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THE WEDDING AT RAVENLOFT

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Wyatt Trull and published
under the Community Content Agreement for Dungeon Masters Guild.
CREDITS
Author: Wyatt Trull
Editor: Jason Price
Layout: Chris Hopper, Wyatt Trull
Graphic Design: Catlin Liliana Price, Trevor Armstrong
Artists: Olie Boldador, Dean Spencer, Henrik Karppinen,
Jack Holliday, James Webster, Lore Wise Games, Sverker
Castillo, Adobe Stock Art

ABOUT THE AUTHOR


Wyatt Trull is a fool that never stopped daydreaming about
dragons in class—even while teaching classes. He is the
author of well over half-a-hundred bestselling products for
the fifth edition of the world's most okayest roleplaying
game, such as Daerdan's Class Feats, The Wedding at
Ravenloft, and many more.
You can support this fool’s fantasies by pledging to his
Patreon, following his website, or trumpeting his virtues on
social media. It truly does take a village, and for this
particular idiot, it might take a small nation.
For business inquiries, complaints, and advice on your TABLE OF CONTENTS
own writing and/or love life, you can contact Wyatt at OVERVIEW................................................................ 4
[email protected]. By clicking this link, you can stay up ACT I: ALL WILL BE WELL.................................... 10
to date with his online profiles. ACT II: THE CEREMONY ....................................... 17
ACT III: THE RECEPTION ..................................... 22
ON THE COVER ACT IV: THE DEVIL’S WEDDING NIGHT ................ 27
Strahd von Zarovich stands before a profaned altar, his ENDINGS................................................................ 40
generations-long victim at last in his hands. This scene was
APPENDIX A: DRAMATIS PERSONAE ........................ 43
brought to life by Olie Boldador.
APPENDIX B: BESTIARY ......................................... 56
APPENDIX C: HANDOUTS....................................... 74

GLOSSARY
The Companion makes the most of several terms:
Artifact refers to the holy symbol of ravenkind, the sunsword,
and the Tome of Strahd.
Destined Ally refers to the Strahd's enemy, the ally that is
destined to stand with the party, as determined by the
Fortunes of Ravenloft
Final Confrontation refers to the location in Castle
Ravenloft where the adventurers are fated to fight Strahd
to the death.

THE CURSE OF STRAHD COMPANION


While ordinarily a stand-alone title, The Wedding at
Ravenloft is entirely compatible with Wyatt Trull’s Curse of
Strahd Companion, which was itself written with The
Wedding in mind as its conclusion. If these two titles are in
conflict, defer to the Companion, especially for a character’s
statistics (e.g., Kiril Stoyanovich’s statistics are far more
powerful in the Companion than in an ordinary Curse of
Strahd campaign, which The Wedding draws upon).

3
The Wedding at Ravenloft
OVERVIEW
Triumphant in his centuries-long pursuit of his beloved Tatyana, OVERVIEW
Strahd von Zarovich cannot help but gloat. Wedding invitations
have been sent out across Barovia, and all are expected to witness The Wedding at Ravenloft spans four acts:
this unholy union. In his arrogance, he has invited his greatest In Act I, the adventurers arrive at Castle Ravenloft, swear
enemies to humiliate them one last time before draining Ireena an oath to hospitality, and mingle with the guests. They
Kolyana of her life's blood and damning her soul for eternity. also have the opportunity to sneak about the castle.
May the gods watch over these wayward souls. Might the Act II, the ceremony, is the shortest act, featuring the
strength of their sword-arms and the courage of their hearts be wedding ceremony between the devil and his bride. If he
enough to stand boldly against the devil's shadow—for here, in still lives, the Abbot crashes the wedding to object,
Barovia, all is not well. It can never be well so long as this valley offering his flesh golem, Vasilka, instead.
and its people live under the Curse of Strahd. Act III comprises the reception, the calm before the storm.
Strahd enjoys his victory lap and, after leaving for his
he Wedding at Ravenloft is a module balanced for a marital bed, has his minions betray the adventurers.

T party of four 9th-level adventurers and is intended as


the opening salvo to the titanic conclusion of Curse
of Strahd.
Act IV is a modular act offering several side quests for the
adventurers to complete, up until they face Strahd at the
location determined by their tarokka card reading.
True to Ravenloft's nature, the deck is stacked heavily In the Aftermath, the adventurers either free Barovia
against the adventurers—either they triumph and live from the curse of Strahd or awaken in the dungeons as
forevermore as heroes or join the legion of fools that fell Ireena Kolyana's first meal as a vampire. Ireena's life can
before the Devil's claws. They are joined, however, by only be saved if they break guest right and attack Strahd;
several allies, as described below, to almost even the scales. however, her soul can be saved if Strahd is slain.
The module spans four acts, but can be interrupted at any
time, advancing straight to the fourth and final act: The
Devil's Wedding Night. The entire wedding will last up to
five to seven hours depending on how quickly your players
can act and whether they keep the peace until Act IV.

Overview
4
PREPARING THE WEDDING
This module is designed to alleviate your workload, but still
requires basic knowledge over Curse of Strahd's character
and their motivations; see Dramatis Personae for details.
Because The Wedding at Ravenloft is a pre-written
conclusion to a months-long campaign, the details herein
might not align with the events that have transpired in
your own campaign. This module assumes that most
characters have lived to see the wedding, even Father
Lucian Petrovich who is the likeliest to die in a given Curse
of Strahd campaign. If a character is dead or indisposed, you
must improvise. Many characters are versatile (e.g., if
Father Lucian died but his corpse was not burned, he could
still officiate the wedding as a vampire burn; if not, Strahd
forces Donavich or a nondescript priest to officiate).
Before you run this module, ask yourself these questions
• Has Rahadin, Ismark Kolyanovich, or Ireena Kolyana
been slain? Have any other characters mentioned in this
module?
• Was St. Andral's Feast thwarted? If not, did Father
Lucian die to Strahd? Was his body burned? Who
officiates the wedding, if not him?
• Are invitees, such as Arrigal, the party's Destined Ally?
Does this conflict with their role in the module?
• Is the party's Destined Ally even invited to the wedding?
If not, how can they arrive to assist the party?
• Were the Vallakoviches executed?
• Does Lady Fiona Wachter reign over Vallaki?
• Was the Abbot met? Does he yet live? Does Vasilka?
• Were the Keepers of the Feathers helped by the
adventurers in any way?
• Has Kasimir Velikov received the Dark Gift of Zhudun SETTING UP THE WEDDING
the Corpse Star—the power to resurrect his sister—from For the wedding to be possible, Strahd must capture Ireena
the Amber Temple? Kolyana—an event which is left up to the Dungeon Master
• Does Kiril Stoyanovich yet live? Has the werewolf pack in every Curse of Strahd campaign. Consider the following
been annihilated? set-up:
• Must the adventurers still secure the last Fortunes of • Ireena accompanies the adventurers to Krezk, where she
Ravenloft? Are any hidden in the castle? hears Sergei's call from the pool of the White Sun. When
she enters, Strahd hurls a lightning bolt from afar, killing
Ireena before her soul can escape Barovia.
• The adventurers should have already seen the Abbot
resurrect Dmitri Krezkov's son. With night closing in,
they must climb the mountain road up to the Abbey of
Saint Markovia. The Abbot resurrects Ireena, but
demands a wedding dress for Vasilka in return. Ireena
will be his hostage until then.
• Strahd himself arrives to take Ireena—he came far too
close to losing her, and so ends the game of cat-and-
mouse. He ravages the adventurers while the Abbot looks
on indifferently. To save her friends, Ireena offers herself
to Strahd.
• The next morning, wedding invitations are sent out
across Barovia, and no matter where the adventurers are,
they wake to a letter from Strahd requesting their
presence.

Overview
5
PREPARATIONS BY THE PLAYERS Guest List
The players are not just mute witnesses to a wedding in this Character Faction
module; they have their own opportunities to become Adrian Martikov Keepers of the Feather
involved and express their creativity, all while plotting Anastrasya Karelova Loyalists
Strahd's demise. The players are encouraged to: Anna Krezkova Innocents
Write Toasts. Each adventurer should have a toast Arabelle Innocents
prepared for the happy wedding couple. Incendiary toasts
Arrigal Vistani
are either met by Strahd's mocking smile, or Rahadin's
glare. Bray Martikov Keepers of the Feather
Give Gifts. Each adventurer is expected to bring a wedding Brom Martikov Keepers of the Feather
gift and will present it during the reception. It would be a Clovin Belview Innocents
great insult to not present their host with a gift for such Danika Dorakova Keepers of the Feather
an important event. Davian Martikov Keepers of the Feather
Scheme. The adventurers are encouraged to have a battle
Dmitri Krezkov Innocents
plan ready. You can guide them through this with a
Socratic method by asking these questions: Donavich Comrades
• "Will you object during the wedding?" Ernst Larnak Cultists
• "How would you stop Strahd from killing and turning Escher Loyalists
Ireena Kolyana?" Fiona Wachter Cultists
• "What do you intend to do after it all goes to hell?" Henrik van der Voort Innocents
Ismark Kolyanovich Comrades
ELEMENTS OF THE WEDDING Karl Wachter Innocents
The wedding is an intricate affair, with many moving cogs: Kasimir Velikov Dusk Elves
Kiril Stoyanovich Werewolves
THE HOST Lief Lipsiege Innocents
Strahd plays the role of a triumphant lord that has at last Ludmilla Vilisevic Loyalists
vanquished his most rebellious vassals. Throughout the Luvash Vistani
Wedding, he routinely grins, sneers, smiles, and smirks at
Lydia Petrovna Innocents
the adventurers as he applauds their heroism in one breath
and mocks their tenacity in another. He does not harm the Nikolai Wachter Innocents
adventurers until they draw first blood. Rahadin Loyalists
The Devil's Bride. Strahd takes every precaution possible Sasha Ivliskova Loyalists
to guard Ireena from the adventurers, surrounding her Urwin Martikov Keepers of the Feather
with vampire spawn. During Act I, Strahd vampirically Vargas Vallakovich Innocents
charms Ireena into obedience.
Victor Vallakovich Innocents
The Devil's Avatar. In Area K10, a non-sentient illusion of
Strahd is ordinarily met in Area K10. The Wedding at Volenta Popofsky Loyalists
Ravenloft utilizes this concept, turning it into an avatar of
Strahd's that appears only twice in this module: during a THE GUESTS
pre-ceremony drink in Area K10, and when the
Guests have come from all across Barovia. In addition to
adventurers march on the Heart of Sorrow during Act IV.
the characters named on the Guest List table, several
The avatar is an extension of Strahd's consciousness that he
unnamed guests have been invited as well:
may puppet even when engrossed in other activities or
• In the “elf” party come three dusk elf guards.
conversations. It cannot cast spells but can be destroyed by
• In the Krezkite party come eight Krezkite nobles.
a dispel magic spell. It is not used to spy on the adventurers,
• In the Vallakian party come five Vallakian nobles, plus
only preoccupy them from afar with a conversation.
four cult fanatics of Lady Fiona Wachter’s.
The Devil's Guards. Strahd commands a retinue of wights
• In the Vistani party come four Vistani thugs.
that act as his castle guard. For every wight used, subtract
• In the “Balinok” party come four werewolves.
one from the pit of wights in Crypt 14 of Area K84.
The unnamed nobles are invited to the reception only, if
you use a grid in your campaign and can’t spare them the
room in Castle Ravenloft’s chapel.

Overview
6
THE WEDDING PARTY FACTIONS
These characters have parts to play in the wedding: This is not a quiet affair, but a ceremony for all nobles of
The Groom is, of course, Strahd von Zarovich. the realm and loyalists of the Devil Strahd. In his arrogance,
The Bride is Ireena Kolyana, kept under constant the vampire has brought friend and foe alike here to gawk
surveillance and guard by Strahd's other vampire brides at his triumph. If a faction does not make sense for you,
until the ceremony. change it. You can also change the number of agents they
The Best Man is Rahadin, the adopted brother of Strahd have to better fit your party's capabilities.
and his greatest champion. These factions include:
The Maid of Honor is determined by you: Ireena asks one Comrades. These individuals stand against the Devil and
of the adventurers to serve as her Maid of Honor; include Ismark Kolyanovich or Donavich.
without suitable candidates, Strahd forces her to choose Cultists. Eager to demonstrate her ability to Strahd, as well
Sasha Ivliskova. as pilfer arcane secrets from his study, Fiona Wachter has
The Groomsmen consist of Ismark, Escher, and brought four cult fanatics and Ernst Larnak, her
potentially one adventurer. righthand man.
The Bridesmaids consist of Strahd's brides: Anastrasya, Dusk Elves. Kasimir Velikov has been invited as yet
Ludmilla, Sasha, and Volenta. another sleight against his people; he has brought a
The Officiator is Father Lucian Petrovich, whether he is retinue of three dusk elf guards.
living or undead; otherwise Donavich serves as the Innocents. These characters are noncombatants that flee
Offiicator. from carnage. Some, like the Wachter brothers, can be
The Flower Girl is Arabelle, daughter of Luvash, who elevated to Comrade or Loyalist status at your discretion.
could not refuse Strahd's request. Keepers of the Feather. As nobles, the Martikovs have
The Ringbearers are Brom and Bray Martikov, much to been invited to the wedding. Strahd is unaware of their
their parents' horror. lycanthropic nature. They've stationed six other
The Harpist is Clovin Belview, summoned from the wereraven agents and 2d4 swarms of ravens outside
Abbey of Saint Markovia; as Vasili von Holtz, Strahd the castle walls to assist the adventurers. Brom and Bray
often appreciated Clovin's talents. Martikov only have 7 hit points each and are considered
Innocents. This faction is described as "Wereravens" on
THE VAMPIRE HUNTERS the Guest List and other sections.
Neither Rudolph van Richten (disguised as Rictavio) nor Loyalists. These individuals include Rahadin, vampire
his protegé Ezmerelda d'Avenir are invited to the wedding. spawn, and other characters loyal to the Devil Strahd.
They would, however, capitalize on the Devil's distraction. Vistani. Strahd has need of minions unafflicted by sunlight
The fate of Ireena Kolyana's soul is of little consequence to or silver and has brought his Vistani servants. Led by
either vampire hunter; instead, their priority is to at last Arrigal, these four Vistani thugs are the main
murder the Devil Strahd von Zarovich. The module instruments of Strahd's betrayal of the adventurers. Any
intentionally leaves their status vague, so as to best fit your number of additional Vistani thugs, bandits, or spies are
campaign. at your disposal.
Werewolves. The pack, led by Kiril Stoyanovich, attend
Ezmerelda sneaks into the castle and can be found via a the wedding as enforcers. These five werewolves hide
Random Encounter. She intends to ambush Strahd in his amongst the sheep in their human forms and roam the
bedchamber as the Devil consummates his marriage. If halls during Act I. Unless the adventurers have previously
Ezmerelda was raised as a vampire spawn, Strahd has her met them, they're none the wiser that the wolves have
serve as a bridesmaid. come to dine.
Provided his disguise as the bard Rictavio has not been
blown, Van Richten might connive his way into being
hired as the wedding's musician if Clovin Belview is
unavailable. If Van Richten was raised as a vampire
spawn, Strahd humiliates him by forcing him to be the
ringbearer, instead of the Vallakovich boys.

Overview
7
RUNNING THE WEDDING On Lycanthropy
The wedding is a test of the adventurers' resolve and Should any character succumb to lycanthropy, inform them
restraint. Because your partnership with your players is not that the full moon is still days or weeks away—but Strahd is the
adversarial, you should flat out ask them when or if they Ancient. Strahd is the Land. In Act IV, he reaches out to hurl the
moon from its lofty bed and into the Barovian sky so that in this
intend to attack. Make it clear that this is not to best them— newfound bloodlust, these wolves turn their fangs and claws
Strahd will already have contingencies in place, as provided on those that once were friends. See Act IV for details.
by this module and your own creativity—but simply so that
you can provide a swift, well organized, and fun experience.
Upon arrival, guests are required to swear an oath of
hospitality. They promise no disrespect or violence to AMBIANCE
Strahd, his minions, or his guests unless they are attacked To appeal to your players' senses and emotions, embrace
first. In truth, however, this fragile peace is merely a ploy the following:
by Strahd to ensure his scheme comes to fruition. Once Mood. There is an atmosphere of fear shared by the
Ireena has been married and slain, Strahd will betray the innocents—the vassals and victims that could hardly refuse
adventurers—for they are intended to be Ireena's first meal an invitation from Strahd—and a charged sense of
come the hour of her dark rebirth. anticipation shared by the Devil's minions. Allies of the
Further, nearly every important character the party repeatedly ask, "So, what is the plan?" assuming the
adventurers have met throughout the campaign has been adventurers can and will stop Strahd.
invited to the wedding. Prepare dialogue for these Music. You should prepare music and sound effects for
characters that reflects their relationship and history with this module, with gothic and baroque or Victorian themes
the party, and remind the players of their past exploits with befitting Castle Ravenloft. Further, with a storm raging
these characters. against the castle walls, rain sound effects would not go
amiss.
THE FORTUNES OF RAVENLOFT Visuals. Strahd has spared no expense for the wedding,
but even the most regal decorations contrast Castle
The campaign's Tarokka Reading can affect this module in Ravenloft's dismal, crumbling state. Call attention to this:
many ways: bouquets wilting in their vases, cobwebs in the corners of a
Artifacts. If an artifact lies within the castle, the best hall, the rust or wear on a statue, whilst
opportunity to search for it is during Acts I or III, when
their absence is least glaring, and guests have the most DAMAGE, HEALING, AND RESTING
freedom.
Destined Ally. The guest list includes Strahd's vassals and The Wedding is a marathon, not a sprint. You want the
foremost sycophants and enemies. Unless he is well adventurers arriving to their Final Confrontation bloodied
aware of their involvement with the adventurers, Strahd and wounded, but not on the brink of death.
would not invite the destined allies below, leaving it to Damage. Through quests, random encounters, ambushes
the party to sneak their ally into the castle. by Strahd, and the perils already present in Castle
• The Mad Mage Ravenloft, you whittle down (and humble!) your
• Pidlwick II adventurers.
• Sir Godfrey Gwilym Sources of Healing. The adventurers might receive healing
• Sir Klutz Tripalotsky from Donavich or Father Lucian, and the Keepers of the
• Vasilka Feather may smuggle in some potions of healing.
Resting. During Act I, the adventurers have enough time
Final Confrontation. Per the Tarokka Reading, there is to find their confiscated gear in the dungeons and complete
one location in Castle Ravenloft where the party will a short rest before the ceremony (Act II) begins. Do not
fight Strahd, and where destiny dictates he will not flee bother tracking minutes; there is always enough time. Acts
from. This promise of the campaign might clash with the II and III together comprise enough time for another short
module's events, so there's but one rule: the Final rest, just before Strahd inevitably betrays the party.
Confrontation only becomes true in Act IV. For example,
if the party is destined to battle Strahd at his throne (Area
K25, the audience hall), this is only true after Act III
QUESTS
concludes. Act IV features several quests the adventurers can and
should embark on as they move towards their Final
Confrontation. Try to foreshadow these quests beforehand
or broach the subject through other characters, such as the
Martikovs warning the party about the Heart of Sorrow.

Overview
8
RANDOM ENCOUNTERS STRAHD
Random Encounters largely go unused in this module, Strahd, and therefore you, are treating the night as if he
which is already so heavily scripted. If you wish to include already won—especially after he offers the adventurers the
random encounters, do so during Act I or Act IV only. The chance to leave Barovia tomorrow. Amplify his arrogance,
following random encounters, included in Curse of Strahd, especially when he offers the adventurers freedom in Act
are thematically appropriate for the Wedding: I—promising them the opportunity to leave Barovia at
Barovian Witch. A witch encountered is subtracted from dawn, provided the wedding proceeds as planned. This is,
Area K56 carries the potion of healing she brewed (as of course, a lie.
described in Area K56). Because the witches are so Encountering Strahd. Once the peace is shattered, the
fragile, you can include more than one and use this as a adventurers should encounter Strahd twice before reaching
means to deliver potions of healing to your party. their Final Confrontation. You can attach him to any of the
Ezmerelda d'Avenir. If you include Ezmerelda, this is the quests above, using the notes of a Final Confrontation that
most convenient way to present her. Alternatively, you you won't ordinarily be using. Strahd ambushes the party
may also include Rudolph van Richten this way. for one-to-three rounds then phases through a wall to lick
Unseen Servant. With unseen servants already carrying his wounds. These encounters should exhaust Strahd of his
platters of wine and hors d'oeuvres, this encounter is very minions (such as vampire spawn, Rahadin, or some other
appropriate for the Wedding and is a very convenient significant minion) or other tools of his arsenal (such as his
way to deliver potions of healing to the adventurers— spell slots or any magic items you've equipped him with).
perhaps Strahd provided them to toy with his prey or the Final Confrontation. Once in Act IV, the adventurers'
Keepers of the Feather smuggled them in. However, you ultimate goal is to reach the Final Confrontation, where
should reduce the poison damage inflicted by the silver Strahd is bound by fate not to flee. Your story suffers if the
goblet to 2d10. adventurers cut immediately towards their Final
Vistani Thugs. These thugs are the remnants of Arrigal's Confrontation, hence why quests and other distractions are
entourage or were simply not invited to the actual included in this module. You're encouraged to take the
ceremony. party throughout Castle Ravenloft, ambushed periodically
Wights. For every wight encountered, subtract a wight by Strahd or his minions.
from Crypt 14 in Area K84.

Overview
9
ACT I:
ALL WILL BE WELL
Dismal rain wails against the castle's windows and walls while I. ARRIVAL TO RAVENLOFT
inside guests whisper amongst themselves. Corpses in armor
stand guard against spies and dissenters, and all in the air is the A storm gathers as the party travels to Castle Ravenloft, the
worry that tonight will be red—but by Strahd's hand or the rain grueling, sharp, and frigid. No trouble plagues the
heroes’, they do not know. Svalich Road; no wolves harry them and no amount of rain
turns the road to mud. The land itself has bent to Strahd's
pon arrival to Castle Ravenloft, the adventurers are will, and it is the Devil's desire that his greatest foes arrive

U met by Rahadin, who demands they swear


themselves to guest right and surrender their
weapons, under the pain of expulsion or even death.
on time for their humiliation.
Read the following text, which assumes the party uses the
Black Carriage (see Curse of Strahd Chapter 2, Area I).
There's just little over an hour before the ceremony The road that has been so fraught with peril is eerily quiet
begins—long enough to mingle with guests, appraise their on this last journey as you venture towards Castle
foes, recover their belongings and sneak in a short rest. Ravenloft. Many have come before you—this you can see
Overview. Act I covers these events, in order: by the deep ruts in the Svalich Road. And as the day
• The party is met by Cyrus Belview at the gates, and darkens into dusk, the wind picks up, howling like a
Rahadin in the Entry. neglected child. A cold and dismal rain begins to pelt
• The party must swear to nonviolence and surrender their Barovia, swelling from mere tears to a storm that
weapons. thunders across the entire valley.
• The party may mingle with guests, surveying the many But the roads, you notice, do not turn to mud. They do
allies and enemies of Strahd. not worsen. You make good time. The closer you draw to
• Strahd summons the party for an audience in the Dining Ravenloft, the quicker the wheels turn, the faster your
Hall. Meanwhile, Ireena asks for one adventurer to see horses move. Castle Ravenloft, the belly of the beast,
her before the wedding. looms in the east, as if welcoming you. Its tallest spires
• The party has a little more than an hour to recover their hail you; its drawbridge is down, and its gates are open.
confiscated gear from the dungeons. And so, it has come to this, heroes: the darkest hour of
Dramatis Locis. Act I initially includes Areas K1, K7-K10, your quest. You stand in the shadow of the Devil himself.
K14. When an adventurer is sent to speak with Ireena in The road here has been paved with blood and broken
the South Tower, the Act expands to include Areas K21, hopes. Will you triumph over Strahd? Or will you join
K47, and K49. When the adventurers go into the dungeons the legion of fools buried beneath his heel?
to retrieve their confiscated gear, it expands to also include
Areas K73-K76. May the gods watch over you. Might the strength of
your arms and the courage in your hearts be enough to
overcome this final challenge—for here in Barovia, all is
not well. It can never be well so long as this valley and its
people suffer under the curse of Strahd. Dare you end it?

Act I: All Will Be Well


10
Because guests are invited to Castle Ravenloft, the II. THE OATH OF HOSPITALITY
drawbridge is no longer trapped; there is no risk of falling
over or being preyed upon by green slime. Rahadin awaits the adventurers in the castle entry (Area
K7) and six wights to bind Strahd's most dangerous guests
to the laws of hospitality. Read the following text, which
OUR MOST ANTICIPATED GUESTS assumes the party has made Rahadin's acquaintance, are
The party is greeted at the gates by Cyrus Belview, aware of his status and his crimes, and familiar with the
Strahd's faithful mongrelfolk servant. His voice is gravelly, ghostly wailing that surrounds him at all times.
his tone wicked. Read the following: As you step out from that dismal rain, Castle Ravenloft
Over the drawbridge and through the gates. The welcomes you with cold arms and corpses clad in armor.
courtyard is thick with cold fog, the flagstones slick. A Six wights, each armed and armored, watch you from the
lance of lightning reveals a hunched figure nearby, corners of the castle entry. Slowly, the doors open to
sheltering from the rain and nursing a lantern. His reveal a smartly dressed dusk elf: Rahadin, the
monstrous face comes into view. His left cheek is naught chamberlain of Castle Ravenloft, mad dog of the Devil
but scales and his ears belong to a panther and only one of Strahd. Deeper in the castle, music is playing, soft and
his feet are human, the other is bare and webbed like a mournful, but here in this cramped hall, all you can hear
duck's. His voice is no less hideous as his face, grating and is wailing—Rahadin's many victims wailing from beyond
gravelly: the grave.
"Ah, it's you! Yes, yes! Welcome to Ravenloft! Your As if already bored and disappointed with you, the
arrival is most anticipated, most anticipated indeed! First chamberlain intones, "Our most anticipated guests. Step
invited, last to arrive! I am the master's servant, Cyrus of forward and be recognized in the House of Zarovich."
Belview. Welcome!" The beast of a man chuckles, rubbing Rahadin wastes little time on pleasantries, viewing the
his hands together. "Your horses, oh your horses! I will adventurers as curs and vagrants. After the adventurers step
take your horses! You, yes, into the keep with you! Most forward, read the following:
anticipated, oh yes!"
Rahadin's lips are pressed into a flat line. "As honored
That beast reaches out for your horses' reins. Even they guests of Count Strahd, there are expectations to be had.
seem repulsed. Cyrus Belview points you toward the Guest right will not be ignored, and you must swear to
keep. The great doors of Ravenloft are slightly ajar, the oath of hospitality. Tonight, we celebrate this union.
spilling light out into the foggy courtyard. No harm shall come to you in these halls unless you
The adventurers are the last guests to arrive. Cyrus hints provoke it—and the lord of this house promises the same.
at a greater plot afoot, but he knows nothing of Strahd's "Swear to me, here and now, at this hour. Swear to me,
inevitable betrayal, only that these "most anticipated guests" as brother and servant of Strahd of House von Zarovich,
are doomed to die like all other visitors to Barovia. lord of this house, lord of Barovia. Swear to spill no
Limping, Cyrus leads the party's horses to the Carriage blood, unsheathe no sword, respect our host, and obey his
House (Area K4). laws. Swear to this, all of it, or begone."
Any character familiar with guest right (such as someone
with the Noble background) can find no tricks in Rahadin's
language; the demand is fairly standard. Any successful
Wisdom (Insight) checks reveal that Rahadin is earnest and
honest, and seemingly hopeful that the adventurers break
guest right so that he may spill their blood. If called out on
this, Rahadin admits it freely, even going as far as to say
that if he had it his way, Rahadin would present their heads
to Strahd as a wedding gift.
If the party refuses to affirm the laws of hospitality,
Rahadin threatens to expel them; he has no shortage of
allies to call upon. Within two rounds, the Vistani,
werewolves, and other allies arrive from Areas K8 and K9
to prove their loyalty to Strahd. Further, Rahadin can wake
the four red dragon wyrmlings perched above in K7.

Act I: All Will Be Well


11
Wedding Gifts
If the adventurers brought any wedding gifts, Rahadin takes
this opportunity to collect them, even saying, in his stony voice,
"If you've brought gifts—like any sensible guest would—I shall
see that they're delivered. I do hope you've scrounged up
something worthwhile for our gracious host." The gifts are
collected by the unseen servants that serve guests in Area K8.

