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Wᴇʟᴄᴏᴍᴇ ᴛᴏ Cᴀꜱᴛʟᴇ Rᴀᴠᴇɴʟᴏꜰᴛ
Hɪꜱᴛᴏʀʏ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ
Wʜʏ Yᴏᴜ’ʀᴇ Hᴇʀᴇ
Wʜᴀᴛ ᴛᴏ Exᴘᴇᴄᴛ
Rɪꜱᴋꜱ & Dᴀɴɢᴇʀꜱ
Tʜᴇ Mᴀᴢᴇ
Tʜᴇ Sᴇᴀᴛ ᴏꜰ Sᴛʀᴀʜᴅ’ꜱ Pᴏᴡᴇʀ
Kᴇᴇᴘɪɴɢ ɪᴛ Oʀɢᴀɴɪᴢᴇᴅ
Sᴛʀᴀʜᴅ’ꜱ Rᴇꜱᴏᴜʀᴄᴇꜱ
Tʜᴇ Bʀɪᴅᴇꜱ
Rᴀɴᴅᴏᴍ Eɴᴄᴏᴜɴᴛᴇʀꜱ
Bᴇᴜᴄᴇᴘʜᴀʟᴜꜱ
Tʜᴇ Bʀᴀᴢɪᴇʀ Rᴏᴏᴍ
Tʀᴇᴀꜱᴜʀʏ
Dᴜɴɢᴇᴏɴꜱ
Aʀᴄʜᴇʀꜱ’ Pᴏꜱᴛꜱ
Cᴀᴛᴀᴄᴏᴍʙ Iɴʜᴀʙɪᴛᴀɴᴛꜱ
Cʀᴀᴄᴋᴇᴅ Wᴀʟʟꜱ
Sᴛʀᴀʜᴅ’ꜱ Tᴀᴄᴛɪᴄꜱ
Sᴛʀᴀʜᴅ’ꜱ Sᴛᴀᴛ Bʟᴏᴄᴋ
Cᴏᴍʙᴀᴛ Tᴀᴄᴛɪᴄꜱ
Aᴍʙᴜꜱʜ
Aᴛᴛᴀᴄᴋ
Hᴀʀᴀꜱꜱ
Rᴇᴛʀᴇᴀᴛ
Cʀᴀꜰᴛɪɴɢ ᴀ Sᴛʀᴀᴛᴇɢʏ
Aᴅᴅɪᴛɪᴏɴᴀʟ Nᴏᴛᴇꜱ
Overlook Window. A trio of stained-glass Chapel. While the chapel has no doors, its
windows overlooking the village of Barovia stained-glass windows make for an
from the tomb of King Barov and Queen extremely suitable place for dramatic
Ravenovia (K88). Located 900 feet above entrances, especially if Strahd’s wedding is
the church in the village of Barovia, and 110 currently underway.
feet below the Overlook (K6). Only
accessible by PCs with climber’s kits or Brazier Room. The castle also has a one-
magical flight. Known outside the castle only way exit: the teleportation brazier in the
by the Keepers of the Feather. Leads into brazier room (K78). Using this artifact,
the catacombs (K84). Strahd (and his minions) can travel almost
anywhere in Barovia, including the coffin
Tower Rooftop. The rooftop of Castle maker’s shop in Vallaki, the Amber Temple,
Ravenloft’s third-highest tower (K57).
Connects to the tower of the Heart of
the Abbey of Saint Markovia, and Tsolenka ● the Maid in Hell (K32) on the second
Pass. floor,
● the Hall of Heroes (K45) on the third
The brazier can also provide an instant one- floor,
way trip to several other locations in the ● the North Tower Peak (K60) in the
castle including Strahd’s study (K37), which towers,
is near the treasury (K41) and the king’s ● the Chamberlain’s Office (K72) in
bedchamber (K42); the north tower peak the Larders of Ill Omen, and
(K60), which contains Strahd’s crown and ● the Catacombs (K84) in the
sits atop the Heart of Sorrow (K20); and Dungeons.
Strahd’s tomb (K86).
These tucked-away, interconnected areas
Pᴜʙʟɪᴄ & Pʀɪᴠᴀᴛᴇ Aʀᴇᴀꜱ were once largely meant to be accessed
The interior of Castle Ravenloft can be only by servants of the castle, or the von
divided into two main sections: The “public” Zarovich family themselves.
areas accessible by the South Tower Stair
(K21), and the “private” areas accessible A creature in the “public” area can easily
from the Heart of Sorrow’s tower (K20). climb or descend the South Tower Stair
(K21) to reach any other public chamber.
The “public” area includes notable locations
like: A creature in the “private” area can easily
ascend or descend the stairs of the Heart of
● the Dining Hall (K10) and Chapel Sorrow (K20) and Tower Hall Stair (K20A)
(K15) on the first floor, to reach any other private chamber.
● the Audience Hall (K25) on the
second floor, To enter the “public area” from outside, a
● the Study (K37) and King’s creature can enter through the Entry (K8) on
Bedchamber (K42) on the third floor, the first floor.
● the Lounge (K49) and Cauldron
(K56) in the towers, To enter the “private area” from outside, a
● the Elevator Trap (K61) and Hall of creature can enter through the Servants’
Bones (K67) in the Larders of Ill Entrance on the first floor, proceed to the
Omen, and Servants’ Upper Floor (K34) on the second
● the North and South Dungeons (K74 floor, and pass through the secret door into
and K75) in the dungeons. the Heart of Sorrow (K20).
These areas are meant to be easily The “public” and “private” areas connect at
accessible by visitors to the castle. four points:
The “private” area includes: ● 1st Floor: The High Tower Stair
(K18) that descends from the Chapel
● the Servants’ Quarters (K24) on the (K15) to the catacombs (K84).
first floor, Currently obstructed by a solid stone
wall.
● 2nd Floor: The secret doors that entryway, public spaces, and royal quarters
connect the Guards’ Post (K26) to of the castle, which include the following
the second-floor Turret Post Access locations:
Hall (K13) through the King’s
Apartment Stair (K33) ● K7. Entry
● 3rd Floor: The door that connects ● K8. Great Entry
the Study (K37) to the Hall of Heroes ● K9. Guests’ Hall
(K45) and Heart of Sorrow (K20). ● K10. Dining Hall
● Towers: The Bridge (K58) that ● K14. Hall of Faith
connects the Tower Roof (K57) to ● K15. Chapel
the Heart of Sorrow (K20) ● K16. North Chapel Access
● Larders: The Kingsmen Hall (K70), ● K17. South Chapel Access
which connects the Kingsmen ● K19. Grand Landing
Quarters (K71) to the Hall of Bones ● K20. Heart of Sorrow
(K67) ● K21. South Tower Stair
● K25. Audience Hall
Tᴇʀʀɪᴛᴏʀɪᴇꜱ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ ● K30. King’s Accountant
Strahd’s three most honored brides are not ● K35. Guardian Vermin
simply mindless spawn—they are devoted ● K36. Dining Hall of the Count
and powerful executors of his will, each with ● K37. Study
their own strengths and portfolios. As such, ● K38. False Treasury
each bride oversees a separate section of ● K39. Hall of Webs
the castle, with the two remaining sections ● K40. Belfry
reserved for Rahadin and Strahd himself. ● K41. TreasuryK42. King’s
Bedchamber
Strahd’s brides are as territorial as they are ● K43. Bath Chamber
fierce. While they do occasionally allow their ● K44. Closet
neighbors to complete projects in their
domains (e.g., Ludmilla's flying halberds in While travelling through Anastrasya’s
Volenta’s Heart of Sorrow, or Volenta’s suit- territory, the PCs are likely to meet the
of-armor trap in Anastrasya’s Grand following random encounters:
Landing), an uninvited intrusion into a
bride’s territory by another bride is met with ● 1d4 wights, which serve as
hostility, if not violence. As such, neither the Anastrasya’s personal guard
brides nor any creatures encountered in ● A giant spider cocoon, left behind by
their territory will willingly follow the PCs the giant spiders that Anastrasya
past the borders of their own territory. favors
Rahadin and Strahd, however, are not ● A trinket
limited by the territories of the brides, and ● An unseen servant, carrying a silver
pursue prey wherever they please. goblet filled to the brim with wine or
a purple silk handkerchief with white
Aɴᴀꜱᴛʀᴀꜱʏᴀ ruffled edges
Additionally, Strahd will make full use of the The dinner didn’t become a “true” dinner (in
many traps and hazards throughout the which the PCs actually dined with Strahd)
Catacombs, especially the invisible teleport until the earliest community guides. In these
traps, the brown mold (Crypt 29), the spiked versions, the dinner was either an
pit (Crypt 31), and the ghoul pit (Crypt 35). opportunity for Strahd to sow seeds of
division in the party, or it was the starting
Cʀᴀᴄᴋᴇᴅ Wᴀʟʟꜱ
point of the final battle, where Strahd
Two cracked walls exist in Castle Ravenloft, delivered his ultimatum to a party that had
each one wide enough to allow Strahd’s become too powerful or bothersome to
mist form to pass through: one between the contain.
