask of the Wild.</em></strong> Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p> <p><strong><em>Amber Corruption.</em></strong> When Rahadin is reduced to 0 hit points, his spine sprouts a long, bony tail tipped with a stinger; his fingers grow long, bony claws; his wings double in size; his mouth becomes a fanged maw; and his flesh becomes translucent and clouded with shadow. His statistics are then instantly replaced by those of his second form. His initiative count doesn’t change, excess damage doesn’t carry over, and he retains none of the conditions he had in his previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Rahadin makes three attacks with his scimitars <strong><em>Thorn</em></strong> and/or <strong><em>Chain</em></strong>. He can replace one attack with his <strong><em>haunt</em></strong> feature. <p><strong><em>Thorn.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and Rahadin can force the target to make a DC 19 Constitution saving throw or bleed for the next 1 minute. (A bleeding target must succeed on a DC 19 Constitution saving throw at the start of each of its turns or take an additional 1d6 slashing damage. On a success or upon receiving magical healing, the target is no longer bleeding.) <p><strong><em>Chain.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and Rahadin can force the target to make a DC 19 Constitution saving throw or have its speed reduced to 0 until the end of its next turn. If the target fails by 5 or more, it also falls prone. <p><strong><em>Haunt.</em></strong> Rahadin forces a creature he can see within 30 feet to succeed on a DC 17 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened and deafened by shrieking souls until the start of his next turn.</p> <h3>Bonus Actions</h3> <p><strong><em>Deathly Choir.</em></strong> Each creature within 20 feet of Rahadin that isn't protected by a <em>mind blank</em> spell must succeed on a DC 18 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is also frightened until the start of Rahadin's next turn.</p> <p><strong><em>Swift Step.</em></strong> Rahadin takes the Dash or Disengage action.</p> <h3>Reactions</h3> <p>Rahadin can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Rahadin can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Parry.</em></strong> <strong>Trigger:</strong> Rahadin is hit by a melee or ranged attack, fails a Dexterity saving throw, or takes damage from <em>magic missile</em>. <strong>Effect:</strong> Rahadin adds +6 to his Armor Class against that attack or to the result of his saving throw, or takes no damage from <em>magic missile</em> this turn. If he causes a melee attack to miss in this way, he can then immediately use an additional reaction, if available, to use his Riposte against the attacker.</p> <p><strong><em>Riposte.</em></strong> <strong>Trigger:</strong> An enemy misses Rahadin with a melee attack. <strong>Effect:</strong> Rahadin moves up to his speed to an unoccupied space within 5 feet of that enemy without triggering opportunity attacks. He can then immediately make an attack with <strong><em>Thorn</em></strong> or <strong><em>Chain</em></strong> attack against that enemy with advantage.</p> </div> <div class="statblock"> <h2>Rahadin, the Corrupted</h2> <em>Medium humanoid (elf), lawful evil</em> <hr> <strong>Armor Class</strong> 18 (studded leather) <br> <strong>Hit Points</strong> 225 (30d8 + 90) <br> <strong>Speed</strong> 35 ft., fly 60 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>22 (+6)</td> <td>17 (+3)</td> <td>15 (+2)</td> <td>16 (+3)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +12, Wis +9<br> <strong>Skills</strong> Acrobatics +12, Deception +10, Insight +9, Intimidation +15, Perception +15, Stealth +18<br> <strong>Resistances</strong> bludgeoning, cold, fire, lightning, piercing, and slashing damage <strong>Immunities</strong> poison, charmed, frightened, poisoned <strong>Senses</strong> darkvision 60 ft., passive Perception 23<br> <strong>Languages</strong> Common, Elvish<br> <strong>Challenge</strong> 19<br> <strong>Proficiency Bonus</strong> +6<br> <hr> <p><strong><em>Screams of the Dead.</em></strong> Any creature within 20 feet of Rahadin that isn't protected by a <em>mind blank</em> spell hears in its mind the screams of the thousands of people Rahadin has killed.</p> <p><strong><em>Fey Ancestry.</em></strong> Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.</p> <p><strong><em>Magic Resistance.</em></strong> Rahadin has advantage on saving throws against spells and other magical effects.</p> <p><strong><em>Devil’s Sight.</em></strong> Magical darkness doesn’t impede Rahadin’s darkvision.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Rahadin makes one attack with his tail stinger, one attack with his necrotic slam, and two attacks with his claws.</p> <p><strong><em>Tail Stinger.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one creature. <em>Hit:</em> 15 (2d8 + 6) piercing damage plus 4 (1d8) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the start of Rahadin’s next turn. While poisoned, the target can’t regain hit points.</p> <p><strong><em>Necrotic Slam.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one creature. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, its hit point maximum decreases by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one creature. <em>Hit:</em> 13 (2d8 + 4) slashing damage.</p> <h3>Bonus Actions</h3> <p><strong><em>Shrieking Resonance.</em></strong> Rahadin’s screams of the dead release a shriek that resonates with all <em>amber shards</em> in a sixty-foot radius. Each creature in that area carrying an <em>amber shard</em> must succeed on a DC 18 Constitution saving throw or be dazed until the start of Rahadin’s next turn. If a creature’s saving throw fails by 10 or more, it’s stunned until the start of Rahadin’s next turn instead.</p> <p><strong><em>Corrupted Command.</em></strong> Each creature Rahadin has damaged this turn must succeed on a DC 18 Charisma saving throw or suffer the effects of a <em>crown of madness</em> spell until the start of Rahadin’s next turn. While a creature is charmed in this way, Rahadin can cause it to move up to half its speed before attacking.</p> <p><strong><em>Finger of Death (1/day)</em></strong> Rahadin casts <em>finger of death</em>. <h3>Reactions</h3> <p>Rahadin can take up to five reactions per round, though no more than one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Rahadin can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Claws.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn within 5 feet of Rahadin. <strong>Effect:</strong> Rahadin attacks that creature with his claws.</p> <p><strong><em>Rampage.</em></strong> <strong>Trigger:</strong> Rahadin reduces a creature to 0 hit points with a melee attack. <strong>Effect:</strong> Rahadin can move up to half his speed and make one attack.</p></strong> </div> ## Cyrus Belview **Roleplaying Information** ***Resonance.*** Cyrus should inspire endearment for his sincere efforts to make himself useful despite his physical handicaps and poor memory, amusement for his grumpiness and bizarrely opinionated (and occasionally conspiratorial) rants, and discomfort with his inability to appreciate the boundaries of personal space. ***Emotions.*** Cyrus most often feels curious, intrigued, determined, agitated, impatient, or skeptical. ***Motivations.*** Cyrus wants to help Strahd restore Castle Ravenloft, believing that Strahd will furnish him with the knowledge required to restore his family to their original forms. ***Inspirations.*** When playing Cyrus, channel Ebenezar Scrooge (*A Christmas Carol*), Grandpa Simpson (*The Simpsons*), and Grand Maester Pycelle (*Game of Thrones*). **Character Information** ***Persona.*** To the world, Cyrus is a doddering old butler with an affinity for conspiratorial rants. To those he trusts—and in his moments of lucidity—Cyrus is a sad old man who has long since resigned himself to the belief that his family is forever damned for their ancestors’ sins. ***Morale.*** In a fight, Cyrus would cower in a corner, brandishing any nearby object as an impromptu weapon but immediately surrendering if actually wounded. ***Relationships.*** Cyrus is the former patriarch of the Belview family and the butler of Castle Ravenloft. ## Gertruda **Roleplaying Information** ***Resonance.*** Gertruda should inspire endearment for her idealism and pity for Escher, sympathy for her devotion to Doru and her mother, and flattery for her sincere gratitude to the players for rescuing her. ***Emotions.*** Gertruda most often feels curious, thoughtful, excited, or worried. ***Motivations.*** Gertruda wants to confirm Doru’s safety and return home safely to the village of Barovia. ***Inspirations.*** When playing Gertruda, channel Belle (*Beauty and the Beast*), Aang (*Avatar: the Last Airbender*), and Steven Universe (*Steven Universe*). **Character Information** ***Persona.*** To the world, Gertruda is an intelligent and determined young woman with a sunny disposition and a tendency to see the silver lining on every dark cloud—occasionally to her detriment. ***Morale.*** If attacked, or if Doru were threatened, Gertruda would immediately grab the nearest weapon and attempt to defend herself and her loved ones. ***Relationships.*** Gertruda is the daughter of Mad Mary, the betrothed of Doru, and a childhood friend of Ireena Kolyana. ## Varushka <div class="statblock"> <h2>Varushka, Nightmare Maid</h2> <em>Medium undead, chaotic evil</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 157 (21d8 + 63) <br> <strong>Speed</strong> 0 ft., fly 60 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>6 (-2)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>12 (+1)</td> <td>14 (+2)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +6<br> <strong>Damage Immunities</strong> poison<br> <strong>Condition Immunities</strong> charmed, grappled, exhaustion, paralyzed, petrified, poisoned, restrained<br> <strong>Senses</strong> Darkvision 60 ft.<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 8<br> <strong>Proficiency Bonus</strong> +4<br> <hr> <p><strong><em>Incorporeal Movement.</em></strong> Varushka 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. <p><strong><em>Overwhelming Despair.</em></strong> When Varushka drops to 0 hit points, her sclera darken and a shroud of swirling mist and whispering shadows surrounds her. Her statistics are then instantly replaced by the statistics of her second form. Her initiative count doesn't change. Excess damage doesn't carry over to her new form, but she retains any conditions she had in her previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Varushka uses <strong><em>warp flesh</em></strong> twice. She can replace one or both with <strong><em>animate minor object.</em></strong></p> <p><strong><em>Animate Minor Object.</em></strong> Varushka animates an undamaged Small or Medium object she can see within 30 feet for 1 minute or until the object is destroyed. The object becomes an <strong>animated minor object</strong> (see below). It acts on Varushka’s initiative, but takes its turn immediately after hers</p> <p><strong><em>Animate Major Object (1/day).</em></strong> Varushka animates an undamaged Large object she can see within 30 feet for 1 minute or until the object is destroyed. The object becomes an <strong>animated major object</strong> (see below). It acts on Varushka’s initiative, but takes its turn immediately after hers.</p> <p><strong><em>Warp Flesh.</em></strong> Varushka forces one creature she can see within 30 feet to make a DC 15 Charisma saving throw. On a failure, the target takes 12 (2d8 + 3) necrotic damage and Varushka can cause its arms or legs to warp grotesquely until the start of her next turn. (A creature with warped arms can’t crawl, makes weapon attacks with disadvantage, and must succeed on a DC 15 Constitution saving throw each time it attempts to cast a spell with somatic components or lose the spell. A creature with warped legs falls prone.)</p> <h3>Bonus Actions</h3> <p><strong><em>Stonemelt.</em></strong> Varushka turns the floor around her within 5 feet into quicksand (Dungeon Master’s Guide, p. 110) for 1 minute. A 5-foot square area turned into quicksand in this way immediately ceases to be quicksand if no creature is sunk into it.</p> <p><strong><em>Papercut.</em></strong> Varushka tears the pages from the books in the Lounge and creates a whirlwind of slicing paper centered on a point she can see within 30 feet. Each creature in a 5-foot-radius, 15-foot-tall cylinder centered on that point must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) slashing damage.</p> <p><strong><em>Horrific Visage (1/day).</em></strong> Each non-undead creature within 60 feet of Varushka that can see her must succeed on a DC 15 Wisdom saving throw or be frightened until the start of Varushka’s next turn. If a target’s save fails by 5 or more, the target is also turned while frightened in this way. (A turned creature must take the Dash action and move away from the source of its fear by the safest available route on each of its turns, unless there is nowhere to move.)</p> <h3>Reactions</h3> <p>Varushka can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent her from taking reactions, she loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Varushka can repeat the saving throw against one effect or condition currently affecting her. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Swap.</em></strong> In response to being targeted by an attack or spell, or by being placed in a spell’s area of effect, Varushka forces a creature she can see within 30 feet other than the attacker or caster to make a DC 15 Charisma saving throw. On a failure, she and the target switch places, and the target suffers the effects of the attack or spell instead.</p> <p><strong><em>Adhere.</em></strong> In response to being missed by a melee attack, Varushka forces the creature to make a DC 15 Strength saving throw. On a failure, the weapon or limb used in the attack is adhered to a nearby surface until the start of Varushka’s next turn.</p> <p><strong><em>Erupt (1/day).</em></strong> In response to being reduced to 0 hit points, Varushka forces each creature within 30 feet to succeed on a DC 15 Strength saving throw or take 11 (2d10) force damage and be pushed 20 feet away. If the target can’t move the full distance, it takes an additional 1d6 bludgeoning damage for each 5 feet not moved and falls prone.</p> </div> <div class="statblock"> <h2>Varushka, Soul of Despair</h2> <em>Medium undead, chaotic evil</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 157 (21d8 + 63) <br> <strong>Speed</strong> 0 ft., fly 60 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>6 (-2)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>12 (+1)</td> <td>14 (+2)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +6<br> <strong>Damage Immunities</strong> poison<br> <strong>Condition Immunities</strong> charmed, exhaustion, paralyzed, petrified, poisoned<br> <strong>Senses</strong> Darkvision 60 ft.<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 10<br> <strong>Proficiency Bonus.</strong> +4<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Varushka doesn't have disadvantage on her ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Incorporeal Movement.</em></strong> Varushka 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. <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Varushka makes two attacks with her <strong><em>life drain</em></strong> and/or <strong><em>mist garrote</em></strong> attacks.</p> <p><strong><em>Life Drain.</em></strong> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (2d6 + 3) necrotic damage and Varushka forces the target to make a DC 15 Constitution saving throw. On a failure, the target falls prone 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.</p> <p><strong><em>Mist Garrotte.</em></strong> <em>Ranged Weapon Attack:</em> +7 to hit, range 30 ft., one creature. <em>Hit:</em> 8 (2d4 + 3) slashing damage and the target must succeed on a DC 15 Constitution saving throw or rise vertically 10 feet and remain suspended there until the start of Varushka’s next turn. While suspended, the target’s speed is 0 and it can’t speak or cast a spell that includes a verbal component.</p> <h3>Bonus Actions</h3> <p><strong><em>Vampiric Mist.</em></strong> Tendrils of blood-red mist extrude from Varushka, touching each creature within 5 feet of her. A target must succeed on a DC 15 Constitution saving throw or take 9 (2d8) necrotic damage and have disadvantage on the next saving throw it makes before the start of Varushka’s next turn. Varushka regains hit points equal to half the damage taken (rounded up), 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.</p> <p><strong><em>Dark Whispers.</em></strong> Dissonant, mournful whispers fill the air around Varushka, forcing each creature within 30 feet to succeed on a DC 15 Wisdom saving throw or take 3 (1d6) psychic damage and gain disadvantage on the first attack roll or saving throw it makes before the start of Varushka’s next turn.</p> <h3>Reactions</h3> <p>Varushka can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent her from taking reactions, she loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Varushka can repeat the saving throw against one effect or condition currently affecting her. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Misty Step.</em></strong> In response to taking damage, Varushka teleports up to 30 feet to an unoccupied space. She can then immediately make a <strong><em>life drain</em></strong> attack against a creature within reach. <p><strong><em>Calming Whispers.</em></strong> In response to a creature that she can see within 10 feet targeting her with an attack or spell, Varushka forces that creature to succeed on a DC 15 Wisdom saving throw. On a failure, the creature takes 5 (2d4) psychic damage and gains one level of exhaustion for the next minute. If the creature wasn’t already exhausted, it can repeat the saving throw at the end of each of its turns except this one, decreasing its exhaustion by one level on a success. </div> # Old Bonegrinder ## Morgantha, Dream Peddler **Roleplaying Information** ***Resonance.*** At the time the players meet her, Morgantha should inspire flattery and comfort with her grandmotherly charm, gratitude for her willingness to share compliments and "free samples," endearment for her complaints about the mundane trials of an old woman's life, and slight wariness of her confidence and comfort traveling alone on a dangerous road. ***Emotions.*** Morgantha most often appears to feel cheerful, amused, or thoughtful. ***Motivations.*** Morgantha wants to keep her cover, keep her business operating peacefully, make strangers feel endeared to and comfortable with her, and encourage others to try her dream pastries if they appear inclined to do so. ***Inspirations.*** Granny Weatherwax (*Discworld*), Minerva McGonagall (*Harry Potter*), Dr. Kureha (*One Piece*) **Character Information** ***Persona.*** To the world, Morgantha is a cheerful old lady with a love for gossip and complaining. Only Morgantha and her daughters know that she is secretly the black-hearted matron of a night hag coven. ***Morale.