THE BEST MAN'S WARNING


Rahadin has one last warning for the party. Once done,
Rahadin excuses himself to oversee wedding preparations,
heading towards the audience hall (K25) via the Grand
Landing (K19). Read the following:
Rahadin straightens. His hands curl into fists. From
beyond the grave, his legion of victims howl.
"No doubt, you have some plans," the elf says. "Some
delusions of grandeur. A scheme up your sleeve, and
doomed hope in your hearts. Listen to me, and listen to
me well," he says. "This is the day of my brother's
wedding, a wedding four centuries in the making. For
Strahd, I slaughtered my own people—cutting them down
to the very last mother holding her very last child. Should
DISARMAMENT you endanger this wedding, I promise you an even worse
fate. Have we reached an understanding?"
Before they may continue, Rahadin demands the
adventurers relinquish their arms and armor. Read the
following: III. MINGLING
With the oath sworn, you move toward the grand entry— The hallway opens into a great entry supported by ancient
but Rahadin blocks your way. His eyes narrow. "This is columns scarred and cobwebbed. Under the eyes of
not yet done, guests." He throws this last word as if it gargoyles, Strahd's guests huddle, trading hushed
were an insult. "Given your history," the elf says, "I must whispers while distant organ music competes with the
insist that you disarm yourselves. It is, after all, a wedding. storm raging outside. Throughout the hall float platters of
Your belongings will be returned to you at evening's end, wine and hors d'oeuvres, borne by invisible hands, mostly
and our lord has promised that no harm will come to you untouched. The mood is somber, strained, and all eyes,
and yours tonight should you... behave." you can't help but notice, are on you, the Devil Strahd's
most anticipated guests.
This demand is non-negotiable; Rahadin won't tolerate
even the smallest chance the adventurers could disrupt his Strahd's guests congregate in the Great Entry, the Guest
brother's wedding. To refuse now would be to break guest Hall, and the Hall of Faith (Areas K8, K9, and K14), served
right, as Rahadin is quick to remind them. Should they by unseen servants (created by the spell of the same name)
acquiesce, the wights frisk the adventurers. A character can holding platters of wine and hors d'oeuvres. It becomes
attempt to hide palm sized objects—daggers, the hilt of the quickly apparent that Strahd's allies have not been
sunsword, et cetera—by succeeding on a DC 15 Dexterity disarmed, nor have Barovian nobility like Dmitri Krezkov.
(Sleight of Hand) check. Ever clever, Rahadin has the With so many eyes watching the party, it will prove
wights collect any spellbooks, spellcasting foci, and difficult to sneak off, but they must.
obviously magical items (but not the holy symbol of Announcements. An enchantment in the form of a
ravenkind, which Rahadin does not recognize). The wights disembodied voice announces guests as they enter Area K8.
then leave for the dungeons by way of the South Tower This enchantment is not omniscient, and only announces
Stair (Area K21) to scatter the adventurers' belongings in recognized guests, such as the adventurers; any other
the zombie-infested waters of the Torture Chamber (Area person is tacked as simply "...and guest." The enchantment
K76). Any friend of the party can point out which staircase flatters some guests with pompous titles and mocks others
the wights took down before disappearing from view. (e.g. "Victor of House Vallakovich, heir apparent to the
barony of Vallaki" or "Kasimir Velikov, Wizard Impotent
and Doom of the Dusk Elves." The adventurers are not
spared this ridicule.

Act I: All Will Be Well


12
OUR GATHERED GUESTS Behave Yourselves!
The guests are all, more or less, in plain view of the Signs are posted in Areas K9 and K19 that read, "All guests are
adventurers, giving them the freedom to approach asked to remain on the main floor. Trespassers will be punished
whomever they wish. accordingly, guest rights revoked."
The Dusk Elves. As one last affront to the dusk elves,
Strahd has demanded their presence, citing it as the least
The Vistani. The Vistani sit on the stairs connecting Areas
they can do since they stoned his last bride to death.
K8 and K19, loud and boisterous and dressed in elegant
Three guards stand beside Kasimir Velikov in Area K8.
but bright attire. They regard the adventurers with grins
If Kasimir has attained the power to resurrect his sister
and great interest. Arrigal and Luvash command these
Patrina, he wrings his hands together and whispers,
four Vistani thugs, all of whom are loyal to Strahd.
"We're prepared to move onto the catacombs during the
They alone feel safe enough to let down their guard and
festivities… to Patrina's crypt. Will you join us?"
enjoy the amenities at hand, making it easy to escape
The Martikovs. The Martikovs huddle together in Area
their attention, should the party sneak downstairs. The
K9, the largest family in attendance. Davian and Adrian
Vistani know the suits of armor in Area K19 are trapped
maintain a frosty distance from Urwin, Danika and their
and will cackle madly when someone triggers them.
two sons, Brom and Bray. Much to the family's "great
The Villagers. In Area K8, Ismark Kolyanovich and his
honor," Strahd has selected Brom and Bray as his ring
plus one, Donavich, lean against the wall, brooding in
bearers. If the party is allied with the Keepers of the
silence. Ismark is desperate to hear how the adventurers
Feather, Davian or Urwin whispers conspiratorially, "I
intend to save his sister from damnation. With a hand on
have six of my finest birds outside. They have seen
the hilt of his sheathed longsword, Ismark asks, "My
something in the central tower… Some crystal thing,
father is rolling in his grave as we speak, friends. I ask
utterly massive. And on the wind, they hear it: a
you only once: what is the plan?" Ismark's sword-arm is
heartbeat." He is referring to the Heart of Sorrow in Area
strong, and his heart is true. He will not accompany the
K20. If Muriel Vinshaw, a wereraven agent, gathered
adventurers around the castle in Act I, for he must give
intelligence from Baba Lysaga in the Ruins of Berez, the
Ireena away at the start of the ceremony, but he promises
Keepers know the Heart of Sorrow shields Strahd from
his strength later on.
harm.
The Krezkites. In Area K8, Dmitri Krezkov and his wife
Anna are clustered with eight timid, petty Krezkite IV. THE BRIDE AND GROOM
nobles. Visibly jumpy, they keep the adventurers at Before the adventurers can launch their own caper,
arm's-length. His hand trembling, Dmitri says, "I want Rahadin reappears. Ireena has asked to see one adventurer,
only to leave this wretched place and return to where whilst Strahd demands a word with the others. Two events
things might not be well, but at least make sense. Do not unfold, each occurring concurrently, as described below.
rope us into your schemes." Rahadin will escort Ireena's chosen adventurer up to the
The Vallakians. The Vallakian party has claimed Area Guest Room (Area K50) via the South Tower Stair (K21)
K14. They are the largest party by far, consisting of: and direct the rest of the party to the Dining Hall (Area
• Baron Vargas Vallakovich and Baroness Lydia Petrovna, K10). No refusal is accepted.
if they yet live. Vargas trades pleasantries while his wife Read the following when Rahadin approaches:
giggles like a shrieking hawk. Ghostly wails crowd your mind—Rahadin approaches, his
• Lady Fiona Wachter and her five minions: Ernst presence betrayed by the long dead. "Most honored
Larnak and four cult fanatics, all members of her cult. guests… Count Strahd would like a word over wine—one
• Nikolai and Karl Wachter, who are sharing a bottle of last toast before the ceremony. He expects you in the
wine. Grinning, Nikolai propositions the party for an dining hall. The bride has asked to see one of you in her
adventure: "Somewhere in the wine cellar lies boudoir, though I cannot fathom why. Quickly now, for
Champagne du lu Stomp. The winery hasn't made that the ceremony draws close."
vintage in years. Every ounce is gold. This is a once in a
lifetime chance to taste the finest wine of all Barovia.
Will you join us on this caper, friends?" The vintage is in
Area K63; these idiots are ready to move now or during
Act III.
• For his part in the theft of the bones of Saint Andral,
Henrik van der Voort has also been invited. Sweaty and
manic, he wishes only to quit this affair and return to his
quiet life as a pariah.

Act I: All Will Be Well


13
A DRINK WITH THE GROOM The Devil’s Enemy Charmed
Strahd invites the adventurers to a glass of wine in the While the party is distracted, Strahd himself intends to isolate
dining hall (Area K10). Throw out the encounter as it is and charm the party's Destined Ally. Later in battle, Strahd
presented in Curse of Strahd and instead read the following "activates" the ally, turning them against the party. Strahd
accomplishes this through his Charm ability (DC 17 Wisdom
description: saving throw), approaching the ally before the ceremony. Once
This chamber is opulence manifest. For too long now reunited with their ally, the adventurers can notice something's
have you scraped through Barovia, witnesses to famine off; with a DC 17 Wisdom (Insight) check, they ascertain the
and poverty, and yet here the table is laden with ally seems dazed.
Most allies have a relationship with other guests (e.g.,
delectable food: roasted beast in a savory sauce that Arabelle and her father, Victor Vallakovich and either his father
intrigues the nose and waters the mouth; roots and herbs of Lady Wachter), which is the most opportune moment for
of every taste; sweet fruits and glazed vegetables; goblets Strahd to strike.
of fragrant wine. Strahd's people have starved and yet
here, a feast grows cold. Despicable.
The scene is lit by no less than three crystal chandeliers, Unlike in Curse of Strahd, this illusory Strahd acts as an
shedding soft light on an organ at the far end of the hall. It avatar through which he speaks (even while consumed with
is from here the music you've heard originates, its pipes other tasks). Strahd's avatar speaks about the adventurers'
blaring out a thunderous melody that speaks of greatness triumphs and mistakes, but with a fanged smile, he
and despair. A floor-to-ceiling mirror reflects the scene, inevitably includes, "You truly are the greatest foes I have
but the figure sat there on the bench produces no ever faced—and that is why at dawn tomorrow, you may
reflection—Strahd von Zarovich, playing the keys with leave Barovia forever. Whatever blood there is between us,
the sort of perfection one can only attain after four consider it washed away. So long as I have Tatyana, I need
centuries of undeath. He stops, and as a deep silence falls nothing more in this life. We met as enemies so let us part,
over the dining hall, he slowly turns towards you. perhaps not as friends, but as equals."
No matter what the Devil promises, it's a lie. This is
Strahd's ultimate hour: the feast for his arrogance. To have
Tatyana and humiliate his greatest foes is far too great to
pass up. All this serves to distract the adventurers while the
true Devil moves in on their fated ally (see The Devil's
Enemy Charmed sidebar above).

Act I: All Will Be Well


14
THE BRIDE ASKS A FAVOR
Ireena asks one adventurer to serve as a bridesmaid or
groomsman. Choose the character closest to her, or the one
she most wants next to her during the ceremony. Rahadin
leads this character up through Areas K21, K47, and K49
until at last arriving at Area K50, in the South Tower.
Rahadin proves to be in an uncharacteristically good
mood—so much so he is willing to entertain a conversation
with the adventurer. It's his brother's wedding, after all, and
should it unfold, Strahd will never be happier. Outside, the
storm rages, thunderclaps bursting, rain pattering the
windows. Inside, Rahadin's many victims wail from beyond
the grave in a deathly choir. The climb is exhausting,
enough to make most athletes sweat and pant, but Rahadin
remains stoic. Finally, after many minutes of climbing, they
arrive at a darkened landing. Read the following:
The stairs seem to go on forever, one after another,
winding up into darkness. Sweat springs out across your
scalp, but Rahadin seems unmoved and unaffected, slowly
taking each step without slowing. Twice you pass a
landing, each barred by a shut door; you make note, lest
you need to find these places later.
After many minutes of climbing, Rahadin leads you into
a drafty chamber furnished with an immaculate rug and a With a successful DC 13 Wisdom (Insight) check, the
portrait of Strahd von Zarovich himself, handsome and adventurer can ascertain that Escher is anxious and
arrogant. frightened—what use will Strahd have for him after he's at
The Portrait. The rug and portrait are both constructs (a last reunited with his beloved "Tatyana"? Will he discard
rug of smothering and guardian portrait, respectively). Escher, confining him to the catacombs like so many other
So long as the adventurer behaves, the constructs remain of his past playthings? Escher would like nothing more than
dormant, but will attack if Ireena is taken from her boudoir to murder Ireena, delaying the wedding by another
or Rahadin is harmed. With a successful DC 13 Wisdom generation or two, but knows he would face eternal
(Perception) check, the adventurer catches the portrait punishment if he dared.
following them, before the eyes of Strahd look away. The Guest Room. Rahadin returns shortly afterwards
The Lounge. Rahadin gives the adventurer no time to ("The bride will see you now," he says), holding open the
investigate, leading them into Area K49, where Escher (a door to Area K50 where five women await:
vampire spawn) keeps guard duty over Ireena. Rahadin • Ireena Kolyana, gussied up in her wedding dress; she is
leaves the room to check on Ireena privately in Area K50, putting on a brave face but is terrified.
leaving the adventurer alone with Escher for a moment. • Strahd's four vampire spawn brides: Anastrasya,
Read the following: Ludmilla, Volenta, and even Sasha, who has been freed
Rahadin pushes on, leading you into a lounge furnished from her crypt (see Crypt 20 in Area K84) and cleaned off
with bookcases and old, faded couches. Outside, the storm to serve as a bridesmaid. Like Escher, the brides serve as
rages. A peal of thunder shakes the ancient tomes on their another layer to Ireena's security. They are fiercely
shelves, but the young man stretched out along the couch jealous of her, having listened to Strahd prattle on about
pays no mind. He is utterly beautiful, elegantly dressed, his "beloved Tatyana" for centuries. There is also an
sipping at wine. Rahadin gives him a contemptuous undercurrent of tension amongst the brides who, like
glance. Escher, fear that Strahd will seal them away in the crypts
for eternity now that he has his precious Tatyana.
"Escher," he says, "How is our bride?" Upon entering the room, read the following:
The man sneers, "Heart's still beating."
Rahadin rolls his eyes and knocks at a nearby door.
"Madam Kolyana? You've a guest." After a moment,
Rahadin enters the suite, leaving you alone with Escher.
Escher smiles, revealing two sharp fangs. Only now do
you notice how faded his elegant attire is, the fabric
ancient. Long has Escher lived, it seems, another vampire
thrall of Strahd's. "Enjoy this last word with her," Escher
tells you. "Eternity as Strahd's plaything awaits… if only
some of us could be so lucky, no?"
Act I: All Will Be Well
15
In this lavishly furnished bedchamber, Ireena Kolyana sits
on a divan fussing with her hair. She is, in a word,
immaculate. Her wedding dress is the most pristine white
you have ever laid eyes on. The Devil Strahd has lavished
upon his bride no shortage of gems and jewelry. Her smile
is radiant, unfolding as you enter the room. "You came,"
she whispers. "You actually came."
Ireena's smile falters. She glances behind you. Sitting in
the corner is a woman in a scarlet bridesmaid's dress. Her
eyes are ravenous, her smile fanged. Another of Strahd's
thralls.
"Do not mind her," floats a voice from behind the bed
curtains. Gazing through the gloom, you notice three
women sprawled out on the bed in matching dresses. A
pale woman in a bejeweled handscarf, a darker skinned
woman fettered with gold, and a short, raven-haired
woman wearing a metal, skull-shaped mask. It is this last
woman that spoke, and she continues, "Sasha here is just
jealous—our dear husband unearthed her just to watch
him marry another woman."
Strahd's brides number four, it seems, and they all stare
at you with naked contempt.
The Favor. Ireena asks the adventurer to serve either as a V. LAST STOP BEFORE OBLIVION
groomsman (for Rahadin is Strahd's Best Man) or the Maid
At last, the adventurers have their opportunity to explore
of Honor. Rahadin then clears his throat and insists the
the castle, to slip away and recover their confiscated gear,
adventurer depart. Ireena embraces the adventurer and asks
or perhaps find a Fortune of Ravenloft. There is little more
her true favor:
than an hour left until the ceremony—how long does not
As she embraces you, Ireena Kolyana whispers in your matter; the players have enough time for a short foray and a
ear, "Do not let me marry that monster. I would rather die short rest. They cannot, however, afford to be absent for
a thousand deaths than be his. He calls me… Tatyana. the ceremony, otherwise Strahd assumes the worst, revokes
Promise me—promise me you will cut my throat before guest right, and sends his minions to hunt the party down.
he can sink into it his fangs." Rahadin's wights left the adventurers' gear in the Torture
Bad Luck, Indeed. As Rahadin escorts the adventurer Chamber (Area K76), conspicuously taking the South
down the South Tower Stair, Strahd appears (the true Tower Stair (Area K21).
Strahd, not the illusory avatar currently speaking with the The Elevator Trap. The Elevator Trap is the South
rest of the party downstairs). Though it is bad luck to see Tower's first stop. Run it as described in Curse of Strahd
the bride in her dress before the ceremony, Strahd is on his (see Area K61).
way to go speak with her—to vampirically charm her into The Dungeons. The wights left no guards but the zombies
obeisance before the wedding. Read the following: are already in the Torture Chamber. Should the
Footsteps ring out from the darkness below as you adventurers venture into the Dungeons of Ravenloft to
descend the tower. A peal of thunder tears across the sky recover their equipment, run Areas K73-76 as described in
outside. The spiral staircase twists and twists until at last Curse of Strahd; the six Strahd zombies attack whilst the
you lay eyes on Strahd von Zarovich himself. The Devil party roots around in the brackish waters. The wights did
offers you a grin. "Good evening. I am ecstatic that you not bother emptying the adventurers' bags either.
could make it. Your stay, I hope, has been pleasant so far.
I'd stay, but I've other matters to attend to."
To the players, this hints that the encounter with Strahd
in the Dining Hall is a farce—and all but confirming it for
any players that are watching the scene unfold. What, they
might wonder, was Strahd up to while they were speaking
with an illusion?

Act I: All Will Be Well


16
ACT II:
THE CEREMONY
For centuries has the Devil Strahd dreamed of this day—when his Wedding Roles
final campaign, his final conquest, can at last end. Today, the Role Character
Devil binds Tatyana to him by law and oath.
Best Man Rahadin
ct II is relatively short, both within the story and at Bride Ireena Kolyana

A your table. It features not one but two dramatic,


clichéd objections. If at any point the adventurers
provoke a conflict, skip to Development: Red Wedding below,
Bridesmaids

Flower Girl
Anastrasya Karelova, Danika Dorakova,
Ludmilla Vilisevic, Sasha Ivliskova (if not Maid
of Honor) and Volenta Popofsky
Arabelle
then proceed directly into Act IV, skipping over Act III
Groom Strahd von Zarovich
entirely.
Overview. Act II covers these events, in order: Groomsmen Ismark Kolyanovich, Escher
• The adventurers are led to their seats and find that they Officiator Father Lucian or Donavich
are both split up and surrounded by enemies. Maid of Honor Adventurer or Sasha Ivliskova
• The flower girl and ringbearers walk down the aisle. Musician Clovin Belview
• Ismark walks Ireena down the aisle. Ring Bearers Brom & Bray Martikov
• The Abbot arrives with Vasilka, objecting to this union
but leaves.
• Ismark objects to the union, blade in hand, only to be Characters. There are approximately forty-four
arrested and sent to the dungeons. characters present during the wedding, excluding the
• Strahd and Ireena exchange vows. adventurers. Consult the Wedding Seating graphic for their
Revisions. Some changes have been made to the chapel: seating. Strahd has notably assigned the adventurers to
• The corpse of Gustav Herrenghast and his mace of terror disparate seats, so as to spread out their ranks should they
have been removed. turn to violence. Additionally, see the Wedding Roles table,
• The broken pews have been replaced. replacing dead or missing characters as your campaign
• The Strahd zombies in the King's Balcony (Area K28) do requires. Notably, Clovin Belview plays from the King's
not bother Clovin Belview, as he plays the harp above. Balcony (Area K28).
Dramatis Locus. Act II unfolds entirely in the chapel (Area
K15).

Act II: The Ceremony


17
I. THE CEREMONY BEGINS The Wedding Party. Strahd von Zarovich stands with the
wedding party at the altar, sans Ireena and Ismark. Clovin
As the ceremony unfolds, read the following description of Belview is playing the harp from above.
the chapel instead of the one provided in Curse of Strahd. The Icon. The silver statuette is the Icon of Ravenloft
The text assumes the adventurers know the fate of Sergei described in Curse of Strahd, Appendix C. The Icon smites
von Zarovich's wedding long ago. any evil creature and Strahd could find no minion that
The chapel is awash with torchlight and whispers as the could move the icon without being reduced to ash, and he
guests sit along the pews. Soft harp music floats down did not dare ask a non-evil guest to move it for him, lest
from the balcony, competing with the storm raging word somehow reach the adventurers.
outside. Lightning flashes every so often, riling up the Places. The adventurers are led to their seats by a Vistana
many bats clinging to the ceiling. Strahd stands at the servant—and to their horror, they find that Strahd has split
right side of the altar, Rahadin at his side. On the left, the party up and surrounded them by foes. The most
Ireena's bridesmaids are gathered. dangerous ones, such as paladins or clerics, are placed
No expense has been spared to beautify the chapel, but farthest from the altar. The weak and vulnerable are seated
no amount of scrubbing can scour the tiles of its ancient next to Arrigal or even Strahd himself, so that they may
bloodstains. It was here, centuries ago, that Strahd von crumble under any physical assault. It's possible to change
Zarovich murdered his own brother and attempted to seats, but time is short. The music has already started and
seize Tatyana, before she fled and threw herself from the Arabelle, the flower girl, is about to spread dead posies
cliffs outside. The altar is chipped and stained, ancient and down the aisle. The adventurers have two rounds at most
weatherworn, except for a silver statuette carved in the to persuade other characters to swap seats, and to do so
likeness of a priest kneeling in supplication. requires a successful DC 20 Charisma (Persuasion) check,
Strahd catches your eye and offers you a fanged smile. for few are those who would rebuke the Devil.
If the adventurers show up armed and armored, Strahd
just smirks from across the chapel and gives them a nod
that reads, "Fair enough, fair enough."

Act II: The Ceremony


18
Isn’t She Lovely. Once the ceremony continues, read:
Out from flickering torchlight and dancing shadows
comes Ireena Kolyana, escorted down the aisle by her
brother Ismark. The Devil's bride is radiant, her auburn
hair like fire in the torchlight. The flames dance in the
ruby pendant hanging around her neck.
The crowd hushes. Men leer, women glower. Rahadin
claps Strahd on the shoulder and the two brothers share a
smile.
But who isn't smiling?
Who amongst this flock of fools and sycophants bears
no expression? Ireena Kolyana. Her eyes are dull and
distant, glazed over, her lips lax. She marches down the
aisle without fear, without effort, every step light, every
motion as graceful as a braindead doe.
Ismark is grimacing as he holds his sister for what might
be the last time, grimacing as he delivers her to the very
FLOWERS AND RINGS monster that stopped his father's heart. Yet when Ismark
glances at you, dear heroes, hope burns bright in his eyes.
Arabelle scatters posies down the aisle. The flowers wilt the
moment they touch the floor, indicating the chapel's Rahadin tells Strahd, "She's beautiful, brother."
desecration. Luvash loudly gushes over his daughter's "So she is," the Devil agrees. "My beautiful Tatyana
performance. returned after all these years apart."
Brom and Bray Martikov, the ring bearers, follow Dearly Despised… The officiator begins once Ireena takes
Arabelle. Together they cradle a scarlet, satin pillow her place to the left side of the altar. Read the following:
holding two golden rings, each encrusted with a ruby, The officiator begins a strained, and well-rehearsed
diamond, and onyx (the colors of House Zarovich). The speech:
Martikovs grow tense as the ring bearers near Strahd,
Danika especially. "Dearly beloved… Dearly despised… We are gathered
here tonight to witness the wedding of Count Strahd von
Zarovich, son of Barov, and Ireena, daughter of Kolyan.
HERE COMES THE BRIDE We are here today to witness the culmination of a
Clovin Belview begins to play the Bridal Chorus, but Ireena courtship that has spanned four centuries and several
does not appear. Outside the chapel, Ismark is loudly lives—but this is not the final chapter, oh no.
attempting to snap Ireena out of her daze, to flee with him
"The warmth of His Grace's love shall nourish Barovia,
now, right now, but Strahd's vampiric charm proves too
shall thaw its stony heart, and ring out across our fair
strong. Six wights watch with disinterest, ready to seize
country like the thunder of a just god. Their love is a
Ireena should she flee. Whilst this occurs, Rahadin's ever-
beacon of hope.
present scowl deepens, but Strahd remains undisturbed,
grinning. "If only Ireena's late father could see her—her joy this
An adventurer can walk out to speak to Ireena and day. She comes as an orphan, just as our Lord Strahd has
Ismark—who are growing increasingly distraught, lived for so many years. From their shared sorrow the
demanding to know why they ("you 'heroes'") are allowing seed of a new family will bloom.
this tragedy to unfold. Ireena is clearly charmed and "Count Strahd von Zarovich—he is the Ancient, he is the
nothing short of a protection from evil and good spell or Land, and his joy is our joy. His hope is our hope. His love
similar magic can free her mind. Rahadin walks out to join is our love. All is not well in Barovia—but starting today,
if necessary, offering a stern rebuke to Ismark. Ultimately, it shall. With our liege's shattered heart mended, so too
Ismark gives up and begrudgingly walks his sister down the shall we as one people, as one country, heal. All will at last
aisle; Clovin awkwardly repeats the Bridal Chorus. be well."

Act II: The Ceremony


19
II. OBJECTIONS The adventurers can exploit this distraction to mount
their defense. Otherwise, Strahd disarms the Abbot with his
No wedding is complete without a dramatic objection, and silver tongue. Read the following:
Strahd's is no different—except that it threatens a slaughter.
Read the following: The Devil smiles at the angel from afar, but there is little
warmth in it. Strahd takes Ireena's hand and says, "It is
The officiator clears his throat and asks—with much true that you've fashioned for me the perfect bride—look
trepidation—"If there is any amongst you that have just at her, such beauty, such elegance with which none can
cause for why these two ought not be wed, speak now, or compete… but I do not desire perfection. I desire only
forever hold your peace." Tatyana, and with her at my side, I will never be happier.
Can you not see that? Is it not your mission to end this
THE ABBOT OBJECTS curse, my curse, over Barovia? Is it not your duty now to
The Abbot arrives just in time to object to the wedding— trust my heart, not yours?"
before any of the adventurers get their chance. As one last If the adventurers do not act now, the Abbot is mollified
desperate bid to justify his sins, the fallen angel has dragged into acquiescence. Read the following text, which assumes
his flesh golem Vasilka (a flesh golem) to Castle Ravenloft. the adventurers know the Abbot was sent by the
He offers no violence, except to perhaps kill Ireena during a Morninglord to free Barovia from Strahd:
conflict.
The Abbot seems to shrink away, as if ashamed, as if
Read the following text, which assumes the party is
broken. The light he sheds dwindles and the posies at his
acquainted with the Abbot and Vasikla:
feet wilt once more. His hands are shaking, trembling. In
On the heels of the officiator's words, before the last a quivering voice the angel replies, "Very well, then.
syllable dies off, the chapel doors swing open. Warm light Vasilka, follow."
floods the entry, not the guttering torchlight of before.
The Abbot leaves—the angel sent by the Morninglord to
Shielding your eyes, you make out two figures: a young
free this land its people from the curse of Strahd leaves,
man in a simple monk's robe and a woman in a wedding
the chapel doors swinging shut on his receding light,
dress—the Abbot and his horror, the flesh golem Vasilka.
leaving you all in the shadows. All eyes turn back to the
"You will find," intones the Abbot, "that I object to this altar, to the Devil's fanged grin.
union."
"Well, Father," Strahd says, "let us go on, eh?"
Like lesions from a plague, whispers burst out amongst
the guests. Rahadin glares from across the chapel, but ISMARK'S OBJECTION
Strahd's easy smile could mean anything.
Ismark objects to the wedding—with a blade in hand. You
The Abbot steps into the chapel, the dead posies on the can even run both: dismayed by the Abbot's departure and
floor suddenly regaining life and color at his feet. "This the adventurers' inaction, Ismark takes matters into his
vapid noble," the Abbot calls out, "is by no means the own hands.
perfect bride. Look at her—weak of mind and body,
uncultured and brash, barely above a peasant. She is Ismark catches your eye from the right of Rahadin. The
flawed, and I offer to you, Lord Strahd, the perfect bride. tension in his face dissolves into fury. "No," he growls,
The bride that will light your heart and set you free. I hardly heard. Then, fiercer now, he shouts, "No! You
offer the cure to Barovia's disease. Cast this trollop aside cannot have my sister, Strahd! I will cut you down myself
and embrace Vasilka." before I see her stolen by you, monster!"
Ismark draws his blade and charges!
If the adventurers still do not act, Rahadin subdues
Ismark and calls the wights lurking in the Hall of Faith
(Area K14) to arrest him. No blood is shed for his
transgression, but Ismark is sent to languish in the
dungeons below for breaking guest right. "Let him stew in
a cell for a long while," Rahadin says; Strahd shakes his
head, places a hand on Ismark's shoulder and says, "We are
family now, Ismark. I know the absence of your father has
deprived you of wisdom, but I am here for you now. I will
always be here for you." Ireena, meanwhile, is unfazed.
Ismark's punishment will be decided during Act III. The
wights take him downstairs through the Dungeon through
Area K21, the South Tower Stair.

