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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

AoFnTe En iRg hMt AsTt rTaEh dR
MONSTERS

SERGEI, PROFANE KNIGHT

Medium fiend, neutral evil

ARMOR CLASS 18 (enchanted mithril chain) SAVING THROWS Int +8, Wis +10, Cha +10
HIT POINTS 161 (19d8 + 76) SKILLS Insight +9, Perception +9, Athletics +8
SPEED 40 ft., fly 60 ft. DAMAGE RESISTANCES Bludgeoning, piercing,
and slashing from nonmagical attacks
STR DEX CON DAMAGE IMMUNITIES Necrotic
18 (+4) 16 (+3) 18 (+4) CONDITION IMMUNITIES Charmed, exhaustion, frightened
SENSES Blindsight 10 ft., darkvision 120 ft., passive Perception 19
INT WIS CHA LANGUAGES All, telepathy 120 ft.
17 (+3) 20 (+5) 20 (+5) CHALLENGE 13 (10,000 XP)
PROFICIENCY BONUS +5

Profane Weapons. The knight's attacks are magical. When the ACTIONS
knight hits with any weapon or unarmed strike, the weapon
deals an extra 9 (2d8) necrotic damage (included in the attack). Multiattack. The knight makes two attacks, only one of which
can be Choking Grasp.
Innate Spellcasting. The knight’s spellcasting ability is Charisma
(spell save DC 18, +9 to hit with spell attacks). It can innately Cursed Estoc. Melee Weapon Attack: +9 to hit, reach 5 ft.,
cast the following spells, requiring only verbal components: one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6)
necrotic damage.
At will: magic missile (at 3rd level)
Special: arcane hand, blade barrier, darkness Choking Grasp (3/Day). Melee Spell Attack: +9 to hit, reach 10
ft., one target. Hit: 21 (4d8 + 4) necrotic damage, and the target
Magic Resistance. The knight has advantage on saving throws is marked.
against spells and other magical effects.
LEGENDARY ACTIONS
Legendary Resistance (1/day). If the knight fails a saving
throw, it can choose to succeed instead. The knight can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Sunlight Vulnerability. The knight loses its Magic Resistance a time and only at the end of another creature’s turn. The knight
trait, lair actions, Forceful Choke, and Choking Grasp attack regains spent legendary actions at the start of its turn.
while in sunlight. Any active effect caused by a lair action
remains in place. REPOSITION. The knight moves up to its speed. This does not
provoke attacks of opportunity.
Nightmare Mount. While above 80 hit points, the knight is
considered mounted. It gains the following traits. These are SWIFT STRIKES (COSTS 2 ACTIONS). The knight makes two
already factored into the relevant statistics where possible, and Cursed Estoc attacks against the same target.
are lost when the knight is reduced to 80 hit points as its mount
dies. Effects that raise the knight's hit points back above 80 do FORCEFUL CHOKE. The knight continues to choke any marked
not revive the mount. target within 15 feet. The target takes 12 (2d8 + 3) necrotic
damage and the knight regains that amount of hit points.
Flight. The nightmare carries the knight and has a flying
speed of 60 feet. It can hover in place.

Reposition. The nightmare grants access to the Reposition
legendary action. When the knight is no longer mounted, it

loses this action.

LAIR AND LAIR ACTIONS

While the knight is not on the Ethereal plane and is within 1 mile
of its tomb, it can take the following actions. Only one lair action
can be in effect at a time.

On initiative count 20 (losing initiative ties), the Knight can take
one of the following lair action options, or forgo using any of
them in that round. This action replaces the current lair action.

DARKNESS. The knight casts darkness as a 3rd level spell. This
does not require concentration.

BLADE BARRIER. The knight casts blade barrier centered
on itself. This effect can be used once per day and requires
concentration.

ARCANE HAND. The knight casts arcane hand. This effect can
be used once per day and requires concentration.

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MONSTERS

SERVANT OF THE DEAD

Medium fiend, neutral evil

ARMOR CLASS 17 (mithril half-plate) SKILLS Intimidation +5, Perception +3, Persuasion +5,
HIT POINTS 65 (10d8 + 20) Stealth +9
SPEED 35 ft., fly 60 ft.
SENSES Blindsight 5 ft., darkvision 60 ft.,
STR DEX CON passive Perception 16
10 (+0) 20 (+5) 14 (+2)
LANGUAGES Common
INT WIS CHA
16 (+3) 12 (+1) 16 (+3) CHALLENGE 4 (1,100 XP)

PROFICIENCY BONUS +2

Aura of Murder. As long as the servant is not incapacitated, ACTIONS
hostile creatures within 5 feet of it gain vulnerability to
piercing damage, unless they have resistance or immunity to Multiattack. The servant makes two dagger attacks and uses
such damage. Shroud Self.

Sunlight Sensitivity. While in sunlight, the servant and its Dagger (+1). Melee or Ranged Weapon Attack: +8 to hit,
mount cannot benefit from invisibility, and cannot take the reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6)
Hide action. If they are currently hidden, they are revealed. piercing damage.

Mounted. The servant rides a monstrous peryton. The peryton Shroud Self. The servant and its mount magically turn
is incorporated into this statblock as a set of abilities rather invisible until the start of the servant’s next turn. This
than a separate creature. When the servant is reduced to 25 invisibility ends if the servant makes an attack roll, makes a
hit points, its mount dies and the servant loses the following damage roll, or casts a spell.
traits. The mount cannot be revived.
DESCRIPTION
Flight. Without its mount, the servant is ground-bound.
When the vestiges of the Dead Three became part of the
Blindsight. The servant can no longer rely on its mount’s Dark Powers, their servants found home in that cold embrace.
senses, and is limited to traditional vision. Some portion of these creatures retain independent will and
thought, serving as the assassin-cavalry for cursed knights
and damned paladins.

Armored in cursed mithril, they flash like terrible beacons
as they flit in and out of the shadows on their masked and
muzzled perytons.

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MONSTERS

THE GODEATER WOLF

Gargantuan fiend, chaotic evil

ARMOR CLASS 17 (dreadful hide) SAVING THROWS Con +12, Wis +10
HIT POINTS 330 (20d20 + 120) SKILLS Arcana +8, Perception +8
SPEED 40 ft. DAMAGE RESISTANCES Psychic
DAMAGE IMMUNITIES Necrotic
STR DEX CON CONDITION IMMUNITIES Blinded, charmed, exhaustion,
22 (+6) 18 (+4) 22 (+6) frightened
SENSES Blindsight 5 ft., darkvision 240 ft.,
INT WIS CHA passive Perception 17
18 (+4) 18 (+4) 18 (+4) LANGUAGES All, telepathy 30 ft.
CHALLENGE 17 (18,000 XP)
PROFICIENCY BONUS +6

Innate Spellcasting. The Godeater’s spellcasting ability is ACTIONS
Charisma (spell save DC 18, +9 to hit with spell attacks). It can
cast the following spells innately, requiring no components: Multiattack. The Godeater makes three attacks, using any
combination of Graviton Gaze and Lightning Fangs:
At will: detect magic, pulse wave, wall of fire
Graviton Gaze. Ranged Spell Attack: +9 to hit, range 30 ft.,
2/day: lightning bolt, dimension door one target. Hit: 10 (2d4 + 5) force damage. The target is
pushed or pulled 10 feet on a hit (Godeater’s choice), which
Clever and Cruel. The Godeater adds its Intelligence modifier can cause damage from wall of fire but does not provoke
to initiative checks. attacks of opportunity.