Wine Cellar (K63) and the High Tower Stair
(K18); and one in the High Tower Stair Today, however, most DMs use the dinner
(K18) between the Chapel (K15) and the with Strahd as an opportunity for a low-level
Catacombs (K84). Should you choose to party (anywhere between 4th and 6th level)
remove Strahd’s Lair Action that allows him to encounter Strahd in-person—potentially
to pass through walls, floors, and ceilings for the first time. Not only does this let the
(see Strahd’s Tactics below for more PCs socialize with him in a low-stakes, low-
information on modifying and using Strahd’s conflict context, it also familiarizes them with
stat block), these two passages can prove
the villain of the campaign and his lair while depart when the invitation is delivered;
giving Strahd additional insight into their rather, he waits for the PCs to accept or
histories, secrets, and motivations. refuse the invitation in person.
If the PCs have not otherwise prepared for Any creature that exits the lounge is swiftly
the occasion by cleaning themselves and met by Rahadin, who instructs them to
purchasing formal wear, Rahadin notes his return to their companions.
mild disgust for the PCs’ dirt-stained, blood-
marked clothing, and informs the PCs that When the PCs leave the castle after dinner
they must make a good first impression if (see “Gifts from the Count” below), Sasha
they are to be allowed to dine with the lord returns them their clothes, now neatly
of Ravenloft. He then directs the PCs to cleaned and folded. When the PCs go to
follow Sasha and Escher to the guest room change, they will each notice that a small
and lounge upstairs, where they will be garment of theirs—e.g., a stocking, a sock,
cleaned and suitably dressed for the or a belt—is now missing.
occasion.
Escher carefully cleans the hairbrush
If the PCs refuse to change, Rahadin does between brushings, and provides Strahd
not force them to do so, but makes his with the hairs (and the stolen garments) for
displeasure clear. He does, however, use in scrying.
request that they wait in the lounge with
Escher and Sasha until Strahd is ready to Tʜᴇ Dɪɴɴᴇʀ
receive them. When the PCs are fully dressed, or at a
suitable moment after they’ve waited in the
lounge, they are summoned downstairs by
Rahadin to enter the dining hall.
and debates with clerics, paladins, and
There, Strahd is waiting for them, playing a druids. He may ask PCs where they
mournful melody on the pipe organ as studied, how they gained their experience,
described in the original module. When the or what drew them to their field of interest.
song concludes, he turns and greets them While he may share information about
warmly, by name. himself as-needed, he prefers listening to
speaking, and will always turn an anecdote
Strahd welcomes the PCs to Ravenloft, and about himself into a question regarding a
inquires after their health, their enjoyment of PC’s history or interests. He displays
their journey to Ravenloft, and their time in genuine interest at all times, and is glad to
the valley of Barovia. He asks how they be vulnerable, even to the point of
have enjoyed their time in his land, and discussing the nature of the curse of
asks their opinion on Castle Ravenloft. vampirism—with three exceptions:
During this time, Escher and Sasha,
assisted by a pair of unseen servants ● He never mentions his brother,
bearing trays of wine glasses and bottles of Sergei, or acknowledges the nature
Red Dragon Crush wine, serve drinks and of his death
small refreshments to the party. ● He never mentions or acknowledges
the nature of Tatyana’s death, or the
When Strahd feels that introductions have events of her wedding day
come to an end, he invites the PCs to take a ● He never shares or discusses the
seat at the table. Once they have, Escher source of his vampiric curse (the
and Sasha, once more assisted by the Amber Temple), or his reasons for
unseen servants, swiftly bring forth an obtaining it
assortment of delicious foods and drinks, as
described in the original module. Strahd Halfway through the conversation, Escher
himself takes a glass of wine alongside a informs the party that they’ve run out of
plate of roast pig and root vegetables, but a wine, and asks for help in bringing up a
player with a passive perception greater fresh barrel, claiming that it’s too heavy for
than 15 notices that Strahd never touches him to carry alone. If a PC accepts, he
his food, and that the liquid in his wineglass guides them downstairs via the South
is a deeper, fuller red than that in the Tower Stair (K21), over the Elevator Trap
players’ glasses. (K61), and through the Servants’ Hall into
the Wine Cellar (K63). The Elevator Trap
While eating, Strahd engages the PCs in a has been deactivated, leaving a noticeable
lively conversation, exploring their histories, divot in the stone floor.
interests, goals, passions, and experiences.
If needed, he shares information from his The door to the Kitchen (K65) is open; as
own past, such as his conquest of Barovia, they pass, the PC clearly notices a dead
his tales of previous guests of the castle, or Barovian—a young man or woman—hung
his relationship with King Barov and Queen upside-down from the ceiling, their blood
Ravenovia. He is instantly intrigued by any slowly draining into a large basin below.
PC that studies magic or deals with dark Escher notices their glance, and, shrugging,
powers, and enjoys theological discussions asks: “You didn’t forget that you were
having dinner with monsters, did you?” He been disabled in Area K27. The “floating”
flashes a fanged smile and continues skeletons from Area K26 have been
forward, retrieving a fresh barrel of Red similarly removed. Strahd and Ludmilla
Dragon Crush before returning upstairs. have also placed a glamor over these public
areas of the castle, covering up the
While Escher is downstairs, Strahd cobwebs, dust, and other signs of
occupied himself in conversation with one of desecration or disrepair. A detect magic
the other PCs specifically. Sasha, taking spell, however, or a character inspecting
advantage of the distraction, slips a note their surroundings too closely reveals the
into one of the PCs’ laps while refilling their illusion.
drink. The note, if unfurled, reads: “Not
everyone here is an enemy.” During the tour, Strahd shares the history of
the castle, including notable guests (e.g.,
This note is a lie. Strahd directed Sasha to Duchess Dilisnya, Pidlwick, or Patrina
deliver it to the PCs as payment for being Velikovna), its major architects (Khazan and
permitted to leave her crypt for the evening. Artimus), and the religious symbolism of the
However, if confronted, Sasha insists that Morninglord and Mother Night. If asked
the note was genuine, and will willingly about the fate of the castle’s guests or
assist the PCs with any schemes they may builders, he shares solemnly that their
have in Castle Ravenloft—even while bodies rest in the catacombs beneath the
keeping Strahd informed as to their plans castle.
and secretly working to trap or sabotage
them. If asked for a tour of other parts of the
castle, Strahd apologizes, noting that
Tᴏᴜʀ ᴏꜰ ᴛʜᴇ Cᴀꜱᴛʟᴇ several areas of the keep are devoted to
private quarters or are under reconstruction,
After dinner, Strahd offers the PCs a tour of
and may be too dangerous to host visitors.
Castle Ravenloft. If the PCs accept, he
leads them on the following route:
Strahd does not move to stop any PC who
attempts to sneak away during this tour.
● Guests’ Hall (K9)
However, all doors are locked (using
● Great Entry (K8)
Strahd’s lair action), and any PC whose
● Hall of Faith (K14)
Stealth check fails to exceed Strahd’s
● Chapel (K15)
passive Perception is swiftly met by
● North Chapel Access (K16)
Rahadin, who confronts them with catlike
● Creaky Landing (K29)
grace and insists that they return to their
● King’s Balcony (K28)
companions, lest they fall into danger while
● King’s Hall (K27)
exploring somewhere they shouldn’t. A PC
● Guards’ Post (K26)
that goes undetected by Strahd has 2d4
● Audience Hall (K25)
minutes to explore the castle alone, after
which Rahadin finds them and attempts to
The PCs face no random encounters as
return them to the party.
they explore. Additionally, the Strahd
zombies have been removed from Area
K28, and the Flight of the Vampire trap has
Dᴀɴᴄɪɴɢ ᴡɪᴛʜ ᴛʜᴇ Bʀɪᴅᴇꜱ accountant. Lief does not dance, but will sip
a glass of wine while glowering from across
When the tour concludes in the Audience
the room.
