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Curse of Strahd: Reloaded

A Campaign Guide by /u/DragnaCarta


Chapter 11: The Werewolf Den
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Table of Contents
Chapter 11: The Werewolf Den
🌙 Strands of Fate - Hooks to the Werewolf Den
Running the Werewolves
Members of the Pack
Spreading the Curse
Removing the Curse
Areas of the Werewolf Den
Z1. Cave Mouth
Z2. Guard Post
Z3. Wolf Den
Z5. Deep Caves
Z7. Shrine of Mother Night
Dealing with Zuleika
Treasure
Special Events
Leader of the Pack
Development
Die Kinder
Skill Challenge: Escaping the Werewolf Pack

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Chapter 11: The Werewolf Den
🌙 Strands of Fate - Hooks to the Werewolf Den
Treasures of the Tarokka: If Madam Eva’s Tarokka reading suggested that one of the fated
treasures lies in Mother Night’s hoard, the PCs can find it here.

The Stolen Children: If the PCs are hunting for the missing Ilya Krezkov, or if they are trying
to rescue the two children that fled from St. Andral’s Orphanage, they can find them caged in
the cavern guarded by Zuleika.

Captive of Ravenloft. If the PCs have rescued Emil Toranescu from the dungeons beneath
Castle Ravenloft and agreed to aid him in vanquishing Kiril Stoyanovich, he can lead them
here upon his return.

Following the Trail. If the PCs successfully follow the wolf tracks left near Ezmerelda’s
wagon at Van Richten’s Tower, the trail ends shortly outside of the entrance to the Den.

Werewolves in the Mist. If the PCs take it upon themselves to rid the Barovian valley of the
werewolf scourge, or if they have been tasked by Madam Eva or a non-Barovia faction in
doing so, they can extract the location of the Den by interrogating members of the werewolf
pack after capturing one in a random encounter.

Running the Werewolves


As-written, lycanthropes are immune to nonmagical and non-silvered weapon damage.
However, a werewolf’s hide isn’t immune to injury. Instead, similar to Strahd’s Heart of Sorrow,
a werewolf rapidly regenerates any wounds that it sustains in an instant. The only exceptions
are wounds from magical, silvered, or environmental (e.g., falling or drowning damage) sources,
which do not regenerate.

Note that the challenge ratings of lycanthropes heavily depend on their immunity to most kinds
of weapon damage. If all or most of your PCs have reliable access to magical or silvered
weapon damage, treat werewolves as creatures of CR 1, rather than CR 3.

There are two kinds of lycanthropes:


● Inherited lycanthropes were born into their curse. They are either the offspring of an
infected lycanthrope or a direct descendant of a creature that first sustained the curse.
Inherited lycanthropes first transform at a young age, and can shift to their hybrid and
bestial forms at-will. Inherited lycanthropes remain in control of themselves at all times
except on the night of the full moon, when they lose themselves to their animalistic
instincts.
● Infected lycanthropes were bitten by another lycanthrope, which spread the curse to
their body and soul. They do not control their transformations and cannot assume the
form of a non-hybrid wolf, except after months of meditation and an acceptance of the
bloodlust of the beast within. Like inherited lycanthropes, infected lycanthropes are

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forcibly transformed into their hybrid state on the night of the full moon; in Barovia, an
infected lycanthrope’s transformation occurs every night other than the new moon.1

Members of the Pack


Kiril Stoyanovich, Emil and Zuleika Toranescu, Skennis, and Wensencia are natural-born,
inherited lycanthropes. Most other members of the pack are infected lycanthropes instead.2 The
Krezkov family in Krezk is comprised entirely of inherited lycanthropes (save for Baroness Anna
Krezkov, who married into the family and is human).

Spreading the Curse


If a PC is infected by the curse of lycanthropy, they gain the following features and traits when
the relevant prerequisites are met:

● Weapon Immunity. You gain immunity to slashing, piercing, and bludgeoning damage
from nonmagical, nonsilvered weapon attacks.
○ Prerequisite: Take slashing, piercing, or bludgeoning damage from a
nonmagical, nonsilvered weapon.
● Increased Strength. You gain a Strength of 15 if your score isn't already higher.
○ Prerequisite: Take a long rest.
● Keen Senses. You gain advantage on all Wisdom (Perception) checks that rely on smell
or hearing.
○ Prerequisite: Make a Perception or Investigation check.
● Werewolf Attributes. You use the statistics of a werewolf while transformed. Attack
and damage rolls for your natural weapons are based on your Strength.
○ Prerequisite: Transform into your hybrid form.
● Shapechanger. On nights of the full moon (or any night in Barovia except the new
moon), you are forcibly polymorphed into a wolf-humanoid hybrid. Any equipment you
are wearing or carrying isn’t transformed. You revert back to your true form when the
moon sets, or if you die.
○ Prerequisite: Exist on the Prime Material Plane during moonrise on the night of
the full moon (or on any night in Barovia except the new moon).
● Curse of the Werewolf. When you assume your hybrid form, you lose control of your
mind and body. During this time, you are unaware of your actions, and you lose the
capacity to create new memories. While transformed in this way, you are driven to hunt,
kill, and devour livestock, vulnerable humanoids, and wild game. When you regain
consciousness the next morning, unless somehow restrained or obstructed, you find
yourself 3d4 miles from your original location. While transformed, you do not gain the
benefits of a short or long rest.
○ Prerequisite: Transform into your hybrid form.

