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[Let's Read] DM's Guild Ravenloft Sourcebooks
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<blockquote data-quote="Libertad" data-source="post: 9156416" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/hdn6ku5.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><a href="https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil" target="_blank"><strong>Product Link</strong></a></p><p></p><p><strong>Product Type:</strong> Bestiary</p><p></p><p><strong>CoS-Required?</strong> No, but presumably meant to be used as a replacement for the default CoS Strahd of that book.</p><p></p><p>As an iconic D&D figure who has existed across editions, the capabilities of Strahd Von Zarovich have differed between incarnations. In the original I6 module, he was a powerful vampire and a 10th level magic user. A fearsome foe to be sure, but not on the tier of a cosmic horror or demigod. In the 2nd Edition House of Strahd update to the adventure, his arcane knowledge expanded exponentially, becoming a 16th level necromancer versed in all but the most powerful magic as well as several magic items equipped on his person. Third Edition saw two versions: Expedition to Castle Ravenloft returned him to his roots as a 10th level wizard, enhanced with the powers of the Fanes of Barovia that gave him various persistent benefits as long as he remained connected to the land. A CR 15 foe, but one that could be reduced to 12 and plausibly defeated by a group of mid-level adventurers. In the Ravenloft Campaign Setting published by White Wolf, we saw Strahd at his most powerful, as a 4th level Fighter/16th level Necromancer, putting him (in theory) as a foe that only PCs nearing maximum level could fight and hope to win.</p><p></p><p>Curse of Strahd harkened back to the 1st and 3rd Edition adventures, positioning the vampire as a learned wizard but not archmage-tier. Of someone more in line to be a dire threat to heroes that can still be troubled by earthly concerns, who haven’t yet graduated to being the most powerful heroes of the Material Plane. At a time before said heroes grow bored of earthly pursuits and yearn for epic level quests beyond time and space.</p><p></p><p>The Real Devil Strahd, in its own words, finds Curse of Strahd’s portrayal of the vampire to be weak in comparison to the novels and descriptions of him in the adventure, notably drawing upon the fact that he beat Mordenkainen and how his stat block is too close to that of the standard Monster Manual vampire. The author suggests that with Strahd being the first of his kind, that should lend him to being far more powerful than the average Monster Manual Vampire. This product rewrites Strahd’s stat block to be an epic-tier CR 27 monster, and advises not to use this stat block save “during the final encounter.” Which makes me presume it’s meant as a replacement for the stats in Curse of Strahd and not just for some alternate epic-tier Ravenloft campaign.</p><p></p><p>In spite of this product’s brevity, I’ve managed to spot a <em>lot</em> of spelling and grammar errors. The book misspells Mordenkainen twice in the same paragraph as well as other words elsewhere, sometimes there would be no spaces between words, certain proper nouns not being capitalized, and the use of a winky face emoji. This reads less like a professional product and more like the first draft of someone’s homebrew.</p><p></p><p>So, what are some of the bigger changes for Real Devil Strahd in comparison to his base stats? In short, he is empowered by the three Fanes, which give him persistent benefits. Furthermore, the Heart of Sorrow gives him a safe bank of 100 hit points instead of 50. He wears his Animated Armor at all times, wears a +3 Ring of Protection, fights with a +3 longsword, and has a ring of counterspell and bead of force.</p><p></p><p>The Real Devil Strahd basically has more of everything across the board. His AC is a massive 29, with 6 of that coming from the Mountain Fane that “protects him against incorporal attacks and also applies when Strahd is in gaseous form.” Which if this were 3rd Edition, would make sense, but in 5th Edition Armor Class is Armor Class. Unless a specific ability is called out, attacks by incorporeal creatures or when in gaseous form don’t alter one’s AC.</p><p></p><p>Surprisingly Strahd still has a low amount of hit points at 161, but can regenerate 30 hit points per turn instead of 20. Several of his values are mathematically wrong; at CR 27 he should have a +8 Proficiency Bonus. He is proficient in Perception and has a 14 Wisdom, so he should have +10 Perception. But it’s +8, and his Passive Perception is 21. He’s actually less sharp-eyed than the default Curse of Strahd! This holds true for the rest of his proficient skills and saving throws, who are off by a value of at least 1 lower or higher than they should be.