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999563-Terror of The Bleak Woods

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100% found this document useful (1 vote)
679 views18 pages

999563-Terror of The Bleak Woods

Uploaded by

pintsizepaladin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits

Artists
Omercan cirit (cover art)
Some artwork © 2019 Dean Spencer, used with
permission. All rights reserved.

Written and formatted by Darrin Scott.


Edited by Ken Carcas

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 2019 by Darrin Scott and published under the
Community Content Agreement for Dungeon Masters
Guild.

i
Thirsting for more blood before returning to Castle
Introduction Ravenloft, it settled in for the day.
Terror of the Bleak Woods is a Dungeons & Meanwhile, a group of lesser ghouls followed
Dragons 5th Edition adventure which has an in the wake of the sanghast to pick clean the
estimated run time of around 3–6 hours of play. It bodies of the slain werewolves. Spotting a live
is designed to be challenging for a party of four human, they decided to give chase, leading them
5th-level characters but can be adjusted for to the Village of Barovia, where the adventure
characters of higher levels. begins.
Although this adventure can be adapted to
take place in any small town, it is written as part of The Village of Barovia
the Ravenloft campaign setting. If you intend on Looming beneath the domineering shadow of
running it within that setting but are unfamiliar Castle Ravenloft, the Village of Barovia cowers as
with Barovia, see the Appendix for a brief the most depressed and oppressed settlement in
overview. Unless otherwise specified, assume any the realm. Its people live in complete poverty and
non-player characters (NPCs) mentioned are constant fear of Strahd and the darkness that
human, as other races are exceedingly rare in surrounds them. Barovians only venture outside
Barovia. when they must, especially during the night, when
The adventure begins as the characters are wandering the woods can be a death sentence.
attacked by ghouls chasing someone on the brink To make matters worse, Kolyan Indirovich,
of death. The characters then investigate the the town’s burgomaster, recently died from a heart
source of the attack to find a scene of slaughtered attack when Strahd visited the village, looking for
werewolves and another witness, who speaks of a his adopted daughter, Ireena. Whatsmore, Father
monstrous, winged creature: a Sanghast. Donovich, the local priest, has never been able to
Following the clues, the characters track the recover from the loss of his son, who was slain a
monster to its lair to uncover the truth behind its year ago in an attempt to overthrow Strahd.
presence.

Background
Even before his transformation into a vampire,
Strahd von Zarovich was fascinated by the dark
arts, later spending lifetimes experimenting with
them. One such experiment yielded a creature
known as a sanghast– a powerful, winged undead
empowered by Strahd’s very own blood. For more
information on this creature, see the sanghast’s
entry in the Appendix.
When a rebellious pack of werewolves
acquired a Symbol of Noach, Strahd decided to
unleash his creation to deal with the problem for
him after fitting its claws with silver blades. The
sanghast slaughtered the pack in the small hours
of one evening, bringing the leader back to its lair.

1
as the players’ guards are down, she violently rises
An Unpleasant again as a ghoul with the following ability:

