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hikite
2016-10-19, 12:08 AM
Tomb Of Abysthor

These were the monsters/NPCs my adventurers encountered I have more conversions available if anyone is looking at running this module at 3.5 I can add them as well. If someone is running this module at 3.5 I hope this helps create more fun for you.


Wilderness Area, Burial Halls


Acolytes of Orcus Human male Clr 2 CR 2 SZ M Humanoid
HD 2d8+4 (20)
Init +1
Spd 20 ft. (30 ft. base)
AC 17 (+5 armor, +1 shield,Dex)
Atk +3 melee (1d8+2, heavy mace) or +2 melee (death touch, target’s armor is ignored)

SA death touch, increased evil spells
SQ control undead, TU - 4
SV Fort +5, Ref +1, Will +6
AL CE
Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 12.

Skills(15): Concentration 7, Knowledge (Rappan
Athuk) 2, Knowledge (religion) 4, Perception 8, Spellcraft 2

Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD)

Spells:
0—cure minor wounds (x3),resistance
1st—(prot good)incite(TsC), doom, summon undead

Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).

SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 2d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.

Possessions: Heavy mace, chainmail, small steel
shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 30 gp.

TACTICS -

half clerics summon skeleton 227, half kobold zombie 265

cast doom, and cause fear one after the other

If one PC is readying or delaying too much use incite

Use profane bonus before casting cause wounds spell

Use death touch on any bloodied PCs


PHRASES -

Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith

Orcus' plan is great just as he is great





Lesser Priest of Orcus Human male Clr 4 CR 4 SZ M Humanoid
HD 4d8+8 (40)
Init +1
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +7 melee (1d8+4, heavy mace) or +5 melee (death touch, target’s armor is ignored)

SA death touch, increased evil spells
SQ control undead, TU - 9
SV Fort +6, Ref +3, Will +7
AL CE
Str 16, Dex 14, Con 14, Int 12, Wis 17, Cha 14.

Skills(24): Concentration 9, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 10,
Search 3, Spellcraft 2, Tumble 4

Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)

Spells:
0—cure minor wounds (x3),resistance, detect magic
1st—(prot good)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength

Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).

SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 4d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.

Possessions: +1 Heavy mace, chainmail, large steel
shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 30 gp, 30 pp.


TACTICS -
half clerics summon skeleton, half kobold zombie

cast silence on any undead minions before sending them in for melee

cast doom, cause fear, and hold person one after the other

If one PC is readying or delaying too much use incite

cast bull strength, blade of blood before wading into melee

Use profane bonus before casting cause wounds spell

Use death touch on any bloodied PCs

use death knell on any downed PCs



PHRASES -

Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith

Orcus' plan is great just as he is great

Let us kill you, and you can join us





Priests of Orcus Human male Clr 5 CR 5 SZ M Humanoid
HD 5d8+15 (50)
Init +2
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +7 melee (1d8+4, heavy mace) or +5 melee (death touch, target’s armor is ignored)

SA death touch, increased evil spells
SQ control undead, TU - 10
SV Fort +7, Ref +4, Will +7
AL CE
Str 16, Dex 14, Con 16, Int 12, Wis 17, Cha 16.

Skills(27): Concentration 12, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 11,
Search 3, Spellcraft 3, Tumble 4

Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)

Spells:
0—cure minor wounds (x3),resistance, detect magic
1st—(cause fear)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
3rd-(Magic circle vs good)contagion, dispel magic

Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).

SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 5d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.

Possessions: +1 unholy morningstar +2d6 vs good, masterwork chainmail, large steel shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 60 gp, 45 pp.

TACTICS -
half clerics summon skeleton, half kobold zombie; animate dead

cast silence on any undead minions before sending them in for melee

cast doom, cause fear, contagion(DmG pg 292), and hold person one after the other

If one PC is readying or delaying too much use incite

cast bull strength, blade of blood before wading into melee

Use profane bonus before casting cause wounds spell

Use death touch on any bloodied PCs

use death knell on any downed PCs


PHRASES -

When we rule you will see how weak your living bodies are

Orcus' plan is great just as he is great

Let us kill you, and you can join us

Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith




Goblin Rogue 4th level rogue
HD 4d6+1(22)
Init +1
Spd 30'
AC - 15/T 13/FF 13
BAB/Grapple +2
Attack - Light Crossbow +6(1d8+1), Morningstar +2(1d6)
Space/Reach 5'/5'
SQ - Darkvision/Sneak attack +2d6 (60')/Evasion/Trapfinding
Saves - Fort 2/Ref 5/Will 0
Abilities - S 11/D 14/Con 12/I 12/W 9/Cha 6
Skills(60)(12 unused)-Stealth(7)11*/Perception(7)6/Search(7)7/Tumble 8/Escape Artist(7)9
Feats - Weapon Focus Light Crossbow, Crossbow Sniper
AL - NE
Equipment - Light Crossbow (10 bolts),morningstar, leather armor

TACTICS -

uses crossbow sniper feat to maximum ability shoots from 60' away

tries to stay hidden in the dark

runs after using up his 10 bolts

PHRASES -

you cannot see Dig Dug!!

oh it hurts when Dig Dug hits you in your softies!

oh no you have found Dig Dug please don't hurt.......hahahaha you no find Dig Dug!!

