Kunimatyu said:
Are there any non-core MM monsters, particularly MM3, MM4, or new monsters in the book, or is it mostly vampires, zombies, mummies, and the like?
This is still D&D, wierd monsters are still the specialty.
Very Castlevania feel to those critters.
The original 1E castle had 4 red dragons to char broil those who went in the front door.
Looks like the cover is pretty heavy artistic license.
The Elf look is a lot like
Dragon Magazine 315.
I wonder if this is what has become of the original ruby necklace Strahd had in 1E.
Wotc has posted the Count’s stats. I’ll see about advance him a touch in a few days. [sblock=---SPOILER--- 3.5 Strahd] Count Strahd von Zarovich CR 15
Male vampire (human) necromancer 10
LE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13
Languages Common, Draconic, Elven, Giant, Infernal
AC 27, touch 15, flat-footed 24; Dodge
hp 70 (10 HD); fast healing 5; DR 10/silver and magic
Immune sunlight; undead immunities
Resist acid 10, cold 10, electricity 10, fire 10, positive energy 10, sonic 10; +4 turn resistance; ring of counterspells (dispel magic), nondetection
Fort +6, Ref +11, Will +13
Weakness vampire vulnerabilities (except sunlight)
Speed 30 ft. (6 squares), spider climb 20 ft.
Melee slam +9 (1d6+4 plus energy drain)
Base Atk +5; Grp +9
Atk Options Combat Reflexes, energy drain, magic strike
Special Actions alternate form, blood drain 1d4 Con, children of the night 1/night, dominate (Will DC 18), gaseous form
Combat Gear bead of force, lesser Silent metamagic rod, ring of counterspells
Wizard Spells Prepared (CL 10th; prohibited schools abjuration and illusion):
5th -- cloudkill (DC 20), fell draining lightning bolt (DC 18; creatures that take damage also gain one negative level), mind fog (DC 20), waves of fatigue
4th -- dimension door, enervation (+8 ranged touch), fear (DC 19), enervated scorching ray (+8 ranged touch, +50% damage to living creatures, half damage to unliving), scrying (DC 19)
3rd -- deep slumber (DC 18), fireball (DC 18), haste, fell draining magic missile (creatures that take damage also gain one negative level), ray of exhaustion (+8 ranged touch, DC 18)
2nd -- blindness/deafness (DC 17), false life, fog cloud, scorching ray (+8 ranged touch), see invisibility, spectral hand
1st -- chill touch (+9 melee touch, DC 16), expeditious retreat, mage armor (2), magic missile, ray of enfeeblement (+8 ranged touch), true strike
0 -- detect magic (2), ghost sound (DC 15), message, touch of fatigue (+9 melee touch, DC 15)
Abilities Str 18, Dex 16, Con --, Int 20, Wis 17, Cha 16
SQ create spawn, forest sign, mountain sign, swamp sign
Feats Alertness
, Combat Casting*, Combat Reflexes, Dodge, Enervate Spell**, Fell Drain**, Improved Energy Drain**, Improved Initiative, Lightning Reflexes, Positive Energy Resistance**, Scribe Scroll, Spell Drain**
*If you are using the taint rules in Heroes of Horror, replace Combat Casting with the Touch of Taint feat from that book.
**Feats described in Libris Mortis.
Skills Bluff +17, Concentration +16, Diplomacy +7, Disguise +3 (+5 acting), Hide +13, Intimidate +11, Knowledge (arcana) +18, Knowledge (religion) +18, Listen +13, Move Silently +17, Search +13, Sense Motive +17, Spellcraft +20, Spot +13
Possessions combat gear plus ring of protection +2, cloak of resistance +3
Spellbooks See "Strahd's Spellbooks," below.
Fast Healing (Ex) If reduced to 0 hp in combat, Strahd automatically and immediately assumes gaseous form and makes his way toward his crypt (area K86).
Vampire Vulnerabilities As long as the Dayheart remains intact, Strahd suffers no ill effects from sunlight.
Energy Drain (Su) Living creatures hit by Strahd's slam attack gain two negative levels. At the same time, Strahd gains 10 temporary hit points and a +2 bonus on skill checks, ability checks, attack rolls, and saving throws for 1 hour. (This bonus derives from his Improved Energy Drain feat.)