Hall, Strahd and the PCs are met by
Ludmilla, Anastrasya, and Volenta, as well
as a number of magically animated Gɪꜰᴛꜱ ꜰʀᴏᴍ ᴛʜᴇ Cᴏᴜɴᴛ
instruments. As the music plays, Strahd When the dancing has concluded, Strahd
invites the PCs to dance with each other or escorts the PCs to the Great Entry, where
any of his brides, and personally dances or Rahadin awaits. If the PCs have impressed
converses with any PC who may make a Strahd during the dinner, Rahadin is
suitable successor or consort. During this accompanied by three unseen servants,
time, Strahd pries deeper into his dance each one bearing a silver tray that holds
partner’s history and goals, and attempts to one or more parcels.
gauge their worthiness for his throne or
companionship. Each parcel contains a small, personalized
gift for one of the PCs (excluding any that
During this time, Anastrasya looks to dance insulted or failed to impress Strahd during
with the PC who appears most easy to the visit). These gifts are nonmagical, non-
manipulate, and looks to extract any secrets valuable trinkets, but are tailored to the PCs’
or hidden information that she can. individual interests. They may be a book of
hymns to the Morninglord, a well-crafted
Ludmilla dances if she must, but is tight- instrument, a platinum dagger, or a
lipped and unfriendly. notebook of alchemical theorems.
Volenta happily latches onto whichever PC Before they depart, Strahd then offers the
appears most visually striking, and PCs a job. He informs them that an
serenades them with joyful babbles and infamous assassin named Rudolph van
questions regarding her morbid interests Richten with a genocidal hatred for the
(e.g., “Did you know how much blood is in a Vistani has come to Barovia, and that van
churchmouse?”) . After she’s regaled the Richten seeks to slay Strahd for his role as
PC with her childlike, but disturbing hobbies, the Vistani’s protector. He warns the PCs
she asks the PC if they’re interested in that van Richten may appear to be an old
seeing her artistic “masterpiece.” man, but that he is a dangerous, wiley,
Regardless of their answer, she attempts to paranoid individual with a lifetime’s
drag them downstairs to the Hall of Bones experience in death and a vast collection of
(K67) via the King’s Accountant (K30) and lies and cover stories at his disposal. If the
the South Tower Stair (K21), where she PCs apprehend him—alive—and return him
gleefully presents the ossuary she’s to Castle Ravenloft, Strahd truthfully
constructed alongside Cyrus Belview— promises them each a treasure from his
including the enormous dragon’s skull she vault.
found mounted in the castle courtyard.
Whether the PCs accept his job or not,
At some point, either before or after Volenta Strahd bids them farewell, and provides
has departed, Escher enters the hall them safe return passage to their choice of
alongside Lief Lipsiege, Strahd’s Vallaki or Barovia via his black carriage.
4. A foretold encounter with Strahd in
2. Tʜᴇ Hᴇɪꜱᴛ
the location predicted by the
There are several objectives within Castle Tarokka reading
Ravenloft that the PCs may want to
complete before entering their final battle Only the third and fourth possibility bring
with Strahd. They may seek to fulfill a Strahd directly to the PCs; in the first and
personal quest by returning Tasha second case, Strahd hears the trap from his
Petrovna’s holy symbol to the Abbey of coffin and arrives at the PCs’ location in 4d4
Saint Markovia, put the revenants to rest by rounds.
restoring the skull of Argynvost to its crypt at
Argynvostholt, locate a foretold Tarokka Strahd’s brides are jealous, territorial, and
treasure from the castle’s depths, or rescue prideful beings, and are under strict orders
a kidnapped ally (or Ireena) from Strahd’s by Strahd to guard the grounds of Castle
clutches. Ravenloft with their lives; if bested by the
PCs, they will sooner die than flee. Rahadin
Gᴇᴛᴛɪɴɢ Iɴꜱɪᴅᴇ is similarly dedicated, and will fight to the
These castle infiltrations—or “heists”—will death if encountered.
most likely take place while the PCs are
between level 6 and level 8. As such, the However, if Strahd is notified of the PCs’
PCs may not even have the Holy Symbol of intentions ahead of time (e.g., through his
Ravenkind or Sunsword when they disguise as Vasili von Holtz, through a
undertake this dangerous mission. timely scrying spell, or through a report from
Therefore, the PCs’ first priority upon his bestial or human spies that the PCs are
entering the castle is the same: Evade heading toward the castle), he will track the
Strahd’s attention, and avoid his wrath at all PCs from the moment they enter the castle.
costs.
If Strahd has previously been suitably
Strahd is not omniscient. While he has impressed by the PCs on a previous
many spies and servants throughout occasion, he may even allow them to carry
Barovia and the castle, he does not have out their mission unmolested. After all, the
eyes and ears everywhere—including within symbol of a dead saint holds little interest to
Castle Ravenloft. As such, we can assume him, the skull of a dead dragon is hardly
that there are four ways for Strahd to learn more than a sentimental object, and he can
of the PCs’ presence: always retrieve Ireena later.
1. The activation of the drawbridge trap The only exception is if the PCs retrieve one
following the PCs’ conversation with of the three foretold Tarokka items from
the illusion of Strahd in the Dining Castle Ravenloft (the Holy Symbol,
Hall (K9) Sunsword, or Tome of Strahd). If he is
2. The activation of the Elevator Trap aware of the PCs’ presence and learns that
(K61) they have obtained one such treasure within
3. A random encounter with Strahd Castle Ravenloft’s walls, Strahd will not
himself within Castle Ravenloft allow the PCs to depart until that item is
retrieved.
Tasha Petrovna’s Holy Symbol. If one of
There are, however, two possible occasions your PCs has been given a personal
when the PCs can visit Castle Ravenloft Tarokka reading by Madam Eva that
while Strahd is not present: instructs them to recover Tasha Petrovna’s
holy symbol and restore it to the saint’s
● Red Moon. Once per fortnight, grave at the Abbey of Saint Markovia, they
halfway between the New Moon and can find the symbol in Tasha Petrovna’s
Full Moon, a red moon rises over crypt (Crypt 11) in the Catacombs (K84).
Barovia. On this night, Strahd visits Once obtained, the symbol can be returned
the Wall of Fog on Yester Hill atop to the Sun’s Grave in the Graveyard (S7) of
Beucephalus, where he gazes into the Abbey of Saint Markovia, where the PCs
the vision of his ancestral homeland will receive a ring of regeneration as a
beyond the mists. The PCs can reward.
learn of this from the Forest Folk,
Mordenkainen, Rudolph van Skull of Argynvost. If the PCs have
Richten, Ezmerelda, or Strahd previously undertaken Argynvost’s quest at
himself (who may mention it to the Argynvostholt, they can locate the dragon’s
PCs during the dinner at Castle skull in the Hall of Bones (K67). If they have
Ravenloft or following the ritual at previously attended dinner with Strahd, they
Yester Hill). may have recently seen the skull when
● Blood Tax. Should Fiona Wachter shown Volenta’s “masterpiece.” The skull is
become Baron of Vallaki, she soon heavy—250 pounds—and must be properly
implements an old custom: the and carefully transported to the Dragon’s
Blood Tax. Once per month, on a Mausoleum (Q16) in Argynvostholt. Once
night chosen by Strahd, the vampire placed there, the spirit of Argynvost will
rides to Vallaki in his black carriage illuminate the beacon at the top of the
at midnight. There, he selects one highest tower, laying the revenants’ spirits
Vallakian—always one with a soul— to rest and providing a +1 bonus to AC and
as tribute. The chosen townsfolk saving throws for all creatures who oppose
vanish with Strahd into the black Strahd von Zarovich.
carriage, and are never seen or
heard from again. Tarokka Treasure. There are several
locations within Castle Ravenloft where
A sufficiently ingenious party may also Madam Eva’s Tarokka reading can place
attempt to lure Strahd out of Castle one of the Tarokka artifacts:
Ravenloft through other (difficult, and likely
complex) means. ● The chapel (K15).
● The audience hall (K25)
Tʜᴇ Tᴀʀɢᴇᴛꜱ ● The study (K37)
● The treasury (K41)
There are several objectives that the PCs
● The north tower peak (K60)
may target while infiltrating Castle
● The wine cellar (K63)
Ravenloft. Their purposes, locations, and
● The Hall of Bones (K67)
means of access are as follows:
● The crypt of Artank Swilovich (K84, has gained Strahd’s favor and therefore
Crypt 5) their freedom from the Barovian mists, their
● The crypt of Endorovich (K84, Crypt only escape from this cursed land is through
7) Strahd’s death. As such, once they feel
● The unnamed crypt in the sufficiently prepared—most likely after
catacombs (K84, Crypt 31) reaching level 10, obtaining all three
● The crypt of Gralmore Nimblenobs Tarokka items and their foretold ally, and
(K84, Crypt 37) potentially reconsecrating the Fanes of the
● The crypt of General Kroval “Mad Ladies Three, the PCs may choose of their
Dog” Grislek (K84, Crypt 38) own volition to storm Castle Ravenloft and
● Sergei’s tomb (K85) slay the vampire at the location foretold by
● Strahd’s tomb (K86) Madam Eva.