Orkies has hired me to kill you so you no find Black Monolith



Upper Caves Level 1

Draeligor the Wight
pg 121 LM Slaughter Wight (thirst pg 8 LM)

use tactics and equipment given in module pg 24


Gorbash the Ogre
pg 200 MM Ogre Barbarian

huge sized morningstar 3d6

use other stats from MM, rage pg 26 PhB



Level 2

Dark Natasha, F Drow Sor8/Cle5(Queen of Spiders):CR 13; SZ M (5 ft., 1 in. tall)

HD 8d4+21 plus 5d8+15; hp 80 (106) Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 26 (+3 Dex, +3 ring, +10 spells)

Atk +12/+7 melee (1d6+4, +2 unholy spiked light mace of venom, plus 2d6 unholy damage against good, plus poison as per dagger of venom) or +10/+5 ranged (1d4, hand crossbow) plus drow poison [Fort DC 17, or unconscious], crit 19– 20, range 30 ft.

SA death touch, spell-like abilities

SQ control undead, will save bonus (+2), darkvision (120 ft.), light blindness

SV Fort +11, Ref +6, Will +14

AL CE

Spells shield, greater mage armor, illusory wall, prot good, bear endurance, prot good, briar web, spider climb, stinking cloud

Str 14, Dex 16, Con 17, Int 17, Wis 18, Cha 22

Skills: Alchemy +12, Concentration +14, Craft +5, Stealth +4 (+14 with cloak), Survival +6, Knowledge (Arcana) +11, Knowledge (Nature) +6, Knowledge (Religion) +10, Scry +11 (+8 Rank, +3 Int), Search +5 (+3 Int, +2 Racial), Spellcraft +14, Perception +11, Use Rope +3, Wilderness Lore +6.

Feats: Enlarge Spell, Improved Initiative, Silent Spell, Skill Focus (Knowledge [Religion]), Weapon Finesse (light mace)

SA—Spell-like Abilities (SP): Once per day: dancing lights, darkness and faerie fire as per sorcerer of Natasha’s level (13th)

Sorcerer Spells Known (Cast per Day: 6/8/8/6/4): DC = 16 + spell level
0—(8)detect magic, disrupt undead, distort shadow(pg 67 Relics and Rituals), ghost sound, light, mage hand, ray of frost, read magic
1st—(5)alarm, shield, ray of enfeeblement, Bigby's Tripping Hand, spirit worm
2nd—(3)arcane lock, invisibility, spectral hand
3rd—(2)fireball, greater mage armor
4th—(1)illusory wall

Divine (unholy) Spells Per Day (5/4+1/3+1/2+1): DC = 14 + spell level
0—bleeding disease(demon fever), create water, cure minor wounds, read magic, shockwave
1st—command, cure light wounds, protection from good, inhibit
2nd—bear's endurance, silence, Protection from Energy(Negative, Positive, Sacred, Profane)
3rd—briar web, dispel magic.

Domain Spells (Death/Vermin):
Vermin Domain -
Granted Power
You gain a natural stinger attack. This deals 1d6 damage for a Medium user, always adds 1.5 times Strength modifier to damage rolls, and contains a poison equivalent to that of a monstrous scorpion one size smaller than the user.

Vermin Domain Spells
1 Spider climb
2 Faith's entrapping web
3 Stinking cloud
4 Black tentacles
5 Cloudkill
6 Antimagic field
7 Symbol of weakness
8 Symbol of insanity
9 Wail of the banshee

Death Domain
Granted Power: You may use a death touch once per day. Your
death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s
current hit points, it dies (no save).

Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, devourers.
9 Wail of the Banshee: Kills one creature/level

1st—spider climb; 2nd—faith's entrapping web; 3rd—stinking cloud. See the Magic Appendix for more on the Vermin domain.

Special Domain Abilities: Dark Natasha gains a +4 on her saves against poison and can cast detect poison 2/ day; she may use a death touch once per day (see below). See the Magic Appendix for more on the Vermin domain.
SA—Death Touch (Sp): Natasha must succeed at a melee touch attack against a living creature (using the rules for touch spells). She then rolls 5d6. If the total equals or exceeds the creature’s current hit points, it dies. No saving throw is allowed.

Languages: Common, Elven, Gnoll, Goblin, Orc, Undercommon

Possessions:+2 unholy spiked light mace of venom (poison damage as per dagger of venom), a cloak of elvenkind (drow), a +3 ring of protection, a ring of spectral hand (7 charges, see side bar), seven potions (dominate person, levitation, cure critical wounds, haste, polymorph self and cure serious wounds [x2]), a scroll of 3 arcane spells (caster level 9, ethereal bolt [x3]), a hand crossbow, twenty bolts each envenomed with drow poison (see MM, page 86).

