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Crypts of Ravenloft

Buried deep beneath the keep of Ravenloft lie ancient catacombs with arched ceilings, supported by wide hollow columns that double as crypts...and for some, as eternal prisons. Cobwebs hang limp in the musty air. A thick fog clings to the floor, which is covered with putrid paste. The black ceiling is moving.   The catacombs fill an area roughly 110 feet east to west by 180 feet north to south. They are made of up of 10-foot-wide archways running between 10-foot-square crypts that serve as pillars supporting the 20-foot-high ceiling.   The catacombs are home to tens of thousands of bats. They rest during the daytime and fly out in the evening through the high tower's central shaft. They will not attack unless provoked or ordered to do so by Strahd. In this case, 2d4 swarms of bats form and attack.   The catacombs are also patrolled by 2d6 grave hounds (see stat block below.) The hounds attack anyone not in the company of Strahd, Rahadin, or a vampiric consort.   There are five means of entrance/exit:
  • The door adjacent to crypt 1, which links to area K81.
  • A barred archway from the north, leading to area K85.
  • A barred archway to the south, physically leading to area K86, but trapped with teleportation traps
  • A barred archway to the east, leading to area K87
  • The high tower stair (area K18) or the shaft (area K18a) to the west
Each crypt is sealed with a chiseled crystal door, which is actually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall , and 3 inches thick. Removing or resetting a door requires an action and a successful DC 15 Strength check. Each crypt also has an epitaph inscribed on the front of the slab. Strand can touch the slab and speak a command word, allowing anyone to magically walk through the slab. Unless described otherwise, the skeleton of the deceased lies on a 3 by 6 foot bier of marble that is 3 feet high.  

Teleport Traps

The two blocks in front of Strahd's tomb are teleport traps. The traps can't be detected except with a detect magic spell, which reveals an aura of conjuration magic in trapped areas. Although the traps can't be disarmed, a successful casting of dispel magic (DC 16) on a trap suppresses its magic for 1 minute, allowing characters to safely move through its area. A trap is also suppressed while wholly or partially in the area of an antimagic field.   Any creature that enters one of these 10-foot-sqare spaces is instantly teleported away, trading places with one of the wights in crypt 39. The wight materializes in the creature's previous location and attacks any living creature it sees.   Below is a list of all 40 crypts, and what they contain.

Crypt 1

Stefan Gregorovich: First Counselor to Barov von Zarovich
The skeleton lying in this crypt looks old and dusty, save for the skull, which is well-polished and white.
A detect magic spell reveals that Stefan's skull radiates a faint aura of necromancy magic. As long as the skull remains in the crypt, it will answer up to five questions, as if a speak with dead spell had been cast on it. The property recharges each day at dawn. Given that Stefan died long before Castle Ravenloft was built, any information he gives is very out of date.

Crypt 5

Heinrich Swilovich: Friend and great distiller of wines A faint stench of wine emanates from this crypt. Thousands of empty wine bottles are lined neatly on the floor around the marble slab.

Crypt 6

Andral Romulich, Beloved of Barov and Branwen: High Priest of the Calling of the Sun
A marble slab in the center of the crypt displays a skeleton dressed in gold vestments, a golden holy symbol clutched in one bony hand. The domed ceiling fifteen feet above is painted to look like a canopy of trees with bright autumn leaves. A narrow stone ledge encircles the crypt ten feet above the floor. Perched on it are dozens of stone vultures, their gemstone eyes fixed on the marble slab.
The prefect's holy symbol is festooned with tiny gemstones, and is worth 750 gp. If touched by an evil creature, the holy symbol is consumed in a blast of intense light that deals 2d10 radiant damage to all creatures within 10 feet of it. Characters familiar with Barovian religion recognize the symbol as that of the Morninglord. Outsiders can make a DC 15 History or Religion check to recognize it as a symbol of Reve, a centuries-dead sun god.

Crypt 8

Duchess Doroteja Dilisnya, Friend of Branwen
A skeleton dressed in once-fine rags lies atop a marble slab in the center of the crypt. On the back of this crypt, a quilt depicting a royal feast hangs. At its head are two dark-haired women with their heads bent together.
Fortunes of Ravenloft. If your reading indicates a treasure is here, it is tucked into a far, dark corner of the crypt. A DC10 Perception check reveals it.

Crypt 9

Pidwick: Fool of Doroteja The skeleton in this crypt is dressed in the rags of a jester's outfit.At the foot of the skeleton is an unlocked wooden box containing a full deck of playing card and a full deck of illusions.