1 Modified from /u/StoneStrix, [Homebrew] Monster a Day BBEG Friday: Werewolf Alpha
2 /u/RexiconJesse, Steal My Idea: 3 Curses Your Players Won't Expect
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When the PC is first infected, do not tell them. Instead, privately tell them to add each feature
to their character sheet when the given prerequisite is met.

Ezmerelda d’Avenir and Rudolph van Richten can immediately recognize the danger of
lycanthropic infection if they see or are informed of a werewolf bite. Ezmerelda will advise the
party to restrain and muzzle the PC before moonrise to ensure their own safety and to test the
PC’s health. The party may use silk or hempen rope, which has 2 hit points and can be burst
with a DC 17 Strength check; or a metal chain, which has 10 hit points and can be burst with a
successful DC 20 Strength check.

If the PC is infected, they must make a single Strength check upon transforming in effort to snap
their restraints. If at any point a transformed werewolf’s muzzle is left free, it will immediately
make a Bite attack against any ropes or bonds within reach of its teeth.

A creature that fails to take a long rest in a 24-hour period must make a Constitution saving
throw when that period ends. The DC is 10 + 2 for each missed day of rest. On a failed saving
throw, a character suffers one level of Exhaustion.

Removing the Curse


An inherited lycanthrope such as Kiril, Zuleika, or the Krezkov family cannot be cured of their
condition by Remove Curse or similar magic. Only a Wish spell can do that.

An infected lycanthrope, however, can be cured of their condition using a simple Remove Curse
spell. If the target does so willingly, their lycanthropy is removed when the spell resolves.

If the target is unwilling (or if the target is transformed), the caster must make a melee spell
attack against the werewolf’s AC. On a hit, the werewolf’s lycanthropy is cured, removing its
damage immunities, keen senses, and natural weapons.

However, should that creature be bitten again, it can and often will choose to fail the
Constitution saving throw against the spread of the curse. Once re-infected, the cured creature
immediately regains its full infected lycanthropy, including the ability to transform into its hybrid
or wolf form at-will (if it has previously been able to do so).

Areas of the Werewolf Den


Z1. Cave Mouth
If the guards in area Z2 become suspicious of nearby activity, Aziana enters area Z1 to survey
the area immediately beyond the cave mouth. If she spots or smells a potential enemy nearby,
she returns to the guard post and whistles for the wolfpack in area Z3 to join her at the guard
post, then lies in wait for anyone to enter. Otherwise, she returns to area Z2, prepared for a
potential disturbance.

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Z2. Guard Post
If the guards here become aware of intruders nearby, they whistle for the wolfpack in area Z3 to
join them at the platform. The wolves divide into two groups, with one at the entrance to Z3 and
the other within the eastern entrance to Z4. The guards and werewolves attack any enemies
that enter the cave, but do not pursue them beyond area Z1.

The werewolves in areas Z3, Z5, and Z7 trust Aziana and Davanka to kill any intruders, and
remain in place even when alerted to combat.

Z3. Wolf Den


If the alarm is raised, Skennis remains here in human form. Should the PCs confront him,
Skennis taunts them about fearing “an old, feeble man” before spending an action to transform
into his hybrid form.

Z5. Deep Caves


If alerted to activity toward the cave entrance, Bianca and Wensencia hide Kellen in area Z7,
and then return extinguish the torches in this area, hiding behind the central pillar of this cavern.
They are joined by three wolves, which attempt to grapple and drag away any weaker melee
combatants. The werewolves and their companions surprise any PCs whose passive perception
is lower than their Dexterity (Stealth) check.

Z7. Shrine of Mother Night


One of the “empty “cages is occupied by Ilya Krezkov, the son of Baron Dmitri Krezkov. An
inherited lycanthrope, Ilya was captured by Kiril the night of his recent rampage and taken to the
Den to join the pack. Ilya is horrified at his lycanthropic nature, but the strength of his bloodline
has left Kiril impressed at his potential worth as a packmate. Ilya has steadfastly refused to
cooperate with the pack’s demands, however.