Rat Familiar (+2 on Fort Saves)
HP 40 (66) BAB +9 Saves (F 8/R 3/W 9) AC 18 T 14 FF 16

Polymorph Form - Wasteland Troll (Sandstorm)

WASTELAND TROLL FORM -
Natasha
S 25 / Con 24 / D 16 / W 18 / I 17 / Cha 22
Attk 17/12 +2 morningstar / 14/9 claws + 9 bite
HP - 132
AC - 20 (32)
T - 12
FF - 17 (29)

Familiar
S 25 / Con 24 / D 15 / W 12 / I 9 / Cha 2
Attk 14/14 claws + 9 bite
HP - 111
AC - 19 (31)
T - 11
FF - 17 (29)




Barzhag Cleric of OrcusOrc male Clr 5 CR 5 SZ M Humanoid
HD 5d8+15 (50)
Init +2
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +8 melee (1d8+4, +1 unholy morningstar) or +7 melee (death touch, target’s armor is ignored)

SA death touch, increased evil spells
SQ control undead, TU - 10
SV Fort +7, Ref +3, Will +7
AL CE
Str 16, Dex 14, Con 16, Int 16, Wis 16, Cha 16.

Skills(27): Concentration 12, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 11,
Search 3, Spellcraft 3, Tumble 4

Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)

Spells: DC = 13 + spell level
Death Domain
0—cure minor wounds (x3),resistance, detect magic
1st—(cause fear)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
3rd-(Bestow Curse)contagion, dispel magic

Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).

SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 5d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.

Possessions: +1 unholy morningstar +2d6 vs good, masterwork chainmail, large steel shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 60 gp, 45 pp.

TACTICS -
half clerics summon skeleton, half kobold zombie; animate dead

cast silence on any undead minions before sending them in for melee

cast doom, cause fear, contagion(DmG pg 292), and hold person one after the other

If one PC is readying or delaying too much use incite

cast bull strength, blade of blood before wading into melee

Use profane bonus before casting cause wounds spell

Use death touch on any bloodied PCs

use death knell on any downed PCs


PHRASES -

When we rule you will see how weak your living bodies are

Orcus' plan is great just as he is great

Let us kill you, and you can join us

Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith





Level 5A



Tsathar Filth-Priest Cle5: CR 6; SZ M Monstrous Humanoid

HD 2d8+2 plus 5d8+10; hp 45

Init +7, Spd 30 ft., swim 30 ft.

AC 22 (+4 natural, +3 Dex, +5 armor)

Atk +7 melee (1d8+3, +1 shortspear, crit x3, range 20 ft.) or +6 melee (net, special, range 10 ft.) or +7 melee (1d4+2, keen kukri, crit 15–20) or +6 melee (1d6+2 [x2], claws) and +5 melee (1d3+2, bite)

SA leap (30 ft. horizontal, 10 ft. vertical as charge attack);

SQ amphibious, darkvision (90 ft.), implant, light blindness, scent, slimy, summon slaad;

AL CE

SV Fort +6, Ref +7, Will +10; Str 14, Dex 16, Con 14, Int 12, Wis 16, Cha 12.

Skills: Animal Empathy +6, Climb +5, Concentration +6, Handle Animal (frog) +6, Heal +2, Hide +5, Jump +8, Knowledge (arcana) +2, Knowledge (religion) +4, Listen +3, Move Silently +3, Search +2, Spellcraft +2, Spot +3, Swim +6.

Feats: Alertness, Brew Potion, Improved Initiative, Weapon Finesse (kukri).


Unholy Spells (5/4/3/2):
0—cure minor wounds, detect magic, guidance, read magic, resistance;
1st—(obscuring mist)bane, command, cure light wounds, curse water;
2nd—(shatter)bull’s strength, death knell, speak with animals;
3rd—(contagion)dispel magic, bestow curse

Domain Spells (Destruction/Water)

Domain Abilities: Filth-priests may Smite Good once per day, with a +4 to attack and +5 damage. Filth-priests can turn fire creatures and command water creatures (including monstrous frogs) as a cleric turns or commands undead up to three times per day + Cha modifier.

Languages: Tsathar, Abyssal, Slaad, Undercommon.

Possessions: +1 Studded leather armor (made from giant dire frog hide), a small wooden shield, a +1 shortspear, a net, a keen kukri, a soapstone symbol of Tsathogga, three potions of cure light wounds, a scroll of 2 divine spells (bless, contagion

TACTICS -
Ranged Attack Spells - Targetted Dispel Magic on Casters first, shatter, command, bane, obscuring mist if they can seperate the party with the spell

Melee attack spells - bull's strength

melee touch spells - bestow curse (50% do nothing), contagion

thought tactics -commands monstrous frogs to attack if they can, casts ranged attack spells, then melee attack spells, then melee touch spells, then moves in to melee will smite good on its first attack from its domain ability




Tsathar Frog-Priest Cle7: CR 8; SZ M Monstrous Humanoid

HD 2d8+6 plus 7d8+21; hp 62

Init +6, Spd 30 ft., swim 30 ft.

