Random Encounters

Dangers abound in the land of Barovia. Check for a random encounter after every 30 minutes that the adventurers spend on the roads or in the wilderness (don't check if they have already had two random encounters outdoors in the past 12 hours):

  • If the characters are on a road, an encounter occurs on a roll of 18 or higher on a d20.
  • If the characters are in the wilderness, an encounter occurs on a roll of 15 or higher on a d20.

If an encounter occurs, roll on the daytime or the nighttime encounter table, depending on the time, or have Strahd's spies appear (see the "Strahd's Spies" sidebar).

Daytime Random Encounters in Barovia

d12 + d8 Encounter
2 3d6 commoners
3 1d6 scouts
4 Hunting trap
5 Grave
6 False trail
7 1d4 + 1 Vistani bandits
8 Skeletal rider
9 Trinket
10 Hidden bundle
11 1d4 swarm of ravens (50%) or 1 wereraven (see appendix D) in raven form (50%)
12 1d6 dire wolves
13 3d6 wolves
14 1d4 berserkers
15 Corpse
16 1d6 werewolves in human form
17 druid with 2d6 twig blights
18 2d4 needle blights
19 1d6 scarecrows
20 revenant

Nighttime Random Encounters in Barovia

d12 + d8 Encounter
2 ghost
3 Hunting trap
4 Grave
5 Trinket
6 Corpse
7 Hidden bundle
8 Skeletal rider
9 1d8 swarm of bats
10 1d6 dire wolves
11 3d6 wolves
12 1d4 berserkers
13 druid and 2d6 twig blights
14 2d4 needle blights
15 1d6 werewolves in wolf form
16 3d6 zombies
17 1d6 scarecrows
18 1d8 Strahd zombies (see appendix D)
19 will-o'-wisp
20 revenant

Use the descriptions that follow to help run each random encounter. The table entries are presented in alphabetical order.

Barovian Commoners

The sound of snapping twigs draws your attention to several dark shapes in the fog. They carry torches and pitchforks.

If the characters are moving quietly and not carrying light sources, they can try to hide from these Barovians, who carry pitchforks (+2 to hit) instead of clubs, dealing 3 (1d6) piercing damage on a hit.

Barovian commoners rarely leave their settlements. This group might be a family looking for a safer place to live, or an angry mob searching for the characters or heading toward Castle Ravenloft to confront Strahd.

Commoner

Medium, humanoid, any race, any alignment
Armor Class

10

Hit Points

3

Speed

30 ft.

Str

10

(+0)
Dex

10

(+0)
Con

10

(+0)
Int

10

(+0)
Wis

10

(+0)
Cha

10

(+0)
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 (12), reach 5 ft., one target. Hit: 1d4 (2) bludgeoning damage.

Barovian Scouts

If at least one character has a passive Wisdom (Perception) score of 16 or higher, read:

You see a dark figure crouched low and perfectly still, aiming a crossbow in your direction.

If more than one scout is present, the others are spread out over a 100-foot-square area.

These Scout are Barovian hunters or trappers searching for a missing villager or townsperson. Once they realize the characters aren't out to kill them, they lower their weapons and request help in finding their missing person. If the characters decline, the scouts point them in the direction of the nearest settlement and depart without so much as a farewell. They wield light crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 (1d8 + 2) piercing damage on a hit.

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.

Strahd's Spies

As the undisputed master of Barovia, Strahd has many spies, from swarms of bats to wandering Vistani, who report to him at dawn and dusk each day. These agents constantly patrol the land of Barovia and report everything they see to him.

Every day and night that the characters remain in Barovia, one or more of the vampire's spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who have a passive Wisdom (Perception) score equal to or greater than the spy's Dexterity (Stealth) check notice it. A spy does not constitute an encounter if the characters are unaware of its presence. If they do notice it, the spy's goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object—a possession, an article of clothing, or even some part of a character's body such as a lock of hair—that Strahd can use to improve the efficacy of his Scrying spell. If one of Strahd's spies is confronted by the party, the spy attempts to grab some accessible item from a character before fleeing. If Strahd acquires such an item, he uses his Scrying spell to learn as much as he can about the party before planning his next attack, and to verify what his spies have already told him.

Berserkers

These wild mountain folk are covered head to toe in thick gray mud, which makes them hard to see in the fog and well hidden in the mountains they call home. While so camouflaged, they have advantage on Dexterity (Stealth) checks made to hide. Characters whose passive Wisdom (Perception) scores are higher than the berserker's Dexterity (Stealth) check can spot the nearest Berserker.

