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2834603-A Botanical Guide To Barovia v1.03

A Botanical Guide to Barovia is a supplement for the Curse of Strahd campaign, featuring new subclasses, plants, magic items, and monsters suitable for gothic or horror-themed adventures. It includes two subclasses (Tree Speaker Ranger and Circle of Rot Druid), 25 unique plants, and a short adventure called the Grove of Grey Mists. The guide aims to enhance gameplay with thematic content and encourages reader feedback for future improvements.

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Alex Wisniewski
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0% found this document useful (0 votes)
51 views41 pages

2834603-A Botanical Guide To Barovia v1.03

A Botanical Guide to Barovia is a supplement for the Curse of Strahd campaign, featuring new subclasses, plants, magic items, and monsters suitable for gothic or horror-themed adventures. It includes two subclasses (Tree Speaker Ranger and Circle of Rot Druid), 25 unique plants, and a short adventure called the Grove of Grey Mists. The guide aims to enhance gameplay with thematic content and encourages reader feedback for future improvements.

Uploaded by

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

This book contains descriptions of substance use,


violence, and death.

Table of Contents
Page Section
4 Subclasses
6 The Plants of Barovia
18 Magic and Mundane Items
22 Monsters
29 Location / Adventure: Grove of Grey Mists
40 Grove of Grey Mists Map
41 Licensing and Art Information

Authors' Notes
Thank you!
Thank you for purchasing and supporting A
Botanical Guide to Barovia! If you enjoyed this
product of have any suggestions, please leave a
review for this book on DM's Guild. This book was
a labor of love for the D&D community. Hearing
your feedback and reviews lets us know how we
can better support you - our readers - and gives us
insight into what to work on next!

More Botanical Content:


Looking for more botanical content? Check out
Magical Plants of the Feywild on DM's Guild. The
book is currently rated 5 stars and has new magic
plants, monsters, items, and plant-themed
subclasses perfect for the Feywild.

Magical Plants of the Feywild:


https://tinyurl.com/5b48ac8j

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@BrassikArts
@XhangoGames

2
About this Book
A Botanical Guide to Barovia is a supplement designed to Six Monsters
accompany Curse of Strahd, but the content contained within This book includes six new monster statblocks:
also work well in other campaigns set in heavily forested 1. Burnblister. Burnblisters and their fire vulnerability can
regions, or in adventures with a gothic or horror theme. The provide nasty surprises for overconfident characters who
book contains the following elements: think their firepower gives them the upper hand.
2. Wereraven Elder. The wereraven elder statblock can
Subclasses serve as a new ally or an maddened enemy for the party to
This supplement contains two subclasses. Ask your DM or face.
GM if it's okay to play these subclasses before incorporating 3. Shadowfell Dryad. The Shadowfell dryad dances in and
them into your games. out of combat, avoiding opportunity attacks by staying out
of range with her whip. The combination of tree stride,
1. Ranger Subclass: Tree Speaker. This plant-themed spellcasting, and minions make this monster perfect to
ranger subclass lets you wreathe yourself in thorns and build challenging encounters around.
coat your weapons in stinging or noxious poison. 4. Treeling. These diminutive forest dwellers are normally
2. Druid Subclass: Circle of Rot. This druid subclass gives peaceful, but can serve as cryptic foes. For a horror
you the power to summon decomposing plant minions campaign, have large packs of them wait silently in trees,
and use devastating spells to drain your foes' life force. then use poison or traps to catch characters unaware.
5. Chaanshaaz. A chaanshaaz is the carcass of a large elk,
infested and reanimated by parasitic plants. Their twisted
The Plants of Barovia biology has imbued them with dark power.
This section details 25 new plants, all of which posess unique 6. Janus Tree. Also described in the plants section, the Janus
lore and properties. Though these were designed with Tree has dozens, potentially hundreds of wooden faces of
Barovia in mind, they can also fit in nearly any campaign. soulless Barovians. It can also be used outside of Barovia
as an abomination created through dark rituals.
This section also includes short snippets of four adventurers
who encounter these plants as they try to escape from the New Location for Curse of Strahd /
Svalich Woods. Short Adventure: The Grove of
Two example plants: Grey Mists
The Grove of Grey Mists is a new location designed for Curse
Woodcress. Although Barovians don't know it, this plain of Strahd, but it can also be used as a short drop-in adventure
and plentiful food source makes the locals more easily or one-shot. Characters will explore a foreboding grove that
swayed by Strahd's dark charm. conceals a powerful (and definitely not cursed) weapon. This
Bluemoon. This flower blooms only when a creature has adventure is designed to take approximately 4 hours, and is
died nearby. balanced for a party of level 5-6.
New Magic and Mundane Items
This guide includes 9 magic items and 10 mundane items, all
themed around Barovia or with uses of the flora in this book
in mind.
Magic Items. Use items like the cloak of leaves or the
root boots to surprise forest foes. The legendary Heart of
Barovia (featured in the included adventure) provides
DM's with an alternate weapon for characters to find to
defeat and overthrow the dark lord Strahd.
Mundane Items. Mundane items such as the Ammaronna
makeup kit or screaming tea let you add additional flavor
to any Ravenloft or gothic-themed adventure.

3
Subclasses
Ranger Subclass: Tree Noxious Sap
11th-level Tree Speaker feature
Speaker
Tree speaker rangers have developed a solemn appreciation Starting at 11th level, you can focus on your weapons,
for ancient trees, recognizing their indispensabilty as a magically coating them in a sticky, noxious sap. As a bonus
foundation of the natural world. By tapping into and action, you can channel natural magic to coat your weapons
borrowing the trees' natural magic, tree speakers are able to and ammunition with one of two kinds of sap. When this
coat their weapons in poison, summon grasping roots, and coating is applied, you can choose to cover the weapons with
even change their own form. Tree speakers usually have deep either poisonous or acidic sap. When this coating is applied,
roots in a community or area, acting as guardians and your weapon attacks deal an extra 1d8 acid or poison
wardens to their territories, forests or otherwise. damage, depending on the kind of sap you chose.
Nonetheless they are able and willing adventurers when a
threat to their home presents itself. This sap lasts for 1 minute, unless it is wiped off as an action.
Your weapons can only benefit from one poison coating them
Restraining Roots at a time. The sap only lasts while you hold the weapons - if
you hand them to another creature the magic fades and the
3rd-level Tree Speaker feature poison disippates.
Starting at third level, you can cast the spell ensnaring strike You can use this feature a number of times equal to your
without using a spell slot. You can use this feature a number proficiency bonus, and you regain all expended uses when
of times equal to your proficiency bonus, and you regain all you finish a long rest.
expended uses when you finish a long rest.
Ally to Nature
Speak for the Trees 15th-level Tree Speaker feature
3rd-level Tree Speaker feature
You can cast the spells awaken and wall of thorns without
At third level you can speak, read, and write Druidic in material components. Each spell counts as a ranger spell for
addition to your other languages. you, but doesn't count against the number of spells you know.
When you cast one of these spells, it doesn't use a spell slot.
Barkskin Once you've cast one of these spells, you can't cast that spell
7th-level Tree Speaker feature again using this feature until you've completed a long rest.
You may only awaken one creature with the spell awaken at a
At 7th level your attunement to the wilderness lets you tap time. If you awaken a second creature, the first returns to
into natural magic to change your form. As a bonus action, being an inanimate plant.
you can change your skin into rough bark, granting you a +1
to AC.
Additionally, as part of the same bonus action or later as a
subsequent bonus action, you can choose to grow thorny
spikes that surround your body. If you do, when a creature
within 5 feet of you hits you with a melee attack, the attacker
takes 3 piercing damage. Additionally, when you use the
Attack action to grapple a creature, you target takes 3
piercing damage upon a successful grapple check. The
grappled creature takes 3 piercing damage at the start of
each of your turns for as long as the grapple continues.
While you have these thorns, when a creature within 5 feet
grapples you, they take 3 piercing damage (regardless of
whether the grapple succeeds or fails). That creature then
takes 3 piercing damage at the start of each of its turns for as
long as the grapple continues.
As a bonus action, you can choose to dismiss just the thorns
alone or both the bark and the thorns.

4
Sense Corruption
Druid Subclass: Circle of 6th-level Circle of Rot feature
Rot
Druids in the Circle of Rot understand the vital importance of Your understanding of rot and decay gives you the
decay and degradation in the natural world. Rather than exceptional ability to peer into the corruption that lurks
viewing this process as something to be feared,these druids within the hearts of others.
see rot as the key to new life and progress. A fallen, As an action, you can focus on a creature within 30 feet of
decomposing tree or animal carcass is a catalyst for new life you. You become magically aware of whether that creature is
and growth, and druids in this circle seek to speed along and charmed, cursed, and/or diseased. You also can sense
foster this process. Circle of Rot druids tend to be lone whether a creature is affected by more than one of these
hermits, ascetics, or outcasts, spending their time away from conditions, but you do not know exactly what the nature of
civilization. these curses, charms, or disease are. (i.e. you might know a
creature has both a disease and is charmed, but you do not
Circle Spells know that it is under the effects of a geas and has mummy
2nd-level Circle of Rot feature rot.)
Your study of rot and decay has given you the ability to cast Additionally, you detect the presence of any place or object
additional spells. You always have these spells prepared, and that has been desecrated within 30 feet.
they don't count against the number of spells you can prepare
each day. If you gain access to a spell that doesn’t appear on You can use this feature a number of times equal to 1 + your
the druid spell list, the spell is nonetheless a druid spell for Wisdom modifier (minimum of once). When you finish a long
you. At second level, you learn the infestation cantrip. rest, you regain all expended uses.
Circle of Rot Spells Embodiment of Decay
Druid Level Spell
10th-level Circle of Rot feature
2nd infestation
3rd acid arrow, ray of enfeeblement Beginning at 10th level, you become less affected by decay
5th bestow curse, life transference
and rot, and are resistant to necrotic damage. Additionally,
you have advantage on saving throws against diseases or to
7th blight, vitriolic sphere resist the effects of disease.
9th enervation, negative energy flood
Avatar of Rot
Vassal of Rot 14th-level Circle of Rot feature
2nd-level Circle of Rot feature At 14th level, you can summon an even stronger spiritual ally.
You gain the ability to summon a spirit of rot that takes As an action, you can expend one use of your Wild Shape
physical form. As an action, you can expend one use of your feature to summon an avatar of rot. The avatar of rot follows
Wild Shape feature to summon this ally, rather than the same rules as the vassal of rot with the following
assuming a beastial form yourself. changes:
Stronger Form: The avatar of rot uses the awakened
The vassal of rot takes the shape of a rotting plant creature. tree statistics.
Use the twig blight statistics for this creature. When the Death Burst: The necrotic damage from the avatar of
vassal of rot reaches 0 hit points or dies, it explodes with a rot's death burst effect increases to 4d8 instead of the
death burst of necrotic energy. Each creature within 10 feet vassal of rot's 2d8.
of the vassal must make a Constitution saving throw against New Growth: If a living creature is killed by an avatar of
your spell save DC. On a failure, a creature takes 2d8 rot's death burst, you may choose to raise one of the killed
necrotic damage, or half as much on a success. creatures as a vassal of rot, without expending a use of
your Wild Shape feature.
The vassal of rot appears in an unoccupied space of your Necrotic Nature: Spells you cast or effects you create
choice that you can see within 30 feet of you. The vassal is that would heal undead creatures (such as the spell
friendly to you and your companions and obeys your negative energy flood) heal the avatar of rot as though it
commands. In combat, the vassal shares your initiative count, were an undead creature.
taking its turn immediately after yours. It can only take the
Dodge or Attack actions. As a bonus action, you may instantly
reduce the vassal to 0 hit points, triggering its explosion of You may only control or raise one avatar of rot or vassal of rot
necrotic energy. The vassal lasts for 1 hour, until it is reduced at a time.
to 0 hit points, until you use this feature to summon it again,
or until you die. If you are knocked unconscious or die, the
vassal follows the last orders it was given and defends itself.