● The tomb of King Barov and Queen
Ravenovia (K88) Throughout the campaign, Strahd will likely
appear to the PCs time and time again, both
Strahd is either unaware of the treasure’s in casual conversation and in open, hostile
location there (in the case of the Sunsword), conflict. However, once the PCs grow
has forgotten its presence (in the case of sufficiently powerful (e.g., possessing both
the Holy Symbol), or has spared little the Holy Symbol of Ravenkind and the
thought to it (in the case of the Tome of Sunsword while at level 8 or above), Strahd
Strahd). will not dare face them in open combat. As
such, he may choose to initiate the final
Kidnapped Ally. If Strahd has kidnapped battle by forcing the PCs into a position
one of the PCs’ allies (e.g., their foretold where they must enter Castle Ravenloft—
ally, one of the Martikovs, or another his lair and the seat of his power—and so
friendly NPC), they have been shackled, fall by his hand.
gagged (if capable of spellcasting), and
imprisoned in the empty cells of either the Iɴꜰɪʟᴛʀᴀᴛɪɴɢ ᴛʜᴇ Cᴀꜱᴛʟᴇ
North (K74) or South (K75) Dungeons.
If the PCs aim to kill Strahd in accordance
with Madam Eva’s fortune telling, they can
If Strahd has kidnapped Ireena, or if Ireena
enter the castle via any of the entrances
has ventured willingly to Castle Ravenloft,
listed above before making their way to the
she can be found in the King’s Bedchamber
foretold location. If Strahd locates the PCs
(K42), charmed by Strahd. For the duration
via random encounter or because of the
of Ireena’s stay, Gertruda has been
Elevator Trap or drawbridge trap, he
relocated to the Guest Room (K50).
retreats once wounded. If Strahd is
However, if Strahd has already wed Ireena,
encountered in the foretold location, he
she can be found in her crypt in the
fights to the death to defend his lair (see
Catacombs (K84, Crypt 18) as a vampire
“Strahd’s Tactics” below).
spawn.
Iɴᴠɪᴛᴇᴅ ᴛᴏ Dɪɴɴᴇʀ
3. Tʜᴇ Fɪɴᴀʟᴇ If Strahd believes that the PCs may be
All Curse of Strahd campaigns must end, tempted to leave Barovia rather than killing
and yours is no different. Unless the party
him (and if he believes that none of the PCs interests, he triggers the “Declaration of
are capable of flight), he sends the following War” finale (see below) instead.
invitation via bat, Vistani, or (if he still lives)
Rahadin: Cʀᴀꜱʜɪɴɢ ᴛʜᴇ Wᴇᴅᴅɪɴɢ
If Strahd has previously kidnapped Ireena,
My friends, or if the Ireena has made her way to Castle
Ravenloft of her own volition, Strahd soon
It would appear that we are at an impasse. While
issues the following invitation to the PCs
I have enjoyed this game that we have played, I
am not without mercy—or without a sense of (which arrive via bat, or are delivered to
practicality. their most common place of residence, such
as the Blue Water Inn in Vallaki):
It is my understanding that you seek to depart my
lands for greener pastures. It has been a
pleasure to host you in my domain, but it may yet Count Strahd von Zarovich
be that your time in my lands is growing short. son of the late King Barov and the late Queen
Ravenovia, Conqueror of the Delmoreans, and
Know that it was by my will that you entered Lord of Barovia
Barovia, and by my will alone that you may yet
leave it. I entreat you to join me at Castle and
Ravenloft to dine at your earliest convenience,
where we may discuss the terms of your the Lady Ireena Kolyana
departure face-to-face. daughter of the late Burgomaster Kolyan
Indirovich and the late Ira Mironova
I look forward to your arrival.
request the honor of your presence
Your gracious host, at their wedding
Count Strahd von Zarovich
upon the First Eve
of the Feast of the Moon
This invitation is, of course, a trap. When at sundown
the PCs arrive at the castle, they are
directed by Rahadin (or another of Strahd’s The Chapel of the Sun
surviving trusted servants) into the Dining Castle Ravenloft
Hall (K9). There, they are greeted by the
illusion of Strahd described in the original Should your PCs decide to attend and
module, which soon causes the lights to attempt to disrupt the wedding, run the
extinguish, the doors to slam shut, and the (paid) “Wedding At Ravenloft” expansion by
drawbridge to raise—trapping the PCs Wyatt Trull.
within Castle Ravenloft. From then on,
Strahd pursues the PCs throughout the Dᴇᴄʟᴀʀᴀᴛɪᴏɴ ᴏꜰ Wᴀʀ
castle, aiming to hunt them down one-by-
If Strahd has exhausted all other means of
one.
stealing the Tarokka artifacts, ambushing
the PCs in greater Barovia, or luring the
If this invitation goes ignored, and if the PCs
PCs to Castle Ravenloft, he instead selects
continue to pose a threat to Strahd or his
a more nuclear option: an outright (though
veiled) declaration of war.
● Doru
Once Strahd begins to believe that the PCs
pose a true threat to him, he begins to Employing Beucephalus, his black carriage,
gather charmed Barovian scouts from and the assistance of Rahadin, his brides,
Vallaki and Barovia, until a total of 24 scouts and any Vistani or Vallakian spies, Strahd
are housed at Castle Ravenloft. The scouts oversees a mass kidnapping effort and one
are split into two groups of 12, which are or more nights of terror throughout Barovia:
stationed behind the arrow slits in the north
archer’s post and south archer’s post on the ● A charmed Vallakian invites Strahd’s
third-floor Parapets (K46). The scouts are forces into the living chambers of the
staggered in three shifts, with eight scouts Blue Water Inn, where Urwin and
sleeping on the stone floor of the archer’s Danika are nearly killed and Brom
posts at any one time. These sharp-eyed and Bray are locked in silver
and sharp-eared archers are joined by a manacles (which burn their skin and
pair of wights, who employ their darkvision prevent them from transforming)
to constantly scan the night sky and ● Dmitri Krezkov’s house is burned to
drawbridge for approaching PCs. the ground (forcing the family and
their children into the unprotected
If he believes the PCs may approach by air village grounds)
(and so gain entry via the Servants’ ● Felix is forcefully removed from the
Entrance or Tomb of King Barov and Queen Orphanage (by a charmed Ernst
Ravenovia), Strahd also directs six wights Larnak or other Vallakian spy)
and eight swarms of bats to defend the ● Milivoj and Yeska are forced into the
Overlook (K6). Additionally, Ludmilla black carriage (if the Church of Saint
instructs the coven of Barovian witches (if Andral is unconsecrated or
alive) to set their black cat familiars to guard destroyed)
the Servants’ Entrance (K23) and the ● Strahd requests dinner at
staircase beneath the Tower Roof (K57), Wachterhaus, and charms Fiona
alerting the coven to the presence of any and Stella, forcing the girl to return
intruders. with him to Castle Ravenloft
● Chief Sigrid’s tent is burned to the
While the PCs are next away on a quest or ground (forcing her family and her
mission, Strahd and his minions kidnap the children into the unprotected and icy
children and other NPCs that the PCs have grounds of Yaedrag’s crater)
grown most attached to throughout the ● Doru is forcefully removed from the
module. This may include: church in Barovia, and Donavich
slain if he resists
● Brom & Bray Martikov
● Alana Krezkova The children are manacled, blindfolded, and
● Felix (from Saint Andral’s gagged, and placed on the second floor of
Orphanage) the Daern’s instant fortress within Strahd’s
● Milivoj and Yeska treasury (K41). Strahd also kidnaps and
● Stella Wachter (if cured) charms Parriwimple, who he sets alongside
● Kaldur (of Yaedrag)
a charmed Doru (if present) to guard the the PCs are directed by Rahadin (or
children from attack. another of Strahd’s surviving trusted
servants) into the Dining Hall (K9).
Sᴛʀᴀʜᴅ’ꜱ Uʟᴛɪᴍᴀᴛᴜᴍ
Immediately after the hostages are taken, There, they are greeted by Strahd, the
Strahd instructs one of his Vistani spies (or, charmed Barovian scouts, and Gertruda.
failing that, a charmed Vallakian or Strahd greets the PCs warmly, and
Barovian) to deliver the following message describes the terms of the hostages’
to the PCs: release: the unconditional surrender of the
Holy Symbol of Ravenkind, the Tome of
Strahd, and the Sunsword, and the
My dearest friends and subjects, immediate exit of the PCs from his lands.