Absolute Bastard. The Godeater cannot make Charisma Lightning Fangs. Melee Spell Attack: +9 to hit, reach 10 ft.,
(Persuasion) checks and cannot be persuaded. one target. Hit: 12 (2d6 + 5) lightning damage. The Godeater
has advantage on the attack roll if the target is wearing armor
Titanic. The Godeater can grapple any number of creatures. made of metal.
It suffers no movement penalty for dragging grappled foes. It
cannot cast dimension door while carrying a foe. Crash. The Godeater takes 30 damage, which cannot be
reduced, then moves up to its speed, passing through other
Legendary Resistance (3/Day). If the Godeater fails a saving creatures and objects as if they were difficult terrain. It then
throw, it can choose to succeed instead. ends its turn. Each creature it moves through takes 9 (2d4 +
4) bludgeoning damage. The first creature damaged this way
Awful Speed. The Godeater gets two reactions, which it is automatically grappled (escape DC 18). If multiple creatures
always uses for Lightning Fangs. might be damaged simultaneously, the Godeater picks only
one to grapple. Grappled characters can make an escape
Sunlight Hypersensitivity. The Godeater takes 20 radiant check as either a bonus action or an action, and can make
damage when it starts its turn in sunlight. the check multiple times in a turn. Objects on the Godeater’s
path, including walls and floors, are destroyed. Worn and
Endless Hunger (Mythic Trait; Recharges after a Short carried objects are not affected, and magical objects are
or Long Rest). If the Godeater is reduced to 0 hit points, it immune. No creature can take this damage more than once
doesn’t die or fall unconscious. Instead, its eyes burn with per turn.
crimson smoke and its matted fur becomes a seething coat of
rotten flame. Each enormous tooth becomes a flaming wolf's BONUS ACTIONS
skull, snapping and biting on its own. The Godeater regains
310 hit points and uses Crash immediately without taking Perceptive. The Godeater can make Wisdom (Perception)
damage. checks as a bonus action.

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MONSTERS

LEGENDARY ACTIONS REACTIONS

The Godeater can take 3 legendary actions, choosing from The Godeater can make attacks of opportunity with
the options below. Only one legendary action option can be Lightning Fangs.
used at a time and only at the end of another creature's turn.
The Godeater regains spent legendary actions at the start of MYTHIC ACTIONS
its turn.
If the Godeater's mythic trait is active, it can use the
LASH OUT. The Godeater uses Crash. options below as legendary actions for 1 hour after using
Endless Hunger.
LIGHTNING FANGS. The Godeater makes a single attack
with Lightning Fangs. BITE DOWN. Grappled creatures take 11 (3d4 + 4) necrotic
damage and the Godeater regains hit points equal to the total
CAST A SPELL (COSTS 2). The Godeater casts a spell from amount of damage dealt. Grappled creatures can immediately
its spell list. make an escape check.

HOLE IN THE WORLD. The Godeater makes an attack with
Graviton Gaze.

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MONSTERS

ARGYNVOST

Large undead, neutral evil

ARMOR CLASS 18 (natural armor) SAVING THROWS Dex +4, Con +9, Wis +4, Cha +8
HIT POINTS 168 (16d10 + 80) SKILLS Arcana +6, History +6, Perception +8, Stealth +4
SPEED 40 ft., fly 80 ft. DAMAGE RESISTANCES Cold
SENSES Blindsight 30 ft., darkvision 120 ft., passive
STR DEX CON Perception 18
22 (+6) 10 (+0) 20 (+5) LANGUAGES Common, Draconic
CHALLENGE 9 (5,000 XP)
INT WIS CHA PROFICIENCY BONUS +4
14 (+2) 10 (+0) 18 (+4)
ACTIONS
ARGYNVOST’S LAIR

Abandoned by the passage of time and lost in the dark, Multiattack. Argynvost makes three attacks: one with his bite
Argynvost dwells in the great bone-tomb of Strahd, where he and two with his claws.
drifts slowly through the Ethereal reaches of the Domains of
Dread. He lurks, waiting in an undead half-sleep for any source Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
of entertainment. target. Hit: 17 (2d10 + 6) piercing damage.

LAIR ACTIONS Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
On initiative count 20 (losing initiative ties), Argynvost takes a
lair action to cause one of the following effects: Cold Breath (Recharge 5-6). Argynvost exhales an icy blast in
a 30-foot cone. Each creature in that area must make a DC 17
• Argynvost creates fog as if he had cast the fog cloud Constitution saving throw, taking 54 (12d8) cold damage on a
spell. The fog lasts until initiative count 20 on the next round. failed save, or half as much damage on a successful one.

• A blisteringly cold wind blows through the lair near
Argynvost. Each creature within 120 feet of Argynvost must
succeed on a DC 15 Constitution saving throw or take 5
(1d10) cold damage. Gases and vapors are dispersed by
the wind.

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MONSTERS

OMU, SLAAD-LORD

Medium aberration, chaotic good

ARMOR CLASS 16 (natural armor) SAVING THROWS Con +7
HIT POINTS 166 (21d8 + 72) SKILLS Arcana +6, Perception +8
SPEED 30 ft., swim 40 ft. DAMAGE RESISTANCES Acid, cold, fire, lightning, thunder
SENSES Blindsight 60 ft., darkvision 60 ft.,
STR DEX CON passive Perception 18
24 (+7) 15 (+2) 19 (+4) LANGUAGES All, telepathy 60 ft.
CHALLENGE 12 (8,400 XP)
INT WIS CHA PROFICIENCY BONUS +4
15 (+2) 10 (+0) 16 (+3)

Magic Resistance. Omu has advantage on saving throws ACTIONS
against spells and other magical effects.
Multiattack. Omu makes three attacks: one with his bite
Innate Spellcasting. Omu’s innate spellcasting ability is and two with his claws or hammer. He can forgo two attacks
Charisma (spell save DC 15, +7 to hit with spell attacks). He to use Snowcrash or one attack to spawn a Bubble. He can
can innately cast the following spells, requiring no material spawn up to three Bubbles in this way.
components:
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
At will: alter self, detect magic, firebolt, invisibility (self target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic
only), mage hand, major image, tongues damage.