5
The Plants of Barovia
Forest Flora Bonebriar Bush
Physical Description. Bonebriar bushes have pale, beige-
Barovian Heartwood Tree yellow branches with sharp spurs that, to a distracted or
Physical Description. TThe Barovian Heartwood is a unique foreign eye, often look like bones. These plants are incredibly
tree created by the Dark Powers, with the sole purpose of dense and strong and grow in matted wall-like formations in
acting as an emergency contingency against Strahd should deep forest. Their leaves are small and deeply serrated; tiny,
the Dark Powers wish to be rid of him. dun flowers bloom from late spring through late summer but
are easily missed.
The tree itself is diminutive - approximately 4 feet high, the
size of a normal sapling - and found deep within the forest These briars’ tendency to grow close together makes them
among much taller, more imposing trees. Its small size belies difficult to move through or destroy (see below); fauna
an expansive - and aggressive - root structure, spreading generally avoid areas of bonebriar but other climbing plants
underneath the soil in 30’ radius below. These roots have use these briars as a surface to grow upon. They prefer deep
killed all nearby trees and ground vegetation, letting the light shade; it is due to this low light habitat that Bonebriar bushes
from the sky shine directly upon it. (1) grow as tall as they do, and (2) are also quite pale.
The center of the tree has a thick, perfectly shaped stake Environmental effects. These bushes are a natural terrain
growing from its center (ideal for killing a vampire, such as hazard that prevents movement in areas that contain them. It
Strahd). The branches of the tree possess numerous tiny is possible to damage regions of this plant to pass through -
green leaves that surround the central stake, which gives the like bone, these bushes have an AC of 15 and are treated as a
appearance of a green halo surrounding the tree’s top and resilient material.
central stake. Notable effects / uses. If successfully harvested, these
branches can be used as a construction material similar to
Notable effects / uses. Creates the Heart of Barovia bone, with equivalent hardness and weaknesses.
weapon (see the Magic items section.) Growth Habit. Grows in large, thorny briar hedges and
Biome. Deep Forest (Barovia only) prefers deep shade; it is due to its low light shade habitat that
Rarity. Unique, Legendary Bonebriar grows as tall as it does, and is also quite pale.
Biome. Forest (Barovia)
Blackthistle Vines Rarity. Common
Physical Description. These thick, dark green vines have
sharp purple- and black-tipped thorns that stick out from
their trunk in a spiral-like pattern. Unlike most climbers, Taenan the warlock huffed as he ran, flying through
Blackthistles grow with just a single, twining trunk, which is the forest for his life - for all their lives. The elf’s
uniquely magical and sustains itself off of the latent magic it robes caught on the underbrush beneath his feet,
picks up from the environment rather than the region’s weak and he could see his breath puff out as bright
light. These vines do not grow to extreme lengths; at most, white mist into the Barovian forest’s nighttime air.
they reach 10’ from end to end. When the weather is warmer, From behind him came the frightful sound of
blackthistle vines sprout blossoms These dun-colored, cackling - the hags they’d accidentally roused were
gaining on them, and fast.
tubular disc flowers, however, are not for the faint-hearted:
beneath them is a series of razor-sharp prickles that will An angry shout rose from up ahead - it was
pierce all but the thickest leathers. By autumn, the flowers Creight’s voice, from what he could tell - and the
have dried up and their seeds have spread on the wind. sound of something like an axe thudding against
Notable effects / uses. Blackthistle vines can be used as a something hard followed.
magical item - see the magic item section. They are uniquely
treasured by local druids, who cultivate the plant for ritual “It’s no use!” Their rogue cried out. “The way’s
use. blocked by - by these brambles - what ARE these?”
Biome. Forest (Barovia)
Rarity. Rare “I’ll fix this, Ashlyn,” the axe-wielding barbarian
assured her, and his weapon swung high and thud
against the pale wall ahead. They were trapped -
trapped while on the run in a foreign land as hostile
as this.

To think, this whole misadventure had started with


a camping trip...

6
Burnblister Daydreamer Peony
Physical Description. This majority of this plant is made up Physical Description. These peonies - unlike types seen
of its long, brown roots that hug the ground. The roots are elsewhere - are small herbaceous flowers. Their petals are
punctuated with gnarled knots that protrude outwards - but bright baby blue, with black stamen in their center. This gives
many are surprised to find that these are actually the plant’s the impression that they are eyes lurking in the forest.
seed pods, borne from small, papery red flowers that Daydreamer Peonies always grow in pairs: each plant has
protrude from the plant’s low stem. When exposed to flame, two stems that terminate in one flower each. Although they
flammable gases contained within the pod ignite and bud and grow upwards, the heavy weight of their
explode, scattering the seeds of the burnblister plant far and inflorescence (flower) and the relative delicateness of their
wide across the land. Burnblister is found in hillside forests stems drags the plant down so that its face is usually pointed
with sparse trees, particularly in drier locales. towards the ground. These peonies have long, tapering
In Barovia, this plant sometimes takes on additional life, compound leaves and thick knobby roots (which are actually
becoming animated and gaining the ability to walk upright tubers).
like a humanoid. When hunting, they grab onto creatures Notable effects / uses. A creature who succeeds on a DC 18
using thick, vine-like appendages and subdue them, Medicine, Survival, or Wisdom check knows that the dried
constricting the life out of them and using their victims’ petals of the Daydreamer Peony can be brewed into a
remains as a source of nutrients. In their ambulant form, hallucinogenic tea. A creature who drinks this tea must make
these plants stalk their home forests and paths through them. a DC 14 Wisdom saving throw. On a failure, their vision
There is much mystery, however, about what happens to becomes blurry and they are poisoned for one hour (or until
‘awaken’ one of these creatures. healing is administered). On a success, that creature enters a
Notable effects / uses. See the Monster section for the deep trance for 1 minute, during which they can visualize
burnblister's statistics. Of note, these creatures prefer to images of creatures who have recently passed through this
grapple while in combat. They are VERY vulnerable to fire area.
damage, popping and exploding upon contact. If the
Burnblister is grappling a creature while this happens, both When found in nature, Barovian locals also frequently forage
individuals are in for a very bad time. for the roots to this plant, which can be prepared like many
Biome. Open Forest (Barovia) other tubers, or dried and then ground up into a starchy flour.
Rarity. Uncommon
The Vistani reserve a special place for Daydreamer Peonies
in their folklore - these flowers are said to ward off the evil
eye.
Biome. Forest (Barovia)
Rarity. Uncommon

7
Fool's Moss Janus Tree
Physical Description. This dark green, sphagnum-like moss Physical Description. Found only in Barovia, these tall,
seems to jiggle and undulate slightly when touched, as though knotted trees possess an expansive root structure and a
it has tiny muscles within. When observed for long periods of conical-shaped trunk that appears windswept and heavily
time, the moss has shown the ability to move slowly, via weathered. Its pale wood and forlorn nature makes these
creeping along the surface of its host tree’s bark. Most of the specimens seem more alive than dead. No leaves or flowers
time, however, it is sessile. Fool’s moss is found in deeply have ever been recorded, and it is unknown how long these
shaded regions, on trees with rough bark that grow near trees have been around, whether they produce seed, or are
areas of high moisture. simply another symptom of malice native in these regions.
Notable effects / uses. This uniquely Barovian moss grows This tree is especially unique in that it appears to have a
solely on the sides of trees that face Castle Ravenloft, Strahd number of half-formed faces growing out of its trunk and
the Devil’s seat of power. Creatures that try to use the branches, their faces frozen in a rictus of terror.
Survival skill to navigate through a forest might be thrown off Notable effects / uses. Most native Barovians are born
if they aren’t careful, directed to follow the moss to the castle without souls and live joyless lives under the shadow of
instead of their true destination. A DC 12 Survival check is Castle Ravenloft. This tree is attuned to the very heart of this
enough to not be tricked. Characters with a compass have dark region, and the faces protruding from the tree’s surface
advantage on these checks. are those of countless soulless Barovians born over time.
Biome. Forest (Barovia only) Few who live now have seen one of these trees, but those
Rarity. Common who have report seeing the faces of those who are currently
living, along with beloved friends and family members who
have long since died. If rumours are to be believed, some
faces even belong to those who have yet to be born.
Biome. Forest (Barovia only)
Rarity. Rare

8
Klob Maiden's Tears
Physical Description. Klobs are short (10’-15’) evergreen Physical Description. Short, delicate stalks bend gracefully
trees that sprout mottled green and yellow fruit. The seedless under the weight of light purple flowers. The outer sepals are
flesh of the fruits themself is mildly toxic when eaten raw, and a similar shade of purple to the delicate, trumpet-shaped
a cone-shaped pod grows from the bottom of the fruit. Inside, flowers within. The leaves are tapered, long and glossy green,
there are 6 brown nuts - the actual seeds of the Klob tree - with parallel veins that run their length. Finally, this plant
which have a mild flavor and chalky texture. Occasionally, the originates from a rather plain bulb, which is about the size of
cones grow with different numbers of nuts inside; those with a pearl onion. These flowers bloom only in early spring, just
4 nuts are considered lucky, but a cone with 7 nuts is after the snows melt, and give way to glossy black berries
regarded as an ill omen. The fleshy fruits become edible when pollinated.
when cooked down. The klob mush is then either crushed to Notable effects / uses. Maiden’s Tears serve no medicinal
produce juice, or distilled into a liquor of the same name. purposes, but the berries are mildly poisonous when eaten.
Those who eat them must succeed on a DC 13 Constitution
Klob trees grow in sparser forests without a thick canopy saving throw or gain the poisoned condition until the berries
above, and are more prevalent in forest areas with much pass through their systems. Minor healing or a long rest will
wildlife. remove this ailment.
Environmental effects. When shaken, the fruits may fall Barovian locals of all stripes find a sort of romance in these
from the tree. The seed cones protruding from the bottom of dainty flowers and they are considered a sign of good fortune
the tree can be surprisingly sharp, and cause 1 piercing when found. Fresh and preserved specimens are often gifted
damage to unlucky creatures below. to bestow good luck: for example, pinned to cloaks before a
Notable effects / uses. The nuts are a meager but passable long voyage, or given to brides on their wedding days.
food source and are either eaten raw, or roasted and ground
into a fine powder. Klob juice is unremarkable, but Klob Biome. Varies; Maiden’s Tears prefer as much light as they
liquor is very strong. can get but have been seen growing throughout Barovia, in
Biome. Forest and forest margins (Barovia) forests, towns, and even at higher elevations.
Rarity. Common Rarity. Common

9
Morcant Burl Shadowgrass
Physical Description. A relatively slow-growing, purple-hued Physical Description. Thin, flat, grey, and almost dead-
hardwood tree, this plant was tracked over from Faerun’s looking, these blades are not pretty and flourish throughout
Quivering Forest, where it is endemic. This forest has - at Barovia. What they lack in looks, however, they make up for
various points in its history - been connected with both the in utility: Shadowgrass grass is stiff despite its dryness and
Shadowfell and the Feywild and its latent energies make the surprisingly fibrous when harvested and treated properly
trees grow quite quickly. In Barovia, however, Morcant Burl (typically, soaked in warm saltwater to soften and then
has adapted shockingly well. While it grows more slowly than worked while wet). Shadowgrass is a shade-tolerant plant
in the Prime Material, the trees are quite robust and several and is often found growing near the fallen, decaying husks of
stands of these trees can be found within deep forested larger plants. It is common to see it in areas that contain
regions in Barovia. This tree tends to form large, thickened large amounts of Screamvine, and they have been known to
burls (hence its name) as it grows, as well as secondary clump near regions with Morcant Burl as well. Near the latter,
shoots from its’ roots. At maturity, these knobbly trees clump the grass grows exceptionally tall and strong.
to form a thick, interwoven canopy, similar to ones seen in Environmental effects. When a creature casts a spell within
Faerun. 10 feet of a stand of shadowgrass, the plant absorbs the
Environmental effects. Morcant Burl, to everyone’s surprise, latent magical energy, and grows at a rapid pace: up to four
has adapted well to this harsh landscape due to its inherently feet tall in a matter of seconds. It can then be used as
magical nature. Local foresters report that the stands of this concealment or half-cover.
tree are increasing rapidly and beginning to replace some of Notable effects / uses. Shadowgrass is often used in place
Barovia’s native hardwood species. of flax or hemp to weave ropes of astonishing toughness. A
Notable effects / uses. This tree is prized for the unique shadowgrass rope is treated as resilient: it has 4 hit points,
color of its wood and its strength when the wood is used in and can be burst with a DC 18 Strength check. Unfortunately,
crafting. Straighter pieces are worked into bows and staves of shadowgrass loses its properties and disintegrates quickly
exceptional quality, while the burls are used for wooden outside of Barovia, so adventurers are better off sticking to
armor and shields. Treat wooden arms and armors made of silk or hemp in lands outside of the mists.
this wood as having a +1 enchantment. Biome. Forest (Barovia)
Biome. Forest Rarity. Common
Rarity. Rare, and only in isolated spots of Barovia (though
this will soon not be the case). Sunblotter Thicket (also known as
"Ghostbriar")
Screamvine
Physical Description. This plant is a pale, fast-growing
Physical Description. Screamvine is a large, woody liana- parasitic briar that forms tangled, thorny mats in forest
like vine with tough, coffee-brown bark and alternating pale canopies. The roots from this plant burrow into the trunks of
green leaves which begin about ⅓ up the length of the vine. trees and leech their moisture and nutrients. They continue
The plant’s thick bark prevents most creatures from eating to grow upwards upwards and are crowned with large, broad
them though the fleshy leaves can be harvested and are a leaves that capture Barovia’s meager light. In denser forests,
food source for forest creatures - and the poor - of Barovia. sunblotter thickets are able to expand and grow between
When burned or cut, the collapsing vine structure emits out a trees, over time displacing the natural forest ceiling and
shrill, shrieking noise. There is considerable debate as to blotting out the light from above. In more sparse regions, this
whether that scream is actually a scream, or simply air being plant spreads its seeds via birds and other nesting creatures.
forcefully ejected out of small tears in the plant’s structure. The plant is greedy and has been known to kill large clusters
of trees, resulting in empty forests that contain only
Screamvine seeks out light and can be found hanging off of themselves and the ghostly remnants of the trees that
the sides of cliffs, growing up on rooftops, or even growing nurtured them.
along the trunk of trees. Growth is slow until it reaches a Notable effects / uses. Creates dark, dense canopy over an
light source, at which point the leaves darken and grow wider area and blots out the sunlight above, killing plants and
in size. Well-lit vines have been known to choke the life out of letting light-adverse creatures stalk and hunt into those
any trees it uses as its substrate, and damage roofs and other regions freely. Treat these areas as heavily obscured; PCs
properties if not maintained. without darkvision must have illumination or otherwise be
treated as blinded.
Notable effects / uses. Harvested leaves can be steeped in Biome. Forest canopies (Barovia)
hot water brewed into a viscous soupy tea. The consumer Rarity. Common
gets advantage on saving throws against diseases for the next
8 hours. Screamvine’s leaves are also edible fresh, though
their slimy, fibrous interior texture is off-putting and their
defensive property is lowered. Fresh leaves confer the same
benefit against disease, but only for 4 hours.
Biome. Forest (Barovia)
Rarity. Common

10
Sunblotter Thicket

11
Woodcress
Physical Description. Woodcress is a low-growing, sprout-
like green with large, flat leaves. These drought-tolerant
plants need little water to survive and grow best on hard
surfaces, like packed dirt, gravel, and even on bark. In
Barovia, woodcress can be found growing on trees or in
areas with stony dirt and a lot of gravel (like in the ruins of
Berez). They are prevalent in three of the four seasons of the
year, with a tendency to die back in winter and then regrow
come spring. While they can flower and go to seed,
woodcress will also regrow easily from cuttings.
Notable effects / uses. Woodcress is a reliable, if unexciting
food source for many Barovians, where farming and
agriculture are rare. Creatures who ingest woodcress have
their senses mildly dulled. After a creature consumes this
plant, they have disadvantage on saving throws against
charm effects for the next 2 hours.
Biome. Forest (Barovia)
Rarity. Common

“Woodcress? Again?” Creight grumbled, picking


through the remains of their former warlock’s -
that is, Taenan’s - rations. “How did one elf have so
much damned woodcress in his pack?”