Strahd (falsely) promises that the PCs will
It has been too long since I have enjoyed the
pleasure of your company. As such, I bid you join be allowed to depart Barovia unharmed and
me for dinner tomorrow evening at sundown at unmolested, and that the hostages will be
Castle Ravenloft. safely released to their families once the
transaction is complete. If the PCs refuse
I understand that a two-party dinner is a Strahd’s offer, he promises in veiled terms
lonesome affair. As such, I have taken the liberty that the hostages may not survive to the
of inviting several of our mutual acquaintances to
following sunrise.
join us for this momentous occasion. I am
delighted to share that they are currently enjoying
the hospitality of Castle Ravenloft, and look In truth, Strahd has no intention of
forward to your imminent arrival. upholding his end of the bargain (a fact he
will shamelessly and repeatedly deny).
For the safety of my retainers and our guests, I Once the PCs hand over the items they
must insist that you come alone and unarmed, hold, Strahd causes the lights to extinguish,
save for the holy relic and blessed blade you now
the doors to slam shut, and the drawbridge
carry. Should these requests prove overly
burdensome to you, I fear that I may be unable to to raise—trapping the PCs within Castle
offer my hospitality to you, or to continue offering Ravenloft. Strahd then immediately attacks.
it to our treasured guests.
Rᴇꜱᴄᴜɪɴɢ ᴛʜᴇ Hᴏꜱᴛᴀɢᴇꜱ
I am sure you have grown weary of this game we
play. Fear not—it shall end soon. The password to the instant fortress is set to
the name: “Ravenovia.” Without the
Sincerely, password, the fortress can only be entered
via teleportation (e.g., misty step) or
Your Lord and Master, transformation into a Tiny creature or
Strahd von Zarovich smaller (e.g., polymorph or gaseous form).
If the PCs travel to Castle Ravenloft at the If the PCs have restored the Sunsword at
predetermined time, they face no random the blessed pool of Krezk and instilled it with
encounters along the way and are met by Sergei’s spirit, Sergei can share the names
the black carriage near the western of the royal family and any other potential
Barovian gate, which transports them to the passwords if asked. Sergei can also
front gates of Castle Ravenloft. Once inside, suggest potential places that the hostages
may have been stored: the dungeons, the fortress, whose protection shields the PCs
catacombs, the high tower peak, or the from any hostile encounters for the duration
third-floor treasury (though Strahd has of their rest), Strahd brings any surviving
walled off the former entrance via the Barovian scouts from the third-floor
parapets and Sergei does not know how to parapets to the foretold location, where they
gain entry via the study). stand guard at his side.
Strahd will then aim to isolate and distract Here, his goal is to weaken his prey for
the PCs, either by: future encounters, taxing their resources
and health. He will aim to use his
● Using his Lair Action to summon movement, plus his legendary actions, to
swarms of bats to harry a stay out of the reach of the Sunsword, while
concentrating spellcaster attacking his target with multiattack
● Casting Blindness/Deafness to Unarmed Strike attacks or Fireball (with the
weaken his prey or incapacitate a same restrictions as before). If any PC is at
spellcaster, or or below 30 hit points, Strahd casts blight
● Casting Animate Objects or using from afar, aiming to take them down to zero.
his door-locking Lair Action to
separate his target from their Strahd will spend his reaction on Shield, but
companions only against attacks with magical weapons
by rogues or paladins or melee attacks from with a Divine Smite? What animal forms
monks. He’ll use his Lair Action to summon does the druid favor, and how adept is the
the flaming sphere, focusing on blocking or rogue at picking locks?), and prepare
harassing enemy interlopers while he accordingly.
focuses his damage on his target.
He’s seen the Sunsword in action before,
Rᴇᴛʀᴇᴀᴛ and his +10 to Religion means that he
When Strahd is severely wounded (102 almost certainly knows what the Holy
HP), he will Disengage and move to retreat. Symbol of Ravenkind is capable of.
If he has enough spell slots, he’ll cast Misty
Step instead of Disengaging. He uses his When running Strahd in combat,
Lair Action to summon a fog cloud, and preparation is king. Review your PCs’
uses Shapechange to shift to bat form character sheets and magic item lists in-
(though he prefers mist form if he can depth, and jot down any special abilities or
escape through a door, or Greater spells that they reveal to Strahd or his spies.
Invisibility if he’s within sunlight).
Whenever possible, Strahd prioritizes killing
He’ll use his Legendary Actions to get out spellcasters first, followed by skirmishers
of sight, then Hide to conceal himself. He’ll and strikers (such as rogues or monks), and
lick his wounds for a few rounds, letting his finally tanks and melee combatants.
regeneration go to work, and follow back
around when he’s fully healed, returning to Strahd’s favored strategy prefers an area
Stage 1 (Ambush) once again. with plenty of entrances and exits. He favors
larger spaces, through not wide-open areas
Cʀᴀꜰᴛɪɴɢ ᴀ Sᴛʀᴀᴛᴇɢʏ where the PCs can spread out-of-range of
Strahd is a tactical genius. As such, Strahd Fireball. If possible, Strahd prefers to avoid
never enters combat without a plan, a risking damage to his possessions (e.g., the
backup plan, and an escape route. collection of books in the Study). Additional
Moreover, these plans are never hazards are a bonus, but not necessary. As
complicated, and never rely on more than such, he prefers to fight in the following
one moving part. He also never enters spaces:
combat without first gauging his enemies’
strengths, weaknesses, and tactics. ● Entry (K7), Great Entry (K8), or
Heart of Sorrow (K20) on the first
If you’ve been using Strahd’s spies and floor
Scrying spell correctly, Strahd should swiftly ● Audience Hall (K25) or King’s Hall
learn what spells the PCs are able to cast, (K27) on the second floor
what magic items they have in their ● Tower Roof (K57) and Bridge (K58)
possession, and what benefits their class in the spires of Ravenloft
features offer. He should know what ● Elevator Trap (K61), Servants’ Hall
strategies they favor (e.g., Does the (K62), and Hall of Bones (K67) in the
sorcerer routinely polymorph the monk into Larders of Ill Omen.
a Giant Ape? Does the paladin wait for the ● Dungeon Hall (K73), Brazier Room
wizard to cast Telekinesis before rushing in (K78), and Catacombs (K84)
will also use Spider Climb to drop them into
In the Entry (K7) or Great Entry (K8), Strahd the shaft in Crypt 14 (Stahbal Indi-Bak) or
lures the PCs into the chamber, activating the ghoul-filled pit in Crypt 35 (Sir Jarnwald
the gargoyles or red dragon wyrmlings. the Trickster).
In the Heart of Sorrow (K20), Strahd casts Mᴏɴꜱᴛᴇʀ & NPC Eɴᴄᴏᴜɴᴛᴇʀꜱ
fly on himself and attempts to lure the PCs
There are dozens of potential encounters in
to a higher floor. He then grapples them
Ravenloft, and many of them have the
using his Unarmed Strike and drops them
potential to turn hostile for your players.
down the center of the shaft. A PC must
Here’s a full list of monsters and hostile
succeed on a DC 10 Dexterity saving throw
NPCs your PCs might face, how you might
and a grapple check to grab hold of Strahd
choose to approach them, and a collection
before being dropped.
of tactics they’ll prefer in battle.8
Sᴛʀᴀʜᴅ ᴠᴏɴ Zᴀʀᴏᴠɪᴄʜ Notably, the dragons don’t wait until every
If the PCs do not pose a threat to Strahd PC has entered the room—just the first. If
(e.g., they’re level 7 or below, and they’re the PCs are already engaged in combat
missing one or both of the Sunsword and when they enter this room from the Great
Holy Symbol), instead of attacking Entry (K8), you’ll probably have to wait until
immediately, he disguises himself in mist the dragons’ initiative to let them attack
form and follows them through the castle, (though waiting for their initiative to let them
keeping his distance to avoid any sunlight or animate could be a nasty surprise for your
unpleasant area-of-effect damage. If he players—to keep things as fair as possible,
thinks he can get away with it, he’ll I’d have them animate and drop down to the
transform into a bat and attempt to draw the floor as a reaction as soon as a PC takes
attention of a PC with low Wisdom, using the first step into their chamber).