2/day each: counterspell, fly, mirror image Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6)
1/day each: delayed blast fireball, plane shift necrotic damage.

Magic Weapons. Omu’s weapon attacks are magical. Hammer of Thunderbolts. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage
Magic Items. Omu wears a BELT OF HILL GIANTS’ plus 7 (2d6) necrotic damage. The special action of the
STRENGTH and GAUNTLETS OF OGRE POWER, and wields a Hammer is reproduced below with modifications.
HAMMER OF THUNDERBOLTS. He can use the Giant’s Bane
feature of the hammer. Snowcrash (3/Day). Omu pours chaos energy into the
hammer before throwing it at a target or the ground
Legendary Resistance (3/Day). If Omu fails a saving throw, anywhere within 60 feet. The sonic boom is audible within
he can choose to succeed instead. 300 feet, and on impact, the hammer throws off a shockwave
of harsh blue light. Every creature other than Omu within
Mythic Transformation (Recharges after a Short or Long 30 feet of the point of impact must succeed on a DC 17
Rest). When Omu reaches 0 hit points, he immediately turns Constitution saving throw or be stunned until the end of
a brilliant white in an eruption of blue light. The water in Omu’s next turn. Stunned characters spawn a PHASE GHOST
his lair turns into tarry chaos-matter and becomes difficult under their control, which appears on their square and acts
terrain, even with a swimming speed. All effects on him end, on their initiative while they are incapacitated. Finally, the
and he regains 140 hit points. Finally, his wards kick in and he hammer does not automatically return to Omu.
instantly casts mirror image, which triggers a roll on the Wild
Magic table. Spawn Bubble. Omu creates a Bubble at a point of his choice
in any body of water, per his lair effect. He picks the target
that the Bubble moves toward, and it immediately moves
10 feet.

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MONSTERS

LEGENDARY ACTIONS MYTHIC ACTIONS

Omu can take 3 legendary actions, choosing from the options Omu can choose from the options below as additional
below. Only one legendary action option can be used at a time legendary actions after his Mythic Transformation is triggered.
and only at the end of another creature's turn. Omu regains
spent legendary actions at the start of his turn. ANARCHIC ACID (RECHARGE 6). Omu spits a glob of acid
that is particularly harmful to lawfully-aligned creatures. It
ATTACK. Omu makes an attack with any of his attack behaves as the spell vitriolic sphere, but lawful creatures make
options except Snowcrash. their saving throw against the effect with disadvantage.

MOVE. Omu moves up to half his movement without NOTHING PERSONAL, KID. Omu makes an attack against
provoking attacks of opportunity. any creature in the room, teleporting to where they are. He
then chooses whether to remain where he teleported or return
MAUL GATE. Omu teleports to his hammer in an explosion back to his original location without provoking attacks of
of chaos matter. opportunity.

LAIR EFFECTS

WILD MAGIC
The anarchic energy within Omu’s pyramid produces a constant Wild Magic field, with anyone casting a spell of 1st level or
higher triggering a roll on the included Wild Magic table (see Surges). This effect eventually manifests anywhere that Omu lairs.

SURGE TRIGGERS
The two main triggers for a Wild Magic surge are casting a spell of 1st level or higher or popping one of the entropic
Bubbles created by Omu’s lair effect. Any magic item that emulates casting, such as a SPELLBEAD or the STAFF OF POWER,

will also trigger a surge.

SURGES
Roll 1d12 and refer to the table below. All ability checks and saving throws have a DC of 15. All effects target the creature who

triggered the surge. Note that the surges tend towards negative effects.

A clone of the character that triggered this surge spawns in the nearest unoccupied space to where the surge was
triggered. This clone is identical to the one described by the spell clone, with the following caveats: it is spawned
fully formed; an inert clone cannot leave Omu’s lair; and any attempt to change the clone’s form outside of the

1 character’s soul returning to it (i.e. trying to polymorph it, create a skeleton or zombie out of it, or otherwise use
it outside of the intent of the spell clone) will result in the body exploding and triggering another surge, targeting
the creature that attempted to use the body. Note that this effect lingers even once a soul has returned to the
body. Omu cannot be affected by rolling this result, and will instead reroll.

You are shunted out of time for one round; you disappear, shunted into a harmless demiplane. At the beginning of

2 your next turn, you reappear in the same spot you occupied or the closest available one if it is currently occupied.
Omu cannot be affected by rolling this result, and will instead reroll.

3d4 frogs appear, with the same coloration as Omu and eyes made of fire. If left alone until the next round, they

3 will hop onto lilypads in the pools on the sides of the room. If any are attacked, they all explode, each dealing 2d6
fire damage to each creature in a 10-foot radius that fails a Dexterity saving throw. The frogs can be convinced to
hop into a backpack or other vessel with a successful Wisdom (Animal Handling) check, and can leave Omu’s lair.

4 You must succeed on a Constitution saving throw or be petrified, per the spell flesh to stone.

5 Hundreds of tiny bats burst forth and make a 10-foot radius sphere centered on the square where the surge was
triggered, which is heavily obscured. They fly out of the pyramid next round.

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MONSTERS

6 The next attack roll made against you has advantage.

You must succeed on a Strength saving throw or be moved 10 feet towards the water on whichever side of the

7 room is closest. Striking another creature during this movement deals 1d6 bludgeoning damage to you and the
creature. Hitting a bubble while moving this way triggers that bubble.

8 Gain one point of Inspiration. If rolled by Omu, he instead regains one use of his Snowcrash ability.
9 Your next attack roll has advantage.
10 You must succeed on a Constitution saving throw or be enlarged, per the enlarge/reduce spell. Unlike the spell,

this effect can stack, and is permanent for this incarnation unless countered by a reduction.

11 You cast the spell fabricate, requiring no physical target; the spell instead draws chaos matter out of the Plane
of Limbo.
You must succeed on a Wisdom saving throw or be affected by the confusion spell for one turn. Any forced

12 movement instead has the character walk towards the exit to the pyramid. Omu cannot be affected by rolling this
result, and will instead reroll.
BUBBLES
On initiative count 20, two large iridescent Bubbles float out of the water on the sides of Omu’s lair, one from each side.
All Bubbles then move at 10 feet per round towards the closest creature. A Bubble has an Armor Class of 10, 1 hit point,
and will pop when destroyed, triggering a Wild Magic surge targeting the creature who popped it. The Bubble
pops if it moves into a creature or vice versa.

