Argynvostholt (Q)

Spiders Hidden

  • hidden in thick webs
  • even during battle, some may come out later
  • call for perceptions against stealth

Living Fire

  • After one or both of the first floor battles:

  • in one of the fireplaces, or the stove:

    The fireplace (or oven or whatever) is completely soot choked and clogged with piles of ash. However, though the fireplace is obviously long abandoned and shows no recent signs of use, there's a single ember struggling for life among the ash.

  • Upon closer inspection, players can see that:

    the ember sluggishly pulls bits of ash towards itself, as if it knows it won't survive much longer but is unwilling to give up.

  • If players try to put out the ember, maybe by smacking it or scooping some ash on top of it

    • the ember seems to panic and roll around in a desperate attempt to escape
    • It crawls away from the players
  • play it sad like calcifer from Howl's Moving Castle

    • try to get the players to help it out with tinder, wood, cloth, etc.

- Once given some fuel:

the ember busts to life, growing furiously and assumes the shape of a small dragon with wings made of smoke. The flaming figure glows a peculiar white-blue and feels cool instead of hot.

  • This is Argynvost's ghost, though it still hasn't gained enough strength to talk. The dragon suddenly takes off, soaring past the players in a flurry of cold air and choking smoke.
  • Players can easily follow the ghost's scorched path upstairs, where it ends in area Q33.

Chat with Argynvostholt

  • He's waiting on the third floor near the collapsed ceiling (Q33)

    You see the same dragon from before, though he's not quite as small as he was. The huge ethereal form sits upon the pile of rubble, dusting the debris beneath him with frost from his imposing dragon body. He's staring into the room across from him with the wall broken in

  • He's looking at the back of the throne (facing the window) where Vladimir sits (the players can't see him there)

  • when they approach, even stealthily, he says "Hushhh. We must speak, but not here. Come, my dear guests."

    • he floats through the large doors into Q40

The Beacon

  • tomb is not in the graveyard, but bones are laid to rest in the tower with the beacon

  • entering the tower (Q50, Q51):

    Inside this tower, you see an enormous skeleton laid carefully around the tower with obvious reverence, a sky-high grave.

  • Investigation or nature:

    Noticeably missing from this skeleton is a skull.

  • The grave has been desecrated

    • this is why the nights have turned evil

Chat with Argynvost

  • "This... was my Order. A brotherhood of the valorous.... And we battled corruption. We could not have known we would fail."
  • "We are dead and yet we live, macabre profanities of nature, only slightly better than Strahd himself."
  • "My knights can no longer hear me. But I can hear them. Their hatred burns like a brand against what is left of my soul."

Vlad in Q36

  • don't tell them he's there immediately

    • when they walk into the room, read the part about his corpse
  • he's sitting hunched over a really pretty sword (+2 greatsword) while sitting on the throne

  • don't move him until it's time!

  • when the reach for his sword:

    "A corpse...", he grumbles, "Should be left well alone."

  • fight doesn't have to break out

    • the players can lie and agree with him
    • or if they don't seem serious in their opposition:
      • "It matters little. The years will pass and you will see the truth as I have seen it."
    • if the players sound genuine about and capable of killing Strahd, he'll fight them
    • don't hold back in a fight with him and the phantoms
    • he won't purse too far if they run

Godfrey

  • May revive the players when they get downed
  • has a ton of info
  • must meet him after the others
  • he can show them around the castle without provoking fights
  • If asked about the beacon, he says "let me show you something" and takes them to the tower
  • the bones were taken to Ravenloft initially
    • Godfrey and Vlad brought them back one by one every day for nearly a year
    • The witches at Berez stole the skull after an attack on the castle
  • The revenants went mad after the skull was taken
    • Godfrey is sure that the evil affected them after the tomb was desecrated

The Beacon (Q53)

Laid around this landing are bones. You estimate at least 500 bones forming an enormous skeleton. They seem to have been laid here deliberately, painstakingly, and with utmost reverence. Notably missing from this huge dragon skeleton is the skull.

  • This skeleton is even bigger than the spectral form of Argynvost they we already encountered

Stat Blocks

Giant Spider

Large, beast, , unaligned
Armor Class

14

Hit Points

26

Speed

30 ft., climb 30 ft.

Str

14

(+2)
Dex

16

(+3)
Con

12

(+1)
Int

2

(-4)
Wis

11

(+0)
Cha

4

(-3)
Skills

Stealth +7

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages

-

Challenge

1 (200 XP)

Proficiency Bonus

+2

Spider Climb

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker

The spider ignores movement restrictions caused by webbing.

Actions

Bite

Melee Weapon Attack: +5 to hit (15), reach 5 ft., one creature. Hit: 1d8 + 3 (7) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 (9) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6)

Ranged Weapon Attack: +5 to hit (15), range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Scout

Medium, humanoid, any race, any alignment
Armor Class

13

Hit Points

15

Speed

30 ft.

Str

11

(+0)
Dex

14

(+2)
Con

12

(+1)
Int

11

(+0)
Wis

13

(+1)
Cha

11

(+0)
Skills

Nature +4, Perception +5, Stealth +6, Survival +5

Senses

passive Perception 15

Languages

any one language (usually Common)

Challenge

1/2 (100 XP)

Proficiency Bonus

+2

Keen Hearing and Sight

The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack

The scout makes two melee attacks or two ranged attacks.

Shortsword

Melee Weapon Attack: +4 to hit (14), reach 5 ft., one target. Hit: 1d6 + 2 (5) piercing damage.