Awakening ● As an action, she can vomit a gout of black


The adventure starts in the Blood of the Vine ichor in a 20-foot line by 5 feet wide. Each
tavern, which, characteristic of the rest of the creature in that line must make a DC 12
town, is small, shoddy, and scarcely occupied. Dexterity saving throw, taking 13 (3d8)
If the characters are visiting the Village of
necrotic damage on a failed save, or half as
Barovia for the first time, read both of the
much on a successful one.
following text boxes. Otherwise, skip the first and
continue to the second:
The characters can hear the howls of other
creatures coming from outside the building– 2
Of all the places you would have wanted to stop for
other ghouls with the same ability to vomit black
rest, the tiny, miserable Village of Barovia may have
been one of the last. The previous night you were met ichor, as well as 3 ordinary ghasts. The muddy
only with disheartened, empty eyes, even though the roads are lit with dim light. The scene is laid out as
wine was flowing at the Blood of the Vine Inn, which shown in Map A.
you now occupy. Once the ghouls have been dispatched, the
characters notice a scrawny man in his 30’s
As you rise from your slumber this morning, even the cowering behind cover. He is wearing a chain shirt,
crackling fire in the hungry hearth cannot seem to holding a spear, and has a lantern belted to his
abate the cold that has dug its way into your weary hip. The man is Sanya Grbich, the only guard on
bones. Assembling in the common room, you and your duty. A fearful individual, even by Barovian
compatriots suddenly turn as the door to the standards, Sanya has a nasally voice; being a guard
establishment slams open, showing to you that the
was the only work he could find.
nighttime does not wish to let go its final grasp on the
Sanyaa begs for the characters’ help dealing
land. Within the door frame, a shadowy, haggard figure
hunches. What do you do? with the “dread beast.” If they refuse at first, he
brings up that the slain werewolves are rumored to
The one at the door is Izabella Medved (CN female possess a valuable magical trinket, and they could
commoner), who heard that the dying screams of have it as a reward, as well as the gratitude of the
something that appeared to be both wolf and man. entire town.
She knew of a werewolf pack that prowled the
southern outskirts of the village, which thus far
had caused no trouble. Knowing that the leader of
The Investigation
this pack carried a valuable trinket, she decided to Sanya knows the location of the werewolf camp, as
investigate. Unfortunately, ghouls were also there do the 3 other guards within the village.
and saw a live meal as preferable to exsanguinated Otherwise, the characters can track the ghouls
werewolves. Izabella was wounded in her escape with a successful DC 12 Wisdom (Survival) check.
attempt but saw the sanghast flying overhead. Their footprints lead to the camp.
Izabella collapses in the doorway. With Sanya also mentions Navena Danchev,
her dying words, she says, “The werewolf camp… another local, who claims to have spotted a large,
A dread beast has found the village. We must flee winged beast, but mentions that she “says a lot of
or die” after which, she expires. However, as soon things.”

2
The players can choose which lead to disconnected from a series of others as if
investigate first. At any point during the whatever made them never walked into the
investigation after which the party has learned the camp (it flew).
sanghast headed south, Sanya appears uneasy. If ● (Score 13 or higher) The bedding in the
the characters succeed on a DC 12 Charisma tents appears to be thrown aside,
(Persuasion or Intimidation) check, he reveals that suggesting a hasty rising.
he knows of large caves in that area, but didn’t
● (Score 15 or higher) Some of the nearby
want to mention it because the last time he was in
trees appear to have been bowed by
the area, he stole his comrade’s wine flask, drank
something heavy.
the whole thing near a large cave they were
● (Score 18 or higher) There seems to be an
tracking a ghoul by, and left the empty container
there He was afraid the empty container could be absence of a pack leader (that should
used as evidence for his wrongdoing, leading to a appear to be bigger and stronger than the
potential flogging. others) among the dead.

Werewolf Camp
When the characters arrive, read or paraphrase the
following:

You arrive at the scene of a massacre. Even before you


can see it, you can smell the rotting remains of bodies.
You then spot what is left of the victims– an arm here,
a head there. One body is torn in half at the waist.
Everywhere you look, mangled pieces of wolf-human
hybrids are splayed about a dead campfire and the few
remaining tents.

The following clues can be unearthed by the


characters. Alternatively, the individual with the
highest bonus to Intelligence (Investigation) rolls
can make such a check, with one other character
assisting. Their score corresponds with how much A character that uses their knowledge of the
they learn: arcane to analyze the situation, with a successful
DC 12 Intelligence (Arcana) check realizes that
● (Automatically notice) The bodies have werewolves are immune to mundane attacks, so
been exsanguinated. given the physical trauma the werewolves
● (Score 5 or higher) There is no obvious suffered, the creature must have access to silver or
magical trinket. magical attacks.
● (Score 7 or higher) It would take something Characters can also attempt a Wisdom
stronger than a ghoul to tear in half a (Survival) check to reveal information. A score of
13 or higher yields that the ghouls came from
werewolf...
further south, within the woods. These tracks can
● (Score 11 or higher) There are several large,
be followed, eventually leading to the sanghast’s
clawed footprints, but they seem