*** In a fight, Morgantha would attempt to parlay for peace, then use her ***etherealness*** ability to escape into the Ethereal Plane if doing so appears fruitless. ***Relationships.*** Morgantha is the mother of the **night hags** Bella and Offalia, and the dream-pastry dealer for the Barovian refugee [[Arc H - The Lost Soul#H3b. Franz’s Tent|Franz]]. <div class="statblock"> <h2>The Bonegrinder Coven</h2> <em>Trio of three medium fiends, neutral evil</em> <hr> <strong>Armor Class</strong> 17 (natural armor) <br> <strong>Hit Points</strong> 210 (28d8 + 84) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>15 (+2)</td> <td>16 (+3)</td> <td>18 (+4)</td> <td>14 (+2)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Deception +8, Insight +7, Perception +7, Stealth +7<br> <strong>Damage Resistances</strong> cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br> <strong>Condition Immunities</strong> charmed<br> <strong>Senses</strong> darkvision 120 ft., passive Perception 16<br> <strong>Languages</strong> Abyssal, Common, Infernal, Primordial<br> <strong>Challenge</strong> CR 14, or 12 when fought with silvered weapons<br> <strong>Proficiency Bonus.</strong> +5<br> <hr> <p><strong><em>Hag Coven.</em></strong> The coven includes three hags: Morgantha, Bella, and Offalia. A hag acts on her own initiative, keeps concentration and suffers conditions independently, and has her own action, bonus action, reaction, and movement. Any damage a hag takes is subtracted from the coven's hit points. (If multiple hags take damage from the same source, the coven loses hit points that many times.)</p> <p><strong><em>Close Quarters Fighter.</em></strong> The coven doesn't have disadvantage on their ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Magic Resistance.</em></strong> The coven has advantage on saving throws against spells and magical effects.</p> <p><strong><em>Spellcasting.</em></strong> The coven's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). <p><strong><em>Complex Casting.</em></strong> If a hag casts a spell on her turn using a bonus action, she can also use her action to cast a non-cantrip spell on the same turn.</p> <p><strong><em>Second Phase.</em></strong> If the coven is reduced to 0 hit points, its statistics are instantly replaced by those of **The Nightmare Three**. Its initiative remains the same. Excess damage doesn't carry over to its new form, but it retains any conditions it had in its previous form.</p> <h3>Actions</h3> <p><strong><em>Blindness/Deafness (Bella Only).</em></strong> Bella casts <em>blindness/deafness</em>. A target takes an additional 7 (2d6) necrotic damage if it fails the saving throw, or half damage on a success.</p> <p><strong><em>Putrid Radiance (Bella Only).</em></strong> <em>2nd-level necromancy</em>, 30 feet, components V S M, instantaneous. <em>Effect:</em>: Dim, greenish light bursts within a 10-foot-radius sphere centered on a point that Bella chooses within range. Each creature within that area must succeed on a DC 17 Constitution saving throw or take 2d6 radiant damage and be poisoned until the end of its next turn.</p> <p><strong><em>Ray of Enfeeblement (Offalia Only).</em></strong> Offalia casts <em>ray of enfeeblement</em>. A target takes an additional 9 (2d8) necrotic damage on a hit.</p> <p><strong><em>Acid Arrow (Offalia Only).</em></strong> Offalia casts <em>Melf's acid arrow</em>.</p> <p><strong><em>Ray of Sickness (Morgantha Only).</em></strong> Morgantha casts <em>ray of sickness</em>.</p> <p><strong><em>Withering Rot (Morgantha Only).</em></strong> <em>1st-level necromancy</em>, 30 feet, components V S M, instantaneous. <em>Effect:</em> Necromantic energy washes over a creature of Morgantha's choice within range, which must make a Constitution saving throw. The target takes 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one.</p> <h3>Bonus Actions</h3> <p><strong><em>Crown of Madness (Bella Only).</em></strong> Bella casts <em>crown of madness</em>. A target takes an additional 5 (2d4) psychic damage if it fails the saving throw, or half damage on a success. (Bella can use her bonus action to maintain control over the target, rather than her action.)</p> <p><strong><em>Phantasmal Force (Bella Only).</em></strong> Bella casts <em>phantasmal force</em>. A target takes an additional 5 (2d4) psychic damage if it fails the saving throw, or half damage on a success.</p> <p><strong><em>Cause Fear (Offalia Only).</em></strong> Offalia casts <em>cause fear</em> at 2nd level. A target takes an additional 5 (2d4) psychic damage if it fails the saving throw, or half damage on a success.</p> <p><strong><em>Bestow Curse (Offalia Only).</em></strong> Offalia casts <em>bestow curse</em> with a range of up to 30 feet. A target takes an additional 7 (2d6) necrotic damage if it fails the saving throw, or half damage on a success.</p> <p><strong><em>Hold Person (Morgantha Only).</em></strong> Morgantha casts <em>hold person</em> at 3rd level. A target takes an additional 5 (2d4) necrotic damage if it fails the saving throw, or half damage on a success.</p> <p><strong><em>Lightning Bolt (Morgantha Only, Recharge 5-6).</em></strong> Morgantha casts <em>lightning bolt</em>.</p> <p><strong><em>Claws (Any).</em></strong> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage. <h3>Reactions</h3> <p><strong><em>Spectral Shadows (Bella Only).</em></strong> <em>1st-level illusion</em>, self, components V S, instantaneous. <em>Effect:</em> In response to being hit by an attack, Bella can use her reaction to briefly conjure two illusory duplicates in her space. The attacker must roll a d6, hitting Bella on a 5 or 6 and hitting a duplicate otherwise.</p> <p><strong><em>Maniacal Mirth (Offalia Only).</em></strong> <em>1st-level enchantment</em>, 30 feet, components V S M, instantaneous. <em>Effect:</em> In response to taking damage from a creature that Offalia can see within range, Offalia can use her reaction to force that creature to make a DC 17 Wisdom saving throw. On a failure, the creature falls into fits of laughter, falling prone and becoming incapacitated and unable to stand up until the end of the creature's next turn, or until it takes damage.</p> <p><strong><em>Witchlight Arc (Morgantha Only).</em></strong> <em>1st-level evocation</em>, 30 feet, components V S M, 1 round. <em>Effect:</em> In response to taking damage from a creature that Morgantha can see within range, Morgantha can use her reaction to send a beam of crackling blue energy toward her attacker, forcing them to succeed on a DC 17 Constitution saving throw or take 6 (1d12) lightning damage. On a failure, the beam forms an arc of lightning connecting Morgantha to the attacker until the start of its next turn. While the arc lasts, Morgantha has resistance to all damage, and each time she takes damage, the connected creature takes the same amount of damage.</p> <p><strong><em>Misty Step (Any).</em></strong> In response to taking damage, a hag can use her reaction to cast <em>misty step</em>.</p> </div> <div class="statblock"> <h2>The Nightmare Three</h2> <em>Trio of one medium fiend and two huge fiends, neutral evil</em> <hr> <strong>Armor Class</strong> 17 (natural armor) <br> <strong>Hit Points</strong> 210 (28d8 + 84) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>21 (+5)</td> <td>15 (+2)</td> <td>16 (+3)</td> <td>18 (+4)</td> <td>14 (+2)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Deception +8, Insight +7, Perception +7, Stealth +7<br> <strong>Damage Resistances</strong> cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered<br> <strong>Condition Immunities</strong> charmed<br> <strong>Senses</strong> darkvision 120 ft., passive Perception 16<br> <strong>Languages</strong> Abyssal, Common, Infernal, Primordial<br> <strong>Challenge</strong> CR 15, or 13 when fought with silvered weapons<br> <strong>Proficiency Bonus.</strong> +5<br> <hr> <p><strong><em>Hag Coven.</em></strong> The coven includes three hags: Morgantha, Bella, and Offalia. If the coven is reduced to 0 hit points, all hags die. Until then, a hag acts on her own initiative, suffers conditions independently, and has her own action, bonus action, reaction, and movement. Any damage a hag takes is subtracted from the coven's hit points.</p> <p><strong><em>Nightmare Forms.</em></strong> In this phase, Bella assumes the form of a Huge crocodile, Offalia assumes the form of a Huge elephant, and Morgantha is surrounded by a shroud of swirling shadows.</p> <p><strong><em>Magic Resistance.</em></strong> The coven has advantage on saving throws against spells and magical effects.</p> <p><strong><em>Charge (Offalia Only).</em></strong> If Offalia moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.</p> <h3>Actions</h3> <p><strong><em>Bite (Bella Only).</em></strong> <em>Melee weapon attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 16 (2d10 + 5) piercing damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Bella can't bite another target.</p> <p><strong><em>Tail (Bella Only).</em></strong> <em>Melee weapon attack:</em> +10 to hit, reach 10 ft., one target not grappled by Bella. <em>Hit:</em> 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</p> <p><strong><em>Gore (Offalia Only).</em></strong> <em>Melee weapon attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 +5) piercing damage.</p> <p><strong><em>Eyebite (Morgantha Only).</em></strong> Morgantha casts or uses <em>eyebite</em> (DC 17). A target that succeeds on the saving throw is dazed instead until the end of its next turn. (A dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.)</p> <br><br> <h3>Bonus Actions</h3> <p><strong><em>Tail Swipe (Bella Only).</em></strong> Bella swipes her tail in a 10-foot cone. Each creature within that area must make a DC 18 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and falling prone on a failure. A creature that succeeds on the saving throw takes half as much damage and doesn't fall prone.</p> <p><strong><em>Hallucinatory Mist (Bella Only).</em></strong> Bella sprays a 30-foot cone of pearlescent mist. Each creature within the mist must make a DC 17 Constitution saving throw or be dazed until the start of Bella's next turn. (A dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.)</p> <p><strong><em>Stomp (Offalia Only).</em></strong> Offalia stomps the ground around her. Each creature within a 5-foot radius must make a DC 18 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failure and half as much damage on a success.</p> <p><strong><em>Fiend's Trumpet (Offalia Only).</em></strong> Offalia releases a sonorous, low-pitched trumpet from her trunk. Each humanoid creature within a 60-foot radius must make a DC 17 Wisdom saving throw or subtract 1d4 from their next attack roll, ability check, or saving throw.</p> <p><strong><em>Enervating Ring (Morgantha Only).</em></strong> Tendrils of inky darkness reach out from Morgantha, touching each creature within a 10-foot radius. Each target must make a DC 16 Constitution saving throw or take 9 (2d8) necrotic damage and be slowed until the end of its next turn. (A slowed creature must spend 1 extra foot of movement for every foot it moves using its speed, attack rolls against it have advantage, and it has disadvantage on Dexterity saving throws.)</p> <p><strong><em>Inflict Nightmares (Morgantha Only).</em></strong> Morgantha conjures a cloud of ethereal mist around a creature she can see within 30 feet, forcing it to succeed on a DC 17 Wisdom saving throw or be stunned until it takes damage or another creature uses its action to shake them awake. The creature takes 9 (2d8) psychic damage at the end of its turn if it's still stunned.</p> <h3>Reactions</h3> <p><strong><em>Tail Lash (Bella Only).</em></strong> In response to taking damage from a creature within 10 feet, Bella makes a <strong><em>tail</strong></em> attack against her attacker.</p> <p><strong><em>Tusks (Offalia Only).</em></strong> In response to taking damage from a melee attack, Offalia makes a <strong><em>gore</strong></em> attack against her attacker.</p> <p><strong><em>Shadow Step (Morgantha Only).</em></strong> In response to taking damage from a creature that she can see, Morgantha instead takes half as much damage (rounded down) and teleports up to 30 feet.</p> <p><strong><em>Matron's Rebuke (Morgantha Only).</em></strong> In response to taking damage from a creature within 60 feet of her that she can see, Morgantha points her finger and surrounds the creature that damaged her with writhing shadows, forcing it to succeed on a DC 17 Dexterity saving throw or take 11 (2d10) necrotic damage.</p> <p><strong><em>Absorb Elements (Any).</em></strong> In response to taking acid, cold, fire, lightning, or thunder damage, the hag uses her reaction to cast <em>absorb elements</em>.</p> </div> # Town of Vallaki ## Blue Water Inn #### Urwin Martikov **Roleplaying Information** ***Resonance.*** Urwin should inspire amusement with his bad puns and jokes, gratitude for his fatherly counsel and support, and comfort from his compassion and sincerity. ***Emotions.*** Urwin most often feels amused, satisfied, cheerful, thoughtful, concerned, and hopeful. ***Motivations.*** Urwin wants to raise his children well, serve guests with hospitality and skill, and see the people of Barovia freed from Strahd’s tyranny. ***Inspirations.*** When playing Urwin, channel Vander (Arcane), Greg Universe (Steven Universe), and Linda Belcher (Bob's Burgers). **Character Information** ***Persona.*** To the world, Urwin is a kind fatherly figure, family man, and welcoming host with an ever-present twinkle in his eye. To those he trusts, Urwin is a cunning spymaster and tactician with fierce hope for the future of Barovia. Deep down, Urwin fears for his sons’ futures in a realm ruled by Strahd. ***Morale.*** In a fight, Urwin would immediately attempt to defuse the situation, and attempt to flee if unsuccessful—though not before escorting anyone else out of harm's way. ***Relationships.*** Urwin is the father of Brom and Bray Martikov and the husband of Danika Dorakova. He is also the exiled son of Davian Martikov, and the beloved older brother of Adrian, Elvir, and Stefnia Martikov. In addition to co-owning the Blue Water Inn, Urwin is the spymaster of the Keepers of the Feather. <div class="statblock"> <h2>Urwin Martikov</h2> <em>Medium humanoid (human, shapechanger), lawful good</em> <hr> <strong>Armor Class</strong> 15 (studded leather armor) (16 with <strong><em>Beacon of Protection</strong></em>) <br> <strong>Hit Points</strong> 63 (14d8) <br> <strong>Speed</strong> 30 ft. (fly 50 ft. in raven and hybrid forms) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>10 (+0)</td> <td>16 (+3)</td> <td>11 (+0)</td> <td>13 (+1)</td> <td>15 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Insight +4, Perception +6<br> <strong>Senses</strong> passive Perception 16<br> <strong>Languages</strong> Common (can't speak in raven form)<br> <strong>Challenge Rating</strong> 2<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>Regeneration.</em></strong> Urwin regains 10 hit points at the start of his turn if he hasn't taken necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon since his last turn. He dies only if he starts his turn with 0 hit points and doesn't regenerate.</p> <p><strong><em>Mimic.</em></strong> Urwin can mimic simple sounds he 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.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Urwin makes two weapon attacks, one of which can be with his heavy crossbow.</p> <p><strong><em>Shortsword.</em></strong> (Humanoid or Hybrid Form Only) <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p> <p><strong><em>Heavy Crossbow.</em></strong> (Humanoid or Hybrid Form Only) <em>Ranged Weapon Attack:</em> +5 to hit, range 100/400 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage.</p> <p><strong><em>Beak.</em></strong> (Raven or Hybrid Form Only) <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage in raven form, or 5 (1d4 + 3) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.</p> <h3>Bonus Actions</h3> <p><strong><em>Shapechange.</em></strong> Urwin polymorphs into a raven-humanoid hybrid or into a raven, or back into his human form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts back to his human form if he dies.</p> <h3>Reactions</h3> </div> #### Danika Dorakova **Roleplaying Information** ***Resonance.*** Danika should inspire amusement with her “straight-man,” good-natured banter with Urwin, gratitude for her hospitality and motherly care, and comfort from her practical, down-to-earth nature and her fierce dedication to her family, home, and guests. ***Emotions.*** Danika most often feels fond, satisfied, congenial, determined, defiant, and affectionate. ***Motivations.*** Danika wants to keep her family safe, run a successful business, and ensure that her children one day see sunlight over Barovia. ***Inspirations.*** When playing Danika, channel Tenzin (Avatar: The Legend of Korra), Bob Belcher (Bob's Burgers), and Garnet (Steven Universe). **Character Information** ***Persona.*** To the world, Danika is a practical, no-nonsense businesswoman with a heart of gold. To those she trusts, Danika is a fierce mother with a deep dedication to the Martikov clan. Deep down, Danika is grimly prepared to defend those she loves—at any cost necessary. ***Morale.*** In a fight, Danika would swiftly attempt to de-escalate, but would fight to the death to defend her family or her guests. ***Relationships.*** Danika is the mother of Brom and Bray Martikov and the wife of Urwin Martikov. In addition to co-owning the Blue Water Inn, Danika is a high-ranking member of the Keepers of the Feather. ### Dr. Rudolph van Richten #### Disguised (as Rictavio) **Roleplaying Information** ***Resonance.*** Rictavio should inspire amusement for his flamboyant dress, his ringmaster’s extravagance, and his colorful manner of speech, which most often includes referring to himself in the third person. ***Emotions.*** To onlookers, Rictavio most often appears to feel amused, delighted, or satisfied. ***Motivations.*** Rictavio wants to maintain his reputation as an amusing, though somewhat outrageous carnival ringmaster. ***Inspirations.*** When planning Rictavio, channel Varrick (Avatar: The Legend of Korra) or a stereotypical carnival barker. **Character Information** ***Persona.*** To the world, Rictavio appears as a flamboyant, irreverent, and occasionally narcissistic carnival ringmaster. ***Morale.*** In a fight, Rictavio would attempt to fast-talk his way out of trouble, fleeing from battle if hostilities seem unavoidable. (He might, however, step in to defend an innocent from harm at the hands of the supernatural—though doing his best to preserve his secret identity.) ***Relationships.*** Rictavio is secretly Dr. Rudolph van Richten, the famed vampire hunter. #### Undisguised (as Himself) **Roleplaying Information** ***Resonance.*** Van Richten should inspire gratitude for his knowledge (freely shared), comfort with his confidence and experience, and mild irritation with his paranoia and bluntness. ***Emotions.