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[Adventure] 2021 Dungeon Masters Guild

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Published by Sanguinetti, 2022-07-03 03:20:45

One Night Strahd

[Adventure] 2021 Dungeon Masters Guild

OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE TREASURY

SCENES In the center of the drifts of minted metal, a 30-foot
tall obelisk hovers in shadow. Its squat bulk is 20
Below are the narrative components used by the feet on a side. Facing you is a single door embedded
encounter flow. Where possible, each notes down in its surface. As you watch, a red glow blossoms
the probable next vignettes. LOOT, MONSTERS, and above the door until the entire room is illuminated.
CONDITIONS are bolded in this section. Content The false stars above you are barely visible now, and
intended to be read aloud verbatim is italicized. you have the uncomfortable sense that this machine
is watching you.
TAHRE ENA
The players have two turns to position or buff
Upon arriving, read: their characters. If they move close to examine the
The Treasury of Castle Ravenloft was once a obelisk, read the FRONT DOOR paragraph below; if
vault with the wealth of a realm, amassed over they attack, combat starts immediately.
Baron von Zarovich’s countless centuries of rule. It
is still this, but with no need for money in Barovia’s FRONT DOOR
current state, the wealth of ages lies in immense
piles of coins and gems, untouched and curiously F LAT ADAMANTINE PANELS form a door
free of dust. An enormous octagonal room, the that sits flush with the surface of the obelisk.
Treasury is 400 feet across, with an 80-foot high It appears as if you’ll need to get inside to shut this
vaulted and overly-buttressed gothic ceiling, as one monster down, but it is not clear how the door
might expect in this particular castle. Above, an opens—just that it won’t open for you. You’ll need
alien starscape whirls silently. Along the sides of to break in or figure out some other way to get in.
the room are a few wooden workbenches, old but
surprisingly sturdy, as they have been hidden from TRAPDOOR
the damp and dank.
A SIMPLE SQUARE TRAPDOOR is set into
If the players investigate the workbenches, the top of the obelisk. There is a round door
read: pull that should allow you to pull it open, but it is
These heavy workbenches have no tools upon them, predictably locked. You’ll still either need to apply
but show the deep gouges and scratches of the table violence or wits to get in, but at least the cannons
of a well-seasoned craftsman. One can only imagine can’t reach you here.
what strange wonders may have been wrought here,
far away from prying eyes—and for that matter, WITHIN
who was here making them.
IF THE CHARACTERS bust in by inflicting more
After about 5 minutes of investigating the massive than 200 points of damage to the one of the
amount of coinage, or if they start making their way doors or walls, read:
deeper into the room, read:

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THE TREASURY

You’ve made it in. The cannons can’t reach you If the DEATH KISS notices the character(s)
inside the structure, but the five orbs floating enter, read:
towards you out of the darkness of the interior cut The floating, betentacled orb turns towards you,
your sightseeing short. revealing a single bleary, red eye.

Five GAS SPORES float towards the character(s) Have the players make an Intelligence (Arcana)
who opened an entrance. They attack immediately check: a successful DC 15 check reveals that this
and remain in initiative order at this turn. is a death kiss, a kind of beholderkin that unlike
its many-eyed brethren has eight tentacles that it
If the party enters the Fortress by stealth (such as uses to drain the blood of its prey with electrical
turning into a gas and filtering in through the arrow impulses. Whether this check passes or fails, once
slots, or via teleportation), or after the gas spore the DEATH KISS is aware of characters’ presence
attack resolves, read: in the Fortress, it will try to identify itself, first in
The interior of the fortress is split into two levels— Deep Speech, then in Undercommon if there is no
an upper level, which has a walkway around to the response. If a character understands and responds
various arrow slits, and a lower level, which is… to it, the DEATH KISS will very quickly inform the
occupied. character that it was created and bound against its
will to this item to defend the treasury.
The backbone of the interior encounter is the
DEATH KISS that serves as the heart of the Fortress. If players try to free the DEATH KISS,
If the character entered stealthily through the arrow
slits on the upper level of the Fortress, have the PROCEED TO:
player make a Dexterity (Stealth) check: a result Break-Out Attempt
of 5 or higher means the gas spores do not notice
the character, and a result of 11 or higher means If players opt to kill the DEATH KISS, the
that the death kiss does not notice the character. If magic circle deactivates and the beholderkin’s
the gas spores become aware of the character, they eye becomes a solid garnet orb as the magical
immediately attack. If the DEATH KISS notices the compulsions drive it to unrelenting hostility.
character, see below. It has 100 hit points instead of the normal total
for a death kiss, but otherwise fights in the
Continue reading: standard manner.
A fleshy, dusty pink orb floats in the center of
the first floor of the fortress, inside a glowing ABRTETAKE-MOUPTT
circle of runes which gives off enough light to
dimly illuminate the interior of the fortress. The T HE DEATH KISS will attempt to bargain with
orb appears to be wearing a crown, which bears the party to be released, but warns them that
runes similar to the ones etched into the floor. One if it stops actively trying to kill the intruders (which
tentacle holds a box made of metal and crystal in may also involve lashing out at them with tentacles
front of its center of mass, and small glowing images if they come close) or if it tries to leave the binding
can be seen displayed on it. Six more tentacles
appear to wave around in seemingly random
patterns, but with two tentacles each pointed at the
left, right, and rear of its mass. One final tentacle
appears stuck to a large floating crystal, and small
electrical pulses spark off if it. This, too, bears runes
similar to those on the crown and on the floor.

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circle, the gem above it will explode, killing it ELNODO& T
instantly. It tells the party that if they can free it,
then it will be able to leave the Fortress and will aid FORTRESS
the party on their journey. The DEATH KISS knows
nothing of the Vampire Lord of Barovia or of the THE FORTRESS IS RENDERED inoperable by
outside world, aside from the fact that it was born the destruction of the core apparatus, whether
of the horrible dreams of all the vampires left in this that’s breaking the crystal or killing the DEATH
realm. It also knows it does not have a name, and KISS. Characters can salvage components, but unless
will allow the players to refer to it however they someone makes a successful DC 25 Intelligence (tinker’s
wish. If the DEATH KISS is unable to communicate tools) check, the cannons are permanently offline. This
via language, it will attempt to make the gist of the check cannot be retried. If a player manages to finagle
above known via gestures, which can be understood a cannon out, it only has ammo for four shots and
with a successful DC 15 Wisdom (Insight) check. requires a Strength score of 18 to carry and fire.
Only one cannon can be extracted successfully.
Freeing the DEATH KISS will require teamwork.
The following conditions must be met in quick DEATH KISS
succession.
If the characters successfully disarm the magic circle
1. The binding runes of the circle must be broken. and destroy the crystal, the death kiss will glow brightly
and, in a burst of sparkles, transform into a GAZER
2. The anchoring crystal must be destroyed. with the special ability to summon five gas spores
once per day. It then chooses a character and becomes
The binding runes may be rendered inert with a their familiar, per the find familiar spell, eating that
dispel magic spell or defacing them by using any character’s existing familiar if they have one.
item capable of damaging adamantine. The crystal,
however, is a more difficult nut to crack: it has CORE REWARDS
200 hit points, is immune to lightning, poison, and
psychic damage, and will explode three rounds after • This group can take a long rest.
it first takes damage if it is not destroyed first. It
has an AC of 10 and automatically fails all saving • A small treasure chest is visible within the crystal,
throws. If the party does not destroy the crystal and becomes available once it is shattered. It
before it explodes, the DEATH KISS sheds a single, contains THE BULWARK OF ARGYNVOST (see
bloody tear as it is obliterated. This does no damage ITEMS) and four POTIONS
to the party. OF SUPERIOR HEALING.

PROCEED TO: For every time that the lair action result of 1 was
End & Loot rolled, the characters will find one gemstone suitable
for use with the chromatic orb or revivify spell among
the piles of money. Characters may also take as much
money as they can carry, though it will generally not
help them in Barovia.

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THE BLACK LAGOON
TABLE OF CONTENTS

SUMMARY............................................ 452 INTRO: THE HEDRA.......................... 460
PREPARATIONS............................... 452 TIME TO LEAVE................................ 460
DENIZENS....................................... 453 A LONG WAY DOWN.......................... 460
KEY LOOT........................................ 453 HIPPITY HOPPITY, GET OFF MY
TONE & TYPE................................... 453 PROPERTY...................................... 461
RING THE LOW BELL....................... 462
SPECIAL RULES................................... 453
DEATH AND INCAPACITATION........... 453 COMBAT SCENES................................. 462
RETREAT......................................... 453 CHAOS INCARNATE.......................... 462
WILD MAGIC..................................... 454 SLIM TO NONE................................. 462
YOU SHOULD GO.............................. 462
PHASE GHOST...................................... 454 CRUEL FIRE..................................... 463
OMU..................................................... 454 APOTHEOSIS................................... 463
CORE ENCOUNTER FLOW..................... 455
MAP...................................................... 456 OUTRO SCENES................................... 463
COMBAT FLOW..................................... 457 PARTY WIPED OUT........................... 463
OMU DEFEATED............................... 463
DEBTMONGER OMU.......................... 458 PARTY RETREATED.......................... 464
LORD OF CHAOS.............................. 459 END & LOOT..................................... 464
SCENES............................................... 460

SUMMARY low probability of triggering this event, it’s also an
easter egg for those who reach it, shining a little
T HIS IS AN OPTIONAL BOSS BATTLE light on some of the other characters and parts of
with everyone’s favorite lord of lily pads, the adventure.
Debtmonger Omu. This is a quick peek into his
true form and what he does in his spare time— P R E PA R AT I O N S
namely, collect things and make weapons. Players
are given several chances to bail, each with varying The following points are the minimum concepts and
rewards for doing so. Direct confrontation with prep that a GM needs to run this encounter. While
Omu is almost certain death—almost. Given the we recommend a detailed reading of the entire
encounter, if you’ve got to rush or you plan to wing
it, here’s what we think you need to do:

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THE BLACK LAGOON

1. Print and review Omu, Slaad-Lord, found in RSPUELCEISAL
MONSTERS.
DEATH AND
2. Review Special Rules, then print and review I N C A PA C I TAT I O N
Phase Ghost, found in MONSTERS.

3. Review the ENCOUNTER FLOW and
COMBAT FLOW diagrams, noting the combat
scene triggers.

4. Review the encounter as a whole, with an eye
towards pacing.

Unlike most combat flows for encounters Unlike other combat encounters in ONS, players
elsewhere, this optional boss fight is scripted to be that are defeated during the fight with OMU do
extremely deadly. not reincarnate and rejoin the fray. Instead, when
a character reaches zero hit points, is stunned,
DENIZENS or otherwise incapacitated, they manifest as a
PHASE GHOST. These blue jittering afterimages
DEBTMONGER OMU: MYTHIC DEATH SLAAD aren’t spirits at all: instead, they’re the physical
OCCASIONAL CHAOS FROGS manifestation of the dwindling number of timelines
where that character survives the fight.
TONE & TYPE
This PHASE GHOST is under the control of the
This fight takes the JRPG approach of “if you player whose character is dead or incapacitated.
unlock a bonus dungeon, expect it to be much As it represents the consciousness of their character,
harder than the base content in the game.” it requires no additional actions to control. It acts
Commonly called superbosses, these fights are on the initiative of the original character. PHASE
designed to test end-to-end system knowledge in a GHOSTS cannot be killed.
way that often doesn’t make sense to include in the
game’s core path. If all players are controlling PHASE GHOSTS at
any time, the fight ends with PARTY WIPED OUT.
LOOT This lets players stay engaged while still providing
a loss condition. The flavor also plays to the theme
If characters retreated: the promise of aid of OMU as both a force of chaos and a master of
during THE ECLIPSE. probabilities.

If Omu is bargained with: safer passage through R E T R E AT
THIS PLACE IS TRYING TO KILL YOU, a copy of
the ORIGINAL MANGA ADAPTATION OF CURSE OF Until OMU’s mythic transformation, he will let
STRAHD, the promise of aid during THE ECLIPSE, players retreat at any time—assuming they swear an
explicit knowledge of any one encounter in ACT II. arcane oath to leave him alone, that is. Once players
commit to leaving, the decision is magically binding
If Omu is defeated: safer passage through THIS and can’t be reversed. Characters killed and reduced
PLACE IS TRYING TO KILL YOU, a BELT OF HILL to PHASE GHOSTS return to life with 1 hit point.
GIANT STRENGTH, GAUNTLETS OF OGRE POWER
and the HAMMER OF THUNDERBOLTS.

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WILD MAGIC PGHHAOSEST

OMU’s abode inside the black pyramid is a mental
construct, knitted from chaos matter from Limbo
and the Slaad-Lord’s intent. It’s unstable on a good

day, and the entire space is a Wild Magic zone. For

the exact details of how this functions, refer to What May Yet Be
Omu’s Lair Effects section in his MONSTERS entry.

PHASE GHOSTS replace the reincarnation
mechanism for this fight. Narratively, they represent
the ever-vanishing chances of a downed character’s
survival given physical form. From a mechanical
perspective, this makes it possible to run a more
traditionally lethal boss fight centered on action
economy without compromising player agency.
Printing three or four copies of the PHASE GHOST
statistics from the MONSTERS section is strongly
recommended.

OMU

Mythic Death Slaad

The mighty Slaad-Lord awaits in his lily pad lair. He
is a genial but private creature, and will eventually
resort to force if players do not leave when asked.
Until that point, he’ll answer any basic questions
players might still have about the adventure,
especially if they’re unsure of who Gertruda is or
what role she plays.