3
lair (see “Black Ghoul Cave”). A score of 15 or Navena won’t answer the door unless she
higher reveals that the large footprints about the is given reason to believe that the characters
scene belong to a creature that uses wings to fly. aren’t shapeshifting monsters and are there to
Finally, a successful DC 14 Wisdom help her. If they try to force their way in, Navena
(Medicine) check tells a character that the immediately shoots at the first one to enter with
exsanguinated werewolves had their blood drained her light crossbow (+2 bonus to hit). Otherwise,
by a creature with numerous long, sharp teeth when the opens the door, she has her crossbow
along all of its jaw, but that the blood was drawn pointed at the characters.
through two particularly large fangs. When the characters enter her house, read
In total, there are three dead werewolves. or paraphrase the following:
Among the camp, the following items can be
found: The smell of death fills your nostrils as you enter the
house. When your eyes adjust, you see the interior
● 4 spears, two longbows with thirty arrows looks almost as bad as it smells. Rotten food and
sundries are piled in the corners and rats scurry about
between two quivers.
the floor. Nonetheless, Navena appears to have
● Three daggers.
reinforced the house’s walls and windows from the
● Four unwashed fur bedrolls. inside.
● Three waterskins.
● Various cooking supplies. Although she doesn’t trust anyone, Navena reports
activity she finds suspicious to whichever guards
Navena’s House that will listen. Two nights before the characters
As the characters approach Navena’s house, which arrived, she caught a glimpse of a great, winged
is on the southwest border of the town, read or creature, like a bat crossed with some sort of
paraphrase the following: demon, heading south from the direction of Castle
Ravenloft. She believes this creature to be the
You come to a house, further apart from its neighbors, devil Strahd having taken on his true form, coming
that doesn’t appear to have seen a fresh coat of paint to torment the village before destroying it.
in decades. Some of the wall panels have fallen out and
been replaced with newer ones. All the window Conclusion
shutters are closed, save one in the front that is slightly
After visiting both sites, the characters should
cracked. Without a sign of life, the house just stands
have enough leads to go on and head toward the
there, in grim readiness.
sanghast’s lair. Observant characters might
conclude that, because the creature came out
Navena (N female commoner) is a woman in her
during the night and drank blood, that it is
seventies who sanity has been eroded with the
vampiric in nature.
passage of time in Barovia; as is the case with
If the characters are unable to piece together
many who live to be her age. The loss of her
the clues, after spending an hour of dead time,
partner to the creatures of the night only made
Sanya offhandedly mentions that the only ghouls
matters worse for her. Now, she lives with the
he has heard of that spew out the black substance
belief that she must be vigilant if she is to prevent
like the ones that attacked the village were seen
the death of all in the village. She has an unkempt
around Black Ghoul Cave.
appearance and wild eyes.

