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 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 | 1 druid with 2d6 twig blights |
18 | 2d4 needle blights |
19 | 1d6 scarecrows |
20 | 1 revenant |
Nighttime Random Encounters in Barovia
d12 + d8 | Encounter |
---|---|
2 | 1 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 | 1 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 | 1 will-o'-wisp |
20 | 1 revenant |
Use the descriptions that follow to help run each random encounter. The table entries are presented in alphabetical order.
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.
10
3
30 ft.
10
10
10
10
10
10
passive Perception 10
any one language (usually Common)
0 (10 XP)
+2
Melee Weapon Attack: +2 to hit (12), reach 5 ft., one target. Hit: 1d4 (2) bludgeoning damage.
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.
13
15
30 ft.
11
14
12
11
13
11
Nature +4, Perception +5, Stealth +6, Survival +5
passive Perception 15
any one language (usually Common)
1/2 (100 XP)
+2
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The scout makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +4 to hit (14), reach 5 ft., one target. Hit: 1d6 + 2 (5) piercing damage.
Ranged Weapon Attack: +4 to hit (14), ranged 150/600 ft., one target. Hit: 1d8 + 2 (6) piercing damage.
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.
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.
13
66
30 ft.
16
12
17
9
11
9
passive Perception 10
any one language (usually Common)
2 (450 XP)
+2
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.
Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 1d12 + 3 (9) slashing damage.
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:
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.
14
36
50 ft.
17
15
15
3
12
7
Perception +3, Stealth +4
passive Perception 13
-
1 (200 XP)
+2
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
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.
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.
11
26
30 ft.
10
12
13
12
15
11
Nature +3, Medicine +4, Perception +4
passive Perception 14
Druidic plus any two languages
2 (450 XP)
+2
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:
Cantrips (at will):
1st level (4 slots):
2nd level (3 slots):
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.
13
4
20 ft.
6
13
12
4
8
3
Stealth +3
blinded, deafened
fire
blindsight 60 ft. (blind beyond this radius), passive Perception 9
understands Common but can't speak
1/8 (25 XP)
+2
While the blight remains motionless, it is indistinguishable from a dead shrub.
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d4 + 1 (3) piercing damage.
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.
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.
11
45
0 ft., fly 40 ft. It can hover.
7
13
10
10
12
17
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft., passive Perception 11
any languages it knew in life
4 (1,100 XP)
+2
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
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.
Melee Weapon Attack: +5 to hit (15), reach 5 ft., one target. Hit: 4d6 + 3 (17) necrotic damage.
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.
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.
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.
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.
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.
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.
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.
12
11
30 ft.
12
12
13
4
8
3
blinded, deafened
blindsight 60 ft. (blind beyond this radius), passive Perception 9
understands Common but can't speak
1/4 (50 XP)
+2
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 2d4 + 1 (6) piercing damage.
Ranged Weapon Attack +3 to hit (13), range 30/60 ft., one target. 2d6 + 1 (8) piercing damage.
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.
13
136
30 ft.
18
14
18
13
16
18
Strength +7, Constitution +7, Wisdom +6, Charisma +7
necrotic, psychic
poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft., passive Perception 13
the languages it knew in life
5 (1,800 XP)
+3
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.
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.
The revenant is immune to effects that turn undead.
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.
The revenant makes two fist attacks.
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.
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.
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.
11
36
30 ft.
11
13
11
10
10
13
bludgeoning, piercing, slashing from nonmagical attacks
poison
charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
fire
darkvision 60 ft., passive Perception 10
understands the languages of its creator but can't speak
1 (200 XP)
+2
While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.
The scarecrow makes two claw attacks.
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.
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.
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.
13
13
30 ft.
10
14
15
6
8
5
poisoned
bludgeoning
darkvision 60 ft., passive Perception 9
understands all languages it spoke in life but can't speak
1/4 (50 XP)
+2
Melee Weapon Attack: +4 to hit (14), reach 5 ft., one target. Hit: 1d6 + 2 (5) piercing damage.
Ranged Weapon Attack: +4 to hit (14), range 80/320 ft., one target. Hit: 1d6 + 2 (5) piercing damage.
13
21
60 ft.
18
12
15
2
8
5
poison
exhaustion, poisoned
bludgeoning
darkvision 60 ft., passive Perception 9
-
1/2 (100 XP)
+2
Melee Weapon Attack: +6 to hit (16), reach 5 ft., one target. Hit: 2d6 + 4 (11) bludgeoning damage.
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.
8
30
20 ft.
13
6
16
3
6
5
Wisdom 0
poison
poisoned
darkvision 60 ft., passive Perception 8
understands the languages it knew in life but can't speak
1 (200 XP)
+2
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.
The zombie makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d4 + 1 (3) piercing damage.
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d6 + 1 (4) slashing damage.
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.
12
21
0 ft., fly 30 ft.
5
15
10
2
12
4
bludgeoning, piercing, slashing
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
blindsight 60 ft., passive Perception 11
-
1/4 (50 XP)
+2
The swarm can't use its blindsight while deafened.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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.
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.
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.
12
23
10 ft., fly 50 ft.
6
14
8
3
12
6
bludgeoning, piercing, slashing
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
passive Perception 15
-
1/4 (50 XP)
+2
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.
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.
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.
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).
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.
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.
11
57
30 ft. (40 ft. in wolf form)
15
13
14
10
11
10
Perception +4
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
passive Perception 14
Common (can't speak in wolf form)
3 (700 XP)
+2
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.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werewolf makes two attacks: one with its bite and one with its claws or spear.
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.
Melee Weapon Attack: +4 to hit (14), reach 5 ft., one creature. Hit: 2d4 + 2 (7) slashing damage.
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.
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.
19
21
0 ft., fly 50 ft. (hover)
1
28
10
13
14
11
acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
lightning, poison
exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
darkvision 120 ft., passive Perception 12
the languages it knew in life
2 (450 XP)
+2
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.
The will-o'-wisp can't wear or carry anything.
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.
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.
Melee Spell Attack: +4 to hit (14), reach 5 ft., one creature. Hit: 2d8 (9) lightning damage.
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).
8
21
20 ft.
13
6
16
3
6
5
poisoned
darkvision 60 ft., passive Perception 8
understands all languages it spoke in life but can't speak
1/4 (50 XP)
+2
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.
Melee Weapon Attack: +3 to hit (13), reach 5 ft., one target. Hit: 1d6 + 1 (4) bludgeoning damage.
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.
13
11
40 ft.
12
15
12
3
12
6
Perception +3, Stealth +4
passive Perception 13
-
1/4 (50 XP)
+2
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
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.
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.
8
21
20 ft.
13
6
16
3
6
5
poisoned
darkvision 60 ft., passive Perception 8
understands all languages it spoke in life but can't speak
1/4 (50 XP)
+2
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.
Melee Weapon Attack: +3 to hit (13), reach 5 ft., one target. Hit: 1d6 + 1 (4) bludgeoning damage.