His statistics can be found in the MONSTERS
section, along with the pertinent lair effects.

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CORE ENCOUNTER FLOW

START
Read:

INTRO: THE HEDRA

NO Bailed? YES

Read: Read:
A LONG WAY DOWN TIME TO
Then HIPPITY HOPPITY, GET LEAVE
OFF MY PROPERTY

Retreated? YES

NO Read:
PARTY
Read: YES
RING THE RETREATED
LOW BELL
Go to:
Retreated? COMBAT FLOW

NO for OMU

Review the
SPECIAL RULES

section

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COMBAT FLOW

PRE The following is an example of a combat flow, with each part explained.

NAME
Titles

Precombat preparations can be found here, under PRE, along with the relevant lair actions
if they are not varied.

1 M: This holds a movement plan.
M: Move.
A: This covers the suggested action for the first
turn, denoted by the 1 to the left.

B: This lists the bonus action to be used, if any.

R: This holds a suggested reaction.

Legendary actions will be described in red at the
bottom, generally in order of use with causes.

2

As above, for the second turn. Markers may be
used in the timeline to the left as a way to show
other events.

This feature is not used in this encounter.

R: Reaction.

3

As above, for the third turn, and as a suggestion for turns beyond that.

This is denoted by the dotted arrow leading off page.

This arrow will be solid if a second page is provided.

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PRE Omu

Debtmonger, Curio Consignor

The first time Phase Ghost is spawned, read SLIM TO NONE.
Omu starts combat after his contingency casts blur.
If Omu's Mythic Transformation triggers, start the LORD OF CHAOS combat flow.

1 M: Close with nearest character.
A: After closing, read CHAOS INCARNATE, then
use Snowcrash targeting the largest grouping of
characters. Finally, attack if possible or bubble.

Maul Gate, Attack if possible or Move, Attack.

2 M: Close with largest group.
Read YOU SHOULD GO, asking players to leave.
Snowcrash targeting the square at Omu's feet,
then attack.

Attack if possible or Move, Attack, Attack.

3 M: Pull back to cover behind a
Read CRUEL FIRE. Cast delayed blast fireball, pillar.
targeting the largest group. Hold concentration.

Bubble, Bubble, Bubble.

IF
If Omu has a chance to catch more than three characters or a character tries to touch the
delayed blast fireball, he'll drop concentration, switch to the behavior for round 6.

4 M: Move into water. Dive to
Bubble, Bubble, Bubble. Hold concentration. bottom.
Bubble, Bubble, Bubble.

5 M: Reposition towards delayed
Dash to delayed blast fireball if needed, then touch blast fireball.
it. Use a legendary resistance to toss the ball and M: Close to nearest character,
retarget it. If dash was not necessary, invisibility. preferring swim speed.
Move, Move, Attack.

6
A: Attack if possible or invisibility.
Attack if possible or Move, Attack, Attack.

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Lord of Chaos

Death of Nations, Doom of Tyrants

PRE

Due to his mythic transformation, Omu starts his flow with mirror image in effect.
As part of his mythic transformation, read APOTHEOSIS.

1 M: Retrieve maul, close with
A: Snowcrash, preferring backline targets. caster.
If maul can be retrieved, attack, otherwise
use bubble.

R: Hold for counterspell.

Maul Gate if needed or Nothing Personal,
Nothing Personal, Nothing Personal, targeting
casters.

2 M: Fly 40 feet up.
A: Cast fly.

R: Hold for counterspell.

Anarchic Acid, targeting lawful or caster
characters, Nothing Personal, Nothing Personal.

3 M: Maintain at least 30 feet of
Snowcrash if available, or bubble twice, then distance.
move and bubble.

R: Hold for counterspell.

Nothing Personal unless Anarchic Acid is
available, then Nothing Personal or Maul Gate
if needed, finally Nothing Personal.

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SCENES TIME TO LEAVE

Below are the narrative components used by the NO. NOPE. Strange pyramids floating in pools
encounter flow. Where possible, each notes down are not in your job description. Maybe swinging
the probable next vignettes. LOOT, MONSTERS, and back through after the vampire problem is solved
CONDITIONS are bolded in this section. Content is in the cards, but that’s a big “if.” As you turn to
intended to be read aloud verbatim is italicized. leave, you feel the bag of beans shake.

HEDRINTRO: THE A If the players open the BAG OF BEANS, read:
There is a slip of parchment rolled up amongst
A LL CHILDREN ARE TOLD STORIES about your remaining beans you know had not been
the fool who plants magic beans and is taken there before. Opening it reveals a note written in a
to a magical kingdom on the beanstalk that grows strange looping hand—legible enough, but the eye
from them. Unfortunately, the original fairy tales slides away from it. It reads: “Thank you for finding
are much darker, and it’s no different here in the my house keys! I was having a picnic with Gertruda
remains of Barovia. As soon as the last bit of soil and could not recall where I set them down. I need
covers the bean, the ground begins to rumble and a little bit of time to tidy up before anyone comes
shake and pull away at an alarming pace, leaving to visit—if you come knocking again when you can
only a tarry black liquid. A walkway of great look at the Sun and the Sun looks back, I’ll be a lot
iron lily pads unfolds for you, leading to a single more hospitable!”
immense white lotus, which blooms in turn into an
obsidian tetrahedron. Its outline is visible only as an The players will gain the ability to call upon OMU
absence of light. You could swear you’ve seen those in his true form to help during their fights in ACT
lily pads somewhere before. Do you really have time III, as long as they still have beans left to plant.
to deviate from your quest? And if you do… are you Refer to the RAINBOWLESS CONNECTION event
prepared for the consequences? under EVENTS.

PROCEED TO:
End & Loot

Players are given the choice to bail or proceed. WA LAOYNDGOWN
If they bail,

PROCEED TO:
Time to Leave

If they continue inward, A S YOU PROCEED TO THE PYRAMID, a sharp
blue light issues from a triangular doorway
PROCEED TO: otherwise unobservable against its vantablack
A Long Way Down surface. Within, a stairway leads downward, each
step barely lit by wandering lines of that same

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bluish light. Time loses meaning as you proceed HGPIRPEPTOITYOPHFEOFRPPMTITYYY,
down the steps. After a moment or a decade, you
begin to see sturdy backlit glass panes set into the THE HUMID ENVIRON gives way to clammy
walls.They display strange dioramas and other tomb air as you descend, and something
pieces of art, each more unusual than the last. Their like the sound of a distant hurricane teases your
presence lingers in your mind as you continue ever ears. As you finally reach the end of the stairs,
downward. you see before you a well-lit room with two large
rectangular pools at the sides. They seem to be the
If players ask to identify these, have them roll an source of both the humidity and the windy noise,
Intelligence (History) check. It cannot be repeated. despite being perfectly calm on the surface. Ten
black columns stretch alongside them, all veined
On a result of 10 or higher, read: in a familiar blue light that stretches up and over
You recall a tapestry featuring a battle between the ceiling. As you follow them deeper into the
frog-like creatures, the image of a strange green room, you lay eyes on one comfy and very familiar
humanoid titled “C1,” and a board staged with frogman seated upon a toadstool, reading a book.
colorful figurines. Behind it lies a magical box Omu looks up at you over the edge of his page.
projecting various scenes of adventure with “You shouldn’t have come here, you know. The
interjections from a strange, thin, black-clad Dark Powers? Well, they don’t like it when guests
human man. start deviating from the story. It never ends well.
Come back some other time.”
On a result of 20 or higher, read:
As you strain your mind, you recall with perfect The players once again have a chance to leave
clarity a tapestry depicting a battle between frog- without consequence.
like creatures. Hanging next to it was a small plaque
that read “War of the Frogs - Kawanabe Kyosai.” PROCEED TO:
A thin brown booklet also comes to mind, one Party Bailed
with an image of a strange green humanoid titled
“C1” in the section called “The Hidden Shrine UNDER
of Tamoachan.” You remember a grid-marked
board staged with colorful figurines. Behind it End & Loot
was a magical box that projected various scenes
of adventure, with interjections from a strange, If the players do not leave after a little gentle
thin, black-clad human man. There was also a small prodding,
hollow rectangle set up near the box. It bore the
words “DragonStrike.” PROCEED TO:
Ring The Low Bell
PROCEED TO:
Hippity Hoppity,
Get Off My Property

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RLOINWG BTEHLEL has never died in Barovia, and if he does, he’ll be
soulbound to it. While he enjoys the time he spends
with Gertruda, he knows that dying here will make
it all but impossible to return home, and he would
prefer to avoid that.

D ESPITE HIS INSISTENCE you leave, you SCOCMEBNAETS
yet linger in Omu’s sanctum. A ripple breaks
over Omu’s face, and rolls down him, then off and CHAOS INCARNATE
through the stone. At once, the illusion he wore
when you first met drops, and you see Omu in his “Chaos,” Omu says calmly as he raises his hammer,
true form: skin pale and grey and craggy and spiked, “is not stupid.” Cyan light starts to pulse in
with blind milky eyes set above a too-large maw. fractal patterns. As he throws it, he continues
One webbed claw scrapes the floor as he sets his just as evenly, “Chaos contains regions of order.
book aside, and you catch the gleam of a golden Order is one of the many consorts of chaos.” The
ogre face screaming around his wrist. A braided belt hammer cracks the air, slams home, and a stunning
encircles his blubbery torso like a bandolier, and tied shockwave eats up the world. “Chaos loves order,”
to it, almost as tall as Omu himself, is a horrifying the titanic Slaad-Lord finishes.
maul limned with that same unnatural blue. As he
raises the weapon above him, his belt and gauntlets SLIM TO NONE
pick up the same cerulean glow.
In Gertruda’s voice, as though she is narrating
“I simply must ask you to leave!” as the DM:
You look down at your body, caught in the crystal
Roll initiative and refer to the COMBAT FLOW for chaos of the hammerwake. Deadlocked. I’m not
DEBTMONGER OMU. As combat begins, Omu’s helping you here, darlings. I’ll see you when you’re
contingency will trigger. This casts blur as noted in done playing around. For now, you hang in the air, a
the COMBAT FLOW. Players should be encouraged glittering echo of what should’ve been.
to position their characters as far apart as possible.
Omu does not attack until two rounds have passed YOU SHOULD GO
or he takes 25 or more damage. During this time,
he attempts to persuade players to leave as Bubbles “I believe I have demonstrated both, mm, capability
spawn. This damage is not tracked against his hit and good faith,” Omu drawls. He seems more
points and he does not lose concentration on blur. sardonic than angry, but he watches you keenly as
He responds to wall of force or similar effects by he strides towards you. The Slaad-Lord rests his
using his Bubble ability constantly, drowning players hammer on the ground and tilts his head, asking,
in horrible random effects. “Are we done yet? I’d like to get back to my book.”

While in his first form, Omu will continue politely
asking the party to leave, plying them with offers
of aid if they’ll just go back to their quest. If the
players continue to fight, they will eventually trigger
Omu’s apotheosis into a mythic white slaad. At this
point, Omu is no longer actively interested in parley
as the party represents a very real threat to him: he

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If players don’t leave, read: You wake up slowly. The Fortune Teller shakes
He sighs and drives his maul into the ground at his her head in frustration, grinning despite herself as
feet. Chaos and intent pours out in a pulse of static she fades.
and pain. “I see,” the frogman murmurs, all gravelly
sangfroid. If the entire party wipes, they find themselves sitting
on a single huge lotus leaf which lays in the sticky
CRUEL FIRE but drying remains of the tarry lake. Whichever
player had the BAG OF BEANS feels it jiggle, and
“I am not my simpler kin,” Omu murmurs, not the copy of The Curse of Strahd: Original Manga
unkindly. His huge inhuman eyes glitter with Adaptation and a note appear within it.
amusement. Then he gestures and a bead of pale
fire hovers above you. It’s a seed of chaos, slowly The note reads:
growing. The Debtmonger asks, “So, you’re still in “I appreciate the exercise, but you simply must
my house. Do you have a plan? Can I convince you leave your poor manners for dealing with the
to just leave?” He appears genuinely curious. vampires, not your friends! But fret not, you may
still count on my aid to get you through the worst
APOTHEOSIS of Castle Ravenloft! Now that you know me as I am,
when the Sun looms and looks and looks and looms,
The strings of the world hum as Omu shrugs off you need merely ring my sanctum bell and I will
the blow and rises into the air. “Fine. This is my happily make an appearance.”
truth,” a towering voice growls. Blastwaves of
static rot the color out of the world; all through it PROCEED TO:
is that poisonous cherenkov blue, and everything End & Loot
gleams white in its wake. “I am Omu. The glitch.
The rot at the root. I am the death of nations, the OMU DEFEATED
end of tyrants. I am the debt come due,” says the
lean colorless giant as they set a delicate foot on As you strike the final blow, there is a low deep
the cracking stone. They continue thoughtfully as rolling tone, the sounding of a great strange bell.
they gesture their hammer to their side, “Law is not Below you, some massive thing begins to move. As
good. Law is not kind. It cannot be. I am choice.” Omu slumps to the ground, he smirks at you as only
a frog can. “Be seeing you, citizen,” the Slaad-Lord
SOCUTERNOES growls as he fades like ink on a burning page.

PARTY WIPED OUT His gear clatters to the ground. You’ve bare
moments to grab it before the glittering oil starts to
The hammer comes down. The world goes black. rise. As you run, you hear the bell toll again. Again.
You died. Again. The lily pads are gone. There’s no exit.
As you drown slowly in the tar, you see it form a
towering obsidian figure. Omu.

