Curse of Strahd Reloaded

Statblocks and items for use with Curse of Strahd: Reloaded, originally by DragnaCarta.

Lvl 1/2
10
  • Death Swoop.

    3 damage.

Lvl 1
M20
Sapping.

On hit: target has disadvantage on their next attack.

Lightfright.

Vulnerable to Radiant and to damage while in Bright Light.

  • Shadow Swipe.

    2d8+2. If this reduces a hero to 0, that hero reduces their Primary Die Rolls by 1 until they complete a Safe Rest.

H20
False Appearance.

Heroes roll Initiative with Disadvantage, and it goes first.

  • Gauntlet.

    1d10+8.

Level 2 Solo Large Flesh Mound
H55
STR++ INT- WIL-
Rupture.

When Crit, deal 2 acid damage to all creatures within Reach 3.

Heavy Sleeper.

If Walter has been asleep within the past minute, his attacks have disadvantage.

Actions. After each hero's turn, choose one:
  • Wailing Slam.

    Move 3. (Reach 2) 1d4+4. On crit: Grappled, Walter has no limit to how many creatures he can grapple.

  • Tantrum.

    2d6 + 4 to all creatures within reach 2.

  • Forlorn Cry.

    (1 use) 2d4 damage and Frightened to each creature within 10 spaces, DC 11 WIL for half damage and not Frightened.

BLOODIED:

At 27 HP, Forlorn Cry recharges and Walter deals +2 acid on all attacks. Walter's corpse becomes exposed, heroes can target it with disadvantage, his corpse is Vulnerable to all damage.

LAST STAND:

Walter is dying! 20 more damage and he dies. Until then, Rupture's damage is doubled and it triggers every time he is hit, not just crit.

Lvl 3
41
Unearthly Writhe.

Immune to Grappled and Attacks of Opportunity miss.

Crushing Embrace.

Crits against Grappled targets.

  • Entangle (2x).

    1d8+4. If both hit the same target: Grappled (esc DC 11).

M28
Ethereal Shift.

Can move through solid surfaces as Difficult Terrain, immune to Forced Movement damage. (1/turn) Reduce the damage of an attack by 3.

  • Spectral Blade (2x).

    1d8+2 (cannot Defend).

Lvl 3 lycanthrope
H25
Lycanthrope: Silver Aversion.

Vulnerable to damage from spells and silvered weapons.

Lycanthrope: Predatory Howl.

On crit: all other lycanthropes within 6 spaces gain advantage on their next attack.

  • Maul (2x)..

    On crit: Prone. If this reduces a hero to 0 HP, DC 11 STR save or the hero contracts lycanthropy.

Silvered weapons are weapons made with or coated in silver, typically costing 1.5x the weapon's normal cost.

Level 4 Solo Solo Fiendish Brute
M125
STR+ WIL+ INT-
Fiendish Lock.

2 Fire damage to Restrained creatures at the start of their turn.

Lout.

If Izek is drunk or Poisoned, his attacks only deal dice damage, unless it's Fire.

ACTIONS. After each hero's turn, choose one:
  • Apprehend .

    Move 6, then 2d4+3. On hit: Restrained, Izek can have up to three creatures restrained (DC: 12).

  • Brutal Swing.

    Move 2, then (Reach 2) 2d6+3 Slashing to all creatures.

  • Cinder Bolt.

    (Range 8) 1d6+4 Fire. On crit: Dazed.

BLOODIED:

At 67 HP, Izek's fiendish arm ignites. Fiendish Lock increases to 4, and all of his Actions deal +2 Fire.

LAST STAND:

Izek is dying! 40 more damage and he dies. Until then, he deals Fiendish Lock's damage in return whenever he's hit.

55
Deflecting Debris.

(1/round) Reduce the damage of an attack by 3. Its next attack deals only dice damage.

  • Object Strike (3x).

    (Reach 2) 1d4+4 (or Range 6).

Lvl 5
58
  • Tentacle Writhe (2x).

    1d8+4. On hit: Grappled.

Level 5 Solo Spirit of Retribution
M150
DEX+ WIL+
Haunting Echoes.

When crit, immediately strike back for half damage.

Traitor's Noose.

(1/round) When attacked in melee, the attack misses and targets another creature in Reach.

ACTIONS. After each hero's turn, Fly 6 and choose one:
  • Foretelling Grasp.