AC 23 (+4 natural, +3 Dex, +6 armor)

Atk +10 melee (1d8+3, +1 shortspear, crit x3, range 20 ft.) or +8 melee (net, special, range 10 ft.) or +10 melee (1d4+4, +1 keen kukri, crit 15–20) or +9 melee (1d6+2 [x2], claws) and +8 melee (1d3+2, bite)

SA leap (30 ft. horizontal, 10 ft. vertical as charge attack)

SQ amphibious, darkvision (90 ft.), implant, light blindness, scent, slimy (1/2 dmg vs piercing and slashing), summon slaad (40% summon 1-2 red/blue slaad)

AL CE

SV Fort +8, Ref +8, Will +12

Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 12.

Skills: Animal Empathy +8, Climb +5, Concentration +8, Handle Animal (frog) +8, Heal +5, Hide +5, Jump +8, Knowledge (arcana) +6, Knowledge (religion) +9, Listen +3, Move Silently +3, Scry +4, Search +2, Spellcraft +6, Spot +3, Swim +6.

Feats: Alertness, Brew Potion, Improved Initiative, Scribe Scroll, Weapon Finesse (kukri).

Unholy Spells (6/5/4/3/2):
0—cure minor wounds, detect magic, guidance (x2), read magic, resistance
1st—(obscuring mist)bane, command, cure light wounds, curse water, divine favor
2nd—(shatter)augury, bull’s strength, death knell, speak with animals
3rd—(contagion)dispel magic, magic vestment, bestow curse
4th—(control water)poison, summon monster IV

Domain Spells (Destruction/Water)

Domain Abilities: Frog-priests may Smite Good once per day, with a +4 to attack and +7 damage. Frog-priests can turn fire creatures and command water creatures (including monstrous frogs) as a cleric turns or commands undead up to three times per day + Cha modifier.

Languages: Tsathar, Abyssal, Slaad, Undercommon.

Possessions: +1 studded leather armor (made from giant dire frog hide), a +1 small wooden shield, a +1 shortspear, a net, a +1 keen kukri, a soapstone symbol of Tsathogga, three potions of cure moderate wounds, a scroll of 4 divine spells (bless, contagion, cure serious wounds, dispel magic), a wand of command (24 charges).

TACTICS -
Summon Spells - Summon Slaad, summon monster IV(huge Viper Fiendish Snake if on land/ Large fiendish shark if in water)

Ranged Attack Spells - Targetted Dispel Magic on Casters first, shatter, command, bane, control water if a situation arises to be taken advantage of, obscuring mist if they can seperate the party with the spell

Melee attack spells - summon monster IV(huge Viper Fiendish Snake if on land/ Large fiendish shark if in water), Magic Vestment (+1), bull's strength, divine favor(+3 hit/damage),

melee touch spells - poison, bestow curse (50% do nothing), contagion

thought tactics -commands monstrous frogs to attack if they can, casts ranged attack spells, then melee attack spells, then melee touch spells, then moves in to melee will smite good on its first attack from its domain ability

hikite
2016-11-02, 08:41 PM
Original Ravenloft Module converted to a lvl 11 - 13 module


I used a few different sources, and this is a definate homebrew version of this villain. I wanted to make Strahd truly scary. Ravenloft is such a long standing module in the birth and life of D&D. The wilderness fanes give him the added bonus he needs to be a standalone boss.


Count Strahd von Zarovich CR 16
Male vampire (human) necromancer 10
LE Medium undead (augmented humanoid)
Init +14 (16); Senses darkvision 120 ft.; Perception +23
Languages Common, Draconic, Elven, Giant, Infernal

AC 31 (37), touch 13 (19), flat-footed 25 (30)
hp 210 (18d8 + 90 HD)
fast healing 10
DR 20/silver and magic
Immune sunlight; undead immunities
Resist acid 20, cold 20, electricity 20, fire 20, positive energy 20, sonic 20, profane 20, sacred 20
SR 24
+4 turn resistance
ring of counterspells (dispel magic), nondetection
Fort +13, Ref +21(24), Will +23
Abilities Str 22(26), Dex 18(22), Con --, Int 20(24), Wis 17, Cha 20
Weakness vampire vulnerabilities (except sunlight)

Speed 30 (40)ft., spider climb 20 ft.
Melee slam +12 (1d6+6 plus energy drain)
Atk +6; Grp +22 (24)
Atk Options Combat Reflexes, energy drain, magic strike, multiattack

Special Actions alternate form, blood drain 1d4 Con, children of the night (2 dire winter wolves + 2 hulking corpses), dominate (Will DC 24), gaseous form.

Combat Gear bead of force, Silent metamagic rod, ring of counterspells
Wizard Spells Prepared (CL 10th; prohibited schools abjuration and illusion):
5th -- cone of cold (DC 20 (22)), fell draining lightning bolt (DC 18 (20); creatures that take damage also gain one negative level), mind fog (DC 20(22))x, wall of force
4th -- dimension door, enervated scorching ray x2(+10(12) ranged touch, +50% damage to living creatures, half damage to unliving), Otiluke's Resilient Sphere (DC 19(21)), fire shield(fire)x
3rd -- flyx, fireball (DC 18(20)), hastex, fell draining magic missile (creatures that take damage also gain one negative level), ray of exhaustion (+10(12) ranged touch, DC 18(20))
2nd -- fox's cunningx, cats gracex, mirror imagex, bull strengthx, see invisibilityx, touch of idiocy (+12 melee touch)
1st -- grease, shieldx, magic missilex3, ray of enfeeblementx2 (+10(12) ranged touch)
0 -- detect magicx2 , ghost sound (DC 15(17)), touch of fatiguex2 (+12 melee touch, DC 15(17))