Players get the BELT OF HILL GIANT STRENGTH,
the GAUNTLETS OF OGRE POWER, and the
HAMMER OF THUNDERBOLTS. The party now has
access to one of the only remaining item sets in this

463

OPTIOoNn eAnLi gEh Nt sCtOr aUh dNTERS
THE BLACK LAGOON

edition of Dungeons & Dragons. While not severely Adaptation, and can be found in ITEMS.
unbalancing, it will bear a few minutes talking with As the door closes, you see Omu silhouetted in
the party and explaining what they do. Players are the blue glow. He fades to just charcoal outlines as
able to split the set up amongst different characters, the space begins to fold up behind you. You think
of course, but the set bonus only works if they’re all perhaps he tips his hat.
attuned on one character.
PROCEED TO:
Omu no longer helps this party. This is notated End & Loot
in all the various places where Omu shows up
beyond this, but aside from scripted sequences he ELNODO&T
will no longer offer aid to this party. Should they
try to summon him, read the RAINBOWLESS PLAYERS GENERALLY LEAVE with The
CONNECTION event for what happens. Curse of Strahd: Original Manga Adaptation,
detailed in Items, unless they left before
Read the following in Omu’s voice, as though encountering Omu. Alternatively, they’ll acquire
he is narrating as the DM: his gear if they defeat him, as detailed in the OMU
You roll over. You cough up tar. You are ungrateful DEFEATED section above. After this encounter, if
in your whimpering terror. Slowly, you pull a bean from the BAG OF BEANS is planted at any
yourselves up. It was not a dream. One of you time during ACT III, Omu will show up per the
clutches my maul close. Let us see what use you put RAINBOWLESS CONNECTION event—what he
it to. I will be watching. Be seeing you. does depends on whether the party bargained with
him or defeated him.
PROCEED TO:
End & Loot Finally, the characters gain the benefits of a short
rest, and then return to the normal encounter flow
PARTY RETREATED for either ACT I or ACT II, depending on when they
got here. They may opt to return to an encounter
“Ah, yes, well, good of you to come, good of you to that they were in when they triggered this
go,” the Slaad-Lord says warmly. You’re ushered up encounter or they may continue past it to the next
and out. one—but DMs are advised to encourage players to
keep with an encounter if it would result in them
As they leave, Omu will walk them up to the exit getting one of the Fated Treasures.
and answer one or two questions. On their way out,
Omu hands over the book he was reading, saying
it might provide a little insight into their situation,
though he advises that things have gotten a lot
weirder since that book was originally written.
The book is The Curse of Strahd: Original Manga

464



AFTER-o n e n ig h t st r a h d
MATTER

AoFnTe En iRg hMt AsTt rTaEh dR

DOOMED SOULS
PREMADE CHARACTERS

AT A GLANCE all their mundane gear factored in. Thanks to its
neo-noir heritage and roots in classic D&D, One
O NE NIGHT STRAHD is gothic horror by Night Strahd ships with an unusually large number
way of neo-noir, and neo-noir requires a of these premade characters, as both homage
motley cast of characters. Drawn into the snarl and precaution. Ranging from a duo of married
of obligations and dystopian violence of Barovia, dwarven warriors to a faerie detective, any of these
each of these characters is built to stalk the ghost- characters is ready to use as a primary character or
slick halls of Castle Ravenloft. Each has been a spare incarnation. They are presented in rough
condensed into a single page reference sheet with order of complexity, and use no third party or
homebrew content. In a few places, abilities have
been adjusted or combined for space.

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THE CHARACTERS

1. REDRESS THROUGH VIOLENCE 10. PIP

PG.469 (DWARVEN MONK, HE/HIM) PG.478 (ROGUE/WIZARD, SHE/HER)
HIS ASTRAL FORM IS A BIGGER, ANGRIER FAERIE DETECTIVE, WHICH IS SLANG FOR
2. DWARF. MARRIED TO BONN. 11. CUTE THIEF.

PG.470 BONN PG.479 DREAD NECROMANCER EMERALD

(DWARVEN BARBARIAN, HE/HIM) (HUMAN ABJURER, SHE/HER)
HIS ACTUAL SELF IS ALSO A BIGGER, HER PARENTS HAD EXPECTATIONS.
ANGRIER DWARF. MARRIED TO REDRESS.

3. PALLAS WOLASTON 12. THOMAS STARTLE

PG.471 (HUMAN PALADIN, SHE/HER) PG.480 (HUMAN HEXBLADE, HE/HIM)
FIEND-BANISHING PALADIN. HERE FOR A SURPRISINGLY CHARISMATIC!
4. QUICK SLAY.
13. LANNHARD
PG.472 OPEN QUESTION
PG.481 (TORTLE BARD, HE/HIM)
5. (TORTLE CLERIC, HE/HIM) JUST A SIMPLE BARD,
GERIATRIC HOLY TORTLE. 14. HERE TO RECORD A TALE OR TWO.
PG.473 JUST A FRIENDLY TURTLE DUDE.
PG.482 ANNIE SLIGHT
CERRY THE QUICK
15. (SATYR PALADIN/BARD, SHE/HER)
(HALF-ELF FIGHTER, SHE/HER) ONE INCREDIBLY BUFF SATYR WITH TWO
RUNIC KNIGHT, QUICK ON HER FEET. PG.483 SCIMITARS AND 3RD-LEVEL SPELL SLOTS.

6. PURA ADELAIDE ARET

PG.474 (TABAXI TRICKSTER, SHE/HER) (HALF-ELF WIZARD, HE/HIM)
ANGRY CAT WITH A SHOTGUN. WEAPONS & WIZARDRY.
7. RUNS A BOOKSTORE WITH HER MOMS.
16. MATTHIAS RAYDELL
PG.475 PROSPER
PG.484 (GNOMISH ARTIFICER, HE/HIM)
8. (TIEFLING FIGHTER, THEY/THEM) TALLEST AND MOST VENGEFUL OF
GREATSWORD-WIELDING GLADIATOR. 17. THE GNOMES.
PG.476 THEY’RE FOND OF LEMON COOKIES.
PG.486 AMARANTH SEVENSWORD
AMANDA "SEASNAKE" SALZ
18. (HALF-ELF MONK/CLERIC, SHE/HER)
(YUAN-TI CLERIC, SHE/HER) A QUARRELSOME SCHOLAR WITH A
MORADIN-WORSHIPPING BUCCANEER. PG.487 BLADE OF OAK AND A HEART OF GOLD.

9. VETHE ACE HOLLYHEART

PG.477 (ELVEN DRUID, SHE/HER) (AASIMAR PALADIN/SORCERER/WARLOCK,
MIGHTY GLADE-KNIGHT WITH A STAR MAP HE/HIM)
AND MURDEROUS INTENT. THE BRIGHTEST LIGHT BURNS THE FASTEST.

468

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REDRESS THROUGH VIOLENCE

Dwarven Monk, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /45 18 40
+4

ABILITY STR DEX CON INT WIS CHA ASTRAL SELF
6d8 Hit Dice

MODIFIER -1 +4 +2 +0 +4 -1 Simple Weapons,
+0 +4 Darkvision,
SAVES +2 +7 +2 Poison Resistance

SKILLS -1 SIGNATURE
WEAPON:
Acrobatics +7, Perception +7, Stealth +7, Insight +7, Unarmed Strike
Alchemist's Supplies, Calligrapher's Supplies,
Cartographer's Tools, Herbalism Kit, Poisoner's O O O O O OKi Points - 6/SHORT REST:

Kit, Stonecunning, Thieves' Tools, Tinker's Tools, You can spend Ki Points to fuel Flurry of Blows, Step of
Woodcarver's Tools the Mountain, Astral Self, and Stunning Strike. You have 6
points per short rest and your Ki save DC is 15.
Unarmed Strike (Action). Melee Weapon Attack: +7 to hit,
reach 5 ft. Hit: 1d6 + 4 bludgeoning damage. This damage Astral Self (Bonus, 1 Ki point). You summon your mighty
counts as magical for the purpose of overcoming resistance astral self. Each creature of your choice that you can see
and immunity. You make two Unarmed Strikes when you within 10 ft. of you must succeed on a DEX saving throw
take the ATTACK action. You can make an additional (DC 15) or take 2d6 force damage. For 10 minutes, you gain
Unarmed Strike as a BONUS ACTION if you attack with an the following benefits:
Unarmed Strike or monk weapon on your turn.
Astral Sight. You can see normally in darkness, both
Stunning Strike (1 Ki Point). When you hit with a melee magical and nonmagical, to a distance of 120 ft.
weapon attack, the target is stunned until the end of your
next turn if it fails a CON saving throw (DC 15). Astral Fists. You can use the spectral arms to make
Unarmed Strikes, granting a range of 10 ft.
Flurry of Blows (Bonus Action, 1 Ki Point). After you take
the Attack action on your turn, make two Unarmed Strikes. Wisdom of the Spirit. You have advantage on WIS
(Insight) and CHA (Intimidation) checks.
Impervious Defense (Reaction). When you are hit by a
ranged weapon attack, you can use your reaction to destroy Word of the Spirit. When you speak, you can direct your
the projectile, reducing the damage by 1d10 + 10. words to a creature of your choice that you can see within
60 ft. of you, making it so only that creature can hear you.

Endless Spirit. You can use WIS in place of STR when
making STR checks and saving throws.

Step of the Mountain (Bonus, 1 Ki point). Take the
Disengage, Dodge, or Dash action, and your jump distance is
doubled for the turn.

Under the hood: Redress Through Violence is a condensed version of a 6th level Mountain Dwarf Way of the Astral Self Monk.

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BONN

Dwarven Barbarian, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /71 17 35
+2

ABILITY STR DEX CON INT WIS CHA BEAR
WARRIOR

6d12 Hit Dice

+4 +2 +4 -1 +0 -1MODIFIER Medium Armor and
Shields, All Weapons,

Darkvision, Enduring

SAVES +7 +2 +7 -1 +0 -1 SIGNATURE
WEAPON:
SKILLS Greatsword

Acrobatics +5, Athletics +7, Insight +3, Perception +3, Danger Sense (PHB 48)
Sleight of Hand +5, Stealth +5, Survival +3, You have advantage on DEX saving throws against
Mason’s Tools, Stonecunning effects that you can see while not blinded, deafened, or
incapacitated.
Rage (BONUS ACTION, PHB 46)
Spirit Seeker
4/SHORT REST: O O O O O O You can cast beast sense and speak with animals as rituals.

While raging, you have advantage on STR checks and saves
(not attacks), and +2 melee damage with STR weapons
for one minute. Rage ends early if you do not take or deal
damage during a round.

Enduring: While raging, you have resistance to all damage
except psychic damage.

Greatsword (Action). Melee Weapon Attack: +7 to hit,
reach 5 ft. Hit: 2d6 + 4 slashing damage. You make two
attacks when you take the ATTACK action.

Reckless Attack (PHB 48). When you make your first attack
on your turn, you can decide to attack recklessly, giving you
advantage on melee weapon attack rolls using STR during
this turn, but attack rolls against you have advantage until
your next turn.

Under the hood: Bonn is a level 6 Mountain Dwarf Totem Warrior Barbarian that uses the Bear(L3) and Tiger(L6) totem options.
He wears half plate and uses a greatsword.

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HIT POINTS PALLAS WOLASTON INITIATIVE

____ /58 Human Paladin, she/her +5

ARMOR CLASS MOVE SPEED

20 30

ABILITY STR DEX CON INT WIS CHA THE WATCHER
6d10 Hit Dice

MODIFIER +4 -1 +3 -1 -1 +3 All Weapons and
Armor, Disease
SAVES +7 +2 +6 Immunity

SKILLS +2 +5 +9 SIGNATURE
WEAPON:
Athletics +7, Deception +6, Intimidation +6, Divine Smite
Persuasion +6, Sleight of Hand +2,
Disguise Kit, Thieves' Tools Lay On Hands (Action) ___/ 30. You have a pool of 30 HP
per long rest that can be used to heal a touched creature.
Morningstar (Action): Melee Weapon Attack: +7 to hit, Expending 5 HP allows you to end a poison or disease.
reach 5 ft. Hit: 1d8 + 6 piercing damage. You make two
attacks when you take the Attack action. Aura of Protection. You and allies within 10 ft. of you get
+3 to all saves.
Divine Smite: When you hit with a melee weapon attack,
you can expend one spell slot to deal 2d8 extra radiant O O O ODivine Sense - 4 SLOTS:
damage to the target, plus 1d8 for each spell level higher
than 1st and plus 1d8 against undead or fiends. Until the end of your next turn, you know the location
of any celestial, fiend, or undead within 60 ft. not behind
Channel Divinity (Action): You can use one Channel Divinity total cover.
effect per short rest from the following options:
Spellcasting (PHB 98). You can cast prepared paladin
Abjure the Extraplanar. Each aberration, celestial, spells using CHA as your spellcasting modifier (spell
elemental, fey, or fiend within 30 ft. of you must succeed save DC 14, spell attack +7). You regain spell slots on
on a WIS saving throw (DC 14) or be turned for 1 minute a long rest.
or until it takes damage. It must spend its turns trying to
move as far away from you as it can and can’t willingly CANTRIPS:
end its move in a space within 30 feet of you. For its Mind sliver
action, it can only Dash or try to end an effect that
prevents it from moving. If there’s nowhere to move, it O O O O1ST LEVEL - 4 SLOTS:
can Dodge.
Alarm, ceremony, shield, detect magic, protection from
Watcher’s Will. Choose up to 3 creatures you can see good and evil, thunderous smite
within 30 ft. For 1 minute, you and the chosen creatures
have advantage on Intelligence, Wisdom, and Charisma O O2ND LEVEL - 2 SLOTS:
saving throws.
Find steed, lesser restoration, moonbeam, see invisibility,
Harness Divine Power (Bonus, 1/long rest). You can warding bond
expend a use of your Channel Divinity to regain one
expended spell slot of up to 2nd level. Aberrant Dragonmark (ERLW 52): You know mind sliver
and shield. Additionally, you can cast shield once per
short rest without expending a spell slot.