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MONSTERS

ARMOR CLASS 10 PHASE GHOST
HIT POINTS 10
SPEED 30 ft. Small or Medium Humanoid, as per character

DAMAGE IMMUNITIES All
CONDITION IMMUNITIES All

STR DEX CON An Echo. The phase ghost has the same attributes, skills, senses, and
18 (+4) 18 (+4) 18 (+4) languages as the unfortunate creature that spawned it. It is, in every
meaningful way, their fading echo.
INT WIS CHA
17 (+3) 20 (+5) 20 (+5) Just An Echo. The phase ghost dies instantly if the creature that spawned it
ceases to be incapacitated or dead. As a result, creatures can only ever have
one phase ghost spawned at a time.

Trapped. The phase ghost cannot move more than 30 feet from the body of
the creature that spawned it.

ACTIONS

Multiattack. The phase ghost makes two Annealing Beam attacks.

Annealing Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 8 (2d4 + 3) radiant damage.

Armored Will. The phase ghost holds an ally together by force of will, binding their wounds before they happen. That ally gains a
+2 bonus to AC until the end of the phase ghost’s next turn. If the target does not have a phase ghost of its own spawned, it also
regains 1d4 + 4 hit points.

Second Chances. The phase ghost invests a bit of its remaining luck in up to two creatures of its choice within range. Until the end
of the phase ghost’s next turn, whenever a target makes an attack roll or a saving throw, the target can roll a d4 and add the number
rolled to the attack roll or saving throw.

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MONSTERS

IRENA VON ZAROVICH,
VAMPIRE LORD OF RAVENLOFT UNBOUND

Medium undead, lawful evil

ARMOR CLASS 18 (plate) SAVING THROWS Dex +9, Wis +7, Cha +9
HIT POINTS 187 (22d8 + 88) SKILLS Arcana +15, Perception +12, Stealth +14
SPEED 30 ft., fly 30 ft. DAMAGE RESISTANCES Necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
STR DEX CON SENSES Darkvision 120 ft., passive Perception 22
18 (+4) 18 (+4) 18 (+4) LANGUAGES All, telepathy (unlimited range within Barovia)
CHALLENGE 16 (15,000 XP)
INT WIS CHA PROFICIENCY BONUS +5
20 (+5) 15 (+2) 18 (+4)

Shapechanger. If Irena isn’t in running water or sunlight, she ACTIONS
can use her action to polymorph into a Medium cloud of mist,
or back into her true form. Multiattack. Irena makes two attacks, only one of which can
be a Bite attack.
While in mist form, Irena can’t take any actions, speak, or
manipulate objects. She is weightless, has a flying speed of Little Mothers (Cestus). Melee Weapon Attack: +9 to hit,
20 feet, can hover, and can enter a hostile creature’s space reach 5 ft., one target. Hit: 8 (1d8 + 4) magical piercing
and stop there. In addition, if air can pass through a space, damage plus 14 (4d6) necrotic damage. If the target is a
the mist can do so without squeezing, and she can’t pass creature, she can grapple it (escape DC 18) instead of dealing
through water. She has advantage on Strength, Dexterity, and piercing damage.
Constitution saving throws, and is immune to all nonmagical
damage, except the damage she takes from sunlight. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by Irena, incapacitated,
Legendary Resistance (3/Day). If she fails a saving throw, she or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
can choose to succeed instead. necrotic damage. The target’s hit point maximum is reduced
by an amount equal to the necrotic damage taken, and the
Elder Vampire. When Irena drops to 0 hit points outside her Irena regains hit points equal to that amount. The reduction
coffin, her body burns away in black fire. After 10 minutes lasts until the target finishes a long rest. The target dies if its
she begins to regenerate inside her coffin. Until she is hit point maximum is reduced to 0. A humanoid slain in this
destroyed in her coffin, she cannot be killed by way and then buried in the ground rises the following night as
any means. a vampire spawn under Irena’s control.

Regeneration. Charm. Irena can expend a spell slot to make a psychic assault
Irena regains on any creature within 60 feet. The target must make a DC 16
20 hit points Intelligence or Charisma saving throw (target’s choice).
at the start of On a failed save, the target takes 11 (2d6 + 4) psychic
her turn if she damage, plus 3 (1d6) for each spell level of the expended slot
has at least 1 above 1st. Additionally, the target is charmed until the end of
hit point and its next turn or until it takes damage. While charmed in this
isn’t in running way, the target’s speed drops to 0, and it is unable to speak.
water or On a successful save, the target takes half as much damage
sunlight. If she and isn’t charmed.
takes radiant
damage, this If the damage dealt by this action reduces a target to 0 hit
trait doesn’t points, it dies and becomes a vampire spawn under Irena’s
function at the control, and the player reincarnates as normal.
start of her
next turn.

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Predatory Lunge. Before or after Irena makes an attack with REACTIONS
her Little Mothers, she can lunge up to 15 feet in a direction
of her choice. Irena casts shield aggressively once the Heart of Sorrow
is disabled or destroyed, and does not seek to conserve
Spellcasting. Irena is a 9th-level spellcaster. Her spellcasting spell slots.
ability is Intelligence (spell save DC 17, +10 to hit with spell
attacks). Irena has the following wizard spells prepared: LEGENDARY ACTIONS

Cantrips (at will): mage hand, prestidigitation, ray of frost Irena can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
1st level (4 slots): zephyr strike, shield, sleep at a time and only at the end of another creature’s turn. She
regains spent legendary actions at the start of her turn.
2nd level (4 slots): detect thoughts, gust of wind, mirror
image, misty step MOVE. Irena moves up to her speed without provoking
opportunity attacks.
3rd level (3 slots): animate dead, fireball, nondetection
ATTACK. Irena makes one attack with her Little Mothers.
4th level (3 slots): summon greater demon, greater
invisibility, polymorph BITE (COSTS 2 ACTIONS). Irena makes one Bite attack.

5th level (1 slot): animate objects, scrying, infernal calling CHARM (COSTS 3 ACTIONS). Irena makes one Charm
attack.
Vampire Weaknesses. Irena has the following flaws:
THE VAMPIRE'S MINIONS
Ancient. As a Vampire Lord, Irena is old beyond reckoning.
Long rests mean something different to this creature, and Whenever Irena appears in a combat, the combat write-
she cannot regain spell slots during this adventure. up will specify what minions accompany her. In the
circumstance where Irena is tailing the party or manipulating
Stake to the Heart. If a piercing weapon made of wood them from within, she will instead rely on precast buff spells
is driven into Irena’s heart while she is incapacitated in her and liberal use of Charm.
coffin, she is paralyzed until the stake is removed, even if
her regeneration is complete. LAIR ACTIONS

Sunlight Hypersensitivity. While in sunlight, Irena While Irena is in Castle Ravenloft, she can take lair actions
takes 20 radiant damage at the start of her turn, and has even if incapacitated. On initiative count 20 (losing initiative
disadvantage on attack rolls and ability checks. ties), Irena can take one of the following lair action options,
or forgo using any of them:
Running Water. While immersed in running water, Irena
takes 20 radiant damage at the start of her turn, and has • Until initiative count 20 of the next round, Irena can
disadvantage on attack rolls and ability checks. pass through solid walls, doors, ceilings, and floors as if they
weren’t there.
HEART OF SORROW
• Irena targets any number of doors, drawbridges, and
Irena can afford to be bold in her tactics, for she has windows that she can see, causing each one to either open
additional protection in the form of her rival, entombed in or close as she wishes. She can pass through affected doors
the Tower as the new Heart of Sorrow. Unless players have as though they did not exist. Closed doors can be magically
successfully completed the Tower encounter, she benefits from locked (requiring a successful DC 20 Strength check to force
the following: open) until Irena uses this lair action again. Once forced, a
door remains open for 10 minutes and cannot be affected by
Any damage taken by Irena can be redirected to the Heart this ability during that time.
of Sorrow. The Heart of Sorrow can absorb 20 damage per
player, or 100 with the standard group size of 5. It regenerates
20 hit points per turn. If the heart is reduced to 0 hit points, it
does not regenerate for one hour.