</p><p></p><p>Perhaps to make up for his dulled senses, Strahd has something called Blood Scent where he senses living creatures with blood or blood-like vital fluids within 240 feet. He’s outright immune, rather than resistant to, nonmagical weapon attacks as well as poison, and with the Swamp Fane he has resistance to the big elemental energy types. Strahd is also immune to all turn undead attempts unless it’s from the “Icon of ravenkind.” Ravenkind is lowercase in the book, and I presume that the author means the Icon of Ravenloft magic item.</p><p></p><p>Interestingly this Strahd not only has a regular Children of the Night feature, he also has a Feral Swarm which gathers a swarm of bats but as an AoE damaging cone that recharges on a 5-6 on a d6. He also has a Beguiling Gaze he can use as a bonus action, which is a gaze attack that grants him advantage on all attack rolls against a target that fails a Wisdom save, and lasts until they take damage or until the start of Strahd’s next turn.</p><p></p><p>The final Fane, the Forest Fane, grants Strahd constant benefits of a Nondetection spell as well as the ability to listen in on and know the location of anyone who mentions his name.</p><p></p><p>As for his spellcasting capabilities, they’re a mess. Some spells are capitalized while others are lowercase, and some that are more than one word have some of the words beginning in uppercase and the others not. Combined with the inconsistent use of spacing, this makes Strahd’s spells a pain to read. You probably won’t be surprised to hear that his save DC and spell attack rolls have the incorrect modifiers, too. Additionally, two of his defensive spells have (active) in parenthesis next to them, which I presume means he cast them before battle. They are Mirror Image and Guards and Wards. In the former’s case it has a short duration meaning that it’s unlikely to be in play should the PCs get the jump on Strahd. The latter spell only affects up to 2,500 square feet of floor space, and there’s no mention in this book if the spell moves with Strahd if we presume a mobile final fight taking place throughout Castle Ravenloft. Strahd can cast up to 8th level spells, with a penchant for offensive and “dark magic” style spells like Finger of Death and Maddening Darkness. Finally, unlike the basic CoS Strahd, this one makes use of various non-core magic, including one Unearthed Arcana spell (Puppet).</p><p></p><p>And what of his Legendary and Lair Actions? Well on the Legendary Side Strahd gets a bunch more abilities on top of his CoS base abilities, such as a use of his Charm, shooting lightning bolts dealing 3d6 damage courtesy of his animated armor, can make a claw attack that is an automatic critical hit if it connects and imposes a Lingering Injury* on the target, a gaze attack that can frighten targets, and can teleport a short range. As for his Lair Actions, Strahd can generate supernatural darkness that dims the light level and grants vulnerability to necrotic damage on living creatures and resistance to radiant damage to undead in it, and finally psychic impressions of the screams of prior victims that impose deafness and disadvantage on Perception checks on a failed Wisdom save.</p><p></p><p>*This is an optional rule in the DMG, so I hope that any DMs using this stat block have bookmarks ready!</p><p></p><p>But wait, you may ask. “This Strahd isn’t strong enough!” “This stat block needs more book-keeping!” “I want Strahd to feel more like a video game boss battle!”</p><p></p><p>Well, it just so happens that this Real Devil Strahd has a secondary Monstrous Form! Don’t worry, it’s not a whole new stat block, just some more alterations to the basic stats if he’s not in sunlight and below 50% health. For 10 minutes he grows to Large size, gaining an additional attack or Dash once per turn, a flying speed of 150 feet, resistance to all damage except radiant damage, advantage on all melee attacks against creatures not at full health, and cannot shapechange into other typical vampire forms.</p><p></p><p>In order to fit all of this onto his stat block, it is split into one and a half pages with a very small font.</p><p></p><p>Now this sounds like a lot of things to juggle for a DM, and you’d be right. But it’s all for making a stronger Strahd. And for those who think that animated armor and a +3 longsword aren’t enough, don’t worry, this book has got you covered! They are both unique items, with the longsword having several abilities such as a crazy base 3d10 slashing + 2d8 necrotic damage, is invisible to divination magic,* and can store the necrotic damage dealt as charges to heal oneself. The animated armor grants a bunch of condition immunities and the lightning blast legendary action. But since PCs don’t have legendary actions, does a PC who dons the armor get one free use per turn? The book doesn’t say.</p><p></p><p>*The book says invisible instead of undetectable, which asks if a diviner with the means of seeing invisibility can detect the sword. The book doesn’t specify this case.