Act II: The Ceremony


20
III. THE KISS OF PROMISED DEATH Automating Red Wedding
If the ceremony has not yet devolved into bloodshed, the This battle features far too many combatants for the DM to
officiator calls for the vows. Strahd, of course, goes first: control; ultimately, the adventurers must concern themselves
with Arrigal, Kiril Stoyanovich, and Strahd—as well as Lady
"My dearest Tatyana… for so long have I chased you Wachter and Rahadin if the adventurers try to seize Ireena. All
through this nightmare. Never again shall we be apart. I other NPCs are merely set pieces; do not take their turns, but
will love and cherish you forever, this I vow. You are instead describe what they do:
mine evermore." •The civilians like the Krezkovs cower under the pews or flee
from the chapel altogether. Lief Lipsiege gets cut down by
Unfazed by this threat, Ireena begins to recite her vows. mistake.
These vows, however, are a lie—a script forced upon her by •The werewolves and wereravens shapeshift into their hybrid
Strahd's vampiric charm. Outwardly, Ireena smiles, but in forms and battle each other. Brom and Bray Martikov
her heart, the poor woman is screaming into a silent void. transform into ravens and flee to warn the other Keepers of
A character close to Ireena can make a DC 17 Wisdom the Feather of what has transpired. Ultimately, the
werewolves prevail, and Adrian Martikov is killed and, on her
(Insight) check. On a success, they see through charm and way out, Fiona Wachter kills Urwin with a spell, so as to finally
notice the fury and fear raging behind Ireena's eyes. remove the local Martikovs from Vallaki, ensuring her
The officiator nods at Ireena. "And now the bride's vows." sovereignty.
•Luvash takes Arabelle away from the slaughter via Area K17,
A dreamy expression drifts across Ireena's face, and after taking the stairs up.
a long and awkward silence, it is interrupted by a sudden •Kasimir Velikov and his dusk elves face the Vistani and
smile. "Strahd, my love… From the very night you visited ultimately fail. If Kasimir has the Dark Gift of Zhudun the
our home, I knew I would one day be yours, and you Corpse Star, he instead leaves immediately for the catacombs
mine. I vow to never leave your side, to hold you and via Area K17, taking the stairs down.
your counsel. Evermore, in this life or the next, I vow to
love, honor, and obey."
Thereafter, the officiator utters those long-awaited
DEVELOPMENT: RED WEDDING
words. The guests grow uneasy, but Strahd is not so Should the adventurers attack, the wedding devolves into a
uncouth that he would exsanguinate Ireena here and now— bloodbath. Strahd immediately orders Rahadin and Sasha
that's what their marital bed is for. Ivliskova to take Ireena upstairs to his bedchamber (Area
K42). Read the following:
The priest announces, "Before gods and men, I pronounce
you husband and wife. My lord, you may kiss your bride." The Devil Strahd throws back his head and laughs, his
fangs bright in the torchlight. "I knew you could not
Unease ripples through the chapel—will there be blood?
uphold guest right for long, fools," Strahd says, before
Will Strahd kill his bride here and now? But when Strahd
shouting, "Soldiers and servants of Barovia! Children of
dips Ireena and plants his lips on hers, a collective sigh
the Night! Kill these 'heroes'!"
rises from the guests. Those sickened by this travesty can
only smile and politely clap, impotent witnesses to this Tactics. Though the chapel teems with combatants, the
kiss of promised death. Strahd and Ireena von Zarovich only characters you must run are: Strahd, Rahadin, Fiona
rise and present themselves to the guests while the storm Wachter, Arrigal, Escher (vampire spawn), and Kiril
outside rages on. Stoyanovich, and possibly Kasimir Velikov, Donavich,
and Ismark (if he was not taken to the dungeons earlier).
You've failed.
See Automating Red Wedding for details.
• The pews count as difficult terrain to overcome, as does
the crowd.
• Creatures have half cover (+2 to AC and Dexterity saving
throws) if there is another creature interposed between
them and attackers; assume every combatant has this
bonus, unless they are adjacent to each other.
• Strahd fights until Ireena is safe, then phases through a
wall. He casts polymorph or gust of wind to control and
stymie the adventurers.
• Escher fights at Strahd's side, giving his life for his master
if necessary.
• Arrigal fights at Strahd's side but retreats if he is reduced
to 25 or fewer hit points.
• On the first round, Rahadin and Sasha Ivliskova leave
with Ireena via Area K17; Lady Wachter and her cultists
follow, defending Ireena from the adventurers as needed.
On her way out, Wachter casts hold person at 2nd level
(DC 13) on two adventurers.

Act II: The Ceremony


21
ACT III:
THE RECEPTION
Never before has the Devil Strahd's heart sang. At long last, Overview. Act III covers these events, in order:
Tatyana is his. The beast raging in his veins demands her • The guests are ushered to the audience hall via Areas
eternity, but now is a time to celebrate with friends and gloat K14, K8, and K19—back to the Great Entry and up the
before foes. Now is the quiet before the storm. grand staircase. This is the adventurers' first opportunity
to slip away.
ct III spans an hour or so and is centered in Strahd's • Strahd and Ireena enter the hall to great and bitter

A throne room, the audience hall (Area K25). The


reception is the Devil's last hour of triumph before
he betrays the adventurers. Better that his prey eat their fill
applause. The guests mingle, giving the adventurers the
opportunity to scheme or socialize.
• Toasts are made to the bride and groom and gifts are
and grow plump before the hunt. The adventurers have presented.
permission to leave the hall, but it is impossible for their • Ismark Kolyanovich is brought in to be punished for
absence to go unnoticed. breaking guest right—or, if he did not, he challenges
Strahd to a duel. Regardless, Ismark's life hangs in the
balance.
• Strahd and Ireena retire for the evening, leaving his
minions to betray the adventurers.

Act III: The Reception


22
Dramatis Locis. Act III includes Areas K13, K25, and K26. II. TOASTS TO THE HAPPY COUPLE
Wights are posted in Areas K19 and Area K26 (four
apiece) to confine guests to the reception. Signs are also With the bride and groom seated, guests are free to feast
posted in nearby areas that read, "All guests are asked to and socialize. Soon, however, the toasts will be made, the
remain at the reception. Trespassers will be punished first being Rahadin's, as the Best Man, then the Maid of
accordingly." Honor's. The adventurers are free to toast as well.
Revisions. These changes have been made to Area K25: The Best Man's Toast. Rahadin starts things off:
• The broken windows have been fixed. Brandishing a full chalice, Rahadin calls out in his crypt
• Tables have been set up along the walls, full of food and keeper's voice, "Silence yourselves; I've words to speak
adequate seating. for our lord." The elf turns to Strahd and smiles. "Brother,
• Wedding presents are on a table in the southwest corner. I still remember the day long ago when Tatyana was
• Unseen servants serve the guests, carrying platters of wine brought to the castle. How your face lit up. How you
and finger foods. warmed to her. 'She is beyond beauty.' Those were your
• Strahd's throne faces the room, instead of the wall. words. Castle Ravenloft was dark and cold before then.
You were dark, brother, and your love lit these halls—and
I trust it shall again." Rahadin looks at Ireena. "—and for
I. THE PROCESSION that, my new sister, I will always be grateful. Father
With their eternal vows exchanged, the guests are swept would be proud, Strahd. I wish only he could be here
out from the chapel and led up to Strahd's throne room. today to see you whole at last."
Their eternal vows exchanged, and the kiss of promised Rahadin turns to the hall and raises his chalice. "To
death, Strahd and Ireena join hands and rush down the Strahd! To Tatyana! To a union that shall weather
aisle. The guests rise into a tide, quick to follow in a eternity!"
procession. Were you to slip away—a challenge, to be
The crowd goes wild with fake cheer.
sure—now would be the time.
The Maid of Honor's Toast. If Sasha Ivliskova is Ireena's
From the chapel, the adventurers have their pick of exits:
Maid of Honor instead of an adventurer, she offers a
Areas K16 or K17 or even K21 in the Great Entry. With a
venomous, sarcastic toast:
successful DC 20 Dexterity (Stealth) check, a character can
slip away from the throng, buying a handful of minutes Sasha Ivliskova follows Rahadin, waiting for the awkward
before their absence is discovered. Otherwise, the party is and sycophantic applause to die down. She looks visibly
led up the grand staircase (Area K19) and into the audience disgusted, as if toasting through her teeth. "Ireena, I'm so
hall (Area K25). happy you’ve joined our ranks, that you've found such a
devoted husband. Our Lord Strahd worships you, the very
The procession marches up the steps and into a great hall
thought of you, and none can deny that. I'm sure your
sporting a huge, stained-glass window peering into the
father rests easy in his grave knowing that you'll be warm
west where the storm rages. The hall is bitterly cold, lit by
with our lord's love evermore." She raises her chalice. "To
guttering torches that fail to warm its interior. Tables
our newest sister!"
have been set for the guests, the wine and appetizers
already served, flowers already wilting in their vases. In The applause, this time, is painful.
one corner of the hall, a table teems with wedding Other Toasts. Aside from the adventurers, the following
presents, immaculately wrapped. And at the far end of the characters make a toast:
hall stands a crimson throne. • Davian Martikov toasts, "To our lord and liege; we watch
Strahd leads Ireena to the throne, but his new bride has your success with great interest."
no chair of her own. Instead, Strahd settles her on his lap, • Dmitri Krezkov toasts, "May your mercy prove
stroking her hair, his claws bent and ready to pull back everlasting."
her head so that he may sink his fangs into her delicate • Fiona Wachter toasts, "Eternity is too short a term for
throat. your reign, my lord. You are the torch in the darkness,
the only dawn in this dismal land to which we march."
The Devil surveys the masses and smiles, "My beloved
• Kasimir Velikov darkly toasts, "Better her than my sister,
servants, my people, I welcome you to this grand night.
my lord. Better, indeed."
Your presence is dearly appreciated. I have waited long
• Vargas Vallakovich toasts, "My Lord Strahd, forgive my
centuries for this day, to at last be reunited with my long-
optimism, but I do believe all is at last well."
lost love. Already I feel the pit in my heart scabbing over.
Feast and be merry, for this night will be one to
remember."
And with those last words, he is looking at you directly.

Act III: The Reception


23
THE GIVING OF GIFTS II. THE PUNISHMENT OF ISMARK
After the toasts have been made, it is time to present gifts. For drawing his blade against Strahd during the wedding
The adventurers ought to have brought a gift and are ceremony, Ismark broke guest right. Strahd is all too eager
encouraged now to present it. to see Ismark punished, citing his responsibility to the law
Fortunes of Ravenloft. If the adventurers lost or have yet as Barovia's master. All of this is just another ploy to
to claim one of the three artifacts, you can replace any of antagonize the adventurers; Strahd cares nothing for
the gifts below with that artifact (e.g., Lady Wachter Ismark or his crime. In fact, Strahd is even impressed by
presents the holy symbol of ravenkind if she somehow has it). Ismark's courage.
Gifts. The following characters publicly present gifts to Read the following:
Strahd at the reception: From down the stairs, chains rattle and squeal. Two
• Davian Martikov, on behalf of his family, presents the corpse-knights drag Ismark Kolyanovich into the hall. His
winery's last cask of Champagne du le Stomp. attire is soaked, his face bruised, but his eyes are full of
• Dmitri Krezkov presents an elaborate carving of Strahd's fury.
family tree, carved into mahogany bought from Vistani
travelers. The diagram includes "Tatyana" and every On his throne, Strahd smiles. "Ah, my newest brother."
other former bride of Strahd, including Sasha Ivliskova, His eyes sweep the crowd. "My honored guests… my
Ludmilla Vilisevic, Anastrasya Karelova, and Volenta dearest vassals. I asked but one thing of you all tonight: to
Popofsky. (Read these names out to the players and make respect the oath of hospitality, and Kolyanovich has
it clear that they are all Strahd's brides, foreshadowing pissed all over it. The law is clear. The law is iron. How
the former three's appearance in his tomb). can I rule this realm if I absolve my kin and hang others?
• Fiona Wachter, on behalf of her family, presents the Should my family not be held to the highest standards? It
bones of Leo Dilisnya, the traitorous guard that peppered pains me, but justice must be met. Ismark Kolyanovich,
Strahd four centuries ago on the day of Sergei's wedding, for breaking your oath, there is but one punishment:
saying, "I present to you, my lord, the bones of the traitor death."
Leo Dilisnya. Long have you entrusted us with this Ireena, still charmed by Strahd, watches on as silent and
fiend's bones, and now I bring them back to your feet to dreamy eyed as a doll. The vassals erupt into whispers.
grind into flour." Negotiations are possible:
• Rahadin presents a commissioned portrait of Tatyana • With a successful DC 20 Charisma (Persuasion), a plea
standing at Strahd's side in baroque attire. "I had this for amnesty can be made. This plea is made not only to
commissioned long, long ago in secret, by the famous Strahd but to all his vassals. Strahd tasks his vassals with
Artista DeSlop—for never did I give up hope that you and voting. The Wachters vote nay, the Martikovs yea, and
Tatyana would be reunited, brother," Rahadin says. the Krezkovs and Vallakoviches are swayed by the ability
• Vargas Vallakovich presents a sycophantic history check to vote yea. If a tie somehow occurs, Strahd votes
entitled Lord of the Night, which details Strahd's long nay.
regime. • With a successful DC 15 Charisma (Persuasion), a plea
for imprisonment can be made; Strahd confines Ismark to
the dungeons for a decade-long sentence.
• Strahd outright agrees to a Trial by Combat; per the laws
of Barovia, Ismark can appoint a champion to fight on his
behalf, as can Strahd. With a successful DC 15 Charisma
(Persuasion) check, Strahd can be persuaded to allow the
duel to last until "First Blood," rather than to the death
(i.e., until either combatant is reduced to half their hit
point maximum or lower). The two combatants duel here
in the reception, each rolling initiative. Any outside
interference whatsoever invalidates the duel, the
punishment of which is death. If Strahd's champion is
defeated, Ismark's life and freedom are won.

Act III: The Reception


24
Strahd’s Champion III. RED RECEPTION
If Ismark undergoes a Trial by Combat, Strahd appoints a If the adventurers behave throughout the entire wedding,
champion to fight on his behalf—for it is far beneath his status Strahd and Ireena retire for the evening—and his inevitable
to fight such an upjumped peasant. His choice of champion is betrayal unfolds. His minions have orders to slaughter the
influenced by the history of your campaign thus far:
•Rahadin is Strahd's first choice, and the elf is eager to defend adventurers, guest right be damned.
his brother's honor, but if Kasimir Velikov has attained the Strahd rises; the guests quiet immediately and look to the
Dark Gift of Zhudun, you need Rahadin alive for the Daughter throne. With Ireena at his side, the Devil announces "My
of Dusk event in Act IV. Thus, Strahd has the duel last only to friends, my vassals, I thank you once more for attending
First Blood; he is loath to lose his adopted brother and
greatest ally. this night. My bride grows weary and I…" Strahd flashes a
•If no adventurer has contracted lycanthropy, Kiril Stoyanovich fanged smile and looks at you directly. "I wish you the
is a great pick, as it allows you to set up the A Wolf Among best and look forward to many more years together. Good
Sheep event in Act IV. night."
•If Strahd is truly sadistic, he chooses an adventurer to fight
Ismark—Strahd is their liege, by all laws. The guests rise with their lord, offering halfhearted
•If no other character is suitable, Strahd appoints a wight to applause as the Devil leaves to consummate his marriage.
fight instead. His harem of vampiric brides follows, staring daggers into
Ireena's back.
Though Strahd implies he will be taking Ireena up to his
VARIANT: A DESPERATE BID bedchamber, he is actually taking her to his tomb below. It
If Ismark never objected during the wedding, his is his hope that the adventurers take the bait and walk into
desperation and dismay boils into outrage. He draws his the trap he has set in his bedchamber (see The Devil's Bride
blade and challenges Strahd to a duel for his sister's in Act IV for details).
freedom—better to die trying than live in regret, he decides.
At your side, Ismark sucks in a breath, his hands BETRAYAL
trembling. When his eyes open, they're hard and cruel, The Devil's minions make their move shortly after Strahd
his knuckles white and his hands still. You see the leaves:
desperation in his eyes, the rage, the hate, the grief. The • First, Arrigal presses a drink into an adventurer's hand
son of Kolyan shouts, "No more! No more will my family ("Truly, I expected you to ruin this night, but I must
suffer under your shadow, Strahd! You cannot have my admit, we're all very impressed with your restraint. Here,
sister, monster!" let us toast to peace.") He intentionally singles out the
Steel sings! Ismark draws his blade! "Duel me, Devil! most vulnerable adventurer, for he has a poisoned dagger
Blade to blade, lest you be marked a coward and a thief up his sleeve, which can be revealed with a detect poison
evermore!" and disease spell.
• Second, Lief Lipsiege retires for the evening. His orders
The crowd watches with bated breath. Strahd breaks out are to retreat to his office (Area K30, adjacent to the
into an easy grin and rises, scooting Ireena from his lap. audience hall) and lock the door. Lipsiege, a
"So be it. Rahadin, a blade." noncombatant, is visibly distressed, as can be gleaned
Rahadin himself is smiling. "Of course, my lord." He with a successful DC 15 Wisdom (Insight) check. If
draws a scimitar and kneels, presenting it to Strahd. confronted, he blubbers about needing to assess the
Ireena, eyes still glazed over, murmurs something to "damage" this wedding has done to Strahd's coffers. He
herself. then hurries to his office and audibly locks the door.
Strahd duels Ismark with a scimitar (+9 to hit, 1d6+4 • Third, the four Vistani thugs congregate at the stairs.
slashing damage), abstaining from his spellcrafting and • Fourth, the four wights stationed in Area K26 slide
claws. Ismark knows he has little chance against Strahd's planks through the handles of the door, barring it from
vampiric fortitude, but he can ill afford to stand idly by any the outside. Nearby characters that succeed on a Wisdom
longer. Win or lose, live or die, he can go to his grave (Perception) check of 17 or higher can hear the planks
knowing he has at last stepped out from his father's being slid into place. Describe this as "the sound of
shadow. something heavy scraping against the door."
Any outside interference invalidates the duel and breaks
the law of hospitality, as Rahadin makes clear. Strahd
attacks nonlethally. When Ismark is defeated, the
adventurers can plead for his life by attempting a DC 20
Charisma (Persuasion) check. On a failure, Strahd simply
says, "No," and slices Ismark's throat. If the adventurers
intervene, roll initiative, and skip to Development: Early
Blood below. With a battle underway, Strahd reserves his
turn for something better than killing Ismark, giving the
party the opportunity to save Ismark.

Act III: The Reception


25
These clues altogether imply a massacre is about to occur,
and a successful DC 15 Intelligence (Investigation) check Automating Red Reception
This battle features far too many combatants for the DM to
confirms it, giving the adventurers the chance to prepare. control; ultimately, the adventurers must concern themselves
A Vistana thug approaches Arrigal to let him know that with Arrigal, Escher, Kiril Stoyanovich, Rahadin and potentially
everything is ready. Read the following: Fiona Wachter. All other NPCs are merely setpieces; do not
A Vistana man approaches Arrigal as he works on his take their turns but instead describe what they do:
•The civilians like the Krezkovs cower under their tables.
second chalice of wine, whispering in his ear. "Uh huh," •The werewolves and wereravens shapeshift into their hybrid
Arrigal nods. He finishes his wine, sets down his glass on forms and battle each other. Brom and Bray Martikov
a floating platter, and, in one swift motion, draws a transform into ravens and flee to warn the other Keepers of
dagger from his sleeve and lunges for your throat! the Feather of what has transpired. Ultimately, the
werewolves prevail, and Adrian Martikov is killed and, on her
Strahd's minions spring into action. The werewolves rip way out, Fiona Wachter kills Urwin with a spell, so as to finally
their lent attire as they transform into most monstrous remove the local Martikovs from Vallaki, ensuring her
forms. Rahadin draws his scimitars and Escher crawls upon sovereignty.
the ceiling. Innocents cower and scream from beneath their •Luvash takes Arabelle away from the slaughter via Area K19,
tables. taking the stairs down.
Tactics. Though the hall teems with combatants, the only •Kasimir Velikov and his elves push past the Vistani.
characters you must run are: Arrigal, Rahadin, Kiril
Stoyanovich, Escher (a vampire spawn), four Vistani
thugs, and possibly Fiona Wachter and her imp, Escaping. Every exit is guarded or blocked, except one—
Majesto. Allies might also participate, such as Donavich. the secret door to Area K13, which can be discerned with a
See Automating Red Reception for details. DC 16 Wisdom (Perception) check. A DC 25 Strength
• If Rahadin is reduced to 67 hit points or fewer, he flees (Athletics) check is required to open the doors to Area K26,
by: misty stepping past the Vistani into Area K19, taking and the door to Area K30 can be unlocked with a DC 15
the secret door to Area K13, or even hurling himself out Dexterity check using thieves' tools or broken down with a
the stained-glass window. DC 15 Strength (Athletics) check. If they triumph over the
• Arrigal flees when reduced to 39 hit points or fewer by Vistani blocking the stairs to Area K19, they must still
picking the lock to the door to Area K30, promptly contend with the four wights Strahd has stationed there
locking the door behind him. Aftermath. Once the carnage quells, the adventurers
• Escher and Kiril Stoyanovich fights to the death, focusing enter Act IV: The Devil's Wedding Night. All niceties and
solely on one adventurer each. hospitalities are cast away: the Devil Strahd will crush his
• The Vistani thugs at the staircase Ready their actions to greatest foes and conquer his greatest love at long last.
attack any adventurer that attempts to leave. None are
willing to die for Strahd and flee at 16 hit points or fewer.
• If Kasimir Velikov stays to fight against Strahd's minions,
so too does Fiona Wachter, at least until an exit becomes
clear.
• At the start of the third round, six wereravens in hybrid
form burst through the window to aid the adventurers,
effectively ending the encounter.

Act III: The Reception


26
ACT IV:
THE DEVIL’S WEDDING NIGHT
For all ages to come, Barovians will remember this night as either Daughter of Dusk occurs only if Kasimir Velikov has
their anniversary of liberation or greatest disappointment. gained the Dark Gift of Zhudun the Corpse Star. With
such power, Kasimir goes to resurrect his evil sister in
ct IV is modular, and bends to the adventurers' goals the catacombs.

A in Castle Ravenloft, be it saving Ireena, finding a


Fortune of Ravenloft, or racing to their Final
Confrontation. Many side quests have been written, and it
The Devil's Bride concerns rescuing Ireena Kolyana from
Strahd's bedchamber—but this is a ruse. Strahd has truly
taken Ireena to his crypt, dressed Gertruda up in a
is recommended that you run at least two of them before wedding gown, and left vampire spawn to ambush any
the adventurers reach their Final Confrontation. would-be liberators.
Overview. In addition to detailing each possible Final The Heart of Sorrow is a mission given by the Keepers of
Confrontation, Act IV offers these side quests: the Feather, who have discovered a magical artifact that
A Wolf Among Sheep can be run if an adventurer, their protects Strahd.
Destined Ally, or a close friend has succumbed to Wachtercult deals with Fiona Wachter and her cultists,
lycanthropy, no matter how recent. As the Ancient, as who seek to plumb Strahd's library for arcana and power.
the Land, Strahd rips the full moon into the sky, causing If she is allowed to leave with these secrets, Barovia
the lycanthrope to undergo their first transformation and might later find itself under the tyranny of Countess
momentarily turn against the party. Wachter once Strahd is deposed.
Blood of the Innocent concerns the welfare of Strahd's Leveling Up. At your discretion, these side quests can level
innocent guests, such as the Krezkovs. your players from 9th to 10th if three are completed. It's
Brother to Evil involves freeing Ismark from the assumed that, like in all of Curse of Strahd, milestone
dungeons, if he yet lives, so that he can stand with them leveling has been used. They do not gain the benefits of a
against the Devil. rest, however.

Act IV: The Devil's Wedding Night


27
The Moon Full and Bloody. When Strahd rips the full
The Keepers of the Feather moon into view, read the following text:
If the adventurers have an alliance with the Keepers of the
Feather, the order can be sent to deal with one of Act IV side Strahd barks out a laugh. "Fools. You rely on the position
quests, such as Blood of the Innocent, Brother to Evil, and The of the Sun and stars to protect you? I am the Sun! I am the
Heart of Sorrow. Whether they succeed, however, is up to you. stars! I am the Ancient and I am the Land, and I alone
control the tides of the moon! Watch!"
Strahd thrusts a clawed hand out to the night sky,
QUESTS gripping at something unseen. His muscles tense, his eyes
These quests demand attention in Act IV: flood with black blood. Straining, he claws at the skies!
Thunder cracks! And between the storm clouds shines the
full moon, early and ripped into view.
A WOLF AMONG SHEEP "So it begins," the Devil laughs.
This quest can only unfold if one of the adventurers, their
Destined Ally, or a dear friend has contracted lycanthropy, To player character lycanthropes, read the following:
even if from a bite suffered tonight. This new victim rests You drop to the floor, convulsing as fur erupts from your
assured that the full moon is weeks away—except it's not. flesh, your nails become claws, and your teeth sharpen
Strahd is the Ancient, Strahd is the Land. The Sun and stars into fangs! Your tortured cries become one long, ravenous
and moon obey him. In the most terrifying display of his howl, and when your eyes at last open, they bulge with
power over this demiplane, Strahd reaches into the night hate and hunger.
sky and turns the new moon into a full moon, forcing the Ravenous and enraged, the new lycanthropes turn on
new lycanthrope to undergo their debut transformation. their allies. A player character must ravage the nearest,
Dramatis Locis. This quest can be attached to any area or most vulnerable humanoids. Werewolves are strong and
other quest, so long as there is a window with a view of the cunning, and the player must reflect that in their roleplay
sky. Ideal locations are: the Heart of Sorrow, the Tower and tactics. Spells of calm emotions, remove curse, or greater
Roof, or the Bridge (Areas K20, K57, and K58, restoration end this bloodlust and reverse their curse.
respectively). Otherwise, the werewolves rage until knocked unconscious
or slain.
At your discretion, Strahd leaves or just stands by to
watch the spectacle unfold.

BLOOD OF THE INNOCENT


This quest concerns spiriting the noncombatants to safety.
However, with Act IV unfolding, the Entry and Great
Entry are both trapped with (with four red dragon
wyrmlings and eight gargoyles, respectively) as is the
drawbridge. Without protection this gaggle of fools will
surely die. If Act IV was jumpstarted from Act II, these
innocents start in the chapel (Area K15) instead of the
audience hall (K25), in which case a Krezkite noble
accidentally triggers a trapped statue in Area K19 and likely
bludgeoned to death.
Dramatis Locis. This quest concerns Areas K1, K7, K8,
K19, and even Area J: the Gates of Ravenloft.
Presentation. Read the following text when you present
this quest to the adventurers:
So many guests have been invited to the Devil's wedding,
and so many will perish in these black halls if left
unguarded. Will you escort these innocents to the gates,
or leave them to fend for themselves?
The gaggle consists of approximately seventeen nobles,
all unarmed and unarmored, including Dmitri Krezkov and
Anna Krezkova; Vargas Vallakovich and Lydia Petrovna,
and Nikolai and Karl Wachter. It also includes Henrik van
der Voort (a commoner), perhaps Donavich, and even
Luvash and Arabelle.

Act IV: The Devil's Wedding Night


28
Hazard: Green Slime
ENTRY
This acidic slime devours flesh, organic material, and metal on The Entry (Area K7) is guarded by four red dragon
contact. Bright green, wet, and sticky, it clings to walls, floors, wyrmlings Strahd has somehow cajoled or enchanted into
and ceilings in patches. serving him. When the gaggle reaches this area, someone—
A patch of green slime covers a 5-foot square, has blindsight
out to a range of 30 feet, and drops from walls and ceilings preferably Vargas Vallakovich—rushes out, abandoning all
when it detects movement below it. Beyond that, it has no caution and ignoring any instructions given by the
ability to move. A creature aware of the slime's presence can adventurers. His fiery death alerts them to the wyrmlings'
avoid being struck by it with a successful DC 10 Dexterity presence. Read the following:
saving throw. Otherwise, the slime can't be avoided as it drops.
A creature that comes into contact with green slime takes 5 The storm rages on outside, ever louder this close to the
(1d10) acid damage. The creature takes the damage again at castle entry. With safety in sight, a man races out ahead of
the start of each of its turns until the slime is scraped off or you into the hallway, desperate to leave Ravenloft behind.
destroyed. Against wood or metal, green slime deals 11 (2d10) And that's when a gout of flame bursts from overhead,
acid damage each round, and any nonmagical wood or metal bathing the hall in screams and hellish amber.
weapon or tool used to scrape off the slime is effectively
destroyed. Sunlight, any effect that cures disease, and any
effect that deals cold, fire, or radiant damage destroys a patch THE GATES OF RAVENLOFT
of green slime.
The storm is harsh and ruthless, but the cold rain
pattering your cloaks is a godsend like no other, a
reprieve from the claustrophobia of Castle Ravenloft.
If the adventurers are on good terms with Luvash—for Lightning lances the sky, chased by thunder so loud that
saving Arabelle earlier in the campaign—Luvash can be the stones of this place tremble. The gates of Ravenloft
convinced to lead the gaggle to safety with a successful DC loom in the gloom like the mouth of some great beast on
15 Charisma (Persuasion) check, so long as they can get the whose teeth you're the wrong side of.
innocents to the drawbridge. Luvash warns them that the
Breaking into the courtyard, the innocents retrieve their
castle, even the areas the guests have already congregated
horses and carriages from the Carriage House (Area K4).
in, are trapped.
Only two dangers remain in their escape: the Green Slime
(see the sidebar) that haunts the portcullis, as described in
GREAT ENTRY Area J, and the aging drawbridge itself.
The innocents must make it through the Great Entry (Area The Portcullis. A patch of Green Slime clings to the
K8), which is guarded by eight gargoyles. When the portcullis. Ordinarily, it drops on the first character to enter
adventurers enter this area, read the following: Castle Ravenloft, but this simple creature subconsciously
The great entry has been plunged into darkness, every obeyed the will of Strahd, sparing the guests as they arrived.
torch from before, dead and dark. A foul wind sweeps the Now, leaving, it is free to feast. It drops on the first
vaulted hall, and in it you hear the beating of wings and character to leave the castle. If a horse is the first to pass
the scrape of stone on stone. Many wings. Grating and underway, the beast goes wild and falls off the edge,
cruel voices cry out in a language not of this world. dragging its rider with it; if the horse is part of a team
The gargoyles here are sadistic. All night have they dragging a carriage, the adventurers may attempt a DC 20
watched the guests from on high, forbidden to kill or even Wisdom (Animal Handling) check to quell the other beasts.
maim a single one of them. They would like nothing more On a failure, the carriage goes over; the party can save only
than to choke a few throats or break legs by dropping a handful of inhabitants as they flee the carriage.
victims from the ceiling (the ceiling is 30 feet high, The Drawbridge. The drawbridge is old and growing
inflicting 3d6 bludgeoning damage in a fall—a lethal drop more frail with every passing year. Ordinarily, there is a 5%
for these innocents). Throughout the combat, the chance that a board breaks as a character crosses the bridge.
innocents cower at the stairs or attempt to rush through Now, with so many horses and carriages crossing at once, a
the entry. Ultimately, one innocent—preferably Henrik van break is inevitable. With a successful DC 15 Intelligence
der Voort—is snatched up by a gargoyle and dropped from check using woodcarvers' tools, or a Wisdom (Perception)
the ceiling. check of the same DC, an adventurer can hear the groaning
Revision. Eight gargoyles is overkill. It is recommended bridge and warn a party just before they pass over that spot.
you reduce their number to three; five of the gargoyles are On a success, the party prevents them from falling to their
just inanimate statues. You achieve the same tension with doom.
only three, without dragging out a long and unfun fight. Success. Once the innocents have escaped, read:
You've done it. You can go to your graves knowing that
you at least spirited away these innocent souls. They shall
live, to return to Castle Ravenloft only in their
nightmares. To leave with them now is so, so tempting
but there is yet work for you to do. The gates of Ravenloft
loom like great fangs, and it's back into the belly of beast
with you.