Power Suite - (Forest Sign, Mountain Sign, Swamp Sign, children of the night (2 dire winter wolves + 2 hulking corpses)) Mind fog, fire shield, fly, haste, fox cunning, cat grace, mirror image, bull strength, see invisibility, SHIELD

Tactics - fully buffed before engaging PCs, summons dire winter wolves, will ghost sound, drop a mind fog from behind the party, aoe large groups, seperates casters with resilient sphere, will open crypts after party is seperated and let beasts do melee, uses detect magic to see if debuffs took hold, if they didnt take effect he will dimension door and rengage later. He knows taint is hurting PCs and will wait til they are easy targets. Uses fell drain spells to effect as many targets as possible, uses enervated scorching ray against one target, If he uses all fell draining, and enervated magic and hasn't charmed anyone he retreats, Once he charms a PC he drops a wall of force between his new ally and the party. He tells the new ally to come to him, he then whispers for him/her to run to K86 and enter the west alcove he will kill PC later at his leisure, but will follow PC use alter self and assume his identity.

There is a corpse that resembles Strahd in his crypt. Tell PC that is duped that he saw Strahd come into same area and go gaseous. It looked like he was hurt. Explain to PC that he is actually Strahd, and that his character is alive, and imprisoned in Ravenloft(do so stealthy as not to give other PCs the heads up). He will save the PC for later as he is full for the moment, and desires the Heart of Air more than food. He studied PCs for awhile and will pretend to be this PC until he gains the Heart of Air shards. When he gets a free moment he will teleport/dimension door to crypt 32 and don the PCs gear.

The PC will play and advance his character normally. Strahd will never sacrifice himself for the group. He wants the shards; and will try and get as many as is possible to aquire. 1 or all 6, whatever is possible depending on the threat to his life. Strahd brings dirt from Ravenloft with him to maintain his connection to Barovia. The PC will not gain levels but can be rescued even though very unlikely.


After leaving party and returning to Ravenloft Strahd will use basically same tactice except he knows the PCs will continue to hunt him down so he will free captured PC if he is in danger, and use ghost sound to explain they can use the coffin's symbol to leave Ravenloft if he feels like he will lose the fight. He will try and lose all the monsters in the tombs to weaken the PCs before confronting them. do not exceed ECL +3 for monsters released at one time. Once all the tombs are depleted he will engage them and try and kill them for the awesome standoff at the end.


SQ create spawn, forest sign, mountain sign, swamp sign

Feats Alertness[B], Combat Reflexes[B], Dodge[B], Enervate Spell**[B], Fell Drain**[B], Improved Energy Drain**, Improved Initiative[B], Lightning Reflexes[B], Positive Energy Resistance**, Scribe Scroll[B], Spell Drain**, Multiattack, Touch of Taint
**Feats described in Libris Mortis.

Skills Bluff +17, Concentration +17, Diplomacy +7, Disguise +3 (+5 acting), Hide +19, Intimidate +11, Knowledge (arcana) +18, Knowledge (religion) +18, Search +13, Sense Motive +17, Spellcraft +20, Perception +23, Escape Artist +22

Possessions combat gear plus ring of protection +2, cloak of resistance +3
Spellbooks See "Strahd's Spellbooks," below.

Fast Healing (Ex) If reduced to 0 hp in combat, Strahd automatically and immediately assumes gaseous form and makes his way toward his crypt (area K86).

children of the night (2 dire winter wolves/2 hulking corpses)

Vampire Vulnerabilities As long as the Dayheart remains intact, Strahd suffers no ill effects from sunlight.

Energy Drain (Su) Living creatures hit by Strahd's slam attack gain two negative levels. At the same time, Strahd gains 10 temporary hit points and a +2 bonus on skill checks, ability checks, attack rolls, and saving throws for 1 hour. (This bonus derives from his Improved Energy Drain feat.)

Whenever a spellcaster opponent loses a prepared spell due to energy drain, Strahd gains the ability to cast that spell once (as if he had prepared it). The spell's effect is treated as if the original spellcaster had cast it. The spell remains in Strahd's mind for up to 1 hour, and he can keep up to three stolen spells at a time. This ability has no effect on spellcasters who don't prepare spells or on characters who have no spells prepared. (This ability comes from his Spell Drain feat.) If you are using the taint rules in Heroes of Horror, Strahd's energy drain also increases the target's depravity score by 2 points or its corruption and depravity scores by 1 point each (because of his Touch of Taint feat).

Magic Strike (Su) If Strahd hits with his slam attack, the attack is treated as magic for the purpose of overcoming damage reduction.

Alternate Form (Su) See below for Strahd's statistics in his animal forms. In animal form, Strahd cannot use his equipment or cast spells, nor can he use his dominate ability.