</p><p></p><p>Our book ends with four new spells specifically for Strahd. Ground Fog is a 2nd level conjuration spell that is like Fog Cloud but has a much larger radius (the Range says 120 foot radius but the text says 50 foot radius) and only goes up to 2 feet high; Rain of Terror causes rain that can take on various forms from blood to writhing snakes, making it easier for foes to be frightened like advantage on Intimidate checks and disadvantage on saves vs fear; Shadowbind is a 4th level spell that targets up to 6 creatures whose shadows merge on a failed save, forcing them to remain adjacent to each other and only acting on their lowest initiative order together; and Strahd’s Baneful Attractor, a 4th level spell that creates a 15 foot diameter invisible force that can divert spells aimed at another nearby creature to the person who cast the spell instead.</p><p></p><p><strong>Overall Thoughts:</strong></p><p></p><p><img src="https://media.tenor.com/ubboSatrrVEAAAAC/what-did-i-just-read-read.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This entire product is a mess. Beyond just the poor formatting and grammar, running this Strahd in combat would require a bunch of unnecessary book-keeping as well as the use of optional rules and non-core sources. There’s no way I would use this on a typical end-game Curse of Strahd party. Even if I was running for an extremely optimized group, juggling this along with the confusing mapping of Castle Ravenloft would give me a headache, and if using the hit and run tactics the default Strahd uses this will be too difficult for even optimized groups. And even in spite of all this, Strahd’s low hit points and typical vampire weaknesses still means that the old Wall of Force plus Sunsword trick can still take him down.</p><p></p><p>Now, I haven’t read novels such as I, Strahd, so I can’t say how faithful this is to his power in the literature. However, Mordenkainen in the base adventure is an archmage. Still very powerful, but lacking several things that Strahd has: namely Legendary Actions, the ability to noclip through the walls of Castle Ravenloft, a bunch of evil minions, the ability to regenerate from most attacks without consuming precious resources, and a high enough Stealth to get the drop on Mordy’s meager 12 Passive Perception unless he pops a valuable spell slot on something like Foresight or Enhance Ability (Owl’s Wisdom). Default Strahd can still plausibly take on the (admittingly depowered) 5e Mordenkainen via his home terrain advantage.</p><p></p><p>I am not against the concept of an epic-tier Strahd villain. We saw a saner stat block for this in White Wolf’s Ravenloft, but it has to be done well. I’m honestly surprised that this product got mostly positive ratings and reviews; we should aim for a higher standard for the Dungeon Master’s Guild.</p><p></p><p><strong>Join us next time as we spice up Curse of Strahd’s haunted countryside in Barovian Nights: 101 Random Encounters!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9156416, member: 6750502"] [CENTER][IMG]https://i.imgur.com/hdn6ku5.jpg[/IMG][/CENTER] [URL='https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil'][B]Product Link[/B][/URL] [B]Product Type:[/B] Bestiary [B]CoS-Required?[/B] No, but presumably meant to be used as a replacement for the default CoS Strahd of that book. As an iconic D&D figure who has existed across editions, the capabilities of Strahd Von Zarovich have differed between incarnations. In the original I6 module, he was a powerful vampire and a 10th level magic user. A fearsome foe to be sure, but not on the tier of a cosmic horror or demigod. In the 2nd Edition House of Strahd update to the adventure, his arcane knowledge expanded exponentially, becoming a 16th level necromancer versed in all but the most powerful magic as well as several magic items equipped on his person. Third Edition saw two versions: Expedition to Castle Ravenloft returned him to his roots as a 10th level wizard, enhanced with the powers of the Fanes of Barovia that gave him various persistent benefits as long as he remained connected to the land. A CR 15 foe, but one that could be reduced to 12 and plausibly defeated by a group of mid-level adventurers. In the Ravenloft Campaign Setting published by White Wolf, we saw Strahd at his most powerful, as a 4th level Fighter/16th level Necromancer, putting him (in theory) as a foe that only PCs nearing maximum level could fight and hope to win. Curse of Strahd harkened back to the 1st and 3rd Edition adventures, positioning the vampire as a learned wizard but not archmage-tier. Of someone more in line to be a dire threat to heroes that can still be troubled by earthly concerns, who haven’t yet graduated to being the most powerful heroes of the Material Plane. At a time before said heroes grow bored of earthly pursuits and yearn for epic level quests beyond time and space. The Real Devil Strahd, in its own words, finds Curse of Strahd’s portrayal of the vampire to be weak in comparison to the novels and descriptions of him in the adventure, notably drawing upon the fact that he beat Mordenkainen and how his stat block is too close to that of the standard Monster Manual