Under the hood: Pallas is a Variant Human Oath of the Watchers Paladin using the Aberrant Dragonmark feat granting shield and mind
sliver and the Dueling fighting style. She wears full plate and uses a shield. Some of her abilities have been aggressively abridged.

471

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HIT POINTS OPEN QUESTION INITIATIVE

____ /51 Tortle Cleric, he/him +0

ARMOR CLASS MOVE SPEED

19 30

ABILITY STR DEX CON INT WIS CHA LIFE CLERIC
6d8 Hit Dice

MODIFIER -1 +0 +3 +2 +4 -1 SIGNATURE
SPELLS:
Spiritual weapon,

aura of vitality,
-1 +0 +3 +2 +7 +2 guiding bolt,
SAVES guidance

SKILLS Spellcasting (PHB 58). You can cast prepared cleric
spells using WIS as your spellcasting modifier (spell save
Insight +7, Perception +7 (Passive 22), Survival DC 15, spell attack +7) and any ritual spells you have
+7, Arcana +5, Religion +5, Alchemist’s Supplies, prepared. You regain spell slots on a long rest.

Herbalism Kit CANTRIPS
Guidance, sacred flame, light, resistance
Sacred Flame (Action): Spell Effect: DC 15 Dex save, one
target, ignores cover, range 60 ft. Fail: 2d8 radiant damage. O O O O1ST LEVEL - 4 SLOTS:

Channel Divinity (Action). You can use Channel Divinity Guiding bolt, healing word, sanctuary, protection from
twice per short rest. You have the following options: good and evil, bless, cure wounds, detect magic (ritual),
ceremony (ritual)
Turn Undead. Each undead that can see or hear you
within 30 feet of you must succeed on a WIS saving throw O O O2ND LEVEL - 3 SLOTS:
(DC 15) or be turned for 1 minute or until it takes any
damage. A turned creature must spend its turns trying to Spiritual weapon, warding bond, lesser restoration,
move as far away from you as it can, and it can’t willingly augury (ritual), lesser restoration, silence (ritual)
move to a space within 30 feet of you. It also can’t take
reactions. For its action, it can only Dash or try to end an O O O3RD LEVEL - 3 SLOTS:
effect that prevents it from moving. If there’s nowhere to
move, the creature can Dodge. Spirit guardians, aura of vitality, beacon of hope,
dispel magic
Preserve Life. You can restore 30 HP. Choose any
creatures within 30 ft. of you, and divide those hit points Observant (PHB 168). You have a +5 bonus to your
among them. This feature can restore a creature to no passive Perception and passive Investigation scores.
more than half of its hit point maximum.
Blessed Healer (PHB 60). When you cast a spell of 1st
Harness Divine Power (Bonus, 2/long rest). You can level or higher that restores HP to a creature other than
expend a use of your Channel Divinity to regain one you, you regain HP equal to 2 + the spell’s level.
expended spell slot of up to 2nd level.
Disciple of Life (PHB 60). Whenever you use a spell of
Plated Shell. Your shell gives you an AC of 17. You can use 1st level or higher to restore HP, the creature regains
a shield and apply its bonus. You cannot wear other armor. additional HP equal to 2 + the spell’s level.

Under the hood: Open Question is a Life Domain Cleric Tortle with the Observant feat. He uses a shield and the native defense of being a
tortle. Many tortle abilities were omitted, but are available to Open Question with the Tortle Package.

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HIT POINTS CERRY THE QUICK INITIATIVE

____ /58 Half-Elf Fighter, she/her +5

ARMOR CLASS MOVE SPEED

19 30

ABILITY STR DEX CON INT WIS CHA RUNIC KNIGHT
8d10 Hit Dice

MODIFIER -1 +5 +3 -1 +3 -1 All Weapons and
Armor, Darkvision,
SAVES +2 +5 +6 Blindsight

SKILLS -1 +3 -1 SIGNATURE
WEAPON:
Acrobatics +8, Athletics +2, Insight +6, Perception Rapier
+6, Stealth +8, Herbalism Kit, Smith’s Tools,
Thieves’ Tools Rune Carver (TCoE 44). You bear the runes of Stone and
Fire. Activating a rune disables all functions of that rune
Rapier (Action). Melee Weapon Attack: +8 to hit, reach 5 ft. until you complete a short or long rest.
Hit: 1d8 + 5 piercing damage. You make two attacks when
you take the ATTACK action. Stone Rune Passive (Rune). You have advantage on WIS
(Insight) checks, and darkvision with a range of 120 ft.
Action Surge (Special). Once per short rest, you can take
one additional action on your turn. Activate Stone Rune (Rune, Reaction). When a creature you
can see ends its turn within 30 ft. of you, you can force the
Blind Fighting (TCoE41). You have blindsight with a range creature to succeed on a WIS saving throw (DC 14) or be
of 10 ft. Within that range, you can effectively see anything charmed by you for 1 minute. While charmed in this way, the
that isn’t behind total cover, even if you’re blinded or in creature has a speed of 0 and is incapacitated. The creature
darkness or it is invisible. repeats the saving throw at the end of each of its turns,
ending the effect on a success.
Giant’s Might (Bonus, TCoE 45). You gain the following
benefits, which last for 1 minute: Fire Rune Passive (Rune). Your proficiency bonus is doubled
• If you are smaller than Large, you become Large, for any ability check that uses your proficiency with a tool.

along with anything you are wearing. Activate Fire Rune (Rune, Special). When you hit a creature
• You have advantage on Strength checks and saving with an attack using a weapon, you can invoke the rune to
summon fiery shackles. The target takes an extra 2d6 fire
throws. damage, and it must succeed on a STR saving throw (DC 14)
• Once on each of your turns, one of your attacks or be restrained for 1 minute. While restrained, the target
takes 2d6 fire damage at the start of each of its turns. The
deals an extra 1d6 damage to a target on a hit. target can repeat the saving throw at the end of each of its
You can use this feature 3 times, and you regain all expended turns, ending the effect on a success.
uses of it when you finish a long rest.
Second Wind (Bonus, PHB 72). Once per short rest, you
Fey Ancestry. You have advantage on saving throws against regain 1d10 + 6 HP.
being charmed, and magic can’t put you to sleep.

Elven Accuracy (XGtE 74). Whenever you have advantage
on an attack roll using your DEX, WIS, INT, or CHA, you can
reroll one of the dice once.

Under the hood: Cerry is a Rune Knight Fighter Half-Elf. She uses a rapier, shield, and studded leather.

473

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HIT POINTS PURA ADELAIDE INITIATIVE

____ /45 Tabaxi Trickster, she/her +5

ABILITY STR ARMOR CLASS MOVE SPEED CHA ARCANE
TRICKSTER
17 30 6d8 Hit Dice

DEX CON INT WIS

MODIFIER -1 +5 +2 +2 +1 -1 Light Armor, All
Weapons, Darkvision

SAVES -1 +8 +2 +5 +1 -1 SIGNATURE
WEAPON:
Shotgun

SKILLS Spellcasting (PHB 98). You can cast known wizard spells
using INT as your spellcasting modifier (spell save DC 13,
Acrobatics +11, Arcana +8, History +5, spell attack +5). You regain spell slots on a long rest.
Investigation +8, Perception +4, Stealth +11
CANTRIPS
Shotgun (Action). Ranged Weapon Attack: +8 to hit, range Minor illusion, message, shocking grasp
30/90 ft. Hit: 2d8 + 5 piercing damage, and can trigger
Sneak Attack. The shotgun has these properties: Reload (2 O O O1ST LEVEL - 3 SLOTS:
shots), Two-Handed, Range.
Find familiar (owl only), shield, absorb elements,
Cunning Action (Bonus Action). You can take a bonus magic missile
action on each of your turns to take the Dash, Disengage, or
Hide action. Mage Hand Legerdemain (PHB 98). You can make mage
hand invisible, stow or retrieve objects, pick locks, or disarm
Steady Aim (Bonus Action). As a bonus action, you give traps at range. You can disguise this with a Sleight of Hand
yourself advantage on your next attack roll on the current check, and you can also use your Cunning Action to control
turn. You can use this bonus action only if you haven’t the hand.
moved during this turn, and after you use the bonus action,
your speed is 0 until the end of the current turn. Gunner (TCoE 80). You ignore the loading property of
firearms. Being within 5 ft. of a hostile creature doesn't
Uncanny Dodge (Reaction). When an attacker that you can impose disadvantage on your ranged attack rolls.
see hits you with an attack, you can use your reaction to
halve the attack’s damage against you.

Sneak Attack (PHB 96). Once per turn, you can deal an
extra 3d6 damage to one creature you hit with an attack
with a finesse or ranged weapon, including your shotgun,
if you have advantage on the attack roll or another ally is
within 5 ft. of the target and isn’t incapacitated.

Under the hood: Pura is an Arcane Trickster Rogue in leather armor who uses the custom lineage rules and the Gunner feat.

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HIT POINTS PROSPER INITIATIVE

____ /52 Tiefling Fighter, they/them +0

ARMOR CLASS MOVE SPEED

18 30

ABILITY STR DEX CON INT WIS CHA BATTLE-
MASTER

8d10 Hit Dice

+5 +0 +2 +2 -1 +0MODIFIER All Armor and
Weapons, Darkvision

SAVES +8 +0 +5 +5 -1 +0 SIGNATURE
WEAPON:
SKILLS Greatsword

Athletics +8, Arcana +5, History +5, Investigation +5, Combat Superiority (PHB 73): Maneuvers are powered by
Cook’s Utensils, Cartographer’s Tools superiority dice and enhance an attack in some way. You can
only use one maneuver per attack.
Greatsword (Action). Melee Weapon Attack: +8 to hit,
reach 5 ft. Hit: 2d6 + 5 slashing damage. You make two O O O O OManeuvers - 5 DICE (D8):
attacks when you take the ATTACK action.
Brace (Special). When a creature you can see moves
Action Surge (PHB 72). Once per short rest, you can take into your reach, you can use your reaction to expend one
one additional action on your turn. superiority die and make one attack against the creature.
If the attack hits, add the superiority die to the weapon’s
Great Weapon Master (Special, PHB 167). damage roll.
• On your turn, when you score a critical hit with a
Commander’s Strike (Bonus). When you take the
melee weapon or reduce a creature to 0 HP with ATTACK action, you can forgo one of your attacks and use
one, you can make a melee attack as a bonus action. a bonus action to direct an ally that can see and hear you
• Before you make a melee attack with a heavy to strike using its reaction, adding the superiority die to the
weapon, you can take a -5 penalty to the attack roll damage roll.
to add +10 to the attack's damage if it hits.
Precision Attack (Special). When you make a weapon
Slasher (Special, TCoE 81). attack roll, you can expend one superiority die to add it to
• Once per turn when you hit a target with an attack the roll before or after the roll but before any effects are
applied.
that deals slashing damage, you can reduce its speed
by 10 feet until the start of your next turn. Grappling Strike (Bonus). Immediately after you hit a
• When you score a critical hit that deals slashing creature with a melee attack on your turn, you can expend
damage to a creature, you grievously wound it. one superiority die and then try to grapple the target as
Until the start of your next turn, the target has a bonus action. Add the superiority die to your Strength
disadvantage on all attack rolls. (Athletics) check.

Second Wind (Bonus, PHB 72). Once per short rest, you
regain 1d10 + 6 HP.

Under the hood: Prosper is a Battlemaster Fighter using custom lineage with a slightly modified version of Superior Technique to reduce
book-keeping, the Great Weapon Master feat, and Slasher feat. They use a greatsword and full plate.

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AMANDA “SEASNAKE” SALZ

Yuan-ti Cleric, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /51 22 30
-1

ABILITY STR DEX CON INT WIS CHA FORGE SAINT
6d8 Hit Dice

MODIFIER +3 -1 +3 -1 +4 -1 Simple Weapons and
All Armor, Darkvision,
SAVES +3 -1 +3 Mighty Defenses

SKILLS -1 +7 +2 SIGNATURE
SPELL:
Athletics +7, Perception +7, Medicine +7, Insight +7, Spiritual weapon
Navigator’s Tools, Smith’s Tools, Abyssal, Draconic
Spellcasting (PHB 58). You can cast prepared cleric spells
Sacred Flame (Action): Spell Effect: DC 15 Dex save, one using WIS as your spellcasting modifier (spell save DC 15,
target, ignores cover, range 60 ft. Fail: 2d8 radiant damage. spell attack +7) and any ritual spells you have prepared. You
regain spell slots on a long rest.
Forge Hammer (Action). Melee Weapon Attack: +6 to hit,
reach 5 ft. Hit: 1d6 + 3 piercing damage. CANTRIPS
Guidance, sacred flame, light, resistance
Channel Divinity (Action). You can use Channel Divinity
twice per short rest. You have the following options: O O O O1ST LEVEL - 4 SLOTS:

Turn Undead. Each undead within 30 feet of you must Guiding bolt, healing word, sanctuary, searing smite, shield
succeed on a WIS saving throw (DC 15) or be turned for of faith, ceremony (ritual), identify (ritual)
1 minute or until it takes any damage. A turned creature
must spend its turns trying to move as far away from you as O O O2ND LEVEL - 3 SLOTS:
it can, and it can’t willingly move to a space within 30 feet
of you. It also can’t take reactions. For its action, it can only Spiritual weapon, heat metal, magic weapon, augury (ritual),
Dash or try to end an effect that prevents it from moving. If silence (ritual)
there’s nowhere to move, the creature can Dodge.
O O O3RD LEVEL - 3 SLOTS:
Harness Divine Power (Bonus, 2/long rest). You can expend
a use of your Channel Divinity to regain one expended spell Spirit guardians, aura of vitality, elemental weapon,
slot of up to 2nd level. protection from energy, remove curse

Mighty Defenses (VGtM Yuan-Ti, XGtE 19). You are Blessing of the Forge (XGtE 19). Once per long rest, you
immune to poison damage and the poisoned condition. You can imbue a nonmagical weapon or armor. Until you use
have advantage on saving throws against spells and other this ability again or you die, the object grants a +1 bonus
magical effects. Finally, you gain resistance to fire damage to either AC or attack and damage rolls. You start with this
and while wearing heavy armor, you gain a +1 bonus to AC applied to your shield.
(included above).