“Not much else here to eat unless you bring your


own or want to eat woodcress and candlegrass
stalks,” Ashlyn sighed, picking up one of the
sprouts and popping them into her mouth. She
made a face as she swallowed. "There's more flavor
in a glass of water, I swear."

12
Meadow/Plains Flora Blushing Damsels
Physical Description. These intensely fragrant, pale pink
Bluemoon flowers form ruffled, iris-like bulbs as large as a person’s
Physical Description. A Bluemoon flower has long, tapering hand. The insides of each of the flower’s six petals have a red
blue petals that come together at their tips to form a pointed hue that fades near the top of the petal. The bulbs rarely
bulb. Small green sepals underneath are sharply pointed, and open, but when they do the flower withers and dies within a
the plant’s graceful stem and pointed, tripartate leaves are day. Most of the year, only the thick stems and long, tapering
lightly fuzzy to the touch. Underneath, one large root anchors leaves of these plants are visible. Blushing Damsels only
the plant to the ground, from which come many long, fibrous grow in open meadows near sources of water, and are most
roots below. Bluemoon flowers can be found in more open often seen after the weather warms up, in mid- to late spring.
areas with less tree cover. Notable effects / uses. After flowering, this plant begins to
synthesize powerful toxins. During the narrow window of
There is much mystery surrounding these blossoms: the time between blooming and dying back, the petals can be
flower rarely blooms, and when it does, it is only under harvested to distill this poison, which is red in color, has an
specific, poorly-understood circumstances - or, in common overpowering rose flavor, and is quite viscous. If consumed,
terms, it blooms “once in a blue moon”, hence its name. the poisoned creature must make a DC 13 Constitution
Town-based, downtrodden Barovians have attributed its saving throw. On a failed save, that creature takes 6d6 poison
blossoming to all kinds of macabre phenomena: when a damage, or half as much damage on a successful roll.
creature dies nearby, when the mists bring new blood to the Biome. Forest/Meadows
region, or when Strahd is in his foullest tempers. The Rarity. Rare (flowering); uncommon (roots, leaves, and
folklore of the Vistani, on the other hand, paints these flowers stems)
in a far more positive light and these bulbs feature
prominently as good luck symbols in their stories, art, and
music.
Notable effects / uses. Blooms when a creature dies nearby.
Biome. Spare forest and open plains/meadows (Barovia)
Rarity. Rare

13
Fangleaf Weed Eabrenkya
Physical Description. This squat, scraggly looking plant has Physical Description. This white, sweet-smelling flowers
deeply sagittated, palmate leaves and gives off a pungent forms a bulb that grows larger than most other flowers
smell when its leaves or stem are broken. Fangleaf possesses mentioned in this guide. The frond-like leaves of this plant
male and female plants. In male plants, the flowers are small, are quite wide and glossy, with notches along their sides and
yellow, and tend to droop in clusters located at the terminal parallel, secondary veins that branch from the central vein
end of the stem, between leaves. In female plants, flowers running down each leaf. Eabrenkya can be found in shaded,
form a small green spike with miniscule white blossoms that remote areas with less animal activity or disturbances all
give off a bitter scent. Female plants are larger than males, around.
and both types tend to intermingle and form large, dense Notable effects / uses. Eabrenkya flowers were the favorite
mats on the margins of forested regions, especially in rocky flower of Sergei, Strahd’s younger brother. After Sergei’s
soil. When found in gardens, this plant spreads quickly and murder, Strahd and his allies purged these flowers from the
becomes a pest. Barovian landscape. Or so they thought - despite their efforts,
Notable effects / uses. When the flowers are dried and Eabrenkya flowers have survived albeit in much reduced
smoked, Fangleaf Weed produces small smoke clouds that numbers across Barovia. Those who seek to defy the Count
look like white fangs. This plant has absorbed the energy of von Zarovich often cultivate these flowers in secret, falsely
the mists surrounding Barovia. Humanoids protected from believing that they hold some power over him. When Strahd
the mists (such as the Vistani) can smoke dried flowers for a encounters an Eabrenkya blossom, he may be amused or
mild head high, but others who try it find it distasteful. It’s annoyed by it depending on his mood - possibly driven to
said that male and female flowers produce different effects in attack, or to take his leave.
their imbibers. Growth Habit. Shaded areas with less animal activity.
Biome. Forest edges and grasslands (Barovia only) Biome. Forest edges and meadows (Barovia)
Rarity. Common Rarity. Very Rare
Tinderpetals
Physical Description. These squat, flat flowers have 6 dull
red-and-black false outer petals and an inner ring of brilliant
blue true petals. Their foliage is a dull burnt orange, with
small, serrated compound leaves. During periods of drought,
these flowers are prone to ignition; in the wild, this is how
these plants spread their seeds. After large forest fires,
tinderpetals are often the first true plants to take root in the
ravaged landscape.
Environmental effects. When a creature enters a space with
this flower, that creature must make a DC 12 Dexterity saving
throw. On a failure, that creature takes 1d4 fire damage.
Notable effects / uses. When the inner petals are dried and
then crushed or ground, they form Blue Tinderpowder.
Biome. Forest edges and meadows (Barovia)
Rarity. Common

14
Marshland / Wetlands Grubbon
Physical Description. Grubbons are greyish brown root
Flora vegetables that grow in small clusters underneath the earth.
Candlegrass These vegetables have a gritty, pear-like texture, with a
somewhat bitter - and to some, floral - flavor. The roots sprout
Physical Description. These reeds have long, pale-green a plant that possesses a short stem and thin, squat leaves,
stalks that bear small, male flowers at the top of the stem, which can be difficult to see above ground. The stems form a
and female flowers densely clustered on the green, lower stolon and spread above ground, occasionally rooting and
portion below. The plant’s leaves are long and slender; spreading primarily through vegetative means. Grubbon
Candlegrass stalks grow partially submerged and are often grows readily in marshy areas, particularly where the soil is
intermingled with willows, ghost orchids, and other riparian looser and there is more water.
species. In spring, the flowers self-fertilize and the male Notable effects / uses. Can be used as a food source. These
flowers fall off; the female flowers turn brown and - when ripe plants are most often prepared in a hash with onions to cover
- the seeds release in a cotton-y puff that is carried on the up their bitter taste.
wind. Candlegrass grows at the edges of lakes, along Biome. Forest/Marshlands
riverbeds, and in marshlands in Barovia’s many valleys. Rarity. Common
Notable effects / uses. All portions of candlegrass - from its
edible rhizome buried underwater to its seeds - are edible, if
somewhat bland and the poorer folk of Barovia have long
subsisted on it as a staple food. The seed stalk can be dipped
in wax or tallow and lit to serve as a torch or provide dim
illumination.
Biome. Wetlands
Rarity. Common
Ghost Orchid
Physical Description. A pale, sickly-looking plant, ghost
orchids produce spiky inflorescences of multiple small,
orchid-like white flowers that give off a cloying scent.
Their leaves are unusually slender and wilted-looking,
but the flower stalks are extremely sturdy and their
roots are buried under the surface of the muck and anchored
deeply by a central, woody taproot. These plants feed off of
the various insects and other fauna that are attracted to its
smell but fall prey to the
nearby marshlands.
Environmental effects. Ghost orchid terrain
is spongy and extremely hazardous to
unwary souls. Characters moving through these
environments risk getting sucked into the ground below - a
successful DC 14 survival check will allow characters to pick
out more stable regions to walk upon, though movement
speed is halved in these regions and the terrain is treated as
difficult.
Notable effects / uses. Locals and those who travel widely
through the Barovian valley use the presence of these flowers
as a warning to keep to higher ground. Particularly
enterprising individuals have also rigged traps to capture
animals attracted to the ghost orchid’s scent. Finally, these
regions contain a large host of objects buried in the muck
underneath - rumours of treasures abound, though few are
willing to traverse the marshes to see whether these rumors
are true.
Biome. Marshlands
Rarity. Common

15
Mounains/Highland Flora
The skirmish had taken all three of them by
Wolfsbane surprise. There were wolves in the darkness here,
Physical Description. These plants possess dark green, under the shade of the Sunblotter thicket: red-eyed
deeply lobed leaves with serrated edges; the tall stalks of things, huge and bristly that had stalked them from
the shadows. Only the Nurhan, the dwarven cleric,
wolfsbane plants grow quite tall (up to 4 feet) and bear a had been clear-eyed enough to catch sight of
number of elongated keel flowers that vary in color in shades them, but not before the melee had begun.
of pink, purple, or dusky blue. Below, the roots of this plant Unfortunately, the wolves had gotten away and
form a large, bulb-like structure with several smaller were likely still circling them from a distance.
adventitious roots that help to anchor them in the rocky soil. Ashlyn groaned in pain, while Creight - the
Wolfsbane originated in the now-lost Material Plane Barovia barbarian - coughed and asked, “Everyone alive?
came from and is similar to common aconite found across What were those things? Normal wolves don’t
much of the multiverse. fight like that.”

Wolfsbane prefers rocky, well-drained soil and what meager “Normal wolves don’t bite like that,” the rogue
light they can get. Interestingly, cultivars grown in domestic quipped back. “Ugh… I thought that thing’d take
gardens lose both the virulence of their poison, as well as my arm off… guess the maiden’s tear was lucky,
their color. When grown for ornamental use, the plant is huh?”
shorter; the blooms are less showy, and the poison is weaker,
causing milder forms of sickness when compared to their Nurhan sat up quickly in alarm. “Bite?” he repeated,
wild brethren. reaching out to fumble around through his pack for
his medicine kit in the dim light. “You got bit,
Notable effects / uses. Every part of the Wolfsbane plant is Ash?”
exceptionally toxic when ingested, causing stomach upset, “On the shoulder, aye. Burns worse’n those radish
extreme nausea, sweating, and heart palpitations. Even small drinks we got that one time in Suzail.”
doses of Extract of Wolfsbane have proven fatal, making it a
perennial favorite of the would-be poisoner. Alchemists have “Moradin’s Beard. Creight!” The dwarf racked his
distilled this poison to strengthen it even further and created brain. Something was nagging at him, a treatment
tinctures that have proven especially effective in eliminating he’d heard of, long ago... “Did you see those plants,
lycanthropes of all stripes. about a mile back on the forest’s edge? The tall
ones, with the pink flowers? Spike-edged leaves?”
Of note: folk medicine from Barovia states that fresh
wolfsbane can cure lycanthropy if ingested within hours of The barbarian was silent for a few seconds. “Aye, I
getting bitten. Whether these reports are true, however, is think I did.”
difficult to ascertain as few are willing (or able) to tell the tale
or risk dying from the poison. “Gather up some of the leaves.” Grimly, the dwarf
turned towards the thief, who blinked in his
Biome. Mountainsides, often cultivated in towns (Barovia) direction in confusion and alarm. “Don’t touch ‘em
Rarity. Common any more than you have to, an’ don’t touch the sap
at all. It’s wolfsbane. If these wolves are what I
suspect they are…”

He could see Ashlyn blanch in the darkness. “I’m


not taking wolfsbane, Nurhan. I’m not. I’m sure
they weren’t werewolves, they weren’t some sort
of… of creepy hybrid….” The only sounds
interrupting the quiet were Creight bracing to
stand, and Ashlyn’s protests. “I’ll be fine, I promise
- wolfsbane - it kills people, Nurhan, you know
that!”

“Ash, if you got bit… that’s not a chance we can


take. We already lost Taenan...”

16
Urban Flora Ammaronna
Physical Description. Ammaronna bushes are small shrubs
Aivless with tiny green leaves and flower through delicate spikes
Physical Description. This thorny, low-growing bush has covered in miniscule red blossoms. Their roots are woody
large, flat, dark green leaves that are made to absorb as much and lack a central taproot, with several long roots instead
of Barovia’s meager light as possible. Aivless grows in wide taking up a wide swath of ground underneath Ammaronna is
open spaces or in disturbed regions; its almost weed-like commonly found in open fields or other areas without tree
tendency to sprout where there is pavement or upturned cover, and requires fairly high amounts of light. They are easy
earth makes it such that these plants are often cultivated near plants to cultivate, so some Barovians grow Ammaronna in
towns specifically for tea-brewing purposes. Due to its light urban regions as well.
requirements, it doesn’t grow well in dense areas of forest or Notable effects / uses. These flowers can be picked, dried,
in marshlands with heavy overhang. and ground into a fine red powder that can be used as rouge,
Notable effects / uses. The leaves from the aivless plant can lip stain, or some other component in makeup. In Barovia,
be cultivated when still young, then dried and brewed into a Strahd’s vampire spawn use these cosmetics to cover their
greenish-grey, slightly bitter tea with a faint almond flavor. It’s undead pallor. Some native Barovians (and occasionally, even
not particularly gourmet, but locals treat it as a regional the Vistani), have taken to wearing it as well, copying the
delicacy and voluntarily choose to imbibe. Barovians with aristocratic fashion in vogue with those of the Count’s court.
souls or other outsiders who drink the tea are viciously Biome. Forest, plains, and urban regions (Barovia)
allergic to it, however - it causes them to feel a dull burning Rarity. Common
and intense itching sensation in their throat and causes
stomach upset. If these individuals drink the tea, they must
succeed on a DC 13 Constitution saving throw or take 1d4
necrotic damage.
Biome. Fields, towns (Barovia)
Rarity. Common

“Drink this - it’ll cure what ails you,” the healer said
soothingly, approaching the dwarf with a steaming
hot cup of something that smelled like hot bog
water.