vampire. The author suggests that with Strahd being the first of his kind, that should lend him to being far more powerful than the average Monster Manual Vampire. This product rewrites Strahd’s stat block to be an epic-tier CR 27 monster, and advises not to use this stat block save “during the final encounter.” Which makes me presume it’s meant as a replacement for the stats in Curse of Strahd and not just for some alternate epic-tier Ravenloft campaign. In spite of this product’s brevity, I’ve managed to spot a [I]lot[/I] of spelling and grammar errors. The book misspells Mordenkainen twice in the same paragraph as well as other words elsewhere, sometimes there would be no spaces between words, certain proper nouns not being capitalized, and the use of a winky face emoji. This reads less like a professional product and more like the first draft of someone’s homebrew. So, what are some of the bigger changes for Real Devil Strahd in comparison to his base stats? In short, he is empowered by the three Fanes, which give him persistent benefits. Furthermore, the Heart of Sorrow gives him a safe bank of 100 hit points instead of 50. He wears his Animated Armor at all times, wears a +3 Ring of Protection, fights with a +3 longsword, and has a ring of counterspell and bead of force. The Real Devil Strahd basically has more of everything across the board. His AC is a massive 29, with 6 of that coming from the Mountain Fane that “protects him against incorporal attacks and also applies when Strahd is in gaseous form.” Which if this were 3rd Edition, would make sense, but in 5th Edition Armor Class is Armor Class. Unless a specific ability is called out, attacks by incorporeal creatures or when in gaseous form don’t alter one’s AC. Surprisingly Strahd still has a low amount of hit points at 161, but can regenerate 30 hit points per turn instead of 20. Several of his values are mathematically wrong; at CR 27 he should have a +8 Proficiency Bonus. He is proficient in Perception and has a 14 Wisdom, so he should have +10 Perception. But it’s +8, and his Passive Perception is 21. He’s actually less sharp-eyed than the default Curse of Strahd! This holds true for the rest of his proficient skills and saving throws, who are off by a value of at least 1 lower or higher than they should be. Perhaps to make up for his dulled senses, Strahd has something called Blood Scent where he senses living creatures with blood or blood-like vital fluids within 240 feet. He’s outright immune, rather than resistant to, nonmagical weapon attacks as well as poison, and with the Swamp Fane he has resistance to the big elemental energy types. Strahd is also immune to all turn undead attempts unless it’s from the “Icon of ravenkind.” Ravenkind is lowercase in the book, and I presume that the author means the Icon of Ravenloft magic item. Interestingly this Strahd not only has a regular Children of the Night feature, he also has a Feral Swarm which gathers a swarm of bats but as an AoE damaging cone that recharges on a 5-6 on a d6. He also has a Beguiling Gaze he can use as a bonus action, which is a gaze attack that grants him advantage on all attack rolls against a target that fails a Wisdom save, and lasts until they take damage or until the start of Strahd’s next turn. The final Fane, the Forest Fane, grants Strahd constant benefits of a Nondetection spell as well as the ability to listen in on and know the location of anyone who mentions his name. As for his spellcasting capabilities, they’re a mess. Some spells are capitalized while others are lowercase, and some that are more than one word have some of the words beginning in uppercase and the others not. Combined with the inconsistent use of spacing, this makes Strahd’s spells a pain to read. You probably won’t be surprised to hear that his save DC and spell attack rolls have the incorrect modifiers, too. Additionally, two of his defensive spells have (active) in parenthesis next to them, which I presume means he cast them before battle. They are Mirror Image and Guards and Wards. In the former’s case it has a short duration meaning that it’s unlikely to be in play should the PCs get the jump on Strahd. The latter spell only affects up to 2,500 square feet of floor space, and there’s no mention in this book if the spell moves with Strahd if we presume a mobile final fight taking place throughout Castle Ravenloft. Strahd can cast up to 8th level spells, with a penchant for offensive and “dark magic” style spells like Finger of Death and Maddening Darkness. Finally, unlike the basic CoS Strahd, this one makes use of various non-core magic, including one Unearthed Arcana spell (Puppet). And what of his Legendary and Lair Actions? Well on the Legendary Side Strahd gets a bunch more abilities on top of his CoS base abilities, such as a use of his Charm, shooting lightning bolts dealing 3d6 damage courtesy of his animated armor, can make a claw attack that is an automatic critical hit if it connects and imposes a Lingering Injury* on the target, a gaze attack that can