Under the hood: Amanda is a Forge Domain Cleric Yuan-ti. Mighty Defenses condenses Yuan-Ti abilities and Soul of the Forge for space.
Her AC derives from a conjunction of full plate, a shield, Blessings of the Forge, and Mighty Defenses.

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HIT POINTS VETHE INITIATIVE

____ /51 Elven Druid, she/her +2

ARMOR CLASS MOVE SPEED

19 30

ABILITY STR DEX CON INT WIS CHA GLADE
KNIGHT

6d8 Hit Dice

MODIFIER -1 +2 +3 +0 +4 -1 Medium Armor,
+2 +3 +3 +7
SAVES -1 Druid Weapons,

Darkvision,

-1 Necrotic Resistance

SKILLS Spellcasting (PHB 58). You can cast prepared druid spells
using WIS as your spellcasting modifier (spell save DC 15,
Acrobatics +5, Insight +7, Perception +7, spell attack +7) and any ritual spells you have prepared. You
Sleight of Hand +5, Survival +7, Druidic, Elvish, regain spell slots on a long rest.

Herbalism Kit, Thieves’ Tools CANTRIPS
Guidance, shillelagh (always cast), druidcraft, poison spray
Shillelagh (Action). Melee Weapon Attack: +7 to hit,
reach 5 ft. Hit: 1d8 + 4 bludgeoning damage. O O OStar Map - 3 USES:

O O OCosmic Omen (TCoE) - 3/LONG REST: You can cast guiding bolt 3 additional times per long rest.

Whenever you finish a long rest, roll a die. On even, you gain O O O O1ST LEVEL - 4 SLOTS:
WEAL. On odd, you instead gain WOE.
Whenever a creature you can see within 30 ft. of you is Guiding bolt, healing word, protection from good and evil,
about to make an attack roll, saving throw, or ability check, goodberry
you can use your reaction to expend a Weal or Woe. Roll a
d6 and add (if Weal) or subtract (if Woe) the number rolled O O O2ND LEVEL - 3 SLOTS:
from the total.
Healing spirit, heat metal, pass without trace, spike growth
O OWild Shape (Action) - 2/SHORT REST:
O O O3RD LEVEL - 3 SLOTS:
You can assume the shape of a beast that you have seen, up
to a max of CR ½ with no fly speed. This lasts for 3 hours, Aura of vitality, summon fey
until you end it with a bonus action, or you hit 0 hit points.
When it ends, you revert to your normal form. Starry Form (Bonus, TCoE 38). You can expend a use of
your Wild Shape feature to take on an aspect. This lasts for
Mother Night’s Blessing (Bonus, MToF 63). Once per long 10 minutes, and you shed bright light in a 10-foot radius and
rest, you can teleport up to 30 ft. to an unoccupied space dim light for 10 feet.
you can see. You gain resistance to all damage until the start
of your next turn. Pick one of the following aspects:

Elven Accuracy (XGtE 74). Whenever you have advantage Archer: On activation and as a bonus action, you can make a
on an attack roll using DEX, WIS, INT, or CHA, you can ranged spell attack (60 ft.) dealing 1d8 + 4 radiant damage.
reroll one of the dice once.
Chalice: When you cast a spell that restores hit points, you
Fey Ancestry. You have advantage on saves against being or a creature within 30 ft. regains 1d8 + 4 hit points.
charmed.
Dragon: When you make an INT or a WIS check or a CON
saving throw to maintain concentration on a spell, you can
treat a roll of 9 or lower on the d20 as a 10.

Under the hood: Vethe is a Shadar-Kai Circle of Stars Druid who uses the Elven Accuracy feat. She uses half plate and a shield,
relying on shillelagh for her weapon.

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HIT POINTS PIP INITIATIVE

____ /43 Rogue/Wizard, she/her +7

ARMOR CLASS MOVE SPEED

17 30

ABILITY STR DEX CON INT WIS CHA FAERIE
DETECTIVE

4d8+2d6 Hit Dice

-1 +4 +2 +3 +0 +0MODIFIER Light Armor, Rogue
Weapons

SAVES -1 +7 +2 +6 +0 +0 SIGNATURE
SPELL:
Hunter’s mark

SKILLS Mage Hand Legerdemain (PHB 98): You can make mage
hand invisible, stow or retrieve objects, pick locks, or disarm
Acrobatics +7, Arcana +6, Sleight of Hand +10, traps at range. You can disguise this with a Sleight of Hand
Stealth +7, Investigation +9, Dwarvish, Sylvan, check, and you can also use your Cunning Action to control
the hand.
Thieves’ Cant, Thieves’ Tools

Twin Daggers (Action). Weapon Attack: +8 to hit, reach 5 Spellcasting (PHB 98): You can cast wizard spells and ritual
ft or range 30/90 ft. Hit: 1d4 + 4 piercing damage, and can spells using INT as your spellcasting modifier (spell save DC
trigger Sneak Attack. 14, spell attack +6). You regain spell slots on a long rest.

Cunning Action (Bonus). You can take a bonus action on CANTRIPS
each of your turns to take the Dash, Disengage, or Hide Booming blade, light, message, mage hand, mind sliver, mage
action. hand, minor illusion

Two-Weapon Fighting (Bonus). As a bonus action, you FEY-TOUCHED
make a melee attack with your off-hand weapon. This attack
doesn’t add DEX to damage. O OHunter's mark
Misty step
Sneak Attack (PHB 96). Once per turn, you can deal an
extra 3d6 damage to one creature you hit with an attack O O O O1ST LEVEL - 4 SLOTS:
with a finesse or ranged weapon if you have advantage on
the attack roll or another ally is within 5 ft. of the target and Find familiar (ritual), shield, absorb elements, magic missile,
isn’t incapacitated. mage armor (cast), detect magic (ritual), hunter’s mark,
protection from evil and good, hideous laughter, silent image
O OCHRONAL SHIFT - 2/LONG REST:
O O2ND LEVEL - 2 SLOTS:
After you or a creature you can see within 30 ft. of you
makes an attack roll, an ability check, or a saving throw, you Misty step
can force the creature to reroll. You make this decision after
you see whether the roll succeeds or fails. The target must Arcane Recovery (Special). Once per day, when you finish a
use the result of the second roll. short rest, you can recover a 1st-level spell slot.

Batlike Familiar. You maintain a fey familiar that takes the
shape of a little bat-winged pixie carved out of ivory, and
uses the statistics of a BAT.

Under the hood: Pip is a Variant Human Arcane Trickster Rogue 4/Chronurgy Wizard 2 using the Fey-Touched (Intelligence) feat.
She uses mage armor, which is factored into her AC, with a slot marked for having cast it.

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DREAD NECROMANCER EMERALD

Human Abjurer, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /44 15 30
+2

ABILITY STR DEX CON INT WIS CHA ABJURER

6d6 Hit Dice

MODIFIER -1 +2 +3 +4 -1 +0 SIGNATURE
SPELL:
Counterspell

SAVES -1 +2 +2 +7 +2 +0 SIGNATURE
ABILITY:
Arcane Ward

SKILLS Spellcasting (PHB 98): You can cast known wizard spells
using INT as your spellcasting modifier (spell save DC 15,
Arcana +7, History +7, Religion +7, spell attack +7). You regain spell slots on a long rest.
Sleight of Hand +5, Stealth +5
CANTRIPS
Chill Touch (Action). Ranged Spell Attack: +7 to hit, range Minor illusion, message, chill touch, mind sliver
120 ft. Hit: 2d8 necrotic damage, and the target cannot
regain hit points until the start of your next turn. If the AT WILL
target is undead, they have disadvantage on attack rolls Mage armor (abjuration, self only)
against you until the end of your next turn.
O O O O1ST LEVEL - 4 SLOTS:
Arcane Ward (Special) ____ / 16. You are surrounded by
a mystic ward. The ward has 16 max HP, and takes damage Absorb elements (abjuration), shield (abjuration), find
instead of you until it reaches 0 HP. Whenever you cast an familiar (ritual), detect magic (ritual)
abjuration spell of 1st level or higher, such as mage armor,
the ward regains HP equal to twice the level of the spell. O O O2ND LEVEL - 3 SLOTS:

Projected Ward. When a creature that you can see within 30 Mirror image, pyrotechnics, see invisibility, Tasha’s mind
ft. of you takes damage, you can use your reaction to cause whip, augury (ritual)
your Arcane Ward to absorb that damage. If this damage
reduces the ward to 0 hit points, the warded creature takes O O O3RD LEVEL - 3 SLOTS:
any remaining damage.
Counterspell (abjuration), hypnotic pattern, summon
Owl Familiar. You maintain a cheerful little celestial OWL shadowspawn, Leomund’s tiny hut (ritual)
familiar.
Arcane Recovery (Special). Once per day, when you finish
a short rest, you can recover up to 3 spell levels worth of
spell slots.

Under the hood: Em is a Variant Human Abjurer Wizard, with the Eldritch Adept feat. She has mage armor up at all times.

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HIT POINTS THOMAS STARTLE INITIATIVE

____ /45 Human Hexblade, he/him +5

ARMOR CLASS MOVE SPEED

19 30

ABILITY STR DEX CON INT WIS CHA HEXBLADE

6d8 Hit Dice

MODIFIER -1 +2 +2 +0 +0 +5 Medium Armor and
Shields, Darkvision

SAVES -1 +2 +2 +0 +3 +8 PACT WEAPON:
Rapier

SKILLS Pact Magic (PHB 107): You can cast known warlock spells
using CHA as your spellcasting modifier (spell save DC 16,
Persuasion +8, Intimidation +8, Acrobatics +5, spell attack +8). You regain spell slots on a short rest.
Arcana +3, Dwarvish, Infernal, Giant
CANTRIPS
Rapier (Action). Ranged Weapon Attack: +8 to hit, reach Eldritch blast, mind sliver, minor illusion
5 ft. Hit: 1d8 + 5 piercing damage. You make two attacks
when you take the ATTACK action. FEY-TOUCHED - 1/LONG REST EACH

Cloak of Flies (Bonus, XGtE 56). Once per short rest, you O OHex Misty step
surround yourself with a 5 ft. aura of flies that grants you O O3RD LEVEL - 2 SLOTS/SHORT REST:
advantage on Intimidation checks, but disadvantage on all
other CHA checks. A creature that starts its turn in the aura Hex, shield, misty step, armor of agathys, wrathful
takes 5 poison damage. This lasts until dismissed. smite, invisibility, mirror image, counterspell, summon
shadowspawn, thunderstep
Maddening Hex (Bonus, XGtE 57). You can deal 5 psychic
damage to a target cursed by your hex spell or Hexblade’s Hex Warrior (XGtE 55). You gain proficiency with medium
Curse that you can see if it is within 30 ft, and also to armor, shields, and martial weapons. Whenever you finish a
creatures of your choice within 5 ft. of the target. long rest, you can touch one weapon that you are proficient
with and that lacks the two-handed property. With that
Hexblade’s Curse (Bonus, XGtE 55). Once per short rest, weapon, you can use your CHA modifier for the attack and
choose one creature you can see within 30 ft. to curse it damage rolls until you finish your next long rest. You can
for 1 minute (or until the target dies, you die, or you are also use your CHA modifier for the attack and damage rolls
incapacitated). Against the cursed target, you gain a +3 for any of your pact weapons if you have that feature.
bonus to damage rolls, score a critical hit on a roll of 19 or
20, and you regain 11 HP if it dies.

Under the hood: Thomas is a Hexblade Pact of the Blade Warlock who uses the custom lineage rules and the Fey-touched feat. Accursed
spectre is omitted because there are no non-player humanoids. He uses half plate and a shield.