    (Reach 2) 1d8+16. On hit: Grappled and disadvantage on next attack.

  • Lash of Souls.

    (Reach 6) 1d8+12. On hit: Moved to any space within Reach 6.

  • Wisplight Flare.

    (AoE) All in Reach 3 make a DC 12 STR save or take 18 and are Blinded for 3 turns, save for half only.

BLOODIED:

At 75 HP, Haunting Echoes strikes back for full damage, and Lash of Souls also Prones.

LAST STAND:

Leo is dying! 50 more damage and he dies. Until then, (1/turn) he uses Wisplight Flare whenever he is hit.

Lvl 6 lycanthrope
H41
Lycanthrope: Silver Aversion.

Vulnerable to damage from spells and silvered weapons.

Lycanthrope: Predatory Howl.

On crit: all other lycanthropes within 6 spaces gain advantage on their next attack.

  • Maul (2x)..

    On crit: Prone. If this reduces a hero to 0 HP, DC 13 STR save or the hero contracts lycanthropy.

  • Bloodcurdling Howl.

    All heroes within 2 spaces take 2d6 psychic and must make a DC 13 WIL save or frightened for 1 round.

Silvered weapons are weapons made with or coated in silver, typically costing 1.5x the weapon's normal cost.

Lvl 6
M45
Life Drain.

On crit: Gain Heavy Armor for 1 Round.

  • Necrotic Armaments (2x).

    1d4+8 (or Range 8).

Bonegrinder Coven.

While in combat with her coven, attacks deal a max of 10 damage, attacker takes any remaining damage.

Nightmare Shift.

(1/day) When Bloodied, turn into an undead crocodile. Grow to Large, her crits are Vicious, and she has advantage against Grappled targets.

  • Gouging Claw (2x).

    1d8+6. On damage: Grappled. OR:

  • Crown of Madness.

    (Reach 6) 1 hero makes a DC 13 WIL save or 1d8+16 and Maddened, save for half only.

  • Death Roll (Only when Bloodied).

    1d8+16. On damage: Dazed. Always crits against Hampered targets.

Maddened: Must spend your next action attacking the closest creature, prioritizing allies.

Bonegrinder Coven.

While in combat with her coven, her speed becomes 8 and (1/turn) attacks have disadvantage against her.

Nightmare Shift.

(1/day) When Bloodied, turn into a fiendish elephant. Grow to Huge and immediately move 3, dealing 10 to all enemies she passes by and knocking them Prone.

  • Ray of Putrescence (2x).

    (Range 6) 1d8+6. On damage: Poisoned for 1 round. Against Poisoned: Dazed. OR:

  • Maniacal Mirth.

    (Reach 6) 1d8+16. On damage: Hysteria. On crit: No additional damage, but targets another creature in Reach.

  • Fiendish Trumpet (Only when Bloodied).

    (AoE, Reach 3) DC 13 INT Save or 1d8+16 and Slowed for 1 round, save for half only.

Hysteria: Prone, must spend an Action in addition to Speed to stand.

Unliving, Undying.

The first time this dies, reset to 1 HP (unless minion).

Aura of Sickness.

Each hero within Reach 2 makes their first attack with Disadvantage.

  • Pestilent Slam.

    1d4+15. On crit: Poisoned. OR:

  • Virulent Miasma.

    (1/day) All targets within Reach 4 make a DC 13 STR Save or take 18 damage and Dazed, save for half only.

Level 7 Solo Dusk Elf Kin Slayer
M200
DEX++ WIL+ STR-
Deathly Choir.

Creatures within 3 spaces take 3 psychic damage at the end of their turns.

ACTIONS. After each hero's turn, choose one:
  • Wind Strike.

    Move 6, then 1d6+6.

  • Betrayal's Cut.

    1d12+6. On crit: Prone.

  • Wails of the Damned.

    Choose two creatures within 6 spaces. DC 13 WIL save or Frightened until the end of their next turn.

BLOODIED:

At 100 HP, Rahadin draws his dual blades, Thorn and Chain. Roll an additional die for Wind Strike and Betrayal's Cut.

LAST STAND:

Rahadin is dying! 70 more damage and he dies. Until then, when Rahadin is hit, he becomes Invisible and moves 6.

Bonegrinder Matriarch.

While in combat with her coven, gain Medium Armor and (1/round) force Belladonna or Offalia to Interpose, regardless of distance.

Waking Nightmare.