Nurhan regarded the earthenware mug with


suspicion, then looked up at his caretaker. “You
sure?” “Of course. My mother used to make it for
me, and hers for her - all the locals drink Aivless.”

With a grunt, the cleric picked it up, held his nose,


and took a sip. The hot liquid burnt his throat and
Ammaronna Rouge
he coughed, fighting the bile quickly rising in his
throat.

“Well, that’s odd,” the healer said, noting his


reaction with mild surprise. “It’s always worked for
me…”

17
Magic and Mundane Items
Magic Items Mother Night's Draught
Potion, rare
Blackthistle Whip
Weapon (whip), uncommon This inky potion looks black but swirls with blue and purple
hues when shaken. When you drink this potion, you gain
This magic vine has savage thorns that protrude from along darkvision out to a range of 60 feet, or an additional 60 feet of
its length. It deals an extra 1d4 poison damage. When you hit darkvision if you already have it. This darkvision lasts for
a plant creature with this whip, it deals an extra 2d4 poison eight hours. You gain 13 temporary hit points.
damage to that creature.
Additionally, after drinking the potion, when you make an
Censer of Spores attack roll, ability check, or saving throw, you can choose to
replace one of those rolls with a 13. You do so after the roll,
Weapon (flail), very rare (requires attunement) but before you know the outcome of that roll. Once you've
This iron censer is shaped like a mushroom, and can be used replaced a roll, or once 8 hours have elapsed, this effect wears
as a makeshift flail. A magic fungus lives inside the censer, off and can no longer be used.
and it constantly releases toxic spores.
Morninglord's Bundle
When you hit with an attack using this magic flail, the target Potion (consumable item), uncommon
takes an extra 1d8 poison damage.
This tied bundle of dried herbs has been blessed by a cleric of
As an action, you can cast the spell cloudkill from the censer, Lathander. When lit, the bundle burns with an unusually
sending out a toxic cloud of spores. Once you've cast cloudkill brilliant flame and releases thick wisps of white, herbal
from the censer, you can't cast it again this way until the next smoke.
dawn.
You can light these herbs on fire as an action. Once lit, it
Optional, ask your DM: This censer can be used as a druidic burns for 1 minute, emitting cleansing smoke in a 15 foot
focus for spellcasting. radius. Any incorporeal undead creature (such as a
poltergeist, shadow, or specter) that moves within the radius
Clearing Sickle or starts its turn within the radius takes 9 (2d8) radiant
damage.
Weapon (sickle), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with Root Boots
this magic weapon. Wondrous Item, rare (requires attunement)
This weapon has 3 charges. You can spend a charge as an These sturdy brown boots have thick brown roots growing
action to send out a slashing wave of force from the sickle. out of their sides.
Each creature in a 15 foot cone must make a DC 14
Constitution saving throw. A creature takes 2d6 slashing When you stand on a solid surface you have advantage on
damage on a failed save, and half as much damage on a saving throws against effects that would knock you back or
successful one. Plant creatures take twice as much damage move you. Additionally, you have advantage on Strength
from this ability. (Athletics) checks made to climb as the roots help you cling to
the surface you're climbing.
The sickle regains 1d3 charges daily at dawn.
Woodswalker Mask
Cloak of Leaves Wondrous Item, uncommon
Wondrous Item, uncommon This plain wooden mask is made of a single piece of thick
This elven made cloak is made up of large tree leaves. While wood. It has openings for the eyes and mouth, but is
wearing the cloak, you have advantage on Dexterity (Stealth) otherwise barren besides a rough hewn nose.
checks made in a forest.
While wearing this mask you can move through trees as if
Additionally, you can use your reaction to magically slow they were difficult terrain. You take 10 (2d10) force damage if
yourself when falling. When you do so, you descend at a rate you end your turn inside a tree, and you are shunted out of
of 60 feet per round and take no damage from this fall. Once the tree in a random direction.
you've used this ability, you can't use it again until the next
dawn.

18
Dark Gift Table (d4)
Heart of Barovia 1 The vestige of the Dark Power within the dagger offers
The Heart of Barovia is a legendary item which can be used the gift of Azzaach, the Darkwalker. Azzaach's dark gift
to replace the sun sword should you wish to present your is the power to move through shadow. If you are in an
players with a greater challenge. area of dim light or darkness, you can use your bonus
action to teleport up to 30 feet to an unoccupied space
Optional: You can add additional twists to make characters you can see that is also in dim light or darkness. You
then have advantage on the first melee attack you make
using the stake face more dramatic options: before the end of the turn. The beneficiary of this dark
The King is Dead. Long Live the King. A character who gift gains the sunlight hypersensitivity trait, and takes
20 radiant damage at the start of their turn while in
slays Strahd with the stake becomes the new dark lord of sunlight. Their eyes constantly and slowly leak black
Barovia. tears.
Bound to the Land. A character who attunes to the stake
is cursed, trapped forever in Barovia and unable to leave. 2 The vestige of the Dark Power within the dagger offers
the gift of Drulval, the Hunter. Druval's dark gift is
They cannot unattune from the stake unless freed via the unerring ferocity. When you take the Attack action and
wish spell or other such similar magic. make at least one melee attack with the Heart of Barovia
you may make an extra attack with the dagger as part of
Heart of Barovia the same attack action. The beneficiary of this dark gift
Weapon (dagger), legendary (requires attunement) has their lifespan shortened by half, even if they later
relinquish the dagger. The veins underneath their skin
Taken from the Barovian Heartwood tree, this stake is look unusually blackened and swollen.
perfectly crafted for slaying the terrors that stalk the night. 3 The vestige of the Dark Power within the dagger offers
the gift of Thenninoth, the Numb. Thenninoth's dark gift
You have a +3 bonus to attack and damage rolls made with is forbiddance. While holding this dagger, you can use
this magic weapon. The dagger does not have the thrown your reaction to cast counterspell at 7th level from the
dagger. Once you've cast the spell this way, you can't
property and can only be used to make melee attacks. cast it again until the next dusk. The beneficiary of this
gift becomes vulnerable to thunder damage. They also
When you hit with a melee attack using this magic dagger can no longer taste food or drink.
and reduce the target to 0 hit points, it gains a charge. This
dagger can hold up to 13 charges. When you hit a creature 4 The vestige of the Dark Power within the dagger offers
the gift of Xoth'toxek, the Dissolver. Xoth'toxek's gift is
with a melee attack with this dagger, you can expend any dissolution. The stake deals an extra 2d4 acid damage in
amount of charges from it. That hit deals extra force damage addition to its normal damage. When a creature is
equal to four times the charges spent, and you gain reduced to 0 hit points from the stake, their body is
temporary hit points equal to the amount of force damage eaten by acid and dissolves. The body of the beneficiary
dealt. of this gift dissolves once they reach 0 hit points. The
hair on their body falls out and their pores slowly
Additionally, when you first touch the dagger, a Dark Power excrete a light slime mucous.
offers a dark gift. Only a creature who accepts a dark gift can
attune to this magic dagger. See the below table for a d4 list
of dark gifts that may be offered. A creature attunes to the
dagger as soon as they accept the dark gift.
Cursed. This item is cursed. Taking and accepting the dark
gift offered carries a drawback to the character who wields
the dagger. Additionally, you cannot part with the weapon
unless the curse is broken by killing Strahd.
Mundane Items Rope, Shadowgrass (50 feet)
Adventuring Gear, mundane
Aivless Tea
Adventuring Gear, mundane Rope, has 4 hit points and can be burst with a DC 18
Strength check.
Barovians with souls or outsiders not native to Barovia must
make a DC 13 Constitution saving throw when drinking this Screaming Tea
tea or take 1d4 necrotic damage. Undead creatures who Adventuring Gear, mundane
consume this tea regain 1d4 hit points. A creature who
regains hit points this way can't do so again until a full day Leaves from the screamvine plant can be brewed into a thick
has passed. tea. After consuming it, a creature has advantage on saving
throws against diseases for the next 8 hours. Those
Ammaronna Makeup Kit unfamiliar with the plant use the vine's structure in the brew
Tool, mundane in addition to the tea; causing small screaming noises as the
tea brews.
This makeup kit contains rouge, lip stain, and concealer.
Undead humanoid creatures can use this makeup kit as a Tincture of Wolfsbane
disguise kit to conceal their undead appearance. Although Adventuring Gear, mundane
initially used by Strahd's vampire spawn, it has become
somewhat popular with Barovians who seek to be in Strahd's Fresh Wolfsbane, picked within the past day, can cure
good graces. lycanthropy if eaten within the first day since being bitten.
Creatures who consume Wolfsbane must make a DC 16
Blushing Poison Constitution saving throw. On a failed save, that creature
Adventuring Gear, mundane takes 4d12 poison damage, or half as much damage on a
successful save.
This poison is crafted from the distilled petals of the Blushing
Damsel. The poison is red in color, has an overpowering rose Tinderpetal Powder (vial)
flavor, and is quite viscous. If a creature consumes this Adventuring Gear, mundane
poison, they must make a DC 13 Constitution saving throw.
On a failed save, that creature takes 6d6 poison damage, or This delicate powder is crafted from tinderpetal leaves, and
half as much damage instead on a successful roll. ignites when disturbed. Crafting this powder is dangerous
due to the leaves' propensity to ignite, and requires the use of
Daydreamer's Draught an herbalism kit.
Adventuring Gear, mundane As an action you can throw this vial into a space within 20
This tea is brewed from the blue petals of the Daydreamer feet of you where it shatters on impact. When you do, it
Peony. A creature who drinks this tea must make a DC 14 creates a sparkling flash of brilliant blue light. Any creature in
Wisdom saving throw. On a failed saving throw, that creature that space must succeed on a DC 10 Constitution saving
is poisoned for one hour, or until healing is administered. On throw or be blinded until the end of their next turn.
a success, that creature isn't poisoned, and they enter a deep
trance for 1 minute, during which they visualize images of
creatures who have recently passed through this area.
Maidenberries
Adventuring Gear, mundane
These berries can be used as a mild poison; a creature who
eats these berries must make a DC Constitution saving throw
or be poisoned until they are magically healed, take a long
rest, or until the berries pass through their system.
Morcant Burl
Weapons or Armor, mundane
Wood from Morcant Burl trees can be carved by master
craftsmen into incredible armor or weapons.
Treat wooden arms and armors made of this wood as having
a +1 enchantment.

21
Monsters
Burnblister False Appearance. While the burnblister remains
Medium plant, neutral evil motionless, it is indistinguishable from inanimate,
gnarled roots.
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8 + 4) Fire Vulnerability. Fire damage is tripled against
Speed 15ft. burnblisters due to their extreme vulnerability.
Backdraft. If the burnblister takes damage while it
STR DEX CON INT WIS CHA grapples a creature, some of the flames spread,
damaging the creature being grappled. The grappled
15 (+2) 8 (-1) 12 (+1) 5 (-3) 8 (-1) 3 (-4) creature takes half as much fire damage, to a maximum
of 12 points of damage.
Skills Stealth +1
Damage Vulnerabilities Fire (3x) Actions
Damage Resistances Piercing
Condition Immunities Blinded, Deafened Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Senses Blindsight 60 ft. (blind beyond this radius), one target. Hit 9 (2d6 + 2) bludgeoning damage, and a
Passive Perception 9 Large or smaller target is grappled (escape DC 12).
Languages understands Common but can't speak Until this grapple ends, the target is restrained, and the
Challenge 1/2 (100 XP) blight can't constrict another target.

Burnblisters are plant monsters comprised of gnarled,


hardened roots. They take on a roughly humanoid shape
when standing up, but can easily be mistaken for inanimate
roots when they remain still on the ground. Their bodies are
covered with seed pods which pop and explode when
exposed to heat, spreading their seeds.
Dark Origins. Burnblisters can emerge from the roots of a
gulthias tree, or they can be created by dark druidic rituals.
A Nasty Surprise. Burnblisters are especially vulnerable to
fire. Their dry roots burn easily, and the seed pods along their
body burst open when exposed to heat. The flames that
spread across the burnblister's roots will also burn any
creature grappled by the burnblister.
Burnblister Behavior Burnblisters usually remain
motionless, lying in wait to surprise passing creatures. Once
engaged, burnblisters attack relentlessly and don't retreat.
Combat is usually a win-win for burnblisters; they either
secure a meal or their demise spreads their seeds further
across the land.