To this end, Kiril has ordered the other werewolves to starve him, leaving three rotting corpses
of children just beside his cage. The children abducted from the realms beyond Barovia, and
were killed by Kellen in one of Kiril’s regular deathmatches. Kiril believes that if Ilya is driven
mad by starvation, he will willingly partake of the childflesh beside his cage, and so allow his
mind to be subsumed by the wolf within.

Two of the children in the cages are Lazlo and Franz, two of the three boys who fled St. Andral’s
Orphanage for fear of Felix’s demon. (The third boy was devoured by wolves as he fled through
the woods.) If the alarm has been raised elsewhere in the cave, Kellen has been left alone in
one of the cages as well. The other children keep away from him, fearful of his true nature.

Zuleika is a werewolf with 90 hit points and 16 Wisdom. In addition, she is a 4th-level cleric of
Mother Night (+5 to hit, spell save DC 13) with the following spells prepared:
● Cantrips: Toll the Dead, Thaumaturgy, Light, Spare the Dying
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● 1st Level (4 Slots): Sanctuary, Inflict Wounds, Command
● 2nd Level (3 Slots): Spiritual Weapon (taking the form of a wolf wrought of moonlight),
Enhance Ability, Blindness/Deafness, Prayer of Healing

Dealing with Zuleika


When the PCs arrive at the shrine, Zuleika assumes that they have been sent by Mother Night
as an answer to her prayers. If the PCs demand the release of the children in the cages, Zuleika
agrees to do so - but only if the party first journeys to Castle Ravenloft and releases her mate,
Emil, before returning him safely to her. If the PCs accept her deal, Zuleika promises to use her
light cantrip on one of the teeth of the cave to signal when Kiril is out hunting. If the PCs refuse
her bargain, she casts Spiritual Weapon, and threatens to kill the children herself if they do not
comply.

If the PCs confirm that Emil is truly dead, either by their hand or Strahd’s, Zuleika might still let
the prisoners go if they kill Kiril Stoyanovich when he returns from his latest hunt.

If the PCs attack Zuleika or move to free the children from their cages, Zuleika attacks, using
her bonus action each turn to attempt to kill one of the human children using her Spiritual
Weapon. If her concentration is disrupted, Zuleika discards her plan and enters combat in full,
casting Blindness/Deafness on the most dangerous PC before attacking a more vulnerable
target.

In combat, Zuleika begins by casting Sanctuary, and then immediately transforms into her
hybrid form. In combat, she uses Command to prevent the PCs from freeing the children in the
cages, and attacks using Inflict Wounds at 2nd-level (if any slots are available). Once she has
exhausted her supply of spell slots, she continues to attack using her Claw and Bite attacks.
Zuleika fights to the death.

If the PCs slay Zuleika, she curses them with her dying breath, condemning them to suffering
should they steal from Mother Night. She then spits her gratitude that the monstrous Kiril will kill
them when he returns, even as his cruelty has destroyed her.

Treasure
A creature that takes treasure from Mother Night’s hoard falls under the Curse of the White
Wolf. Should that character fall below half of their maximum hit points in combat, a single white-
furred wolf appears in the distance, locking eyes with the cursed character. The wolf is not
visible or detectable by any other character, except through the use of Truesight. If the
character is healed above this threshold, the wolf retreats, and soon vanishes into its
surroundings.

As the cursed creature approaches death, the wolf gets even closer. As it approaches, it shows
more noticeable signs of hunger. It begins salivating, its eyes becoming wild as it pants even

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harder. If the cursed creature attempts to attack the wolf, it retreats, maintaining its distance, but
without vanishing from sight.

If the cursed creature is reduced to zero hit points, the white wolf becomes visible to all other
creatures and rolls initiative. On its turn, it attempts to use its Bite attack action on the victim to
tear out their throat, dealing a critical hit and inflicting two automatic failed death saving throws
on a hit. If the wolf is killed before its target dies, it returns the next time the cursed creature is
reduced to half its hit points.3 If the target dies (due to the wolf’s attack or a failed saving throw
while the wolf is nearby), the wolf spends its action on its next turn devouring the character’s
corpse, equipment and all. It then vanishes into silver mist.

If the PCs entreat with Zuleika and fulfill one or more bargains with her, she solemnly informs
them of the curse upon Mother Night’s hoard should they request one of the artifacts foretold by
Madam Eva’s Tarokka reading. She is incapable of interceding on their behalf, however.

Special Events
Leader of the Pack
The first time the PCs linger in the Werewolf Den for one hour or more, Kiril and his pack return
to the cave, fresh from their latest hunt, and proceed to assault the party as-written. Kiril is a
werewolf alpha with the following statblock:4

3 /u/MandyMod, Fleshing Out Curse of Strahd: Running Werewolves and Lycanthropes in Game.
4 /u/MandyMod, Fleshing Out Curse of Strahd: Running Werewolves and Lycanthropes in Game.
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Development
If the PCs successfully rescue Emil Toranescu, another werewolf alpha, from Castle Ravenloft,
Emil is determined to kill his rival and become the new leader of the pack. The next time Kiril
returns to the Den, Emil challenges him to single combat for control of the pack. With the aid of
a surreptitious casting of Enhance Ability on Zuleika’s part, Emil successfully defeats Kiril and
drowns him beneath the waters of Area Z4, the underground spring. If Zuleika is not present,
and the characters do not intervene on Emil’s behalf, Kiril wins a narrow victory, and directs his
pack to kill the party shortly thereafter.