On crit: Frightened for 1 round.

Nightmare Shift.

(1/day) When Bloodied, turn into a shadowy nightmare hag. Frighten all heroes and Teleport 3.

  • Wither and Rot (2x).

    (Reach 6) 1d8+9. On damage: Dread for 1 round. OR:

  • Blightning Bolt.

    (AoE, 2x4 Line) DC 13 STR Save or 1d8+18 and Poisoned for 1 round, save for half only.

  • Inflict Nightmares (Only when Bloodied).

    (Reach 6) 1d8+18. On damage: Dazed and Dread for 1 round.

Dread: Subtract 1 from Primary Die.

Level 8 Solo Corrupted Celestial
M225
WIL++ INT+ DEX-
Divine Retribution.

When crit, make a Radiant Mace or Ray of Light in return.

Shattered Faith.

The Abbot is Vulnerable to radiant and necrotic.

ACTIONS. After each hero's turn, choose one:
  • Ray of Light.

    Move 6, (Range 10) 2d4+5 Radiant.

  • Radiant Mace.

    2d6+5 Radiant. On crit: Frightened for 1 round.

  • Rebuke.

    Push adjacent creatures 2 spaces away, then move 4.

  • Judgement Beam (only after Bloodied).

    (1 use, recharge when crit) 2d12+4 Radiant in a 8 space long, 2 space wide line.

BLOODIED:

At 112 HP, the Abbot transforms into a monstrous form. Each hero makes a DC 13 WIL Save or Frightened for 1 round, then the Abbot becomes Huge and gains access to Judgement Beam.

LAST STAND:

The Abbot is dying! 80 more damage and he dies. Until then, he Flies instead of Moves and Ray of Light becomes 2d8+5.

Lvl 9 lycanthrope
H62
Lycanthrope: Silver Aversion.

Vulnerable to damage from spells and silvered weapons.

Lycanthrope: Predatory Howl.

On crit: all other lycanthropes within 6 spaces gain advantage on their next attack.

  • Call the Pack.

    3 allies can move. Then:

  • Maul (2x)..

    On crit: Prone. If this reduces a hero to 0 HP, DC 14 STR save or the hero contracts lycanthropy. OR:

  • Coordinated Takedown..

    +1 die for each ally within Reach 1 of the target.

Silvered weapons are weapons made with or coated in silver, typically costing 1.5x the weapon's normal cost.

Lycanthrope: Silver Aversion.

Vulnerable to damage from spells and silvered weapons.

Lycanthrope: Predatory Howl.

On crit: all other lycanthropes within 6 spaces gain advantage on their next attack.

Gift of the Witch.

(1/Encounter) When Bloodied, grow to Huge, gain +1 Reach on all attacks, and Frighten all heroes for 1 round.

Choose twice.
  • Savage Leap.

    Jump 4, then 3d10+20. On hit: Prone.

  • Bite/Swallow.

    1d4+30. On crit: Swallowed.

  • Command Pack.

    Call a wolf minion (d6), and all allies can move 3.

Swallowed: You take 10 damage at the start of your turn. Your attacks cannot miss and ignore armor.

Dread of Death.

WIL save instead of rolling for Initiative.

Merciless Aura.

Enemies within Reach 3 cannot regain HP, when healed they instead suffer 3d10 damage.

  • The Falcon's Cry.

    Vladimir summons 1 Grave Falcon or 1 Grave Squire within Reach 8. Then:

  • Reaving Sweep.

    (Cone 3) 1d10+28. OR:

  • Gravepyre.

    (Range 8) Hurl a black fireball to all in a 2x2, DC 18 DEX save or 2d10+20 and Frightened for 1 round, save for half only.

Very Rare Greatsword

A gleaming greatsword that once belonged to Vladimir Horngaard. On attack, roll 1d6. On a hit, you deal that much additional damage. On miss, you take that much damage. Additionally, you add +STR to your Armor while wielding this greatsword.

Legendary Longsword

Deals Radiant damage, +1d8 damage against Undead. +1d12 against Strahd Von Zarovich. Emits 6 spaces of light.

A gauntlet for one hand, which comes up the wearer's forearm. It is covered in hooked chain iconography, which swirls around the gauntlet. Action: 1d6+STR bludgeoning. On crit: Restrained by the gauntlet, escape DC 10+STR. Your speed is reduced by 2 for each creature restrained by the gauntlet.