Longbow

Ranged Weapon Attack: +4 to hit (14), ranged 150/600 ft., one target. Hit: 1d8 + 2 (6) piercing damage.

Bat

Tiny, beast, , unaligned
Armor Class

12

Hit Points

0

Speed

5 ft., fly 30 ft.

Str

2

(-4)
Dex

15

(+2)
Con

8

(-1)
Int

2

(-4)
Wis

12

(+1)
Cha

4

(-3)
Senses

blindsight 60 ft., passive Perception 11

Languages

-

Challenge

0 (10 XP)

Proficiency Bonus

+2

Echolocation

The bat can't use its blindsight while deafened.

Keen Hearing

The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite

Melee Weapon Attack: +0 to hit (10), reach 5 ft., one creature. Hit: 1 piercing damage.

Revenant

Medium, undead, , neutral
Armor Class

13

Hit Points

136

Speed

30 ft.

Str

18

(+4)
Dex

14

(+2)
Con

18

(+4)
Int

13

(+1)
Wis

16

(+3)
Cha

18

(+4)
Saves

Strength +7, Constitution +7, Wisdom +6, Charisma +7

Damage Resistances

necrotic, psychic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses

darkvision 60 ft., passive Perception 13

Languages

the languages it knew in life

Challenge

5 (1,800 XP)

Proficiency Bonus

+3

Regeneration

The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation

When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity

The revenant is immune to effects that turn undead.

Vengeful Tracker

The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Actions

Multiattack

The revenant makes two fist attacks.

Fist

Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape 14) provided the target is Large or smaller.

Vengeful Glare

The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Phantom Warrior

Medium, undead, , any alignment
Armor Class

16

Hit Points

45

Speed

30 ft.

Str

16

(+3)
Dex

11

(+0)
Con

16

(+3)
Int

8

(-1)
Wis

10

(+0)
Cha

15

(+2)
Skills

Perception +2, Stealth +4

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

cold, necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 60 ft., passive Perception 12

Languages

any languages it knew in life

Challenge

3 (700 XP)

Proficiency Bonus

+2

Ethereal Sight

The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 1d10 (5) force damage if it ends its turn inside an object.

Spectral Armor and Shield

The phantom warrior's AC accounts for its spectral armor and shield.

Actions

Multiattack

The phantom warrior makes two attacks with its spectral longsword.

Spectral Longsword

Melee Weapon Attack +5 to hit (15), reach 5 ft., one target. 1d8 + 3 (7) force damage.

Etherealness

The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Vladimir Horngaard

Medium, undead, , lawful or evil
Armor Class

17

Hit Points

136

Speed

30 ft.

Str

18

(+4)
Dex

14

(+2)
Con

18

(+4)
Int

13

(+1)
Wis

16

(+3)
Cha

18

(+4)
Saves

Strength +7, Constitution +7, Wisdom +6, Charisma +7

Damage Resistances

necrotic, psychic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses

darkvision 60 ft., passive Perception 13

Languages

Common, Draconic

Challenge

7 (2,900 XP)

Proficiency Bonus

+3

Regeneration

Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.

Rejuvenation

When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Special Equipment

Vladimir wields a +2 (12) greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth.

Turn Immunity

Vladimir is immune to effects that turn undead.

Vengeful Tracker

Vladimir knows the distance to and direction of Strahd, even if Strahd and Vladimir are on different planes of existence. If Strahd is destroyed, Vladimir knows.

Actions

Multiattack

Vladimir makes two fist attacks or two attacks with his +2 (12) Greatsword.

Fist

Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. Strahd, the target of Vladimir's sworn vengeance, takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape 14) provided the target is Large or smaller.

Greatsword +2

Melee Weapon Attack +9 to hit (19), reach 5 ft., one target. 4d6 + 4 (18) slashing damage. Against Strahd, Vladimir deals an extra 4d6 (14) slashing damage with this weapon.

Vengeful Glare

Vladimir can target Strahd within 30 feet provided he can see Strahd. Strahd must make a 15 Wisdom saving throw. One a failure, Strahd is paralyzed until Vladimir deals damage to him, or until the end of Vladimir's next turn. When the paralysis ends, Strahd is frightened of Vladimir for 1 minute. Strahd can repeat the saving throw at the end of each of his turns, with disadvantage if he can see Vladimir, ending the frightened condition on itself on a success.

Sir Godfrey Gwilym

Medium, undead, , neutral
Sir Godfrey Gwilym
Armor Class

13

Hit Points

136

Speed

30 ft.

Str

18

(+4)
Dex

14

(+2)
Con

18

(+4)
Int

13

(+1)
Wis

16

(+3)
Cha

18

(+4)
Saves

Strength +7, Constitution +7, Wisdom +6, Charisma +7

Damage Resistances

necrotic, psychic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses

darkvision 60 ft., passive Perception 13

Languages

the languages it knew in life

Challenge

6 (2,300 XP)

Proficiency Bonus

+3

Regeneration

The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation

When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity

The revenant is immune to effects that turn undead.

Vengeful Tracker

The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Spellcasting

Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save 15, +7 to hit (17) with spell attacks). He has the following paladin spells prepared:

Actions

Multiattack

The revenant makes two fist attacks.

Fist

Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape 14) provided the target is Large or smaller.

Vengeful Glare

The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Languages

-

Challenge

-

Proficiency Bonus

-