4
accordance with what skills were used and what
Tracking the Sanghast result was rolled, allowing for moments of roleplay
Neither Sanya nor any guard in the village is and description of the environment:
willing to accompany the characters to Black
Ghoul Cave, but they can provide them with Score Expedition Time
general directions– “... head south and look for an 6 or lower 10 hours. After the first 8 hours, the
characters must succeed on a DC 12
old ruin with but a few walls standing. Proceed on
Constitution saving throw if they wish to
and look for the rocky hillock …” push on. On a failure, they suffer one
When the characters enter the Svalich woods, point of exhaustion.
read or paraphrase the following: 7-10 8 hours
11-14 6 hours
Upon piercing the woods’ edge, hulking, greyish trees
15 or higher 3 hours
overwhelm all around. The misty wood that stretches
ahead of you into unknown sights is hidden by the
night’s darkness and the ever-present mists. A deathly Halfway through the characters’ journey, they
silence permeates the area, broken only by the sound encounter hostile creatures at the Old Ruins (see
of your breathing and movement. Map B).
If this occurs during the day, they encounter
Navigating the woods is difficult and dangerous. an enormous bear with shaggy, blood-stained fur
Call for a Wisdom (Survival) check from the and piercing red eyes. Use the polar bear statistics
character with the highest modifier to the skill. with the following modifications:
One other character proficient in the Survival skill
may assist with the roll. ● It has a hit point maximum of 110 (13d10
Also, mention to the players that their
+ 39).
characters can aid with other skills as well. The
● When it has 30 hit points or fewer, the
following are examples they could consider:
bear has advantage on attack rolls. In
addition, it deals an extra 10 (3d6) damage
● If a character is proficient with Strength
to any target it hits with a melee attack.
(Athletics) or Dexterity (Stealth), they can
act as forward scouts.
At the end of the first round of combat, roll
● If they are proficient in Intelligence
initiative for a second such bear that approaches
(Nature), they can examine the terrain for
the characters from their rear flank.
signs of nearby caves or unnatural life.
If they are halfway through their journey at
● Those proficient in Wisdom (Perception) night, a vampire spawn prowls the ruins,
may be able to spot notable landmarks. searching for the sanghast, attempting to return it
to Castle Ravenloft. When combat breaks out, two
Any character that succeeds a DC 15 score on wights burst from the floor of the ruins and fight
their check may assist in the main Wisdom alongside the vampire spawn.
(Survival) roll.
Consult the table below to determine how
long it takes for the characters, traveling on foot at
a normal pace without unexpected interruptions,
to reach Black Ghoul Cave. Narrate the journey in

5
Black Ghoul Cave If any character comes within 5 feet of the block,
Years before Strahd arrived in the valley, this cave read or paraphrase the following:
was used by the savage folk that inhabited the
Balinok Mountains as a shelter when needed, but For just an instant, your vision goes black and you open
was eventually abandoned it to other more your eyes to find yourself bound and on your knees.
aggressive creatures. As the land became a Domain You are bloody and bruised from the sadistic treatment
of your captors. The sound of excited chanting in a
of Dread, ghouls have taken to using it as their
guttural tongue fills the chamber as wild-eyed
own home. When the sanghast arrived, it quickly
spectators look on with anticipation. A bedraggled man
established dominance over these lesser of its type
in bestial vestments and a mask made from a human
and now uses the cave as its lair. skull approaches you, eyes betraying its cruel
The interior of the cave is completely intentions, bronze axe in hand. He raises the axe above
unlit, counting as darkness, save for any sunlight your head and brings it down and you suffer an instant
that manages to spread into the entrance (to a of searing pain. You open your eyes, seeing your fellow
maximum of 15 feet). party members standing before you.

A character that experiences the vision is required


1. Exterior
to make a DC 14 Wisdom saving throw. On a
Set into the side of a hill, from the exterior, the
failure, the character takes 1d6 psychic damage.
cave mouth resembles a great earthen maw with
wicked stone teeth, eager to swallow anything that
comes within.

2. Entrance
As the characters enter the cave, read or
paraphrase the following:

As you descend into the gullet of the hillside, you are


enveloped by a hungry darkness. The cave is so silent
that you can hear your heart beat like the drum of a
savage hunt. Suddenly, the quiet is broken by the
sounds of frantic chewing, echoing faintly down the
cold stone walls.
4. Bat Nest
3. Execution Chamber 6 carrion bats are gathered here. Passing through
the chamber without alerting the bats requires a
This room was used by the wild folk of the
successful DC 11 Dexterity (Stealth) check; on a
Balinoks to perform executions, sometimes for
failure, or if the characters bring any light sourced
breaking their laws, other times for their own
into the chamber, the bats are alerted, in which
pleasure. Read or paraphrase the following:
case, read or paraphrase the following:
The floor of this chamber is raised slightly, and carved
from a protruding stone is a knee-high block, covered Several sets of malevolent eyes, glowing red in the
in old, dark stains. darkness, peer down at you from the ceiling of this
chamber.