22
Wereraven Elder Cantrips (at will): frostbite, gust, thorn whip
Medium humanoid (shapechanger)
1st level (4 slots): earth tremor, goodberry,
Armor Class 14 (hide armor) thunderwave
Hit Points 78(12d8+24)
Speed 30 ft. in humanoid form; 10 ft., fly 50 ft. in raven 2nd level (3 slots): hold person, skywrite, warding wind
form; 30 ft., fly 50 ft. in hybrid form 3rd level(3 slots): conjure animals, dispel magic,
erupting earth
STR DEX CON INT WIS CHA 4th level (2 slots): confusion, watery sphere
11 (+0) 15 (+2) 15 (+2) 13 (+1) 17 (+3) 14 (+2) Actions
Proficiency Bonus +3 Multiattack (Humanoid or Hybrid Form Only). The
Saving Throws INT +4, WIS +6 wereraven elder makes three weapon attacks, one of
Skills Insight +6, Perception +8 which can be with their hand crossbow.
Senses passive Perception 17 Shortsword (Humanoid or Hybrid Form Only). Melee
Languages Common (can’t speak in raven form) Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
Challenge Rating 4 (1,100 XP) (1d6 + 2) piercing damage.
Mimicry. The wereraven elder can mimic simple sounds Hand Crossbow (Humanoid or Hybrid Form Only).
they have heard, such as a person whispering, a baby Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
crying, or an animal chattering. A creature that hears one target. Hit: 5 (1d6 + 2) piercing damage.
the sounds can tell they are imitations with a Change Shape. The wereraven elder polymorphs into a
successful DC 10 Wisdom (Insight) check. raven–humanoid hybrid or into a raven, or back into its
humanoid form. Its statistics, other than its size and
Regeneration. The wereraven elder regains 10 hit points speed, are the same in each form. Any equipment it is
at the start of their turn. If the wereraven takes damage wearing or carrying isn’t transformed. It reverts to its
from a silvered weapon or a spell, this trait doesn’t humanoid form if it dies.
function at the start of the wereraven’s next turn. The
wereraven dies only if they starts its turn with 0 hit Reactions
points and doesn’t regenerate.
Pocket Feathers. When a creature within 5 feet attacks
Spellcasting. The wereraven elder is a 8th level the wereraven elder with a melee attack, they can
spellcaster. Their spellcasting ability is Wisdom (spell throw a handful of feathers at the creature, temporarily
save DC 14, +6 to hit with spell attacks). The blinding the attacker and giving them disadvantage on
wereraven elder has the following druid spells that attack.
prepared:

Only the most cunning wereravens survive to old age in the


dangerous land of Barovia. Wereraven elders are venerated
among their clans for their wisdom and skill.
Magical Adepts. Wereraven elders have learned how to tap
into natural magic, making them more potent combatants.
Birds of a Feather. Wereraven elders know there is strength
in numbers. They ally with ravens, common folk, and other
wereravens to form spy networks, scouting parties, and small
militias. A group of wereravens is known as a kindness of
wereravens, and wereravens in Barovia are part of a secret
society called the Keepers of the Feather.
Wereraven Elders in Combat. Wereraven elders prefer to
engage at range. They use conjure animals to summon fey
spirit allies, then retreat and attack using their spells. Older
and wiser than other wereravens, they often will choose to
retreat rather than fight to the death.

23
Shadowfell Dryad Tree Stride. Once on her turn, the dryad can use 10 feet
of her movement to step magically into one living tree
Medium fey, chaotic evil
within her reach and emerge from a second living tree
Armor Class 12 (16 with Barkskin) within 60 feet of the first tree, appearing in an
Hit Points 55 (10d8+10) unoccupied space within 5 feet of the second tree.
Speed 30 ft. Both trees must be Large or bigger.

Actions
STR DEX CON INT WIS CHA Multiattack. The shadowfell dryad makes two whip
10 (+0) 14 (+2) 12 (+1) 14 (+2) 15 (+2) 18 (+4) attacks. If available, the druid can also cast ensnaring
strike as a bonus action before attacking.
Skills Perception +4, Stealth +5
Blackthistle Whip. Melee Weapon Attack: +4 to hit,
Senses Darkvision 60 ft., Passive Perception 14
reach 10 ft., one target. Hit: 4 (1d4+2) slashing
Languages Elvish, Sylvan damage plus 2 (1d4) poison damage. If the dryad hits a
Challenge 2 (450 XP)
plant creature with this whip, it deals an extra 5 (2d4)
Proficency Bonus +2
poison damage.
Innate Spellcasting. The dryad's innate spellcasting Dominate Beasts and Plants (2/day). The dryad targets
ability is Charisma (spell save DC 14). The dryad can one beast or plant within 30 feet of her that she can
innately cast the following spells, requiring no material see. The target must succeed on a DC 14 Wisdom
components: saving throw, or be magically charmed and dominated.
While the target is charmed, the dryad has a telepathic
At will: druidcraft link with the charmed creature, which does its best to
3/day: ensnaring strike obey. The dryad can also use her action to take total
and precise control of the target. If the creature has no
1/day each: barkskin, entangle, faerie fire, protection order, it defends and preserves itself to the best of it
from poison its ability. The dryad can only control up to two
Magic Resistance. The dryad has advantage on saving creatures at a time with this ability. The charm wears
throws against spells and other magical effects. off after 24 hours, or if the dryad attempts to dominate
another creature. Creatures that can't be charmed are
Speak with Beasts and Plants. The dryad can immune to this effect.
communicate with beasts and plants as if they shared a
language.

Dryads are fae spirits bound to individual trees. If the tree


they are bound to is sucked into the Shadowfell, the shadowy
influence of the plane corrupts both the tree and the dryad.
The dryad's healthy appearance changes, with their skin
turning ashen and the leaves that wreath them turning sickly
and brown. Their personality similarly changes, and their
gleeful innocence is twisted into a masochistic glee.
Cruel Slavers. A shadowfell dryad loses her ability to charm
humans with her magic, but instead gains the ability to
enslave the creatures of the forest to serve her will. A
shadowfell dryad may be encountered with two minions she
magically controls.
Blackthistle Whips. Shadowfell dryads wield blackthistle
vines, which are lined with black, poisonous thorns.
Fighting Style. Shadowfell dryads will send in their
dominated creatures to act as their bruisers, while they dance
in and out of combat using their whips. A shadowfell dryad
can also attack a creature at range, then use tree stride to
dart away, harassing a target and wearing them down slowly.

24
Frivolous Pranksters. Although Treelings mostly occupy
Treeling themselves with tending the forest, they do occasionally enjoy
Tiny plant, chaotic neutral pranking other creatures that wander through the forest.
They might pelt such a creature with fruit, or lure them into
Armor Class 12 (Natural Armor) simple snare traps.
Hit Points 11 (2d4 + 2)
Speed 20 ft.
Treelings in Barovia:
Treelings are heavily influenced by their environment.
STR DEX CON INT WIS CHA Treelings who live in the dread domain of Barovia have been
6 (-2) 10 (+0) 16 (+3) 6 (-3) 12 (+1) 12 (+1) corrupted by the Shadowfell. Rather than just being harmless
pranksters, the tribes of treelings living in the Svalich Woods
Skills Athletics +0, Nature +3 are hostile and shrewd trappers. They ambush travelers who
Senses Passive Perception 11 venture outside of Barovia's boroughs, preying on them for
Languages Druidic
their dark occult rituals. Treelings who behave in this way
Challenge 1/8 (25 XP)
Proficiency Bonus+2 evoke elements of folk horror. Examples include:

Spellcasting. Treelings' innate spellcasting ability is 1. Building pit traps in the forest, luring creatures into those
Wisdom (spell save DC 11). Treelings can innately pit traps, then burying them with seeds to grow new trees
cast the following spells, requiring no material
2. Leaving a trail of gold coins into the forest, where the
components:
treelings wait to ambush the unwary en masse
3/day: druidcraft 3. Offering "gifts" of poisonous fruits and mushrooms, or
Tree Climbers. Treelings have advantage on ability simple wooden masks for travelers to wear, the inside of
checks made to climb trees, and climbing trees which is coated in a sleep-inducing or toxic sap
doesn't cost them extra movement.
4. Engaging in guerilla tactics with poisoned darts, then using
Sylvan Appearance. Treelings have advantage on ropes with hooks to snag stragglers
stealth checks made to hide in forested areas.

Actions
Blowgun. Ranged Weapon Attack: +2 to hit, reach
25 ft., one target. Hit 3 piercing damage.

Treelings are diminutive plant creatures mostly made of


animated wood. They dwell in the woods in small tribal
societies. While often mistaken for fae creatures, treelings
are forest spirits that have taken physical form.
Plant Biology. Treelings are grown from the seeds of ancient
trees. One in sixteen such seeds grows into a treeling.
Treelings have a fleshy plant body surrounded by an
immobile wooden carapace. They have stubby arms and legs,
and small orbs of light for eyes. Treelings wear wooden
masks decorated with leaves and paints.
Simple Society. Treelings generally stay close to home and
very rarely venture outside of the forest. They absorb water
and nutrients from the soil. Treelings spend their time
tending to the forest - planting new plants, clearing
underbrush, and other such activities. Some groups of
treelings will appoint leaders or chieftains, who are generally
the elders of the group.
Humble Crafters. Treelings can make simple tools and
traps. They fashion blowguns and darts to defend themselves,
but may also create simple snares or traps to defend
themselves in the forest.

26
Chaanshaaz Charge. If the chaanshaaz moves at least 40 ft. straight
toward a target and then hits it with a gore attack on
Large plant, neutral evil
the same turn, the target takes an extra 4 (1d8)
Armor Class 14 (natural armor) piercing damage. If the target is a creature, it must
Hit Points 123 (13d10 + 52) succeed on a DC 15 Strength saving throw or be
Speed 40 ft. knocked prone.

Actions
STR DEX CON INT WIS CHA Multiattack. The chaanshaaz makes two different
18 (+4) 9 (-1) 18 (+4) 4 (-3) 16 (+3) 6 (-2) attacks.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws STR +7, CON +7, WIS +6
target. Hit: 22 (4d8 + 4) piercing damage.
Skills Insight +6
Damage Resistances Necrotic, Poison; Bludgeoning, Trample. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Piercing, and Slashing from nonmagical attacks one creature. Hit: 23 (3d12 + 4) bludgeoning damage.
Condition Immunities Blinded, Charmed, Exhaustion, Mortifying Gaze. The chaanshaaz turns its eyeless
Frightened, Paralyzed, Poisoned sockets towards a creature within 60 ft., gazing at it
Senses Darkvision 60 ft., Passive Perception 13 with an unnerving stare. That creature must succeed on
Languages Mimics speech, but doesn't understand a DC 15 Wisdom saving throw. On a failure, that
Challenge 6 (2,300 XP) creature takes 11 (2d10) psychic damage, and is
Proficiency Bonus +3 blinded and stunned until the end of its next turn.
Creatures immune to being feared automatically
Undead Nature. The chaanshaaz counts as both an succeed on this saving throw.
undead and plant creature for effects that reference a
creature's type. Splatter of Ichor. The chaanshaaz shakes its body like a
wet dog, splattering nearby creatures with a thick and
noxious ichor. Each creature within 5 feet of the
chaanshaaz must make a DC 15 Constitution saving
throw. A creature takes 13 (3d8) necrotic damage on a
failed save, or half as much damage on a successful
one.

A chaanshaaz is a hulking elk carcass that's been reanimated


and corrupted by a massive plant. Its skeleton and what little
is left of its musculature is intertwined and twisted with the
vines and leaves that fill out the creature's form.
The chaanshaaz wanders through deep forests, preying upon
those who enter its domain.
Manifestations of Corruption. A chaanshaaz is a rare
creature. They are created when a large beast such as an elk
or bear dies in a forest suffused with dark magic. Examples
of corrupted places that a chaanshaaz might be created in
include Barovia's Svalich Woods, other locations within the
Shadowfell, or forests along dark leylines.
Ghastly Mimicry. The chaanshaaz doesn't understand
speech, but it mimics speech it has heard in a wheezy, hoarse
voice. It remembers speech it has heard before, and mimics
the screams and begging from its former victims.
Undead Nature. A chaanshaaz does not need to sleep, and
can survive extended periods of time without food or water.
Behavior. A chaanshaaz typically lurks in the heart of dark
forests, although they may choose to wander near the fringes
of the forest on occasion. It is inclined to fight and hunt
medium or large creatures, drinking the blood of those that it
kills. In a fight, it will stun creatures with its mortifying gaze,
then charge at them while they are frozen in their tracks.

27
Janus Tree Grasping Root. Melee Weapon Attack: +8 to hit, reach
10 ft., one creature not grappled by the Janus Tree. Hit:
Huge plant, neutral
The target is grappled (escape DC 15). The root has AC
Armor Class 15 (natural armor) 15, and can be severed when it takes 5 or more
Hit Points 138 (12d12 + 60) damage. Damage done to the root doesn't hurt the
Speed 30 ft. Janus Tree.
Essence Drain. The Janus Tree drains the life essence
from a creature it grapples. That creature must make a
STR DEX CON INT WIS CHA DC 15 Constitution saving throw. On a failed save, a
20 (+5) 8 (-1) 20 (+5) 10 (+0) 14 (+2) 3 (-4) creature takes 18 (4d8) necrotic damage, or half as
much damage on a successful save.
Saving Throws STR +8, WIS +5 Psychic Assault. Spirits from within the Janus Tree
Damage Vulnerabilities Fire psychically assault a creature within 60 feet of it. That
Damage Resistances Necrotic creature must make a DC 15 Wisdom saving throw. On
Condition Immunities Blinded, Deafened, Stunned a failed save, that creature takes 11 (2d10) psychic
Senses Darkvision 60 ft., Passive Perception 12 damage, and becomes frightened or deafened (DM's
Languages Telepathy, 60 ft. (Common only) choice.) On a successful save, that creature takes no
Challenge 7 (2,900 XP) damage.
Proficiency Bonus +3
Chorus of the Damned (1/Day). The faces on the Janus
Tree let out a cacophony of horrific wails. Each creature
Devour Essence. If the Janus Tree uses its essence drain
within 20 feet of the tree who can hear it must make a
attack to kill a creature, that creature's spirit is
DC 15 Wisdom saving throw. On a failed save, a
absorbed by the Janus Tree. The creature's face appears
creature takes 22 (4d10) psychic damage, or half as
on the Janus Tree, and it regains 13 hit points. That
much damage instead on a success.
creature cannot be brought back to life until the Janus
Tree is destroyed, unless the spell wish or other similar Unleash Spirits (2/Day). The Janus Tree releases two
powerful magic is used. spirits from within itself which fight on its behalf. The
spirits appear within 5 feet of the tree. These spirits
False Appearance. While the Janus tree remains use the specter statblock, and take their turn after the
motionless, it appears to be inanimate. (The faces Janus Tree does. The spirits vanish if the Janus Tree
protruding from the tree distinguish it as unusual dies.
versus the appearance of a typical tree.)
Reactions
Actions
Scuttle. When the Janus Tree takes damage from a spell
Multiattack. The Janus Tree makes three attacks with or attack, it can use its reaction to move 15 ft. minus 5
any combination of its grasping roots, essence drain, or feet per creature it currently has grappled.
psychic assault.