Act IV: The Devil's Wedding Night


29
BROTHER TO EVIL Once the adventurers descend to the Dungeon Hall (Area
K73), read:
This quest can only occur if Ismark somehow still rots in
the dungeons (such as if the party successfully argued for The dungeon is a sea of filth and darkness. The air is foul
imprisonment in Act III). If present, Donavich insists and sour and sweetened by mold. In the distance, you
Ismark be freed, and will gladly accompany them on this hear Ismark's outrage: "Free me, fiends! Free me, at once!"
quest. Otherwise, he joins the gaggle of guests in the Blood His voice is hoarse from yelling at his presumable jailers.
of the Innocent quest. An unfamiliar, undead voice answers him, growling,
Dramatis Locis. This quest concerns the Dungeons: Areas "Will you cease your incessant prattling? I like my orders
K73-K75. To reach the Dungeons, the adventurers must no more than you, so let us languish in silence!"
take the South Tower Stair (Area K21), a familiar trek if The unfamiliar voice belongs to a wight. The other two
they went to recover their confiscated weaponry in Act I. wights lie in wait in the South Dungeons (Area K75),
Presentation. Read the following text when you present prepared to exploit any confusion the adventurers suffer
this quest to the adventurers: with the teleportation traps. Emil Toranescu lurks in his
Ismark Kolyanovich languishes in the dungeons below. cell, warned already by Strahd, pleads for help when he
His sword-arm is strong, and his heart is true. You shall hears the adventurers. If they oblige, he transforms into his
find no ally further committed to saving Ireena and hybrid form, kicks open his secretly unlocked cell door, and
ending Strahd than him. Should you liberate him, he will attacks.
surely stand with you against the Devil's shadow. Dare While this occurs, the gray ooze in Cell G of Area K74
you rescue him from the benighted depths? awakens and slowly gnaws on Ismark. Read the following:
Ismark rots in the North Dungeon (Area K74), guarded "Hey!" shouts Ismark. "Hey! There's something—
by three wights and Emil Toranescu, the werewolf. something's here!" His shouts turn to sudden screams. "It
Ordinarily, the werewolf languishes in his own cell, but burns! Oh gods, it burns! It's—it's eating me!"
Strahd has offered Emil amnesty if Ismark remains chained The gray ooze spends its turns attacking Ismark. The
until dusk, tomorrow. wight, ordered to keep Ismark alive until Ireena reawakens
as a vampire spawn tomorrow night, unlocks the cell and
attempts to deal with the oozeling. If liberated, Ismark
immediately insists on finding Ireena and pledges himself to
ending Strahd.

Act IV: The Devil's Wedding Night


30
DAUGHTER OF DUSK Rahadin lurks in the darkness and intercepts the elves
outside Patrina's crypt. Read the following text:
This quest is only available if Kasimir Velikov acquired the
Dark Gift of Zhudun the Corpse Star—the power of The catacombs are alive with bats, entire legions of 'em.
resurrection—in the Amber Temple. He and his three dusk Over the noise of their wings and squealing, Kasimir
elf guards breach the catacombs in search of Patrina's Velikov calls out to his men, "Patrina's tomb is over—"
crypt. The quest also relies heavily on the presence of A familiar voice thunders out from the dark: Rahadin's.
Rahadin, who is assumed to have survived until now. If the The chamberlain's growl cuts through the din like steel.
party's Final Confrontation is somewhere in the catacombs, "This ends here, you miserable cur."
this quest directly precedes their final encounter with "Rahadin!" Kasimir shouts. "Stand aside, kinslayer! My
Strahd. sister will live again! Our people will live again!"
Dramatis Locis. This quest concerns the catacombs (Area Rahadin laughs, loud and vicious. "You vermin deserve
K84), specifically Crypt 21. extinction. History will not be undone this day." He draws
Revision. Ordinarily, Patrina Velikov already languishes closer, and now you can just barely hear the faint wails of
as a banshee in her crypt. For the sake of balance, her spirit his many victims, all screeching for justice, for an end to
cannot materialize in this realm, thereby preventing her their agony.
from joining in the battle before her resurrection. A
banshee's wail will otherwise derail your campaign. Kasimir tenses. His hands curl into fists, wreathed in
Presentation. Read the following text when you present arcane fire. "After all these long years," he asks, "how can
this quest to the adventurers: you still harbor such hate for your own people?"
In the benighted depths of Ravenloft, the ghost of Patrina "My people forsook me, Velikov! Threw me to the
Velikovna stirs, whispering to her brother from beyond wolves for not bending the knee to their corrupt
the grave. In life, she demanded the Devil's hand in princelings!"
marriage. In undeath, her hunger for power has surely "You bent over for King Barov easily enough," Kasimir
grown all the sharper. Armed with Zhudun's gift, Kasimir growls.
intends to resurrect his sister and redeem his greatest "Enough," Rahadin snarls, drawing his blade.
crime. Even he, however, doubts Patrina, once a powerful Footfalls echo out from the dark, heavy footfalls booted
wizard, has his doubts, but she is the sole means of saving in steel. Out from the darkness emerge corpses clad in
his people from extinction… a hideous prospect, no armor—wights, occupying every passage near you.
doubt. Rahadin has you cornered.
Dare you stand with Kasimir and risk an ancient evil Rahadin's brought six wights, each marching two
returning to this world? Or shall you deny him abreast between crypts, boxing the adventurers and the
redemption and condemn the dusk elves to genocide? elves in. If the adventurers are allied with Kasimir
Velikov, the elf fights at their side. If they are against
raising Patrina, or otherwise his enemy, Kasimir casts wall
of stone on his first turn, separating him and the crypt
entrance from everyone else so that he may resurrect his
sister in peace. On his second turn, he casts knock on her
crypt door—the sound is deafening and rings throughout
the catacombs. On the third, he lays his hand on his sister's
skeleton and casts resurrection.
If Kasimir is successful in his efforts, read the following:
As your hearing returns, ears ringing, you hear Kasimir
Velikov cry out, "Come back to me, sister! Come back
from beyond your earthly grave! Live! Live again,
Patrina!"
A sickly violet light spills out into the catacombs and
thunder cracks again as the veil between this world and
the next is ripped open. A shrill voice calls back, "I live!"
Patrina Velikovna, the Devil's last bride, has been
reborn.
Patrina Velikovna is weakened from her resurrection,
has none of her spells prepared, and suffers a -4 penalty to
all attack rolls, saving throws, and ability checks. She is
reborn in the flesh, unarmored, and nude. Kasimir gives
her his cloak, collects her spellbook, and carries her from
the crypt. His next goal is to make it to the Brazier Room
(Area K78) so that he may teleport back to Vallaki.
Act IV: The Devil's Wedding Night
31
THE DEVIL'S BRIDE Four vampire spawn (including Sasha Ivliskova) lurk in
Ireena Kolyana's life hangs in the balance. Strahd intends to the bedchamber: one under the bed, one crouching on the
consummate his marriage with blood, killing Ireena so she ceiling, one behind the secret door to Area K45, and
may rise as a vampire. Ostensibly, Strahd has sent her to his another in the Bath Chamber (Area K43), hiding under the
bedchamber by either retiring there with her at the end of surface of the illusory blood in the bathtub. They attack the
Act III or by ordering Rahadin to take her if the moment the adventurers investigate the bed.
adventurers sparked an earlier conflict. Ultimately, After learning they've been duped, a character can
however, this is a ruse. Strahd cares nothing for the bed he attempt a DC 15 Intelligence (Investigation) check to
frequented in life and instead wants to kill Ireena in his confirm, beyond any doubt, that if he would not
very coffin. Should the party venture to Strahd's consummate his marriage in his bed, Strahd would surely
bedchamber, they blunder into a trap. And worse, upon do so in his coffin, in the catacombs below.
reaching his tomb, they find that Ireena is already dead.
Dramatis Locis. This quest unfolds in the King's DARK CONSUMMATION
Bedchamber (Area K42) and Strahd's Tomb (Area K86). Ireena Kolyana lies dead in her husband's coffin, the blood
From Area K25, the most direct route to Area K42 is the drained from her throat and her soul festering beyond the
South Tower Stair (K21) via Lief Lipsiege's office (Area pale. Already the curse of the vampyr is working through
K30); the most direct route to Area K86 is Area K18, the her, preparing her to rise as the newest minion of Strahd.
High Tower Stair, through the Chapel (Area K15). Upon opening the coffin in Strahd's Tomb (Area K86),
Presentation. Read the following text when you present read the following:
this quest to the adventurers:
It's a match made in Hell. Ireena Kolyana languishes in The mist in this tomb clings to you, cold and damp. You
her husband's bed, awaiting the fatal bite that will damn slide back the coffin's lid… and in there, you find Ireena
her soul to an eternity as his thrall. Only you can save her Kolyana—dead, with two bloody pinpricks in her neck.
from this fate! You've failed. You've failed Ismark, his father, and Ireena
herself. Every sacrifice and bitter defeat you've suffered to
THE COUNT'S GAMBIT get here has been in vain. Some heroes you are.
As part of his trap, Strahd has dressed Gertruda in a The adventurers can hardly be surprised—wouldn't
wedding dress and left her in his bed, charmed into obeying Strahd take every precaution to ensure he at last had
his commands. Her orders are to remain silent, so that her Ireena? After chasing her for so many generations, would
voice does not betray her identity, no matter who calls for he not send her to an early grave than repeat it all again?
her. When the party enters the bedchamber, read the With a successful DC 15 Intelligence (Arcana) check, a
following: character ascertains that Ireena's body must be burned
The bedchamber is fragrant and lit by candelabras set before the next dusk lest she rise as a vampire.
upon the table. Rose petals litter the floor, leading to a Strahd's Brides. Strahd has left his three vampire spawn
canopied bed as large as some peasants' bedrooms. Lying brides—Anastrasya, Ludmilla, and Volenta—to guard
amidst the velvet and satin sheets, just beyond the silk Ireena. They pounce from their earthly graves before the
curtains, is a woman in a wedding dress. She does not adventurers can burn her corpse.
move—were you too late to stop Ireena's murder?

Act IV: The Devil's Wedding Night


32
THE HEART OF SORROW The Avatar. When the party first sights the Heart of
Sorrow, Strahd's avatar appears to warn them off. This is
The Keepers of the Feather have discovered the Heart of the very same magic he used to cavort with the party
Sorrow hanging from the High Tower's ceiling. Through during Act I. A dispel magic spell destroys the avatar, which
spying on Baba Lysaga or questioning Barovian witches, cannot harm the adventurers except by mimicking a gust of
they have learned that this crystalline heart shields Strahd wind spell (spell save DC 13) by redirecting the storm''s
from harm. They might even suspect that it is powered by winds.
one of the life-giving gemstones stolen from the Wizard of
Wines winery. They take this grim news to the adventurers You emerge onto the battlements, into the very fury of
as early as Act I. While the Heart of Sorrow shields Strahd the storm. The wind howls like a neglected child. The icy
with only 50 hit points-worth of damage, it should be rains stab at you, sharp as knives. And underneath it all,
presented as a demanding obstacle in your campaign that the howling winds, the crash of the rain, you hear it—you
must be destroyed to kill the Devil. Strahd doubles over in feel it. A dark heartbeat that echoes across the night,
agony when the Heart of Sorrow is destroyed, recognizing through your ears, your mind, your very blood and filling
the adventurers' triumph. you with both dread and sorrow.
Other Quests. If you also run A Wolf Among Sheep, the A flash of lightning illuminates it: a massive crystalline
Heart of Sorrow makes an excellent stage for that quest. heart, pulsating with light. Across the bridge connecting
Dramatis Locis. This quest is centered upon the Heart of this tower to the next, it hangs suspended by magic,
Sorrow (Area K20), which is most easily accessible from beating, and beating, and beating, seen from a gaping
Strahd's Study (Area K37), which itself is easily reached via awning that seems to welcome you, dare you to approach
Area K21 from Area K25. This quest might also unfold this Heart of Sorrow.
across the Spires of Ravenloft, adding in: Thunder cracks its titanic whip above, and a swarm of
• Area K20—if an adventurer fails their DC 10 Dexterity bats burst forth from the awning. As the swarm clears,
saving throw, they fall to the base of the tower, likely to Strahd von Zarovich is suddenly standing before you.
their doom. "Turn back, fools," the vampire snarls, "or be thrown
• Area K53, the Rooftop, where characters must succeed from this bridge like broken dreams."
on a DC 15 Dexterity (Acrobatics) check to traverse the Guards. Destroying the Heart of Sorrow is no easy task;
roof, falling to Area K46 on a result of 10 or lower. Strahd has stationed here the four vampire spawn that
• Area K46; should a character fall to the parapets, ordinarily investigate any harm to the artifact. The
Strahd's animated armor joins the fray. vampires linger out of sight (on the underbelly of the Area
• Area K57, where the battle might spill out to. K58 bridge, or crawling along the tower walls), ready to
• Area K58, the bridge connecting the South Tower and protect the artifact, which is already guarded by ten
the North Tower where the Heart of Sorrow hangs. animated halberds.
Characters on the bridge must succeed on a DC 10 Revision. Even without the addition of the vampire spawn
Dexterity saving throw whenever they receive damage or and Strahd's avatar, ten animated halberds is too many and
fall 60 feet to the Rooftop (K53) and take 6d6 will drag out the battle. You should either reduce their hit
bludgeoning damage. points to 5 apiece or reduce their numbers from ten to five.
Presentation. Read the following text when you present Weather. This scene is accosted by strong winds and
this quest to the adventurers: heavy precipitation, disadvantaging ranged attacks that use
The Keepers of the Feather have heard a heartbeat on the ammunition, and encouraging the party to fight the
wind and discovered an artifact most foul. Hanging from vampires head-on.
the North Tower's ceiling is a heart-shaped crystalline Falling. If the adventurers fall from Area K58 or are
sculpture that, according to the wereravens'' sources, blown off by Strahd's mimicked gust of wind spell, they fall
magically protects the Devil from harm. Will you deprive to the Rooftops (Area K53), attracting the attention of
him of this aegis or dare to battle Strahd with your blows another vampire spawn. If they fall again to parapets
blunted by this shield? (Area K46), Strahd's animated armor also joins the fray.

Act IV: The Devil's Wedding Night


33
WACHTERCULT Fiona Wachter's entourage consists of Ernst Larnak,
four cult fanatics, and her imp Majesto. They've warded
Above all else, Lady Fiona Wachter hungers for power over the surrounding areas with alarm spells to alert them
the arcane, and except for the Amber Temple, there is no should anyone approach. Upon reaching the study, read the
greater library available to her than Strahd's study. following:
Capitalizing on her invitation to Castle Ravenloft, Wachter
and her cultists leave for the study at the first sign of A blazing hearth fire fills this room with rolling waves of
trouble. Her absence is particularly glaring. red and amber light. The walls are lined with ancient
Dramatis Locis. This quest unfolds entirely in Area K37, books and tomes, their leather covers well oiled and
Strahd's study. preserved through careful use. All is in order here. The
Final Confrontation. If the party's Final Confrontation stone floor is concealed beneath a thick, luxurious rug. In
unfolds in the study, Strahd is present, lounging in a chair the center of the room is a large, low table, waxed and
while the Wachtercult pilfer his tomes. Strahd is unmoved polished to a mirrored finish. Even the poker in its stand
by their theft, even impressed by it, and intends to next to the blazing fireplace is polished. Large, overstuffed
puppeteer the cult through Wachter herself. divans and couches are arranged about the room. Two
Presentation. Read the following text when you present chairs of burgundy-colored wood with padded leather
this quest to the adventurers: seats and back cushions face the hearth. A huge painting
hangs over the mantelpiece in a heavy, gilded frame. The
Lady Fiona Wachter and her cultists have gone missing, rolling firelight illuminates the carefully rendered
and there is but one place that power hungry cur would portrait. It is an exact likeness of Ireena Kolyana.
go: wherever Strahd has stored his tomes of magic. As a
wizard of great renown, secure in the faith of his own Throughout the study are eight figures: Lady Wachter
security, you can think of no other place he would so and her followers, their noses deep in books decorated
arrogantly store his arcana than out in the open, in his with glowing glyphs, or stuffing their bags with ancient
study. It's clear Wachter is capitalizing on the wedding to tomes.
advance her cult's agenda. Should Strahd die tonight, Wachter cares little for the adventures and does not draw
Barovia might fall under the tyranny of a new ruler, lest first blood; instead, she and her cult fanatics use the Ready
you cut off the head of this villainous snake here and now. action to cast spells on the party, should violence erupt.
Wachter makes it clear that she has no stake in their antics
and is willing to let bygones be bygones. If the party is on
their way to retrieve Ireena, or just passing through,
Wachter lets them go. If her sons are held hostage,
however, she will order her forces to retreat in exchange
for their safe release.

Act IV: The Devil's Wedding Night


34
FINAL CONFRONTATIONS THE AUDIENCE HALL
There is but one place in Castle Ravenloft that Strahd will To free Barovia, you must challenge the beast from atop
not flee from, where his cat-and-mouse game will end. his throne. Within the darkness of the audience hall will
After completing the quests important to them, the party the fate of this land and its people be decided.
must race to their Final Confrontation, lest Strahd wear The adventurers are destined to face Strahd in the
them down with hit-and-run tactics all night. If you drew audience hall (Area K25). In total darkness, the Devil sits
the Mists, use Strahd's tomb. upon his throne with a deck of tarokka cards. Read the
If Strahd is reduced to 0 hit points, he dissolves into mist following when the party arrives, which assumes Act III
and flees to his coffin, where the adventurers can drive a proceeded as planned:
stake in his heart and kill him once and for all. You burst into the very hall Strahd lorded over earlier.
There is no light, no torches, only brooding darkness
Final Confrontations dispelled by the occasional flash of lightning. The
Tarokka Card Name Area reception decorations loom out, ghastly in the dark.
The Artifact The Chapel K15
You hear a papery sound. A card scornfully drawn from
The Beast The Audience Hall K25 a deck and thrown to the floor.
The Broken One Sergei’s Tomb K85 Strahd.
The Darklord Strahd’s Tomb K86
He sits upon his throne, a chalice of wine in one hand,
The Donjon Hall of Bones K67 and a handful of tarokka cards in the other. The Devil
The Seer The Study K37 welcomes you with a smile. "You know," he murmurs,
The Ghost Tomb of Barov & Ravenia K88 "All my life, I worried over fate. The war years and the
The Executioner The Overlook K6 killing years stole my youth just as I stole the lives of my
The Horseman Strahd’s Tomb K86 many enemies—and doubt always gnawed at me. How
fickle it all was. How pointless." The Devil tosses another
The Innocent Sergei’s Tomb K85
card to the floor: the Beast, the very card Madam Eva
The Marionette North Tower Peak K60 drew for you long ago, the card that predicted this battle.
The Mists — —
"Fate. What a joke," Strahd says, unaware of the
The Raven Tomb of Barov & Ravenia K88 portentous card at his feet. "Men are powerless to twist it,
The Tempter The Treasury K41 but I am no mere man. Neither, it seems, are you. So
come, 'heroes.' Tonight we write our own fate. Face your
end and finally learn that this is my world."
Tactics. The room is heavily obscured by darkness. With
the reception decorations still up, Strahd has a plethora of
objects for his animate objects spell and there is nothing
more ironic than the Devil bludgeoning his enemies to
death with the very gifts they gave him.

Act IV: The Devil's Wedding Night


35
THE CHAPEL HALL OF BONES
Once, the chapel of Castle Ravenloft was a sacred place. A Destiny will be decided among the dead. Within a hall of
place of prayer and devotion. A brazier to light the bones and desecrated graves will you find the Devil.
darkness. No more. The Morninglord's light has long The adventurers are destined to face Strahd in the Hall of
since fled this place, scoured by Strahd's fratricide. Now, Bones (Area K67). He sits at the head of the table, with a
in the darkness, lurks only the Devil Strahd. skull of a long-dead foe, Leo Dilisnya, whose bones were
The adventurers are destined to face Strahd in the chapel regifted to Strahd by Lady Wachter during the reception.
(Area K15). However, he is nowhere to be found when they Read the following:
enter the chapel during Act IV. Read the following upon In this morbid hall sits the master of Ravenloft, sipping
their arrival: wine and gazing into the empty eyes of a skull.
Weapons drawn, you burst into the chapel. The posies "There has been no enemy against which I have not
scattered during the ceremony crunch underneath your triumphed," Strahd says, without turning to look at you.
feet and bats squeal overhead. Destiny has ordained this He swills his wine and smiles at the skull. "Leo Dilisnya
place as the site of Strahd's demise—but the Devil is slew me. Shot me through with arrows, but I did not die. I
nowhere to be seen. cannot die, and yet you fools truly expect to best me? I,
Instead, Strahd’s voice thunders out, bouncing off every who slaughtered the elves? Who trampled my father's
stone and brick and pew: "You'll find no gods for you foes? Who thundered across the world of yore with the
here, 'heroes.' The Morninglord has long fled this place. wrath of a just god?" Strahd raises his glass, directing your
His light will never again shine over Barovia. There is but attention to the dragon skull mounted upon the wall.
one god left in this world, and He is the Ancient. He is the "Not even Argynvostholt could best me! You stand on
Land itself, and only the penitent will live." their bones and believe it can turn out any better? I will
Tactics. As a bat, Strahd hides amongst the swarm of bats take your skulls as trophies!"
above, and can draw upon them as three swarm of bats Tactics. This hall is a site of desecrated ground (see the
that take the Help action in combat or attack the most sidebar), granting Strahd and any other undead advantage
vulnerable adventurers. Additionally, any of the four on saving throws. At your discretion, three skeletons join
wights Strahd left in Area K26 during Act III move to the the battle at the start of every round, knitting themselves
King's Balcony (Area K28) to loose arrows at the together from the bone piles.
adventurers from above. Should a character fly up there to
drive off the wights, they're accosted by the two Strahd
zombies ordinarily found there; if the character retreats, Hazard: Desecrated Ground
the zombies follow, falling over the banister and die by An area of desecrated ground can be any size, and a detect evil
dashing their skulls against the chapel floor, becoming and good spell cast within range reveals its presence. Undead
difficult terrain. standing on desecrated ground have advantage on all saving
throws. A vial of holy water purifies a 10-foot-square area of
desecrated ground when sprinkled on it, and a hallow spell
purifies desecrated ground within its area.

Act IV: The Devil's Wedding Night


36
THE OVERLOOK THE STUDY
The Devil smiles at this tortured land from his lofty Amidst ancient knowledge and black despair will you find
perch. There, on the edge of the garden overlook, the Devil finally satisfied. End him, and free this land.
amongst the weeds and thorns, will Barovia's fate be The adventurers are destined to face Strahd in his study
decided. (Area K37). If you're running the Wachtercult quest, Fiona
The adventurers are destined to face Strahd at the Wachter and her forces (Ernst Larnak, four cult
overlook (Area K6), in the shadow of his wedding. When fanatics, and her imp Majesto) are present and fight
they arrive, they find him gazing out from the overlook, alongside Strahd. The Devil cares nothing for the secrets
ignoring the rain. No torches are possible in the storm, but the Wachtercult is pilfering, for he is in full bliss on his
the scene is periodically lit by lightning. Read the following: wedding night. Read the following:
Rain smashes down onto the flagstones, spilling over the A blazing hearth fire fills this room with rolling waves of
edge into oblivion. A flash of lightning reveals a cloaked red and amber light. The walls are lined with ancient
figure gazing out from the balcony. books and tomes, their leather covers well oiled and
"This valley is mine," the Devil Strahd whispers—even preserved through careful use. All is in order here. The
the wind dares not swallow his words, its screams muted stone floor is concealed beneath a thick, luxurious rug. In
by his very tongue. "Its people are mine. Its future: mine. the center of the room is a large, low table, waxed and
Nothing you do tonight will change that, fools. Your end polished to a mirrored finish. Even the poker in its stand
lies at the bottom of this cliff. So come, 'heroes'! Let us next to the blazing fireplace is polished. Large, overstuffed
meet your end together." divans and couches are arranged about the room. Two
chairs of burgundy-colored wood with padded leather
Tactics. Strahd's prevailing tactic is to push his foes closer
seats and back cushions face the hearth. A huge painting
to the edge by circling behind them. Once in position, he
hangs over the mantelpiece in a heavy, gilded frame. The
lines up a gust of wind spell. Characters that fail their
rolling firelight illuminates the carefully rendered
saving throw may use their reaction to snatch at the low
portrait. It is an exact likeness of Ireena Kolyana.
wall's edge, making a DC 12 Dexterity saving throw. On a
success, the character does not fall. On a failure, they fall Throughout the study are eight figures: Lady Wachter
1,000 feet below. If adventurers succeed, Strahd also and her followers, their noses deep in books decorated
attempts to kick someone from the edge (via the Shove with glowing glyphs, or stuffing their bags with ancient
action) by using Legendary Actions to close the gap and tomes.
attack. Strahd's sudden voice echoes out from a chair facing the
Weather. The storm is a source of strong winds and hearth. "Never did I believe all could be well. That love,
heavy precipitation, disadvantaging ranged attacks with sweet and warm love, could fill the pit in my heart—and
ammunition. that I could have that and humiliate my greatest enemies."
The Devil sighs dreamily, the flames casting his wicked
shadow on the wall. "You've failed," Strahd tells you.
"Know that. Know that Tatyana is already mine in both
flesh and spirit. All that's left is to provide her with her
first meal: you."
Tactics. Strahd has no shortage of tomes to cast animate
objects on. At your discretion, the Devil can call the four
vampire spawn he's left in his bedchamber (Area K42) to
join the fray. These spawn may even be his four previous
brides, Anastrasya, Ludmilla, Sasha, and Volenta, if there is
no chance the adventurers will battle Strahd in his tomb,
where the brides are ordinarily found. Further, with the
Wachtercult available, Strahd can use his Legendary
Actions to attack cultists (with a Bite attack) to heal himself
with their blood. At your discretion, every cultist slain this
way rises as a Strahd zombie at the start of the next round.

Act IV: The Devil's Wedding Night


37
THE TOMB OF BAROV & RAVENIA THE TOMB OF STRAHD
Strahd spent his youth in the shadow of his father, and it The Devil's Wedding Night draws to its bloody close. In
is under Barov's dead eyes will you break the throne of the depths of Ravenloft, in a palace of utter death and
Barovia. darkness, will you find Strahd von Zarovich in the one
The adventurers are destined to face Strahd in his place he can be destroyed: his tomb.
parents' tomb (Area K88). Their presence enrages him. The adventurers are destined to face Strahd in his tomb
Read the following: (Area K86), the most thematic Final Confrontation. Unlike
The otherworldly curtain paints the tomb in shifting hues in Curse of Strahd, the Devil is not in his coffin—Ireena is,
of blue as lightning flashes struggle to filter in through the dead and exsanguinated, per The Devil's Bride. Strahd has
grimy, stained glass windows—and in that split of a dissolved into mist that fills the tomb, and it is out from
second appears the darkened figure of Strahd von this mist Strahd’s voice thunders. Read the following:
Zarovich himself. The crypt teems with a clawing mist out from which the
"You would dare step foot in this place?" the Devil Devil's voice thunders:
shouts. The stones beneath your feet quiver. "You would "The game draws to a close. Do you really think you can
dare to stand where my father rests? The man that shook defeat me? Me? I, who slaughtered the elves? Who won
this very world and draped it in his shadow?" my father's wars? I tore Argynvost from the very sky and
The Devil's hands curl into fists. Outside the storm butchered him in his own home! Saint Markovia starved
worsens, railing against the glass. "You do not deserve to in these crypts! Even Khazan could not best me! All of
be buried here, but it will be your tomb all the same." them, dead and buried, and yet here you stand on their
ashes. You truly are the greatest foes I have ever faced.
Tactics. Strahd's prevailing tactic is to plant himself at the
center of the tomb so that he may use a gust of wind spell for "The game draws to a close. Today, I die or live at last.
two purposes: Come heroes! Face your end!"
• To blow a non-lawful-good foe up into the otherworldly The mist condenses into the gaunt form of Strahd,
curtain in Area K87, so that they may be teleported away. appearing directly behind a character of his choice.
• To shatter the stained glass and blow a foe out of Castle Tactics. At the start of the first round, Strahd's three
Ravenloft altogether. The fall is 900 feet and drops a vampire spawn brides (Anastrasya, Ludmilla, and
character into the Village of Barovia. Volenta) burst from the earth. If any of the teleportation
traps are active, Strahd tries to bait an enemy towards one,
THE TOMB OF SERGEI using a Shove or a gust of wind spell to send them to Crypt,
in which case a wight is conjured in their place (see Crypt
For his beloved Tatyana, the Devil Strahd murdered his 14, K84 for details).
own brother and damned Barovia to darkness. Now, in
Sergei's resting place, justice will be met.
The adventurers are destined to face Strahd in his
brother’s tomb (Area K85). They find the Devil lying across
his brother's coffin, weeping—in triumph. Read the
following:
A soft wail echoes through these wretched depths, and as
you come upon the scene, you find the Devil weeping
over his brother's coffin… but when you meet his gaze,
the Devil smirks with triumph.
"You've lost!" Strahd sneers, wiping a tear from his eye.
"Tatyana is mine! For all his prayers and piety, Sergei
himself could not stop me from taking her as my own.
For her, I murdered my own brother! Contemplate what I
will do to you."
Tactics. Strahd's objective is to separate the party by
lowering the portcullis, which he can do by pulling the
lever or using a Lair Action. A gust of wind spell can blow
apart their ranks, possibly hurling some behind the
portcullis. Raising the portcullis ordinarily requires a
successful DC 15 Strength check, but if he uses a Lair
Action to magically close it, the DC increases to 20.