Blood Drain (Ex) If you are using the taint rules in Heroes of Horror, Strahd's blood drain also increases the target's corruption score by 2 points (because of his Touch of Taint feat).

Gaseous Form (Su) Strahd's Armor Class in gaseous form is 15 (19 with mage armor active), touch 15, flat-footed 12.

Forest Sign (Su) As a result of his connection to the forests of Barovia, Strahd benefits from a constant nondetection effect on himself and his gear, as the spell (caster level check DC 31). If Strahd's connection to the Forest Fane is severed, Strahd loses this benefit and his CR is reduced by 1. grants 30 HP profane bonus. +2 stackable resistance bonus to saves, and initiative. grants freedom of movement. grants SR 8(stackable)

Mountain Sign (Su) As a result of his connection to the mountains of Barovia, Strahd is surrounded by a field of force armor that grants him a +6 armor bonus to AC. Because it is made of force, this armor protects him against incorporeal attacks and applies when Strahd is in gaseous form. If Strahd's connection to the Mountain Fane is severed, his Armor Class is reduced to 21 and his CR is reduced by 1. grants 30 HP profane bonus. 2 stackable resistance bonus to saves, and initiative. 1st 3 saves of combat are treated as automatic 20. grants SR 8(stackable)

Swamp Sign (Su) As a result of his connection to the swamps of Barovia, Strahd has resistance to all elements/energy 20 If his connection to the Swamp Fane is severed, Strahd loses these resistances and his CR is reduced by 1. grants 30 HP profane bonus. 2 stackable resistance bonus to saves, and initiative. 1st three skill checks are treated as automatic 20. grants SR 8(stackable)


Strahd calls himself the "first vampire," but the claim seems unlikely. The details of his story are set down in the Tome of Strahd, with key excerpts presented on page 22. Strahd is a tall man, standing just over 6 feet. His body is lean and hard, and his gaunt face has strong features and prominent cheekbones. His eyes are dark and hypnotic, like deep pools with subtle reflections of red light, but when he is enraged they burn like red-hot coals. His skin is usually pale, but it becomes flushed with each feeding and retains that healthy-looking color for several hours. His elongated and thin fingers have long, sharp nails. His fangs are not obvious unless he wants them to be noticed -- he can speak and even yawn without revealing his true nature. When he attacks, however, the fangs lengthen to protrude from his mouth. Strahd prefers to wear black with touches of white and red. His clothing style is the tailored, layered look common to the nobility.

SPECIAL STRENGTHS AND WEAKNESSES

Strahd differs from standard vampires in a few key respects. He enjoys an unnatural connection with the land of Barovia (see below), which has given him three significant defensive abilities: force armor, energy resistance, and a constant nondetection effect. Strahd has no aversion to garlic or mirrors. Though he can be turned, characters cannot keep him at bay simply by presenting a holy symbol. He can enter any building in Barovia, whether he is invited or not. Finally, the artifact known as the Dayheart (see below) grants Strahd immunity to the destructive effects of sunlight.

In addition to the standard alternate forms assumed by vampires, Strahd can take the shape of a batlike humanoid ("werebat" form) and a bestial humanoid with wolfish characteristics (feral form). These special forms appear in Strahd's statistics block for encounters in which he assumes them.

STRAHD'S SPELLBOOKS

More than simply a treasure to be won by skilled or lucky PCs, Strahd's spellbooks represent a wealth of additional tactical options for the vampiric genius. The following lists additional spells that Strahd knows in addition to those he has prepared. Feel free to substitute different prepared spells to account for the party's capabilities and weaknesses. If you have access to sources other than the Player's Handbook, particularly Spell Compendium, you can substitute spells from those books for others in Strahd's repertoire.

5th -- cone of cold, hold monster, magic jar, prying eyes, teleport, wall of force.

4th -- animate dead, arcane eye, bestow curse, confusion, contagion, detect scrying, Otiluke's resilient sphere, solid fog.

3rd -- clairaudience/clairvoyance, gentle repose, hold person, slow, stinking cloud, vampiric touch, wind wall.

2nd -- bull's strength, cat's grace, command undead, darkness, detect thoughts, glitterdust, gust of wind, Melf's acid arrow, see invisibility, Tasha's hideous laughter, touch of idiocy, web, alter self

1st -- burning hands, cause fear, comprehend languages, identify, obscuring mist, shocking grasp, sleep, unseen servant.

0 -- all except abjuration and illusion.


The Wilderness Fanes: In the countryside of Barovia stand ancient sites of worship. Strahd appropriated three such wilderness fanes located near his castle -- one in the Svalich Woods, one in the swamp to the east, and one high in the mountains. Performing dark rituals at each once-sanctified altar, Strahd bound himself to the land and the land to him, gaining great powers in the bargain. Stripping him of those powers requires visiting each fane and performing specific rituals to sever his connection to the land.

The Dayheart: K60 This massive crystal, fed by dreadful energies, grants vampires linked to it immunity from the effects of sunlight. The Dayheart occupies the highest part of one of the castle's spires. For more information about this artifact, see area 60A in Castle Ravenloft (page 158) and the Appendix.