If someone spots the berserker, read:

You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it's a man or a woman, you can't tell.

The berserkers shun civilized folk. They try to remain hidden and withdraw if they are spotted, attacking only if trapped or threatened.

Berserker

Medium, humanoid, any race, any chaotic alignment
Armor Class

13

Hit Points

66

Speed

30 ft.

Str

16

(+3)
Dex

12

(+1)
Con

17

(+3)
Int

9

(-1)
Wis

11

(+0)
Cha

9

(-1)
Senses

passive Perception 10

Languages

any one language (usually Common)

Challenge

2 (450 XP)

Proficiency Bonus

+2

Reckless

At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe

Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 1d12 + 3 (9) slashing damage.

Corpse

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

You find a corpse.

Roll a d6 to determine the nature of the corpse:

  • 1–2. The corpse belonged to a wolf killed by spears and crossbow bolts.
  • 3–5. The corpse belongs to a Barovian man, woman, or child who was clearly torn to pieces by dire wolves. If the party is accompanied by Barovian scouts (Barovian Scouts), the scouts recognize the corpse as the person they were searching for.
  • 6. The corpse looks like one of the characters (determined randomly) but has been stripped of armor, weapons, and valuables. If moved, its flesh melts away until only the skeleton remains.

Dire Wolves

A snarling wolf the size of a grizzly bear steps out of the fog.

The area is lightly obscured by fog. If more than one dire wolf is present, the others aren't far behind and can be seen as dark shadows in the fog. The Dire Wolf of Barovia are cruel, overgrown wolves and Strahd's loyal servants. They can't be Conditions > Charmed or Conditions > Frightened.

Dire Wolf

Large, beast, , unaligned
Armor Class

14

Hit Points

36

Speed

50 ft.

Str

17

(+3)
Dex

15

(+2)
Con

15

(+2)
Int

3

(-4)
Wis

12

(+1)
Cha

7

(-2)
Skills

Perception +3, Stealth +4

Senses

passive Perception 13

Languages

-

Challenge

1 (200 XP)

Proficiency Bonus

+2

Keen Hearing and Smell

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics

The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite

Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 2d6 + 3 (10) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Druid and Twig Blights

A gaunt figure with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can't tell whether it's a man or a woman. It stops, sniffs the air, and laughs like a lunatic. The ground nearby is crawling with tiny twig monsters.

The Barovian wilderness is home to Forest Folk who worship Strahd because of his ability to control the weather and the beasts of Barovia. The druids are savage and violent, and each controls a host of Twig Blights, which fights until destroyed. If all the twig blights are destroyed or the druid loses more than half of its hit points, the druid flees, heading toward Yester Hill.

Druid

Medium, humanoid, any race, any alignment
Armor Class

11

Hit Points

26

Speed

30 ft.

Str

10

(+0)
Dex

12

(+1)
Con

13

(+1)
Int

12

(+1)
Wis

15

(+2)
Cha

11

(+0)
Skills

Nature +3, Medicine +4, Perception +4

Senses

passive Perception 14

Languages

Druidic plus any two languages

Challenge

2 (450 XP)

Proficiency Bonus

+2

Spellcasting

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.

Twig Blight

Small, plant, , neutral or evil
Twig Blight
Armor Class

13

Hit Points

4

Speed

20 ft.

Str

6

(-2)
Dex

13

(+1)
Con

12

(+1)
Int

4

(-3)
Wis

8

(-1)
Cha

3

(-4)
Skills

Stealth +3

Condition Immunities

blinded, deafened

Damage Vulnerabilities

fire

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages

understands Common but can't speak

Challenge

1/8 (25 XP)

Proficiency Bonus

+2

False Appearance

While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

Claws

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d4 + 1 (3) piercing damage.

False Trail

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

You discover a foot trail that cuts through the wilderness.

Evil druids left this trail. Following it in either direction leads to a Spiked Pit spiked pit. A thin tarp made of twigs and pine needles conceals the pit, the bottom of which is lined with sharpened wooden stakes.

Ghost

A baleful apparition appears before you, its hollow eyes dark with anger.

Many ghosts haunt this land. This particular ghost is all that remains of a person drained of life by Strahd (decide whether it's a man or a woman). It appears and hisses, "No one will ever know you died here." It then attacks. If the Ghost succeeds in possessing a character, it leads its host to the gates of Ravenloft and hurls the host's body into the chasm.

Ghost

Medium, undead, , any alignment
Armor Class

11

Hit Points

45

Speed

0 ft., fly 40 ft. It can hover.