*** Van Richten most often feels suspicious, wary, thoughtful, concerned, wistful, satisfied, inquisitive, guilty, and ashamed. ***Motivations.*** Van Richten wants to keep Arabelle safe, avoid Strahd's detection, assist Strahd's enemies, and redeem himself for Erasmus's death and his slaughter of the Radanaviches. ***Inspiration.*** When playing Van Richten, channel Alastor "Mad-Eye" Moody (*Harry Potter*), Geralt of Rivia (*The Witcher*), and Mike Ehrmantraut (*Breaking Bad*). **Character Information** ***Persona.*** To the world, Van Richten is a merciless, battle-hardened monster hunter. To those he trusts, Van Richten is a compassionate mentor with exceedingly high standards, a hefty paranoid streak, and an occasional temper. Only Van Richten knows the depths of the guilt, shame, and self-loathing he feels for the deaths of his son and wife, and his slaughter of the Radanavich Vistani caravan. ***Morale.*** In a fight, Van Richten would attempt to outwit or outmaneuver his foe, retreating as necessary in order to secure the most advantageous terrain. ***Relationships.*** Van Richten is the mentor of the Vistana monster hunter Ezmerelda d'Avenir, the father of the late and Ethereal Plane-bound Erasmus van Richten (whom he can neither communicate with nor perceive), the former owner of the monkey Piccolo now owned by the Vallakian toymaker Gadof Blinsky, the killer of the family of Arturi Radanavich, and the former ally of Doru's rebellion against Castle Ravenloft. <div class="statblock"> <h2>Rudolph Van Richten</h2> <em>Medium humanoid (human), lawful good</em> <hr> <strong>Armor Class</strong> 13 (leather armor) <br> <strong>Hit Points</strong> 77 (14d8 + 14) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>9 (–1)</td> <td>14 (+2)</td> <td>13 (+1)</td> <td>19 (+4)</td> <td>18 (+4)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Con +4, Wis +7<br> <strong>Skills</strong> Arcana +10, Insight +7, Medicine +10, Perception +7, Religion +7, Sleight of Hand +5<br> <strong>Senses</strong> passive Perception 17<br> <strong>Languages</strong> Abyssal, Common, Elvish, Infernal<br> <strong>Challenge</strong> 5 (1,800 XP)<br> <strong>Proficiency Bonus</strong> +3 <hr> <p><strong><em>Special Equipment.</em></strong> Van Richten carries a <em>hat of disguise</em> and <em>ring of mind shielding</em>.</p> <p><strong><em>Sneak Attack.</em></strong> Once per turn, Van Richten can deal an extra 17 (5d6) damage to one creature he hits with an attack if he has advantage on the attack roll. He doesn’t need advantage on the attack roll if the target is undead; or if at least one of his allies is within 5 feet of the target, the ally doesn’t have the incapacitated condition, and he doesn’t have disadvantage on the attack roll.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Van Richten makes two attacks with his silvered sword cane or silvered crossbow.</p> <p><strong><em>Silvered Sword Cane.</em></strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</p> <p><strong><em>Silvered Crossbow.</em></strong> Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</p> <p><strong><em>Charm Bracelet.</em></strong> Van Richten uses his charm bracelet to cast one of the following spells, using Wisdom as his spellcasting ability (spell save DC 15):<br> &nbsp;&nbsp;&nbsp;&nbsp;<strong>1/day each</strong> blindness/deafness, death ward, freedom of movement</p> <p><strong><em>Hat of Disguise.</em></strong> Van Richten uses his <em>hat of disguise</em> to cast <em>disguise self</em>. <p><strong><em>Lucid Lens.</em></strong> Van Richten uses his <em>lucid lens</em> to cast <em>detect magic</em> or <em>detect evil and good</em> (1/day each). <h3>Bonus Actions</h3> <p><strong><em>Cunning Action.</em></strong> Van Richten takes the Dash, Disengage, or Hide action.</p> <p><strong><em>Master of Tactics (Help).</em></strong> Van Richten uses the Help action to aid an ally’s attack against a creature within 30 feet of him that can see or hear him.</p> <p><strong><em>Insightful Fighting.</em></strong> Van Richten makes a Wisdom (Insight) check against a creature he can see that isn’t incapacitated, contested by the target’s Charisma (Deception). On a success, he has advantage to attack that creature and that creature has disadvantage to attack him for 1 minute. This benefit lasts for 1 minute or until he successfully uses this feature against a different target.</p> <h3>Reactions</h3> <p><strong><em>Charm Bracelet.</em></strong> <em>Trigger:</em> A hostile creature attacks Van Richten or ends its turn. <em>Effect</em>: Van Richten casts a spell using his <em>charm bracelet</em>.</p> <p><strong><em>Uncanny Dodge.</em></strong> <em>Trigger:</em> An attacker hits Van Richten with an attack roll. <Em>Effect:</em> Van Richten halves the attack’s damage against him (rounding down).</p> </div> ### Muriel Vinshaw **Roleplaying Information** ***Resonance.*** Muriel should inspire endearment with her enthusiastic, go-getter attitude, amusement with her snarky comments and cheerful sense of humor, and mild irritation with her stubbornness and occasional (though apologetic) refusals to reveal the secrets of the Keepers of the Feather. ***Emotions.*** Muriel most often feels curious, excited, determined, triumphant, gleeful, amused, angry, or sad. ***Motivations.*** Muriel wants to honor Elric's life through her resistance to Strahd and make a difference in the everyday lives of Barovians in her capacity as a field agent for the Keepers of the Feather. ***Inspirations.*** When playing Muriel, channel Amethyst (*Steven Universe*), Sokka (*Avatar: the Last Airbender*), and Peter Parker (*Spider-Man*). **Character Information** ***Persona.*** To the world, Muriel is a cheerful, if occasionally scatterbrained young woman. To those she trusts, Muriel is a determined field agent for the Keepers of the Feather, with a strong sense of justice and a fierce independent streak. Deep down, Muriel is still grieving the death of her fiancé, Elric Martikov, and wonders whether she'll ever fix what his death broke inside of her. ***Morale.*** In a fight, Muriel would gladly pull out her shortsword or crossbow and dare her opponent to strike first, fleeing only if her regeneration were blocked or outmatched. ***Relationships.*** Muriel is an agent of the Keepers of the Feather under Davian Martikov, a contact and ally of Keeper spymaster Urwin Martikov, and the once-fiancé of Davian's deceased son, Elric Martikov, who was imprisoned while assisting Doru's rebellion against Castle Ravenloft. <div class="statblock"> <h2>Muriel Vinshaw</h2> <em>Medium humanoid (human, shapechanger), chaotic good</em> <hr> <strong>Armor Class</strong> 14 (leather armor) <br> <strong>Hit Points</strong> 63 (14d8) <br> <strong>Speed</strong> 30 ft. (fly 50 ft. in raven and hybrid forms) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>10 (+0)</td> <td>16 (+3)</td> <td>11 (+0)</td> <td>13 (+1)</td> <td>15 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Insight +4, Perception +6<br> <strong>Senses</strong> passive Perception 16<br> <strong>Languages</strong> Common (can't speak in raven form)<br> <strong>Challenge Rating</strong> 2<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>Regeneration.</em></strong> Muriel regains 10 hit points at the start of her turn if she hasn't taken necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon since her last turn. She dies only if it starts its turn with 0 hit points and doesn't regenerate.</p> <p><strong><em>Mimic.</em></strong> Muriel can mimic simple sounds she 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.</p> <p><strong><em>Plummet.</em></strong> If Muriel flies at least 20 feet straight toward a target while descending at least five feet toward the ground, and then hits that target with a shortsword attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Muriel makes two weapon attacks, one of which can be with her hand crossbow.</p> <p><strong><em>Shortsword.</em></strong> (Humanoid or Hybrid Form Only) <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p> <p><strong><em>Hand Crossbow.</em></strong> (Humanoid or Hybrid Form Only) <em>Ranged Weapon Attack:</em> +5 to hit, range 30/120 ft., one target. <em>Hit:</em> 5 (1d6 + 3) piercing damage.</p> <p><strong><em>Beak.</em></strong> (Raven or Hybrid Form Only) <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage in raven form, or 5 (1d4 + 3) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.</p> <h3>Bonus Actions</h3> <p><strong><em>Shapechange.</em></strong> Muriel polymorphs into a raven-humanoid hybrid or into a raven, or back into her human form. Its statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts back to her human form if she dies.</p> <h3>Reactions</h3> <p><strong><em>Interpose.</em></strong> When a creature Muriel can see hits another target within 5 feet of Muriel with an attack, she can use her reaction to take the damage instead.</p> </div> ## St. Andral's Church ### Father Lucian Petrovich **Roleplaying Information** ***Resonance.*** Father Petrovich should inspire gratitude with his hospitality, flattery with his willingness to listen and empathize, comfort with his warmth, serenity, and wisdom, and sympathy for his anxiety regarding the missing bones and the safety of his congregation. ***Emotions.*** Father Petrovich’s most frequent emotions are thoughtfulness, hopefulness, concern, and compassion. ***Motivations.*** Father Petrovich wants to keep Vallaki's spirits up, to keep the church a place of sanctuary and comfort, and to raise Yeska as best as he can. ***Inspirations.*** When playing Father Petrovich, channel Uncle Iroh (*Avatar: The Last Airbender*), Michael Carpenter and Father Forthill (*The Dresden Files*), and Mr. Rogers (*Mr. Rogers' Neighborhood*). **Character Information** ***Persona.*** To strangers, Father Petrovich is a serene, humble, and compassionate priest who is always happy to share a word of praise or a few pearls of wisdom. To those he trusts, Father Petrovich is a dedicated and stalwart defender of his community, who nonetheless worries about his ability to keep his congregants safe. Deep down, Father Petrovich harbors a twinge of doubt about the Morninglord's providence and power, wondering if Strahd's awakening is a test of Barovians' faith or a sign that the land is forsaken forever. ***Morale.*** In a fight, Father Petrovich would prefer to dissuade his attackers, surrendering peacefully if necessary to avoid unnecessary bloodshed. However, if an innocent life or the members of his congregation were threatened, he would fight to the death with a prayer on his lips and peace in his heart. ***Relationships.*** Father Petrovich is a mentor and father figure to the orphan and altar boy Yeska, the employer of the groundskeeper Milivoj, the brother of Baroness Lydia Petrovna, and the distant descendant of Tasha Petrovna, an ancient cleric of the Morninglord whose remains are kept in the catacombs of Castle Ravenloft. ### Milivoj **Roleplaying Information** ***Resonance.*** Milivoj should inspire scorn with his gruff, cynical, and stubborn personality, sympathy for his frustration at his parents' addiction to dream pastries, and endearment to him for his wholehearted dedication to provide for his siblings, no matter the cost to himself. ***Emotions.*** Milivoj's most frequent emotions are annoyance, worry, frustration, boredom, bitterness, and cynicism, and (when with his siblings) compassion, mirth, and joy. ***Motivations.*** Milivoj wants to provide for himself and his siblings. ***Inspirations.*** When playing Milivoj, channel Katniss Everdeen (*The Hunger Games*), Arya Stark (*Game of Thrones*), and Carl Fredericksen (*Up*). **Character Information** ***Persona.*** To strangers, Milivoj is a quiet, gruff, and hardworking groundskeeper. To those he trusts, Milivoj is a loving and dedicated elder sibling, a frustrated and bitter son, and a desperate and confused young man. ***Morale.*** In a fight, Milivoj would brandish his shovel in an attempt to get his attacker to back down, but would quickly surrender if seriously wounded. (If defending his siblings, however, Milivoj would fiercely and gladly fight to the death.) ***Relationships.*** Milivoj is employed by Father Lucian Petrovich, secretly works for the coffin maker Henrik van der Voort, and is the eldest of nine children belonging to Oleg and Jarzinka, two dream pastry-addicted Vallakians. ## Vallakovich Manor ### Baron Vargas Vallakovich **Roleplaying Information** ***Resonance.*** Vargas should inspire frustration with his obstinance, disgust for his narcissistic arrogance, and mild amusement for his utter and ridiculous self-assurance. ***Emotions.*** Vargas most often feels annoyed, offended, satisfied, outraged, impatient, or smug. ***Motivations.*** Vargas wants to secure his power free from Strahd's influence and lead Vallaki to escape the Mists by forcing everyone in the town to be happy. ***Inspirations.*** When playing Vargas, channel Lord Farquaad (Shrek), Joffrey Baratheon (Game of Thrones), and Governor Ratcliffe (Pocahontas). **Character Information** ***Persona.*** To the world, Vargas is an entitled, narcissistic, blue-blooded noble with a bad temper, delusions of salvation, and a love for praise and adoration. ***Morale.*** In a fight, Vargas would command his dogs, Claw and Fang, as well as Izek Strazni and any present guards to seize any who oppose him. If deprived of his defenders, Vargas would either attempt to flee, or—if flight were obstructed—grovel pathetically at the feet of his attacker, begging for mercy. ***Relationships.*** Vargas, the burgomaster of Vallaki, is the father of Victor Vallakovich, the husband of Baroness Lydia Petrovna, the brother-in-law of Father Lucian Petrovich, and the son of the late Baron Valentin Vallakovich. He is also the employer and adoptive "father" of Izek Strazni, his captain of the guard and chief enforcer. ### Izek Strazni **Roleplaying Information** ***Resonance.*** Izek should inspire disgust with his cruelty and indifference to human life, and discomfort with his unnerving interest in Ireena Kolyana. ***Emotions.*** Izek most often feels irritated, enraged, impatient, sadistic, obsessed, or bored. ***Motivations.*** Izek wants to serve the Baron faithfully—and, far more importantly, find and possess the woman he's been dreaming of. ***Inspirations.*** When playing Izek, channel Ser Gregor Clegane (Game of Thrones), Fenrir Greyback (Harry Potter), and Kratos (God of War). **Character Information** ***Persona.*** To the world, Izek is a cruel and brutish enforcer with a love for fire and blood. ***Morale.*** In a fight, Izek would gladly draw his silvered battleaxe and fight to the death. ***Relationships.*** Izek is the adoptive "son" of Baron Vargas Vallakovich, the captain of Vallaki's town guard, a frequent customer of the toymaker Gadof Blinsky, and (unbeknownst to either of them) the biological brother of Ireena Kolyana. <div class="statblock"> <h2>Izek Strazni, 1st Form</h2> <em>Medium humanoid, neutral evil</em> <hr> <strong>Armor Class</strong> 14 (studded leather) <br> <strong>Hit Points</strong> 110 (13d8 + 42) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>20 (+5)</td> <td>15 (+2)</td> <td>18 (+4)</td> <td>10 (+0)</td> <td>9 (-1)</td> <td>15 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +8, Con +7<br> <strong>Skills</strong> Athletics +8, Intimidation +5, Perception +2<br> <strong>Damage Resistances</strong> fire<br> <strong>Senses</strong> passive Perception 12<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 6 or 5 if poisoned<br> <strong>Proficiency Bonus</strong> +3<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Izek doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Second Phase.</em></strong> When Izek is reduced to 0 hit points, his arms and axe are engulfed in flames, the barbs on his fiendish arm grow longer and sharper, and his skin grows red and begins to smoke. His statistics are then instantly replaced by the statistics of his second form. His initiative count doesn’t change. Excess damage doesn't carry over to his new form, but he retains any conditions he had in his previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Izek makes two attacks.</p> <p><strong><em>Silvered Battleaxe.</em></strong> <em>Melee weapon attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (1d10 + 5) slashing damage and Izek can push the target up to 5 ft. away.</p> <p><strong><em>Flame Hurl.</em></strong> <em>Ranged spell attack:</em> +5 to hit, range 60 ft., one target. <em>Hit:</em> 7 (2d6) fire damage.</p> <h3>Bonus Actions</h3> <p><strong><em>Slicing Whirl.</em></strong> Izek whirls his battleaxe around him. Each creature within a 5-foot radius must succeed on a DC 16 Dexterity saving throw or take 5 (2d4) slashing damage and fall prone. A creature that succeeds on the saving throw takes half damage and doesn’t fall prone.</p> <p><strong><em>Flame Volley.</em></strong> Izek conjures a volley of fiery orbs that rain down on a point within 60 ft. that he can see. Each creature within 10 ft. of that point must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage.</p> <h3>Reactions</h3> <p>Izek can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Izek can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Forceful Retreat.</em></strong> In response to taking damage from a melee attack, Izek makes a shove attack against the attacker. He can then immediately move up to 15 ft. away from the attacker without provoking opportunity attacks.</p> <p><strong><em>Vengeful Strike.</em></strong> In response to taking damage from an attack or spell, Izek can move up to 15 ft. toward the attacker without provoking opportunity attacks. He can then immediately make an attack against that creature with his battleaxe.</p> </div> <br> <div class="statblock"> <h2>Izek Strazni, 2nd Form</h2> <em>Medium humanoid, neutral evil</em> <hr> <strong>Armor Class</strong> 14 (studded leather) <br> <strong>Hit Points</strong> 110 (13d8 + 42) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>20 (+5)</td> <td>15 (+2)</td> <td>18 (+4)</td> <td>10 (+0)</td> <td>9 (-1)</td> <td>15 (+2)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +8, Con +7<br> <strong>Skills</strong> Athletics +8, Intimidation +5, Perception +2<br> <strong>Damage Immunities</strong> fire<br> <strong>Senses</strong> passive Perception 12<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 6 or 5 if poisoned<br> <strong>Proficiency Bonus</strong> +3<br> <hr> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Izek makes two melee attacks.</p> <p><strong><em>Silvered Battleaxe.</em></strong> <em>Melee weapon attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (1d8 + 5) slashing damage plus 2 (1d4) fire damage.</p> <p><strong><em>Burning Punch.</em></strong> <em>Melee weapon attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d4 + 5) bludgeoning damage plus 2 (1d4) fire damage, and Izek can push the target up to 5 ft. away. On a critical hit, the target must also succeed on a DC 16 Constitution saving throw or be dazed until the start of Izek’s next turn. (That creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.)</p> <p><strong><em>Flaming Wave.