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HIT POINTS LANNHARD INITIATIVE

____ /45 Tortle Bard, he/him +5

ABILITY STR ARMOR CLASS MOVE SPEED CHA COLLEGE
OF LORE
17 30
6d8 Hit Dice
DEX CON INT WIS

MODIFIER -1 +0 +3 -1 +2 +4 Light Armor
SIGNATURE
SPELLS:
-1 +3 +3 -1 +2 +7 Guiding bolt,
SAVES heat metal

SKILLS Spellcasting (PHB 98): You can cast known bard spells using
CHA as your spellcasting modifier (spell save DC 15, spell
Deception +7, Insight +5, Intimidation +7, attack +7). You regain spell slots on a long rest.
Medicine +5, Perception +8, Persuasion +10,
CANTRIPS
Survival +5, Stealth +3 Mending, message, vicious mockery

Lannhard relies primarily on aggressively using spells of 1st FEY-TOUCHED - 1/LONG REST EACH
level or higher, but does fall back on vicious mockery.
O ODissonant whispers
Bardic Inspiration (BONUS) Misty step

O O O O4/SHORT REST: O O O O1ST LEVEL - 4 SLOTS:

A creature (other than yourself) within 60 ft. that can hear Dissonant whispers, guiding bolt, healing word,
you gains a Bardic Inspiration die (1d8). For 10 minutes, the hideous laughter
creature can add it to one ability check, attack roll, or saving
throw. This can be added after seeing the roll, but before O O O2ND LEVEL - 3 SLOTS:
knowing the outcome.
Heat metal, mirror image, misty step, pyrotechnics,
Cutting Words (Reaction). As a reaction when a creature silence (ritual)
(that's not immune to being charmed) you can see within 60
ft. makes an attack roll, ability check, or damage roll, you O O O3RD LEVEL - 3 SLOTS:
can expend one use of Bardic Inspiration, roll the die, and
subtract the number from the creature's roll. You can do so Catnap, hypnotic pattern, leomund’s tiny hut (ritual),
after the roll but before knowing the result. counterspell

Plated Shell. Your shell gives you an AC of 17. You can use a Jack of All Trades (PHB 54). You can add half your
shield and apply its bonus. You cannot wear other armor. proficiency bonus, rounded down (+1), to any ability check
you make that doesn’t already include it.

Song of Rest (PHB 54). If you or any friendly creatures who
can hear your performance regain hit points at the end of the
short rest by spending one or more Hit Dice, each of those
creatures regains an extra 1d6 hit points.

Under the hood: Lannhard is a Tortle Lore Bard with the Fey-Touched feat. He uses the natural defenses of a Tortle.

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HIT POINTS ANNIE SLIGHT (FEY) INITIATIVE

____ /54 Satyr Paladin/Bard, she/her +0

ARMOR CLASS MOVE SPEED

18 35

ABILITY STR DEX CON INT WIS CHA SKALD
2d10+4d8 Hit Dice

MODIFIER +4 -1 +3 -1 -1 +3 All Weapons and
Armor, Darkvision,
SAVES +4 -1 +3 Magic Resistance

SKILLS -1 +2 +6 SIGNATURE
WEAPON:
Athletics +10, Deception +9, Persuasion +6, Twin Scimitars
Intimidation +6, Performance +6,
Spellcasting (PHB 98): You can cast spells using CHA as
Alchemist’s Supplies, Elvish, Sylvan your spellcasting modifier (spell save DC 14, spell attack +6).
You regain spell slots on a long rest.
Twin Scimitars (Action). Melee Weapon Attack: +7 to hit,
reach 5 ft. Hit: 1d6 + 4 slashing damage. CANTRIPS
Minor illusion, message, mage hand
Two Weapon Fighting (Bonus). Make an attack with your
off-hand weapon, adding your STR as normal due to your O O O O1ST LEVEL - 4 SLOTS:
fighting style.
Dissonant whispers, ceremony, healing word, hideous
Divine Smite (Special). When you hit with a melee weapon laughter, protection from evil and good, shield of faith,
attack, you can expend one spell slot to deal 2d8 extra thunderous smite
radiant damage to the target, plus 1d8 for each spell level
higher than 1st and plus 1d8 against undead or fiends. O O O2ND LEVEL - 3 SLOTS:

O O OFLYTING (BONUS) - 3/LONG REST: Location object, see invisibility, pyrotechnics, silence (ritual)

As a bonus action, a creature (other than yourself) within 60 O O3RD LEVEL - 2 SLOTS:
ft. that can hear you gains a Flyt Die (1d6). For 10 minutes,
the creature can add it to one ability check, attack roll, or Upcast any spells and divine smite only.
saving throw. This can be added after seeing the roll, but
before knowing the outcome. Magic Resistance (MOoT 25). You have advantage on
saving throws against spells and other magical effects.
Flourishes. When you take the Attack action, your speed
increases by 10 ft. until the end of the turn. If an attack hits, Lay On Hands (Action) ___/ 10. You have a pool of 10 HP
you can spend a use of Flyting to pick a flourish: per long rest that can be used to heal a touched creature.
Expending 5 HP allows you to end a poison or disease.
Defensive (Special). Deal extra damage equal to the
number you roll on the die. You also add the number to Jack of All Trades (PHB 54). You can add half your
your AC until the start of your next turn. proficiency bonus, rounded down (+1), to any ability check
you make that doesn’t already include it.
Slashing Flourish (Special). Deal extra damage equal to
the number you roll on the die, to the target you hit and to Song of Rest (PHB 54). If you or any friendly creatures who
any other creature within 5 ft. of you. can hear your performance regain hit points at the end of the
short rest by spending one or more Hit Dice, each of those
creatures regains an extra 1d6 hit points.

Under the hood: Annie’s a Satyr Paladin 2/College of Swords Bard 4 with abilities abridged or reflavored. She wears full plate.

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ARET

Half-elf Wizard, they/them

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /44 17 35
+4

ABILITY STR DEX CON INT WIS CHA BLADE
SINGER

6d8 Hit Dice

MODIFIER -1 +4 +3 +3 -1 -1 One-Handed
Weapons, Light Armor,
Darkvision

SAVES -1 +4 +3 +6 +2 -1 SIGNATURE
WEAPON:
Twin Scimitars

SKILLS Spellcasting (PHB 98): You can cast known wizard spells
using INT as your spellcasting modifier (spell save DC 14,
Arcana +7, History +7, Acrobatics +6, Stealth +6, spell attack +6). You regain spell slots on a long rest.
Performance +2, Draconic, Primordial, Elvish,
Celestial CANTRIPS
Message, booming blade, minor illusion, chill touch
Twin Scimitars (Action). Melee Weapon Attack: +7 to hit,
reach 5 ft. Hit: 1d6 + 4 slashing damage. You make two O O O1ST LEVEL - 3 SLOTS:
attacks when you take the Attack action, or you can cast a
cantrip in place of one of these attacks Mage armor (cast), shield, absorb elements, find familiar
(ritual), detect magic (ritual)
Two-Weapon Fighting (Bonus). As a bonus action, you
make a melee attack with your off-hand weapon. This attack O O O2ND LEVEL - 3 SLOTS:
doesn’t add DEX to damage.
Mirror image, pyrotechnics, see invisibility, shadow blade
OO OBLADESONG (BONUS, TCOE) - 3/LONG REST:
O O O3RD LEVEL - 3 SLOTS:
You start a Bladesong, which lasts for 1 minute. It ends early
if you are incapacitated or if you use two hands to make an Haste, fireball, counterspell
attack with a weapon.
Elven Accuracy (XGtE 74). Whenever you have advantage
While bladesinging, gain a +4 bonus to your AC, your on an attack roll using DEX, INT, WIS, or CHA, you can
walking speed increases by 10 ft., you have advantage on reroll one of the dice once.
Acrobatics checks, and you gain a +4 bonus to any CON
saving throw you make to maintain your concentration. Fey Ancestry. You have advantage on saving throws against
being charmed, and magic can’t put you to sleep.

Arcane Recovery (Special, PHB 115). Once per day, when
you finish a short rest, you can recover up to 3 spell levels
worth of spell slots.

Under the hood: Aret is a Wood Half-Elf Wizard who uses the TCoE update of the Bladesinging subclass along with the Elven Accuracy feat.
They rely on mage armor for defense and cannot use a shield.

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MATTHIAS RAYDELL

Gnomish Artificer, he/him

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /45 20 30
+2

ABILITY STR DEX CON INT WIS CHA BATTLE
SMITH

6d8 Hit Dice

MODIFIER -1 +2 +2 +5 +0 +0 Medium Armor and
Shields, All Weapons,

Darkvision

SAVES -1 +2 +5 +8 +0 +0 SIGNATURE
WEAPON:
Radiant Quarterstaff

SKILLS Infuse Item (Special, TCoE 12) - 3 uses: Whenever you
finish a long rest, you can imbue up to 3 nonmagical object
Arcana +8, History +8, Investigation +8, Religion +8, with one each of your artificer infusions, turning it into a
Smith’s Tools, Tinker’s Tools, Alchemist’s Supplies, magic item.

Thieves’ Tools Your infusion remains in an item indefinitely, but when you
die, the infusion vanishes. The current infusions are on the
Radiant Infusion Quarterstaff (Action). Melee Weapon plate armor, shield, and quarterstaff. If you intend to change
Attack: +8 to hit, reach 5 ft. Hit: 1d6 + 5 bludgeoning infusions, please review the full rules on pg 12 of TCoE.
damage. You make two attacks when you take the ATTACK
action. This counts as a +1 weapon and has 4 charges that Spellcasting (PHB 98): You can cast known wizard spells
recharge at dawn. As a reaction after being hit by an attack, using INT as your spellcasting modifier (spell save DC 16,
you can expend 1 charge and blind the attacker until the spell attack +8). You regain spell slots on a long rest.
end of their next turn, unless they succeed on a DC 16 CON
saving throw. CANTRIPS
Mending, guidance
Repulsion Shield (Reaction). The shield has 4 charges.
While holding it, the wielder can use a reaction immediately FEY-TOUCHED - 1/LONG REST EACH
after being hit by a melee attack to expend 1 of the shield's
charges and push the attacker up to 15 feet away. The shield O OHunter's mark
regains 1d4 expended charges daily at dawn. Misty step

Battle Ready (TCoE 19). When you attack with a magic O O O1ST LEVEL - 3 SLOTS:
weapon, you can use your INT modifier, instead of STR or
DEX modifier, for the attack and damage rolls. Absorb elements, cure wounds, detect magic (ritual),
expeditious retreat, heroism, hunter’s mark, sanctuary, shield
Steel Defender (TCoE 19). Your steel defender shares your
initiative count, but it takes its turn immediately after yours. O O O2ND LEVEL - 3 SLOTS:

Command Steel Defender (Bonus, TCoE 19). If you expend Branding smite, heat metal, misty step, pyrotechnics,
your bonus action, you can command your steel defender to warding bond
take an action from its stat block, or some other action.
Tool Expertise (Special). Your proficiency bonus is doubled
for any ability check you make that uses your proficiency
with a tool.

Under the hood: Matthias is a Battle Smith Artificer, who uses the custom lineage rules and the Fey-Touched feat.
His half plate armor and shield are infused with Repulsion Shield and Enhanced Armor respectively.

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RUSTY, MATTHIAS’ STEEL DEFENDER

Medium construct

ARMOR CLASS 15 (natural armor) SAVING THROWS Dex +4, Con +5
SKILLS Athletics +5, Perception +6
HIT POINTS ______/37 DAMAGE IMMUNITIES Poison
(the defender has 6d8 Hit Dice)

SPEED 40 ft.

STR DEX CON CONDITION IMMUNITIES Charmed, exhaustion, poisoned
(+2) (+1) (+2) SENSES Darkvision 60 ft., passive Perception 16
LANGUAGES Common, Draconic
INT WIS CHA
(-3) (+0) (-2)

Vigilant. The defender can’t be surprised. USING THE STEEL DEFENDER

Force-Empowered Rend (Action). Melee Weapon Attack: +8 In combat, the defender shares your initiative count, but it
to hit, reach 5 ft. Hit: 1d8 + 3 force damage. takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is
Repair (Action) (3/Day). The magical mechanisms inside the the Dodge action, unless you take a bonus action on your turn
defender restore 2d8 + 3 hit points to itself. to command it to take another action. That action can be one
in its stat block or some other action. If you are incapacitated,
Deflect Attack (Reaction). The defender imposes the defender can take any action of its choice, not just Dodge.
disadvantage on the attack roll of one creature it can see
that is within 5 feet of it, provided the attack roll is against a If the mending spell is cast on it, it regains 2d6 hit points.
creature other than the defender. If it has died within the last hour, you can use your smith’s
tools as an action to revive it, provided you are within 5 feet
of it and you expend a spell slot of 1st level or higher. The
steel defender returns to life after 1 minute with all its hit
points restored.

At the end of a long rest, you can create a new steel defender
if you have your smith’s tools with you. If you already have
a steel defender from this feature, the first body immediately
shuts down and the consciousness transfers. The defender
also shuts down if you die.

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DOOMED SOULS

AMARANTH SEVENSWORD

Half-Elf Monk/Cleric, she/her

HIT POINTS ARMOR CLASS MOVE SPEED INITIATIVE
____ /51 17 40
+3

ABILITY STR DEX CON INT WIS CHA SWORD
SCHOLAR

6d8 Hit Dice

-1 +3 +3 -1 +4 -1MODIFIER Monk Weapons,
Darkvision

SAVES +2 +6 +3 -1 +4 -1 SIGNATURE
WEAPON:
SKILLS Wooden Sword

Insight +7, Survival +7, Perception +7, Acrobatics +6, O O O O OKi Points - 5/SHORT REST:
Stealth +6, Elvish, Calligrapher’s Supplies,
Painter’s Supplies You can spend Ki Points to fuel Flurry of Blows, Step of the
Mountain, and Stunning Strike. You have 5 points per short
Wooden Sword (Action). Melee Monk Weapon Attack: rest and your Ki save DC is 15.
+7 to hit, reach 5 ft. Hit: 1d8 + 4 slashing damage. You make
two Wooden Sword strikes when you take the ATTACK Spellcasting (PHB 98): You can cast prepared cleric spells
action. You can make an additional Unarmed Strike as a using WIS as your spellcasting modifier (spell save DC 15,
bonus action. spell attack +7). You regain spell slots on a long rest.