Whenever a spellcaster opponent loses a prepared spell due to energy drain, Strahd gains the ability to cast that spell once (as if he had prepared it). The spell's effect is treated as if the original spellcaster had cast it. The spell remains in Strahd's mind for up to 1 hour, and he can keep up to three stolen spells at a time. This ability has no effect on spellcasters who don't prepare spells or on characters who have no spells prepared. (This ability comes from his Spell Drain feat.) If you are using the taint rules in Heroes of Horror, Strahd's energy drain also increases the target's depravity score by 2 points or its corruption and depravity scores by 1 point each (because of his Touch of Taint feat).
Magic Strike (Su) If Strahd hits with his slam attack, the attack is treated as magic for the purpose of overcoming damage reduction.
Alternate Form (Su) See below for Strahd's statistics in his animal forms. In animal form, Strahd cannot use his equipment or cast spells, nor can he use his dominate ability.
Blood Drain (Ex) If you are using the taint rules in Heroes of Horror, Strahd's blood drain also increases the target's corruption score by 2 points (because of his Touch of Taint feat).
Gaseous Form (Su) Strahd's Armor Class in gaseous form is 15 (19 with mage armor active), touch 15, flat-footed 12.
Forest Sign (Su) As a result of his connection to the forests of Barovia, Strahd benefits from a constant nondetection effect on himself and his gear, as the spell (caster level check DC 19). If Strahd's connection to the Forest Fane is severed, Strahd loses this benefit and his CR is reduced by 1.
Mountain Sign (Su) As a result of his connection to the mountains of Barovia, Strahd is surrounded by a field of force armor that grants him a +6 armor bonus to AC. Because it is made of force, this armor protects him against incorporeal attacks and applies when Strahd is in gaseous form. If Strahd's connection to the Mountain Fane is severed, his Armor Class is reduced to 21 and his CR is reduced by 1.
Swamp Sign (Su) As a result of his connection to the swamps of Barovia, Strahd has resistance to acid 10, fire 10, and sonic 10. If his connection to the Swamp Fane is severed, Strahd loses these resistances and his CR is reduced by 1.
When in bat form, Strahd has the following changed statistics:
Bat Form CR 15
LE Diminutive undead (augmented humanoid)
AC 22, touch 16, flat-footed 20
Ref +7
Speed 5 ft. (1 square), fly 40 ft. (good)
Melee --
Grp -12
Abilities Str 1, Dex 15
Skills Disguise +3 (+13 to mimic bat), Hide +24, Move Silently +16
When in dire bat form, Strahd has the following changed statistics:
Dire Bat Form CR 15
LE Large undead (augmented humanoid)
AC 26, touch 15, flat-footed 20
Ref +11
Speed 20 ft. (4 squares), fly 40 ft. (good)
Melee bite +7 (1d8+4 plus energy drain)
Grp +12
Abilities Str 17, Dex 22
Skills Disguise +3 (+13 to mimic dire bat), Hide +12, Move Silently +20
When in dire wolf form, Strahd has the following changed statistics:
Dire Wolf Form CR 15
LE Large undead (augmented humanoid)
AC 20, touch 11, flat-footed 18
Ref +7
Speed 50 ft. (10 squares)
Melee bite +11 (1d8+10 plus energy drain)
Grp +16
Atk Options trip +11
Abilities Str 25, Dex 15
Skills Disguise +3 (+13 to mimic dire wolf), Hide +8, Move Silently +16
Trip (Ex) In dire wolf form, Strahd can attempt to trip an opponent he hits with a bite attack.
Strahd calls himself the "first vampire," but the claim seems unlikely. The details of his story are set down in the Tome of Strahd, with key excerpts presented on page 22. Strahd is a tall man, standing just over 6 feet. His body is lean and hard, and his gaunt face has strong features and prominent cheekbones. His eyes are dark and hypnotic, like deep pools with subtle reflections of red light, but when he is enraged they burn like red-hot coals. His skin is usually pale, but it becomes flushed with each feeding and retains that healthy-looking color for several hours. His elongated and thin fingers have long, sharp nails. His fangs are not obvious unless he wants them to be noticed -- he can speak and even yawn without revealing his true nature. When he attacks, however, the fangs lengthen to protrude from his mouth. Strahd prefers to wear black with touches of white and red. His clothing style is the tailored, layered look common to the nobility.