Act IV: The Devil's Wedding Night


38
NORTH TOWER'S PEAK THE TREASURY
Only by pounding a stake through the Devil's black heart Behind a woman of great beauty will you find the Devil in
might Barovia at last be free from his tyranny—and fate his vault, and at last end his reign.
has decreed that on the castle's tower peak will destiny be The adventurers are destined to face Strahd in the
decided. treasury (Area K41, which is accessible from Area K37),
The adventurers are destined to face Strahd at the North perched upon the Daern's instant fortress. Read the
Tower Peak (Area K60), just above the Heart of Sorrow. following:
This Final Confrontation allows you to skip or incorporate The vault is octagonal, free of dust and cobwebs, but
the The Heart of Sorrow quest at your leisure. They meet dominated by a thirty-foot-high tower etched with arrow
Strahd staring outside the window. Read the following: slits on all sides, and a battlemented roof. Perched there,
As the wind screams, nearby thunder promises ruin. The atop the tower and below a domed ceiling painted with
Devil Strahd gazes into the storm from a nearby window. unfamiliar constellations, is the Devil himself.
"This valley is mine," Strahd whispers—even the wind His voice rings out, "By dawn, this vault will be
dares not swallow his words, its screams muted by his meaningless—for I will have Tatyana's devotion and your
very tongue. "Its people are mine. Its future: mine. bones. Have at me, 'heroes.'"
Nothing you do tonight will change that, fools. Your With a successful DC 17 Intelligence (Arcana) check, a
doom lies at the bottom of this tower. So come, 'heroes'! character identifies this as a Daern's instant fortress.
Let us meet your end together." Navigating the Tower. The adventurers will be hard-
Tactics. Strahd does not stay in this room for long, and pressed trying to break down the walls of the tower. Some
instead takes the trapdoor up to Area K60A, so that he may solutions include:
battle the adventurers under the open sky. He favors gust of • Casting identify on the tower to learn its command word,
wind spells that might blow the adventurers off the tower, and thus opening the doors.
dropping them 130 feet below to Area K53, whereupon • Using the space between the vault and tower walls to
they take 13d6 bludgeoning damage. A creature that is slowly scale the tower by bracing one's legs against the
within 5 feet of a falling character can reach out to snatch at tower, moving at half their movement speed.
them, making a DC 12 Dexterity saving throw. On a • Guessing Strahd's command word; if there were any
success, the character doesn't fall. At your discretion, Strahd keywords or refrains oft repeated by the Devil
can use a Lair Action to call down a bolt of lightning from throughout your campaign, they might try repeating
the storm, choosing a point on the tower. Creatures within them. It's up to your discretion.
5 feet of this point must succeed on a DC 17 Dexterity Tactics. Strahd has the high ground and can safely rain
saving throw, taking 2d10 lightning damage on a failure, or death upon his foes with spells of ray of frost or fireball.
half as much on a success.
Weather. This area is tormented by strong winds and
heavy precipitation, disadvantaging ranged attacks that use
ammunition.

Act IV: The Devil's Wedding Night


39
ENDINGS
Never before in Barovia's history has its people come so close to You awaken in utter darkness, stripped to your
seeing the Sun in its full glory… Will they? smallclothes and chained to the wall. Fetid water laps at
your knees and the manacles bite at your wrists. A chill
he Wedding at Ravenloft is intended to be your hangs in the foul air of these dungeons. Memories trickle

T campaign's titanic conclusion. Consult Curse of


Strahd's Epilogue and incorporate these additions:
in slowly, until at last some mental dam splits and it all
comes rushing back: the blood, the bodies, the Devil
standing triumphant. With a shiver, you realize he's left
THE DEVIL TRIUMPHANT you for last.
Should Strahd best the heroes, Barovia scattered its A voice in the dark startles you. The Devil's voice, cold
shattered hope and falls back to black despair. To come so and delighted. "You're awake. Good. It's as I promised, my
close to freedom just for it to be torn away is far too much. love. Treachery is truly the sweetest nectar. Now drink
A new Dark Age befalls the country, rife with suicides and deep and emerge… more than mortal. Emerge perfect in
despair. undeath."
The door to your cell creaks open. The torches burst
HERE COMES THE DEVIL'S BRIDE into flame, revealing Ireena von Zarovich, bloody and
pale and fanged. She shivers at the sight of you, licks her
If Ireena's corpse goes unburned, she becomes a vampire.
newfound fangs, and whispers, "You failed… and yet I
Some, if not all, of the adventurers, wake later in the
thank you. Always will I remember your efforts."
dungeons, stripped of their gear and chained to the wall, 1
hit point apiece, and three levels of exhaustion. No less than The Devil's bride hurls herself forward, driving her
ten wights stand guard. Escape is not an option. fangs deep into your neck. Your screams go unheard, your
At dusk the next evening, Strahd returns to sic Ireena on prayers unanswered… and Strahd von Zarovich assures
those who failed to save her. Read the following text, which you that, "All will be well."
is focused on one character of your choice:

Act IV: The Devil's Wedding Night


40
AFTERMATH OF THE WEDDING TATYANA AND SERGEI REUNITED
• If the Blood of the Innocent quest was not completed in any If Strahd is slain before Ireena rises as a vampire, her soul
fashion, most of the innocents are kept as cattle for breaks free from the bonds of this earth, of Strahd's curse,
Ireena. Every night, Strahd releases a few captives, armed and of the Dark Powers. Saved from eternal damnation and
with rapiers, from the dungeons only to be hunted down the vicious cycle of reincarnation, Tatyana thanks the
by him and Ireena. Only Strahd's foremost vassals are adventurers herself, with Sergei at her side.
spared from this carnage. After a week of listening to the If the party burns Ireena's corpse, read the following text:
screams, they are sent back home. As you set fire to Ireena's corpse, a wisp appears amongst
• Armed with the knowledge pilfered from Strahd's study, the brightest embers, a wisp whose light warms your
Lady Wachter closes her grip around Vallaki at long last, bones and soothes your souls. The wisp soars from the
turning it into a bastion of fiend worship. Weekly rituals fire and hangs at your periphery, as if beckoning for you
and parades devoted to praising Strahd replace Baron to follow.
Vallakovich's dismal festivals.
You follow the wisp through the benighted halls of
• If the Martikovs aided the adventurers, they are
Ravenloft, past blood and corpses, past the relics of a
destroyed. Strahd strips them of their lands and titles and
nightmare not long dead, until at least you emerge
takes their children as prisoners ("wards") of Ravenloft.
outside, on the perch that overlooks the east.
He keeps the family alive only to suffer humiliation and
fear. The Keepers of the Feather flee into the populace, The wisp flies out to just beyond the edge, hovering in
but with the Martikovs ruined, leadership falls to Muriel the air, until it takes the shape of two figures: Ireena
Vinshaw. Kolyana in a dress of gold, and a stately man in shining
armor. Their names on your lips: Tatyana and Sergei von
Zarovich.
THE DEVIL DEFEATED Tatyana smiles and with Sergei's hand in hers, she says,
Strahd's reign has at last drawn to its bloody close, and all of "The cycle is broken. Our people, our souls, are free. And
Barovia will remember this as the night the Devil was we have you to thank."
hurled into the depths of Hell.
"The sins of my brother," says Sergei, "are too great to
ever atone for, but Barovians will not bear that burden.
AFTERMATH OF THE WEDDING You have won us justice, and for that you will live in our
• If Rahadin lives, he does not attack the adventurers (as legends as heroes, evermore."
ordinarily written in Curse of Strahd) but teleports to the
Tatyana bows her head in gratitude, and says, "Many
Amber Temple from the Brazier Room (Area K78) to
have sought to aid me in lives past, and they too welcome
pray for Strahd's return.
you as kin and kith. At last, we bid bye to our lives and
• If Kasimir resurrected his sister and escaped, the dusk
move into the loving arms of the Morninglord. Goodbye,
elves initially rejoice but find that Patrina Velikovna has
my friends. Come, my love. Rest awaits."
no desire to be their broodmare, even if it might reverse
their genocide. The dusk elves take this opportunity to Tatyana and Sergei turn and ascend towards the sky,
leave Barovia and rejoin their distant kin in the lands their glow illuminating the clouds and mist, until at last
beyond Ravenloft. they breach the heavens—
• Unless aided by the adventurers, only a quarter of the The Sun.
innocents escape Castle Ravenloft on their own. Notably, Together, Tatyana and Sergei breach the heavens and
Anna Krezkova survives—but not her husband Dmitri, reveal the Sun. It burns in the east. It burns away the
whose skull is crushed by gargoyles, leaving her to bury mists that have choked this land since time immemorial.
him alongside her children. It burns in the east with the Morninglord's love, and its
• The Keepers of the Feather fly the adventurers from beauty is enough to drive tears to your eyes. And from
Castle Ravenloft down to the burgomaster's manor in the here, you see across the Svalich Roads the Village of
Village of Barovia to recuperate. Barovia, the Durst Manor, and beyond that, the road back
• The Vistani set about securing Castle Ravenloft for their home. Barovia is free.
own purposes; Arrigal intends to take the throne of
You are free.
Barovia, but falls to a mutiny later. Vistani across the
country leave in a mass exodus, fearing retribution by the
Barovians.
• If Kiril Stoyanovich is slain, any surviving werewolves
free Emil Toranescu from the dungeons and elevate him
to packleader. The attacks on the Sword Coast in the
Forgotten Realms comes to an end.

Act IV: The Devil's Wedding Night


41
THE RETURN OF STRAHD
Strahd's return is inevitable, for the Dark Powers are not so
easily vanquished. If you decide to reveal this dark truth to
your players, read the following:
All is at last well. The souls of Barovia are free to pass
over to the heavens. All is well at last, and it is thanks to
you.
But do you wish to know the truth? Dare you ask for
truth, though it might break your heart? So be it.
Months would pass in Barovia. Months of peace.
Months in which the Barovians rediscovered joy and
hope. And all would be well… until it wasn't. And hope
dwindled, for men can sense the ill wind when it blows.
They can hear it. They can feel it in their very souls.
The days shorten. The skies grow grayer. The rains kick
up a foul mist in the morning that clings until dawn. And
there finally comes a day when the Sun does not shine
over Barovia, its light failing.
Like a creeping claw, the Mists rise again to snatch
Barovia by the throat… for the curse of Strahd cannot be
so easily ended, you see? The Dark Powers that watch
from below cannot be so easily thwarted. They will not
allow Strahd rest. They will never allow it, for Strahd is
the darkness that sustains them, feeds them, nourishes
them, warms them, entertains them. Strahd von Zarovich
is their plaything evermore, cursed to run the gauntlet of
time again and again and again. His return is but another
dark chapter for Barovia.
And the Devil? The Devil does not forgive. His
vengeance is swift and savage. Those that saw to his end
go screaming to theirs. Some escape, hiding amongst the
sheep as the wolves draw near.
And for those that left? For those heroes that left
Barovia? There comes a day when they wake to a letter at
their doors, no matter the distance, no matter the
country, no matter the world. A letter sealed in a familiar
wax. A letter inviting them to dine at Castle Ravenloft
once more.
With Strahd's dark rebirth, the Mists surround the
valley once more, carving it away from the worlds of
men. The souls of the dead never find an ever-after,
forced instead to live and die and live again in this hell.
The Vistani return to the valley, Madam Eva at the helm.
The beasts of the land fall under Strahd's spell. And the
villagers pray.
They pray to a dead god that someone—anyone—can
once again spare them from the Curse of Strahd.

Act IV: The Devil's Wedding Night


42
APPENDIX A:
DRAMATIS PERSONAE
he following characters are present in The Wedding at The Abbot............................................................................... 46

T Ravenloft. By default, this module assumes every


character has survived until now, yielding to, of
course, the events of your own campaign.
Adrian Martikov .................................................................... 46
Anastrasya Karelova .............................................................. 46
Anna Krezkova....................................................................... 46
Attitude. The Dramatis Personae table lists each character Arabelle ................................................................................... 46
as having an attitude of “F” (Friendly), “H” (Hostile), or “N” Arrigal ..................................................................................... 47
(Neutral). This is a character’s disposition to the party. For
Bray Martikov ........................................................................ 47
example, any minion of the Devil Strahd is likely to have a
hostile attitude; meanwhile, innocents like Dmitri Krezkov, Brom Martikov ...................................................................... 47
who just want to survive the wedding and keep their Clovin Belview ....................................................................... 47
distance from the party, might have a neutral attitude Cyrus Belview......................................................................... 47
despite being a good-aligned character. Danika Dorakova ................................................................... 48
Dramatis Locis. Most characters remain with the wedding Davian Martikov.................................................................... 48
party throughout the module (e.g., the Audience Hall in Act Dmitri Krezkov ...................................................................... 48
III). Some, however, are scripted to move to other locations Donavich................................................................................. 48
behind the scenes. The Dramatis Personae table lists where a Emil Toranescu ...................................................................... 48
character is meant to be during any given Act. Some Ernst Larnak ........................................................................... 49
characters, like the Abbot, leave Castle Ravenloft altogether Escher ...................................................................................... 49
once their scene is concluded. Ezmerelda d'Avenir................................................................ 49
Statistics. The Dramatis Personae lists a character’s
Fiona Wachter ....................................................................... 49
statistics, which can be found in Appendix B, the Bestiary.
For characters described as having “Unique Statistics,” look Gertruda.................................................................................. 49
up their name in Appendix B. Henrik van der Voort ............................................................ 50
Ireena Kolyana........................................................................ 50
Ismark Kolyanovich............................................................... 50
Karl Wachter.......................................................................... 50
Kasimir Velikov ..................................................................... 51
Kiril Stoyanovich ................................................................... 51
Lief Lipsiege............................................................................ 51
Lucian Petrovich .................................................................... 51
Ludmilla Vilisevic .................................................................. 52
Luvash ..................................................................................... 52
Lydia Petrovna ....................................................................... 52
Nikolai Wachter..................................................................... 52
Patrina Velikovna .................................................................. 53
Rahadin ................................................................................... 53
Rudolph van Richten............................................................. 53
Sasha Ivliskova ....................................................................... 53
Strahd von Zarovich .............................................................. 54
Urwin Martikov..................................................................... 54
Vargas Vallakovich ................................................................ 54
Vasilka..................................................................................... 54
Victor Vallakovich ................................................................. 55
Volenta Popofsky ................................................................... 55

Appendix A: Dramatis Personae


43
Dramatis Personae
Character Statistics Attitude Faction Act I Act II Act III Act IV
The Abbot Unique N — — Area K15 — —
Adrian Martikov Wereraven H Keepers of the Feather Area K9 Area K15 Area K25 Area K25
Anastrasya Karelova Vampire Spawn H Loyalists Area K50 Area K15 Area K25 Area K86
Anna Krezkova LG Noble N Innocents Area K8 Area K15 Area K25 Area K25
Arabelle Unique N Innocents Area K19 Area K15 Area K25 Area K25
Arrigal Unique H Vistani Area K19 Area K15 Area K25 Area K25
Bray Martikov N/A F Keepers of the Feather Area K9 Area K15 Area K25 Area K25
Brom Martikov N/A F Keepers of the Feather Area K9 Area K15 Area K25 Area K25
Clovin Belview Unique N Innocents Area K28 Area K28 Area K25 Area K25
Cyrus Belview Unique H Loyalists Area K1 Area K62 Area K62 Area K25
Danika Dorakova Wereraven F Keepers of the Feather Area K9 Area K15 Area K25 Area K25
Davian Martikov Wereraven F Keepers of the Feather Area K9 Area K15 Area K25 Area K25
Dmitri Krezkov LG Noble N Innocents Area K8 Area K15 Area K25 Area K25
Donavich Varies F Comrades Area K8 Area K15 Area K25 Area K25
Emil Toranescu Unique N — Area K75A Area K75A Area K75A Area K75A
Ernst Larnak Unique H Cultists Area K14 Area K15 Area K25 Area K37
Escher Vampire Spawn H Loyalists Area K49 Area K15 Area K25 Area K49
Ezmerelda d’Avenir Unique F Comrades — — — —
Fiona Wachter Unique H Cultists Area K14 Area K15 Area K25 Area K37
Gertruda NG Commoner N — Area K42 Area K42 Area K42 Area K42
Henrik van der Voort LE Commoner N Innocents Area K14 Area K15 Area K25 Area K25
Ireena Kolyana Unique F — Area K50 Area K15 Area K25 K86
Ismark Kolyanovich Unique F Comrades Area K8 Area K15 Area K74 Area K74
Karl Wachter N Noble N Innocents Area K14 Area K15 Area K25 Area K25
Kasimir Velikov Unique N Dusk Elves Area K8 Area K15 Area K25 Area K84
Kiril Stoyanovich Unique H Wereravens — Area K15 Area K25 Area K25
Lief Lipsiege CE Commoner N Innocents Area K30 Area K15 Area K25 Area K30
Lucian Petrovich Varies — Varies Area K15 Area K15 — —
Ludmilla Vilisevic Vampire Spawn H Loyalists Area K50 Area K15 Area K25 Area K86
Luvash Unique N Vistani Area K19 Area K15 Area K25 Area K25
Lydia Petrovna LG Commoner N Innocents Area K14 Area K15 Area K25 Area K25
Nikolai Wachter N Noble N Innocents Area K14 Area K15 Area K25 Area K25
Patrina Velikovna Varies — — Area K84 Area K84 Area K84 Area K84
Rahadin Unique H Loyalists Area K7 Area K15 Area K25 Area K84
Rudolph van Richten Unique F Comrades — — — —
Sasha Ivliskova Vampire Spawn H Loyalists Area K50 Area K15 Area K25 Area K42
Strahd von Zarovich Unique H Loyalists Area K10 Area K15 Area K25 Tarokka Card
Urwin Martikov Wereraven F Keepers of the Feather Area K9 Area K15 Area K25 Area K25
Vargas Vallakovich NE Noble N Innocents Area K14 Area K15 Area K25 Area K25
Vasilka Flesh Golem N — — Area K15 — —
Victor Vallakovich Unique N Innocents Area K14 Area K15 Area K25 Area K37
Volenta Popofsky Vampire Spawn H Loyalists Area K50 Area K15 Area K25 Area K86

Appendix A: Dramatis Personae


44
Dramatis Personae
Character Description
The Abbot An angel of the Morninglord fallen from grace.
Adrian Martikov Wereraven and eldest son of the Martikov family, fated to die tonight.
Anastrasya Karelova Strahd's most anxious vampire bride.
Anna Krezkova Wife of Burgomaster Dmitri Krezkov.
Arabelle A Vistana child, daughter of Luvash, descendant of Madam Eva, and secret heir to Castle Ravenloft.
Arrigal A Vistana assassin loyal to Strahd, and instigator of his inevitable betrayal.
Bray Martikov A wereraven, son of Urwin Martikov, and ring bearer.
Brom Martikov A wereraven, son of Urwin Martikov, and ring bearer.
Clovin Belview A perpetually drunk mongrelfolk violist serving as the harpist.
Cyrus Belview Strahd's mongrelfolk manservant.
Danika Dorakova A wereraven, wife of Urwin, mother of Bray and Brom.
Davian Martikov A wereraven and cantankerous patriarch of the Martikovs and Keepers of the Feather.
Dmitri Krezkov The Krezk burgomaster and father to four dead children.
Donavich The wayward priest of the Village of Barovia and possibly the wedding officiator.
Emil Toranescu An imprisoned werewolf and nemesis of Kiril Stoyanovich.
Ernst Larnak Fiona Wachter's personal spy and confidant.
Escher Strahd's most insolent paramour.
Ezmerelda d’Avenir The Vistana monster-hunter-protegé of Rudolph van Richten.
Fiona Wachter A Vallakian noble and leader of the Wachtercult, devoted to demonology.
Gertruda The missing, loony daughter of Mad Mary, charmed by Strahd.
Henrik van der Voort The Vallakian coffin maker involved in the theft of St. Andral's bones.
Ireena Kolyana The reincarnation of Tatyana, Strahd's (unrequited) beloved.
Ismark Kolyanovich The brother of Ireena Kolyana and de facto burgomaster of the Village of Barovia.
Karl Wachter The mischievous middle child of Fiona Wachter.
Kasimir Velikov A dusk elf wizard responsible for his people's genocide.
Kiril Stoyanovich The vicious alpha of the Children of Mother Night werewolf pack.
Lief Lipsiege Strahd's accountant.
Lucian Petrovich The Vallakian priest, possibly undead.
Ludmilla Vilisevic Strahd's angriest vampire bride.
Luvash A Vistana, a mean drunk, brother of Arrigal, and father of Arabelle.
Lydia Petrovna The perpetually anxious wife of Burgomaster Vargas Vallakovich.
Nikolai Wachter The eldest, mischievous child of Fiona Wachter.
Patrinva Velikovna The dead, but restless, sister of Kasimir awaiting resurrection.
Rahadin The chamberlain of Castle Ravenloft and Strahd's adopted, dusk elf brother.
Rudolph van Richten The esteemed monster hunter and nemesis of Strahd.
Sasha Ivliskova Strahd's eldest and most jealous vampire bride.
Strahd von Zarovich The lord of Barovia.
Urwin Martikov The estranged son of Davian Martikov and proprietor of the Blue Water Inn.
Vargas Vallakovich The brittle, egotistical burgomaster of Vallaki.
Vasilka A flesh golem fashioned by the Abbot.
Victor Vallakovich The son of Vargas Vallakovich and a reckless, fledgling mage.
Volenta Popofsky Strahd's most sycophantic vampire bride.

Appendix A: Dramatis Personae


45
THE ABBOT ANASTRASYA KARELOVA
The fallen angel known only as the Abbot came to save Anastrasya is one of Strahd's vampire brides, previously
Barovia only to fall prey to the pride and madness borne relegated to his tomb in the catacombs below, and dug up
from Strahd's lies. He came to believe that only by uniting to serve as one of Ireena's bridesmaids. She has naturally
Strahd with his one true love would Barovia be redeemed— tanned skin and sharp features. She wears a black-and-
and that he alone had the wisdom to fashion such a consort. crimson silk head scarf sewn with precious jewels (worth
The Abbot used dead Krezkites to craft Vasilka, a flesh 750 gp), and a platinum necklace with a black opal pendant
golem, whom he believes to be the perfect bride. In Act II (worth 1,500 gp).
of The Wedding, the Abbot objects to Strahd and Ireena's Fate. Anastrasya guards Ireena in Area K49 during Act I.
union, at last presenting Vasilka to the vampire in one last, During Act IV, Anastrasya is sent to guard Ireena's corpse
desperate bid to justify his sins. So enraptured by his own in Strahd's tomb (Area K86).
narcissism, the Abbot must succeed, lest his delusion of Roleplaying Anastrasya. Anastrasya is clearly worried,
perfection be shattered. always stealing glances at Ireena and Strahd. Like his other
Fate. Strahd manages to convince the Abbot that Ireena is consorts, she is terrified that Strahd will seal her away in a
the perfect bride for him because she is not perfect. The crypt now that he has his precious "Tatyana." Of the brides,
Abbot immediately leaves Castle Ravenloft, humiliated. her fear is the most noticeable.
Roleplaying the Abbot. Ordinarily, the Abbot is a smug and Statistics. Anastrasya is a vampire spawn.
self-righteous bastard, but in the halls of Castle Ravenloft,
he proves unusually unconfident. Only now has he come to ANNA KREZKOVA
realize how far he has fallen, and only Strahd's approval and Anna Krezkova is the wife of Burgomaster Dmitri and
(impossible) redemption can justify his sins. Any of the mother to four dead children. Her life is a tragedy like no
arrogance and holier-than-thou attitude the Abbot other. She wants no part in the adventurers' antics, and is
exhibited with the adventurers earlier in the campaign has only present because she and her husband could hardly
vanished, as evidenced by his quavering voice. refuse Strahd's invitation.
Statistics. The Abbot has unique statistics. Fate. Anna barely escapes Castle Ravenloft with her life,
vowing never to speak of this nightmare again.
ADRIAN MARTIKOV Roleplaying Anna. Like her husband, Anna wants only to
The eldest son of the Martikovs, Adrian has lived his life in return to her miserable life. She gives the adventurers a
his father's shadow, every action and thought and decision wide berth; any of the kindness she offered before is gone.
dictated by tradition and fatherly expectations. Adrian has Statistics. Anna is an LG noble.
very few lines in The Wedding at Ravenloft and sheds his
human facade to fight as a wereraven alongside his kin. ARABELLE
Fate. Adrian dies to the werewolves in either Act II or The daughter of Luvash, Arabelle is only present if the
Act III, raising the stakes for his family and the Keepers of adventurers saved her at Lake Zarovich earlier in the
the Feather. adventure—an act that ingratiates them with Luvash and
Roleplaying Adrian. Adrian is a quiet individual, but he is dramatically changes his behavior in the campaign. She
quick to reference the adventurers' earlier heroics at the serves as the flower girl.
winery (if any). Where his father is cantankerous, Adrian is Fate. If combat erupts, Arabelle flees with her father
soft-spoken and kind. He is quick to thank the adventurers Luvash, unless she is the party's Destined Ally. Depending
and remind them that the hopes of Barovians of on when and where combat erupts, she might be present in
everywhere are in their hands. Blood of the Innocent.
Statistics. Adrian is a wereraven. Fortunes of Ravenloft. If Arabelle is the adventurers'
Destined Ally, she feels compelled to follow them to hell
and back, much to Luvash's outrage. Arabelle loudly replies,
"It is as Madam Eva said, father! I must play my part!"
Luvash, for his part, refuses to leave his daughter's side.
When Luvash is later cut down, she screams "Papa!" and
rushes to his aid.
Roleplaying Arabelle. Arabelle is arrogant beyond her
years, but even she is awed by the decayed majesty of Castle
Ravenloft and silenced by the ever-present threat it
imposes. In the face of danger, Arabelle manages not to
scream or panic, instead crying silent tears of fear and
stress.
Statistics. Arabelle has unique statistics.