6
5. Sanghast Den Treasure. The ghouls have also collected other
In the chamber beyond, you hear the sound of treasures as the years have gone by. Among the
snapping bones and flesh being rent asunder. A view of worthless garbage is 121 ep, 2 potions of greater
the area reveals a massive, natural room with a ceiling healing, a dagger with a blade of rough obsidian
nearly fifty feet above. Behind a cluster of stalagmites, and a carved bone hilt worth 400 gp, and six
you catch glimpses of a terrifying creature. Even assorted gold piercings each worth 50 gp.
hunched over, it is nearly ten feet tall. Its body the
shape like that of a massive ghoul crossed with a
demonic bat, with leathery wings protruding from
Conclusion
beneath its arms and fangs like great daggers. It When the party returns to the village, Sanya
greedily tears on what little remains of a human body. enthusiastically thanks the characters for their
service. They have earned the respect of many of
The creature is the sanghast. If the encounter the others in town, but Navena remains
occurs during the same day ghouls attack the unconvinced that the threat was ever dealt with.
village, the sanghast has not yet fed enough to Nobody in the village has any coinage to spare as a
fully heal. It has 85 hit points out of its maximum reward.
of 119. There are also two ghouls that lurk in the Meanwhile, Strahd’s ire toward the characters
corners of the chamber that come to the increases even more if they took the Symbol of
sanghast’s aid. Noach– there is little that Strahd hates more than
The chamber has a 50-foot high ceiling. There a thief.
are rock outcroppings along the walls (20 feet off
the ground) that the sanghast can use to land on at
the end of its turns. Searching the area also reveals
the exsanguinated body of Havel Naumov, the
pack leader of the werewolves near the village.
One arm and part of his face have been
transformed into its bestial hybrid state; the
sanghast attacked as he lay sleeping, and he was
not even able to fully reach his hybrid form before
death. On his body can be found the bloody
remnants of a journal and a Symbol of Noach (see
Appendix). The decipherable portion of the journal
reads as follows:

Castle Ravenloft must be poorly guarded if a twisted


wretch like the one I found can slip out of there with an
item like this. Lucky for me, it might be exactly what I
need. That vampire’s lapdog, Kiril, will no longer be an
even match for me, and once I establish dominance,
the rest of his pack will fall in line. Then? Well, let’s just
say that I have reason to believe Strahd’s castle isn’t so
well defended after all.

7
Appendix
reincarnated after every death but always perishes
in a twist of fate before Strahd can be reunited
with her– this is Strahd’s punishment from the
Dark Powers that have controlled the land since
The Domains of Dread the day of Tatyana’s first death.