</em></strong> A wave of flames sweeps out from Izek in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw or take 11 (2d10) fire damage. The fire ignites flammable objects in the area that aren't being worn or carried.</p> <h3>Bonus Actions</h3> <p><strong><em>Flame Burst.</em></strong> Izek slams his battleaxe into the ground, causing a torrent of flames to swirl around him. Each creature within 5 feet must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage.</p> <p><strong><em>Explosive Blast.</em></strong> A bright streak flashes from Izek’s clawed hand to a point he chooses within 90 feet and then blossoms with a low roar into an explosion of flame. Each creature in a 5-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. A target takes 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. A target that fails the save is also knocked prone. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.</p> <h3>Reactions</h3> <p>Izek can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Izek can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Hot Pursuit.</em></strong> In response to taking damage from an attack or spell, Izek propels himself forward with a jet of crackling flames, moving up to 30 feet without provoking opportunity attacks. He can then immediately make a <strong><em>burning punch</em></strong> attack against a creature within range.</p> <p><strong><em>Cinder Sparks.</em></strong> In response to taking damage from a melee attack, Izek causes the air around him to burst with swirling cinders. The attacker must succeed on a DC 13 Constitution saving throw or take 2 (1d4) fire damage and be blinded until the end of its next turn.</p> <p><strong><em>Retaliatory Burn (1/round).</em></strong> In response to taking damage from a melee attack made with a metal weapon, Izek causes the object to glow red-hot until the start of his next turn. Any creature in physical contact with the weapon immediately takes 4 (1d8) fire damage and must succeed on a DC 13 Constitution saving throw or drop the weapon if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of Izek’s next turn.</p> </div> ### Victor Vallakovich Victor’s spellbook contains the _sending_ and _fear_ spells and does not contain _remove curse._ **Roleplaying Information** ***Resonance.*** Victor should make the players feel annoyed at his suspicion and condescension, sympathetic to his anxiety, frustration, and desperation, and endeared to his stubborn determination to see Stella healed. ***Emotions.*** Victor most often feels curious, frustrated, suspicious, excited, bored, anxious, desperate, or determined. ***Motivations.*** Victor wants to restore Stella’s soul to her body and escape Barovia. ***Inspirations.*** When playing Victor, channel Jonathan Byers (*Stranger Things*), Prince Zuko (*Avatar: The Last Airbender*), Raven (*Teen Titans*), and Perrin Aybara (*Wheel of Time*). **Character Information** ***Persona.*** To the world, Victor is a quiet, moody, and isolated young man with an awkward manner and a total lack of social graces. To those he trusts, Victor is a devoted and compassionate friend, with a spark of brilliance and the stubbornness of a mule. Only Victor knows that he secretly fears losing Stella’s friendship—both due to the harm caused by his *teleportation circle* and due to the time she’s spent with Erasmus van Richten in the Ethereal Plane. ***Morale.*** In a fight, Victor would attempt to flee, but would resort to his most dangerous spells with wanton and amateurish abandon if cornered or if defending his friends or family. ***Relationships.*** Victor is the only child of Baron Vargas Vallakovich and Baroness Lydia Petrovna. He is a close friend to Stella Wachter, and a friendly (though wary) acquaintance to the ghost of Erasmus van Richten. Victor despises and fears Izek Strazni, who killed Victor’s childhood cat, Murka, by kicking it across a room when it wandered into his path two years ago. (Victor has since reanimated Murka’s skeleton through the use of his *animate dead* spell.) ## Blinsky Toys ### Gadof Blinsky **Roleplaying Information** ***Resonance.*** Blinsky should inspire amusement with his accent, attire, and morbid aesthetic, endearment for his loneliness and sincerity, and sympathy for his terror of Izek. ***Emotions.*** Blinsky most often feels cheerful, frightened, anxious, lonely, joyful, or melancholy. ***Motivations.*** Blinsky wants to use his macabre toys to bring joy to Barovia’s children and to succeed Fritz von Weerg as the greatest toymaker of history. ***Inspirations.*** When playing Blinsky, channel Olaf (*Frozen*), Rubeus Hagrid (*Harry Potter*), and Gepetto (*Pinocchio*). **Character Information** ***Persona.*** To the world, Gadof Blinsky is a cheerful toymaker with a love for the macabre. To those he trusts, Blinsky is a lonely and anxious man, fearful that his work will never be good enough to win his customers’ love. ***Morale.*** In a fight, Blinsky would plead for peace, stumbling over himself and babbling for mercy while looking for an opportunity to flee. ***Relationships.*** Blinsky owns Piccolo, a pet monkey that was given to him by Rictavio, the traveling ringmaster. Blinsky also makes dolls resembling Ireena Kolyana for Izek Strazni, and receives a humble stipend to craft decorations for Baron Vallakovich’s weekly festivals. ## Vistani Encampment ### Luvash **Roleplaying Information** ***Resonance.*** Luvash should make the players feel sympathetic to his grief, endeared to his dedication to his daughter, irritated with his stubbornness, and mildly uncomfortable with his hot temper. ***Emotions.*** Luvash most often feels angered, melancholy, anxious, guilty, desperate, frustrated, joyful, content, amused, or grateful. ***Motivations.*** Luvash wants to ensure that his daughter, Arabelle, is safe and loved, and that the families of the Vistani encampment can thrive and prosper. ***Inspirations.*** When playing Luvash, channel Boromir (*The Lord of the Rings*), Robert Baratheon (*A Game of Thrones*), Bob Parr (*The Incredibles*), and Wolverine (*X-Men*). **Character Information** ***Persona.*** To the world, Luvash is a gruff, stubborn brawler with an impatient spirit and a heart of gold. To those he trusts, Luvash is a fiercely devoted father with a soft and gentle compassion—but near-overwhelmed by anxiety for the safety of his daughter. ***Morale.*** In a fight, Luvash would draw his blade to protect his people without a moment’s hesitation, but would swiftly sheathe it if necessary to keep Arabelle safe. ***Relationships.*** Luvash is the elder brother of Arrigal, one of Strahd’s spies. (Luvash doesn’t know that Arrigal is a spy for Strahd.) Luvash is also the father of Arabelle, whose mother was one of Madam Eva’s descendants, and—along with Arrigal—one of the two leaders of the Vistani camp outside of Vallaki. ### Arrigal **Roleplaying Information** ***Resonance.*** Arrigal should make the players feel insulted by his slight condescension, unnerved by his intense curiosity and veneer of cheerful courtesy, and—when they learn of it—both disgusted by and sympathetic to his decision to serve Strahd. ***Emotions.*** Arrigal most often feels curious, suspicious, frustrated, resentful, relaxed, or amused. ***Motivations.*** Arrigal wants to protect his family and ensure a bright future for Barovia’s Vistani, free of the resentments of the small-minded Barovians—a goal which he intends to accomplish by serving Strahd. ***Inspirations.*** When playing Arrigal, channel Loki (*Thor*), Littlefinger (*A Game of Thrones*), and Hannibal Lecter (*The Silence of the Lambs*). **Character Information** ***Persona.*** To the world, Arrigal is Luvash’s enforcer and adviser: a cautious, cheerful, and curious man who prefers to remain aloof from the troubles of others. To those he trusts, Arrigal is a dedicated uncle, a fierce advocate for the Vistani, and a duelist with a slew of deadly skills. Only Arrigal knows that he serves Strahd von Zarovich faithfully as one of his spies—and that he would go to great lengths to serve the vampire’s will in exchange for the prosperity of his family and people. ***Morale.*** In a fight, Arrigal would act with ruthless cunning, retreating as necessary before striking from the shadows, using deceit, manipulation, or dirty tricks to ensure an advantage. ***Relationships.*** Arrigal is Luvash’s younger brother and Arabelle’s uncle. He is also a spy for Strahd and makes regular reports to Anastrasya, one of Strahd’s vampiric brides. ### Kasimir Velikov **Roleplaying Information** ***Resonance.*** Kasimir should make the players feel grateful for his competence and genuine interest in assisting them, mildly insulted by his slight condescension, mildly suspicious of his caginess, and sympathetic to his sorrow for the plight of his people. ***Emotions.*** Kasimir most often feels curious, frustrated, suspicious, excited, melancholy, nostalgic, somber, or regretful. ***Motivations.*** Kasimir wants to ensure the safety of the dusk elves and resurrect his sister, Patrina, once he’s freed her of Strahd’s dark influence and seen Strahd destroyed. ***Inspirations.*** When playing Kasimir, channel Stephen Strange (*Doctor Strange*), Sherlock Holmes (*Sherlock*), Spock (*Star Trek*), and the Twelfth Doctor (*Doctor Who*). **Character Information** ***Persona.*** To the world, Kasimir is a quiet and withdrawn scholar, with a powerful curiosity and a fierce dedication to his people. To those he trusts, Kasimir is a lost and broken man, guilt-ridden for his role in Patrina’s death and resigned to somber despair for the dusk elves’ future. Only Kasimir knows the lengths to which he is willing to go to resurrect his sister—and the price he is willing to pay. ***Morale.*** In a fight, Kasimir would attempt to negotiate a peace, but would not hesitate to unleash his most powerful spells—or use his magic to escape—if a diplomatic solution proved untenable. ***Relationships.*** Kasimir is the leader of the dusk elf encampment and the younger brother of the late Patrina Velikovna, a **banshee** who resides in the catacombs of Castle Ravenloft. Kasimir is also the cousin of Rahadin, Strahd’s chamberlain, and the nephew of the late dusk elf prince, Erevan Löwenhart. (Kasimir is not a direct blood relation of Erevan, who married Kasimir’s aunt, Lorelei.) ## Wachterhaus ### Lady Fiona Wachter Lady Wachter still has the statistics of a **priest**. However, she has a different list of prepared spells: * Cantrips (at will): _light, toll the dead, thaumaturgy_  * 1st level (4 slots): _command, sanctuary, bane_  * 2nd level (3 slots): _blindness/deafness, zone of truth, hold person_  * 3rd level (2 slots): _animate dead, spirit guardians_ **Roleplaying Information** ***Resonance.*** Lady Wachter should inspire wariness for her loyalty to Strahd, grudging respect for her streak of pragmatic rationality, endearment for her dedication to her children, and pity for the tragedy of her family. ***Emotions.*** Lady Wachter most often feels concerned, apprehensive, irate, melancholic, satisfied, thoughtful, determined, stern, or (with her children) compassionate and loving. ***Motivations.*** Lady Wachter wants to keep Vallaki—and especially her children—safe from harm. To that end, she hopes to see Baron Vargas Vallakovich removed from power and to reassure Strahd von Zarovich that Vallaki is no danger to his rule. ***Inspirations.*** When playing Lady Wachter, channel Moiraine Damodred (The Wheel of Time), Olenna Tyrell (Game of Thrones), Minerva McGonagall (Harry Potter), and Lady Jessica (Dune). **Character Information** ***Persona.*** To the world, Lady Wachter is a cold, cunning, and cordial noblewoman. To those she trusts, Lady Wachter is a melancholic, wry, yet fiercely determined advocate for what she sees as the good of Vallaki. Only Lady Wachter herself appreciates the depth of love she feels for her children—and her shattered sense of faith and hope. ***Morale.*** In a fight, Lady Wachter would attempt to negotiate or flee, seeking any means necessary to quell hostilities, up to and including outright surrender. If necessary to save her life or those of her children, however, she would fight to the death with bitter ferocity. ***Relationships.*** Lady Wachter is the widow of the deceased Nikolai Wachter I, and the mother of Nikolai Wachter II, Karl Wachter, and Stella Wachter. She is the employer of the **spy** Ernst Larnak, and an outspoken critic of Baron Vargas Vallakovich. ### Gallows Speaker <div class="statblock"> <h2>Speaker of the Gallows</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 157 (35d8) <br> <strong>Speed</strong> 0 ft., fly 40 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>8 (-1)</td> <td>16 (+3)</td> <td>10 (+0)</td> <td>10 (+0)</td> <td>12 (+1)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +7, Wis +5, Cha +8<br> <strong>Skills</strong> Perception +5<br> <strong>Damage Immunities</strong> necrotic, poison<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned<br> <strong>Senses</strong> truesight 60 ft., passive Perception 15<br> <strong>Languages</strong> Abyssal, Common<br> <strong>Challenge</strong> CR 11<br> <strong>Proficiency Bonus</strong> +4<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> The gallows speaker doesn't have disadvantage on its ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Divination Senses.</em></strong> The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.</p> <p><strong><em>Wrath of the Traitor.</em></strong> If the gallows speaker is reduced to 0 hit points, the golden wisps around it wink out, revealing five daggers with wavy blades and lacquered hilts colored red, black, and gold. All of the gallows speaker's current effects end, and its statistics are instantly replaced by those of the <strong>Ba’al Verzi Avenger</strong>. Its initiative remains the same. Excess damage doesn't carry over to its new form, but it retains any conditions it had in its previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The gallows speaker makes two attacks.</p> <p><strong><em>Foretelling Touch.</em></strong> <em>Melee Spell Attack:</em> +8 to hit, reach 5 ft., one creature. <em>Hit:</em> 15 (2d10 + 4) psychic damage, and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the gallows speaker's next turn.</p> <p><strong><em>Will-o'-Wisp.</em></strong> <em>Ranged Spell Attack:</em> +8 to hit, range 30 ft., one creature. <em>Hit:</em> 13 (3d8) necrotic damage.</p> <p><strong><em>Deathly Visions.</em></strong> The gallows speaker forces a creature that it can see within 30 feet to make a DC 16 Wisdom saving throw, flooding its mind with terrifying images of its own violent death. On a failure, that creature is paralyzed until the start of the gallows speaker’s next turn.</p> <h3>Bonus Actions</h3> <p><strong><em>Lash of Souls.</em></strong> Ethereal chains lash out around the gallows speaker, forcing up to two creatures within 5 feet to succeed on a DC 16 Strength saving throw or take 9 (2d8) necrotic damage and be restrained until the start of the gallows speaker’s next turn. A creature that succeeds on the saving throw takes half damage and isn’t restrained.</p> <p><strong><em>Wisplight Flare.</em></strong> The gallows speaker directs one of its wisps to a point within 30 feet, where it flares with golden light. Each creature within 5 feet of that point must succeed on a DC 16 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the start of the gallows speaker's next turn. A creature that succeeds on the saving throw takes half damage and isn't blinded.</p> <h3>Reactions</h3> <p>The gallows speaker can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent it from taking reactions, it loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> The gallows speaker can repeat the saving throw against one effect or condition currently affecting it. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Death's Revelation.</em></strong> In response to taking damage from a creature within range, the gallows speaker attacks that creature with its <strong><em>foretelling touch</em></strong> or <strong><em>will-o'-wisp</em></strong>.</p> <p><strong><em>Ghostly Step.</em></strong> In response to taking damage, the gallows speaker teleports up to 15 feet away. It can then immediately force each creature within 5 feet of its new location to make a DC 16 Wisdom saving throw. Each creature that fails the saving throw is frightened until the end of that creature's next turn.</p> </div> <br> <div class="statblock"> <h2>Ba’al Verzi Avenger</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 157 (35d8) <br> <strong>Speed</strong> 0 ft., fly 40 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>8 (-1)</td> <td>16 (+3)</td> <td>10 (+0)</td> <td>10 (+0)</td> <td>12 (+1)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +7, Wis +5, Cha +8<br> <strong>Skills</strong> Perception +5<br> <strong>Damage Immunities</strong> necrotic, poison<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned<br> <strong>Senses</strong> truesight 60 ft., passive Perception 15<br> <strong>Languages</strong> Abyssal, Common<br> <strong>Challenge</strong> CR 11<br> <strong>Proficiency Bonus</strong> +4<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> The gallows speaker doesn't have disadvantage on its ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Divination Senses.</em></strong> The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.</p> <p><strong><em>Incorporeal Movement.</em></strong> The gallows speaker 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.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> The gallows speaker makes two attacks.</p> <p><strong><em>Ba'al Verzi Dagger.</em></strong> <em>Ranged Weapon Attack:</em> +8 to hit, range 30 feet, one creature. <em>Hit:</em> 7 (1d6 + 4) piercing damage and the target must make a DC 16 Wisdom saving throw, taking 14 (4d6) necrotic damage and becoming cursed until the start of the gallows speaker’s next turn on a failure. On a success, the target takes half the necrotic damage and isn't cursed. While cursed in this way, a creature moves at half speed and can't regain hit points, and the gallows speaker has advantage on attack rolls made against it. The gallows speaker doesn't gain disadvantage on an attack roll made with this attack due to being within 5 feet of a hostile creature.</p> <p><strong><em>Grasp of the Grave.</em></strong> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one creature. <em>Hit:</em> 18 (4d8) necrotic damage and the target is grappled until the gallows speaker loses its concentration (as if concentrating on a spell) or until the target uses its action to break free (escape DC 16). (Dragging this target doesn't cause the gallows speaker to move more slowly.) The gallows speaker can then immediately move up to half its speed without triggering opportunity attacks. Until this grapple ends, the target is restrained and takes an additional 9 (2d8) necrotic damage at the start of each of its turns, and the gallows speaker can't use <strong><em>grasp of the grave</em></strong> on another target.</p> <h3>Bonus Actions</h3> <p><strong><em>Shrieking Souls.