Appendix A: Dramatis Personae


46
ARRIGAL Statistics. Brom is a noncombatant, too young and fragile
Arrigal, a Vistana assassin, is the brother of Luvash, the to fight, but has the gifts of a wereraven. Assume he has 1
uncle of Arabelle, and a servant of Strahd's. Arrigal has hit point, AC 10.
brought four Vistani thugs as back-up. The vampire has
tasked Arrigal with the opening salvo of his inevitable CLOVIN BELVIEW
betrayal—in Act III of The Wedding, Arrigal shares a drink Clovin is the Abbot's two-headed mongrelfolk manservant
with an adventurer before drawing a poisoned dagger and and a talented violist when drunk. So talented, in fact, he
attacking. has been summoned to Castle Ravenloft to play the harp
Fate. If Arrigal survives the wedding, his ambitions of for the ceremony. Clovin shares the same curse of all his
ruling Barovia get the better of him. family: he has a crab pincer for a left hand, a bear's paw for
Fortunes of Ravenloft. If Arrigal is the adventurers' a right foot, and caprine features. Sharing his torso is the
Destined Ally, he betrays Strahd—not out of loyalty to the cherubic, half-crocodile-scaled head of his "baby brother."
party, but so he might seize the throne for himself. In Act Fate. Clovin Belview guzzles down wine at every
III, he plunges his poisoned dagger not into an adventurers' opportunity. In the face of chaos, his vices get the better of
heart, but that of Kiril Stoyanovich whose lycanthropy does him; Clovin steals away to the wine cellar where he drinks
not protect against poison. Arrigal's Vistani allies follow himself near to death, after which he has an epiphany. He
suit. swears off drinking for good, only to slip on some rubbish,
Roleplaying Arrigal. Shrewd and cunning, Arrigal plays crashing into the barrel containing the black pudding (see
the part of a friend, relying on deception to slay his marks. Area K63), which devours him alive.
If he has not revealed his loyalty to Strahd yet in your Fortunes of Ravenloft. If Clovin is the adventurers'
campaign, he does everything in his power to continue the Destined Ally, he is spared from his grisly fate, instead
facade that he is the adventurers' ally, if at least not their following them into the very depths of Castle Ravenloft
enemy—even going so far as to approach the adventurers in with only his viol for comfort.
Act I and asking "What is the plan?" just as the adventurers' Roleplaying Clovin. Clovin has inherited the madness of
other allies did, implying he also intends to strike at the his family, which is embodied in the following flaw: "Being
Devil tonight. drunk keeps me sane." His "baby brother" cannot speak, but
Statistics. Arrigal has unique statistics. instead hisses with a forked tongue whilst awake; music
lulls the brother to sleep.
BRAY MARTIKOV Statistics. Clovin Belview has unique statistics.
The son of Urwin, Bray has been forced to serve as one of
Strahd's ringbearers. CYRUS BELVIEW
Fate. If combat erupts, he shapeshifts into a raven and Strahd's faithful manservant, Cyrus greets the adventurers
flies away to inform the Keepers of the Feather that blood at the gates of Ravenloft, taking their horses and carriage.
has been spilled inside Castle Ravenloft. Cyrus, already short at 4'9" inches, is perpetually hunched
Roleplaying Bray. Knowing full well the stakes of tonight, over, and has keen senses. The left half of his face is scaled,
Bray has sworn to behave and keep still his tongue, lest he his left foot is that of a duck's, his arms are furred, and he
mistakenly give away any secrets of his family or the has panther's ears. His voice is grating, his throat full of
Keepers' of the Feather. He proves unusually quiet. gravel.
Statistics. Bray is a noncombatant, too young and fragile Fate. Cyrus does his best to lure the adventurers into the
to fight, but has the gifts of a wereraven. Assume he has 1 elevator trap. If he survives this night, he forever haunts
hit point, AC 10. Castle Ravenloft, refusing to depart or cease his duties. He
sweeps the darkened halls until his dying day, surviving off
BROM MARTIKOV the castle's stores and, when those run out, vermin.
The son of Urwin, Brom has been forced to serve as the Roleplaying Cyrus. Cyrus is unaware of Strahd's plans but
other of Strahd's ringbearers. Brom is a noncombatant, but, assumes "the master" will inevitably slaughter them. He has
as a wereraven, can assume a bestial form. met many, many guests over the years, very few of whom
Fate. If combat erupts, he shapeshifts into a raven and did not end up as a vampire spawn or a corpse. He wrings
flies away to inform the Keepers of the Feather that blood his hands often, wearing a lunatic grin, and shouting, "Yes,
has been spilled inside Castle Ravenloft. yes!" Cyrus constantly refers to "the master" and calls the
Roleplaying Brom. Unlike his brother, Brom is coping adventurers "our most anticipated guests." To be near him
with the horror of being in Castle Ravenloft—a place of is uncomfortable, as his gaze lingers too long and his grin
terror he has spent his life hearing tales of, especially by his stretches too wide, all while he growls, "Yes, yes!"
brother, who insisted that Brom was adopted and would be Statistics. Cyrus Belview has unique statistics.
abandoned in these dark halls once his "adoptive" parents
tired of him—by running his mouth. He asks incessant
questions about the architecture, the decor, the food, the
guests, much to his mother's chagrin.

Appendix A: Dramatis Personae


47
DANIKA DORAKOVA DONAVICH
The wife of Urwin Martikov and mother to Brom and The wayward priest of the Village of Barovia, Donavich has
Bray, Danika is one of the few good souls met in Barovia. . come as Ismark Kolyanovich's plus-one. He is determined
Fate. Danika fights alongside her family and the Keepers to avenge his son, Doru, and rescue Ireena from Strahd's
of the Feather, but sacrifices anything to save her sons, if clutches. He advocates for Ismark's salvation during Act III
they are threatened. and IV. If Father Lucian Petrovich cannot be the wedding
Roleplaying Danika. Danika offers every ounce of comfort officiator—such as if his body was burned—Donavich fills
she can to Ireena, but never betrays the Keepers of the that role instead.
Feather, who are willing to sacrifice Ireena for Strahd's Fate. Donavich does his part in spiriting the innocents
demise. away during Blood of the Innocent in Act IV, escaping Castle
Statistics. Danika is a wereraven. Ravenloft and returning safely to the Village of Barovia.
Fortunes of Ravenloft. If Donavich is the adventurers'
DAVIAN MARTIKOV Destined Ally, he follows them to the bitter end, savoring
Davian is the patriarch of the Martikov family and leader of justice for his son and Kolyan Indirovich.
the Keepers of the Feather, who have contented themselves Roleplaying Donavich. Donavich's presence in The
with slowly building against Strahd through subterfuge and Wedding represents severe character growth; he has shed
espionage. Now, however, they have the moment to strike his despondency for righteous ire, acting as a source of
down the Devil. Davian has ordered the Keepers of the warmth and encouragement for the adventurers.
Feather to remain nearby, on the castle rooftops, should Statistics. Donavich is ordinarily an LG acolyte, but—
any bloodshed erupt. It is Davian that informs the given his newfound zeal in this module—you have license
adventurers of the Heart of Sorrow, and offers them the to upgrade him to the statistics of a priest so that he may
quest of the same in Act IV. provide better healing for the adventurers in this abattoir.
Fate. Davian is fated to survive this night, unless Strahd However, if Lucian Petrovich is present in this module and
directly intervenes—his eldest son Adrian, however, is not. not undead, Donavich should remain an acolyte.
Adrian dies during Strahd's inevitable betrayal, taken down
by a werewolf's bite. His death shatters Davian; even if EMIL TORANESCU
Strahd is slain, the patriarch withers in peacetime, going A werewolf, Emil was imprisoned by Strahd for sowing
quietly to his grave. discord in the werewolf pack. His capture cemented Kiril
Fortunes of Ravenloft. If Davian is the adventurers' Stoyanovich's regime. Emil languishes in the dungeons
Destined Ally, he leaves his family early in Act I to wander (Area K75, specifically). In The Wedding, Strahd utilizes
the castle alone, drawing Strahd's attention elsewhere and Emil as a guard for Ismark Kolyanovich and promises Emil
giving the party a better chance to explore without freedom if his charge remains imprisoned until the next
discovery, rendezvous with them later. evening, when Ireena Kolyana rises as a vampire. If Zuleika
Roleplaying Davian. The Martikov patriarch is a true Toranescu, his wife, is the Destined Ally, her priority is
spitfire. He demonstrates remarkable vitality for a man his liberating her husband.
age. Always cantankerous, Davian is quick to offer a Fate. Emil escapes Castle Ravenloft and returns to the
devastating remark, mocking others with the finality of a werewolf pack to reunite with his wife Zuleika and reassert
man well aware he is in the twilight of his life. his dominance over his peers.
Statistics. Davian is a wereraven. Roleplaying Emil. Emil is a cunning liar. He claims to be a
Vallakian chased to Castle Ravenloft by rabid dire wolves.
DMITRI KREZKOV Ravenous for manflesh, he rewards any help rendered to
Burgomaster Dmitri Krezkov does not want to be here at him with treachery, attacking the adventurers at the most
all. His life is full of woe already. Only recently was the last opportune moment.
of his children buried; there is little more the poor man can Statistics. Emil Toranescu has unique statistics.
take. He has begrudgingly brought his foremost vassals to
Castle Ravenloft (eight unnamed Krezkite nobles) and the
Martikovs.
Fate. If combat erupts, Dmitri flees Castle Ravenloft with
his wife, barely escaping with their lives.
Roleplaying Dmitri. Though he has a good heart, Dmitri
has already learned the price of associating with Strahd's
enemies. He shuns the adventurers, desperate to keep his
distance so that when Strahd's hammer inevitably falls,
Dmitri and his wife and their vassals can continue their
dismal lives in peace. He is not coy about this, and instead
flat-out tells the adventurers to leave him and his be.
Statistics. Dmitri is an LG noble.

Appendix A: Dramatis Personae


48
ERNST LARNAK FIONA WACHTER
Ernst Larnak is the foremost minion of Lady Wachter, a Fiona Wachter is a Vallakian noble that may, at this point
well-seasoned spy of Barovian intrigue. He certainly spied in your campaign, have usurped Vargas Vallakovich as lord
upon the adventurers when they first set foot into Vallaki. and liege of Vallaki. She has three children, the first two of
Fiona has called upon his service once again, bringing him which are present for the wedding: Karl, Nikolai, and Stella.
as her foremost plus-one. Unless she dispatches him to trail Fiona leads a cult—the Wachtercult—whose foremost
the adventurers as they explore the castle in Act I or III, he members (four cult fanatics) have accompanied her to
does not leave her side. Castle Ravenloft, along with her spy and servant, Ernst
Fate. If Ernst dies, Fiona Wachter flies into a rage, Larnak and her imp, Majesto. If Vargas Vallakovich and
implying the two had more than a professional relationship. his wife Lydia are dead—murdered by townsfolk in the
Roleplaying Ernst. Rotten is Ernst's heart; regardless of aftermath of St. Andral's Feast—Fiona may have spared
what he and Fiona have, he would turn on her in an instant Victor's life so as to wed him to her daughter Stella—whose
to save his own skin. His lip is curled, it seems, in a mind Victor broke with enchantment magic—and father an
permanent sneer, for lowly as he is in Barovia, Ernst still heir that would cement the Wachter family's claim to
considers him far above the station of these doomed Vallaki. Once Stella has borne a few viable heirs, Victor
adventurers. would suffer "an accident."
Statistics. Ernst Larnak has unique statistics. Fiona is loyal to Strahd but her hunger for power gets the
better of her—she intends to capitalize on her invitation to
ESCHER Ravenloft by pilfering the Devil's study for arcana. Once
Escher is one of Strahd's favored vampire consorts. He is blood is shed, Fiona and her minions make their way to
handsome, blonde, and disturbingly pale. He serves as a Area K37.
groomsman in the wedding. If Fiona rules Vallaki already, she no longer hides her
Fate. If Strahd is slain, Escher leaves behind Barovia to imp, Majesto, who is perched upon her shoulder, flinging
carve out his own legacy as a newly freed vampire. insults and cutting remarks at the adventurers.
Roleplaying Escher. Like Strahd's other paramours, he is Fate. Fiona's fate is decided by the adventurers during the
fiercely jealous of Ireena Kolyana and terrified that Strahd Wachtercult quest in Act IV. If she is not stopped, Fiona
will seal him away in a crypt now that the Devil has his returns to Vallaki with an ever more impressive arsenal of
beloved Tatyana. Escher only ever reins in his mouth when spells, extinguishing any hope that better souls—like the
Strahd is around. Ireena is the subject of his ire these days. Martikovs—could usurp her.
"We're all very happy for her," Escher sarcastically remarks, Roleplaying Fiona. Fiona is a shrewd and ugly-hearted
referring to Ireena. If she ever complains in his presence, schemer. In Castle Ravenloft, her contempt for the
Escher snarls, "Our Lord saw fit to give you a ring which is adventurers is on full display, for Fiona trusts in guest right
far more than I got, so kindly cease your prattling." to protect her from their wrath. To her, Strahd has already
Statistics. Escher is a vampire spawn. won.
Statistics. Fiona Wachter has unique statistics.
EZMERELDA D'AVENIR GERTRUDA
The rogue protegé of Rudolph van Richten, Ezmerelda
d'Avenir has a strong chance of appearing in The Wedding. The daughter of Mad Mary in the Village of Barovia,
Already can she be met as a Random Encounter in Castle Gertruda went missing shortly before the adventurers
Ravenloft. Thus, the Vistana might join forces with the arrived in Barovia. Unbeknownst to her mother, Getruda
adventurers. Like her teacher, no parts have been written has been in Castle Ravenloft this entire time, charmed by
for Ezmerelda, giving you the freedom to include (or Strahd. For The Wedding, Strahd has dressed her up in a
exclude) her. wedding dress similar to Ireena's so that the adventurers
Fate. If Strahd is slain, Ezmerelda remains in Barovia, mistake Gertruda for Ireena. See The Devil's Bride in Act IV
suspicious that he might yet return. for details.
Roleplaying Ezmerelda. Where her tutor is cautious, Fate. If she is not saved, Gertruda is doomed to become
Ezmerelda proves bold, if not reckless. She seizes the yet another of Strahd's vampire spawn consorts.
moment, no matter where it might lead her. Roleplaying Gertruda. Gertruda lives in a dream,
Statistics. Ezmerelda d'Avenir has unique statistics. oblivious to peril and reality. She maintains a fairy-tale
view of the situation and is a danger to herself and others.
Statistics. Gertruda is an NG commoner.

Appendix A: Dramatis Personae


49
HENRIK VAN DER VOORT ISMARK KOLYANOVICH
For his part in stealing the bones of Saint Andral in Vallaki, For all his life Ismark has stood in his father's shadow—and
the Vallakian coffinmaker has been summoned to Castle should he fail to save his sister Ireena from Strahd, the
Ravenloft. This invitation, which can hardly be refused, is a young man will surely remain there. As the de facto
great humiliation to a man that simply had the misfortune burgomaster of the Village of Barovia, brother of the bride,
of owning a handy source of coffins for vampires to hide in. and the son of Kolyan Indirovich, Ismark has been
Fate. Henrik dies during the Blood of the Innocent quest in summoned to Castle Ravenloft to witness his sister's slow
Act IV, dropped from a great height by a gargoyle in the death from the unique vantage of a begrudging
Great Entry (Area K8). groomsman.
Roleplaying Henrik. Poor Henrik has no desire to be here, Fate. Drawing his blade in fury, Ismark objects to Strahd's
cringing at every glance given him. He gives the unholy union in Act II and thereby breaks guest right.
adventurers a wide berth, especially if they know he was Strahd has him arrested and sent to the dungeons until later
involved with the Saint Andral's Feast. in Act III when Ismark is hauled up for his fate to be
Statistics. Henrik is a LE commoner. decided—imprisonment or death. If the latter occurs, he is
sent back to the dungeon and Donavich, during Act IV,
IREENA KOLYANA insists the adventurers go free him, for there is no ally that
Ireena Kolyana is the latest reincarnation of Tatyana, will prove as loyal than Ismark.
Strahd's greatest obsession and victim. Now at last Roleplaying Ismark. Ismark brims with righteous fury. If
captured, Ireena faces the fatal bite that will doom her to an the adventurers fail to act, he will instead. He defers to their
eternity as his vampire thrall. Death is her only escape, and wisdom at first, but his rage and desperation gets the better
a temporary one at that, if the adventurers fail to both of him in the end. His first priority is rescuing Ireena, his
liberate her and slay Strahd, one she is willing to seize second avenging his father and his people.
herself—but Strahd's vampiric charms deny Ireena the Statistics. Ismark Kolyanovich has unique statistics.
chance for suicide.
Fate. A single adventurer is summoned to meet Ireena in KARL WACHTER
Area K49 (under the heavy scrutiny of all five of Strahd's Karl is the second oldest of Fiona Wachter's children.
vampire paramours), where she asks them to serve as a Never held accountable in his life, Karl is a brash fool
bridesmaid, the Maid of Honor, or as a groomsman. Shortly always in search of his next chalice of wine. He and his
thereafter, Strahd vampirically charms her so that she does brother Nikolai are troublemakers, but bear no malice.
not object or flee for the remainder of the night. She stays Fate. Karl and his older brother Nikolai intend to pilfer
by his side through Acts II and III until Strahd sends her to Strahd's wine cellar in Act I, and offer the adventurers' a
his tomb (Area K86) for Act IV. By when the adventurers chance to come with them. Inevitably, the brothers
reach her, Ireena is already dead, bitten by Strahd. Only by accidentally release the black pudding in Area K63—but
burning her corpse may they spare her from vampirism. If as usual, they escape unharmed and unaccountable, leaving
Strahd is slain, this gives her soul the one opportunity to at the ooze for someone else to clean up.
last escape Barovia and reunite with her beloved Sergei. Roleplaying Karl. Karl is a fierce myrmidon to his brother
Roleplaying Ireena. Ireena is putting on a brave face, but Nikolai's schemes. He is quick to agree with Nikolai's plans,
is secretly and understandably terrified. She clings to a backup his jokes, and follow through on his bidding.
desperate hope that all will be well. Failing that, Strahd has Statistics. Karl is an N noble.
promised that her people will be clothed and fed, her
brother equipped with the funds to improve the village—a
small consolation for driving Ireena's father to a fatal heart
attack. Starting in Act II, Ireena is charmed by Strahd and
exists in a dreamlike state, dazed and unresponsive to the
horrors unfolding around her.
Statistics. Ordinarily, Ireena is an LG noble. However, she
is bereft of weapons or armor in this module. See Appendix
B for Ireena Kolyana's unique statistics.

Appendix A: Dramatis Personae


50
KASIMIR VELIKOV LIEF LIPSIEGE
Kasimir Velikov is a broken elf. For all his spellcraft, he The royal accountant, Lief Lipsiege is ordinarily just a bit-
could not prevent the swift genocide of his people—a character found in Area K30, but in The Wedding, Strahd
genocide he sparked when he stoned his sister Patrina for has tasked Lief with planning and financing the wedding.
daring to demand the hand of the Devil Strahd in His other role is more nefarious: locking the door to his
matrimony. For his sororicide, Strahd sent Rahadin to office during Act III so as to box the adventurers into the
slaughter each and every dusk elf woman and child, reception hall when Strahd's minions attack. See Red
dooming their people to extinction. Alas, Patrina's spirit Reception in Act III for details.
proved restless over the years; in his dreams, Kasimir heard Fate. If combat erupts during Act II, Lief Lipsiege gets cut
her, urging him to find the Amber Temple and, therein, the down by mistake. Otherwise, he weathers this nightmarish
power to resurrect the long dead. night in his office.
As one last act of spite and humiliation, Strahd has Roleplaying Lief. Lief is a nervous wreck. He has met
summoned Kasimir to Castle Ravenloft. Kasimir has many doomed adventuring parties over his years of service
obliged, bringing a retinue of three, loyal dusk elf guards. to the crown, and never have they been pleasant
Fate. Kasimir's actions in this module are determined by experiences. Now, with Strahd enlisting Lief to lock his
whether he acquired the Dark Gift of Zhudun the Corpse office door during Act III's betrayal, Lief edges towards an
Star in the Amber Temple: outright breakdown. Sweating, he blathers on about the
• If bereft of this power, Kasimir's priority is slaying Strahd enormous cost the wedding has inflicted to the treasury.
and avenging his people. If combat erupts, he and his Fortunes of Ravenloft. Lief knows where the castle
guards oppose Arrigal's Vistani—known to Kasimir as the treasury is hidden, and, at your discretion, the command
cruelest of their people. word for the Daern's instant fortress therein.
• If possessing this power, Kasimir's foremost priority is Statistics. Lief Lipsiege is a CE commoner.
reaching Patrina's crypt (Crypt 21, Area K84), as
described in Daughter of Dusk in Act IV. Alas, he is LUCIAN PETROVICH
intercepted there by Rahadin. Lucian Petrovich served as Vallaki's foremost priest and
Roleplaying Kasimir. Ordinarily, Kasimir is a sullen elf, shepherd for years—until his death during St. Andral's Feast
but rather than be humiliated by Strahd's summons, the earlier in the campaign. His presence in The Wedding is
wizard is seizing the opportunity to strike down his determined by whether he did die in your campaign, and if
nemesis in their place of power. Kasimir treats the so, was it to Strahd's bite? And was his body burned? If
adventurers with warmth—unless they oppose Patrina's Father Lucian died but was not buried, Strahd may have
resurrection, in which case the wizard is more than ready to raised him from the dead to officiate the wedding ceremony
kill them. as one last act of humiliation—either as a vampire spawn or
Statistics. Kasimir Velikov has unique statistics. an intelligent zombie. If he cannot be raised, such as if his
body was destroyed, Donavich takes over Lucian's role in
KIRIL STOYANOVICH this module.
The werewolf Kiril Stoyanovich is the fierce leader of Fate. Lucian's fate is determined by whether he undead:
Barovia's werewolf pack, the Children of Mother Night, • If Lucian is alive in this module, he grudgingly officiates
who sought to grow the pack by abducting children, forcing the wedding, reading the speech Strahd has written with
them to fight in a lethal tournament, and infecting the furious undertones. In Act IV, he leads the innocents in
"winner" with lycanthropy. When his sovereignty was the Blood of the Innocent quest.
contested by Emil Toranescu, Kiril turned to Strahd for aid. • If Lucian is undead, he must obey his dark master and
Now Emil languishes in the dungeons and Strahd has called oppose the adventurers, appearing as a Random
in Kiril's debt. Kiril and his four fiercest werewolves Encounter or as any of the unnamed vampire spawn in
number among the many guests, dressed in uncomfortable Act IV (particularly during The Heart of Sorrow). In the
and ill-fitted suits and dresses. aftermath of Strahd's demise, Lucian is freed from the
Fate. If bloodshed erupts, Kiril attacks the adventurers vampire's yoke; he retains enough willpower to burn
directly, while his werewolves handle the wereravens. His himself alive, to cleanse himself of the taint of undeath,
bite may doom an adventurer to lycanthropy (see A Wolf by starting a pyre (if he is a zombie) or walking into
Among Sheep in Act IV for details). Barovia's newfound sunlight (if he is a vampire spawn).
Roleplaying Kiril. In Kiril's mind, the world is divided Roleplaying Lucian. Lucian's personality is determined by
into wolves and sheep, predators and prey. He harbors no whether he is alive or undead:
greater contempt for "prey," believing it is the right of the • If alive, Lucian remains a fierce and faithful priest, full of
strong to cull the weak. Such contempt is always shown to life and zeal; he heal others with cure wounds spells.
the adventurers through a glare or scowl. Already cunning • If undead, Lucian acerbically blames the adventurers for
and sadistic, Kiril is a formidable werewolf, able to control St. Andral's Feast, citing "their failure."
his hunger and rage to execute better tactics. In battle, he Statistics. Father Lucian might be a vampire spawn, a
focuses on taking down the weakest enemies first. zombie (with an Intelligence of 13, a Wisdom of 16, and
Statistics. Kiril Stoyanovich has unique statistics. the ability to still speak), or an LG priest.

Appendix A: Dramatis Personae


51
LUDMILLA VILISEVIC LYDIA PETROVNA
Ludmilla is one of Strahd's vampire brides, previously The wife of Vargas Vallakovich, mother of Victor, and the
relegated to his tomb in the catacombs below. He has dug sister of Father Lucian Petrovich, Lydia has been dragged to
her and her sister-wives up to serve as bridesmaids. She has this dreadful affair with manic glee. She serves little
dark skin, wears a gold tiara (worth 750 gp), and ten gold purpose than to giggle garishly at whatever comes out her
bracelets (worth 100 gp each). husband's mouth.
Fate. Ludmilla guards Ireena in Area K49 during Act I. Fate. Lydia Petrovna escapes Castle Ravenloft during Act
During Act IV, Ludmilla is sent to guard Ireena's corpse in IV after witnessing her husband being roasted by the red
Strahd's tomb (Area K86). dragon wyrmlings that guard Area K7. This night leaves
Roleplaying Ludmilla. Ludmilla is stony-faced and her already fractured psyche in pieces. If her son does not
unreadable, never letting her fear that Strahd's use for her is survive to inherit the lordship of Vallaki, the mantle falls to
over now that he has his precious "Tatyana." The only sign her, in which case her delegated officials run the town into
of her fear and anger is how tightly she clenches her fists. the ground.
During the ceremony, she just about strangles her bouquet, Roleplaying Lydia. Lydia is a gods-fearing woman that
and during the reception, she ends up breaking not one but perfectly plays the part of noble hostess, heaping praise on
two wine glasses. others. Lost to her husband's delusions, she does her best to
Statistics. Ludmilla is a vampire spawn. spread good cheer. She laughs at just about anything,
especially Vargas' comments and inappropriate
LUVASH developments.
The Vistana brute Luvash is the father of Arabelle, brother Statistics. Lydia is an LG commoner.
of Arrigal, and servant of Strahd. However, if the
adventurers saved his daughter from Lake Zarovich earlier NIKOLAI WACHTER
in the campaign, Luvash has a turn of heart. He bears them Nikolai, named after his late father, is the eldest of Fiona
no ill will, and even implores them to keep the peace, so as Wachter's children. Born to power and wealth, Nikolai has
not to throw away their lives and endanger others'. If so, always been mischievous—for few nobles are ever held
Arrigal has recognized Luvash's soft spot for the accountable for their actions. The death of his father
adventurers and neglects to inform him of Strahd's compounded Nikolai's penchant for mischief, as well as
inevitable betrayal during the reception. cementing his unquenchable love of wine.
Fate. If combat erupts, Luvash takes Arabelle and flees. If Fate. Nikolai intends to pilfer Strahd's wine cellar in Act I
the wedding proceeds up to Act IV, he may be present for and propositions the adventurers to accompany him and his
Blood of the Innocent. If Arabelle is the adventurers' brother Karl. Inevitably, the brothers accidentally release
Destined Ally, he has no choice but to follow her and the the black pudding in Area K63—but as usual, they escape
adventurers into the depths Ravenloft. For such treachery, unharmed and unaccountable, leaving the ooze for
Strahd is sure to strike Luvash down. someone else to clean up.
Roleplaying Luvash. Luvash's demeanor is determined by Roleplaying Nikolai. Nikolai is bright and jovial, always
whether the adventurers saved Arabelle earlier in the quick to smile and jest. He is wise enough to exercise some
campaign. Ordinarily, he is a mean drunk that would waste caution in Strahd's castle, but his taste for good wine and
no opportunity to drink Strahd's wine. If his daughter was mischief gets the better of him.
saved, however, he surprisingly does not touch a single Statistics. Nikolai is an N noble.
drop of alcohol in the module, and can be caught staring at
the adventurers from afar, clearly in turmoil—caught
between his loyalty to Arrigal and Strahd, and his
bottomless gratitude towards those that saved his daughter.
Truly, the wedding is an opportunity for Luvash's
redemption.
Statistics. Luvash has unique statistics.

Appendix A: Dramatis Personae


52
PATRINA VELIKOVNA RUDOLPH VAN RICHTEN
Long years ago, the dusk elf wizard Patrina Velikovna Doctor Rudolph van Richten, the esteemed monster
craved power at any cost. After amassing her own hoard of hunter, has been hiding in Barovia for some time now.
arcana, Patrina offered her hand in marriage to Strahd von Thanks to his hat of disguise, van Richten—a human—is able
Zarovich, the scourge of her people. And the Devil to pose as a half-elf entertainer. He has been observing
accepted, eager to add such another impressive paramour to Strahd and his minions, namely the Vistani, from afar. Van
his ever-growing harem. For daring to wed that monster, Richten has no prescribed role in The Wedding, leaving it up
Patrina was murdered by her own people, chief among to the DM to incorporate him. If his cover has not yet been
them her brother, Kasimir, who cast the very first stone. blown, van Richten might replace Clovin Belview as the
This sororicide sparked the dusk elf genocide. wedding's harpist. Be forewarned: van Richten's inclusion
Death has not been kind to Patrina, who lingers beyond may drastically throw off the math of the module. The
the grave, her corpse laid to rest in the catacombs of monster slayer is an impressive ally; if included, he must be
Ravenloft. Through dreams and across long years, she has worn down by Strahd's ambushes, on-screen or off.
haunted her brother, urging him to delve the Amber Fate. If Strahd is slain, van Richten leaves Barovia behind
Temple and unearth the power of resurrection, promising and finally enters the twilight of his life, his greatest enemy
him that all would now be different. at last vanquished.
Fate. If Kasimir acquired that power, the Dark Gift of Roleplaying van Richten. Rudolph van Richten did not live
Zhudun the Corpse Star, earlier in the campaign, he now this long by being careless. Lost to a rage in his younger
moves to resurrect her as part of Act IV's Daughter of Dusk years, the good doctor has learned a good deal of caution
quest. the hard way. Though his heart burns with hatred for
Roleplaying Patrina. Patrina plays the part of a damsel in Strahd, van Richten shows great restraint, seldom
distress until she gathers her power. This facade crumbles if blundering into a trap or sacrificing the ability to save an
the adventurers attack her, revealing her contempt. innocent or heal an ally for an opportunity to harm Strahd.
Statistics. Until her resurrection, Patrina languishes as a Statistics. Rudolph van Richten has unique statistics.
banshee in her crypt. If resurrected, Patrina Velikovna
assumes unique statistics. SASHA IVLISKOVA
Sasha is the oldest of Strahd's brides. So bored did the
RAHADIN vampire grow of her that Strahd sealed Sasha away in a
For betraying his fellow dusk elves, Rahadin was adopted crypt for centuries. Only now has he unearthed her, to
into the Zarovich family by the late King Barov. For serve as a jailer and bridesmaid for Ireena Kolyana.
centuries, he has been Strahd's chamberlain and chief Fate. Sasha grudgingly guards Ireena in Area K49 during
confidant. The dusk elf loves Strahd as a brother and has Act I. In Act IV, she is sent to Strahd's bedchamber (Area
waited centuries to at last see him reunited with Tatyana. K42) to lead the surprise attack on the adventurers, should
For Strahd, Rahadin slaughtered his own people, dooming they attempt to rescue Ireena.
the dusk elves to extinction. Those that stand near him are Roleplaying Sasha. Poor Sasha still believes Strahd sees
forced to hear the ghastly cries of his many victims, all her more than a plaything he has grown bored of—despite
wailing from beyond the grave. During The Wedding, sealing her away for long years in the catacombs below—
Rahadin is the face of Strahd's army of darkness, the and were it not for his precious "Tatyana" she would surely
adventurers' chief point of contact. win his heart over again. Of all the brides, Sasha is the most
Fate. Rahadin meets the adventurers in the castle entry in brazen in her hatred and jealousy of Ireena, and would
Act I, swearing them to an oath of nonviolence and strangle her, were she blessed with free will.
confiscating their weaponry. If violence ever erupts, Statistics. Sasha is a vampire spawn.
Rahadin is tasked with spiriting Ireena to safety. Later, in
Act IV, Rahadin reappears to oppose Kasimir Velikov in
the Daughter of Dusk quest. Otherwise, Rahadin can be met
in his office (Area K72), used as a Random Encounter, or
joins Strahd in ambushing the adventurers.
Roleplaying Rahadin. Rahadin wears a permanent scowl,
and seems oblivious to the wails of his long dead victims,
which precede his arrival. He makes no attempt to hide his
utter contempt for the adventurers.
Statistics. Rahadin has unique statistics.