The Janus Tree is inhabited by the spirits of soulless


Barovians. Although it is thought to be entirely dormant, the
spirits within the tree can awaken, animating the tree. It rips
its roots from underneath the earth, scrabbling over the Grappling Rules Tip: When a creature drags or
ground with surprising speed. carries a grappled creature, their move speed is
halved unless the creature is two or more sizes
smaller. The Janus Tree doesn't suffer this move
Inanimate Appearance. The Janus Tree is mostly inanimate. speed penalty when grappling Medium or smaller
The faces on the tree distinguish it as being unusual. It can creatures.
become animate if the spirits of the tree should will it to be
so, although this is a rare occurrence. The tree may come
alive if threatened, or if the spirits detect the presence of
something they abhor.
Outside of Barovia. Although the Janus Tree only exists in
Barovia, similar trees can be created in other locations.
These trees may be created through human sacrifice or other
dark rituals.
Option for Curse of Strahd:
Consider remixing the dark druids of Yester Hill by replacing
Wintersplinter with the Janus Tree.

28
Adventure: Grove of Grey Mists
About the Adventure / Location Using the Grove
The Grove of Grey Mists is a short, 4-6 hour adventure that The Grove of Grey Mists can be used to remix a Curse of
can be used as a new location in a Curse of Strahd campaign, Strahd campaign, adding variety or additional intrigue.
as a drop-in adventure in your campaign, or as a one shot Characters may be directed to the grove to find an alternate
adventure. This adventure is balanced for a party of levels 5-6. weapon if they cannot find the sunsword. The Grove is bleak
and menacing, requiring that characters embrace the
This adventure is written for Curse of Strahd. To change it to darkness within. Consider exploring the following optional
be a non-Curse of Strahd adventure, please see the sections story elements and themes to enhance your game:
"Adapting this adventure to your setting" and "Grove of Grey Dark Temptations. The Dark Powers waiting within the
Mists as a one shot" on page 39. grove offer power similar to those in the Amber Temple.
The Dark powers offers characters a chance to to
Introduction embrace the darkness within themselves, and possibly
All native Barovians are taught to stick to the roads and avoid leading them to depose Strahd and become the next dark
wandering into the Svalich Woods. The thicket of branches lord of the region.
and trees are merely a thin curtain separating travelers from Greater Powers at Play. Although Strahd is the tyrant
the predators lurking on the other side. The rickety creaks of and keeper of Barovia, greater darkness always looms
wagon wheels or footsteps shuffling along the dirt road echo beyond the next horizon. You can choose to have the grove
along the path, the sounds bouncing off the dark trees be home to bigger threats than the vampire lord, which
looming overhead. Those foolish enough to brave the depths lurk just out of sight within the mists of the grove.
of the woods find themselves quickly set upon by all manner
of dangers; shambling undead, dark druids, and Strahd's fel A Paranoid and Mad Strahd. If you choose to have
beasts all lurk within the dark forest. Strahd be aware of the grove, consider having him be
vexed by its very presence, which represents a limit to his
About the Grove otherwise boundless power over Barovia. The grove
The Grove of Grey Mists is a demiplane created by the Dark blocks his scrying magic and his spies never return from
Powers. It is a domain of dread, a pocket plane of horror that within the dark woods. Although Strahd is a cold and
exists as its own region within the Shadowfell. unfeeling villain, he may feel fear at what the grove
represents, mystified, frustrated, and fearfully paranoid
The grove is a piece of land torn out of the fabric of Barovia. that it lies just beyond his reach and comprehension. He
The trees and wildlife match the greater Barovian valley may let characters travel the Svalich Woods unharmed,
region. Similarly, the grove is surrounded by thick, dark grey using them as pawns to uncover the grove's true purpose.
mists which act as a barrier around the grove. Creatures The King is Dead. Long Live the King. Even if defeated
wandering through the mists are turned around to re-enter and vanquished, Strahd may be reformed by the Dark
the grove, becoming exhausted if they linger too long in the Powers, returning as the land's dark tyrant. Consider that
dangerous vapours. the characters may not be facing against Strahd's first
form. What does Strahd do differently this time, and what
The Grove of Grey Mists's major difference from the rest of is different about Barovia? Strahd may have destroyed the
Barovia is that the Dark Powers within kept this area for artifacts or allies formerly used to defeat him, which you
themselves, using it as a failsafe to overthrow Strahd. A dark can use to add an air of despondence to the campaign. In
and dangerous weapon waits within the heart of the grove this case, the grove remains as a weapon of last resort.
should the Dark Powers decide to depose Barovia's vampiric
tyrant. Strahd is unable to enter the grove. You can choose
to either have the Dark Powers shroud the grove so that Modifying the Adventure
Strahd isn't aware of its existence, or that he is frustrated and Page 39 goes into detail on how to run this adventure as a
maddened that the grove is the one area beyond his reach. one shot. It also has guidelines on how to scale the
adventure up to levels 7-8, or up to levels 9-10. This gives
The entrance to the Grove of Grey Mists can be placed you flexibility as a DM to use it later on in a Curse of Strahd
wherever is convenient; since it is a demiplane that exists campaign, which you may want to do if you are replacing the
outside of Barovia its actual placement isn't too important. sunsword with the Heart of Barovia weapon.
For a Curse of Strahd campaign, we recommend that you
place it in the Southwest corner of the Barovian valley, south
of Yester Hill and to the west of the Tsolenka Pass, although
you can place it as you see fit. (We recommend it be placed
there since it will be encountered later in the campaign.)
For non-Curse of Strahd campaigns, you can place the
entrance within any dark forest or other foreboding area.

29
Regional Effects Finding the Grove
The Grove of Grey Mists is a seperate demiplane from Characters can find the Grove of Grey Mists in a number of
Barovia. While in the grove, the following regional effects different ways. If they insist on exploring the Svalich Woods,
occur: they can stumble across it in their adventures. Alternatively,
the following NPC's may be willing to share their knowledge
The Mists. Similarly to Barovia, the area is surrounded of the grove. They may know about the grove's existence and
by dark mists which prevent escape. Creatures may only its location, but otherwise don't know anything about the
enter or exit the demiplane through the grove's entrance. grove or its contents.
Opaque Veil. The Grove of Grey Mists blocks scrying
magic; when creatures try to scry either upon grove or Davian Martikov. Davian Martikov is the wereraven
creatures within it, the scrying spell merely returns patriarch who runs the Wizard of Wines winery. He may
visions of an opaque wall of fog. share his knowledge of the grove if characters help retake
Sunlight. The Dark Powers forbid sunlight; the sky is the winery, if they recover the magic gem seeds for the
foggy with grey light but isn't considered sunlight for the wines, or if they help defend the winery against the tree
purposes of effects or vulnerabilities. blight Wintersplinter or Baba Lysaga.
Joyless Realm. Things that normally bring pleasure are Druids. The druids in Barovia worship Strahd for his
less enjoyable within the confines of the grove. A sweet ability to control the land and its weather. Their base of
pie tastes sandy or bitter, the air smells stale, and the chill operations is Yester Hill. A druid who is captured or
mists numb characters to their bones. interrogated may share information concerning the grove.
Morgantha the Hag. Morgantha may be willing to trade
the information concerning the grove to adventurers in
exchange for treasure or a favor.
Strahd's Enemies. If the characters help out one of
Strahd's enemies but they are not the ally chosen by the
Tarokka reading, they may share the location of the grove.
The Dark Powers. If the characters are stumped or
engage in dark acts, the Dark Powers may send them
visions of the grove's location.

30
01. Approaching the Grove Rausimund uses the Wereraven Elder statblock in the
There is no distinct path to the Grove of Grey Mists, and monsters section of this book. He is aided by two gigantic
finding it usually requires directions. As the characters ravens, which use the giant eagle stat block, except they have
approach the grove, have them make a DC 14 Wisdom 52 hit points. Rausimund and the ravens don't fight to kill,
(Survival) check. Characters who pass the check realize that and he will call for a ceasefire if they reduce a character to 0
the Svalich Woods nearby are unusually silent, and that there hit points, or if Rausimund or either of the ravens are
is a conspicuous lack of Strahd's wolves. After travel through reduced to less than 20 hit points.
the forest, the characters see the following:
If the party succeeds on an intimidation or persuasion check,
or if they fend him off in battle, he'll grumble that the
characters are running headlong into their deaths. After, he
The density of the wood's trees thins out, letting
more of the grey light from above shine through
and the ravens leave.
the canopy. Ahead, a large cluster of tall trees are
unusually close. Their trunks and thick branches
Rausimund carries a potion of healing, a gold locket with a
form a wall of dark wood. This thicket of trees
lock of his son's hair (worth 20 gp), and a component pouch.
continues to both the right and the left, curving
out of sight. The woods are silent and still besides Entering the Grove
a raven's cry. A thick grey mist floats around the
roots of the trees. Small eddies of wind near the The wall of trees continues, curving and creating a circle.
ground push the mist, twisting it into serpentine The woods are silent besides the raven's cry and the footsteps
shapes around the tree trunks. of the characters. Eventually, there is a gap in the wall of
trees.

A dense thicket of tall, dark trees stand unusually close and A gap in the wall of trees reveals a natural pathway.
form a living wall. The wall of trees forms a large circle with a Underneath the branches of the trees there is a
radius of 1,000 feet. The wall of trees is impenetrable; the dark tunnel, with the light above blocked by the
characters can't seem to make their way through the dense canopy of thick branches. The tunnel beneath the
branches. Characters who try to light the trees on fire find branches is heavily choked with mist.
that the mists nearby make it difficult to start a large fire. The
trees are easily climbed, but the dense canopy blocks any line
of sight.
As the characters walk through the passage, it seems as
Rausimund Fredrigauth though it goes on for a third of a mile. The thick mists make it
difficult to see either ahead or behind as they enter the
As the characters walk around the thicket in search of the demiplane of the grove. Once the characters have entered the
path into the grove, they hear the beating of wings as a grove, they can't leave until they kill one of the vampire spawn
wereraven lands and transforms into a human behind them. in the grove, or unless the wood woad gives them its blessing
This man is Rausimund Fedrigauth, a wereraven elder to leave.
associated with the Keepers of the Feather. Rausimund is in
his mid 50's with dark unkempt hair and liver spots. He seeks
to stop travelers from entering the grove, as he's never seen
anyone exit from within. He says the following:

"Travelers! Turn away from here. This forlorn wood


will be your doom, lest you return to the path."

Rausimund has not entered the grove himself, and does not
know what waits within. He mourns his brash son who
entered the grove but never returned. He attempts to
convince the characters to leave. If the characters succeed on
a DC 20 Intimidation or Persuasion check he'll relent,
muttering that they are free to choose their own demise.
Otherwise, he'll fight the party in an attempt to scare them
off.

31
02. Grove Entrance The characters can only search the pile six times - after
After walking down the misty tunnel for about a third of a which they seem to find nothing of value.
mile, the adventurers will emerge into the open grove. The
grove is a demiplane that is much larger than the thicket of The man in the tree. The torso and head of a man protrudes
trees they entered; it is circular in shape with a radius of 4 from the trunk of the tree. His hips, legs, and arms are
miles. When the characters emerge from the misty tunnel, embedded deep into the trunk, giving the impression that he's
read the following: either trapped in the tree or part of it. The man appears as
barely alive to the players, but in reality it is merely a skeleton
being animated with an illusion on behalf of the Dark Powers
Ahead, grey light illuminates the mist, a light at the to entice newcomers deeper into the grove. Should the
end of the tunnel. The scent of blood, death, and
decay fills the air the closer you get to the end of
characters return to this area later, the illusion of the man
the tunnel. The tunnel abruptly ends, opening up
has faded, revealing the bare skeleton underneath.
into a large grove. Walls of trees extend to the left
and the right, a circular thicket too dense to move The head and torso of a man protrude from a large
through. tree between the two piles of corpses. His arms,
hips, and legs are bound within the trunk of the
The dirt ground ahead is carpeted with the flesh of tree, his torso emerging like a new branch.
rotting bodies. Two large piles of corpses lay to the
left and the right, stacked nearly ten feet high. The He has no clothes on, and his skin looks
piles are a jumble of rotting forms and limbs, unnaturally sallow and pale. The veins under his
jutting out from the pile at all angles. They appear skin look swollen and are a putrid shade of green.
to be mostly wolves, although human corpses are
visible in the pile. The stench is overpowering, The figure's head look up, scanning as it hears a
filling the air. The mulch covering the ground is scuffling. Its eyes are but orbs of pale green, with
red, speckled with fragments of bone and fur. no discernible pupils or irises. In a ragged voice, he
says:
A tree larger than the others in the grove stands
between and behind the two piles. The tree has no "The weapon you seek lies at the heart of the
leaves, and its wood looks gnarled and knotted. A grove, should you wish to end the dark lord."
humanoid figure is embedded into the tree, its
torso and head extruding from the tree trunk. The figure slumps back down, inert.