Legacy Items: Two legendary magic items of great power can overcome many of Strahd's defenses. The Holy Symbol of Ravenkind predates the arrival of Strahd's family in Barovia and is a potent tool against vampires, but has been lost for centuries. The Sunsword, the original model for all sun blades, is the bane of undead. Strahd attempted to have the weapon destroyed, but unknown to him, its blade survives. For more about these two items, and the rituals needed to fully awaken their powers, see the Appendix.

Holy Symbol of Ravenkind K56
http://wiki.nodnod.net/index.php?title=Ravenloft:Holy_Symbol_of_Ravenkind

Sunsword (Sunseeker) K53
https://dnd-wiki.org/wiki/Sunseeker_(3.5e_Equipment)

IREENA

Strahd believes that Ireena Kolyana (see page 31) is the reincarnation of Tatyana von Zarovich, wife of Strahd's brother Sergei. Strahd's unrequited love for Tatyana drove him to madness and plunged him over the precipice into irredeemable evil. Having seen Ireena in Barovia, Strahd believes his ancient love has returned to him, and he seeks to claim her. This obsession is the primary motivation for everything he does.

Strahd wants to "win the love" of Ireena, but in the evil manner of a corrupt immortal, such wooing occurs over the course of three visits. He believes that in this way he is "building a relationship." During the first two visits, Strahd lulled Ireena into complacency through domination. He maneuvered her into being alone with him so he could bite her neck and drain some of her blood. He hopes to deliver the last bite during their third meeting, making her his vampire consort.

Strahd never directly attacks Ireena, nor does any creature under his command. However, he had her father, the burgomaster, killed for attempting to interfere in their romantic "destiny." He keeps an eye out for any opportunity to separate Ireena from the PCs, should she join them, then bring her into a new realm of existence. Domination is Strahd's ace in the hole -- ten days remain before the effect ends, though Ireena doesn't realize she is under the vampire's control. Strahd calls upon this advantage only when he deems the time is ripe to bring his bride-to-be into the fold

Undead creatures -- especially vampires -- are a recurring theme in Expedition to Castle Ravenloft. Full descriptions of the special abilities, resistances, and weaknesses of these creatures would make their stat blocks unwieldy as well as repeating large amounts of text. To save space, this sidebar summarizes the details common to such creatures. Where an exception exists, such as Strahd's ignoring typical vampire aversions, that fact is noted in the creature's stat block.



















UNDEAD CHARACTERISTICS

An undead creature has the following characteristics (MM 317).

Undead Immunities:
Immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to extra damage from critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Undead Traits:
Darkvision out to 60 feet. No Constitution score. Uses its Charisma modifier for Concentration checks. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection turn undead creatures back into the living creatures they were before becoming undead. Negative energy (such as an inflict spell) can heal undead creatures. Undead do not breathe, eat, or sleep.

VAMPIRE CHARACTERISTICS

A vampire has the following characteristics (MM 252). Vampire spawn share many of these abilities.

Vampire Abilities: The DC for all saves against these abilities is 10 + 1/2 vampire's or spawn's HD + vampire's or spawn's Cha modifier unless otherwise specified (MM 252).

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point; a vampire spawn heals 2 points of damage each round. If reduced to 0 hp in combat, a vampire or vampire spawn automatically and immediately assumes gaseous form and must reach its tomb within 2 hours or be utterly destroyed. Any additional damage it takes in gaseous form has no effect. Once at rest in its crypt, the vampire or vampire spawn is helpless for 1 hour. After 1 hour, it regains 1 hit point and is no longer helpless, then resumes healing at the normal rate per round.

Spider Climb (Ex): A vampire or vampire spawn can climb sheer surfaces as though with a spider climb spell.

Energy Drain (Su): Living creatures hit by a vampire's slam attack gain two negative levels, and the vampire gains 10 temporary hit points. Living creatures hit by a vampire spawn's slam attack gain one negative level, and the vampire spawn gains 5 temporary hit points. See DMG 293 for more information about energy drain and negative levels.

Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell (CL 12th), except that a vampire does not regain hit points for changing form and must choose one of these forms. A vampire in animal form loses its natural slam attack and its dominate ability.

Blood Drain (Ex): A vampire or vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire or vampire spawn gains 5 temporary hit points that last for up to 1 hour. This ability does not affect elementals, plants, or creatures that lack a Constitution score.

Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. The creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su): A vampire can crush an opponent's will just by looking into his or her eyes. This is similar to a gaze attack with a range of 30 feet, except that the vampire must use a standard action and choose a single target -- those merely looking at it are unaffected. The vampire's target must succeed on a Will save or fall instantly under its influence as though by a dominate person spell (CL 12th).

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire's energy drain rises as a vampire spawn 1d4 days after burial. A victim slain by a vampire's blood drain returns as a spawn (4 or fewer HD) or as a vampire (5 or more HD).

Gaseous Form (Su): As gaseous form at will (CL 5th), but the vampire or vampire spawn can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Vampire Aversions: A vampire or vampire spawn cannot tolerate the strong odor of garlic. It recoils from a mirror or strongly presented holy symbol. When recoiling, it must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire or vampire spawn at bay takes a standard action. A vampire or vampire spawn can't cross running water (though it can be carried across) and can't enter a private building unless invited.