Appendix A: Dramatis Personae


53
STRAHD VON ZAROVICH VARGAS VALLAKOVICH
Strahd von Zarovich stands at the brink of utter victory. All The Vallakian burgomaster, Vargas Vallakovich is Strahd's
he has ever desired is at last within his grasp. Alas, it is his most profitable vassal and perhaps Barovia's biggest
pride that shall prove Strahd's undoing. Were it not for that imbecile. If Vargas yet lives in your campaign—such as if St.
pride, Ireena would already be dead and raised as a vampire Andral's Feast did not occur—he is, of course, as a premiere
spawn. The Devil's vanity demands that his victory be seen vassal, entitled to an invitation to Castle Ravenloft. He
and incontestable, that he humiliate his foes and remind his wishes to free himself and his people from Strahd, but is
followers of his invincibility. too much of a sycophant to display such disloyalty to
Fate. Strahd distracts the adventurers in Act I by using his Strahd's face. The Devil would respect Vargas far more, if
avatar whilst he personally goes to charm Ireena. He he let slip even a sliver of his contempt. In The Wedding,
promises that, if the adventurers allow his wedding night to Vargas serves very little purpose other than to obnoxiously
go as planned, he will let them leave Barovia at dawn. In proclaim that "All will be well!"
Act II, Strahd verbally disarms the Abbot when the fallen Fate. During Blood of the Innocent Act IV, Vargas gets
angel objects to this unholy union. In Act III, Strahd decides roasted alive by the red dragon wyrmlings guarding Area
the fate of Ismark Kolyanovich before retiring to K7.
consummate his wedding. While Strahd publicly claims to Roleplaying Vargas. Vargas is a ruthless heel that preys
be taking Ireena to his bedchamber, the vampire is actually upon the weaker and considers himself superior to all. His
taking her to his tomb. Once gone, Strahd's treachery ego is too brittle to tolerate dissent or disrespect, but here
unfolds: his minions attack the adventurers, breaking guest in Castle Ravenloft, he is powerless to revenge himself as
right. he would in his own demesne.
Roleplaying Strahd. Strahd plays the magnanimous host in Statistics. Vargas is an NE noble.
The Wedding, ignoring slights and challenges. He acts as if
he has already won this game of his, that Ireena's death is VASILKA
already foregone and the adventurers will be humbled. Vasilka is a sum of death, a flesh golem forged from the
With fanged smiles, he simultaneously mocks and placates parts of dead Krezkites. Created by the Abbot at Strahd's
the adventurers, claiming them to be the greatest heroes he subtle urging, Vasilka is intended to be the perfect bride.
has ever met. She is the Abbot's pride and joy, and his greatest sin. From
Statistics. Strahd von Zarovich has unique statistics. afar, she appears to be an alabaster-skinned woman with
neatly bundled, auburn hair. Up close, one can see that her
URWIN MARTIKOV decrepit skin is powdered and stitched together. In one last,
The estranged son of Davian Martikov, Urwin is the owner desperate bid to justify his sins, the Abbot brings Vasilka to
and proprietor of the Blue Water Inn, father to Brom and the wedding, claiming she is a far more fitting bride than
Bray, and husband of Danika Dorakova. Bad blood exists Ireena Kolyana.
between him and his father—Davian blames Urwin for the Fate. Vasilka follows the Abbot's commands, gaping like a
disappearance of one of the three magical gems that gave trout when presented to the masses in Act II.
their winery its vitality. Fortunes of Ravenloft. If Vasilka is the adventurers'
As a noble, he has no choice but to answer his liege's Destined Ally, she remains in the chapel when the Abbot
summons—or deny his liege the right to use his sons as ring leaves. At your discretion, she walks down the aisle—and
bearers. As a wereraven and member of the Keepers of the attempts to strangle Ireena Kolyana, providing the perfect
Feather, Urwin is here to ensure Strahd's demise. opportunity for the adventurers to attack in Act II.
Fate. Urwin fights alongside his family when bloodshed Roleplaying Vasilka. Vasilka is an absent-minded, mute
inevitably erupts. On her way out, Fiona Wachter kills construct that struggles to complete the most basic mortal
Urwin with a spell, thereby removing a threat to her reign functions, like waving or nodding. She performs these
in Vallaki gestures incorrectly or at inappropriate provocations, like
Roleplaying Urwin. Urwin's usual good cheer is giggling at tragedies, cheering when she suffers pain,
dampened by Castle Ravenloft's gloom. He glances curtseying instead of nodding, and more.
conspiratorially to the adventurers, all while giving his Statistics. Vasilka is a flesh golem.
father and older brother, Adrian, a wide berth. Urwin
refers to his father as "the old crow."
Statistics. Urwin is a wereraven.

Appendix A: Dramatis Personae


54
VICTOR VALLAKOVICH VOLENTA POPOFSKY
The son of Vargas Vallakovich and Lydia Petrovna, Victor Volenta is one of Strahd's vampire brides, previously
is the heir to Vallaki and a fledgling wizard. After having relegated to his tomb in the catacombs below. Like
discovered a tome of magic in his father's study, Victor Ludmilla and Anastrasya, she has been dug up to serve as
began to test his magical gifts on the family servants and bridesmaids. Shortest for a human, she wears a platinum,
Stella Wachter. He has gone unpunished for his crimes. skull-shaped mask (worth 750 gp) and ten platinum rings
It is likely that Victor was murdered like his parents in each set with gemstones (worth 250 gp apiece).
the aftermath of St. Andral's Feast—or possibly spared by the Fate. Volenta guards Ireena in Area K49 during Act I.
triumphant Fiona Wachter for fell purposes. Victor's During Act IV, Volenta is sent to guard Ireena's corpse in
reckless experimentation with enchantment magic Strahd's tomb (Area K86).
shattered Stella Wachter's mind, but that will not stop Roleplaying Volenta. Like all his consorts, Volenta fears
Fiona from pursuing a betrothal. If Victor is alive, Fiona that Strahd will seal her away in a crypt for all eternity now
would forcibly wed him to her daughter until Stella has that he has his beloved Tatyana. Unlike the others, Volenta
produced a few viable heirs, after which Victor would shies away from Ireena's gaze, sharing broken smiles and
surely suffer an "accident." As a noble, Victor's presence is offering sweet compliments, as if she hopes to curry favor
required for the wedding, and so Fiona would surely bring with Ireena and thereby escape an eternity of darkness.
him along. Statistics. Volenta is a vampire spawn.
If Victor's family yet lives and rules Vallaki, Victor shows
uncharacteristic excitement for the wedding, much to the
confusion of his parents—the boy is never excited for
anything, after all—for he too wishes to plunder Strahd's
study for arcane knowledge.
Fate. Victor's fate is largely independent of his status:
whether Fiona keeps him as a prisoner or not, he winds up
in Strahd's study (Area K37) during Act IV.
Fortunes of Ravenloft. If Victor is the adventurers'
Destined Ally, and his family was murdered, the party has
the added challenge of rescuing him from the Wachtercult.
Inevitably, however, Victor should be killed off early in the
battle with Strahd, if not sooner, as if fate itself is avenging
his many victims.
Roleplaying Victor. Victor is your archetypal, mopy,
depressed teenager.
Statistics. Victor Vallakovich has unique statistics.

Appendix A: Dramatis Personae


55
APPENDIX B:
BESTIARY
he following creatures are present in The Wedding at
THE ABBOT
T Ravenloft:

The Abbot............................................................................... 56
Medium celestial, lawful evil
Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Acolyte .................................................................................... 57 Speed 30 ft., fly 90 ft.
Animated Halberd.................................................................. 57
STR DEX CON INT WIS CHA
Arrigal ..................................................................................... 57
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Banshee ................................................................................... 58
Clovin Belview ....................................................................... 58 Saving Throws Wis +9, Cha +9
Commoner.............................................................................. 58 Skills Insight +9, Perception +9
Cult Fanatic ............................................................................ 59 Damage Resistances radiant; bludgeoning, piercing, and slashing from
nonmagical attacks
Cyrus Belview......................................................................... 59 Condition Immunities charmed, exhaustion, frightened
Dusk Elf Guard....................................................................... 59 Senses darkvision 120 ft., passive Perception 19
Emil Toranescu ...................................................................... 59 Languages all, telepathy 120 ft.
Ernst Larnak ........................................................................... 60 Challenge 10 (5,900 XP) Proficiency Bonus: +4
Ezmerelda d’Avenir................................................................ 60 Angelic Weapons. The Abbot's weapon attacks are magical. When The
Fiona Wachter ....................................................................... 61 Abbot hits with any weapon, the weapon deals an extra 4d8 radiant
Flesh Golem............................................................................ 61 damage (included in the attack).
Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save
Gargoyle.................................................................................. 62
DC 17). The Abbot can innately cast the following spells, requiring only
Gray Ooze ............................................................................... 62 verbal components:
Guardian Portrait................................................................... 62 At will: detect evil and good
Imp........................................................................................... 62 1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells
Kasimir Velikov ..................................................................... 63 and other magical effects.
Ireena Kolyana........................................................................ 63
Ismark Kolyanovich............................................................... 63
Actions
Multiattack. The Abbot makes two melee attacks.
Luvash ..................................................................................... 64 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
Kiril Stoyanovich ................................................................... 64 bludgeoning damage plus 18 (4d8) radiant damage.
Patrina Velikovna .................................................................. 65 Healing Touch (3/Day). The Abbot touches another creature. The target
Priest........................................................................................ 65 magically regains 20 (4d8 + 2) hit points and is freed from any curse,
disease, poison, blindness, or deafness.
Noble ....................................................................................... 65
Change Shape. The Abbot magically polymorphs into a humanoid or beast
Rahadin ................................................................................... 65 that has a challenge rating equal to or less than its own, or back into its
Red Dragon Wyrmling ......................................................... 66 true form. It reverts to its true form if it dies. Any equipment it is wearing
Rudolph van Richten............................................................. 66 or carrying is absorbed or borne by the new form (The Abbot's choice). In a
new form, The Abbot retains its game statistics and ability to speak, but its
Rug of Smothering................................................................. 66 AC, movement modes, Strength, Dexterity, and special senses are
Shadow.................................................................................... 67 replaced by those of the new form, and it gains any statistics and
Skeleton................................................................................... 67 capabilities (except class features, legendary actions, and lair actions) that
Specter..................................................................................... 67 the new form has but that it lacks.
Strahd von Zarovich .............................................................. 68
Strahd Zombie........................................................................ 69
Strahd’s Animated Armor ..................................................... 69
Swarm of Bats......................................................................... 70
Swarm of Ravens ................................................................... 70
Vampire Spawn...................................................................... 70
Vistana Thug .......................................................................... 71
Wereraven .............................................................................. 71
Werewolf ................................................................................ 72
Wight ...................................................................................... 72
Wolf ........................................................................................ 73
Zombie .................................................................................... 73

Appendix B: Bestiary
56
ACOLYTE ARRIGAL
Medium humanoid (any race), any alignment Medium humanoid (human), neutral evil
Armor Class 10 Armor Class 15 (studded leather)
Hit Points 9 (2d8) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Skills Medicine +4, Religion +2 Saving Throws Dex +6, Int +4


Senses passive Perception 12 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Languages any one language (usually Common) Damage Resistances poison
Challenge 1/4 (50 XP) Proficiency Bonus: +2 Senses passive Perception 13
Languages Common, Thieves’ cant
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Challenge 8 (3,900 XP) Proficiency Bonus: +3
Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has
following cleric spells prepared: Assassinate. During its first turn, Arrigal has advantage on attack rolls
Cantrips (at will): light, sacred flame, thaumaturgy against any creature that hasn't taken a turn. Any hit Arrigal scores against
1st level (3 slots): bless, cure wounds, sanctuary a surprised creature is a critical hit.
Evasion. If Arrigal is subjected to an effect that allows it to make a
Actions Dexterity saving throw to take only half damage, Arrigal instead takes no
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) damage if it succeeds on the saving throw, and only half damage if it fails.
bludgeoning damage. Sneak Attack (1/Turn). Arrigal deals an extra 14 (4d6) damage when it hits a
target with a weapon attack and has advantage on the attack roll, or when
ANIMATED HALBERD the target is within 5 feet of an ally of Arrigal that isn't incapacitated and
Arrigal doesn't have disadvantage on the attack roll.
Small construct, unaligned
Armor Class 15 (natural armor) Actions
Hit Points 17 (5d6) Multiattack. Arrigal makes two shortsword attacks.
Speed 0 ft., fly 50 ft. (hover) Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage, and the target must make a DC 15 Constitution
STR DEX CON INT WIS CHA saving throw, taking 24 (7d6) poison damage on a failed save, or half as
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5) much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
Saving Throws Dex +4 target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15
Damage Immunities poison, psychic Constitution saving throw, taking 24 (7d6) poison damage on a failed save,
Condition Immunities blinded, charmed, deafened, frightened, or half as much damage on a successful one.
paralyzed, petrified, poisoned Curse (Recharges After a Long Rest). Arrigal targets a creature he can see
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 within 30 feet. The target must succeed on a DC 11 Wisdom saving throw
Languages — or be cursed with one of the effects below. The curse lasts until ended with
Challenge 1/4 (50 XP) Proficiency Bonus: +2 a greater restoration, remove curse, or similar spell. Once the curse ends,
Arrigal takes psychic damage.
Antimagic Susceptibility. The sword is incapacitated while in the area of an • The target cannot cast spells that have somatic components (1d6 psychic
antimagic field. If targeted by dispel magic, the sword must succeed on a damage).
Constitution saving throw against the caster's spell save DC or fall • The target gains vulnerability to a damage type of Arrigal’s choice (3d6
unconscious for 1 minute. psychic damage).
False Appearance. While the sword remains motionless and isn't flying, it is
• The target has disadvantage on ability checks and saving throws tied to
indistinguishable from a normal sword.
one ability score of Arrigal’s choice (3d6 psychic damage).
Actions • The target's attunement to one magic item (chosen by the DM) ends, and
Halberd. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d10 + the target can't attune to the chosen item until the curse ends (5d6
1) slashing damage. psychic damage).
• The target is blinded, deafened, or both (5d6 psychic damage).
Evil Eye (Recharges after a Short or Long Rest). Arrigal targets a creature
within 10 feet that he can see, choosing to duplicate one of the following
spells: animal friendship, charm person, or hold person (spell DC 11). On a
success, Arrigal is blinded until the end of his next turn, and the target is
immune to the Evil Eye of all Vistani for 24 hours.

Appendix B: Bestiary
57
BANSHEE CLOVIN BELVIEW
Medium undead, chaotic evil Medium humanoid (mongrelfolk), neutral evil
Armor Class 12 Armor Class 11 (natural armor)
Hit Points 58 (13d8) Hit Points 26 (4d8 + 8)
Speed 0 ft., fly 40 ft. (hover) Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2)

Saving Throws Wis +2, Cha +5 Skills Deception +2, Perception +2, Stealth +3
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, Senses passive Perception 12
and slashing from nonmagical attacks Languages Common
Damage Immunities cold, necrotic, poison Challenge 1/4 (50 XP) Proficiency Bonus: +2
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained Mimicry. Clovin can mimic any sounds it has heard, including voices. A
Senses darkvision 60 ft., passive Perception 10 creature that hears the sounds can tell they are imitations with a
Languages Common, Elvish successful DC 12 Wisdom (Insight) check.
Challenge 4 (1,100 XP) Proficiency Bonus: +2 Two-Headed. Cyrus has advantage on Wisdom (Perception) checks and on
saving throws against being blinded, charmed, deafened, frightened,
Detect Life. The banshee can magically sense the presence of living stunned, or knocked unconscious.
creatures up to 5 miles away that aren't undead or constructs. She knows
the general direction they're in but not their exact locations.
Actions
Incorporeal Movement. The banshee can move through other creatures and Multiattack. Clovin makes two attacks: one with its bite and one with its
objects as if they were difficult terrain. She takes 5 (1d10) force damage if claw or dagger.
she ends her turn inside an object. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.
Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 slashing damage.
(3d6 + 2) necrotic damage. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60
Horrifying Visage. Each non-undead creature within 60 feet of the banshee ft., one target. Hit: 3 (1d4 + 1) piercing damage.
that can see her must succeed on a DC 13 Wisdom saving throw or be
frightened for 1 minute. A frightened target can repeat the saving throw at
the end of each of its turns, with disadvantage if the banshee is within line COMMONER
of sight, ending the effect on itself on a success. If a target's saving throw is Medium humanoid (any race), any alignment
successful or the effect ends for it, the target is immune to the banshee's Armor Class 10
Horrifying Visage for the next 24 hours. Hit Points 4 (1d8)
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't Speed 30 ft.
in sunlight. This wail has no effect on constructs and undead. All other
creatures within 30 feet of her that can hear her must make a DC 13 STR DEX CON INT WIS CHA
Constitution saving throw. On a failure, a creature drops to 0 hit points. On 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
a success, a creature takes 10 (3d6) psychic damage.
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP) Proficiency Bonus: +2

Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage.

Appendix B: Bestiary
58
CULT FANATIC DUSK ELF GUARD
Medium humanoid (any race), any non-good alignment Medium humanoid (elf), neutral
Armor Class 13 (leather armor) Armor Class 16 (chain shirt, shield)
Hit Points 33 (6d8 + 6) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 35 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Deception +4, Persuasion +4, Religion +2 Skills Perception +2


Senses passive Perception 11 Senses passive Perception 12
Languages any one language (usually Common) Languages Common, Elvish
Challenge 2 (450 XP) Proficiency Bonus: +2 Challenge 1/8 (25 XP) Proficiency Bonus: +2

Dark Devotion. The fanatic has advantage on saving throws against being Fey Ancestry. The dusk elf has advantage on saving throws against being
charmed or frightened. charmed, and magic cannot put it to sleep.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the
Actions
following cleric spells prepared: Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.,
Cantrips (at will): light, sacred flame, thaumaturgy one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage
1st level (4 slots): command, inflict wounds, shield of faith if used with two hands to make a melee attack.
2nd level (3 slots): hold person, spiritual weapon
Actions EMIL TORANESCU
Medium humanoid (human, shapechanger), chaotic evil
Multiattack. The fanatic makes two melee attacks.
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 form
ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Hit Points 72 (11d8 + 22)
Speed 30 ft. (4o ft. in wolf form)
CYRUS BELVIEW
Medium humanoid (mongrelfolk), neutral evil STR DEX CON INT WIS CHA
Armor Class 11 (natural armor) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Hit Points 26 (4d8 + 8)
Speed 20 ft. Skills Perception +4
Damage Immunities bludgeoning, piercing, and slashing from
STR DEX CON INT WIS CHA nonmagical attacks that aren't silvered
12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2) Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Skills Deception +2, Perception +2, Stealth +3 Challenge 3 (700 XP) Proficiency Bonus: +2
Senses passive Perception 12
Languages Common Shapechanger. Emil can use his action to polymorph into a wolf-humanoid
Challenge 1/4 (50 XP) Proficiency Bonus: +2 hybrid or into a wolf, or back into his true form, which is humanoid. His
statistics, other than his AC, are the same in each form. Any equipment he
Keen Hearing and Smell. Cyrus has advantage on Wisdom (Perception) is wearing or carrying isn't transformed. He reverts to his true form if he
checks that rely on hearing or smell. dies.
Mimicry. Cyrus can mimic any sounds it has heard, including voices. A Keen Hearing and Smell. Emil has advantage on Wisdom (Perception)
creature that hears the sounds can tell they are imitations with a checks that rely on hearing or smell.
successful DC 12 Wisdom (Insight) check. Actions
Actions Multiattack (Humanoid or Hybrid Form Only). Emil makes two attacks: two
Multiattack. Cyrus makes two attacks: one with its bite and one with its with his spear (humanoid form) or one with his bite and one with his claws
claw or dagger. (hybrid form).
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft.,
piercing damage. one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) must succeed on a DC 12 Constitution saving throw or be cursed with
slashing damage. werewolf lycanthropy.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one
ft., one target. Hit: 3 (1d4 + 1) piercing damage. creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage,
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee
attack.

Appendix B: Bestiary
59
ERNST LARNAK EZMERELDA D’AVENIR
Medium humanoid (any race), any alignment Medium humanoid (human), chaotic good
Armor Class 12 Armor Class 17 (+1 studded leather armor)
Hit Points 27 (6d8) Hit Points 82 (11d8 + 33)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 19 (+4) 16 (+3) 16 (+3) 11 (+0) 17 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion Saving Throws Wis +3
+5, Sleight of Hand +4, Stealth +4 Skills Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3,
Senses passive Perception 16 Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival
Languages any two languages +6
Challenge 1 (200 XP) Proficiency Bonus: +2 Senses passive Perception 16
Languages Common, Elvish
Cunning Action. On each of his turns, Ernst can use a bonus action to take Challenge 8 (3,900 XP) Proficiency Bonus: +3
the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Ernst deals an extra 7 (2d6) damage when he hits a Special Equipment. In addition to her magic armor and weapons,
target with a weapon attack and has advantage on the attack roll, or when Ezmerelda has two potions of greater healing, six vials of holy water, and
the target is within 5 feet of an ally of him that isn't incapacitated and he three wooden stakes.
doesn't have disadvantage on the attack roll. Spellcasting. Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has
Actions the following wizard spells prepared:
Multiattack. Ernst makes two melee attacks. Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1st level (4 slots): protection from evil and good, magic missile, shield
(1d6 + 2) piercing damage. 2nd level (3 slots): darkvision, knock, mirror image
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 3rd level (3 slots): clairvoyance, lightning bolt, magic circle
target. Hit: 5 (1d6 + 2) piercing damage. 4th level (1 slot): greater invisibility
Actions
Multiattack. Ezmerelda makes three attacks: two with her +1 rapier and
one with her +1 handaxe or her silvered shortsword.
Rapier +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 +
5) piercing damage.
Handaxe +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Curse (Recharges after a Long Rest). Ezmerelda targets one creature that
she can see within 30 feet of her. The target must succeed on a DC 14
Wisdom saving throw or be cursed. While cursed, the target has
vulnerability to one type of damage of Ezmerelda's choice. The curse lasts
until ended with a greater restoration spell, a remove curse spell, or
similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one
creature that she can see within 10 feet of her and casts one of the
following spells on the target (save DC 14), requiring neither somatic nor
material components to do so: animal friendship, charm person, or hold
person. If the target succeeds on the initial saving throw, Ezmerelda is
blinded until the end of her next turn. Once a target succeeds on a saving
throw against this effect, it is immune to the Evil Eye power of all Vistani
for 24 hours.

Appendix B: Bestiary
60
FIONA WACHTER FLESH GOLEM
Medium humanoid (human), lawful evil Medium construct, neutral
Armor Class 10 Armor Class 9
Hit Points 27 (5d8 + 5) Hit Points 93 (11d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Skills Medicine +7, Persuasion +3, Religion +5 Damage Immunities lightning, poison; bludgeoning, piercing, and
Senses passive Perception 13 slashing from nonmagical attacks that aren't adamantine
Languages Common, Infernal Condition Immunities charmed, exhaustion, frightened, paralyzed,
Challenge 2 (450 XP) Proficiency Bonus: +2 petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Divine Eminence. As a bonus action, Fiona can expend a spell slot to cause Languages understands the languages of its creator but can't speak
her melee weapon attacks to magically deal an extra 10 (3d6) radiant Challenge 5 (1,800 XP) Proficiency Bonus: +3
damage to a target on a hit. This benefit lasts until the end of the turn. If
Fiona expends a spell slot of 2nd level or higher, the extra damage Aversion of Fire. If the golem takes fire damage, it has disadvantage on
increases by 1d6 for each level above 1st. attack rolls and ability checks until the end of its next turn.
Spellcasting. Fiona is a 5th-level spellcaster. Her spellcasting ability is Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll
Wisdom (spell save DC 13, +5 to hit with spell attacks). Fiona has the a d6. On a 6, the golem goes berserk. On each of its turns while berserk,
following cleric spells prepared: the golem attacks the nearest creature it can see. If no creature is near
Cantrips (at will): light, mending, thaumaturgy enough to move to and attack, the golem attacks an object, with
1st level (4 slots): command, purify food and drink, sanctuary preference for an object smaller than itself. Once the golem goes berserk,
2nd level (3 slots): augury, gentle repose, hold person it continues to do so until it is destroyed or regains all its hit points.
3rd level (2 slots): animate dead, create food and water The golem's creator, if within 60 feet of the berserk golem, can try to calm
it by speaking firmly and persuasively. The golem must be able to hear its
Actions creator, who must take an action to make a DC 15 Charisma (Persuasion)
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) check. If the check succeeds, the golem ceases being berserk. If it takes
bludgeoning damage. damage while still at 40 hit points or fewer, the golem might go berserk
again.
Immutable Form. The golem is immune to any spell or effect that would
alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning
damage, it takes no damage and instead regains a number of hit points
equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells
and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage.

Appendix B: Bestiary
61
GRAY OOZE GUARDIAN PORTRAIT
Medium ooze, unaligned Medium construct, unaligned
Armor Class 8 Armor Class 5 (natural armor)
Hit Points 22 (3d8 + 9) Hit Points 22 (5d8)
Speed 10 ft., climb 10 ft. Speed 0 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) 1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

Skills Stealth +2 Damage Immunities poison


Damage Resistances acid, cold, fire Condition Immunities charmed, exhaustion, frightened, grappled,
Condition Immunities blinded, charmed, deafened, exhaustion, paralyzed, petrified, poisoned, prone, restrained
frightened, prone Senses darkvision 60 ft., passive Perception 10
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages Common, plus up to two other languages
Languages — Challenge 1 (200 XP) Proficiency Bonus: +2
Challenge 1/2 (100 XP) Proficiency Bonus: +2
Antimagic Susceptibility. The portrait is incapacitated while in the area of
Amorphous. The ooze can move through a space as narrow as 1 inch wide an antimagic field. If targeted by dispel magic, the portrait must succeed on a
without squeezing. Constitution saving throw against the caster's spell save DC or become
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze unconscious for 1 minute.
corrodes. After dealing damage, the weapon takes a permanent and Constructed Nature. An animated object doesn't require air, food, drink, or
cumulative −1 penalty to damage rolls. If its penalty drops to −5, the sleep. The magic that animates an object is dispelled when the construct
weapon is destroyed. Nonmagical ammunition made of metal that hits drops to 0 hit points. An animated object reduced to 0 hit points becomes
the ooze is destroyed after dealing damage. The ooze can eat through 2- inanimate and is too damaged to be of much use or value to anyone.
inch-thick, nonmagical metal in 1 round.
False Appearance. While the figure in the portrait remains motionless, the
False Appearance. While the ooze remains motionless, it is
portrait is indistinguishable from a normal painting.
indistinguishable from an oily pool or wet rock.
Innate Spellcasting. The portrait's innate spellcasting ability is Intelligence
Actions (spell save DC 12). The portrait can innately cast the following spells,
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 requiring no material components:
+ 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
wearing nonmagical metal armor, its armor is partly corroded and takes a
permanent and cumulative −1 penalty to the AC it offers. The armor is
destroyed if the penalty reduces its AC to 10.
IMP
Tiny fiend (devil), lawful evil
Armor Class 13
GARGOYLE Hit Points 10 (3d4 + 3)
Medium elemental, chaotic evil Speed 20 ft., fly 40 ft.
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21) STR DEX CON INT WIS CHA
Speed 30 ft., fly 60 ft. 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

STR DEX CON INT WIS CHA Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2) Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons
Damage Resistances bludgeoning, piercing, and slashing from Damage Immunities fire, poison
nonmagical attacks that aren't adamantine Condition Immunities poisoned
Damage Immunities poison Senses darkvision 120 ft., passive Perception 11
Condition Immunities exhaustion, petrified, poisoned Languages Infernal, Common
Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) Proficiency Bonus: +2
Languages Terran
Challenge 2 (450 XP) Proficiency Bonus: +2 Shapechanger. The imp can use its action to polymorph into a beast form
that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20
False Appearance. While the gargoyle remains motionless, it is ft., climb 20 ft.), or back into its true form. Its statistics are the same in
indistinguishable from an inanimate statue. each form, except for the speed changes noted. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Multiattack. The gargoyle makes two attacks: one with its bite and one Magic Resistance. The imp has advantage on saving throws against spells
with its claws. and other magical effects.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage. Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one
slashing damage. target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks, or until its
concentration ends (as if concentrating on a spell). Any equipment the
imp wears or carries is invisible with it.