Although this adventure can easily be adapted to


take place in any small town, it is written on the Magic in Barovia
assumption that it takes place in the Village of Barovia is isolated from all other planes. No
Barovia, one of the domains in the Ravenloft traditional magic can be used to escape it. Only
setting. the Vistani may come and go from the Demiplane
of Dread without intervention from the Dark
Powers– mysterious entities of godlike power that
The Nature of Barovia hold absolute dominion over the demiplane.
Barovia is a bleak land surrounded by a perpetual
For all other magic users, any spell that
mist that acts as a barrier between it and other
attempts to send a creature into another plane
realms, existing as part of a demiplane in the
fails. These restrictions also apply to magic items.
Shadowfell. Even during the day, the fog prevents
However, magic that summons or contacts
direct sunlight from shining down. For mechanical
creatures from another plane still functions
purposes, this still counts as bright light but
normally, as do spells which create an
doesn’t inhibit vampires or other sunlight-
extradimensional space, like rope trick.
susceptible creatures from roaming around during
Divine spellcasters are also still able to
the daylight hours.
receive their spells, as are warlocks. However, if a
It is a dreadful land without vibrance or
warlock or divine spellcaster attempts to contact
healthy plant life, beset by predatory beasts and
an otherworldly being, Strahd can make himself
monsters that the populace cowers in fear from.
the recipient of the spell instead so that he is the
The land itself is a cold valley surrounded by
one who is contacted.
mountains, pocked with gnarled evergreens.
There are also more superficial modifications
It contains a number of settlements, but less
to spells cast in Barovia, as explained in Season
than three thousand people live here. The lives of
Four adventures of the Adventurer’s League:
Barovians are ones of fear. They are wary of
Alarm. Instead of hearing a mental ping when
strangers and spare no words with such folk,
the alarm is triggered, the caster hears a scream.
opting to stare in silence. However, they have
Bigby’s Hand. The conjured hand is skeletal.
tight-knit communities and look out for their
Find Familiar. The familiar is undead instead
friends, should you gain the trust of a Barovian.
of being a celestial, a fey, or a fiend, and is
These Barovians are ruled over by Strahd von
immune to features that turn undead.
Zarovich, whom the locals believe to be Strahd IX.
Find Steed. The summoned steed is undead
However, the truth is much darker; Strahd became
instead of being a celestial, a fey, or a fiend, and is
a vampire when he made a dark pact by killing his
immune to features that turn undead.
brother, Sergei, in order to attain the affections of
Find the Path. A child’s spirit appears and
Tatyana, who was to be married to Sergei. When
guides the caster to the desired location. The spirit
his transformation was complete, his true desires
can’t be harmed and doesn’t communicate.
fled him as Tatyana flung herself off of the walls of
Fog Cloud. Misty, harmless claws form in the
Castle Ravenloft to her death. Tatyana is
fog.

8
Gust of Wind. A ghastly moan accompanies Emphasize the unknown. Not knowing
the summoned wind. the nature of a threat makes it even more
Mage Hand. The summoned hand is skeletal. terrifying.
Maze. The surfaces of the demiplane’s maze Perversion of goodness. Taking symbols
are made of mortared skulls and bones. of goodness, such as angels and puppies, and
Phantom Steed. The steed resembles a turning them into something dark and twisted
skeletal horse. subverts the expectations of players in such a way
Raise Dead. If the creature has been dead for that they begin to comprehend the twisted nature
longer than 24 hours and is brought back to life, it of the world their characters occupy.
gains one random form of indefinite madness, as Utilize helplessness. When the
explained in chapter 8 of the Dungeon Master’s characters feel outmatched and as though they
Guide. have no means of escaping their predicament is
Rary’s Telepathic Bond. Characters linked when fear is more likely to set in.
together by the spell can’t shake the feeling that Control the pacing. Having appropriate
something vile is telepathically eavesdropping on pacing is essential for horror games. Exploration
them. and roleplay should be slow and descriptive,
Revivify. A creature restored to life by a whereas combat should be a frantic fight for the
revivify spell screams upon regaining characters’ lives.
consciousness, as though waking from some

Monsters
horrible nightmare.
Spirit Guardians. The spirits appear as
ghostly, skeletal warriors.
Wall of Stone. A wall created by the spell has
ghastly faces sculpted into it, as though tortured Carrion Bat
spirits were somehow trapped within the stone.
Awakened from the dead by necromancy or the
foul energy that pervades the domains of dread,
Running Horror these bats grow to an unnatural size and gain an
“Horror involves more than simple fright. It entails uncanny intelligence and malevolent intent.
revulsion and anguish. Often it arises when Carrion bats are drawn to undead or evil
adventurers see something completely contrary to the spellcasters of great power, serving as their
common understanding of what can and should occur minions. Even more disturbing, they thrive by
in the world, or upon the realization of a dreadful draining the life of the living.
truth.” – Dungeons Master’s Guide, Chapter 9.