Str

7

(-2)
Dex

13

(+1)
Con

10

(+0)
Int

10

(+0)
Wis

12

(+1)
Cha

17

(+3)
Damage Resistances

acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

cold, necrotic, poison

Condition Immunities

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

Senses

darkvision 60 ft., passive Perception 11

Languages

any languages it knew in life

Challenge

4 (1,100 XP)

Proficiency Bonus

+2

Ethereal Sight

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

The ghost 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.

Actions

Withering Touch

Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 4d6 + 3 (17) necrotic damage.

Etherealness

The ghost 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.

Horrifying Visage

Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6)

One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Grave

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

You stumble upon an old grave.

There is a 25 percent chance that the grave is intact, appearing as an elongated earthen mound or a rocky cairn. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons.

If the grave isn't intact, it has been violated. The characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within.

Hidden Bundle

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

The characters find a leather-wrapped bundle hidden in the underbrush, stuffed inside a hollow log, or nestled in the boughs of a tree. If they open the bundle, read:

The bundle contains one set of common clothes sized for a human adult.

The clothes have a drab Barovian style to them. They belong to a wereraven or werewolf.

Hunting Trap

This encounter occurs only if the characters are traveling; otherwise, treat the result as no encounter.

Have each of the characters in the front rank of the party's marching order make a DC 15 Wisdom (Survival) check. If one or more of them succeeds, read:

You spot a wolf trap, its steel jaws caked with rust. Someone has carefully hidden the trap under a thin layer of pine needles and detritus.

Barovian hunters and trappers set these traps hoping to thin out the wolf population, but Strahd's wolves are too clever to be caught in them. If none of the characters in the front rank spots the hidden trap, one random party member steps on it. Rules for the hunting trap are presented in chapter 5, "Equipment," of the Player's Handbook.

Needle Blights

Hunched figures lurch through the mist, their gaunt bodies covered in needles.

The woods crawl with Needle Blights that serve the evil druids of Barovia. If the characters are moving quietly and not carrying light sources, they can try to hide from these blights.

Needle Blight

Medium, plant, , neutral or evil
Needle Blight
Armor Class

12

Hit Points

11

Speed

30 ft.

Str

12

(+1)
Dex

12

(+1)
Con

13

(+1)
Int

4

(-3)
Wis

8

(-1)
Cha

3

(-4)
Condition Immunities

blinded, deafened

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages

understands Common but can't speak

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Actions

Claws

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 2d4 + 1 (6) piercing damage.

Needles

Ranged Weapon Attack +3 to hit (13), range 30/60 ft., one target. 2d6 + 1 (8) piercing damage.

Revenant

A figure walks alone with the stride and bearing of one who knows no fear. Clad in rusty armor, it clutches a gleaming longsword in its pale hand and looks ready for a fight.

From a distance, the Revenant looks like a zombie and might be mistaken for such. A character within 30 feet of the revenant who succeeds on a DC 10 Wisdom (Insight) check can see the intelligence and hate in its sunken eyes. The revenant is clad in tattered chain mail that affords the same protection as leather armor.

The revenant was a knight of The Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. If the characters attack it, the revenant assumes they are in league with Strahd and fights them until destroyed.

As an action, the revenant can attack twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on each hit.

If the characters present themselves as enemies of Strahd, the revenant urges them to travel to Argynvostholt and convince Vladimir Horngaard the leader of The Order of the Silver Dragon, to help them. The revenant would like nothing more than to kill Strahd, but it will not venture to Castle Ravenloft unless it receives orders to do so from Vlad. If the characters ask the revenant to lead them to Horngaard in Argynvostholt, it does so while avoiding contact with Barovian settlements.

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.

Scarecrows

If at least one character has a passive Wisdom (Perception) score of 11 or higher, read:

A scarecrow lurches into view. Its sackcloth eyes and rictus are ripe with malevolence, and its gut is stuffed with dead ravens. It has long, rusted knives for claws.

If more than one scarecrow is present, the others are close by. If none of the characters has a passive Wisdom (Perception) score of 11 or higher, the scarecrows catch the party by surprise.

Baba Lysaga (see Berez) crafted these scarecrows to hunt down and kill ravens and wereravens. The scarecrows are imbued with evil spirits and delight in murdering anyone they encounter.

Scarecrow

Medium, construct, chaotic evil
Armor Class

11

Hit Points

36

Speed

30 ft.