his action to charm them without giving
away his identity. The dragons don’t want to kill guests—just
keep them from reaching the exit. On their
If the PCs do pose a threat to Strahd, he first turn after animating, they take wing,
immediately enters combat, attacking the flying five feet off the ground, and form a
most vulnerable PC with a Claws/Claws line down the center of the corridor to
multiattack. However, he doesn’t stay for prevent any PCs from passing through.
long, warning the PCs that unwelcome
visitors will not last long in his castle before The dragons’ Fire Breath ability is a
sinking into the shadows using his recharge, which means that it’s always their
Legendary Action movement, his dark preferred attack when available—on one
condition. According to the DMG, a 15-foot
cone should hit at least two opponents; as For bonus points, don’t describe what the
such, a dragon only uses its Fire Breath if it gargoyles look like until after the lights go
can hit two or more enemies. Otherwise, it out—and even then, only describe their
defaults to Bite. appearance to PCs with darkvision or
magical light sources. For characters who
If any creature gets past the dragons and have been suddenly plummeted into the
makes a break for the door, the dragons dark, the gargoyles’ attack should feel like a
immediately attack with Fire Breath (or Bite, sudden, terrifying assault by a flurry of
if Fire Breath isn’t available) if that creature unseen assailants.
is heavily wounded (i.e., reduced to 30% of
its health or less). Otherwise, the dragons Due to their damage resistances to (most)
use their +4 Strength modifier to attempt to nonmagical weapon attacks, gargoyles
grapple the intruder before they escape; if don’t fear attacks of opportunity. As such,
successful, the dragon flies its captive back gargoyles prefer flyby attacks whenever
to the entrance of the Great Hall and returns possible, abusing their 60-foot fly speeds to
to its place in the line. duck down, slash at their prey with a
Bite/Claw multiattack, and then immediately
A note about Fire Breath: For a PC with a fly back up to the ceiling to ready itself for
+3 to Dexterity saving throws, this attack will another attack.
deal an average of 17 fire damage per
dragon. If a PC is unlucky enough to be No matter where the characters flee in
caught in the center of all four dragons’ fire Castle Ravenloft, the gargoyles will follow—
breaths, it’ll take an average of 69 fire unless the PCs block themselves in a room
damage—enough to outright KO any non- or corridor by closing (and reinforcing) the
martial class with a +2 Constitution modifier door. Any surviving gargoyles will happily
or less. Ouch! spend a full round making Shove attacks
against the door to force it open (contested
Gᴀʀɢᴏʏʟᴇꜱ by the PC holding it shut, who makes their
check with advantage if they’re able to lock
Unlike the dragons in the Entry (K7), the
it or otherwise reinforce their position). After
gargoyles of the Great Entry (K8) are free
one round of unsuccessful Shoves, the low-
to roam wherever they like once animated.
Intelligence gargoyles abandon their
Their goal isn’t to block the players from
quarries and return to their posts.
advancing, but to simply cause as much
damage and destruction as possible.
Aɴɪᴍᴀᴛᴇᴅ Hᴀʟʙᴇʀᴅꜱ
Also unlike the dragon wyrmlings, the The ten animated halberds around the
gargoyles have the False Appearance Heart of Sorrow are simple constructs:
feature, which makes them indistinguishable Once they spot a target, they attack it until
from a normal statue while motionless. So it’s dead. Like gargoyles, their False
long as the PCs don’t regard the unmoving Appearance feature grants them surprise
gargoyles as potential threats, the gargoyles against any PC who doesn’t already
can and should surprise every PC once suspect their true nature. After that, though,
combat begins. they keep attacking until destroyed.
(Note: Normal halberds have a reach of 10 case, it first uses its Spider Climb ability to
feet, but these animated ones don’t. If you pull its prey down to the sixth floor (the
think that’s an oversight by Wizards, feel landing closest to the Heart of Sorrow), or
free to upgrade the reach of their attack to the third floor (if it’s been reduced to 50
10 feet instead of 5, forcing your players to hitpoints or less); in the latter case, it jumps
get more creative in how they combat these from the highest point possible out of spite.
hovering, speedy weapons)
As it descends, a vampire spawn relies on
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ (Hᴇᴀʀᴛ ᴏꜰ Sᴏʀʀᴏᴡ) its natural regeneration to restore its health
(clinging to the undersides of staircases to
If encountered on the lower levels of the
block sunlight wherever possible), while
Heart of Sorrow’s tower (e.g., on the second
also biting its grappled victim to restore its
floor or below), the vampire spawn sent to
own health. Once it reaches the bottom, the
defend it behave similarly to the vampire
vampire drags its prey downstairs through
spawn described in the “Random
the Tower Hall Stair (K20A) or toward the
Encounters” section above: They grapple a
front of the keep through the Turret Post
vulnerable PC (attacking with surprise if
Access Hall (K13), eager to enjoy its meal in
possible), and attempt to drag their victim
private.
off to a dark, shadowy corner to feed.
A vampire spawn starts with 82 hitpoints, If cornered, however, she is no less deadly.
which means that it only uses this grapple- Volenta always prioritizes the weakest or
and-leap maneuver if it’s fairly confident that most injured PC first, relying on her Blood
it’ll survive the fall, or if it’s sure that it’s Frenzy feature to grant her advantage on
about to die no matter what. In the former her attacks (or to nullify the disadvantage
granted by sunlight). Once her playful section above for more information about
attitude has turned to mindless bloodthirst, running this encounter.
Volenta fights like a maniacal berserker,
and never disengages from combat until her Wɪɢʜᴛꜱ
thirst is fully sated, or she’s been destroyed.
If summoned to defend Lief Lipsiege, these
1d4 wights attack in an immediate show of
Cᴏᴜʀᴛ ᴏꜰ ᴛʜᴇ Cᴏᴜɴᴛ force, arriving from the Audience Hall (K25)
after entering through the secret door from
Sᴛʀᴀʜᴅ Zᴏᴍʙɪᴇꜱ the southern Turret Post Access Hall (K13).
The two Strahd zombies on the King’s See the “Random Encounters” section
Balcony (K28) remain motionless until one above for more information about running
of them is disturbed, or another creature this encounter.
comes within their reach. A zombie initiates
combat by grabbing the target’s wrist, hand, Wʀᴀɪᴛʜ ᴀɴᴅ Sᴘᴇᴄᴛᴇʀꜱ
or leg, then slowly looking up to meet the
If summoned to defend Lief Lipsiege, a
target’s eyes as the zombie’s tongue lolls
wraith arrives through the wall separating
from its shattered jaw and the skin across
K30 (King’s Accountant) from the Elevator
its face sloughs down, revealing the bone-
Shaft (K31A). Rather than prioritizing the
white skull beneath.
most antagonistic foe, it immediately attacks
the most Good character present, driven by
Sʜᴀᴅᴏᴡꜱ its malevolent compulsion to kill the greatest
If summoned to defend Lief Lipsiege, these paragon of goodness in the party with its
1d6 shadows slip into the room through the Life Drain. If injured by radiant damage or
crack beneath the door leading to K21 silvered or magic weapons, the wraith turns
(South Tower Stair). If any of the characters to attack less dangerous prey—but
are standing in dim light or darkness, the immediately returns to the most Good-
shadows each make a bonus action to take aligned PC once its safer prey is dead (and
the Hide action, attacking with surprise if turned into a specter using the wraith’s
successful. If the room is well-lit, the Create Specter feature).
shadows instead surround the characters
from the walls, with each one attacking a The 1d4+1 specters that accompany it
separate PC. arrive by passing through the northern wall,
and quickly latch onto the nearest living
Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ victim. However, a specter will only
If summoned to defend Lief Lipsiege, these reluctantly follow a wraith into sunlight, and
1d4 vampire spawn are, like their peers once the wraith dies, the specters will
throughout Castle Ravenloft, more quickly flee for darker pastures. Otherwise,
interested in finding a meal than in if a specter takes radiant or magical weapon
protecting an old man. The spawn enter damage, it Disengages and moves to a new
K30 on the ceilings, skittering through the place of safety 50 feet away, then swoops in
doorway and dropping down to assault the and attacks a new target in the next round.
closest prey. See the “Random Encounters” If a specter suffers 7 or more points of any
damage from one opponent in a single
round, it flies to a new target and attacks
immediately without worrying about Iɴᴠɪꜱɪʙʟᴇ Sᴛᴀʟᴋᴇʀ
opportunity attacks, relying on its damage
It’s unlikely that your PCs will trigger this
resistances to protect it. If hit by a ranged
encounter. However, if they do, the
attack, the specter immediately dive-bombs
invisible stalker should prove a memorable
the ranged attacker and engages them in
—if horrifying—encounter. With its high
melee.