Vampire Vulnerabilities: Vampires and vampire spawn share the following vulnerabilities.

Sunlight: If a vampire or vampire spawn is exposed to direct sunlight, it is disoriented and can take only a single move action or standard action in the first round of exposure. In the next round, it is destroyed utterly.

Running Water: Immersing a vampire or vampire spawn in running water deals one-third of its hit points in damage each round. If it reaches 0 hit points when immersed, or at the end of three rounds of immersion, the creature is destroyed.

Wooden Stake: If a vampire or vampire spawn is helpless, a foe can take a full-round action (similar to a coup de grace) to drive a wooden stake through its heart. This renders the body inert, like a normal corpse, and makes it vulnerable to normal attacks so that it can be destroyed. If the wooden stake is removed before the body is destroyed, however, the vampire or vampire spawn returns to unlife, although it has 0 hit points and assumes gaseous form.






IREENA KOLYANA (Tatyana Von Zorovich)

Human, Ranger 7 Peerless Archer 8 CR 15 Medium Humanoid (Human)
Init +5
AC 25 FF 21 Touch 15
HD: 15 (7d8+8d10+63) 178
Fort +13 Ref +14(15) Will +6
Speed 30ft
Base Atk +15 Grp +19(20)
Full Attack: Longsword +19(20)/+14(15)/+9(10) 1d8+4 (19-20/x2)
Full Attack: Mighty composite longbow +25(26)/+20(21)/+15(16) 1d8+8
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
Abilities Str 18 Dex 20 Con 18 Int 10 Wis 13 Cha 16

Skills: Climb +6, , Craft(bowmaking) +14, Handle Animal +15, Sneak +16, Jump +6, Knowledge(Nature) +6, Ride +8, Search +6, Perception +17, Survival +4, Swim +6

Feats: rapid shot, many shot, Point Blank Shot , Far Shot , Precise Shot , Quick Draw, ranged sneak attack(3d6), crafting arrows, enhancing arrows(50 +4 arrows), power shot, threaten, endurance, natural bond(Level 6 druid), wild cohort(level 15 druid), combat reflexes

Equipment - +1 wounding composite mighty longbow(+4), +3 animated chain shirt, ring of health(+2), belt of giant strength(+2), Gloves of dex(+2), amulet of natural armor +1, ring of protection +1

Favored Enemy - Undead(+2), Good Outsiders(+4)

Ranger Spells - (1/2)
1 - arrow mind, enrage animal


power Suite - haste, enrage animal, power shot (-5/+5)

tactics - lets Strahd engage first. She has no intention of being the focal point of attacks. Once Strahd engages she sends her companion and cohort in to melee. Then she will attempt to hide, and get her sneak attack in. She will use her rapid shot and let her wounding bow do its damage. If she gets a melee attacker she will use arrow mind and continue to attack with her bow. If batsy misses a few rounds in a row Ireena sends it away. Bearclaw will stay in combat til the end. she only fully attacks party after strahd has his ruse inplace, and returns to Ravenloft. Until then she pretends to be an ally to the PCs.

Animal Companion/Cohort - dire bat, dire bear

Dire Bat (Batsy)
Size/Type:Large Animal
Hit Dice:8d8+24 70
Initiative:+6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class:25(26)(-1 size, +7 Dex, +9 natural), touch 16(17), flat-footed 18
Base Attack/Grapple:+4/+11
Full Attack:Bite +6 melee (1d8+5)
Space/Reach:10 ft./5 ft.
Special Attacks:—
Special Qualities:Blindsense 40 ft., Evasion, share spells, devotion
Saves: Fort +7, Ref +11(12), Will +6 (+4 vs enchantments spell and effects)
Abilities:Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +5, Perception +16, Sneak +12
Feats: Alertness, Stealthy

A dire bat has a wingspan of 15 feet and weighs about 200 pounds.

Combat
Dire bats swoop down upon unsuspecting prey from above.

Blindsense (Ex)
A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills
Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

power suite - haste



Dire Bear click to see monster(Bearclaw)(move action to control)
Size/Type:Large Animal
Hit Dice:21d8+87 230(272)
Initiative:+3
Speed: 40 ft. (8 squares)
Armor Class:28(27)(-1 size, +3 Dex, +16 natural), touch 12(11), flat-footed 25(23)
Base Attack/Grapple:+11/+25(26)
Full Attack:2 claws +21(24) melee (2d4+12(14)) and bite +15(18) melee (2d8+7(9))
Space/Reach:10 ft./5 ft.
Special Attacks:Improved grab
Special Qualities:Low-light vision, scent, evasion, devotion
Saves: Fort +12(14), Ref +11(12), Will +9(11)(+4 morale vs enchantment spells and effects)
Abilities:Str 35(39), Dex 17, Con 19(23), Int 2, Wis 12, Cha 10
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.

A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.

Combat
A dire bear attacks by tearing at opponents with its claws.

Improved Grab (Ex)
To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Power Suite - haste, enrage animal

MORE MONSTERS COMING SOON