Nimble Von Strahd
- Pitchfork.
1d6 piercing
The sound of snapping twigs draws your attention to several dark shapes in the fog. They carry torches and pitchforks.
Blinded. Deafened
- •Claws.1d6+2
- •Needles.2d4+2.
Range 4
Hunched figures lurch through the mist, their gaunt bodies covered in needles.
Can't be Charmed or Frightened.
ADV whilst adjacent to an ally.
- Bite.1d6+3
This land is home to many wolves, their howls at the moment too close for comfort.
Passive Perception 16+
DEX+
- Cross Bow .2d8+2
You see a dark figure crouched low and perfectly still, aiming a crossbow in your direction.
- Bite.
1d4
The stillness of the night is shattered by the shriek of bats and the flapping of tiny black wings.
On hit: Spawn two lesser bat swarms minions adjacent to where this one was.
- Bite.
1d8
The stillness of the night is shattered by the shriek of bats and the flapping of tiny black wings.
When attacked by any number of Raven swarms, on a failed a DC10 + [No. of Swarms] DEX save the target is blinded until the end of it's next turn.
- Bite.1d6
Your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance.
- Scimitar.2d8+1
You catch a whiff of pipe smoke in the cold air and hear laughter through the fog.
ADV on attack rolls if adjacent to an ally.
- Clubs 2x.1d8+1
Can't be Charmed or Frightened.
ADV whilst adjacent to an ally.
- Bite.2d8+6
A snarling wolf the size of a grizzly bear steps out of the fog.
If the target is a sworn enemy, double the damage of the Revenant's attacks.
The revenant only dies if it starts it's turn with 0HP and took either fire or radiant damage in the previous turn.
- •Move.
up to 6 spaces.
- •Lunging Strike.
Move up to 2 spaces, and attack 1d8+5 (Reach 1)
- •Vengeful Slash.
1d8+15 (Reach 1)
Gain advantange vs targets that are a sworn enemy.
+30HP attack bloodied foes with advantage.
A figure walks alone with the stride and bearing of one who knows no fear. Clad in rusty armor, it clutches a gleaming longsword in its pale hand and looks ready for a fight.
Fire
Despite not wearing armour the Scarecrows lack of vital organs and weak areas is represented with Medium Armour.
- •Claw 2x.1d8+4.
On Damage: DC11 WIL save or the target is Frightened until the end of the Scarecrows next turn.
- •Terrifying Glare.
A target visible to the scarecrow within Reach 6 must make a DC11 WIL save or be Frightened and Incapacitated until the end of the target's next turn.
A scarecrow lurches into view. Its sackcloth eyes and rictus are ripe with malevolence, and its gut is stuffed with dead ravens. It has long, rusted knives for claws.
The first time this dies, reset to 1 HP instead (excluding minions)
- Sickening Claws.2d8+6.
On damage: Dazed
Not even the cloying fog can hide the stench of death that descends upon you. Something evil approaches, its footsteps betrayed by snapping twigs.
Bludgeoning
Necrotic
The mists of Barovia cling to the Skeletal Rider flames, creatures that start their turn adjacent take 1d4 damage.
- •Charge.
Move 6 and slash at 1 target within Reach 1 for 1d8+3
- •Shortsword Swipe.
Reach 1, 2d8+11
Vestiges of the Mist damage increases to 2d4
40HP the Skeletal Rider will attempt to flee to attack again! If the round ends with any HP remaining it dashes away.
Through the mist comes a skeletal warhorse and rider, both clad in ruined chainmail. The skeletal rider holds up a rusted lantern that sheds no light.
If the Heart is attacked. 10 animated Halberds disconnect from the walls and begin to attack the party, 4 Vampire Spawn begin to climb the tower arriving in 3 rounds.
- •Beast Shift.2d8+10.
Gain Speed +4, Medium Armour for 1 Round.
- •Hurricane (Reach 3).2d8+10.
to all enemies in reach. On damage: move targest elsewhere within Reach 3.
A gaunt figure with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can’t tell whether it’s a man or a woman. It stops, sniffs the air, and laughs like a lunatic. The ground nearby is crawling with tiny twig monsters.
Advantage on STEALTH checks to hide while in muddy terrain.
They try to remain hidden and withdraw if they are spotted, attacking only if trapped or threatened.
- Axe.2d8+10
You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it’s a man or a woman, you can’t tell.
Lightining, Poisoned, Grappled, Prone, Incapacitated
The wisp can move through walls and solid objects but takes 1d10 damage if it ends a turn within an object.
- •Consume Life.
Req. target with the Dying condition. Target must make a DC10 STR save, on a fail take 3 wounds, and the wisp regains 3d6 HP.
- •Shock.2d8+10
- •Turn Invisible.
The wisp is invisible until it attaks again or uses consume life.
Silvered Weapons, Magical Attacks.
- •Life Drain .1d8.
Reach 1. (1/turn) Cannot miss. DC13 STR save or the target's Max HP is reduced by an amount equal to the damage until they take a Safe Rest.
- •Jagged Longsword.1d8+7.
Reach 1.
- •Bone Longbow.1d8+7.
Range 12
DC14 WIL save, on fail the hero loses control of their body until the Ghost relinquishes control, the hero takes 10+ Radiant or Lightning Damage, or the hero reaches 0HP.
- Withering Touch.3d8+12.
Necrotic Damage.
A baleful apparition appears before you, its hollow eyes dark with anger.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
Advantage VS Bloodied creatures.
- •Rend.1d10+20
- •Feed.1d20+20.
Req. ADV on the target.
(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount
Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.
He can’t enter a residence without an invitation from one of the occupants.
When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. He becomes immune to all non-magical damage and attempts to escape.
- •Ebonfang. .
Reach 1. 1d10+9 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterward.
- •Beguile. .
If no creature is Beguiled, Beguile a target on a failed DC 18 WIL save (w/disadvantage if Bloodied).
- •Beckon & Bite. .
Move a Beguiled creature up to 8 space to be adjacent to you and bite them: 2d10+30 damage and 1 Wound.
BLOODIED: At 135 HP, gain Mistform. Lose vulnerable to Radiant.
Gain Bat Decoy. Whenever Strahd would take damage, instead first swap places with a bat minion, 1/round.
LAST STAND: Strahd is dying! 100 more damage and he "dies" (see misty escape and Heart of Sorrow). Until then, his Sanguine Cloak, attacks, and bats roll d20s instead of d10s.
Beguiled. Dazed. Cannot Defend or allow anyone to Interpose for you. Damage ends.
Heart of Sorrow. The Heart of Sorrow absorbs damage instead of Strahd while he is linked to it. He can unlink himself during any turn, and re-link in another. It has has 50HP. It regains all lost HP when the players take a Safe Rest. Until the Heart is destroyed Strahd can not be killed.
Toying With Us. Strahd will leave combat as soon as any Hero has more than 3 wounds unless encounters in the fated place (or his crypt) and the Heart has been destroyed.