After telling the characters about the weapon at the heart of


Corpses. These piles of corpses are Strahd's former spies, the grove, the man becomes inanimate (although he still
slain by the misty spirits who inhabit the grove. A few of the looks like a man.) Any attempt to further rouse or heal him
bodies are those of wayward adventurers or native Barovians, are unsuccessful, as he's just a skeleton. Anyone who touches
who perished in the grove as well. The pile is predominantly the illusion discovers that it is just an illusion, with a skeleton
wolf corpses, and the bodies are in various states of decay. underneath.
Characters who search the corpses can salvage wolf pelts Omens in the Mist
and teeth. The humanoid bodies have a few trinkets and
treasures on them. For each minute spent searching the If the characters take a short or long rest in the region, have
bodies, have the characters roll on the d20 table below. them roll a d6 to determine which of the following omens
they see, forming out of the roiling mists as they swirl around
Corpse Pile Search the ground. For each rest after the first, add a -2 modifier to
d20 Result their roll (minimum of 1).
1-2 Nothing, but the searching disturbs the spirit of two d6
specters, which attack the party with a surprise Roll Omen
round.
1 The mists form into two phantom warriors who attack
3-5 A fresh wolf pelt the characters
6- A Gothic Trinket from the Gothic Trinket table in 2 A smiling vampire, swirling a wine glass (Strahd)
10 Curse of Strahd (Appendix A)
3 Castle Ravenloft, with the moon behind it.
10- 1d6 gp. The coins are stamped with Strahd's face
12 4 The character who rolls sees a misty version of
themselves walk into a sarcophagus, which closes
13- A bell, common clothes, crowbar, simple flute, and vanishes
16 dagger, or flask of oil
5 A dryad ripping a human's heart out
17- A light crossbow, longsword, or scimitar
19 6 A tree stump with a dagger protruding from it, blade
up
20 A small spinel gem worth 20 gp

32
03. The Hag's Hut Marsha's Advice
A wall of trees curves around the center of the forest, letting Marsha is happy to chat with any visitors, telling them about
characters once again proceed to the right or the left. The the few denizens of the grove. Her goal in doing so is to drive
grass to the right is somewhat flattened, leaving a natural them into conflict. She provides the following information:
path behind. This path leads to a large hut made of trees and
grasses. Wisps of black smoke leak out from underneath the About the grove. "I call it the Grove of Grey Mists. On
hut's walls and ceiling. account of the mists. Certainly cozy, although I must say most
This hut belongs to Marsha Beetleknees, a green hag who of the mists are terrible conversationalists. I do enjoy my
has taken up residence in this grove. She dwells here happily, visits with a few of the shades here."
enjoying the natural corruption of the demiplane. Marsha On Ganzia, the shadowfell dryad. "There's a dryad in this
takes bodies from the entrance, drags them back to her hut, grove who's a nasty piece of work. I don't trust her and I want
smoking and cooking them for her to eat. her gone from this grove! I'll give you gold if you can take care
Marsha is reluctant to leave the grove - doing so might leave of her. And by take care of, I mean kill."
her trapped in Barovia, where other, stronger hags reside. On the Janus Tree. "Oh isn't it marvelous! Unfortunately, it
Instead, she entertains herself by pitting visitors against tries to grab me if I get close, so I leave it alone. I've tried
denizens of the grove, who she is reluctant to take head on. making my own, but alas no luck. Do let me know if you want
Marsha spends most of her time inside her hut, staying warm to volunteer your faces..."
and whittling away her time. The door to the hut is unlocked. On the Wood Woad. "Blast that thing! It won't let me past,
just shows me pictures of daisies and children frolicking
The air inside the one room hut is thick with acrid through fields. Frolicking! Can you believe it? I hate it!"
black smoke. Just inside the door lies a large rug,
stitched together from the pelts of six wolves. To She gives little other helpful information. She doesn't
the north of the hut, large flanks of red meat hang remember Fensalor Ostann, the elf by the pond. The spirits
from racks above a fire in front of the fireplace. The from the Janus Tree have never spoken to her, so she isn't
south of the hut has plain and roughly made wood aware of them, either.
furniture - a table, a chair, a bed.
A Small Reward
Squat, poorly made storage shelves sit around the
edges of room, holding odd knickknacks. One such Should the characters return to Marsha after defeating the
shelf stands out; the bottom shelf is littered with shadowfell dryad or the wood woad, she'll hand them a small
daggers, the middle has a jar of wolf teeth. The top cloth bag. It contains a mixture of gold coins stamped with
shelf holds two ravens in cages. They caw and pick Strahd's face and gold teeth. The gold teeth are worth 1 GP
at a single piece of raw meat between them, the
meat's juice drying as it leaks onto the wooden
each, and the bag is worth 5d20 GP in total. Additionally,
shelf and the floor below.
she'll give the characters a magic scroll of hex if they defeat
both creatures.
Through the thick smoke, a jaundiced woman with
a noticeable hump turns to you as you enter, Marsha's Hut
smiling with a curtsy.
Marsha's hut is filled with lots of odd hag treasures.
Characters searching the hut can find the following items:
Marsha Beetleknees will greet the characters, happily Marsha's Hut Treasures
welcoming them in. She'll offer them tea and sweetmeats. D10
The tea is aivless tea, which is described in the mundane Roll Treasure
items section of this book, and the sweetmeats are small 1 A wooden Morcant Burl non-magical +1 dagger,
strips of raw meat. (Yum!) stained with blood

Marsha takes the meat from the piles of corpses at the 2 A pair of razor sharp golden scissors, can be used as
a dagger or sold for 50 GP
entrance to the grove. She isn't picky about what kind of meat
it is. 3 A healing potion, which has been spiked with
blushing poison (see mundane items section)
4 A small compact mirror that displays a different
domain of dread when opened, after which the
mirror cracks and shatters
5 A pair of cursed spinel earrings, worth 100 GP. After
being worn for a week, the wearer goes deaf until
they are removed
6 A box full of dead beetles

33
04. The Forgotten Pond
A small pond lays to the northwest of the entrance. The pond
is filled with small, eyeless pink fish. A firepit and two logs sit The fleshy belly of a pink fish appears at the surface
nearby. of the pond, sending out small ripples. Its dead,
unmoving body bobs up and down slowly. A
moment or two passes, and another fish surfaces.
Light from a small campfire flickers ahead, the Then another. And another.
wisps of its black smoke blending in with the thick
mists. A male dusk elf stands next to a small pond, Thirteen dead fish bob up and down, their bellies
the waters lapping slowly against the dirt shore. pointed up at the sky. Then, all at once, the fish
The elf holds a spear with a long chain, which he begin to sink. Their bodies disappear underneath
tosses into the pond. He grumbles, reeling the the surface of the pond, descending below and out
spear back, aiming it for another toss. of sight.

Fensalor Ostann
A solitary dusk elf spends his time near the pond. This elf, Creatures who touch the sarcophagus are then offered the
whose name was formerly Fensalor Ostann, deserted the dark gift through a vision. If a creature accepts the gift, the
elven army when Barov and Rahadin conquered the dusk vestige inside fades away, banished to another realm.
elves. After fleeing the army through the forests he found
himself in this grove. Here, Fensalor made a pact with a Dark
Power to forget his shameful past. The dark gift bestowed
upon him caused him to forget his name and his past,
although he still holds on to a hatred for Rahadin, the dusk
elf betrayer who serves as Strahd's chamberlain.
The dark gift bestowed upon Fensalor protects him from the
other dangers lurking the grove. However, he can barely
remember what he did just minutes ago, and spends most of
his time spearfishing and hanging about at this pond.
Fensalor is reluctant to leave the grove, living with fear and
shame from a life he can barely remember. He mainly wants
to be left alone, although he will accept assistance should he
be offered food or coin. If the party spends more than half an
hour away from here, he will forget who they are and won't
remember them upon their return.
The Dark Gift of the Forgotten
The vestige of the Dark Power lurks within a stone
sarcophagi at the bottom of the pond, which is 60 feet down.
Small stones and weeds cover the sarcophagus. The vestige
offers the dark gift of Taatremux, the forgotten. Taatremux's
gift is that of invisibility. The gift allows its beneficiary to turn
invisible as a bonus action. Once used, this ability can't be
used again until the next dawn.
Each time this dark gift is used, a person who loves the
character forgets their love for them.
Should the characters decide to fight Fensalor, he uses the
gladiator stat block, although he can use his bonus action to
turn invisible once per day. The sarcophagus and
vestige of Taatremux within are silent while Fensalor
lives, but will reach out to nearby characters
upon his death to offer the dark gift:

34
05. Ganzia, the Shadowfell Dryad Ganzia asks the characters who they are, and what business
they have in the woods. She will tell the characters her story
To the north of the pond lays a more open part of the woods. of how she became trapped in this place, and asks for their
Here, a shadowfell dryad named Ganzia lurks in the forest, help in freeing her from this dismal and dark grove.
bound to the area when her tree was absorbed into the Specifically, she asks that they defeat the wood woad who
Shadowfell along with the rest of the grove. guards the heart of the grove. Although she doesn't know
what actually waits in the heart of the grove, Ganzia tells the
Ganzia has been trapped in the grove for over a century, characters they can have the powerful artifact waiting in the
becoming warped by the Shadowfell's dark presence. While a heart of the grove.
normal dryad might entertain herself by frolicking through
the forest, Ganzia has turned to entertaining herself through If the characters seem uninterested in helping her with this
darker delights. She fancies herself as the apex predator of task, she'll instead ask them to kill the elf who stalks these
the grove, playing with new entrants to the grove like a cat woods. She lies, saying that he is a woodsman who almost
playing with a mouse. chopped down her tree.
Ganzia's goals and relationships are as follows: If the characters are uninterested in helping her, or if they
Ganzia's Goals. Ganzia wants to leave the grove, but is return from the heart of the grove without killing the wood
turned around each time she enters the mists. She woad, Ganzia becomes bored and attacks, hoping the
characters carry some treasure she can use for herself.
believes that the heart of the grove may hold the key to her
freedom. Fighting Ganzia
The Wood Woad. The wood woad who guards the heart
of the grove has proven too much for her. Ganzia seeks to Ganzia uses the shadowfell dryad statblock in this book.
recruit adventurers to defeat the wood woad. If the Additionally, her shambling mound servant fights on her
entrants into the grove are unable or unwilling to fight the behalf (basic rules, pg. 345). The shambling mound only has
wood woad, they are of no use to Ganzia, and she will hunt 70 hit points. Both of them fight together to the death. Ganzia
them (with the intent to kill) for sport. can climb up onto the the shambling mound using 10 feet of
Marsha Beetleknees. Ganzia is reluctant to fight the hag movement, and then can attack enemies below with her
who lives in the forest hut. While Ganzia believes that she whip. Ganzia also will dart in and out of combat with tree
could take her in a fight, she's worried that the hag knows stride; the 10 foot range of her whip prevents her from taking
Ganzia's weakness (her tree). They mostly keep to opportunity attacks if she isn't adjacent to a melee combatant.
themselves. Once defeated, Ganzia may leave behind her blackthistle
Fensalor Ostann. Ganzia has tried to capture pitiful whip (see the Magic items section of this book.)
Fensalor, but each time he's used his dark gift to elude her.
Meeting Ganzia
Ganzia patrols the woods, accompanied by a shambling
mound which she has charmed and dominated to be her
slave. Ganzia will greet the characters, trying to speak with
them in Elvish:

A humanoid creature's face and body appears as it


steps out of a tree as though it weren't a solid
object. This creature has a feminine form wreathed
with bark and dark, dying leaves. Two, long dark
vines with black thorns wrap their way up her arms.
She takes a few steps forward, smiling, her eyes
glinting with a dark purple light. From behind her a
walking mass of vines and rotting plant life
approaches, its heavy footfalls shaking the trees
until it stops just behind her.

35
06. The Janus Tree Skill Challenge
Nestled in the back of the grove is a large Janus Tree (see the Should the characters wish to prove their loyalty, they may
Plants of Barovia section of this book). engage in a skill challenge to do so.
1. Choose a party leader. The characters choose one
character who will roll the final check to try and convince
Unlike most of the deciduous trees standing the Janus Tree of their allegiance to Barovia (or their
throughout the grove, the tree ahead catches your hatred of Strahd.) The chosen character can use their
eye with intertwined and twisted wood. The tree
looks to be a gnarled mesh of vines and roots,
choice of the following skills: Deception, History,
twisting itself into a tree of a larger form. Intimidation, Nature, Performance, Persuasion, or
Religion to convince the tree of their intent.
Faces with various visages are embedded into the 2. Party Contributions. Each other member in the party
wood of the tree. Their still, immobile faces peer must make a check with a skill of their choice. The DC for
out into the still air of the surrounding grove. this check depends on the DM's opinion of how applicable
that skill check is convincing the spirits of the tree that
they are its ally. Reward players who use their skills
creatively by assigning easy or medium DC's. Players
must all pick unique skills and can't choose duplicates.
This tree is entwined with the spirits of Barovians who don't
have souls. Some of the faces are Barovians who have died, Easy difficulty check. DC 12
and some of the faces are of those who have yet to be born. Example of an easy check: A character uses their Religion
skill to preach about the Morninglord and how he will
In the Grove of Grey Mists, the Janus tree has developed a bring about Strahd's downfall.
hive-mind sentience, created by the accumulated Barovian Medium difficulty check. DC 14
spirits. Example of a medium check: A character uses their
The Janus Tree wants nothing more than to see the demise of History skill to relate Strahd to other tyrants throughout
Strahd von Zarovich. The Darklord rules over the land of history, condemning those who oppress others.
Barovia with an iron fist, and most Barovains live joyless and Hard difficulty check. DC 18
harrowing lives. Example of a hard check: A character uses their
Acrobatics skill to do sweet backflips in an attempt to
Trapped and isolated in the grove, the Janus Tree interacts show the spirits that they are lively and are imbued with a
with very few other creatures. The other denizens of the vitality rare to Barovia; thus they must be outsiders and
grove stay away from the tree, wary of its presence. Rarely, enemies of Strahd.
the tree will meet one of Strahd's spies who manage to sneak
this deep into the grove. However, this just further torments
and taunts the tree, given its hatred for Strahd and his 3. Final Check. The chosen party leader uses their choice of
minions. the skills above to convince the Janus Tree of their intentions.
Meeting the Tree
The DC of this final check is 10 + (3 x the number of
The Janus Tree reaches out telepathically to creatures who characters in the party) - (2 x the number of successful party
approach it. Its voice changes each time it speaks, channeling contributions) + the number of failed party contributions.
the spirit of a different Barovian. It accuses the characters of Success
being spies for Strahd, asking them to prove their loyalty and
allegiance to Barovia and her people. Convinced of the characters' goal to oppose the tyrant Strahd,
Spirits begin to materialize near the tree, taking the forms of the spirits in the Janus Tree offer to magically bless a weapon
Barovian citizens. They are a mix of a variety of people - men, they carry. The characters can choose one non-magical
women, children, etc. A few are armed with axes or other weapon to receive their choice of the following
crude weaponry. They surround the characters, leering at enchantments, which changes their non-magic item into a
them. magic item:
Vicious. The weapon is enchanted to deal 13 extra
damage on a critical strike.
Enchanted +1. The weapon is enchanted and has a +1 to
attack and damage rolls made with it.
Failure
On a failed final check, the Janus Tree becomes animate,
fighting the characters. It uses its statblock from the
monsters section of this book.