Unarmed Strike (Action or Bonus). Melee Weapon Attack: CANTRIPS
+6 to hit, reach 5 ft. Hit: 1d6 + 3 bludgeoning damage. You Shillelagh (always cast), thaumaturgy, sacred flame, guidance
make two Unarmed Strikes when you take the Attack action
or one Unarmed Strike as a bonus action. FEY-TOUCHED - 1/LONG REST EACH

Stunning Strike (1 Ki Point). When you hit with a melee O OHunter's mark
weapon attack, the target is stunned until the end of your Misty step
next turn if it fails a CON saving throw (DC 15).
O O O1ST LEVEL - 3 SLOTS:
Flurry of Blows (Bonus Action, 1 Ki Point). After you take
the Attack action on your turn, make two Unarmed Strikes. Hunter’s mark, ceremony (ritual), animal friendship, detect
magic (ritual), protection from evil and good, sanctuary,
Open Hand Technique (Special). Whenever you hit with one shield of faith, speak with animals.
of your Flurry of Blows attacks, you can impose one of the
following effects on that target: it falls prone if it fails a DEX Step of the Mountain (Bonus, 1 Ki point). Take the
saving throw (DC 15), it gets pushed up to 15 ft. if it fails a Disengage, Dodge, or Dash action, and your jump distance is
STR saving throw (DC 15), or it can't take reactions until the doubled for the turn.
end of your next turn.
Dedicated Weapon (TCoE 48). Whenever you finish a short
Impervious Defense (Reaction). When you are hit by a or long rest, you can touch one weapon and count that
ranged weapon attack, you can use your reaction to destroy weapon as a monk weapon until you use this feature again.
the projectile, reducing the damage by 1d10+8. The weapon must be a simple or martial weapon that you
are proficient with, and must lack the heavy and special
properties.

Under the hood: Amaranth is an Open Hand Monk 5\Nature Cleric 1 that uses shillelagh to create a wooden sword.
She relies on Unarmored Defense from being a monk.

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HIT POINTS ACE HOLLYHEART INITIATIVE

____ /46 Aasimar Paladin/Sorcerer/Warlock, he/him +2

ARMOR CLASS MOVE SPEED

17 30

ABILITY STR DEX CON INT WIS CHA SLAYER
2d10+4d8 Hit Dice

MODIFIER -1 +3 +2 +0 +0 +3 All Armor and
+0 +3 +6 Weapons, Darkvision,
SAVES -1 +3 +2 Necrotic and Radiant

Resistance

SIGNATURES:
Divine Smite,
Store Power

SKILLS O O O ODivine Sense - 4 SLOTS/LONG REST:

Persuasion +6, Religion +3, Insight +3, Religion +3 Until the end of your next turn, you know the location of any
celestial, fiend, or undead within 60 ft. not behind
Twin Scimitars (Action). Melee Weapon Attack: +6 to hit, total cover.
reach 5 ft. Hit: 1d6 + 3 slashing damage.
Lay On Hands (Action) ___/ 16. You have a pool of 16 HP
Two Weapon Fighting (Bonus). Make an attack with your per long rest that can be used to heal a touched creature.
off-hand weapon. This attack doesn’t add DEX to damage. Expending 5 HP allows you to end a poison or disease.

Divine Smite: When you hit with a melee weapon attack, Slayer State (Action). Once per long rest, you can assume
you can expend one spell slot to deal 2d8 extra radiant the form of the slayer. You shed bright light in a 10-foot
damage to the target, plus 1d8 for each spell level higher radius and dim light for an additional 10 feet, and at the end
than 1st and plus 1d8 against undead or fiends. of each of your turns, you and each creature within 10 feet
of you take 3 radiant damage. Once per turn, you can deal
Store Power: When you finish a short rest, gain a 1st level 3 radiant damage to one target when you deal damage to it
spell slot if you had both pact spell slots available at the start with an attack or spell.
of the short rest. This slot is lost if you take a long rest.
Spellcasting (PHB 98): You can cast known wizard spells
Healing Light (Bonus). You have a 3d6 healing pool per long using INT as your spellcasting modifier (spells ave DC 14,
rest. As a bonus action, you can heal one creature you can spell attack +6). You regain all spell slots on a long rest and
see within 60 ft., spending dice from the pool. pact spell slots on every short rest.

RESTORE BALANCE (REACTION) - CANTRIPS
Eldritch blast (Agonizing Blast), guidance, light, mage hand,
3/LONG REST: O O O O message, mind sliver, chill touch, ray of frost, sacred flame,
word of radiance
Cancel advantage or disadvantage for one target within
60 ft. of you. O OPACT, 1ST LEVEL - 2 SLOTS/SHORT REST:

Eldritch Mind (TCoE 71). You have advantage on O O O O O1ST LEVEL - 5 SLOTS:
Constitution saving throws that you make to maintain your
concentration on a spell. Alarm, cure wounds, divine favor, guiding bolt, hellish
rebuke, heroism, hex, protection from evil and good, shield,
Agonizing Blast (PHB 110). When you cast eldritch blast, shield of faith, tasha’s caustic brew, thunderwave
add +3 to the damage it deals on a hit.
O O2ND LEVEL - 2 SLOTS:

Upcast 1st level spells and divine smite only.

Under the hood: Ace is a Scourge Aasimar Clockwork Sorcerer 2/Paladin 2/Celestial Warlock 2 in half plate called a battery build.
Store Power & spell slots condense sorcery points. Lay On Hands is conflated with Healing Hands.

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MONSTERS
TABLE OF CONTENTS

UNIQUE DENIZENS OF THE REALMS OF DREAD........ 488 GHOST WOLF SWARM...........................................498
THE BRIDES - FALLEN DRUID, VAMPIRE................489 SERGEI, PROFANE KNIGHT...................................499
WINTER, THAT WAS TAKEN, VAMPIRE ARCHDRUID... 490 SERVANT OF THE DEAD....................................... 500
FEYPACT WEREWOLF...........................................491 THE GODEATER WOLF..........................................501
HUGINN, THE RAVEN.............................................492 ARGYNVOST..........................................................503
BURR, UNIQUE ARCANALOTH SIMULACRUM.........493 OMU, SLAAD-LORD.............................................. 504
ENDLESS MISERY.................................................494 PHASE GHOST.......................................................507
FALLEN DEVA.......................................................495 IRENA VON ZAROVICH, VAMPIRE LORD..................508
THE FURIES, MODIFIED ERINYES..........................496 STRAHD VON ZAROVICH, VAMPIRE LORD.............. 510
ESMERELDA, FIRE KNIGHT...................................497

UNIQUE DENIZENS
REALMSOFOTHFE DREAD

We strongly recommend using average hit points rather than rolled hit points
for foes and allies in One Night Strahd.

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MONSTERS

THE BRIDES - FALLEN DRUID, VAMPIRE

Medium undead, lawful evil

ARMOR CLASS 16 (ironwood armor) SAVING THROWS Dex +7, Wis +5
HIT POINTS 95 (10d8 + 50) SKILLS Perception +3, Stealth +7
SPEED 35 ft. DAMAGE RESISTANCES Necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
STR DEX CON SENSES Darkvision 60 ft., passive Perception 15
16 (+3) 18 (+4) 16 (+3) LANGUAGES Common, Druidic, Elvish, Infernal, Sylvan
CHALLENGE 6 (2,300 XP)
INT WIS CHA PROFICIENCY BONUS +3
12 (+1) 14 (+2) 10 (+0)

Regeneration. The vampire regains 10 hit points at the start ACTIONS
of its turn if it has at least 1 hit point and isn't in sunlight. If
the vampire takes radiant damage, this trait doesn't function Multiattack. The vampire makes two attacks, only one of
at the start of the vampire's next turn. which can be a Bite attack.

Natural Step. The vampire ignores natural sources of Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
difficult terrain. Spells or other effects that create difficult creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
terrain, such as pit traps, ignore this trait. dealing damage, the vampire can grapple the target (escape
DC 13).
Cosmetic Transformation. The vampire can assume the
appearance of a dire wolf as a free action. Its statistics are Thornbow. Ranged Weapon Attack: +7 to hit, range
unchanged while transformed. 120/600 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.

Innate Spellcasting. The vampire’s innate spellcasting ability Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
is Wisdom (spell save DC 15, +6 to hit with spell attacks). willing creature, or a creature that is grappled by the
The vampire can innately cast the following spells, requiring vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
no material components: piercing damage plus 7 (2d6) necrotic damage. The target's
hit point maximum is reduced by an amount equal to the
At will: produce flame, animal messenger necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target
1/day each: entangle, tree stride (limited to one "stride") finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Vampire Weaknesses. This vampire has a reduced set of
weaknesses, and only has the following flaws:

Sunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
checks.

Hungry. This vampire spawn is underfed and will always
attempt to Bite if the situation permits. It strongly prefers
willing targets and will feed on non-sentient animals.

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MONSTERS

WINTER, THAT WAS TAKEN - VAMPIRE ARCHDRUID

Medium undead, neutral

ARMOR CLASS 16 (ironwood armor) SAVING THROWS Dex +7, Wis +5
HIT POINTS 95 (10d8 + 50) SKILLS Arcana +7, Athletics +7, Perception +4, Stealth +7
SPEED 35 ft. DAMAGE RESISTANCES Cold, necrotic; bludgeoning,
piercing, and slashing from nonmagical attacks
STR DEX CON CONDITION IMMUNITIES Charmed
20 (+5) 18 (+4) 16 (+3) SENSES Darkvision 60 ft., passive Perception 15
LANGUAGES Common, Druidic, Elvish, Infernal, Sylvan
INT WIS CHA CHALLENGE 8 (3,900 XP)
12 (+1) 14 (+2) 10 (+0) PROFICIENCY BONUS +3

Regeneration. Winter regains 10 hit points at the start of ACTIONS
her turn if she has at least 1 hit point and isn't in sunlight. If
Winter takes radiant damage, this trait doesn't function at the Multiattack. Winter makes two attacks, only one of which
start of her next turn. can be a Bite attack.

True To Her Nature. If Winter has fed recently, she can ignore Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
requirements in spells that hinge on the presence of the natural creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
world. Specifically, she can cast call lightning in enclosed damage, Winter can grapple the target (escape DC 13).
spaces, tree stride through worked wood such as doors or
walls, entangle in any environment, and passwall on any Thornbow. Ranged Weapon Attack: +8 to hit, range
structural element. 120/600 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.

Cosmetic Transformation. Winter can assume the appearance Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
of a dire wolf as a free action. Her statistics are unchanged willing creature, or a creature that is grappled by Winter,
while transformed. incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) necrotic damage. The target's hit point
Innate Spellcasting. Winter's innate spellcasting ability is maximum is reduced by an amount equal to the necrotic
Wisdom (spell save DC 15, +8 to hit with spell attacks). She damage taken, and Winter regains hit points
can innately cast the following spells, requiring no material equal to that amount. The reduction lasts
components: until the target finishes a long rest.
The target dies if this effect
At will: produce flame, animal messenger, gust of wind, reduces its hit point maximum
guidance to 0.
3/day each: healing word, thunderwave, entangle
1/day each: passwall, call lightning, tree stride (limited to
one "stride"), alter self

Vampire Weaknesses. Winter has a reduced set of weaknesses,
and only has the following flaws:

Winter's Hunger. Should Winter somehow escape
Ravenloft, she must feed at least twice a week. Once per
month, she must feed from a sentient creature, and can
never feed on the same creature twice without killing it.

Sunlight Hypersensitivity. Winter takes 20 radiant damage
when she starts her turn in sunlight. While in sunlight, she
has disadvantage on attack rolls and ability checks.

Hierarchy. Winter can gain new abilities only by feeding
successfully and fatally on another vampire. The nature of
what she gains is up to the DM.

Winter’s Grip. If Winter stays in one place for more than a
week, the area is slowly consumed by an unseasonal winter
over the course of three weeks. While transformed in this way,
the area can barely support living creatures.

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MONSTERS

FEYPACT WEREWOLF

Large monstrosity (shapechanger), unaligned

ARMOR CLASS 16 (natural armor) SAVING THROWS Dex +6
HIT POINTS 85 (10d10 + 30) SKILLS Perception +5, Stealth +4
SPEED 40 ft. DAMAGE RESISTANCES Cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks that aren't silvered
STR DEX CON CONDITION IMMUNITIES Blinded, frightened
22 (+6) 16 (+3) 16 (+3) SENSES Darkvision 60 ft., passive Perception 15
LANGUAGES Common, Elvish
INT WIS CHA CHALLENGE 6 (2,300 XP)
14 (+2) 12 (+1) 8 (-1) PROFICIENCY BONUS +3

Keen Hearing and Smell. The werewolf has advantage on ACTIONS
Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The werewolf makes two attacks.
Pack Tactics. The werewolf has advantage on attack rolls Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
against a creature if at least one of its allies is within 5 feet of target. Hit: 13 (2d6 + 6) piercing damage.
the creature and the ally isn’t incapacitated.