The effect of the protection afforded by the Heart of Sorrow
can be chilling to behold, as damage to Irena is quickly
undone. For example, a critical hit might dislocate a jaw, but
only for a moment; then Irena’s jaw quickly resets itself.

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MONSTERS

STRAHD VON ZAROVICH,
VAMPIRE LORD OF RAVENLOFT UNBOUND

Medium undead, lawful evil

ARMOR CLASS 18 (plate) SAVING THROWS Dex +9, Wis +7, Cha +9
HIT POINTS 187 (22d8 + 88) SKILLS Arcana +15, Perception +12, Stealth +14
SPEED 30 ft., fly 30 ft. DAMAGE RESISTANCES Necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
STR DEX CON SENSES Darkvision 120 ft., passive Perception 22
18 (+4) 18 (+4) 18 (+4) LANGUAGES All, telepathy (unlimited range within Barovia)
CHALLENGE 16 (15,000 XP)
INT WIS CHA PROFICIENCY BONUS +5
20 (+5) 15 (+2) 18 (+4)

Shapechanger. If Strahd isn’t in running water or sunlight, he ACTIONS
can use his action to polymorph into a Medium cloud of mist,
or back into his true form. Multiattack. Strahd makes two attacks, only one of which
can be a Bite attack.
While in mist form, Strahd can’t take any actions, speak, or
manipulate objects. The mist is weightless, has a flying speed Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
of 20 feet, can hover, and can enter a hostile creature’s space one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6)
and stop there. In addition, if air can pass through a space, necrotic damage. If the target is a creature, he can grapple it
the mist can do so without squeezing, but can’t pass through (escape DC 18) instead of dealing bludgeoning damage.
water. Strahd has advantage on Strength, Dexterity, and
Constitution saving throws, and is immune to all nonmagical Greatsword (+2). Melee Weapon Attack: +11 to hit, reach 5
damage, except the damage he takes from sunlight. ft., one target. Hit: 13 (2d6 + 6) magical slashing damage plus
14 (4d6) necrotic damage. Strahd can conjure this sword to
Legendary Resistance (3/Day). If Strahd fails a saving throw, his hands as a free action.
he can choose to succeed instead.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
Elder Vampire. When Strahd drops to 0 hit points outside creature, or a creature that is grappled by Strahd, incapacitated,
his coffin, his body burns away in black fire. After 10 or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
minutes he begins to regenerate inside his coffin. Until he is necrotic damage. The target’s hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the Strahd
destroyed in his coffin, he cannot regains hit points equal to that amount. The reduction lasts
be killed by any means. until the target finishes a long rest. The target dies if its hit point
maximum is reduced to 0. A humanoid slain in this way and
Regeneration. then buried in the ground rises the following night as a vampire
Strahd regains spawn under Strahd’s control.
20 hit points
at the start of Charm. Strahd can expend a spell slot to make a psychic
his turn if he assault on any creature within 60 feet. The target must make
has at least 1 a DC 16 Intelligence or Charisma saving throw (target’s
hit point and choice). On a failed save, the target takes 11 (2d6 + 4) psychic
isn’t in running damage, plus 3 (1d6) for each spell level of the expended slot
water or above 1st. Additionally, the target is charmed until the end of
sunlight. If he its next turn or until it takes damage. While charmed in this
takes radiant way, the target’s speed drops to 0, and it is unable to speak.
damage, this On a successful save, the target takes half as much damage
trait doesn’t and isn’t charmed.
function at
the start of his If the damage dealt by this action reduces a target to 0 hit
next turn. points, it dies and becomes a vampire spawn under Irena’s
control, and the player reincarnates as normal.

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Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting REACTIONS
ability is Intelligence (spell save DC 17, +10 to hit with spell
attacks). Strahd has the following wizard spells prepared: Strahd casts shield aggressively once the Heart of Sorrow
is disabled or destroyed, and does not seek to conserve
Cantrips (at will): mage hand, prestidigitation, ray of frost spell slots.

1st level (4 slots): zephyr strike, shield, sleep LEGENDARY ACTIONS

2nd level (3 slots): detect thoughts, gust of wind, mirror Strahd can take 3 legendary actions, choosing from the
image options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. He
3rd level (3 slots): animate dead, fireball, nondetection regains spent legendary actions at the start of his turn.

4th level (3 slots): summon greater demon, greater MOVE. Strahd moves up to his speed without provoking
invisibility, polymorph opportunity attacks.

5th level (1 slot): animate objects, scrying, infernal calling ATTACK. Strahd makes an Unarmed Strike.

Vampire Weaknesses. Strahd has the following flaws: BITE (COSTS 2 ACTIONS). Strahd makes one Bite attack.

Ancient. As a Vampire Lord, Strahd is old beyond CHARM (COSTS 3 ACTIONS). Strahd makes one Charm
reckoning. Long rests mean something different to this attack.
creature, and he cannot regain spell slots during this
adventure. THE VAMPIRE'S MINIONS

Stake to the Heart. If a piercing weapon made of wood Whenever Strahd appears in a combat, the combat
is driven into Strahd’s heart while incapacitated in his write-up will specify what minions accompany him. In
coffin, he is paralyzed until the stake is removed even if the circumstance where Strahd is tailing the party or
his regeneration is complete. manipulating them from within, he will instead rely on
precast buff spells and liberal use of Charm.
Sunlight Hypersensitivity. While in sunlight, Strahd
takes 20 radiant damage at the start of his turn, and has LAIR ACTIONS
disadvantage on attack rolls and ability checks.
While Strahd is in Castle Ravenloft, he can take lair actions
Running Water. While immersed in running water, Strahd even if incapacitated. On initiative count 20 (losing initiative
takes 20 radiant damage at the start of his turn, and has ties), Strahd can take one of the following lair action options,
disadvantage on attack rolls and ability checks. or forgo using any of them:

HEART OF SORROW • Until initiative count 20 of the next round, Strahd can
pass through solid walls, doors, ceilings, and floors as if they
Strahd can afford to be bold in his tactics, for he has weren’t there.
additional protection in the form of his rival, entombed in
the Tower as the new Heart of Sorrow. Unless players have • Strahd targets any number of doors, drawbridges, and
successfully completed the Tower encounter, he benefits from windows that he can see, causing each one to either open or
the following: close as he wishes. Strahd can pass through affected doors
as though they did not exist. Closed doors can be magically
Any damage taken by Strahd can be redirected to the Heart locked (requiring a successful DC 20 Strength check to force
of Sorrow. The Heart of Sorrow can absorb 20 damage per open) until Strahd uses this lair action again. Once forced, a
player, or 100 with the standard group size of 5. It regenerates door remains open for 10 minutes and cannot be affected by
20 hit points per turn. If the heart is reduced to 0 hit points, it this ability during that time.
does not regenerate for one hour.