Terror of the Bleak would draw from the gothic Carrion Bat
horror of the Ravenloft setting. A few effective Small undead, neutral evil
ways you can inspire a sense of dread in your
Armor Class 14 (natural armor)
players are:
Hit Points 14 (4d6)
Be evocative in your descriptions. Speed 10 ft., fly 60 ft.
Engage the senses to illustrate how deathly silent
the room is, or how decrepit the house stands. STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 10 (+0) 6 (–2) 12 (+1) 6 (–2)

Damage Resistances necrotic

9
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
Actions .

paralyzed, poisoned, stunned Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses Blindsight 60 ft., passive Perception 11 creature. Hit: 12 (2d8 + 3) piercing damage.
Languages — Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 1/4 (50 XP) target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than an undead, it must succeed on a DC 10
Echolocation. The bat can't use its blindsight while deafened. Constitution saving throw or be paralyzed for 1 minute. The
Keen Hearing. The bat has advantage on Wisdom target can repeat the saving throw at the end of each of its
(Perception) checks that rely on hearing. turns, ending the effect on itself on a success.

Sunlight Sensitivity. While in sunlight, the carrion bat has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. Polar Bear
Large beast, unaligned
Actions .

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Armor Class 12 (natural armor)
Hit: 4 (1 + 3) piercing damage and the target is grappled Hit Points 42 (5d10 + 15)
(escape DC 11). While grappled in this way, the bat can use its Speed 40 ft., swim 30 ft.
action to instantly inflict 3 (2d6) necrotic damage on the
target. The target's hit point maximum is reduced by an STR DEX CON INT WIS CHA
amount equal to the necrotic damage taken, and the bat 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this Skills Perception +3
effect reduces its hit point maximum to 0. Senses passive Perception 13
Languages --
Challenge 2 (450 XP))

Ghast Keen Smell. The bear has advantage on Wisdom (Perception)


Medium undead, chaotic evil checks that rely on smell.

Armor Class 13 Actions .

Hit Points 36 (8d8) Multiattack. The bear makes two attacks: one with its bite
Speed 30 ft. and one with its claws.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


Damage Resistances necrotic target. Hit: 12 (2d6 + 5) slashing damage.
Damage Immunities poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP) Sanghast
Stench. Any creature that starts its turn within 5 feet of the
When a ghast is able to drink the blood of a higher
ghast must succeed on a DC 10 Constitution saving throw or vampire, it undergoes a metamorphosis to
be poisoned until the start of its next turn. On a successful something more frightening, growing wings and
saving throw, the creature is immune to the ghast's Stench
drastically increasing in size. Once fully formed,
for 24 hours.
the sanghast is bound to the service of the vampire
Turning Defiance. The ghast and any ghouls within 30 feet of
as long as the vampire remains corporeal.
it have advantage on saving throws against effects that turn
undead. Sanghast are sometimes bread by
vampires raising an army of undead, but it is

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exceedingly rare outside of those circumstances Sunlight Weakness. While in sunlight, the sanghast has
disadvantage on attack rolls, ability checks, and saving
because most vampires are typically unwilling to
throws.
part with so much of their blood to create such
Turning Defiance. The sanghast and any ghouls within 30 feet
creatures.
of it have advantage on saving throws against effects that
turn undead.
Abomination of Undeath Actions
Only a living creature can become a true vampire,
.

Multiattack. The sanghast makes two attacks, only one of


so sanghasts cannot be counted among their ranks which can be with its bite
and don’t experience many of the same strengths
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
or weakness of their makers. Nonetheless, their target. Hit: 12 (2d6 + 5) slashing damage. If the target is a
unnatural resilience is similar and they cannot creature other than an undead, it must succeed on a DC 12
tolerate sunlight, consequently preying by night. Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Driven by Hunger Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing
Although sanghasts are intelligent, they are the creature, or a creature that is grappled by the sanghast,
product of ghoulish and vampiric nature, thus incapacitated, restrained, or paralyzed. Hit: 13 (2d8 + 5)
piercing damage plus 7 (2d6) necrotic damage. The target's
experience the hunger and thirst of both. This hit point maximum is reduced by an amount equal to the
desire to feed can be so strong that a sanghast necrotic damage taken, and the sanghast regains hit points
thinks of little else. It devotes its mental energy by equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit
the most efficient means, finding and devouring point maximum to 0.
prey to appease an appetite that can never truly be
sated.
Vampire Spawn
Medium undead, neutral evil
Sanghast
Large undead, neutral evil Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Armor Class 15 (natural armor) Speed 30 ft.
Hit Points 119 (14d10 + 42)
Speed 30 ft., fly 70 ft.. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