</em></strong> A shroud of moaning spirits surrounds each creature within 5 feet of the gallows speaker. Each creature in that area must make a DC 16 Constitution saving throw or take 9 (2d8) necrotic damage and be dazed until the start of the gallows speaker’s next turn. (A dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.)</p> <p><strong><em>Wail of the Forsaken (Recharge 5-6).</em></strong> The spirits within the gallows speaker’s cloak let out a maddened, burbling cry. Each creature within 60 feet must make a DC 16 Wisdom saving throw or be frightened until the start of the gallows speaker’s next turn.</p> <h3>Reactions</h3> <p>The avenger can take up to three reactions per round, though no more than one per turn. If an effect or condition would prevent it from taking reactions, it loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> The gallows speaker can repeat the saving throw against one effect or condition currently affecting it. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Ghastly Foresight.</em></strong> In response to being targeted by an attack or a spell that requires a saving throw, the gallows speaker imposes disadvantage on the attack roll or grants itself advantage on the saving throw. After the roll is made, the gallows speaker can immediately move up to half its speed without provoking opportunity attacks.</p> <p><strong><em>Traitor's Noose.</em></strong> In response to being targeted by a melee attack, the gallows speaker manifests a spectral noose that hangs loosely around the attacker's neck, forcing them to make a DC 16 Wisdom saving throw. On a failure, the attacker is filled with a brief and blinding rage toward another creature of the gallows speaker’s choice, and must instead immediately use its reaction, if available, to move up its speed toward that creature and make the same melee attack against that creature instead. The noose then disappears.</p> <p><strong><em>Haunting Echoes.</em></strong> In response to taking damage from a creature, the gallows speaker forces that creature to make a DC 16 Wisdom saving throw. On a failure, that creature takes 10 (4d4) psychic damage and has disadvantage on the next attack roll or ability check it makes before the start of its next turn.</p> </div> # Village of Krezk ## Baron Dmitri Krezkov **Roleplaying Information.** ***Resonance.*** Dmitri should inspire comfort with his quiet confidence and leadership, sympathy for his anxiety and grief following his son's disappearance, and mild annoyance for his stubbornness and habitual suspicion of outsiders. ***Emotions.*** Dmitri most often feels concerned, melancholy, somber, determined, wary, stubborn, or gracious. ***Motivations.*** Dmitri wants to protect his village and keep his family together. ***Inspirations.*** When playing Dmitri, channel Eddard Stark (*Game of Thrones*), King Théoden (*Lord of the Rings*) and Stoick the Vast (*How to Train Your Dragon*). **Character Information** ***Persona.*** To the world, Dmitri is a grim, but warm leader. To those he trusts, Dmitri is a warm and loving father, husband, and friend. Only Dmitri knows the extent of his grief, anxiety, and guilt regarding his family's curse and the fate of his children and wife. ***Morale.*** In a fight, Dmitri would act only to protect himself or his loved ones, beginning by warning his opponent to stand down, then fighting fiercely until his opponent yielded or was defeated. ***Relationships.*** Dmitri, a secret **werewolf**, is the husband of Baroness Anna Krezkova, the brother of the **werewolf** cleric of Mother Night Zuleika Toranescu, the father of Kala and Ilya Krezkov, and the burgomaster of the village of Krezk. # Abbey of St. Markovia ### Ezmerelda d'Avenir **Roleplaying Information** ***Resonance.*** Ezmerelda should inspire amusement for her irreverent sense of humor, gratitude for her cool competence, endearment for her fiery spirit in the face of adversity, and sympathy for her complicated feelings regarding Dr. Rudolph van Richten. ***Emotions.*** Ezmerelda most often feels determined, thoughtful, skeptical, proud, enthusiastic, angry, amused, wary, or cautious. ***Motivations.*** Ezmerelda wants to save innocents from things that go "bump!" in the night, escape her parents' dark legacy, and prove herself as capable a vampire hunter as Dr. Van Richten. ***Inspirations.*** The Tenth Doctor (*Doctor Who*), Captain Jack Harkness (*Doctor Who*), Buffy Summers (*Buffy the Vampire Slayer*), Malcolm Reynolds (*Firefly*) **Character Information** ***Persona.*** To the world, Ezmerelda is a cool, suave, professional monster hunter. To those she trusts, Ezmerelda is a fiery, wise-cracking, and eternally loyal friend. Deep down, Ezmerelda wonders if Dr. Van Richten thought she wasn't good enough—or if her family's crimes against him are enough to stain her legacy forever. ***Morale.*** In a fight, Ezmerelda would move swiftly and tactically to secure an insurmountable advantage, then strike when the moment was right. ***Relationships.*** Ezmerelda is the former student of Dr. Rudolph van Richten, and the daughter of the d'Avenirs who kidnapped and sold his son, Erasmus, to the vampire Baron Metus. <div class="statblock"> <h2>Ezmerelda d'Avenir</h2> <em>Medium humanoid (human), chaotic good</em> <hr> <strong>Armor Class</strong> 17 (+1 studded leather armor) <br> <strong>Hit Points</strong> 82 (11d8 + 33) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>14 (+2)</td> <td>19 (+4)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>11 (+0)</td> <td>17 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +2<br> <strong>Skills</strong> Acrobatics +6, Arcana +5, Deception +7, Medicine +2, Perception +4, Performance +5, Stealth +6, Survival +4<br> <strong>Senses</strong> passive Perception 14<br> <strong>Languages</strong> Common<br> <strong>Challenge Rating</strong> 4<br> <strong>Proficiency Bonus</strong> +2 <hr> <p><strong><em>Special Equipment.</em></strong> In addition to her magic armor and weapons, Ezmerelda has two <em>potions of greater healing</em>, six <em>vials of holy water</em>, three wooden stakes, twelve silvered crossbow bolts, and a <em>runeguard stone</em> (see below).</p> <p><strong><em>Spellcasting.</em></strong> Ezmerelda is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). Ezmerelda has the following ranger spells prepared:</p> <ul> <li>1st level (4 slots): longstrider, snare, zephyr strike</li> <li>2nd level (2 slots): darkvision, cordon of arrows</li> </ul> <p><strong><em>Runeguard Stone (1/day).</em></strong> Ezmerelda possesses a <em>runeguard stone</em>. While holding the stone, she can cast the <em>magic circle</em> spell without components. (The spell retains its usual casting time.)</p> <p><strong><em>Scroll Adept.</em></strong> Ezmerelda can cast spells from spell scrolls as if they were ranger spells. <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Ezmerelda makes three melee attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword. She can replace two attacks with an attack made with her hand crossbow.</p> <p><strong><em>Rapier +1.</em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d8 + 5) piercing damage.</p> <p><strong><em>Handaxe +1.</em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage.</p> <p><strong><em>Silvered Shortsword.</em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6 + 4) piercing damage. <p><strong><em>Hand Crossbow.</em></strong><em>Ranged Weapon Attack:</em> +5 to hit, range 30/120 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage. If she has a silvered crossbow bolt remaining, Ezmerelda can choose to use it instead of an ordinary crossbow bolt when firing.</p> <p><strong><em>Cast Spell.</em></strong> Ezmerelda casts <em>longstrider</em>, <em>darkvision</em>, or <em>cordon of arrows</em>. <h3>Bonus Actions</h3> <p><strong><em>Cast Spell.</em></strong> Ezmerelda casts <em>zephyr strike</em>. </div> ## The Abbot ### Before Redemption **Roleplaying Information** ***Resonance.*** The Abbot should inspire discomfort with his stoicism and routine observations regarding "mortals," disgust for his lack of respect for human life or values, anger for his supreme and unshakeable self-confidence, and gratitude for his (somewhat off-putting) friendliness and willingness to cure the players of lycanthropy without cost. ***Emotions.*** The Abbot most often feels curious, intrigued, cold, dispassionate, or (rarely) enraged. ***Motivations.*** The Abbot wants to lift the "curse" upon Barovia and preserve the "sanctity" of the Abbey of Saint Markovia. ***Inspirations.*** When playing the Abbot, channel Vision (*Marvel*), Data (*Star Trek*), and Dr. Manhattan (*Watchmen*). **Character Information** ***Persona.*** To the world, the Abbot is a serene, but inhumanly dispassionate holy man and "scientist." Only the Abbot knows that he is Ithuriel: an angel of the Morninglord sent to honor the memory of Saint Markovia. ***Morale.*** In a fight, the Abbot would reveal his divine form, then command his enemies to lay down their weapons and surrender. If they failed to do so, he would attack them mercilessly, seeking to crush any resistance until and unless they surrendered or fled. ***Relationships.*** The Abbot, an angel of the Morninglord once called Ithuriel, is the master of the Abbey of Saint Markovia, including the **mongrelfolk** Otto, Zygfrek, and Clovin Belview. He is also the creator of the **flesh golem** Vasilka and the resurrector of Kala Krezkova. <div class="statblock"> <h2>Ithuriel, the Dawnbringer</h2> <em>Medium Celestial, Lawful Evil</em> <hr> <strong>Armor Class</strong> 17 (natural armor) <br> <strong>Hit Points</strong> 255 (30d8 + 120) <br> <strong>Speed</strong> 30 ft., fly 90 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>18 (+4)</td> <td>18 (+4)</td> <td>17 (+3)</td> <td>20 (+5)</td> <td>20 (+5)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +10, Cha +10<br> <strong>Skills</strong> Insight +10, Perception +10<br> <strong>Damage Resistances</strong> radiant<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened<br> <strong>Senses</strong> truesight 120 ft., passive Perception 21<br> <strong>Languages</strong> all, telepathy 120 ft.<br> <strong>Challenge</strong> 15<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Ithuriel doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Innate Spellcasting.</em></strong> Ithuriel's spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring only verbal components:<br> At will: detect evil and good<br> 1/day each: commune, raise dead</p> <p><strong><em>Magic Resistance.</em></strong> Ithuriel has advantage on saving throws against spells and other magical effects.</p> <p><strong><em>Fallen Grace.</em></strong> When Ithuriel is reduced to 0 hit points, his form expands and twists, becoming a massive creature with the head of a lion, the body of a ram, the wings of a bat, and the tail of a crocodile. His statistics are then instantly replaced by the statistics of his second form. His initiative count doesn't change, excess damage doesn't carry over to his new form, and he retains none of the conditions he had in his previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Ithuriel makes two attacks. He can replace one of those attacks with <strong><em>ray of light</em></strong>.</p> <p><strong><em>Mace.</em></strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 4 (1d8) radiant damage.</p> <p><strong><em>Palm.</em></strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and Ithuriel can force the target to make a DC 18 Strength saving throw. On a failure, the target is pushed up to 10 feet away or grappled (escape DC 18).</p> <p><strong><em>Ray of Light.</em></strong> <em>Ranged Spell Attack:</em> +10 to hit, range 30 feet, one target. <em>Hit:</em> The target takes 9 (2d8) radiant damage and is outlined in radiant light until the end of Ithuriel's next turn. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.</p> <p><strong><em>Healing Touch (3/Day).</em></strong> Ithuriel touches another creature. The target magically regains 24 (4d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.</p> <p><strong><em>Change Shape.</em></strong> Ithuriel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into its true form. He reverts to his true form if he is reduced to 0 hit points. Any equipment he is wearing or carrying is absorbed or borne by the new form (Ithuriel's choice). In a new form, Ithuriel retains his game statistics and ability to speak, but his AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and he gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that he lacks.</p> <h3>Bonus Actions</h3> <p><strong><em>Divine Wind.</em></strong> Ithuriel unleashes a powerful gale from his angelic wings in a 10-foot cone. Each creature in that area must make a DC 17 Constitution saving throw or take 14 (4d6) slashing damage and be pushed 10 feet away.</p> <p><strong><em>Sacred Radiance (1/day).</em></strong> Ithuriel's form bursts with divine light. Each creature that can see him within 20 feet must succeed on a DC 18 Constitution saving throw or take 14 (4d6) radiant damage. A creature that fails the saving throw by 5 or more is also blinded until the start of Ithuriel's next turn. A creature that fails the saving throw by 10 or more is also charmed by Ithuriel until the start of his next turn. While charmed in this way, the creature must fall prone to grovel before Ithuriel at the start of its turn, then immediately end its turn.</p> <h3>Reactions</h3> <p>Ithuriel can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Ithuriel can repeat the saving throw against one effect or condition currently affecting it. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Punish.</em></strong> In response to an enemy hitting or missing him with a melee attack, Ithuriel makes a <strong><em>palm</em></strong> attack against it. <p><strong><em>Descend.</em></strong> In response to hitting an enemy with a Palm attack or Punish reaction, if Ithuriel has grappled that enemy and is at least 40 feet in the air, he can then move up to his speed toward the ground without provoking opportunity attacks and force the target to make a DC 17 Strength saving throw. On a failure, the target falls prone, it takes 3 (1d6) bludgeoning damage per 10 feet fallen, and Ithuriel can use up to his remaining movement, if any, to push it in a straight line in any direction while grinding it against the earth, dealing an additional 2 (1d4) bludgeoning damage per 10 feet moved along the ground. (This movement doesn't provoke opportunity attacks.)</p> <p><strong><em>Ascend.</em></strong> In response to taking damage, Ithuriel releases any creatures he has grappled, then flies up to one third of his speed without provoking opportunity attacks.</p> <p><strong><em>Shift (Costs 2 Reactions).</em></strong> In response to suffering one of the following conditions, Ithuriel momentarily assumes the form of the corresponding beast, ending the condition: blinded (giant bat), grappled (octopus), paralyzed (giant poisonous snake), prone (giant spider), restrained (mouse), or stunned (jellyfish). Ithuriel then immediately returns to his true form.</p> </div> <br> <div class="statblock"> <h2>Ithuriel, the Fallen Star</h2> <em>Huge Celestial, Lawful Evil</em> <hr> <strong>Armor Class</strong> 19 (natural armor) <br> <strong>Hit Points</strong> 255 (30d8 + 120) <br> <strong>Speed</strong> 30 ft., fly 60 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>23 (+6)</td> <td>14 (+2)</td> <td>21 (+5)</td> <td>17 (+3)</td> <td>20 (+5)</td> <td>20 (+5)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Wis +11, Cha +11<br> <strong>Skills</strong> Insight +11, Perception +11<br> <strong>Damage Resistances</strong> radiant<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened<br> <strong>Senses</strong> truesight 120 ft., passive Perception 21<br> <strong>Languages</strong> all, telepathy 120 ft.<br> <strong>Challenge</strong> 16<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Ithuriel doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Magic Resistance.</em></strong> Ithuriel has advantage on saving throws against spells and other magical effects.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Ithuriel makes one attack with his claws and one with his bite or radiant darts</p> <p><strong><em>Bite.</em></strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) radiant damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Ithuriel can't bite another target.</p> <p><strong><em>Claw.</em></strong> +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.</p> <p><strong><em>Radiant Darts.</em></strong> +10 to hit, reach 5 ft., three separate targets. Hit: 7 (2d4 + 2) radiant damage.</p> <p></p> <h3>Bonus Actions</h3> <p><strong><em>Erupt Earth.</em></strong> Ithuriel slams his tail against the ground, causing fountains of churned earth and stone to erupt in a 5-foot radius around him. Each creature in that area must succeed on a DC 19 Strength saving throw or take 7 (2d6) bludgeoning damage and fall prone.</p> <p><strong><em>Eclipse Beam (Recharge 5-6).</em></strong> Ithuriel exhales a burst of brilliant radiance and shadowy mirk in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 9 (2d8) radiant damage plus 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one.</p> <h3>Reactions</h3> <p>Ithuriel can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Ithuriel can repeat the saving throw against one effect or condition currently affecting it. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Tail.</em></strong> In response to being missed or hit by a melee attack, Ithuriel makes the following attack against the attacker: <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage and the target must make a DC 19 Strength saving throw. On a failure, Ithuriel can either knock it prone or push it up to 5 feet away (Ithuriel's choice). </p> <p><strong><em>Wings (1/round).</em></strong> In response to a creature he can see completing a spell, making an attack, or moving to a space within 60 feet of him, Ithuriel beats his wings, forcing each creature within 5 feet of him to succeed on a DC 19 Strength saving throw or be pushed 5 feet away and knocked prone. Ithuriel can then fly up to his speed toward the original creature without triggering opportunity attacks.</p> <p><strong><em>Frightful Presence (1/day).</em></strong> In response to assuming his second form, Ithuriel forces each creature of his choice within 120 feet that is aware of him to make a DC 18 Wisdom saving throw. On a failure, a creature is frightened of Ithuriel until the end of its next turn. A creature that fails the saving throw and has 30 hit points or fewer falls unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap it awake.</p> </div> ### After Redemption Ithuriel uses the statistics of a **pegasus**, but with the **healing touch** feature of a **unicorn** and the size, creature type, languages, and ***change shape*** feature of a **deva**. Replace the pegasus’s ***hooves*** attack with the following: ***Mace.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 1d6 + 4 bludgeoning damage plus 4 (1d8) radiant damage. In addition, Ithuriel can cast *raise dead* once per day, but no more than three times per year. **Roleplaying Information** ***Resonance.