[sblock=special notes]
SPECIAL STRENGTHS AND WEAKNESSES
Strahd differs from standard vampires in a few key respects. He enjoys an unnatural connection with the land of Barovia (see below), which has given him three significant defensive abilities: force armor, energy resistance, and a constant nondetection effect. Strahd has no aversion to garlic or mirrors. Though he can be turned, characters cannot keep him at bay simply by presenting a holy symbol. He can enter any building in Barovia, whether he is invited or not. Finally, the artifact known as the Dayheart (see below) grants Strahd immunity to the destructive effects of sunlight.
In addition to the standard alternate forms assumed by vampires, Strahd can take the shape of a batlike humanoid ("werebat" form) and a bestial humanoid with wolfish characteristics (feral form). These special forms appear in Strahd's statistics block for encounters in which he assumes them.
The Wilderness Fanes: In the countryside of Barovia stand ancient sites of worship. Strahd appropriated three such wilderness fanes located near his castle -- one in the Svalich Woods, one in the swamp to the east, and one high in the mountains. Performing dark rituals at each once-sanctified altar, Strahd bound himself to the land and the land to him, gaining great powers in the bargain. Stripping him of those powers requires visiting each fane and performing specific rituals to sever his connection to the land.
The Dayheart: This massive crystal, fed by dreadful energies, grants vampires linked to it immunity from the effects of sunlight. The Dayheart occupies the highest part of one of the castle's spires. For more information about this artifact, see area 60A in Castle Ravenloft (page 158) and the Appendix.
Legacy Items: Two legendary magic items of great power can overcome many of Strahd's defenses. The Holy Symbol of Ravenkind predates the arrival of Strahd's family in Barovia and is a potent tool against vampires, but has been lost for centuries. The Sunsword, the original model for all sun blades, is the bane of undead. Strahd attempted to have the weapon destroyed, but unknown to him, its blade survives. For more about these two items, and the rituals needed to fully awaken their powers, see the Appendix.
IREENA
Strahd believes that Ireena Kolyana (see page 31) is the reincarnation of Tatyana von Zarovich, wife of Strahd's brother Sergei. Strahd's unrequited love for Tatyana drove him to madness and plunged him over the precipice into irredeemable evil. Having seen Ireena in Barovia, Strahd believes his ancient love has returned to him, and he seeks to claim her. This obsession is the primary motivation for everything he does.
Strahd wants to "win the love" of Ireena, but in the evil manner of a corrupt immortal, such wooing occurs over the course of three visits. He believes that in this way he is "building a relationship." During the first two visits, Strahd lulled Ireena into complacency through domination. He maneuvered her into being alone with him so he could bite her neck and drain some of her blood. He hopes to deliver the last bite during their third meeting, making her his vampire consort.
Strahd never directly attacks Ireena, nor does any creature under his command. However, he had her father, the burgomaster, killed for attempting to interfere in their romantic "destiny." He keeps an eye out for any opportunity to separate Ireena from the PCs, should she join them, then bring her into a new realm of existence. Domination is Strahd's ace in the hole -- ten days remain before the effect ends, though Ireena doesn't realize she is under the vampire's control. Strahd calls upon this advantage only when he deems the time is ripe to bring his bride-to-be into the fold.
[/sblock][sblock=3.5 Strahd Spelbook] The following lists additional spells that Strahd knows in addition to those he has prepared. Feel free to substitute different prepared spells to account for the party's capabilities and weaknesses. If you have access to sources other than the Player's Handbook, particularly Spell Compendium, you can substitute spells from those books for others in Strahd's repertoire.
5th -- cone of cold, hold monster, magic jar, prying eyes, teleport, wall of force.
4th -- animate dead, arcane eye, bestow curse, confusion, contagion, detect scrying, Otiluke's resilient sphere, solid fog.
3rd -- clairaudience/clairvoyance, gentle repose, hold person, slow, stinking cloud, vampiric touch, wind wall.
2nd -- bull's strength, cat's grace, command undead, darkness, detect thoughts, glitterdust, gust of wind, Melf's acid arrow, see invisibility, Tasha's hideous laughter, touch of idiocy, web.
1st -- burning hands, cause fear, charm person, comprehend languages, identify, obscuring mist, shocking grasp, sleep, unseen servant.
0 -- all except abjuration and illusion[/sblock][/sblock]