Die Kinder
If the PCs defeat Zuleika and get the children away from the den while Kiril is still alive, Kiril
reassembles his hunting party and pursues the party relentlessly by tracking their scent and
following the cries of the children. As the PCs make their way away from the Den, the sky
darkens, and a storm begins to brew overhead.

If the PCs successfully quiet the children as-written, Kiril is unable to track them, and turns to
pursue vengeance against the party instead. While Kiril is hunting the PCs, wilderness random
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encounters occur on a roll of 15 or above for each 30 minutes that the party spends in the
wilderness, and each encounter has a 50% chance of being an encounter with Kiril and his pack
of six werewolves and nine wolves.

If the PCs fail to quiet or calm the rescued children as they travel, the werewolf pack catches up
with them as the party approaches the gates of Vallaki or Krezk. All the werewolves arrive in
wolf form. When this occurs, run the following skill challenge:

Skill Challenge: Escaping the Werewolf Pack


In this skill challenge, the PCs must evade the werewolves and make it safely to the gates of
Vallaki or Krezk without losing any of their wards. See here for more information on how to run
skill challenges.

The PCs must accrue three successes before three failures. If the PCs pass this challenge, they
safely enter the gates of civilization and leave the pack behind. The third time the PCs fail a
check, the pack surrounds them, and combat begins. In combat, the werewolves work to detain
and kill the PCs while the wolves drag the crying children away into the surrounding forest.

During the skill challenge, the PCs face the following obstacles.

Flash Flood. The storm overhead releases a sudden downpour of rain. The road beneath the
PCs’ boots becomes muddy and slippery as the party is near-blinded by the deluge of rain
around them. Each PC must make a DC 14 Dexterity saving throw. The party accrues one
failure if at least half of the PCs fail the save.

Lightning Strike. Lightning flashes overhead, hitting and splintering a tall oak tree that
threatens to crush the PCs beneath its weight. The PCs must find some way of moving or
evading the trunk. Potential skills include Acrobatics to evade the trunk (DC 15 - Medium),
Athletics to lift or deflect it (DC 18 - Hard), Perception to spot a safe place to stand (DC 15 -
Medium), or Investigation to predict where the tree will fall (DC 12 - Easy).

Branching Path. The PCs arrive at a place where the path splits, with the main road taking a
long detour around a wooded hill. A small, but rugged footpath climbs the crags of the hill. If the
PCs choose to stay on the main road, they automatically gain one failure. If the PCs take the
footpath, one member of the party must make a Survival Check (DC 15 - Medium) to safely
climb and navigate the path, gaining one success or failure as appropriate.

Injured Child. A branch thrown into the air by the harsh winds whips past the PCs, injuring one
of the children. The child collapses on the ground, sobbing. The PCs might make a Persuasion
or Intimidation check to convince the child to continue running (DC 12 - Easy), make a Medicine
check to quickly dress the child’s wound (DC 15 - Medium), or make an Athletics check to carry
the child forward (DC 15 - Medium).

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Rocky Gorge. The PCs notice a pair of werewolves peel off from the rest of the pack as they
enter a small, rocky gorge, running along the unstable top as the road meanders below. The
werewolves clearly intend to entrap the PCs where the road emerges on the other side. The
PCs can gauge the werewolves’ timing by using Insight (DC 15 - Medium), use Athletics to
create a rockslide by toppling one of the large boulders supporting the gorge’s walls (DC 18 -
Hard), or use Perception or Investigation to find a weak spot in the gorge’s walls that an attack
can collapse (DC 15 - Medium).

Lupine Aggression. Three wolves leap from the underbrush, attempting to shove several PCs
prone. Those three PCs must make a DC 11 Strength saving throw, taking 2d4 + 2 piercing
damage from the wolves’ bites on a failure. If two or more PCs fail their saves, the party accrues
an additional failure.

Hungry Wolves. A werewolf leaps forward, taking hold of a child’s arm between its jaws. The
child must make a DC 11 Constitution saving throw, or be infected with lycanthropy. The party
can tug the child free by prying the werewolf’s jaws open using an Athletics check (DC 15 -
Medium), locating and attacking a weak point in the werewolf’s anatomy using a Nature or
Animal Handling check (DC 18 - Hard), or shocking the werewolf with a sudden attack and
making an Intimidation or Performance check (DC 15 - Medium).

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