*** Ithuriel should inspire endearment for his determination to repair the harm he has done, comfort for his deep compassion and care, and gratitude for his earnest efforts to aid the players. ***Emotions.*** Ithuriel most often feels thoughtful, sorrowful, cheerful, guilty, ashamed, apprehensive, defiant, bold, or serene. ***Motivations.*** Ithuriel wants to repair the harm he has done to Vasilka, the Belviews, the Krezkovs, and the players, and to defend the Abbey and the village of Krezk from those who might wish them harm. ***Inspirations.*** When roleplaying Ithuriel, channel Zuko (*Avatar: The Last Airbender*), Neji Hyuuga (*Naruto*), and Father Forthill (*The Dresden Files*). **Character Information** ***Persona.*** To the world, Ithuriel is a mature, contemplative youth with a strong sense of humility and a deep compassion for others. To those he trusts, Ithuriel is a young angel persevering to reassemble his purpose and identity following his corruption, defeat, and restoration. ***Morale.*** In a fight, Ithuriel would seek to calm his foe, but would not hesitate to forcefully defend an innocent threatened by enemies of ill intent. ## Vasilka **Roleplaying Information** ***Resonance.*** Vasilka should inspire endearment for her clumsy sweetness, occasionally awkward naivete, overpowering innocence, insatiable love of learning, and ability to find a silver lining to every cloud; sympathy for her anxiety and fear of angering the Abbot; and flattery for her genuine and rapt fascination with the players and their heroic adventures. ***Emotions.*** Vasilka most often feels curious, joyful, thoughtful, shy, anxious, hopeful, and dreamy. ***Motivations.*** Vasilka wants to make the Abbot happy, befriend her **flesh golem** "brother," and learn as much as she can about people and the world. ***Inspirations.*** When playing Vasilka, channel Newt Scamander (*Fantastic Beasts*), Hinata Hyuuga (*Naruto*), and Alice (*Alice in Wonderland*). **Character Information** ***Persona.*** To the world, Vasilka is a polite, withdrawn, and well-mannered maiden. To those she trusts, she is a shy, occasionally anxious, and desperately curious spirit. ***Morale.*** At the time the players meet her, Vasilka would cower and plead for peace if attacked, not fighting even to defend herself. ***Relationships.*** Vasilka is the Abbot's creation and the "younger sister" of the Abbey's mindless **flesh golem**. # The Wizard of Wines When roleplaying the Martikov family, keep the following information in mind: * **Adrian** is two years older than Urwin, and is generally quiet and observant, though he isn’t afraid to take charge when necessary. He takes no sides in the feud between Davian and Urwin and believes that Elric died fighting for what he believed in, and that his death should therefore be respected. Adrian should make the players feel flattered and grateful, and most often feels thoughtful, determined, or melancholy. * **Elvir** is ten years younger than Urwin and the twin brother of the late Elric Martikov, and is generally sharp, sarcastic, and quick-tempered. He believes that Davian was wrong to scorn Urwin, and that the theft of the third enchanted gem likely wasn’t Urwin’s fault. He shares freely his position that Elric’s death was worthless, and that the whole family would be better off had he never gone to Castle Ravenloft to fight in Doru’s rebellion. Deep down, however, Elvir feels deeply betrayed that Elric would go to fight Strahd without him. Elvir should make the players feel irritated, insulted, sympathetic, and endeared to him, and most often feels frustrated, annoyed, melancholy, angry, determined, or amused. * **Stefania** is five years older than Urwin. She doesn’t begrudge Urwin for the theft of the third enchanted gem, but shares Davian’s position that Urwin was most likely mistaken about what he saw. She believes that Elric’s death was a tragedy, but that he was an adult member of the Keepers of the Feather and that his choice therefore deserves respect. Stefania should make the players feel comforted and grateful, and most often feels cheerful or determined. * **Dag**, who married into the Martikov family, takes no position on Davian’s feud with Urwin, though he shares Stefania’s position that Elric’s death was a tragedy but his choice deserves respect. He most often feels amused, thoughtful, playful, or determined, and should make the players feel grateful, amused, and endeared to him. * **Claudiu** doesn’t care about Davian’s feud with Urwin, and believes that Elric’s death was a clear signal that resisting Strahd is hopeless and anyone who does so is doomed to failure. He most often feels grim, bored, annoyed, frustrated, or melancholy, and should make the players feel irritated, insulted, and sympathetic to him. * **Martin and Viggo** don’t know about Davian’s feud with Urwin, who they have never met. They don’t understand the full nature of Elric’s revolt against Castle Ravenloft, but know enough to understand that he died there. They most often feel playful, bored, fearful, intrigued, or excited, and should make the players feel flattered, amused, and endeared to them. * **Davian** is the patriarch of the Martikov family and the widower of his late wife, Mirabel Oraonova. Publicly, he avows that Elric was a fool, insubordinate, and disobedient for refusing Davian’s command to stay away from Castle Ravenloft. Deep down, Davian is shattered that the last words he spoke to his son before Elric’s death were, “*And don’t come back!*" Davian most often feels annoyed, irritated, satisfied, or grumpy, and should make the players feel insulted, grateful, and sympathetic to him. # The Werewolf Den ## Bianca Stoyanovich **Roleplaying Information** ***Resonance.*** When the players first meet her, Bianca should inspire sympathy for her anxiety and uncertainty and endearment for her good spirits in the faith of a stressful dilemma. ***Emotions.*** Bianca most often feels melancholy, cheerful, amused, thoughtful, curious, desperate, or anxious. ***Motivations.*** Bianca wants to keep Kiril safe, happy, and sane while protecting the pack and innocent Barovians from his wrath, hunger, and ambitions. ***Inspirations.*** When playing Bianca, channel Yennefer of Vengerberg (*The Witcher*), Rogue (*X-Men*), and Princess Amidala (*Star Wars*). **Character Information** ***Persona.*** To the world, Bianca is an excitable, albeit surprisingly refined woman. To those she trusts, Bianca is anxious and desperate to bring Kiril back from the brink of madness. Deep down, Bianca wonders if she regrets joining Kiril as a **werewolf**. ***Morale.*** In a fight, Bianca would attempt to negotiate or flee, but fight savagely if cornered. ***Relationships.*** Bianca is Kiril's mate and wife, and the disinherited daughter of a noble family outside of Barovia. ## Kiril Stoyanovich <div class="statblock"> <h2>Kiril, Werewolf Alpha</h2> <em>Large Monstrosity (Shapechanger), Chaotic Evil</em> <hr> <strong>Armor Class</strong> 16 (Natural Armor) <br> <strong>Hit Points</strong> 256 (27d10 + 108) <br> <strong>Speed</strong> 40 <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>18 (+4)</td> <td>18 (+4)</td> <td>12 (+1)</td> <td>16 (+3)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Perception +8, Stealth +8<br> <strong>Senses</strong> passive Perception 14<br> <strong>Languages</strong> Common (can’t speak in dire wolf form)<br> <strong>Challenge</strong> 18, or 16 without his regeneration<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <strong> <p><strong><em>Regeneration.</em></strong> Kiril regains 20 hit points at the start of its turn. If he takes necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon, this trait doesn't function at the start of his next turn <p><strong><em>Keen Hearing and Smell.</em></strong> Kiril has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p> <p><strong><em>Second Phase.</em></strong> When Kiril is reduced to 0 hit points, he digs his claws into his chest, pulls out his own heart, and devours it. He then doubles in height and breadth, gaining a hunched back, bony protrusions along his arms and shoulders, and a grotesque, bloated head with oversized fangs and teeth, as well as a pair of toothy jaws for eyes. His statistics are then instantly replaced by the statistics of his second form. His initiative count doesn’t change. Excess damage and conditions don’t carry over to his new form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Kiril makes three melee attacks, up to one of which can be a Bite.</p> <p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack</em>, +9 to hit, range 5 ft., 1 target. <em>Hit:</em> 13 (2d8 + 4) slashing damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack</em>, +9 to hit, range 5 ft., 1 target. <em>Hit:</em> 11 (2d6 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with werewolf lycanthropy until Kiril dies. If the target was already cursed with werewolf lycanthropy, it can't regenerate until it completes a long rest.</p> <h3>Bonus Actions</h3> <p><strong><em>Alpha's Howl.</em></strong> Any number of targets within 60 feet that can hear Kiril and that Kiril has cursed with werewolf lycanthropy must make a DC 17 Wisdom saving throw, losing one level of lycanthrope corruption on a success (minimum 0). On a failure, a target gains one level of lycanthrope corruption (maximum 2) and must immediately use its reaction, if available, to move up to its speed toward a random creature other than Kiril and make a number of unarmed strikes against it equal to its number of levels of lycanthrope corruption.</p> <p>A target with one level of lycanthrope corruption gains wolflike claws and can use its claws to make an unarmed strike, dealing 2d4 slashing damage plus its Strength modifier (minimum 2) on a hit. A target with two levels of lycanthrope corruption also gains a wolflike muzzle and can use its bite to make an unarmed strike, dealing 1d8 piercing damage plus its Strength modifier (minimum 2) on a hit. A Humanoid bitten in this way must succeed on a DC 17 Constitution saving throw or be cursed with werewolf lycanthropy until Kiril dies.</p> <p><strong><em>Savage Frenzy.</em></strong> Kiril leaps up to his speed without triggering opportunity attacks. Each creature within 5 feet of him must then make a DC 17 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. <p><strong><em>Shapechange.</em></strong> Kiril polymorphs into his human form or into a dire wolf, or back into his true form (a wolf-humanoid hybrid). His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his human form if he dies.</p> <h3>Reactions</h3> <p>Kiril can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Kiril can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Pounce.</em></strong> In response to a creature moving within 30 feet, Kiril moves up to his speed toward it without triggering opportunity attacks.</p> <p><strong><em>Claw.</em></strong> In response to being missed by an attack made by a creature within 5 feet, Kiril attacks that creature with his claws.</p> <p><strong><em>Bite.</em></strong> In response to being hit by an attack made by a creature within 5 feet, Kiril attacks that creature with his bite.</p> </div> <br> <div class="statblock"> <h2>Kiril, Mutant Lycan</h2> <em>Huge Monstrosity, Chaotic Evil</em> <hr> <strong>Armor Class</strong> 17 (Natural Armor) <br> <strong>Hit Points</strong> 273 (26d12 + 104) <br> <strong>Speed</strong> 30 <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>21 (+5)</td> <td>8 (-1)</td> <td>19 (+4)</td> <td>5 (-3)</td> <td>9 (-1)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Perception +4 <strong>Senses</strong> passive Perception 14<br> <strong>Languages</strong> Common<br> <strong>Challenge</strong> 18, or 16 without his regeneration<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <p><strong><em>Regeneration.</em></strong> Kiril regains 20 hit points at the start of his turn. If he takes necrotic damage or bludgeoning, piercing, or slashing damage from a silvered weapon, this trait doesn't function at the start of his next turn <p><strong><em>Keen Hearing and Smell.</em></strong> Kiril has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p> <p><strong><em>Weak Grip.</em></strong> If Kiril takes 30 damage or more on a single turn, he must succeed on a DC 20 Strength saving throw at the end of that turn or release any creatures he is grappling. <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Kiril makes one attack with his claws and one attack with his bite. He can replace the bite with a swallow if he already has a target restrained with his bite.</p> <p><strong><em>Claws.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, range 10 ft., 1 target. <em>Hit:</em> 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 18 Dexterity saving throw or be pushed 5 feet away or grappled (Kiril's choice).</p> <p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, range 10 ft., 1 target. Hit: 18 (2d12 + 5) piercing damage. If the target is Large or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Kiril can't bite another target.</p> <p><strong><em>Swallow.</em></strong> Kiril makes one bite attack against a Medium or smaller creature he has restrained with his bite. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Kiril, and it takes 7 (2d6) acid damage at the start of each of Kiril's turns. If Kiril takes 20 damage or more on a single turn, he must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of him. Kiril must also immediately regurgitate all swallowed creatures if he dies.</p> <h3>Bonus Actions</h3> <p><strong><em>Nightmare Howl.</em></strong> Each creature within 60 feet of Kiril that can hear him must succeed on a DC 17 Wisdom saving throw. On a failure, a creature takes 5 (2d4) psychic damage and is frightened until the start of Kiril's next turn. If a target's saving throw is successful, the target can’t be frightened by Kiril's Nightmare Howl for the next 24 hours.</p> <p><strong><em>Shadow Beam.</em></strong> A 5-foot-wide, 100-foot-long beam of swirling shadows bursts from Kiril’s maw. Each creature in that area must make a DC 17 Dexterity saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a success. A target grappled by Kiril’s bite automatically fails the saving throw.</p> <h3>Reactions</h3> <p>Kiril can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Kiril can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Leap.</em></strong> In response to a creature moving within 30 feet, Kiril leaps toward it without provoking opportunity attacks. Each creature within a 5-foot radius of him must then immediately make a DC 18 Strength saving throw or fall prone.</p> <p><strong><em>Rend.</em></strong> In response to a creature moving within his reach, Kiril attacks it with his claws. If the attack misses, that creature has advantage on its next attack against Kiril before the start of its next turn.</p> <p><strong><em>Pin.</em></strong> In response to being missed by an attack made by a creature within reach, Kiril forces that creature to make a DC 18 Strength saving throw. On a failure, that creature is knocked prone and either shoved 20 feet away or grappled (Kiril's choice).</p> </div> # Argynvostholt ## Zorya <div class="statblock"> <h2>Zorya, Pseudodragon Spirit</h2> <em>Tiny Undead, Neutral Good</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 7 (2d4 + 2) <br> <strong>Speed</strong> 15 ft., fly (hover) 60 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>1 (-5)</td> <td>15 (+2)</td> <td>13 (+1)</td> <td>10 (0)</td> <td>12 (+1)</td> <td>10 (0)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Perception +3, Stealth +4<br> <strong>Damage Immunities</strong> acid, cold, fire, lightning, thunder, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained<br> <strong>Senses</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 13<br> <strong>Languages</strong> understands Common and Draconic but can't speak<br> <strong>Challenge</strong> 1/4<br> <hr> <p><strong><em>Keen Senses.</em></strong> Zorya has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.</p> <p><strong><em>Limited Telepathy.</em></strong> Zorya can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.</p> <p><strong><em>Magic Resistance.</em></strong> Zorya has advantage on saving throws against spells and other magical effects.</p> <p><strong><em>Incorporeal Movement.</em></strong> Zorya 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.</p> <p><strong><em>Ghostfire.</em></strong> Any damage Zorya deals with her <strong><em>breath weapon</em></strong> to incorporeal creatures ignores immunity to cold damage.</p> <p><strong><em>Ethereal Escape (1/day)</em></strong>. If Zorya would be reduced to 0 hit points, she is instead reduced to 1 hit point and flees into the Ethereal Plane, returning to the Material Plane after 1 minute.</p> <h3>Actions</h3> <p><strong><em>Breath Weapon (Recharge 5-6).</em></strong> Zorya exhales an icy blast of silver fire in a 10-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.</p> <h3>Reactions</h3> <p><strong><em>Misty Step.</em></strong> In response to Zorya or a creature within 5 feet of her being hit or missed by an attack, Zorya casts <em>misty step</em>, bringing along up to one willing creature within 5 feet of her. A creature teleported in this way takes half damage from the triggering attack.</p> </div> ## Brother Marek In death, Brother Marek is a cold, apathetic shell of a man. His once-jovial cheer has wizened to a dry, sarcastic cynicism, and he views the Order’s fates as damnation for their failures. However, he is not without compassion, and truly wishes the players nothing but the best—so long as they abandon their foolish efforts to stir up the spirits of Argynvostholt. Brother Marek’s spirit should make the players feel irritated, insulted, and sympathetic, and most often feels melancholy, annoyed, skeptical, bitter, resigned, bemused, or disapproving. ## Commander Vladimir Horngaard **Roleplaying Information** ***Resonance.*** Vladimir should inspire unease and discomfort with his suspicion and paranoia, (restrained) anger with his apathy for the plight of the Barovian people, and pity for the ways in which his rage and pain have blinded him. ***Emotions.*** Vladimir most often feels suspicious, enraged, irritated, placid, stoic, or apathetic. ***Motivations.*** Vladimir wants to preserve Strahd's prison in the Mists to avenge his desecration of Argynvost's corpse and the destruction of the Order of the Silver Dragon. ***Inspirations.*** When playing Vladimir, channel Stannis Baratheon (*Game of Thrones*), Frank Castle (*The Punisher*), and Rorschach (*Watchmen*). **Character Information** ***Persona.*** To the world, Vladimir is a cruel, apathetic, and self-righteous creature consumed by vengeance and hatred. ***Morale.*** In a fight, Vladimir would gladly take up arms against any person that insulted, disobeyed, or threatened him. ***Relationships.*** Vladimir is the commander of the Order of the Silver Dragon, the source of the other revenants' undeath (through the oath they swore him), and the husband of Sir Godfrey Gwilym (whose relationship to him Vladimir has forgotten). <div class="statblock"> <h2>Vladimir Horngaard, Vengeful Revenant</h2> <em>Medium undead, lawful evil</em> <hr> <strong>Armor Class</strong> 17 (half plate armor)<br> <strong>Hit Points</strong> 228 (24d8 + 120)<br> <strong>Speed</strong> 30 ft.