36
07. The Wood Woad Fighting the Wood Woad
The treeline around the heart of the grove directs the The wood woad uses the wood woad statblock (Volo's Guide
characters to the north. There, a wood woad stands guard to Monsters, pg. 198), but has 50 hit points and an armor
over the heart of the grove. class of only 16 (it has no shield). Additionally, this wood
woad has the following lair actions - it takes an action at
The wood woad was created hundreds of years ago, tasked to initiative count 20 and cannot take the same lair action two
protect the Barovian Heartwood tree before Strahd became turns in a row:
the dark lord of Barovia. Since then it has successfully stood
guard, keeping other creatures away. Summon Specter. The wood woad summons a specter
from the mists to assist it in combat. Two specters can be
As characters approach the entrance to the heart of the summoned this way, and they take their turns after the
grove, read the following: wood woad.
Visions of Destruction. The wood woad forces a
character to see a dark vision related to Barovia.
Examples could be the destruction of the Wizard of Wines
A gap in the dense treeline reveals a natural forest winery at the hands of Wintersplinter, Strahd slaying the
road, which slopes upwards and back towards the characters, or the character who had the vision turning
center of the grove. A humanoid figure made of
wood stands in the middle of the path. Small orbs
into a vampire and feasting on their loved ones. The
of light flicker into existence in its head, and it character who has this vision must succeed on a DC 14
looks up at you. It unearths its feet from the Wisdom saving throw or take 3d4 psychic damage.
ground like uprooted stumps, lifting a makeshift Enchanted Roots. Roots spring up from beneath the
club as it looks at you steadily. earth, trying to grab a character. That character must
succeed on a DC 14 Dexterity saving throw, or be
grappled (escape DC 14). Until this grapple ends, the
target is restrained.
The wood woad only speaks Sylvan, and has forgotten Peaceful Resolution
most of the language. With what few words it knows, it tries
to warn the characters that this is a dark place to be left Should the characters decide not to fight the wood woad, it
alone. This particular creature also has limited telepathic instead briefly touches them one by one. After it does so,
abilities - if the characters don't leave, it projects the following those characters can safely exit the grove through the
into their minds: entrance without being turned around by the mist.
If the wood woad is defeated, the characters can proceed into
the heart of the grove.
In your mind's eyes you see a picture of a
flourishing valley, home to a handful of small
pastoral boroughs. There are flashes of children
playing, villagers farming - scenes from a peaceful
life. A man walking through the forest comes upon
the skull of a buck, suspended between two trees
by its massive antlers. He touches the skull and
wisps of shadowy smoke pour out, moving up the
man's arm as it bubbles and roils like a living oil -
the man screams, and there is a moment of
blackness and darkness until the vision fades.

The wood woad projects this image to the characters in the


hopes that they will turn back from this portent of doom. It
points with its club, indicating that characters should turn
back. Should anyone attempt to enter the heart of the grove,
the wood woad will fight to the death to try and prevent their
entrance.

37
08. The Dark Heart While in combat, the vampires can use the following lair
The dark heart of the grove of grey mists is home to the actions - the lair action occurs at initiative count 20, and the
Barovian Heartwood tree. This tree was once a holy symbol, same lair action can't be used twice in a row:
venerated by the druids who lived peacefully in the valley.
This formerly sacred tree has sat in the Shadowfell for Encroaching Darkness. The mists thicken around a light
centuries, becoming corrupted by the Dark Powers. Now, it source, absorbing the light being emitted. The light source
holds a weapon, lying in wait should the Dark Powers wish to flickers and fades after just a matter of moments. This
depose Strahd, the current dark lord. ability can darken magical or non-magical sources of fire
or light. If this effect dimmed a magical source of light,
After the wood woad, a hall of mist keeps almost all creatures that light returns after both vampires are destroyed or if
away from this place. The Dark Powers choose to admit characters leave the grove.
those who seem to have proven their worth; hoping to tempt Clawing Branches. The branches of one of the dark trees
those who enter with power. at the grove's edge lash out at a creature within 10 feet.
That creature must succeed on a DC 14 Dexterity saving
The Barovian Heartwood's long roots have killed any other throw, or take 5 (2d4) slashing damage and be grappled by
vegetation around it, leaving a large open space in the center the tree (escape DC 14.) While grappled, a character is
of this glade. The trees at the edges seem to loom over the restrained.
grove, creating a natural concave wall. Read the following Skeletal Allies. A skeleton claws its way up from
description once the characters enter the grove: underneath the earth, aiding the vampire spawn in
combat. It takes its turn after the vampire's.
The Barovian Heartwood Tree
Black trees with wiry branches line the perimeter of
this clearing. In the center stands a diminutive tree The Barovian Heartwood tree holds the Heart of Barovia,
with a sharp looking top. Its branches reach out 30' described in the magic items section of this book. In order to
across the otherwise empty ground. remove the stake from the tree, the character who grabs it
must make a pact with the Dark Powers. Once they've made
Two of the blackened trees hold humanoid figures the pact, they instantly attune to the stake, and may use it as a
in their clutches. The branches curve and meet in weapon in combat. Here, the characters may use it against
the middle like ribs, holding the pale figures. Their either vampire spawn, possibly attacking them while they
eyes are closed, and they face the tree in the center remain incapcitated.
of the clearing.
If a character takes the dagger, this plays into the gothic
horror theme of corruption. Consider the following elements
The Strahd Spawn if a character decides to use the stake:
The King is Dead. Long Live the King. A character who
Two of the black trees around the heart of the grove have slays Strahd with the stake becomes the new dark lord of
branches like ribcages, holding two vampire spawn in their Barovia.
clutches. These spawn resemble the vampire lord Strahd, but Bound to the Land. A character who attunes to the stake
appear noticeably different with less sharp facial features. is cursed, trapped forever in Barovia and unable to leave.
These spawn may more closely resemble Sergei, Strahd's They cannot unattune from the stake unless freed via the
brother. Alternatively, if a character has already made a pact wish spell or other such similar magic.
with a Dark Power in the Amber Temple before entering this Corrupted State. A character who attunes to the stake
region, these vampire spawn may look like the character who begins to take on horrifying attributes, perhaps slowly
made the pact. turning into a vampire themselves.
Pawns in the Game. If a character uses the stake on
The vampire spawn are inert, unconcious and incapacitated either vampire spawn, consider either having the spawn
when characters enter the heart of the grove. After characters smile and start laughing (in victory as a character is using
have been in the space for about 30 or so seconds, one of the the stake) or have their appearance suddenly shift to look
spawn opens its eyes. Shortly after, the branches holding it to like the character with the stake. Either way, the staked
the tree retract, and it attacks the characters in the area. vampire dies in a matter of moments.
The vampire spawn uses the vampire spawn stat block
(Basic Rules, pg. 354). It attacks with savage ferocity, fighting Once the characters have slain at least one vampire spawn,
to the death. The vampire doesn't know any languages, and they're free to leave the grove. A magical arrow of construct
bleeds a dark green ichor when harmed. slaying is embedded in one of the trees, and can be pulled out
without difficulty.
After the first vampire spawn is dispatched, the other one
opens its eyes, looking up at the characters. If they don't take
action, it tears itself free of the tree's clutches and attacks.

38
Special Events Scaling this Adventure: Levels 9-10
If Strahd is aware of the grove (and the Dark Powers don't To scale this adventure for parties level 9-10, we recommend
keep it hidden from him), he sends two Vistani spies about changing the following encounters:
once a week to go to the grove. His spies never return, but he Rausimund the wereraven: Replace the two giant eagles
continues to send them regardless. They ride from Castle with a single gargantuan raven that uses the roc stat
Ravenloft on two riding horses, and may be tracked by the block. Rausimund flies on the raven's back and calls for a
characters or other NPCs in Ravenloft. Once they enter the break in the fighting once the roc reaches 100 hit points.
grove, two phantom warriors manifest themselves from the Ganzia, the shadowfell dryad: Ganzia rides into the battle
mists, surprising the spies and cutting them down. The on the back of a chaanshaaz (see the monster section of
vistani spies leave their horses outside of the grove's this book), and is aided by one shambling mound.
entrance, as it's too small for the horses to fit. Characters Wood woad: The wood woad calls a treant to aid it in
approaching the grove for the first time may find these two battle.
horses tied up outside, waiting for someone to come and Vampire spawn: Both vampire spawn attack at once.
rescue them.
Adding Extra Horror Elements
Adapting this adventure to your False Double. Have the second vampire spawn in the
setting heart of the grove be a unconscious commoner with 1 hit
If you want to adapt this adventure to a different setting, you point instead of a vampire spawn.
can do so by making the following changes: Bloody Pond. Have the pond be enchanted with illusion
magic; it disguises that the pond is made up of blood, not
Change the wereraven elder Rausimund Fredrigauth into water.
a druid rather than a wereraven. Dark Visions. The characters can see visions from
The Dark Powers of the grove can be cursed Fey spirits omens in the mist, or from interacting with the wood
from the Shadowfell, offering deals for powers. woad or Janus Tree. Customize these visions to fit the
Fensalor Ostann can still be a deserted soldier or prison characters' backstory and to reinforce the tone of the
guard. He might have fled a prison riot or enemy invasion. campaign.
The wood woad presents visions of somewhere the Chaanshaaz. You can swap the wood woad for a
characters have been instead of Barovia. chaanshaaz (described in the monster section of this
The vampire spawn in the dark heart of the grove look like book) if you want to add a more monstrous enemy.
other NPC's, or the player characters. Marsha's Ravens. Have the two ravens in Marsha
Beetleknees's hut start cawing madly when the characters
Grove of Grey Mists as a one shot enter. They can be wereravens, cursed to remain in their
To run this as a one shot adventure, have the characters meet raven form as long as they're trapped within the hut.
Rausimund Fredrigauth in an inn or shop. There, he'll tell the Spirits from the Past. If your campaign has had NPC's
players his plight, explaining that his son (Jormun) was or PC's die during the campaign, you can have them
studying under a mad druid, and he will pay the characters appear as phantoms in the mists, or have them appear
his life savings (200 gp) each for the return of his son. during the interaction with the Janus Tree.
When the characters approach the grove, have them
encounter the mad druid, who still uses the wereraven elder
stat block. He flees into the grove at half health, taunting the
players as he leaves.
The druid then fights the party in the entrance, to the death.
Both the vampire spawn in the heart of the grove look like
Jorman. The first vampire spawn attacks the party like
normal, but the second one is the actual human Jorman. (And
boy, will the party feel evil if they stake him...!)
Scaling this Adventure: Levels 7-8
To scale this adventure for parties level 7-8, we recommend
changing the following encounters:
Rausimund the wereraven: Replace the two giant eagles
with a single large raven which uses the vrock stat block,
with the exception that it does not have its spores ability.
Ganzia, the shadowfell dryad: Ganzia has two shambling
mounds under her control, both with 50 hit points.
Vampire spawn: The first vampire spawn gets a surprise
round as it attacks without hesitation.

39
Adventure Map: Grove of
Grey Mists

40
Dungeon Masters Guild License and Art Attribution and Licensing
Legal Information Cover art and art on pages 7, 8, 9, 11, 13, 17, 19, and 25 by
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, BrassikArts. Watercolor stains provided by Jared Ondricek
Forgotten Realms, Ravenloft, Eberron, the dragon under the CC BY 4.0 license. Ravenloft logo on cover created
ampersand, Ravnica and all other Wizards of the Coast by Gordon McAlpin and purchased for commercial use from
product names, and their respective logos are trademarks of Dungeon Masters Guild. Other pictures provided by Unsplash
Wizards of the Coast in the USA and other countries. with permission for commercial use and alteration.
Formatting by The Homebrewery. Fonts "A Charming Font
This work contains material that is copyright Wizards of the Expanded" and "Black Chancery" used with commercial
Coast and/or other authors. Such material is used with permission. Map on page 40 created in Inkarnate with
permission under the Community Content Agreement for license for commercial usage.
Dungeon Masters Guild.
Thank you!
All other written material in this work is copyright 2021 by
XhangoGames and Brassikarts and published under the
Community Content Agreement for Dungeon Masters Guild.

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