Str

11

(+0)
Dex

13

(+1)
Con

11

(+0)
Int

10

(+0)
Wis

10

(+0)
Cha

13

(+1)
Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Damage Vulnerabilities

fire

Senses

darkvision 60 ft., passive Perception 10

Languages

understands the languages of its creator but can't speak

Challenge

1 (200 XP)

Proficiency Bonus

+2

False Appearance

While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Actions

Multiattack

The scarecrow makes two claw attacks.

Claw

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 2d4 + 1 (6) slashing damage. If the target is a creature, it must succeed on a 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.

Terrifying Glare

The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.

Skeletal Rider

Through the mist comes a skeletal warhorse and rider, both clad in ruined chainmail. The skeletal rider holds up a rusted lantern that sheds no light.

The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. The skeletons ignore the characters unless attacked.

If both the rider and its mount are destroyed, this encounter can't occur again. The destruction of one skeleton doesn't prevent future encounters with the other.

Skeleton

Medium, undead, , lawful evil
Armor Class

13

Hit Points

13

Speed

30 ft.

Str

10

(+0)
Dex

14

(+2)
Con

15

(+2)
Int

6

(-2)
Wis

8

(-1)
Cha

5

(-3)
Condition Immunities

poisoned

Damage Vulnerabilities

bludgeoning

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 (14), reach 5 ft., one target. Hit: 1d6 + 2 (5) piercing damage.

Shortbow

Ranged Weapon Attack: +4 to hit (14), range 80/320 ft., one target. Hit: 1d6 + 2 (5) piercing damage.

Warhorse Skeleton

Large, undead, , lawful evil
Armor Class

13

Hit Points

21

Speed

60 ft.

Str

18

(+4)
Dex

12

(+1)
Con

15

(+2)
Int

2

(-4)
Wis

8

(-1)
Cha

5

(-3)
Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Damage Vulnerabilities

bludgeoning

Senses

darkvision 60 ft., passive Perception 9

Languages

-

Challenge

1/2 (100 XP)

Proficiency Bonus

+2

Actions

Hooves

Melee Weapon Attack: +6 to hit (16), reach 5 ft., one target. Hit: 2d6 + 4 (11) bludgeoning damage.

Strahd Zombies

Not even the cloying fog can hide the stench of death that descends upon you. Something evil approaches, its footsteps betrayed by snapping twigs.

If the characters are moving quietly and not carrying light sources, they can try to hide from the Strahd Zombies. These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. They still wear bits of tattered livery, and they attack the living on sight.

Strahd Zombie

Medium, undead, unaligned
Armor Class

8

Hit Points

30

Speed

20 ft.

Str

13

(+1)
Dex

6

(-2)
Con

16

(+3)
Int

3

(-4)
Wis

6

(-2)
Cha

5

(-3)
Saves

Wisdom 0

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft., passive Perception 8

Languages

understands the languages it knew in life but can't speak

Challenge

1 (200 XP)

Proficiency Bonus

+2

Loathsome Limbs

Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1–8: One leg is severed from the zombie if it has any legs left.
9–16: One arm is severed from the zombie if it has any arms left.
17–20: The zombie is decapitated.
If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
A severed leg is unable to attack and has a speed of 5 feet.
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 an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it 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 benefit from bonuses to speed.

Actions

Multiattack

The zombie makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d4 + 1 (3) piercing damage.

Claw

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d6 + 1 (4) slashing damage.

Swarms of Bats

The stillness of the night is shattered by the shriek of bats and the flapping of tiny black wings.

These bats are the servants of Strahd. They attack the characters without provocation.

Swarm of Bats

Medium, swarm of Tiny beasts, , unaligned
Armor Class

12

Hit Points

21

Speed

0 ft., fly 30 ft.

Str

5

(-3)
Dex

15

(+2)
Con

10

(+0)
Int

2

(-4)
Wis

12

(+1)
Cha

4

(-3)
Damage Resistances

bludgeoning, piercing, slashing

Condition Immunities

charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses

blindsight 60 ft., passive Perception 11

Languages

-

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Echolocation

The swarm can't use its blindsight while deafened.

Keen Hearing

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

Swarm

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites

Melee Weapon Attack: +4 to hit (14), reach 0 ft., one creature in the swarm's space. Hit: 2d4 (5) piercing damage, or 1d4 (2) piercing damage if the swarm has half of its hit points or fewer.

Swarms of Ravens

Your presence in this dreary land has not gone unnoticed. A raven follows you for several minutes while keeping a respectful distance.