<br> <strong>Challenge</strong> 15<br> <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>20 (+5)</td> <td>14 (+2)</td> <td>20 (+5)</td> <td>13 (+1)</td> <td>16 (+3)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +10, Con +10, Wis +8, Cha +9<br> <strong>Skills</strong> Athletics +10, History +6, Intimidation +9, Perception +8<br> <strong>Damage Resistances</strong> necrotic, psychic<br> <strong>Damage Immunities</strong> poison<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, poisoned, stunned<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 18<br> <strong>Languages</strong> Common, Draconic<br> <strong>Challenge</strong> 15<br> <strong>Proficiency Bonus</strong> +5 <hr> <p><strong><em>Regeneration.</em></strong> Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.</p> <p><strong><em>Turn Immunity.</em></strong> Vladimir is immune to effects that turn undead.</p> <p><strong><em>Oathbind.</em></strong> If Vladimir would deal damage to a dying creature with his <strong><em>+2 greatsword</em></strong>, he can instead choose to stabilize that creature and subject it to the effects of a <em>geas</em> spell. This geas lasts until dispelled and can damage its bearer any number of times each day. A creature that takes damage in this way is also restrained until the start of its next turn. In addition, the geas can’t be ended or dispelled except through the effects of a <em>greater restoration</em> or <em>wish</em> spell, or if Vladimir uses an action to dismiss it.</p> <p><strong><em>Burning Hatred.</em></strong> When Vladimir is reduced to 0 hit points, black flames erupt along the hilt of his greatsword and the shadows encircling its blade become spiked black wires. His statistics are then instantly replaced by the statistics of his second form. His initiative count doesn't change, excess damage doesn't carry over to his new form, and he retains none of the conditions he had in his previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Vladimir makes two attacks with his <strong><em>+2 greatsword</em></strong>. He can replace one of those attacks with one use of his <strong><em>conjure phantoms</em></strong> action.</p> <p><strong><em>Greatsword +2.</em></strong> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage, and Vladimir can push the target up to 5 ft. away. Instead of pushing the target, Vladimir can force the target to make a DC 18 Strength saving throw or be knocked prone.</p> <p><strong><em>Conjure Phantoms.</em></strong> Vladimir summons a pair of <strong>phantom warriors</strong>, which appear next to a hostile creature that Vladimir can see. Each warrior makes a <strong><em>spectral longsword</em></strong> attack against that creature, then disappears. A creature that takes damage in this way can’t regain hit points until the start of Vladimir’s next turn.</p> <h3>Bonus Actions</h3> <p><strong><em>Reaving Sweep.</em></strong> Vladimir sweeps his greatsword in an arc with thunderous force, creating a shockwave that rips through a 15-foot cone in front of him. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 21 (6d6) slashing damage and be pushed back 5 feet. A creature that succeeds on the saving throw takes half damage and isn’t pushed.</p> <p><strong><em>Umbral Snare.</em></strong> Black-spiked wires extrude from the earth around Vladimir in a 5-foot radius. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) piercing damage and be grappled by the wires (escape DC 19) until the start of Vladimir’s next turn. A creature that succeeds on the saving throw takes half damage and isn’t grappled. A creature that attempts to escape the grapple immediately takes an additional 7 (2d6) piercing damage, whether it succeeds or fails.</p> <h3>Reactions</h3> <p>Vladimir can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Vladimir can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Sworn Retribution (1/round).</em></strong> In response to taking damage from a creature he can see, Vladimir marks that creature until the end of his next turn. While that creature is marked, Vladimir doesn’t provoke opportunity attacks when moving directly toward it, he has advantage on the first melee attack he makes against that creature each turn and his weapon attacks against that creature score a critical hit on a roll of 19-20.</p> <p><strong><em>Ghostly Command.</em></strong> In response to taking damage from an attack or spell, Vladimir conjures a phantom soldier to shield him, reducing the damage taken by half (rounded up). This ability can’t reduce Vladimir’s damage taken by more than 10.</p> <p><strong><em>Martial Reprisal.</em></strong> In response to taking damage from an attack or spell, Vladimir moves up to half his speed toward the attacker or caster and makes an against it with his <strong><em>+2 greatsword</em></strong> if it's within reach.</p> </div> <br> <div class="statblock"> <h2>Vladimir Horngaard, Knight of Death</h2> <em>Medium undead, lawful evil</em> <hr> <strong>Armor Class</strong> 17 (half plate armor)<br> <strong>Hit Points</strong> 228 (24d8 + 120)<br> <strong>Speed</strong> 30 ft.<br> <strong>Challenge</strong> 15<br> <strong>Proficiency Bonus</strong> +5<br> <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>20 (+5)</td> <td>14 (+2)</td> <td>20 (+5)</td> <td>13 (+1)</td> <td>16 (+3)</td> <td>18 (+4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +10, Con +10, Wis +8, Cha +9<br> <strong>Skills</strong> Athletics +10, History +6, Intimidation +9, Perception +8<br> <strong>Damage Resistances</strong> necrotic, psychic<br> <strong>Damage Immunities</strong> poison<br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, poisoned, stunned<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 18<br> <strong>Languages</strong> Common, Draconic<br> <strong>Challenge</strong> 15<br> <strong>Proficiency Bonus</strong> +5 <hr> <p><strong><em>Close Quarters Fighter.</em></strong> Vladimir doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Regeneration.</em></strong> Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.</p> <p><strong><em>Rejuvenation.</em></strong> When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.</p> <p><strong><em>Turn Immunity.</em></strong> Vladimir is immune to effects that turn undead.</p> <p><strong><em>Oathbind.</em></strong> If Vladimir would kill a creature with his <strong><em>+2 greatsword</em></strong>, he can instead choose to stabilize that creature and subject it to the effects of a <em>geas</em> spell. This geas lasts until dispelled and can damage its bearer any number of times each day. A creature that takes damage in this way is also restrained until the start of its next turn. In addition, the geas can’t be ended or dispelled except through the effects of a <em>greater restoration</em> or <em>wish</em> spell, or if Vladimir uses an action to dismiss it.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Vladimir makes two melee attacks. He can replace one of those attacks with a <strong><em>black flames</em></strong> attack.</p> <p><strong><em>Greatsword +2.</em></strong> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) piercing damage, and the target must make a DC 18 Wisdom saving throw. On a failure, it has disadvantage on the first attack roll or ability check it makes before the end of its next turn.</p> <p><strong><em>Black Flames.</em></strong> Ranged Spell Attack: +10 to hit, range 30 ft., one target. Hit: 7 (2d6) fire damage plus 3 (1d6) necrotic damage, and the target ignites in black flames. At the start of its next turn, the target and each creature within 5 feet of it must make a DC 17 Constitution saving throw or take an additional 7 (2d6) fire damage. (The flames can’t be doused by nonmagical means.)</p> <h3>Bonus Actions</h3> <p><strong><em>Gravepyre.</em></strong> Vladimir hurls a magical ball of black flames that explodes at a point he can see within 120 feet of him. Each creature in a 10-foot radius sphere centered on that point must make a DC 17 Dexterity saving throw. The sphere spreads around corners. A creature takes 10 (3d6) fire damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failure, a creature also has disadvantage on the next attack it makes before the start of Vladimir’s next turn.</p> <p><strong><em>Destructive Wave.</em></strong> Vladimir strikes the ground with his greatsword, creating a burst of destructive energy that ripples outward from him. Each creature within 10 feet of him must succeed on a DC 18 Constitution saving throw or take 10 (3d6) thunder damage plus 10 (3d6) necrotic damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.</p> <h3>Reactions</h3> <p>Vladimir can take up to three reactions per round, but only one per turn. If an effect or condition would prevent him from taking reactions, he loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Vladimir can repeat the saving throw against one effect or condition currently affecting him. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Vengeful Rush.</em></strong> In response to an enemy hitting or missing him with an attack, Vladimir charges toward it, moving up to 15 feet straight toward it without triggering opportunity attacks. If Vladimir ends his movement within 5 feet of that enemy, he can force it to make a DC 18 Strength saving throw. On a failure, the target takes 2d6 bludgeoning damage and Vladimir and the target move up to an additional 10 feet in the same direction without triggering opportunity attacks. If the target can’t move the full distance, it takes an additional 1d6 bludgeoning damage for each 5 feet not moved.</p> <p><strong><em>Vengeful Glare.</em></strong> In response to taking damage from an enemy within 30 feet, Vladimir forces that creature to make a DC 17 Wisdom saving throw. On a failure, the creature is frightened of Vladimir until Vladimir deals damage to it or until the end of Vladimir’s next turn. If the creature fails the saving throw by 5 or more, it is paralyzed instead.</p> <p><strong><em>Sentinel’s Strike.</em></strong> In response to a creature attempting to move out of his reach without first taking the Disengage action, Vladimir makes an attack against it with his <strong><em>+2 greatsword</em></strong>. On a hit, the creature takes no damage from the attack, but it falls prone and its speed becomes 0 for the rest of the turn.</p> </div> # Amber Temple ## Vilnius <div class="statblock"> <h2>Vilnius, First Prisoner</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 12 <br> <strong>Hit Points</strong> 105 (14d8 + 42) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>6 (-2)</td> <td>18 (+4)</td> <td>16 (+3)</td> <td>18 (+4)</td> <td>14 (+2)</td> <td>14 (+2)</td> </tr> </tbody> </table> <hr> <strong>Skills</strong> Arcana +8, Stealth +8 <br> <strong>Damage Vulnerabilities</strong> radiant <br> <strong>Damage Resistances</strong> acid, cold, fire, lightning, thunder <br> <strong>Damage Immunities</strong> necrotic, poison <br> <strong>Condition Immunities</strong> exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious <br> <strong>Senses</strong> darkvision 60 ft., passive Perception 12 <br> <strong>Languages</strong> Common, Abyssal <br> <strong>Challenge</strong> 9 (5,000 XP) <strong>Proficiency Bonus</strong> +4 <br> <hr> <p><strong><em>Amorphous.</em></strong> Vilnius can move through a space as narrow as 1 inch without expending extra movement to do so.</p> <p><strong><em>Illusionist Prodigy.</em></strong> Vilnius can concentrate on up to five spells at a time, provided all spells are of the illusion school. If he would lose concentration on one, he loses concentration on all of them.</p> <p><strong><em>Shadowed Restoration.</em></strong> If killed, Vilnius reforms in 24 hours if Jakarion is still alive, reviving with all his hit points. His new body appears in an unoccupied space within the Lecture Hall.</p> <p><strong><em>Find Familiar.</em></strong> Vilnius can cast <em>find familiar</em> as a ritual without components.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Vilnius makes two attacks with his dagger and casts *major image* or *phantasmal force* twice.</p> <p><strong><em>Dagger.</em></strong> Melee or Ranged Weapon Attack: <span class="highlight">+8 to hit</span>, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> <span class="highlight">6 (1d4 + 4)</span> piercing damage plus <span class="highlight">21 (6d6) necrotic damage</span>, and the target must succeed on a <span class="highlight">DC 16 Constitution saving throw</span> or be <span class="highlight">poisoned</span> until the end of its next turn.</p> <p><strong><em>Phantasmal Force.</em></strong> Vilnius casts <em>phantasmal force</em>. A creature that fails its saving throw against the spell can repeat the saving throw at the end of each of its turns.</p> <p><strong><em>Major Image.</em></strong> Vilnius casts <em>major image</em>.</p> <h3>Bonus Actions</h3> <p><strong><em>Blur.</em></strong> Vilnius casts <em>blur</em>.</p> <p><strong><em>Mirror Image.</em></strong> Vilnius casts <em>mirror image</em>. The spell lasts for 1 minute or until Vilnius loses his concentration.</p> <h3>Reactions</h3> <p><strong><em>Illusionist’s Trick.</em></strong> <em>Trigger:</em> A creature attacks or casts a spell targeting Vilnius, one of his allies, or an illusion resembling them. <em>Response:</em> If the target is an illusion identical to one of Vilnius’s allies, or an ally identical to one of his illusions, the two swap places, as though teleported by a <em>misty step</em> spell.</p> <p><strong><em>Horrifying Visage (1/Day).</em></strong> <em>Trigger:</em> Vilnius takes damage from a creature he can see. <em>Effect:</em> Each non-undead creature of Vilnius’s choice within <span class="highlight">30 feet</span> must make a <span class="highlight">DC 16 Wisdom saving throw</span> or be <span class="highlight">frightened</span> for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> </div> ## Patrina <div class="statblock"> <h2>Patrina, Vengeful Wraith</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 13 <br> <strong>Hit Points</strong> 285 (38d8 + 48) <br> <strong>Speed</strong> 5 ft., fly 60 ft. (hover) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>6 (-2)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>21 (+5)</td> <td>14 (+2)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Con +9, Int +11, Wis +8, Cha +9 <br> <strong>Skills</strong> Arcana +17, History +11, Insight +8, Perception +8 <br> <strong>Damage Resistances</strong> acid; cold; fire; bludgeoning, piercing, and slashing from nonmagical weapons <br> <strong>Damage Immunities</strong> necrotic, poison <br> <strong>Condition Immunities</strong> charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious <br> <strong>Senses</strong> darkvision 60 ft., passive Perception 18 <br> <strong>Languages</strong> Common, Elvish, Abyssal, Infernal, Draconic, Sylvan <br> <strong>Challenge</strong> 18 (20,000 XP) <strong>Proficiency Bonus</strong> +6 <hr> <p><strong><em>Incorporeal Movement.</em></strong> Patrina can move through other creatures and objects as if they were difficult terrain. She takes <span class="highlight">5 (1d10) force damage</span> if she ends her turn inside an object.</p> <p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, Patrina has <span class="highlight">disadvantage</span> on ability checks and attack rolls.</p> <p><strong><em>Dark Embodiment.</em></strong> When Patrina is reduced to <span class="highlight">0 hit points</span>, all amber sarcophagi within <span class="highlight">60 feet</span> of her extrude tendrils of shadowed mist, which she inhales. Her ethereal form then grows solid, forming pale, undead flesh and sunken amber eyes. Her statistics are instantly replaced by those of her second form. Her initiative count doesn’t change, excess damage doesn’t carry over, and she retains none of the conditions she had in her previous form. She can immediately use her <strong><em>soul weapon</em></strong> feature.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Patrina makes two attacks, only one of which can be an <strong><em>amber tentacle</em></strong> attack, and can use <strong><em>charm wielder</em></strong> once.</p> <p><strong><em>Amber Tentacle.</em></strong> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target within 15 feet of one of the walls in <span class="citation">X42. Amber Vault</span>. <strong>Hit:</strong> <span class="highlight">19 (2d12 + 6) bludgeoning damage</span>, and the target must succeed on a <span class="highlight">DC 19 Strength saving throw</span> or be <span class="highlight">grappled</span> (escape DC 19) or <span class="highlight">pushed 10 feet away</span> (Patrina’s choice). If the target fails the save by <span class="highlight">10 or more</span>, it also <span class="highlight">falls prone</span>.</p> <p><strong><em>Corrupting Touch.</em></strong> <em>Melee Spell Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 16 (4d6 + 2) necrotic damage.</p> <p><strong><em>Charm Wielder.</em></strong> Patrina forces the creature possessing the <em>Sunsword</em> to succeed on a <span class="highlight">DC 19 Charisma saving throw</span> or be <span class="highlight">charmed</span> by her for <span class="highlight">1 minute</span>. While charmed, the creature must try to follow Patrina’s commands. If the creature takes damage, it can repeat the saving throw, ending the effect on a success. The effect ends if the creature no longer possesses the <em>Sunsword</em>.</p> <h3>Bonus Actions</h3> <p><strong><em>Animate Golems (1/Day).</em></strong> Patrina summons shards of amber from X40, Sealed Treasury, and shapes them into two <strong>amber constructs</strong>. An amber construct acts on Patrina’s initiative, but takes its turn immediately after hers.</p> <p><strong><em>Conjure Sarcophagi.</em></strong> Hollow amber sarcophagi spring into existence around each creature of Patrina’s choice within <span class="highlight">5 feet</span> of Patrina or a point she can see within <span class="highlight">30 feet</span>. Each creature must succeed on a <span class="highlight">DC 19 Dexterity saving throw</span> or be entrapped within its sarcophagus. Each sarcophagus has <span class="highlight">AC 15</span>, <span class="highlight">15 hit points</span>, and immunity to poison and psychic damage.</p> <h3>Reactions</h3> <p>Patrina can take up to three reactions per round, but only one per turn. If an effect or condition would prevent her from taking reactions, she loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Patrina can repeat the saving throw against one effect or condition currently affecting her. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Counterspell (1/round).</em></strong> <strong>Trigger:</strong> Patrina sees a creature within <span class="highlight">60 feet</span> of her cast a spell. <strong>Effect:</strong> Patrina casts <em>counterspell</em> at 3rd level. A creature whose spell would be countered in this way can use its reaction to spend a spell slot of 1st level or higher and add the spell slot’s level to the level of the spell it cast. If the result is <span class="highlight">4 or more</span>, the creature can make a <span class="highlight">DC 19 saving throw</span> using its spellcasting ability, gaining a bonus to its saving throw equal to the result. On a success, Patrina’s <em>counterspell</em> fails and has no effect.