The effect of the protection afforded by the Heart of Sorrow
can be chilling to behold, as damage to Strahd is quickly
undone. For example, a critical hit might dislocate a jaw, but
only for a moment; then Strahd’s jaw quickly resets itself.

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ITEMS

TABLE OF CONTENTS

WHAT THIS IS...................................... 512 JADE KNIFE, SOLAR.........................518
ANTLERS..........................................513 MORNINGSTAR'S KISS.......................518
BALOR'S BLADE................................513 NIENORIEL.......................................519
THE BULWARK OF ARGYNVOST.........514 OPENER...........................................519
CURSED ALCHEMY JUG....................514 ROBE OF NEEDFUL ITEMS............... 520
CURSE OF STRAHD, ORIGINAL MANGA ROSEBLADE.................................... 520
ADAPTION.........................................515 SHAPER'S JADE............................... 521
DRUID'S SPINE..................................515 SPARROWHAWK.............................. 521
FANGS..............................................516 SPELLBEAD..................................... 522
GALLANT..........................................516 THORNBOW..................................... 522
HEARTSEEKERS...............................517 WINTER'S FURY............................... 522
JADE KNIFE, MAKER.........................517 YEAR'S END..................................... 523

WHAT THIS IS

Reproduced below is an alphabetical list of unique items presented within One Night Strahd.
Existing Dungeons & Dragons items can be found in their respective original sources.

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ANTLERS

From Sunlit Shrine

WONDROUS ITEM, RARE
These antlers grant one point of inspiration, once.
As a player uses them, read:
You are a savage wonder in your beautiful cruelty. This is our truth.

BALOR'S BLADE

From The Tower

WEAPON (ANY SWORD), RARE (REQUIRES ATTUNEMENT)
The blade of this weapon seems to squirm and dance like bottled lightning.
The simple hilt lacks any adornment until the middle of the grip, where the mark of Graz’zt
glows with the sullen red of an iron brand. You have a bad feeling about this weapon.
The BALOR’S BLADE can take the form of a rapier, dagger, or greatsword, or more reluctantly,
any other weapon. While it is not sentient, it is evil, alive, and cursed. Gripping the hilt burns the mark
of Graz’zt into the palm of the wielder and attunes the weapon instantly. While attuned to the blade,
the wielder is cursed: they cannot bear to part with it and gain one form of permanent madness.
Removing the curse, such as by a remove curse spell, breaks attunement.
While attuned, you can use a bonus action to speak this magic sword's command word, causing
lightning to erupt from the blade. These crackling discharges shed bright light in a 40-foot radius and
dim light for an additional 40 feet. While the sword is charged, it deals an extra 2d6 lightning damage
to any target it hits. The charge lasts until you use a bonus action to speak the command word again or
until you drop or sheathe the sword.

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THE BULWARK OF ARGYNVOST

From Treasury

SHIELD, LEGENDARY (REQUIRES ATTUNEMENT)
This shield is one of the few remaining relics of the Order of the Silver Dragon.
It isn’t sentient, but that hasn’t stopped it from coming to life anyway. Imbued with the desire to
protect and repel the dark forces of Barovia, it has the following properties:
• This shield grants the bearer a +2 bonus to initiative.
• The BULWARK functions as an animated shield.
• The BULWARK also functions as a battering shield, granting the bearer +1 AC on top of the

normal bonus for shields, and has 3 charges, which refresh daily at dawn. If a creature is holding
the shield and shoves another creature at least 5 feet away, it can expend 1 charge to either knock
that creature prone, move it an additional 10 feet, or both.
• The BULWARK counts as silvered for the purposes of overcoming damage resistance, should any
attacks be made with it, or if creatures take damage from coming into contact with silver.

CURSED ALCHEMY JUG

From Glass & Diamonds

WONDROUS ITEM, VERY RARE
This jug functions as a typical alchemy jug, but should a player attempt to create mayonnaise,
the jug will instead spew lava that covers a 10-foot square, which consumes and destroys the jug.
Creatures in the area must succeed on a DC 10 Dexterity saving throw or take 10d10 fire damage.
The creature that tried to create mayonnaise with the jug makes this save with disadvantage.

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ORIGINCUARLSME AOFNGSTARAADHADP, TION

From The Black Lagoon

WONDROUS ITEM, LEGENDARY

This small book is one of many strange extradimensional treasures collected by Debtmonger Omu:
a graphic novel that serves as an in-game reference guide to the basic plotline of the fifth edition Curse
of Strahd module. It can give explicit information about the true identities and original motivations
of Strahd, Irena and Sergei, as well as explain the original versions of many locations in Barovia. It
calls out a number of things that might otherwise be oblique (such as a list of the crypts and their
original contents, the original location of what is now Patrina’s tower and its contents, Esmerelda’s
identity, the fact that the Heart of Sorrow exists, and so on)—essentially, all of the meta-knowledge
that is explicitly called out as being “okay to know” in the very beginning of this module. It does not,
however, give any information about all of the changes in Barovia that have led to its current state.

Mechanically, a creature can make a DC 15 Intelligence (Investigation) check to get a direct hint about
anything within the actual walls of Castle Ravenloft itself; this includes the Crypts, the Tower, Strahd,
how to decipher the Tome, the Abbot and the Basilica, or locations within TPKU (including revealing
the existence of SPARROWHAWK). Each time the book is consulted in this way, the DC goes up by 1.
After one successful consultation of the book, any failures on this check result in the book harmlessly
exploding into a swarm of bats, which attempt to leave the area by the most direct route available.

DRUID'S SPINE

From Glass & Diamonds

ARMOR (LEATHER), LEGENDARY (REQUIRES ATTUNEMENT)

The DRUID'S SPINE cannot be worn without first attuning to it.
This finely crafted leather armor is adorned with green silks and wolf fur trim. Along the spine,
there are small plates that form a sort of carapace. You have a +3 bonus to AC while wearing this
armor, and your walking speed increases by 10 feet.