frighten targets, and can teleport a short range. As for his Lair Actions, Strahd can generate supernatural darkness that dims the light level and grants vulnerability to necrotic damage on living creatures and resistance to radiant damage to undead in it, and finally psychic impressions of the screams of prior victims that impose deafness and disadvantage on Perception checks on a failed Wisdom save. *This is an optional rule in the DMG, so I hope that any DMs using this stat block have bookmarks ready! But wait, you may ask. “This Strahd isn’t strong enough!” “This stat block needs more book-keeping!” “I want Strahd to feel more like a video game boss battle!” Well, it just so happens that this Real Devil Strahd has a secondary Monstrous Form! Don’t worry, it’s not a whole new stat block, just some more alterations to the basic stats if he’s not in sunlight and below 50% health. For 10 minutes he grows to Large size, gaining an additional attack or Dash once per turn, a flying speed of 150 feet, resistance to all damage except radiant damage, advantage on all melee attacks against creatures not at full health, and cannot shapechange into other typical vampire forms. In order to fit all of this onto his stat block, it is split into one and a half pages with a very small font. Now this sounds like a lot of things to juggle for a DM, and you’d be right. But it’s all for making a stronger Strahd. And for those who think that animated armor and a +3 longsword aren’t enough, don’t worry, this book has got you covered! They are both unique items, with the longsword having several abilities such as a crazy base 3d10 slashing + 2d8 necrotic damage, is invisible to divination magic,* and can store the necrotic damage dealt as charges to heal oneself. The animated armor grants a bunch of condition immunities and the lightning blast legendary action. But since PCs don’t have legendary actions, does a PC who dons the armor get one free use per turn? The book doesn’t say. *The book says invisible instead of undetectable, which asks if a diviner with the means of seeing invisibility can detect the sword. The book doesn’t specify this case. Our book ends with four new spells specifically for Strahd. Ground Fog is a 2nd level conjuration spell that is like Fog Cloud but has a much larger radius (the Range says 120 foot radius but the text says 50 foot radius) and only goes up to 2 feet high; Rain of Terror causes rain that can take on various forms from blood to writhing snakes, making it easier for foes to be frightened like advantage on Intimidate checks and disadvantage on saves vs fear; Shadowbind is a 4th level spell that targets up to 6 creatures whose shadows merge on a failed save, forcing them to remain adjacent to each other and only acting on their lowest initiative order together; and Strahd’s Baneful Attractor, a 4th level spell that creates a 15 foot diameter invisible force that can divert spells aimed at another nearby creature to the person who cast the spell instead. [B]Overall Thoughts:[/B] [IMG]https://media.tenor.com/ubboSatrrVEAAAAC/what-did-i-just-read-read.gif[/IMG] This entire product is a mess. Beyond just the poor formatting and grammar, running this Strahd in combat would require a bunch of unnecessary book-keeping as well as the use of optional rules and non-core sources. There’s no way I would use this on a typical end-game Curse of Strahd party. Even if I was running for an extremely optimized group, juggling this along with the confusing mapping of Castle Ravenloft would give me a headache, and if using the hit and run tactics the default Strahd uses this will be too difficult for even optimized groups. And even in spite of all this, Strahd’s low hit points and typical vampire weaknesses still means that the old Wall of Force plus Sunsword trick can still take him down. Now, I haven’t read novels such as I, Strahd, so I can’t say how faithful this is to his power in the literature. However, Mordenkainen in the base adventure is an archmage. Still very powerful, but lacking several things that Strahd has: namely Legendary Actions, the ability to noclip through the walls of Castle Ravenloft, a bunch of evil minions, the ability to regenerate from most attacks without consuming precious resources, and a high enough Stealth to get the drop on Mordy’s meager 12 Passive Perception unless he pops a valuable spell slot on something like Foresight or Enhance Ability (Owl’s Wisdom). Default Strahd can still plausibly take on the (admittingly depowered) 5e Mordenkainen via his home terrain advantage. I am not against the concept of an epic-tier Strahd villain. We saw a saner stat block for this in White Wolf’s Ravenloft, but it has to be done well. I’m honestly surprised that this product got mostly positive ratings and reviews; we should aim for a higher standard for the Dungeon Master’s Guild. [B]Join us next time as we spice up Curse of Strahd’s haunted countryside in Barovian Nights: 101 Random Encounters![/B] [/QUOTE]
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