Devil’s Sight. Magical darkness doesn’t impede the Howling Leap. The werewolf moves up to 15 feet, which
werewolf's darkvision. does not provoke attacks of opportunity, then immediately
casts thunderclap.
Transform. At any time during its turn, the werewolf can
shift freely back and forth between a Large wolf and a BONUS ACTIONS
Medium humanoid. This is a free action, and while it can be
used to avoid opportunity attacks, the werewolf almost never Pact Tactics. The werewolf can control the movement of
uses it in this way. one creature cursed by its hex spell that it can see within 30
feet of it. The creature must succeed on a DC 15 Charisma
Innate Spellcasting. The werewolf's innate spellcasting saving throw or use its reaction to move up to 30 feet in a
ability is Strength (spell save DC 15, +7 to hit with spell direction of the werewolf's choice. This movement does not
attacks). The werewolf can innately cast the following spells, provoke attacks of opportunity.
requiring no material components:

At will: detect magic, thunderclap (as a 6th level caster)

3/day each: hellish rebuke, hex (at 3rd level)

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MONSTERS

HUGINN, THE RAVEN

Small beast, unaligned

ARMOR CLASS 13 SKILLS Perception +3, Stealth +3
HIT POINTS 11 (2d6 + 4)
SPEED 5 ft., fly 60 ft. SENSES Blindsight 5 ft., darkvision 120 ft.,
passive Perception 13

STR DEX CON LANGUAGES Common
4 (-3) 16 (+3) 14 (+2) CHALLENGE 0 (10 XP)
PROFICIENCY BONUS +2
INT WIS CHA
14 (+2) 16 (+3) 10 (+0)

Flyby. Huginn doesn't provoke opportunity attacks when he ACTIONS
flies out of an enemy's reach.
Huginn does not sully his claws with violence. He only takes
Keen Hearing and Sight. Huginn has advantage on Wisdom the Dodge, Dash, or Help actions during combat.
(Perception) checks that rely on hearing or sight.

Mimicry. Like a normal raven, Huginn can mimic most DESCRIPTION
sounds he has heard, such as a person whispering, a baby
crying, or an animal chittering. A creature that hears the
sounds can tell they are imitations with a successful DC 15
Wisdom (Insight) check.

Odd Dexterity. Huginn can hold and use mundane items as Lovably haughty, Huginn gains all the traits offered by the
though he had two hands. find familiar spell in addition to his stat block.

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BURR, UNIQUE ARCANALOTH SIMULACRUM

Medium fiend (yugoloth), neutral evil

ARMOR CLASS 17 (natural armor) SAVING THROWS Dex +5, Int +9, Wis +7, Cha +7
HIT POINTS 162 (16d8 + 90) SKILLS Arcana +13, Deception +9, Insight +9, Perception +7
SPEED 30 ft., fly 30 ft. DAMAGE RESISTANCES Cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
STR DEX CON DAMAGE IMMUNITIES Acid, poison
20 (+5) 12 (+1) 20 (+5) CONDITION IMMUNITIES Charmed, poisoned
SENSES Truesight 120 ft., passive Perception 17
INT WIS CHA LANGUAGES All, telepathy 120 ft.
20 (+5) 16 (+3) 17 (+3) CHALLENGE 9 (5,000 XP)
PROFICIENCY BONUS +4

Innate Spellcasting. Burr’s innate spellcasting ability is ACTIONS
Charisma (spell save DC 17). Burr can innately cast the
following spells, requiring no material components: Brutal Claws. Melee Weapon Attack: +9 to hit, reach 15 ft.,
one target. Hit: 15 (4d4 + 5) slashing damage.
At will: darkness, heat metal
Teleport. Burr magically teleports, along with any equipment
Magic Resistance. Burr has advantage on saving throws it is wearing or carrying, up to 60 feet to an unoccupied
against spells and other magical effects. space it can see.

Magic Weapons. Burr’s weapon attacks are magical. REACTIONS

Simulant Nature. Burr does not recover spell slots higher Transpose. Burr magically teleports, along with any
than 1st level when resting and cannot recover hit points. equipment it is wearing or carrying, and switches places with
one willing ally up to 60 feet away. If this reaction is used
Spellcasting. Burr is a 16th-level spellcaster with reduced while that ally is targeted by a spell, attack, or effect,
spell slots. Its spellcasting ability is Intelligence (spell save it instead targets Burr.
DC 17, +9 to hit with spell attacks). Burr has the following
spells prepared:

Cantrips (at will): sacred flame, mage hand, minor
illusion, prestidigitation

1st level (4 slots): thunderous smite, identify, shield,
magic missile

2nd level (4 slots): detect thoughts, mirror image, silence,
spiritual weapon

3rd level (3 slots): counterspell, pulse wave, blink

4th level (3 slots): gravity sinkhole, dimension door,
greater invisibility

5th level (2 slots): contact other plane, steel wind strike

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ENDLESS MISERY

Medium undead, lawful evil

ARMOR CLASS 18 (binding runes) SAVING THROWS Con +7, Wis +7
HIT POINTS 135 (18d8 + 54) SKILLS Deception +8, Insight +7, Intimidation +12,
SPEED 35 ft. Perception +11, Stealth +14
CONDITION IMMUNITIES Charmed, exhaustion, grappled,
STR DEX CON paralyzed, petrified, poisoned, prone, restrained
14 (+2) 22 (+6) 17 (+3) SENSES Darkvision 60 ft., passive Perception 21
LANGUAGES Common, Elvish
INT WIS CHA CHALLENGE 10 (5,900 XP)
15 (+2) 16 (+3) 18 (+4) PROFICIENCY BONUS +4

Dead and Damned. The Misery cannot be charmed, as it is ACTIONS
already bound by magic, and magic can’t put it to sleep.
Multiattack. The Misery attacks three times, choosing freely
Innate Spellcasting. The Misery’s innate spellcasting ability between its Blade, Waves of Misery, and Ancient Doom.
is Charisma (DC16). It can innately cast the following spells,
requiring no material components: Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 6) slashing damage.
3/day each: command, misty step
Waves of Misery. Ranged Spell Attack: +10 to hit, range
120 ft., one target. Hit: 11 (2d4 + 6) force damage.

Ancient Doom. The Misery instantly kills one of its allies. It
then casts bestow curse (at 5th level) on one of its enemies.
The curse ends early if the affected incarnation dies.

Spectral Barrage. The Misery summons a horde of ghostly
archers. Each enemy in a 30-foot radius sphere centered
on a point within 120 feet must make a DC 16 Dexterity
saving throw. A creature takes 22 (4d8 + 4) magical piercing
damage on a failed save, or half as much damage on a
successful one.

DESCRIPTION BONUS ACTIONS

The Misery replaces and subsumes the role of Rahadin, and Psychic Choir. As a bonus action, the Misery can force all
may even appear as him during the Irena arc. It is bound by creatures within 10 feet of it to make a DC 16 Wisdom saving
powerful magic to attempt to destroy the heroes, but despises throw. Each creature takes 15 (6d4) psychic damage on a failed
the Vampire Lord and will always attempt to betray them. save, or half as much damage on a successful one.

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MONSTERS

FALLEN DEVA

Medium celestial, lawful evil

ARMOR CLASS 17 (natural armor) SAVING THROWS Wis +9, Cha +9
HIT POINTS 136 (16d8 + 64) SKILLS Insight +9, Perception +9
SPEED 30 ft., fly 90 ft. DAMAGE RESISTANCES Radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
STR DEX CON CONDITION IMMUNITIES Charmed, exhaustion, frightened
18 (+4) 18 (+4) 18 (+4) SENSES Darkvision 120 ft., passive Perception 19
LANGUAGES All, telepathy 120 ft.
INT WIS CHA CHALLENGE 11 (5,900 XP)
17 (+3) 20 (+5) 20 (+5) PROFICIENCY BONUS +4

Innate Spellcasting. The fallen deva's spellcasting ability is ACTIONS
Charisma (spell save DC 17). It can innately cast the following
spells, requiring only verbal components: Multiattack. The fallen deva makes two melee attacks, and
always prefers its Mace.
At will: detect evil and good
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
1/day each: commune, storm sphere target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18 (4d8)
radiant or necrotic damage (fallen deva’s choice).
Magic Resistance. The fallen deva has advantage on saving
throws against spells and other magical effects. Hellfire Fists. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 18
Immutable Form. The fallen deva is immune to any spell or (4d8) fire damage.
effect that would alter its form.

Rage Beyond Death. The fallen deva cannot be reduced below
1 hit point until the end of its second turn.

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MONSTERS

THE FURIES, MODIFIED ERINYES

Medium fiend (devil), lawful evil

ARMOR CLASS 18 (plate) SAVING THROWS Dex +8, Con +8, Wis +6, Cha +8
HIT POINTS 125 (see Shared Hit Points) DAMAGE RESISTANCES Cold
SPEED 30 ft., fly 60 ft. DAMAGE IMMUNITIES Fire, poison
CONDITION IMMUNITIES Poisoned
STR DEX CON SENSES Truesight 15 ft., passive Perception 12
16 (+3) 18 (+4) 18 (+4) LANGUAGES Infernal, telepathy 120 ft.
CHALLENGE 10 (8,400 XP)
INT WIS CHA PROFICIENCY BONUS +4
14 (+2) 14 (+2) 18 (+4)

Magic Resistance. The fury has advantage on saving throws ACTIONS
against spells and other magical effects.
Multiattack. The fury makes three attacks.
Shared Hit Points. Individual furies have a hit point maximum
of 125. When they appear as a group, they also have a shared Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
pool of 185 hit points. When this pool is exhausted, all furies target. Hit: 9 (1d8 + 4) slashing damage plus 13 (3d8) poison
are defeated. Damage to any fury is dealt to this pool as well as damage.
the individual fury’s hit points.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600
ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8)
poison damage.

REACTIONS

Deflect. The fury adds 3 to its AC against one attack that
would hit it.

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MONSTERS

ESMERELDA, FIRE KNIGHT

Medium giant, lawful good

ARMOR CLASS 18 (enchanted half-plate) SAVING THROWS Dex +5, Con +9, Cha +5
HIT POINTS 136 (13d8 + 78) SKILLS Athletics +10, Perception +5, Stealth +8
SPEED 30 ft. DAMAGE RESISTANCES Fire, necrotic
SENSES Passive Perception 15
STR DEX CON LANGUAGES Giant
25 (+7) 14 (+2) 22 (+6) CHALLENGE 6 (2,300 XP)
PROFICIENCY BONUS +3
INT WIS CHA
10 (+0) 14 (+2) 14 (+2) ACTIONS

DESCRIPTION

With flesh of obsidian and hearts of fire, the Vistani are noble Enchanted Rapier. Melee Weapon Attack: +10 to hit, reach
giants who long ago forsook the ordning in favor of stranger 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
and more distant gods. They worship the Morninglord and
Mother Night, the endless lover-foes, and in their name they Flash Fire. Ranged Weapon Attack: +10 to hit, range 60/240
travel the planes in great flying fortresses and striding castles. ft., one target. Hit: 29 (4d10 + 7) fire damage.
Among their exalted coterie, the mightiest are the fire knights.

Esmerelda died long ago, deep in the hell of Barovia in the
Domain of Despair. Her soul was caught there. She is still a fire
knight—still mighty. Her hour will yet arrive.

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MONSTERS

GHOST WOLF SWARM

Gargantuan swarm of Medium beasts, lawful neutral

ARMOR CLASS 16 (natural armor) SKILLS Perception +5, Stealth +9
HIT POINTS 170 (11d20 + 55) DAMAGE RESISTANCES Bludgeoning, piercing, and
SPEED 50 ft. slashing while in dim light or darkness
CONDITION IMMUNITIES Blinded, charmed, exhaustion,
STR DEX CON frightened, grappled, incapacitated, stunned
20 (+5) 20 (+5) 20 (+5) SENSES Passive Perception 18
LANGUAGES —
INT WIS CHA CHALLENGE 11 (7,200 XP)
14 (+2) 12 (+1) 10 (+0) PROFICIENCY BONUS +4

Keen Hearing and Smell. The swarm has advantage on ACTIONS
Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., all targets in
Pack Tactics. The swarm has advantage on an attack roll swarm spaces. Hit: 12 (2d6 + 5) piercing damage. If the target
against a creature if two or more swarm squares are adjacent is a creature, it must succeed on a DC 16 Strength saving
to the creature, counting the square the creature is in. throw or be knocked prone.

Ghostly Bodies. The swarm ignores walls. Blight. All prone enemies occupying a swarm square must
make a DC 15 Constitution saving throw. On a failed save,
Swarm. The swarm can occupy another creature's space the target is cursed and suffers a Short-Term Madness effect
and vice versa. The swarm can't regain hit points or gain whenever it sees a corporeal wolf. This has no immediate
temporary hit points. effect and can be dispelled by a remove curse spell.

Many Mouths. The swarm occupies ten 5-foot squares, but Rolling Mist. All nonmagical light sources within 30 feet of a
these squares need not be contiguous, and can move apart up character of the swarm’s choice are extinguished.
to the full walking speed of the swarm.

Partial Turning. Effects that turn undead destroy two of the
5-foot squares without a check and have no other effect. This
deals 30 damage to the swarm.

LEGENDARY ACTIONS REACTIONS

The swarm can take 3 legendary actions, choosing from the The swarm does not make opportunity attacks. Instead, it uses
options below. Only one legendary action option can be used Rolling Mist as a reaction when an opportunity attack would
at a time and only at the end of another creature’s turn. The trigger.
swarm regains spent legendary actions at the start of its turn.
DESCRIPTION
HARROW. The swarm makes a Bite attack.
Functionally, the players likely won't realize this is a single
HUNT. The swarm uses Rolling Mist. monster. It looks and acts like a group of ghostly wolves that
just happens to take its turn as one.
DOOM. The swarm uses Blight.

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