The DRUID'S SPINE has 5 charges, and it regains all expended charges daily at dawn.
As a bonus action while wearing the DRUID'S SPINE, you can expend 1 of the armor's charges to
become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage.
• You can’t be grappled or restrained.
• You can move through creatures and solid objects as if they were difficult terrain. If you end

your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside
a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force
damage for every 5 feet traveled.

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FANGS
From Dog Days

WONDROUS ITEM, RARE
These fangs grant one point of inspiration, and can be used once.
When a player uses one, read:
You are glorious cruelty in your wonderful beauty. This is our truth.

GALLANT

From The Crypts

WEAPON (RAPIER), ARTIFACT (REQUIRES ATTUNEMENT OVER THE COURSE OF 1 MINUTE)
This gleaming rapier seems to dance like a flickering neon sign in the rain.
The long slim blade has an inquisitive air to it, and a peculiar uncomfortable eagerness.
GALLANT adds a +2 bonus to all attack and damage rolls made with it, including spell attack rolls
made while holding and attuned to it. Additionally, it can deal psychic or piercing damage on a hit
(your choice).
GALLANT is haunted by Esmerelda’s ghost, allowing her to answer questions as per her character
entry—though she might be a bit angry with the characters. While attuned to it, you are cursed. You
immediately lose all sense of risk-aversion, gaining the trait “I fear no death! My hour will yet come!”
and will not relinquish the blade under any circumstances. This curse persists across incarnations. Note
that players do not gain GALLANT from Esmerelda if she perishes anywhere but in The Crypts.

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HEARTSEEKERS

From The Tome

WEAPON (DART), LEGENDARY (REQUIRES ATTUNEMENT)

Each HEARTSEEKER is a narrow spine of carved ivory about 10 inches long.
Gertruda normally used them as hair pins and reading lights. Close inspection suggests that they are
carved from a vampire's fangs. This trio of darts deal radiant damage and grant a +2 bonus to attack
and damage rolls made with them. They return to your hand after the third dart is thrown. As a bonus
action while holding a dart, you can cause it to shed bright light in a 30-foot radius and dim light for
an additional 30 feet. You can extinguish the light as a bonus action.

As a reaction immediately after being hit by a melee attack, you can cause the attacker to be blinded until
the end of its next turn unless it succeeds on a DC 17 Constitution saving throw. Once used, this reaction
can’t be used again until you finish a short or long rest.

While attuned to the HEARTSEEKERS, you can use them as divination tools, allowing you to cast
contact other plane once per week. Unfortunately, this puts the caster in direct contact with the Dark
Powers. As a result, casting the spell in this manner alters it in four ways, as described below.
• The associated Intelligence saving throw is DC 17 instead of DC 15.

If questions are asked about Irena or Strahd, it rises to DC 20.
• This casting is not affected by the peculiarities of Ravenloft or any other plane

that might prevent divination from operating normally.
• A failed save does not prevent your question from being answered,

but this is complicated by the final change.
• Answers are provided to the caster silently. As a result, on a failed save,

you cannot communicate the answers with others.

JADE KNIFE, MAKER

From Events - Intercessor

WEAPON (DAGGER), VERY RARE (REQUIRES ATTUNEMENT)

This finely made stiletto is carved from a single piece of jade. The deep green stone has been delicately
crosshatched so that it looks like it was forged on an anvil, with mock hammer marks still very faintly
visible. Along the blade, there is a small carving of a lily-of-the-valley.
While attuned to the dagger, you have blindsight out to a range of 15 feet. As a ritual taking 1 minute,
you can cast summon shadowspawn by channeling your intent and carving a creature in the air.
This deals 15 radiant damage to you. By opting to take an additional 10 damage, you can cast the
spell at 4th level instead.

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JADE KNIFE, SOLAR

From Events - Intercessor

WEAPON (DAGGER), VERY RARE (REQUIRES ATTUNEMENT)
This finely made stiletto is carved from a single piece of jade. The deep green stone has been delicately
crosshatched so that it looks like it was forged on an anvil, with mock hammer marks still very faintly
visible. Along the blade, there is a small carving of a sunburst.
While attuned to the dagger, you have blindsight out to a range of 15 feet.
The dagger radiates 5 feet of dim sunlight.

MORNINGSTAR'S KISS

From Glass & Diamonds

WEAPON (WHIP), LEGENDARY (REQUIRES ATTUNEMENT BY A GOOD-ALIGNED CREATURE)
This silvery whip is made of some sort of fine silver chain, with a small morningstar head for weight at
one end. It grants a +1 bonus to attack and damage rolls made with it and counts as a light weapon.
A creature attuned to the whip gains the following benefits:
• Increased Reach. This whip's snaking chains stretch, offering you 15 feet of reach with the

whip’s attacks instead of 10 feet.
• Radiant. The KISS deals 2d4 radiant damage on a hit instead of the usual damage for a whip.
• Arcanum. The whip has 10 charges, which it regains each day at dawn. You can expend

charges to cast the following spells, using Dexterity as your spellcasting ability: sanctuary
(1 charge), counterspell (4 charges, with a range of 15 feet), or haste (4 charges, self only;
requires no concentration).

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NIENORIEL

From The Amber Depths

WEAPON (LONGBOW), RARE (REQUIRES ATTUNEMENT)

Attacks made with this bow count as magical. All further properties require attunement.
This magic weapon warns you of danger. While the weapon is on your person,
you have advantage on initiative rolls.
This bow has 6 charges. While holding it, expend 1 or more of its charges to cast the guiding bolt spell
from it, using Dexterity as your spellcasting ability. For 1 charge, you cast the 1st-level version of the
spell. You can increase the spell slot level by one for each additional charge you expend.
The bow regains 1d4 +2 expended charges daily at dawn.

OPENER

From Dog Days

WEAPON (LONGBOW), ARTIFACT
(REQUIRES ATTUNEMENT WITH A DROP OF BLOOD AND 10 MINUTES OF FOCUS)

Grown from stone and bound with vines, this massive recurve bow is a "daughterweaponfriend" of
Sesame the Dryad. She picked it fresh for you. When you place your hand on the grip, vines wrap your
arms and grant you the strength to pull the corded steel bowstring.
• Unlike normal longbows, this bow uses Strength instead of Dexterity for attack and damage rolls.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. OPENER creates
its own arrows, cylinders of granite that inexplicably fire straight and true. As a result, attacks
made with this weapon deal 2d6 bludgeoning damage instead of the normal damage for a longbow.
Additionally, once on each of your turns, you can use the following property if you’re holding
the bow:
Viral Celerity. Immediately after you take the Dash action, one allied creature within 60 feet of you
can use its reaction to move up to its speed.