</p> <p><strong><em>Ghostly Walk.</em></strong> <strong>Trigger:</strong> A creature Patrina can see within <span class="highlight">60 feet</span> of her ends its turn. <strong>Effect:</strong> Patrina moves up to her speed toward or away from that creature without provoking opportunity attacks.</p> <p><strong><em>Amber Tentacle (2/round).</em></strong> <strong>Trigger:</strong> Patrina takes damage from a creature she can see within <span class="highlight">30 feet</span>. <strong>Effect:</strong> Patrina makes an <strong><em>amber tentacle</em></strong> attack against that creature.</p> </div> <div class="statblock"> <h2>Patrina, Half-Lich</h2> <em>Medium undead, neutral evil</em> <hr> <strong>Armor Class</strong> 20 <br> <strong>Hit Points</strong> 262 (35d8 + 105) <br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>11 (+0)</td> <td>16 (+3)</td> <td>16 (+3)</td> <td>21 (+5)</td> <td>14 (+2)</td> <td>16 (+3)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Dex +10, Con +10, Int +12, Wis +9 <br> <strong>Skills</strong> Arcana +19, History +12, Insight +9 <br> <strong>Damage Resistances</strong> cold, lightning <br> <strong>Damage Immunities</strong> necrotic, poison <br> <strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, poisoned <br> <strong>Senses</strong> darkvision 60 ft., passive Perception 12 <br> <strong>Languages</strong> Common, Elvish, Abyssal, Infernal, Draconic, Sylvan <br> <strong>Challenge</strong> 18 (20,000 XP) <strong>Proficiency Bonus</strong> +6 <hr> <p><strong><em>Soul Weapon.</em></strong> If Patrina isn’t holding the <em>Sunsword</em> at the start of her turn, it magically appears in her empty hand as her <strong><em>Shadowblade</em></strong>, a blade of pure darkness springing from the hilt.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Patrina makes four attacks with her <strong><em>shadowblade</em></strong>. She can replace up to one of those attacks with her <strong><em>life drain</em></strong>.</p> <p><strong><em>Shadowblade.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <strong><em>Hit:</em></strong> <span class="highlight">12 (2d8 + 3) necrotic damage</span>.</p> <p><strong><em>Life Drain.</em></strong> <em>Melee Spell Attack:</em> +12 to hit, reach 5 ft., one target. <strong><em>Hit:</em></strong> <span class="highlight">8 (2d4 + 3) necrotic damage</span>. If the target is a creature, its hit point maximum decreases by an amount equal to the damage taken, and Patrina regains hit points equal to the damage dealt.</p> <h3>Bonus Actions</h3> <p><strong><em>Crackling Doom.</em></strong> Crackling bolts of lightning arc from Patrina's fingertips in a <span class="highlight">30-foot cone</span>. Each creature in that area must make a <span class="highlight">DC 19 Dexterity saving throw</span>, taking <span class="highlight">14 (4d6) lightning damage</span> on a failure or half as much on a success. If a creature fails its save by <span class="highlight">5 or more</span>, it is <span class="highlight">slowed</span> until the start of Patrina’s next turn. (A slowed creature must spend <span class="highlight">1 extra foot of movement for every foot it moves</span> using its speed, attack rolls against it have <span class="highlight">advantage</span>, and it has <span class="highlight">disadvantage</span> on Dexterity saving throws.)</p> <p><strong><em>Negative Energy Burst.</em></strong> Negative energy ripples out in a <span class="highlight">5-foot-radius sphere</span> from Patrina or a point she can see within <span class="highlight">90 feet</span>. Each creature in that area must make a <span class="highlight">DC 19 Constitution saving throw</span>, taking <span class="highlight">14 (4d6) necrotic damage</span> on a failure or half as much on a success. If a creature fails its save by <span class="highlight">5 or more</span>, it also <span class="highlight">falls prone</span>.</p> <h3>Reactions</h3> <p>Patrina can take up to three reactions per round, but only one per turn. If an effect or condition would prevent her from taking reactions, she loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Patrina can repeat the saving throw against one effect or condition currently affecting her. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Parry (1/Round).</em></strong> <em>Trigger:</em> Patrina is hit by a melee or ranged attack while holding the <em>Sunsword</em>. <em>Effect:</em> Patrina adds <span class="highlight">+6</span> to her Armor Class against that attack, possibly causing it to miss.</p> <p><strong><em>Vile Teleport (1/Round).</em></strong> <em>Trigger:</em> A creature Patrina can see within <span class="highlight">30 feet</span> ends its turn. <em>Effect:</em> Patrina teleports up to <span class="highlight">30 feet</span> toward or away from that creature. She can cause each creature within <span class="highlight">5 feet</span> of her destination space to take <span class="highlight">10 (3d6) necrotic damage</span>.</p> <p><strong><em>Fell Rebuke.</em></strong> <em>Trigger:</em> Patrina is hit by an attack. <em>Effect:</em> Patrina utters a fell word, dealing <span class="highlight">10 (3d6) necrotic damage</span> to the attacker. She then teleports up to <span class="highlight">30 feet</span> to an unoccupied space she can see, along with any equipment she is wearing or carrying.</p> </div> # Berez ## Baba Lysaga <div class="statblock"> <h2>Baba Lysaga, Witch Mother</h2> <em>Medium humanoid (human, shapechanger), chaotic evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor)<br> <strong>Hit Points</strong> 135 (18d8 + 54)<br> <strong>Speed</strong> 30 ft., fly 30 ft. (while in her flying skull) <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>10 (+0)</td> <td>16 (+3)</td> <td>20 (+5)</td> <td>17 (+3)</td> <td>13 (+1)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Con +7, Wis +7<br> <strong>Skills</strong> Arcana +13, Religion +13<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 13<br> <strong>Languages</strong> Abyssal, Common, Draconic, Dwarvish, Giant<br> <strong>Challenge</strong> 10<br> <strong>Proficiency Bonus</strong> +4 <hr> <p><strong><em>Blessing of Mother Night.</em></strong> Baba Lysaga is shielded against divination magic, as though protected by a <em>nondetection</em> spell.</p> <p><strong><em>Skilled Casting.</em></strong> Baba Lysaga can concentrate on up to three spells at a time. If she would lose concentration on one, she loses concentration on all of them.</p> <p><strong><em>Flying Skull.</em></strong> While riding her flying giant’s skull, Baba Lysaga gains a fly speed of 30 ft. and has half cover. The skull shares Baba Lysaga’s Strength, Dexterity, and Constitution scores and saving throws, and is otherwise as described in <span class="citation">U3. Baba Lysaga’s Hut (p. 163)</span>.</p> <p><strong><em>Swallowed by the Swamp.</em></strong> When Baba Lysaga is reduced to 0 hit points, she plunges or sinks into the swamp of Berez. She then resurfaces, riding atop a tower of swamp vines coiled around her lower body. Her statistics are instantly replaced by those of her second form. Her initiative count doesn’t change, excess damage doesn’t carry over, and she retains none of the conditions she had in her previous form.</p> <h3>Actions</h3> <p><strong><em>Multiattack.</em></strong> Baba Lysaga uses Hair Blade twice, or uses Spellcasting to cast <em>acid splash</em> twice.</p> <p><strong><em>Hair Blades.</em></strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: <span class="highlight">9 (1d8 + 5)</span> slashing plus <span class="highlight">4 (1d8)</span> poison damage, and the target must succeed on a <span class="highlight">DC 17 Constitution saving throw</span> or be <span class="highlight">poisoned</span> for 1 minute or until it receives magical healing. A creature poisoned in this way must make a <span class="highlight">DC 17 Constitution saving throw</span> at the end of each of its turns. Each time it fails, it becomes <span class="highlight">slowed</span> if it is currently poisoned, or becomes <span class="highlight">paralyzed</span> if it is currently slowed. Each time it succeeds, it becomes slowed if it is currently paralyzed, becomes poisoned if it is currently slowed, or is no longer poisoned if it is currently poisoned. If the creature rolls a natural 20, it’s no longer poisoned.</p> <p><strong><em>Spellcasting.</em></strong> Baba Lysaga casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):<br> <em>At will</em>: acid splash (3d6 damage), mage hand, detect magic, magic missile (level 2 version), sleep (level 2 version), lightning bolt<br> <em>3/day each</em>: Evard’s black tentacles, polymorph<br> <em>1/day each</em>: scrying, programmed illusion, mirage arcane</p> <p><strong><em>Devouring Flies.</em></strong> Swarming flies fill a <span class="highlight">10-foot-radius</span> sphere centered on a point Baba Lysaga can see within 60 feet. Each creature within the sphere must make a DC 17 Constitution saving throw, taking <span class="highlight">11 (2d10)</span> piercing damage on a failed save or half as much damage on a successful one. Whether a creature succeeds or fails its Constitution saving throw, any spells of 3rd level or lower on that creature end. If a creature is concentrating on a spell that would be dispelled in this way, it can use its reaction to spend a spell slot of 1st level or higher. If it does, the spell doesn’t end.</p> <h3>Bonus Actions</h3> <p><strong><em>Swarm.</em></strong> Baba Lysaga magically polymorphs into a <strong>swarm of insects</strong> (flies), flies up to 30 ft., then resumes her true form. Anything she is wearing or carrying transforms with her. While transformed, melee weapon attacks against her have <span class="highlight">disadvantage</span>.</p> <h3>Reactions</h3> <p>Baba Lysaga can take up to five reactions per round, but only one per turn. If an effect or condition would prevent her from taking reactions, she loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Baba Lysaga can repeat the saving throw against one effect or condition currently affecting her. (This reaction has no effect if the effect or condition didn’t originally require her to fail a saving throw.)</p> <p><strong><em>Parry.</em></strong> <strong>Trigger:</strong> Baba Lysaga is hit by a melee attack roll. <strong>Effect:</strong> Baba Lysaga’s bladed hair braids attempt to block the attack, forcing the attacker to reroll the attack. (The attacker must use the new attack roll.) If the new attack roll is a critical miss, Baba Lysaga can immediately use her Hair Blades against the attacker. This reaction has no effect if the first attack was a critical hit.</p> <p><strong><em>Swarm.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn or Baba Lysaga takes damage from falling. <strong>Effect:</strong> Baba Lysaga uses her Swarm. If she would take damage from her fall, she takes no damage instead.</p> <p><strong><em>Hair Blades.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn after attacking Baba Lysaga with a melee attack. <strong>Effect:</strong> Baba Lysaga uses her Hair Blades against that creature.</p> <p><strong><em>Insect Shield (1/round).</em></strong> <strong>Trigger:</strong> Baba Lysaga takes damage from a spell shaped in a cone or line, or from a ranged spell attack roll. <strong>Effect:</strong> Baba Lysaga forces the spell’s caster to make a <span class="highlight">DC 17</span> saving throw using their spellcasting ability. On a failure, Baba Lysaga takes no damage from that spell this turn.</p> <p><strong><em>Lightning Bolt (1/round).</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Baba Lysaga uses her Spellcasting to cast <em>lightning bolt</em>.</p> </div> <div class="statblock"> <h2>Baba Lysaga, Of the Swamp</h2> <em>Large humanoid (human, shapechanger), chaotic evil</em> <hr> <strong>Armor Class</strong> 15 (natural armor)<br> <strong>Hit Points</strong> 135 (18d8 + 54)<br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>18 (+4)</td> <td>10 (+0)</td> <td>16 (+3)</td> <td>20 (+5)</td> <td>17 (+3)</td> <td>13 (+1)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Con +7, Wis +7<br> <strong>Skills</strong> Arcana +13, Religion +13<br> <strong>Senses</strong> darkvision 60 ft., passive Perception 13<br> <strong>Languages</strong> Abyssal, Common, Draconic, Dwarvish, Giant<br> <strong>Challenge</strong> 10<br> <strong>Proficiency Bonus</strong> +4 <hr> <p><strong><em>Blessing of Mother Night.</em></strong> Baba Lysaga is shielded against divination magic, as though protected by a <em>nondetection</em> spell.</p> <p><strong><em>Skilled Casting.</em></strong> Baba Lysaga can concentrate on up to three spells at a time. If she would lose concentration on one, she loses concentration on all of them.</p> <h3>Actions</h3> <p><strong><em>Spellcasting.</em></strong> Baba Lysaga casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):<br> <em>At will</em>: acid splash (3d6 damage), control water<br> <em>1/day each</em>: giant insect (centipede), wall of thorns</p> <p><strong><em>Grasping Vine.</em></strong> Baba Lysaga casts or attacks with <em>grasping vine</em>, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit). When cast in this way, she must use an action to repeat the attack on her later turns.</p> <h3>Bonus Actions</h3> <p><strong><em>Swampwalk.</em></strong> If Baba Lysaga is in Berez, she submerges herself in the water or earth beneath her, then exits from a 5-foot-square patch of water or earth within 30 feet.</p> <h3>Reactions</h3> <p>Baba Lysaga can take up to five reactions per round, but only one per turn. If an effect or condition would prevent her from taking reactions, she loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Baba Lysaga can repeat the saving throw against one effect or condition currently affecting her. (This reaction has no effect if the effect or condition didn’t originally require her to fail a saving throw.)</p> <p><strong><em>Parry.</em></strong> <strong>Trigger:</strong> Baba Lysaga is hit by an attack roll. <strong>Effect:</strong> Baba Lysaga casts and attempts to parry the attack with <em>grasping vine</em>, forcing the attacker to reroll the attack. (She can’t attack with the vine this turn, and the attacker must use the new attack roll.) If the new attack roll is a critical miss, Baba Lysaga can immediately use the grasping vine to attack the attacker. This reaction has no effect if the first attack was a critical hit.</p> <p><strong><em>Swampwalk (1/round).</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Baba Lysaga uses her Swampwalk.</p> <p><strong><em>Grasping Vine.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> Baba Lysaga uses her Grasping Vine against that creature.</p> </div> > [!info]+ **Grasping Vine** > Baba Lysaga’s *grasping vine* spell uses the base statistics provided in the 2024 Player’s Handbook, rather than those provided in the 2014 *Player’s Handbook*. ## Creeping Hut <div class="statblock"> <h2>Creeping Hut</h2> <em>Gargantuan construct, unaligned</em> <hr> <strong>Armor Class</strong> 16 (natural armor)<br> <strong>Hit Points</strong> 263 (17d20 + 85)<br> <strong>Speed</strong> 30 ft. <hr> <table class="ability-table"> <thead> <tr> <th>STR</th> <th>DEX</th> <th>CON</th> <th>INT</th> <th>WIS</th> <th>CHA</th> </tr> </thead> <tbody> <tr> <td>26 (+8)</td> <td>7 (−2)</td> <td>20 (+5)</td> <td>1 (−5)</td> <td>3 (−4)</td> <td>3 (−4)</td> </tr> </tbody> </table> <hr> <strong>Saving Throws</strong> Str +12<br> <strong>Damage Resistances</strong> bludgeoning, cold, piercing<br> <strong>Damage Immunities</strong> poison, psychic<br> <strong>Condition Immunities</strong> blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone<br> <strong>Senses</strong> blindsight 120 ft. (blind beyond this radius), passive Perception 6<br> <strong>Languages</strong> —<br> <strong>Challenge</strong> 15 (8,400 XP)<br> <strong>Proficiency Bonus</strong> +4 <hr> <p><strong><em>Close Quarters Fighter.</em></strong> The hut doesn't have disadvantage on its ranged attack rolls when within 5 feet of a hostile creature.</p> <p><strong><em>Immutable Form.</em></strong> The hut is immune to any spell or effect that would alter its form.</p> <p><strong><em>Siege Monster.</em></strong> The hut deals double damage to objects and structures.</p> <p><strong><em>Stolen Gem.</em></strong> The hut is animated by a magic gem shaped like a viridian pinecone embedded in the stump beneath its floorboards, held in place by a black root (AC 15, 10 hit points, vulnerability to fire damage, and immunity to poison and psychic damage). A player who removes the hut’s floorboards as described in <span class="citation">U3. Baba Lysaga’s Hut (p. 163)</span> exposes the gem, and can remove the gem by destroying the root or succeeding on a DC 15 Strength check. The hut dies if the gem is removed.</p> <h3>Actions</h3> <p><strong><em>Root.</em></strong> Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: <span class="highlight">24 (3d10 + 8)</span> bludgeoning damage, and the target must succeed on a <span class="highlight">DC 20 Strength saving throw</span> or be <span class="highlight">knocked prone</span> or <span class="highlight">pushed up to 10 feet</span> away. If the save fails by 10 or more, the hut can <span class="highlight">grapple</span> the target instead of pushing it or knocking it prone (escape DC 20).</p> <p><strong><em>Throw.</em></strong> A creature grappled by the hut must succeed on a <span class="highlight">DC 20 Strength saving throw</span> or be <span class="highlight">thrown 60 feet</span> away. A creature thrown in this way falls twenty feet and lands <span class="highlight">prone</span>.</p> <p><strong><em>Rock.</em></strong> Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: <span class="highlight">21 (3d8 + 8)</span> bludgeoning damage.</p> <h3>Reactions</h3> <p>The hut can take up to <strong>three reactions per round</strong>, but only one per turn. If an effect or condition would prevent it from taking reactions, it loses one reaction instead.</p> <p><strong><em>Indomitable.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn. <strong>Effect:</strong> The hut can repeat the saving throw against one effect or condition currently affecting it. (This reaction has no effect if the effect or condition didn’t originally require it to fail a saving throw.)</p> <p><strong><em>Root.</em></strong> <strong>Trigger:</strong> A hostile creature ends its turn within 20 feet of the hut. <strong>Effect:</strong> The hut attacks that creature with its Root.</p> <p><strong><em>Bite.</em></strong> <strong>Trigger:</strong> A creature attempts to retrieve the gem from the hut’s stump. <strong>Effect:</strong> The hut attempts to bite the creature’s arm or body with its floorboards, forcing that creature to succeed on a DC 20 Dexterity saving throw or take 9 (2d8) piercing damage and be grappled (escape DC 20). While grappled in this way, a creature has disadvantage on checks made to retrieve the gem.</p> </div>