The raven doesn't caw or try to communicate with the characters. If they leave it alone, read:

More ravens begin to take an interest in you. Before long, their numbers swell, and soon hundreds of them are watching you.

The ravens fly away if attacked. If they are left alone, they watch over the party, remaining with the characters until they reach Castle Ravenloft or a settlement. If the characters have a random encounter with hostile creatures, the Swarm of Ravens aid the characters by attacking and distracting their enemies.

Swarm of Ravens

Medium, swarm of Tiny beasts, , unaligned
Armor Class

12

Hit Points

23

Speed

10 ft., fly 50 ft.

Str

6

(-2)
Dex

14

(+2)
Con

8

(-1)
Int

3

(-4)
Wis

12

(+1)
Cha

6

(-2)
Damage Resistances

bludgeoning, piercing, slashing

Condition Immunities

charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses

passive Perception 15

Languages

-

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Swarm

The swarm can occupy another creature's space and vice versa, and 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 (14), reach 5 ft., one target in the swarm's space. Hit: 2d6 (7) piercing damage, or 1d6 (3) piercing damage if the swarm has half of its hit points or fewer.

Trinket

You find something on the ground.

A random character finds a lost trinket. Roll on the Trinkets table in appendix A, select a specific trinket from the table, or create one on the fly.

Vistani Bandits

You catch a whiff of pipe smoke in the cold air and hear laughter through the fog.

These Vistani  march through the Barovian wilderness, laughing and telling ghost stories. They are searching for graves to plunder or hunting small game. For a price of 100 gp, they offer to serve as guides. As long as these Vistani are with the party, roll a d12 instead of a d12 + d8 when determining random encounters in the wilderness. In addition, wolves and dire wolves don't threaten the characters as long as the Vistani are traveling with them and aren't their prisoners.

Treasure. 

One Vistani bandit carries a pouch that holds 2d4 small gemstones (worth 50 gp each).

Wereraven

This wereraven in raven form watches the characters from a distance. Compare its Dexterity (Stealth) check result to the characters' passive Wisdom (Perception) scores to see whether it remains hidden from the party.

If one or more characters spot the creature, read:

Through the mist, you see a black bird circling overhead. When it feels your eyes upon it, the raven flies away, but it's back before long, keeping its distance.

The wereraven belongs to a secret order called the Keepers of the Feather. If the characters don't spot it, the wereraven shadows them for 1d4 hours. At the end of that time, or anytime sooner if the characters attack it, the creature flies home to report what it has seen.

If the party has a second random encounter with a wereraven, this one presents itself to the characters as an ally and requests that they travel to the Blue Water Inn in Vallaki to meet "some new friends." It then flies off in the direction of the town.

Werewolves

If the werewolves are in human form, read:

A deep voice calls out, "Who goes there?" Through the chill mist you see a large man in drab clothing wearing a tattered gray cloak. He has shaggy, black hair and thick muttonchops. He leans heavily on a spear and has a small bundle of animal pelts slung over his shoulder.

If the werewolves are in wolf form, read:

You hear the howl of a wolf some distance away.

How the werewolves act depends on the form they have taken.

Human Form. 

Werewolves in human form pretend to be trappers. If more than one is present, the others are within whistling distance.

They try to befriend the characters to see if they are carrying silvered weapons. If the characters appear to have no such weapons, the werewolves assume hybrid form and attack. Otherwise, they part company with the characters and leave well enough alone.

Wolf Form. 

Werewolves in wolf form follow the party from a safe distance for several hours. If their Dexterity (Stealth) checks exceed the characters' passive Wisdom (Perception) scores, the werewolves attack with surprise when the characters decide to take a short or long rest. Otherwise, they wait until the characters are weakened by another random encounter before moving in for the easy kill.

The werewolves' lair is a cave complex that overlooks Lake Baratok (Werewolf Den) If you used the "Werewolves in the Mist" adventure hook to lure the characters to Barovia, captured werewolves can be forced to divulge the location of their den, where they keep their prisoners.

Werewolf

Medium, humanoid, human, chaotic evil
Armor Class

11

Hit Points

57

Speed

30 ft. (40 ft. in wolf form)

Str

15

(+2)
Dex

13

(+1)
Con

14

(+2)
Int

10

(+0)
Wis

11

(+0)
Cha

10

(+0)
Skills

Perception +4

Damage Immunities

bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses

passive Perception 14

Languages

Common (can't speak in wolf form)

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 humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell

The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only)

The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only)

Melee Weapon Attack: +4 to hit (14), reach 5 ft., one target. Hit: 1d8 + 2 (6) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only)

Melee Weapon Attack: +4 to hit (14), reach 5 ft., one creature. Hit: 2d4 + 2 (7) slashing damage.