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ROBE OF NEEDFUL ITEMS

From Glass & Diamonds

WONDROUS ITEM (ROBE), UNCOMMON
This robe functions as a typical robe of useful items, but containing patches for: a set of armor of
your choice, one silvered weapon of your choice, 30 feet of silk rope, five wooden stakes, one ranged
weapon of your choice with 40 pieces of silvered ammunition, a spyglass, a compass, a hide shield, and
a tombstone with your name on it.

ROSEBLADE

From The Hunt

WEAPON (GREATSWORD), VERY RARE
(REQUIRES ATTUNEMENT OVER THE COURSE OF 1 MINUTE)
This sword is shaped from a single piece of gorgeous deep black wood, polished to a mirror's shine.
Filigree designs of climbing vines cover every surface except the handle, where a curling
rose design forms the basket-hilt of the narrow-bladed montante. Only the tip is made of metal,
some dark grey iron from deep in the earth.
You have a +1 bonus to attack and damage rolls made with this ebonwood greatsword, and it can
be wielded as a finesse weapon. While you hold it, you gain a +1 bonus to spell attack rolls.
The ROSEBLADE has 8 charges. While attuned to and holding it, you can expend 3 charges to
cast the blink spell, or expend 2 charges to cast the misty step spell. The blade regains 1d6 + 4
expended charges daily at dawn.

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SHAPER’S JADE

From Dinner Date

WONDROUS ITEM, RARE

This simple disc of jade is broken where a hammer struck it, but the pieces never quite fall free. A little
hole in the center has been threaded with a leather loop that shows no seam.
Attaching the jade charm to any weapon or armor allows it to be reshaped. Armor can be shifted one
category up or down: for example, from light armor such as leather to medium armor such as half
plate. A weapon can be transformed into any other type of weapon that the user is personally familiar
with. Shields do not benefit from the charm. Items transformed this way gain the mundane statistics of
their new form, but maintain their existing enchantments if they have any. Attunement requirements
are not modified.
Removing the charm causes the item to revert after 1 minute.
YEAR’S END is not affected by this charm. Additionally, firearms are available only to characters who
have both proficiency and a working example of the weapon in question.

SPARROWHAWK

From This Place is Trying to Kill You

WEAPON (SCIMITAR), VERY RARE (REQUIRES ATTUNEMENT)

SPARROWHAWK is a +1 scimitar with the following additional properties:
• The sword carries the soul of a lesser fey.

It is sentient and its alignment is chaotic good, with Intelligence 10, Wisdom 10, and Charisma 18.
It can speak Primordial and Sylvan. It communicates only rarely, and uses the senses of the wielder.
You are encouraged to define the character of the sword.
• It automatically casts crusader’s mantle whenever you roll initiative against a Vampire Lord. Once
triggered, this property cannot be used again until the next dawn.
• Chaotic good characters can attune to SPARROWHAWK in one minute.
• SPARROWHAWK has no magic aura, but does detect as fey when using spells or abilities capable of
detecting particular creature types. It is not affected by hallow, protection from good and evil or
other spells that affect fey specifically, as it is not alive.
Do not tell SPARROWHAWK that they are not alive. It will make them sad.

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SPELLBEAD

From Multiple Instances

WONDROUS ITEM, VARIABLE

A SPELLBEAD functions as a spell scroll of a particular spell, but can be used by any character regardless
of magical proficiency. Activating a SPELLBEAD takes the same kind of action the spell normally
requires to cast. Spells cast this way have a saving throw DC of 15 and a spell attack bonus of +7.

THORNBOW

From Sunlit Shrine

WEAPON (LONGBOW), UNCOMMON

A THORNBOW is a heavy recurve bow that deals 2d4 piercing damage on a hit, and can generate one
long thorn suitable for use as an arrow per minute, allowing determined archers to have effectively
unlimited ammunition.

WINTER’S FURY

From Events - Change of Plans

WEAPON (GREATSWORD), ARTIFACT (REQUIRES ATTUNEMENT)

WINTER’S FURY is a long slim blade—a montante, just like YEAR’S END. The blade is still elegant and
tidy, with scrollwork showing the passage of the seasons all the way to the end of the year at the tip of
the blade. At the quillion, there is a perfectly cut sapphire the size of a child’s fist. Cold radiates off the
weapon and shatters the air, gleaming like the first light of a winter morning.
WINTER’S FURY is a +2 greatsword with the finesse property.
The blade has the following additional properties, all of which require attunement:
• When you attack an object with this greatsword and hit,

maximize your weapon damage dice against the target.
• All damage dealt by WINTER’S FURY is radiant damage.
• You have immunity to necrotic damage and resistance to cold damage.

This effect persists even while using Wild Shape.
• WINTER’S FURY grants a +2 bonus to the attack rolls and the damage rolls

you make with unarmed strikes and natural weapons. Such attacks are considered
to be magical. This effect persists even while using Wild Shape.
• When you die while attuned to WINTER’S FURY, you immediately reincarnate as WINTER
and your soul inhabits the blade instead. If Winter dies, reincarnation resumes as normal
and WINTER’S FURY is destroyed.

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YEAR'S END

From Sunlit Shrine

WEAPON (GREATSWORD), RARE (REQUIRES ATTUNEMENT)
YEAR'S END is a long slim blade, almost certainly patterned on a spadone or montante. The blade is
elegant and tidy, with scrollwork showing the passage of the seasons all the way to the end of the year
at the tip of the blade. At the quillion, there is a very thin crescent of ruby that appears to be the only
other decoration on the blade. Too light to be entirely mundane, there's a clear quirk of magic to this
weapon. It seems no sharper and no more sure than any other finely-made greatsword, though.
The blade has the following properties, all of which require attunement
and most of which require the blade’s command word:
• When you attack an object with this greatsword and hit, maximize your weapon

damage dice against the target.
• Speaking the sword's command word causes the blade and ruby to shed bright light in a

10-foot radius and dim light for an additional 10 feet. Only speaking the command word again
puts out the light. The light has a red tone and flickers gently like a torch.
• While the sword is lit, it deals 1 extra point of radiant damage on any hit.
• Finally, YEAR'S END can consume the magic of any other magic weapon through an hour-
long ritual, taking on much of the appearance of the other weapon and all of its properties.
It can hold only one weapon at a time, and adding a new weapon returns the old one.
This requires a separate command word and that both items have been identified.
Some weapons have idiosyncratic reactions to being combined with YEAR’S END:
• SPARROWHAWK will not leave their new home if combined with YEAR'S END, which will
cause this property to be lost. At the DM's discretion, this may cause the resulting weapon,
HAWK'S HOME, to gain two minor beneficial properties and a minor detrimental property
(see Chapter 7 of the Dungeon Master’s Guide).
• The SUNSWORD and MORNINGSTAR’S KISS cannot be combined with YEAR'S END.

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