Strength and Dexterity (but only decent
Constitution), plus its exceptional 50-foot fly
Hᴇʟɢᴀ Rᴜᴠᴀᴋ
speed, this monster is a shock attacker,
Helga’s strategy is simple: Attack any
lunging to strike its prey before retreating
isolated PCs, or when commanded to do so
into the air once more.
by Strahd. When she strikes, she acts as
any other vampire spawn would (see the
The stalker makes good use of its invisibility
“Random Encounters” section above), with
and fly speed, and doesn’t hesitate to
two exceptions: if the PCs enter her room
trigger opportunity attacks via flyby attacks,
with sunlight and obstruct the exit, Helga
relying on its resistance to nonmagical
shies toward the back wall, hissing in pain
attacks. However, because of its invisibility,
as the light burns her vampiric flesh, before
an invisible stalker will almost always have
lurching forward to strike whichever PC is
advantage on its attacks against its quarry
currently blocking her escape. Otherwise, if
(who effectively suffers from the blinded
Helga is already accompanying the party
condition relative to the stalker’s presence).
when the sunlight of the Sunsword or Holy
As such, it doesn’t bother taking advantage
Symbol is activated, she hisses and quickly
of its sky-high Stealth modifier, except to
scuttles away into the darkness, clinging to
gain surprise at the start of combat.
the walls and ceilings as she beats a hasty
getaway.
Whenever possible, an invisible stalker
always begins and ends its turn out of any
opponent’s melee reach. When it reduces
Rᴏᴏᴍꜱ ᴏꜰ Wᴇᴇᴘɪɴɢ
its quarry—the character that stole the
Sᴡᴀʀᴍꜱ ᴏꜰ Rᴀᴛꜱ cake’s groom figurine—to 0 hitpoints, it
When the PCs approach or attack these doesn’t stop fighting. Instead, it keeps
rats, the two “manlike shapes” they form attacking until that creature is dead.
slowly turn to face the PCs. The swarms are
covered only by threadbare black cloaks, Gɪᴀɴᴛ Sᴘɪᴅᴇʀꜱ
which reveal beneath them two standing The giant spiders in the Belfry (K40) only
mounds of writhing, furred flesh, with faces attack if attacked first or if the bell is
covered in wormlike tails, flashing white sounded. In both cases, we can safely
teeth, and dozens of glinting black eyes. assume that they’re attacking defensively,
Once their anger is aroused, the rats begin rather than for food.
to rush down the figures’ sides, the manlike
shapes slowly melting away as their “body” Giant spiders are reasonably speedy, with a
dissolves into hundreds of chittering, high Dexterity, decent Strength and average
wriggling rats. Constitution. They prefer to first attack from
range using their Web attack, repeating it within melee range. Against a spellcaster
whenever it’s recharged. Since these five with an AC of 15, it can deal an average 8
spiders are living together in such a tight damage per Greatsword attack. Once in
space, we can assume that they form a melee range, it will always prioritize more
social nest—which means that they’ll focus- vulnerable opponents first (using its
fire their Web attacks on one target at a multiattack to grapple an unarmored or
time, to ensure that each enemy is lightly armored opponent before attacking
restrained before moving into melee. that same turn), and will instantly focus its
attacks on a caster that attempts to cast
Once an enemy is restrained by webbing, dispel magic on it and fails.
one or more spiders moves in to retrieve
them, first by grappling the target (rolling Shocking Bolt has a lower to-hit bonus and
with advantage, while the target rolls with deals less damage, making it an inferior
disadvantage), followed by pulling the target choice to Greatsword in all close-ranged
up into the spiderwebs above, further scenarios. Even with advantage on its
restraining the target. Once it’s done so, Shocking Bolt attack against an enemy
each spider dives in, using their Bite attacks wearing armor, it still deals slightly less than
to inject as much venom as possible. Once 8 damage per attack on average, making its
a victim is reduced to 0 hitpoints, one spider Greatsword a safer (and more powerful)
uses its Web attack to wrap it inside of a choice.
cocoon, and ties it off in the web to be
consumed later. Aɴᴀꜱᴛʀᴀꜱʏᴀ Kᴀʀᴇʟᴏᴠᴀ
For a link to Anastrasya’s revised statblock,
The belfry is far too small and constrained,
click here.
leaving the spiders with nowhere to go. If
heavily wounded (reduced to 8 hitpoints or
When encountered in Castle Ravenloft,
less), a spider will beat a hasty retreat to the
Anastrasya is never far from the sword or
top of the Belfry, where it clicks its
shield she wields with telekinetic grace.
mandibles toward the PCs threateningly. If
However, she prefers civility to open
cornered, it will fight to the death.
violence, relying on her high Deception
modifier and Charm ability to keep her
Sᴛʀᴀʜᴅ’ꜱ Aɴɪᴍᴀᴛᴇᴅ Aʀᴍᴏʀ enemies talking while she wraps them
Unlike its other animated peers, Strahd’s around her fingers.
animated armor is almost as intelligent as
an average human, allowing it to use some While speaking with the PCs, Anastrasya
basic tactics. Its Armor Class is will use each round to target a PC with her
exceptionally high, and its Strength and Charm ability, preferring to prioritize classes
Constitution are high as well, making it a without proficiency in Wisdom saving
trueborn tank. throws. When Anastrasya uses her Charm,
have each PC make a Perception or Insight
In combat, the armor opens with Shocking check, but secretly modify the result of her
Bolt (favoring attacks against opponents victim to use their Wisdom saving throw
wearing metal armor), followed by a series modifier, rather than the appropriate skill
of Greatsword attacks as soon as it closes modifier. If the victim fails to beat
Anastrasya’s Charm DC (15), secretly let transforms into mist and conceals herself
them know that they are now charmed by amid the decay of the rest of Castle
her and what that entails. Ravenloft. If commanded to do so by
Strahd, however, she will (reluctantly)
When this happens, have Anastrasya make remain and fight to the death, unable to defy
a Stealth check. If any PC makes a her master’s will.
Perception or Insight roll that beats
Anastrasya’s Stealth result, secretly inform Anastrasya never travels alone. In Castle
them that they noticed Anastrasya’s eyes Ravenloft, she is always defended by an
flash crimson-red, followed by her victim’s honor guard of four wights that stand guard
gaze growing slack and distant a heartbeat at each entrance to her current chamber,
later. and who violently attack any creature that
threatens her.
If possible, Anastrasya will prioritize the
strongest or most charismatic PCs for her Sᴘɪʀᴇꜱ ᴏꜰ Rᴀᴠᴇɴʟᴏꜰᴛ
Charm first, relying on the goodwill of those Rᴜɢ ᴏꜰ Sᴍᴏᴛʜᴇʀɪɴɢ
she’s already bewitched to suppress any
notion of violence. If she has any indication Due to its False Appearance feature, the
that things are about to go south, however, rug of smothering always attacks with
she quietly uses her Children of the Night surprise—but because it can’t attack while
ability, summoning 2d4 swarms of rats or restraining a target, that’s likely the only
swarms of bats to assist her should attack it will ever get. It will, however, use
combat erupt. the Dodge action on all subsequent turns to
avoid taking damage, and will attack the
In battle, Anastrasya uses her bonus action nearest target with its Smother if its original
to attack with her modified flying sword prey somehow frees itself. It fights to the
while taking the Dodge action, relying on the death.
additional AC provided by her animated
shield to protect herself. Elegant and Gᴜᴀʀᴅɪᴀɴ Pᴏʀᴛʀᴀɪᴛ
graceful to the last, Anastrasya only attacks Like the Rug of Smothering, the guardian
with her Claw/Claw multiattack if cornered, portrait’s False Appearance feature allows
and only drains a victim’s health with her it to always attack with surprise (though,
Bite if she is moderately wounded (reduced given the fact that it only attacks if the rug is
to 60 hitpoints or fewer) and a weak, attacked or either item is moved, this is only
vulnerable victim is easily available to her. relevant in the latter case).