Spear (Humanoid Form Only)

Melee or Ranged Weapon Attack: +4 to hit (14), reach 5 ft. or range 20/60 ft., one creature. Hit: 1d6 + 2 (5) piercing damage, or 1d8 + 2 (6) piercing damage if used with two hands to make a melee attack.

Will-o'-Wisp

This random encounter occurs only once. If it comes up again, treat the result as no encounter.

Several hundred yards away, through the fog, you see a flickering torchlight.

If the characters follow the flickering light, read:

The torchlight flutters as it moves away from you, but you never lose sight of it. You make your way quickly yet cautiously through the fog until you come upon the shell of a ruined tower. The upper floors of the structure have collapsed, leaving heaps of rubble and shattered timber around the tower's base. The feeble light moves through an open doorway on the ground floor, then flickers and goes out.

The light is a Will-o-Wisp that enters the ruined tower and becomes Conditions > Invisible, hoping to lure the characters inside to their doom.

The floor of the tower is made of packed earth. Its interior is desecrated ground (see "Wilderness Hazards" in chapter 5 of the Dungeon Master's Guide). Against the inside wall of the tower, across from the open doorway, is a closed, empty wooden chest.

If the characters disturb the chest, 3d6 Zombies erupt from the earthen floor and attack. Once the zombies appear, the will-o'-wisp becomes visible and joins the fray.

Will-o'-Wisp

Tiny, undead, , chaotic evil
Armor Class

19

Hit Points

21

Speed

0 ft., fly 50 ft. (hover)

Str

1

(-5)
Dex

28

(+9)
Con

10

(+0)
Int

13

(+1)
Wis

14

(+2)
Cha

11

(+0)
Damage Resistances

acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

lightning, poison

Condition Immunities

exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses

darkvision 120 ft., passive Perception 12

Languages

the languages it knew in life

Challenge

2 (450 XP)

Proficiency Bonus

+2

Consume Life

As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 3d6 (10) hit points.

Ephemeral

The will-o'-wisp can't wear or carry anything.

Incorporeal Movement

The will-o'-wisp 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.

Variable Illumination

The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock

Melee Spell Attack: +4 to hit (14), reach 5 ft., one creature. Hit: 2d8 (9) lightning damage.

Invisibility

The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Zombie

Medium, undead, , neutral evil
Armor Class

8

Hit Points

21

Speed

20 ft.

Str

13

(+1)
Dex

6

(-2)
Con

16

(+3)
Int

3

(-4)
Wis

6

(-2)
Cha

5

(-3)
Saves
Condition Immunities

poisoned

Senses

darkvision 60 ft., passive Perception 8

Languages

understands all languages it spoke in life but can't speak

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Undead Fortitude

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam

Melee Weapon Attack: +3 to hit (13), reach 5 ft., one target. Hit: 1d6 + 1 (4) bludgeoning damage.

Wolves

This land is home to many wolves, their howls at the moment too close for comfort.

Characters have a few minutes to steel themselves before these wolves attack. They heed the will of Strahd and can't be Conditions > Charmed or Conditions > Frightened.

Wolf

Medium, beast, , unaligned
Armor Class

13

Hit Points

11

Speed

40 ft.

Str

12

(+1)
Dex

15

(+2)
Con

12

(+1)
Int

3

(-4)
Wis

12

(+1)
Cha

6

(-2)
Skills

Perception +3, Stealth +4

Senses

passive Perception 13

Languages

-

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Keen Hearing and Smell

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics

The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite

Melee Weapon Attack: +4 to hit (14), reach 5 ft., one target. Hit: 2d4 + 2 (7) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Zombies

The ungodly stench of rotting flesh hangs in the air. Up ahead, the walking, moaning corpses of dead men and women lumber about.

These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.

Zombie

Medium, undead, , neutral evil
Armor Class

8

Hit Points

21

Speed

20 ft.

Str

13

(+1)
Dex

6

(-2)
Con

16

(+3)
Int

3

(-4)
Wis

6

(-2)
Cha

5

(-3)
Saves
Condition Immunities

poisoned

Senses

darkvision 60 ft., passive Perception 8

Languages

understands all languages it spoke in life but can't speak

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Undead Fortitude

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam

Melee Weapon Attack: +3 to hit (13), reach 5 ft., one target. Hit: 1d6 + 1 (4) bludgeoning damage.