Curse of Strahd Reloaded - Nimble

ColtClassic's Nimble Conversion of CoS:Reloaded

Lvl 1/3
H8
Blights: False Appearance.

While the blight remains motionless, it is indistinguishable from a dead shrub.

Shedding.

Any damage degrades Armor 1 step: Heavy » Medium » None.

Sharp.

Deals damage to melee attackers based on armor level: Heavy =2 » Medium =1 » None.

  • Needle Spray.

    (Range 6) 1d6+2

Blights: False Appearance.

While the blight remains motionless, it is indistinguishable from a dead shrub.

  • Slash.
Blights: False Appearance.

While the blight remains motionless, it is indistinguishable from a dead shrub.

  • Poke with a Stick.
08
Wall Segments.

The wall of roots is composed of interconnected segments of black roots. Each segment has 8 HP and is five feet tall, five feet wide, and five feet deep. A segment of roots provides full cover and can't be seen through.

Unnatural Roots.

Vulnerable to radiant and immune to piercing and psychic. If a segment takes radiant or fire damage, it cannot regenerate for 1 turn.

  • Wall Regeneration.

    Roll a D8 for each destroyed segment. 1-4: nothing happens. 5-8: that segment grows back - any creature occupying a space when a segment regenerates, takes [DICE] damage.

426
Blights: False Appearance.

While the blight remains motionless, it is indistinguishable from a dead shrub.

Entangling.

Natural land within Reach 4 is considered Difficult Terrain. Creatures adjacent at the end of their turn must do a DC 10 Str save to or be Grappled. Save may be repeated at the beginning end of each turn.

  • The Grab.

    Reach 2. 1D6+6. On Crit: grappled.

  • The Squeeze.

    Reach 2. 2D6+6 to a grappled target. Cannot miss.

Blights: False Appearance.

While the blight remains motionless, it is indistinguishable from a dead shrub.

Swarm.

When damaged, decrement this creature's die then summon one D4 minion. (D8 large » d6 medium » d4 small » dead)

  • Branch Slam.
Level 3 Solo Vampire Bride
100
Str + Wil +
Regeneration.

Regains all HP within a Catch Breath if not in sunlight or running water. Radiant damage or holy water damage the previous round will slow this effect.

Shroud of Shadows.

Surrounded by a shroud of shadows that grant her 50ft hover and the benefits of heavy armor. The first time she takes radiant damage, the shroud weakens, reducing her flying speed to 8 spaces and causing her to fall 20ft. The second time she takes radiant damage, the shroud vanishes entirely.

Keep them away!

Create The Shroud of Mist (Deals 7 damage and Frightens for 1 turn when crossing) and The Wall of Roots.

After each hero’s turn, choose one:
  • Dominate. psychic (ignoring armor).

    (If no creatures are Enthralled) Choose half of the heroes to suffer psychic damage and a DC 10 WIL save or Enthralled as well.

  • Command.

    Move 8. (Reach 8) DC 10 WIL save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.

BLOODIED:

At 50HP, gain Illusory Shift. Reaction, when attacked (1 use): Swap places with an Enthralled creature, making them the new target of the attack.

LAST STAND:

Ludmilla is Dying! 30 more damage and she dies. Until then, Ludmilla will Feed on every turn: Move 8 and bite for 2D10 damage + 1 wound (advantage on Enthralled creatures).

Enthralled: The Vampire spends one action on each of your turns, and you can't Defend against it, nor allow anyone to Interpose for you against it; damage ends.

Level 5 Solo
M150
Str +
Wind Ward.

Attacks from Range 6 or beyond have disadvantage against Lorghoth.

After each hero’s turn choose 1:
  • Nature’s Wrath.

    (1 use, Reach 8) Throws a seed that sprouts a small thorny growth. On Lorghoth's turn it will expand 3 spaces in a spiral pattern until it encompasses a 7x8 rectangle. Enemies take 5 damage for each thorny space they pass through.

  • Wolf-Spirit’s Bite.

    Move 10. 2d10. On hit: drag the target 2 spaces in any direction.

  • Forest Folk’s Gust.

    (Reach 8) All heroes make a DC 10 STR Save. All heroes make a DC 10 STR Save. On failure, forced 6 spaces in the same direction. Heroes or obstacles halt movement. Ignore typical forced movement damage calculations - instead split a 1D10 damage between both heroes or obstacles in a collision.

BLOODIED:

At 75 HP, one of the Greater Strix circling above swoops down to help Lorghoth.

LAST STAND:

Lorghoth is dying! 50 more damage and he's dead and the Gulthias Staff is yours! The second Greater Strix joins in the battle. The third greater strix appears in the skies overhead, one hundred and sixty feet above the winery. Before it can attack, four swarms of ravens rise from the grove to the north to surround and attack it, distracting the strix and obstructing its advance.

Beastshift.

Has Flying in avian form and Medium Armor in lupine form.

Choose one.
  • Quarterstaff.(2x)
  • Thorn Whip.(Reach: 8)
  • Windshift (1 Use).

    (Reach: 3) Creatures in reach are knocked back 4 spaces and take 10 slashing or 5 damage on a DC 12 DEX save. Shift into avian Form.

  • Lightningshift (1 Use).

    (3x3 area in Range: 12) Teleport to a space within the area. Creatures in the area take 10 lightning. Shift into lupine form.

Beastshift.

Has Flying in avian form and Medium Armor in lupine form.

Choose one.
  • Shillelagh Quarterstaff.
  • Air Cutter.(2x) (Reach: 8)
  • Pheonix Fireshift (1 use).

    (Reach: 4) Creatures in reach are pulled inward 1 space and take 10 fire or 5 damage on a DC 12 DEX save. Shift into avian form.

  • Moonbeam Shift (1 use).

    (4-space cross pattern in Range: 12) Call down a moonbeam dealing 10 radiant damage to all within. Shift into lupine form

Bloodied Frenzy.

While Bloodied, the berserker has Advantage on attack rolls and saving throws.

  • Greataxe.