Otherwise, Anastrasya immediately flees The portrait can’t move, however, and has
battle if she is exposed to sunlight or heavily no damage-dealing attacks, meaning it has
wounded (reduced to 30 hitpoints or fewer), to rely on one of its three combat-ready
transforming into a bat (if indoors), a wolf (if spells: crown of madness, hypnotic pattern,
outdoors), or a cloud of mist (if nearby to or telekinesis (though it automatically casts
one of the cracks in the wall that lead to the counterspell any time an enemy casts a
High Tower Stair). Once out of sight, if she spell of 3rd level or lower). Each of these
isn’t already in mist form, Anastrasya three spells uses concentration and two of
them require an action each round to Generally speaking, hypnotic pattern is
maintain, which means that once the portrait most effective against a larger group, while
casts one of them, it won’t cast another telekinesis is best against a small group.
spell until it sees a reason to switch. Crown of madness, which removes
approximately one-and-a-half PCs from
Given the portrait’s low AC and hitpoints, it combat, is somewhere in between.
will likely only have the chance to cast one
of these spells, which means it has to make According to the DMG, a spell with a 30-
it count. Let’s take a look at these options: foot-cube area of effect like hypnotic pattern
should generally affect at least six
● Crown of Madness charms one creatures. As such, the portrait won’t bother
humanoid of the portrait’s choice casting this unless it has at least that many
within 120 feet. While the target is enemies (counting both PCs, NPCs, and
charmed, it must use its action beast companions/familiars) in range.
before moving on each turn to make
a melee attack against a creature Telekinesis, on the opposite side of the
chosen by the portrait. The most spectrum, the portrait keeps tucked away
likely use of this is to force one of for encounters with two or fewer enemies—
the PCs to attack their fellows while one for the rug to handle, and one for the
reducing the number of combatants portrait to keep pushed away. Finally, the
attacking the rug. portrait casts crown of madness if it finds
● Hypnotic Pattern has the potential to itself in the sweet spot of facing three to five
affect every creature in the room enemies, prioritizing obvious melee
(aside from the rug, which operates attackers first (preferably a low-Wisdom
on blindsight alone). This includes combatant like a fighter, rogue, or
the portrait, however, as the room is barbarian).
too small to exclude it. However,
because the entire party is likely to Interestingly enough, the guardian portrait
be crammed into the room, this can speak Common, plus up to two other
means that the portrait has a decent languages; its average Charisma modifier
chance to charm approximately half also implies that it may be interested in
of the party (assuming an average speaking with the PCs (though it’s unlikely
Wisdom saving throw of +2). that it’ll do so before it attacks, in order to
● Telekinesis is the portrait’s highest- preserve the surprise from its False
levelled spell, allowing it to restrain a Appearance feature). While it’s not actually
creature in its arcane grip. It’ll Strahd, it’s likely the portrait retains some of
prioritize a low-Strength enemy, like his mannerisms, and will taunt and insult the
a rogue, wizard, sorcerer, warlock, PCs in his voice while battling them.
or druid, and fling them against the
ceiling twenty feet overhead, forcing To keep this encounter interesting, make
its target to take 2d6 falling damage sure to include these two nuggets of detail
when the spell ends. from the portrait’s information section, as
well:
● “When a guardian portrait attacks, resemblance to a particularly ugly species
the figure in the painting animates of warthog.
and moves as though alive (albeit in
two dimensions)” Vᴀᴍᴘɪʀᴇ Sᴘᴀᴡɴ
● “When it casts a spell, the figure Should they wander in through a window,
painted on the canvas makes all the the vampire spawn in these towers behave
appropriate somatic gestures and identically to the spawn described in the
verbal incantations for the spell” “Random Encounters” section. If possible,
they drag their victim out of the window they
Eꜱᴄʜᴇʀ came through, using their Spider Climb
As described in the original module, Escher feature to cling to the stone and forcing their
prefers conversation to conflict and fleeing victims to stay in their grasp—or fall to the
to fighting. However, if cornered—or cold, hard ground 170 feet (17d6
ordered to do so by Strahd, Ludmilla, or bludgeoning damage) below.
Anastrasya—Escher reluctantly enters the
fray. Bᴀʀᴏᴠɪᴀɴ Wɪᴛᴄʜᴇꜱ
A barovian witch has low Strength,
In combat, Escher prefers the following
average Dexterity, and barely above-
options:
average Constitution. She has decent
Intelligence, but otherwise average mental
● Heroism, which he uses only if
stats.
Ludmilla orders him to cast it on
herself
Her attacks are both lackluster: Claws
● Dissonant whispers, which he casts
requires a 2nd-level spell slot and
to move a Sunsword-wielding
concentration, and her Dagger attack deals
attacker away from Strahd (while
an average of 2 piercing damage with a +2
providing Strahd with an opportunity
bonus to hit. Neither is worth using—leaving
attack), or which he uses to clear an
the spells.
exit route after charm person has
already failed
● Ray of sickness is always a good
● Faerie fire, which he casts to nullify
go-to, though it doesn’t really mesh
Strahd’s disadvantage on attacks
well with Tasha’s hideous laughter
while in sunlight, or to empower any
(which drops its victim prone,
other undead allies that may join him
imposing disadvantage and dropping
● Invisibility, to conceal his escape
the average damage by more than
after clearing a path to safety
half).
● Sleep is not worth using against any
Otherwise, he either attacks with a
PC of 4th level or higher.
Claws/Claws multiattack (if there’s no
● Tasha’s hideous laughter imposes
sunlight present) or casts vicious mockery,
an excellent condition (prone and
insulting everything he can find—whether
incapacitated), but the witch has no
that’s the target’s fashion sense, their
easy ways of following up on it. As
physical appearance, or their mother’s
such, the witch will only cast this if ● Misty step—same as burning hands
joined by a melee attacker. and mage armor above.
● Invisibility doesn’t allow the witch to
attack, which means that it’s only Using this swapped-out spell list (assuming
good for escaping and attacking they had time to prepare it that morning),
surprised enemies. The witch has the witches prepare for combat by casting
only +0 to Stealth checks, meaning mage armor and invisibility as soon as
that any opponent with even a they’re alerted to expect company by one of
passable Perception modifier is their feline familiars. The witches
pretty likely to detect her before she immediately open combat with burning
attacks. hands.
● Ray of frost is a usable cantrip, but
not worth casting unless there are In this case, a Barovian witch will prefer
no spell slots to cast ray of sickness misty step to invisibility for getaways if and
with. only if she is lightly wounded (reduced to 14
hitpoints or less) and immediately adjacent
In general, spellcasters prefer to preserve to a melee opponent. In this case, she’ll
scarcer spell slots for spells at that level. misty step out of her attacker’s reach and
However, alter self is almost never worth immediately move to a safer position—or
casting, which means that a given witch will Dash away to safety if she’s decided to flee.
always reserve one 2nd-level spell slot for
invisibility (in case she needs to make a No matter what their spell lists are, Barovian
quick getaway) and one 2nd-level spell slot witches, to quote the module, “have no
for an upcasted ray of sickness (if she scruples. They will deal with anyone in
hasn’t already spent it on another invisibility return for power. They will also betray
spell to attack with surprise). anyone for the same reason.” While they
fear Strahd and would never willingly betray
If notified in advance by Ludmilla or Strahd him, they will happily surrender to the PCs
to expect company, however, a Barovian as soon as they feel endangered—say, if
witch can swap out her spells for new (and they’re cornered (e.g., if they have no spell
more useful) ones using the spellbook in slots remaining for misty step or invisibility)
area K56 (Cauldron). Potential choices and reduced to 5 hitpoints or fewer, or if
include: they’re cornered and at least half of their
compatriots have already been killed.
● Burning hands—an auto-include
anytime the witch expects open Lᴜᴅᴍɪʟᴀ Vɪʟɪꜱᴇᴠɪᴄ
combat
For a link to Ludmilla’s revised statblock,
● Charm person—worth including if
click here.
the witches expect to encounter only
three or fewer enemies (allowing
In combat, Ludmilla focuses first on
them to focus their casts)
immobilizing and incapacitating her
● Mage armor—same as burning
enemies. Against lower-level enemies, she
hands above
will incapacitate melee fighters by casting
levitate; against higher-level foes, she will
begin by casting evard’s black tentacles if
Lᴀʀᴅᴇʀꜱ ᴏꜰ Iʟʟ Oᴍᴇɴ
she can catch at least four enemies in its
radius. Otherwise, she begins by casting Bʟᴀᴄᴋ Pᴜᴅᴅɪɴɢ
blindness/deafness to blind any spellcaster The black pudding in the Wine Cellar
that she deems a large enough threat, (K63) has the ability to corrode weapons
followed by misty step to avoid the reach of and armor, hang from the ceiling, and Split
any melee attacker. when struck by slashing or lightning
damage. A Large black pudding retreats
If Ludmilla is alerted to the PCs’ presence when reduced to 34 hitpoints or fewer by
beforehand, she will begin by casting non-slashing, non-lightning damage; a
greater invisibility, and will stalk the PCs Medium pudding must be reduced to 16
until they are sufficiently close together for hitpoints or fewer; and a Small pudding
her to cast evard’s black tentacles. must be reduced to 8 hitpoints or fewer.