STR DEX CON INT WIS CHA Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
20 (+5) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 12 (+1) Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Skills Perception +4, Stealth +6 Senses Darkvision 60 ft., passive Perception 13
Damage Resistances necrotic, bludgeoning, piercing, slashing Languages the languages it knew in life
damage from nonmagical weapons Challenge 5 (1,800 XP)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Regeneration. The vampire regains 10 hit points at the start
Senses Darkvision 120 ft., passive Perception 14 of its turn if it has at least 1 hit point and isn't in sunlight or
Languages understands the languages it knew in life but can't running water. If the vampire takes radiant damage or
speak damage from holy water, this trait doesn't function at the
Challenge 8 (3900 XP) start of the vampire's next turn.

Flyby. The sanghast doesn't provoke opportunity attacks


when it flies out of an enemy's reach.

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Spider Climb. The vampire can climb difficult surfaces, Sunlight Sensitivity. While in sunlight, the wight has
including upside down on ceilings, without needing to make disadvantage on attack rolls, as well as on Wisdom
an ability check. (Perception) checks that rely on sight.

Vampire Weaknesses. The vampire has the following flaws:


Forbiddance. The vampire can't enter a residence without an
Actions .

invitation from one of the occupants. Multiattack. The wight makes two longsword attacks or two
Harmed by Running Water. The vampire takes 20 acid longbow attacks. It can use its Life Drain in place of one
damage when it ends its turn in running water. longsword attack.
Stake to the Heart. The vampire is destroyed if a piercing Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
weapon made of wood is driven into its heart while it is creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
incapacitated in its resting place. succeed on a DC 13 Constitution saving throw or its hit point
Sunlight Hypersensitivity. The vampire takes 20 radiant maximum is reduced by an amount equal to the damage
damage when it starts its turn in sunlight. While in sunlight, it taken. This reduction lasts until the target finishes a long rest.
has disadvantage on attack rolls and ability checks. The target dies if this effect reduces its hit point maximum to
0.
Actions .

Multiattack. The vampire makes two attacks, only one of A humanoid slain by this attack rises 24 hours later as a
which can be a bite attack. zombie under the wight's control, unless the humanoid is
restored to life or its body is destroyed. The wight can have
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one no more than twelve zombies under its control at one time.
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
damage, the vampire can grapple the target (escape DC 13). Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing slashing damage if used with two hands.
creature, or a creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
plus 7 (2d6) necrotic damage. The target's hit point maximum ft., one target. Hit: 6 (1d8 + 2) piercing damage.
is reduced by an amount equal to the necrotic damage taken,
and the vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0. Magic Items
Symbol of Noach
Wight Wondrous Item, rare (requires attunement)
Medium undead, neutral evil

Armor Class 14 (Studded Leather) A Symbol of Noach, when a creature is not attuned
Hit Points 45 (6d8 + 18) to it, takes the form of an 8-inch diameter iron
Speed 30 ft. disk with arcane glyphs etched around its
STR DEX CON INT WIS CHA
circumference. When a creature becomes attuned,
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) the physical object disappears, leaving a glowing
circle of those same glyphs upon the creature’s
Skills Perception +3, Stealth +4
chest.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered At the start of the creature’s first turn of
Damage Immunities poison every combat, it gains 7 temporary hit points.
Condition Immunities exhaustion, poisoned Curse. This item is cursed, and becoming
Senses Darkvision 60 ft., passive Perception 13
Languages the languages it knew in life attuned to it extends the curse to you. As long as
Challenge 3 (700 XP) you remain cursed, your voice has an unsettling,
ethereal resonance, conferring disadvantage on
Charisma (Persuasion) checks.

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