Appendix B: Bestiary
62
IREENA KOLYANA KASIMIR VELIKOV
Medium humanoid (human), lawful good Medium humanoid (elf), neutral
Armor Class 11 Armor Class 12 (15 with mage armor)
Hit Points 9 (2d8) Hit Points 40 (9d8)
Speed 30 ft. Speed 35 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Skills Deception +5, Insight +4, Persuasion +5 Saving Throws Int +6, Wis +4
Senses passive Perception 12 Skills Arcana +6, History +6
Languages Common Damage Resistances cold (ring of warmth)
Challenge 1/8 (25 XP) Proficiency Bonus: +2 Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Actions Challenge 6 (2,300 XP) Proficiency Bonus: +3
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) Fey Ancestry. Kasimir has advantage on saving throws against being
piercing damage. charmed, and magic can't put him to sleep.
Reactions Special Equipment. Kasimir wears a ring of warmth.
Parry. Ireena adds 2 to her AC against one melee attack that would hit her. Spellcasting. Kasimir is a 9th-level spellcaster. His spellcasting ability is
To do so, shemust see the attacker and be wielding a melee weapon. Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
ISMARK KOLYANOVICH 1st level (4 slots): detect magic, mage armor, magic missile, shield
Medium humanoid (human), lawful good 2nd level (3 slots): misty step, suggestion
Armor Class 17 (splint armor) 3rd level (3 slots): counterspell, fireball, fly
Hit Points 58 (9d8 + 18) 4th level (3 slots): greater invisibility, ice storm
Speed 30 ft. 5th level (1 slot): cone of cold

STR DEX CON INT WIS CHA


Actions
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP) Proficiency Bonus: +2

Actions
Multiattack. Ismark makes two longsword attacks. If it has a shortsword
drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
+ 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two
hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.

Appendix B: Bestiary
63
KIRIL STOYANOVICH LUVASH
Medium humanoid (human, shapechanger), chaotic evil Medium humanoid (human), chaotic evil
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid Armor Class 15 (studded leather)
form Hit Points 65 (10d8 + 20)
Hit Points 90 (14d8 + 28) Speed 30 ft.
Speed 30 ft. (4o ft. in wolf form)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Saving Throws Str +4, Dex +5, Wis +2
Skills Perception +4 Skills Athletics +4, Deception +4
Damage Immunities bludgeoning, piercing, and slashing from Senses passive Perception 10
nonmagical attacks that aren't silvered Languages Common
Senses passive Perception 14 Challenge 2 (450 XP) Proficiency Bonus: +2
Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP) Proficiency Bonus: +2 Actions
Shapechanger. Kiril can use his action to polymorph into a wolf-humanoid Multiattack. Luvash makes three melee attacks: two with his scimitar and
hybrid or into a wolf, or back into his true form, which is humanoid. His one with his dagger. Or Luvash makes two ranged attacks with his daggers.
statistics, other than his AC, are the same in each form. Any equipment he Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
is wearing or carrying isn't transformed. He reverts to his true form if he 3) slashing damage.
dies. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
Keen Hearing and Smell. Kiril has advantage on Wisdom (Perception) ft., one target. Hit: 5 (1d4 + 3) piercing damage.
checks that rely on hearing or smell. Curse (Recharges After a Long Rest). Luvash targets a creature he can see
within 30 feet. The target must succeed on a DC 12 Wisdom saving throw
Actions or be cursed with one of the effects below. The curse lasts until ended with
Multiattack (Humanoid or Hybrid Form Only). Kiril makes two attacks: two a greater restoration, remove curse, or similar spell. Once the curse ends,
with his spear (humanoid form) or one with his bite and one with his claws Luvash takes psychic damage.
(hybrid form). • The target cannot cast spells that have somatic components (1d6 psychic
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., damage).
one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it
• The target gains vulnerability to a damage type of Luvash’s choice (3d6
must succeed on a DC 12 Constitution saving throw or be cursed with
psychic damage).
werewolf lycanthropy.
• The target has disadvantage on ability checks and saving throws tied to
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one
one ability score of Luvash’s choice (3d6 psychic damage).
creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, • The target's attunement to one magic item (chosen by the DM) ends, and
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, the target can't attune to the chosen item until the curse ends (5d6
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee psychic damage).
attack. • The target is blinded, deafened, or both (5d6 psychic damage).
Evil Eye (Recharges after a Short or Long Rest). Luvash targets a creature
within 10 feet that he can see, choosing to duplicate one of the following
spells: animal friendship, charm person, or hold person (spell DC 12). On a
success, Luvash is blinded until the end of his next turn, and the target is
immune to the Evil Eye of all Vistani for 24 hours.
Reactions
Parry. Luvash adds 2 to his AC against one melee attack that would hit
him. To do so, Luvash must see the attacker and be wielding a melee
weapon.

Appendix B: Bestiary
64
NOBLE PRIEST
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 15 (breastplate) Armor Class 13 (chain shirt)
Hit Points 9 (2d8) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

Skills Deception +5, Insight +4, Persuasion +5 Skills Medicine +7, Persuasion +3, Religion +5
Senses passive Perception 12 Senses passive Perception 13
Languages any two languages Languages any two languages
Challenge 1/8 (25 XP) Proficiency Bonus: +2 Challenge 2 (450 XP) Proficiency Bonus: +2

Actions Divine Eminence. As a bonus action, the priest can expend a spell slot to
cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) damage to a target on a hit. This benefit lasts until the end of the turn. If
piercing damage. the priest expends a spell slot of 2nd level or higher, the extra damage
Reactions increases by 1d6 for each level above 1st.
Parry. The noble adds 2 to its AC against one melee attack that would hit it. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is
To do so, the noble must see the attacker and be wielding a melee Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the
weapon. following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
PATRINA VELIKOVNA 2nd level (3 slots): lesser restoration, spiritual weapon
Medium humanoid (elf), neutral evil 3rd level (2 slots): dispel magic, spirit guardians
Armor Class 12
Hit Points 99 (18d8 + 18)
Actions
Speed 30 ft. Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) RAHADIN
Medium humanoid (elf), lawful evil
Saving Throws Int +9, Wis +6 Armor Class 18 (studded leather)
Skills Arcana +13, History +13 Hit Points 135 (18d8 + 54)
Damage Resistances damage from spells Speed 35 ft.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, and four other languages STR DEX CON INT WIS CHA
Challenge 12 (8,400 XP) Proficiency Bonus: +4 14 (+2) 22 (+6) 17 (+3) 15 (+2) 16 (+3) 18 (+4)

Fey Ancestry. Magic cannot put Patrina to sleep.


Saving Throws Con +7, Wis +7
Magic Resistance. Patrina has advantage on saving throws against spells
Skills Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth
and other magical effects.
+14
Spellcasting. Patrina is an 18th-level spellcaster. Her spellcasting ability is
Senses darkvision 60 ft., passive Perception 21
Intelligence (spell save DC 17, +9 to hit with spell attacks). Patrina can cast
Languages Common, Elvish
disguise self and invisibility at will.
Challenge 10 (5,900 XP) Proficiency Bonus: +4
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
Actions Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 by a mind blank spell hears in its mind the screams of the thousands of
ft., one target. Hit: 4 (1d4 + 2) piercing damage. people Rahadin has killed. As a bonus action, Rahadin can force all
creatures that can hear the screams to make a DC 16 Wisdom saving throw.
Each creature takes 16 (3d10) psychic damage on a failed save, or half as
much damage on a successful one.
Fey Ancestry. Rahadin has advantage on saving throws against being
charmed, and magic can't put him to sleep.
Innate Spellcasting. Rahadin's innate spellcasting ability is Intelligence. He
can innately cast the following spells, requiring no components:
3/day: misty step, phantom steed
1/day: magic weapon, nondetection
Actions
Multiattack. Rahadin attacks three times with his scimitar, or twice with
his poisoned darts.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 +
6) slashing damage.
Poisoned Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one
target. Hit: 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.

Appendix B: Bestiary
65
RED DRAGON WYRMLING RUG OF SMOTHERING
Medium dragon, chaotic evil Large construct, unaligned
Armor Class 17 (natural armor) Armor Class 12
Hit Points 75 (10d8 + 30) Hit Points 33 (6d10)
Speed 30 ft., climb 30 ft., fly 60 ft. Speed 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Saving Throws Dex +2, Con +5, Wis +2, Cha +4 Damage Immunities poison, psychic
Skills Perception +4, Stealth +2 Condition Immunities blinded, charmed, deafened, frightened,
Damage Immunities fire paralyzed, petrified, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages Draconic Languages —
Challenge 4 (1,100 XP) Proficiency Bonus: +2 Challenge 2 (450 XP) Proficiency Bonus: +2

Actions Antimagic Susceptibility. The rug is incapacitated while in the area of an


antimagic field. If targeted by dispel magic, the rug must succeed on a
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Constitution saving throw against the caster's spell save DC or fall
piercing damage plus 3 (1d6) fire damage. unconscious for 1 minute.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each Damage Transfer. While it is grappling a creature, the rug takes only half
creature in that area must make a DC 13 Dexterity saving throw, taking 24 the damage dealt to it, and the creature grappled by the rug takes the
(7d6) fire damage on a failed save, or half as much damage on a successful other half.
one. False Appearance. While the rug remains motionless, it is indistinguishable
from a normal rug.
RUDOLPH VAN RICHTEN Actions
Medium humanoid (human), lawful good
Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller
Armor Class 12 (leather armor)
creature. Hit: The creature is grappled (escape DC 13). Until this grapple
Hit Points 77 (14d8 + 14)
ends, the target is restrained, blinded, and at risk of suffocating, and the
Speed 30 ft.
rug can't smother another target. In addition, at the start of each of the
STR DEX CON INT WIS CHA target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
9 (-1) 12 (+1) 13 (+1) 16 (+3) 18 (+4) 16 (+3)

Saving Throws Con +4, Wis +7


Skills Arcana +9, Insight +7, Perception +7, Religion +6, Sleight of Hand +4
Senses passive Perception 17
Languages Abyssal, Common, Elvish, Infernal
Challenge 5 (1,800 XP) Proficiency Bonus: +3

Special Equipment. Van Richten wears a hat of disguise and a ring of mind
shielding, and he carries a spell scroll of raise dead.
Spellcasting. Van Richten is a 9th-level spellcaster. His spellcasting ability
is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the
following cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and
good, sanctuary
2nd level (3 slots): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel evil and good
Undead Slayer. When van Richten hits an undead with a weapon attack,
the undead takes an extra 10 (3d6) damage of the weapon's type.
Actions
Multiattack. Van Richten makes two attacks with his sword cane.
Sword Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered
sword).

Appendix B: Bestiary
66
SHADOW SPECTER
Medium undead, chaotic evil Medium undead, chaotic evil
Armor Class 12 Armor Class 12
Hit Points 16 (3d8 + 3) Hit Points 22 (5d8)
Speed 40 ft. Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Skills Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
Damage Vulnerabilities radiant piercing, and slashing from nonmagical attacks
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, Damage Immunities necrotic, poison
piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, grappled, paralyzed,
Damage Immunities necrotic, poison petrified, poisoned, prone, restrained, unconscious
Condition Immunities exhaustion, frightened, grappled, paralyzed, Senses darkvision 60 ft.,, passive Perception 10
petrified, poisoned, prone, restrained Languages understands all languages it knew in life but can’t speak
Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) Proficiency Bonus: +2
Languages —
Challenge 1/2 (100XP) Proficiency Bonus: +2 Incorporeal Movement. The specter can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
Amorphous. The shadow can move through a space as narrow as 1 inch ends its turn inside an object.
wide without squeezing. Sunlight Sensitivity. While in sunlight, the specter has disadvantage on
Shadow Stealth. While in dim light or darkness, the shadow can take the attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on
Actions
attack rolls, ability checks, and saving throws. Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6)
necrotic damage. The target must succeed on a DC 10 Constitution saving
Actions throw or its hit point maximum is reduced by an amount equal to the
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: damage taken. This reduction lasts until the creature finishes a long rest.
9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by The target dies if this effect reduces its hit point maximum to 0.
1d4. The target dies if this reduces its Strength to 0. Otherwise, the
reduction lasts until the target finishes a short or long rest. If a non-evil
humanoid dies from this attack, a new shadow rises from the corpse 1d4
hours later.

SKELETON
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it spoke in life but can't speak
Challenge 1/4 (50 XP) Proficiency Bonus: +2

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit:
5 (1d6 + 2) piercing damage.

Appendix B: Bestiary
67
STRAHD VON ZAROVICH Actions
Medium undead (shapechanger), lawful evil Multiattack (Vampire Form Only). Strahd makes two attacks, only one of which
Armor Class 16 (natural armor) can be a bite attack.
Hit Points 144 (17d8 + 68) Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9 to hit,
Speed 30 ft. reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic
damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead
STR DEX CON INT WIS CHA of dealing the slashing damage.
18 (+4) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a
creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4)
Saving Throws Dex +9, Wis +7, Cha +9 piercing damage plus 10 (3d6) necrotic damage. The target's hit point
Skills Arcana +15, Perception +12, Religion +10, Stealth +14 maximum is reduced by an amount equal to the necrotic damage taken, and
Damage Resistances necrotic; bludgeoning, piercing, and slashing from Strahd regains hit points equal to that amount. The reduction lasts until the
nonmagical attacks target finishes a long rest. The target dies if its hit point maximum is reduced
Senses darkvision 120 ft., passive Perception 22 to 0. A humanoid slain in this way and then buried in the ground rises the
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal following night as a vampire spawn under Strahd's control.
Challenge 15 (13,000 XP) Proficiency Bonus: +5 Charm. Strahd targets one humanoid he can see within 30 feet of him. If the
target can see Strahd, the target must succeed on a DC 17 Wisdom saving
Shapechanger. If Strahd isn't in running water or sunlight, he can use his action throw against this magic or be charmed. The charmed target regards Strahd as
to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or a trusted friend to be heeded and protected. The target isn't under Strahd's
back into his true form. control, but it takes Strahd's requests and actions in the most favorable way
While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is and lets Strahd bite it.
5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 Each time Strahd or his companions do anything harmful to the target, it can
feet. His statistics, other than his size and speed, are unchanged. Anything he repeat the saving throw, ending the effect on itself on a success. Otherwise, the
is wearing transforms with him, but nothing he is carrying does. He reverts to effect lasts 24 hours or until Strahd is destroyed, is on a different plane of
his true form if he dies. While in mist form, Strahd can't take any actions, existence than the target, or takes a bonus action to end the effect.
speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or
can hover, and can enter a hostile creature's space and stop there. In addition, swarms of rats, provided that the sun isn't up. While outdoors, Strahd can call
if air can pass through a space, the mist can do so without squeezing, and he 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of
can't pass through water. He has advantage on Strength, Dexterity, and Strahd and obeying his spoken commands. The beasts remain for 1 hour, until
Constitution saving throws, and he is immune to all nonmagical damage, Strahd dies, or until he dismisses them as a bonus action.
except the damage he takes from sunlight.
Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to
Legendary Actions
succeed instead. Strahd can take 3 legendary actions, choosing from the options below. Only
Misty Escape. When Strahd drops to 0 hit points outside his coffin, he one legendary action can be used at a time and only at the end of another
transforms into a cloud of mist (as in the Shapechanger trait) instead of falling creature's turn. Strahd regains spent legendary actions at the start of its turn.
unconscious, provided that he isn't in running water or sunlight. If he can't Move. Strahd moves up to his speed without provoking opportunity attacks.
transform, he is destroyed. Unarmed Strike. Strahd makes one unarmed strike.
While he has 0 hit points in mist form, he can't revert to his vampire form, and Bite (Costs 2 Actions). Strahd makes one bite attack.
he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he
reverts to his vampire form. He is then paralyzed until he regains at least 1 hit
Lair Actions
point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point. While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at incapacitated. On initiative count 20 (losing initiative ties), Strahd can take
least 1 hit point and isn't in running water or sunlight. If he takes radiant one of the following lair action options, or forgo using any of them in that
damage or damage from holy water, this trait doesn't function at the start of round:
his next turn. •Until initiative count 20 of the next round, Strahd can pass through solid
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is walls, doors, ceilings, and floors as if they weren't there.
Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the • Strahd targets any number of doors and windows that he can see, causing
following wizard spells prepared: each one to either open or close as he wishes. Closed doors can be magically
Cantrips (at will): mage hand, prestidigitation, ray of frost locked (needing a successful DC 20 Strength check to force open) until
1st level (4 slots): comprehend languages, fog cloud, sleep Strahd chooses to end the effect, or until Strahd uses this lair action again.
2nd level (3 slots): detect thoughts, gust of wind, mirror image • Strahd summons the angry spirit of one who has died in the castle. The
3rd level (3 slots): animate dead, fireball, nondetection apparition appears next to a hostile creature that Strahd can see, makes an
4th level (3 slots): blight, greater invisibility, polymorph attack against that creature, and then disappears. The apparition has the
5th level (1 slot): animate objects, scrying statistics of a specter.
Spider Climb. Strahd can climb difficult surfaces, including upside down on
• Strahd targets one Medium or smaller creature that casts a shadow. The
ceilings, without having to make an ability check.
target's shadow must be visible to Strahd and within 30 feet of him. If the
Vampire Weaknesses. Strahd has the following flaws:
target fails a DC 17 Charisma saving throw, its shadow detaches from it and
• Forbiddance. He can't enter a residence without an invitation from one of the
becomes a shadow that obeys Strahd's commands, acting on initiative count
occupants.
20. A greater restoration spell or a remove curse spell cast on the target restores
• Harmed by Running Water. He takes 20 acid damage if he ends his turn in its natural shadow, but only if its undead shadow has been destroyed.
running water.
• Stake to the Heart. If a piercing weapon made of wood is driven into his heart
while he is incapacitated in his coffin, he is paralyzed until the stake is
removed.
• Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage
at the start of his turn, and he has disadvantage on attack rolls and ability
checks.

Appendix B: Bestiary
68
STRAHD ZOMBIE STRAHD’S ANIMATED ARMOR
Medium undead, unaligned Medium construct, lawful evil
Armor Class 8 Armor Class 21 (natural armor)
Hit Points 30 (4d8 + 12) Hit Points 112 (15d8 + 45)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 17 (+3) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 9 (-1)

Saving Throws Wis +0 Skills Perception +3


Damage Immunities poison Damage Resistances cold, fire
Condition Immunities poisoned Damage Immunities lightning, poison
Senses darkvision 60 ft., passive Perception 8 Condition Immunities blinded, charmed, deafened, exhaustion,
Languages understands the languages it knew in life but can't speak frightened, paralyzed, petrified, poisoned
Challenge 1 (200 XP) Proficiency Bonus: +2 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages understands Common but can't speak
Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or Challenge 6 (2,300 XP) Proficiency Bonus: +3
slashing damage at one time, roll a d20 to determine what else happens
to it: Antimagic Susceptibility. The armor is incapacitated while in the area of an
1–8: One leg is severed from the zombie if it has any legs left. antimagic field. If targeted by dispel magic, the armor must succeed on a
9–16: One arm is severed from the zombie if it has any arms left. Constitution saving throw against the caster's spell save DC or fall
17–20: The zombie is decapitated. unconscious for 1 minute.
If the zombie is reduced to 0 hit points, all parts of it die. Until then, a Constructed Nature. An animated object doesn't require air, food, drink, or
severed part acts on the zombie's initiative and has its own action and sleep. The magic that animates an object is dispelled when the construct
movement. A severed part has AC 8. Any damage it takes is subtracted drops to 0 hit points. An animated object reduced to 0 hit points becomes
from the zombie's hit points. inanimate and is too damaged to be of much use or value to anyone.
• A severed leg is unable to attack and has a speed of 5 feet. The zombie's False Appearance. While the armor remains motionless, it is
speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it indistinguishable from a normal suit of armor.
has both arms, it can crawl. With only one arm, it can still crawl, but its
speed is halved. With no arms or legs, its speed is 0 feet, and it can't
Actions
benefit from bonuses to speed. Multiattack. The armor makes two melee attacks or uses Shocking Bolt
twice.
• A severed arm has a speed of 5 feet and can make one claw attack on its
turn, with disadvantage on the attack roll. Each time the zombie loses Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
an arm, it loses a claw attack. (2d6 + 3) slashing damage plus 3 (1d6) lightning damage.
• If its head is severed, the zombie loses its bite attack and its body is Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage on the attack
blinded unless the head can see it. The severed head has a speed of 0 roll if the target is wearing armor made of metal), range 60 ft., one target.
feet. It can make a bite attack, but only against a target in its space. Hit: 10 (3d6) lightning damage.

Actions
Multiattack. The zombie makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
slashing damage.

Appendix B: Bestiary
69
SWARM OF BATS VAMPIRE SPAWN
Medium swarm of Tiny beasts, unaligned Medium undead, neutral evil
Armor Class 12 Armor Class 15 (natural armor)
Hit Points 22 (5d8) Hit Points 82 (11d8 + 33)
Speed 0 ft., fly 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Damage Resistances bludgeoning, piercing, slashing Saving Throws Dex +6, Wis +3
Condition Immunities charmed, frightened, grappled, paralyzed, Skills Perception +3, Stealth +6
petrified, prone, restrained, stunned Damage Resistances necrotic; bludgeoning, piercing, and slashing from
Senses blindsight 60 ft., passive Perception 11 nonmagical attacks
Languages — Senses darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 XP) Proficiency Bonus: +2 Languages the languages it knew in life
Challenge 5 (1,800 XP) Proficiency Bonus: +3
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks Regeneration. The vampire regains 10 hit points at the start of its turn if it
that rely on hearing. has at least 1 hit point and isn't in sunlight or running water. If the vampire
Swarm. The swarm can occupy another creature's space and vice versa, and takes radiant damage or damage from holy water, this trait doesn't
the swarm can move through any opening large enough for a Tiny bat. The function at the start of the vampire's next turn.
swarm can't regain hit points or gain temporary hit points. Spider Climb. The vampire can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Actions Vampire Weaknesses. The vampire has the following flaws:
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's Forbiddance. The vampire can't enter a residence without an invitation
space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the from one of the occupants.
swarm has half of its hit points or fewer. Harmed by Running Water. The vampire takes 20 acid damage when it
ends its turn in running water.
SWARM OF RAVENS Stake to the Heart. The vampire is destroyed if a piercing weapon made of
Medium swarm of tiny beasts, unaligned
wood is driven into its heart while it is incapacitated in its resting place.
Armor Class 12 Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it
Hit Points 24 (7d8 - 7) starts its turn in sunlight. While in sunlight, it has disadvantage on attack
Speed 10 ft., fly 50 ft. rolls and ability checks.
Actions
STR DEX CON INT WIS CHA
Multiattack. The vampire makes two attacks, only one of which can be a
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)
bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a
Skills Perception +5 creature that is grappled by the vampire, incapacitated, or restrained. Hit:
Damage Resistances bludgeoning, piercing, slashing 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit
Condition Immunities charmed, frightened, grappled, paralyzed, point maximum is reduced by an amount equal to the necrotic damage
petrified, prone, restrained, stunned taken, and the vampire regains hit points equal to that amount. The
Senses passive Perception 15 reduction lasts until the target finishes a long rest. The target dies if this
Languages — effect reduces its hit point maximum to 0.
Challenge 1/4 (50 XP) Proficiency Bonus: +2 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 +
3) slashing damage. Instead of dealing damage, the vampire can grapple
Swarm. The swarm can occupy another creature's space and vice versa, and the target (escape DC 13).
the swarm can move through any opening large enough for a Tiny raven.
The swarm can't regain hit points or gain temporary hit points.
Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's
space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the
swarm has half of its hit points or fewer.

Appendix B: Bestiary
70
VISTANA THUG WERERAVEN
Medium humanoid (human), any non-good alignment Medium humanoid (any race, shapechanger), lawful good
Armor Class 11 (leather armor) Armor Class 12
Hit Points 32 (5d8 + 10) Hit Points 31 (7d8)
Speed 30 ft. Speed 30 ft. (fly 50 ft. in raven and hybrid forms)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 14 (+2)

Skills Intimidation Skills Insight +4, Perception +6


Senses passive Perception 10 Damage Immunities bludgeoning, piercing, and slashing from
Languages Common nonmagical attacks not made with silvered weapons
Challenge 1/2 (100 XP) Proficiency Bonus: +2 Senses passive Perception X16
Languages Common (can’t speak in raven form)
Pack Tactics. The thug has advantage on an attack roll against a creature if Challenge 2 (450 XP) Proficiency Bonus: +2
at least one of the thug's allies is within 5 feet of the creature and the ally
isn't incapacitated. Shapechanger. The wereraven can use its action to polymorph into a raven-
humanoid hybrid or into a raven, or back into its human form. Its statistics,
Actions other than its size, are the same in each form. Any equipment it is wearing
Multiattack. The thug makes two melee attacks. or carrying isn't transformed. It reverts to its human form if it dies.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + Mimicry. The wereraven can mimic simple sounds it has heard, such as a
2) bludgeoning damage. person whispering, a baby crying, or an animal chittering. A creature that
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one hears the sounds can tell they are imitations with a successful DC 10
target. Hit: 5 (1d10) piercing damage. Wisdom (Insight) check.
Curse (Recharges After a Long Rest). The Vistana targets a creature it can
see within 30 feet. The target must succeed on a DC 10 Wisdom saving
Actions
throw or be cursed with one of the effects below. The curse lasts until Multiattack (Human or Hybrid Form Only). The wereraven makes two
ended with a greater restoration, remove curse, or similar spell. Once the weapon attacks, one of which can be with its hand crossbow.
curse ends, the Vistana takes psychic damage. Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5
• The target cannot cast spells that have somatic components (1d6 psychic ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing
damage). damage in hybrid form. If the target is humanoid, it must succeed on a DC
10 Constitution saving throw or be cursed with wereraven lycanthropy.
• The target gains vulnerability to a damage type of the Vistana’s choice
Shortsword (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit,
(3d6 psychic damage).
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
• The target has disadvantage on ability checks and saving throws tied to
Hand Crossbow (Human or Hybrid Form Only). Ranged Weapon Attack: +4 to
one ability score of Vistana’s choice (3d6 psychic damage).
hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
• The target's attunement to one magic item (chosen by the DM) ends, and
the target can't attune to the chosen item until the curse ends (5d6
psychic damage).
• The target is blinded, deafened, or both (5d6 psychic damage).
Evil Eye (Recharges after a Short or Long Rest). The Vistana targets a
creature within 10 feet that it can see, choosing to duplicate one of the
following spells: animal friendship, charm person, or hold person (spell DC 10).
On a success, the Vistana is blinded until the end of its next turn, and the
target is immune to the Evil Eye of all Vistani for 24 hours.

Appendix B: Bestiary
71
WEREWOLF WIGHT
Medium humanoid (human, shapechanger), chaotic evil Medium undead, neutral evil
Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid Armor Class 14 (studded leather)
form Hit Points 45 (6d8 + 18)
Hit Points 58 (9d8 + 18) Speed 30 ft.
Speed 30 ft. (4o ft. in wolf form)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +3, Stealth +4
Skills Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
nonmagical attacks that aren't silvered Damage Immunities poison
Senses passive Perception 14 Condition Immunities exhaustion, poisoned
Languages Common (can’t speak in wolf form) Senses darkvision 60 ft., passive Perception 13
Challenge 3 (700 XP) Proficiency Bonus: +2 Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus: +2
Shapechanger. The werewolf can use its action to polymorph into a wolf-
humanoid hybrid or into a wolf, or back into its true form, which is Sunlight Sensitivity. While in sunlight, the wight has disadvantage on
humanoid. Its statistics, other than its AC, are the same in each form. Any attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies.
Actions
Keen Hearing and Smell. The werewolf has advantage on Wisdom Multiattack. The wight makes two longsword attacks or two longbow
(Perception) checks that rely on hearing or smell. attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5
Actions (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two saving throw or its hit point maximum is reduced by an amount equal to
attacks: two with its spear (humanoid form) or one with its bite and one the damage taken. This reduction lasts until the target finishes a long rest.
with its claws (hybrid form). The target dies if this effect reduces its hit point maximum to 0.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., A humanoid slain by this attack rises 24 hours later as a zombie under the
one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it wight's control, unless the humanoid is restored to life or its body is
must succeed on a DC 12 Constitution saving throw or be cursed with destroyed. The wight can have no more than twelve zombies under its
werewolf lycanthropy. control at one time.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8
creature. Hit: 7 (2d4 + 2) slashing damage. + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, hands.
reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit:
or 6 (1d8 + 2) piercing damage if used with two hands to make a melee 6 (1d8 + 2) piercing damage.
attack.

Appendix B: Bestiary
72
WOLF ZOMBIE
Medium beast, unaligned Medium undead, neutral evil
Armor Class 13 (natural armor) Armor Class 8
Hit Points 11 (2d8 + 2) Hit Points 22 (3d8 + 9)
Speed 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Skills Perception +3, Stealth +4 Saving Throws Wis +0


Senses passive Perception 13 Damage Immunities poison
Languages — Condition Immunities poisoned
Challenge 1/4 (50 XP) Proficiency Bonus: +2 Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but can't speak
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) Challenge 1/4 (50 XP) Proficiency Bonus: +2
checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if Undead Fortitude. If damage reduces the zombie to 0 hit points, it must
at least one of the wolf's allies is within 5 feet of the creature and the ally make a Constitution saving throw with a DC of 5 + the damage taken,
isn't incapacitated. unless the damage is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) Actions
piercing damage. If the target is a creature, it must succeed on a DC 11 Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
Strength saving throw or be knocked prone. bludgeoning damage.

Appendix B: Bestiary
73
APPENDIX C:
HANDOUTS

Appendix C: Handouts
74
Appendix C: Handouts
75

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