Crypt 12

Terézia Vass - Renowned Painter
The domed ceiling of this crypt is painted with an image of small dragons performing absurd tasks. A skeleton dressed in teal-and-black rags lies atop the marble slab in the center of the crypt. A wooden box is tucked under one bony hand.
This crypt is dedicated to the woman who painted the murals and portraits that decorate Castle Ravenloft. When needed, Strahd can revive her skeleton to paint for him. The box is unlocked, and contains several wood-handled paintbrushes, and seven small gourds of dried-up paint.

Crypt 13

"Herein lie the ones who walk the pain of pain and torment." When the characters first look at the epitaph, they see their own name. Upon blinking, they see the words above.   This appears to contain an illusory 3 by 6 foot bier of marble, with a skeleton adorned in rags lying atop it. Upon entry, however, the characters fall into a hewn tunnel of stone (see area K81.)  

Crypt 14

Marinka Borisova: Friend
This crypt is filled with thousands of paper sculptures in a variety of sizes and colors, some on blank paper and others on what appear to be torn book pages. They hang from the walls and litter the floors around the marble slab at the center. Lying atop the slab is a halfling skeleton. A portrait behind the slab depicts her in life: a beautiful woman with long curly brown hair and an abundance of sun spots on her face. She is wearing plain clothes, but she holds herself with a noble air.
Marinka was a halfling from the town of Vallaki who was married to the burgomaster in life. She revealed to Strahd that her husband was not paying the proper taxes, and was honored for her loyalty.

Crypt 16

Falk Escher: Groom
Laid on the floor at the foot of the slab is a set of hunting gear laid neatly atop a wooden chest. If Escher is present: A young man stands against one wall, chewing anxiously on his fingertips. He doesn't seem to notice the sickly black blood running down his hand and arm.
Escher is Strahd's seventh consort, and is consumed with anxiety that he will soon join those consorts who are locked away in their tombs. He tries to act his best to avoid this fate, and eagerly follows all of Strahd's commands.  

Crypt 17

Artimus, Builder of the Keep: You stand amidst the monument to his life This crypt contains nothing of interest, but is dedicated to the architect responsible for the Castle's design.

Crypt 18

Vitaliya Popovski: Bride
This crypt is plain, which draws your eye all that much more to the vase of bright blue flowers at the foot of the marble slab. Despite the fact that the glass vase is bone dry, the flowers are as bright and fresh as the day they were cut. Lying in the crypt is a short woman in an ornate golden wedding dress. Her face is hidden by a mask in the shape of a skull, and her glove hands are folded over her stomach.
Vitaliya was a close friend of Marina's, and Strahd took her in an attempt to lure her in. Rather than join her, or rescue her, Marina died. She despises both Strahd and Marina for her fate. Although Strahd has not locked her in her crypt, she does not leave it.

Crypt 19

Ludmilla Valeriev: Bride
This is a grand crypt. The domed ceiling is painted in a stunning mockery of a cathedral ceiling, all stained glass and marble. The floor is adorned with dusty worn carpets that have seen much traffic. Atop the marble slab is a beautiful wood-and-gold coffin fastened with silver. Standing stone-still in front of the coffin is a tall woman with very dark skin, a white wedding dress with frayed hems, and gold jewelry that shines bright but lacks detail as if from constant polishing. She is glowering out at you.
Ludmilla is the third of Strahd's consorts, and has not left her crypt in over 400 years. She was a noble before becoming lost in Barovia, and is displeased at having traded her grand estate for this dreary place.  

Crypt 20

Nil Zima: Beloved Aunt
Webs as thick and pale as linen cover a skeleton lying atop a marble slab, dressed in once-resplendent white. As you approach, you hear a whispering, almost musical sigh of wind.
Nil Zima was the wife of Countess Branwen's older brother, and a good friend to the Von Zarovich family. She had been with the Countess before her death, and was the only survivor of the massacre. She lived in the valley until her death, and Strahd honored her with a place in the crypts after her death.  

Crypt 22

Anastasiya Kovalyova: Bride  
The marble slab inside this crypt is ringed with arrows tied together with festive-colored twine. A heavy crossbow flanked by two nasty-looking serrated daggers hangs on the wall. Mounted animal heads ring the crypt, all snarling down at the slab. If Anastasiya is present: A tall woman with bright red hair paces the room. She wears a brown wedding dress embroidered with dancing animal skeletons, and a long red cloak glittering with tiny rubies. She turns her spectacled gaze towards you as you approach.
  Anastasiya, or simply Stasya, is Strahd's fourth consort. She was an accomplished huntress whose greatest feat was singlehandedly defeating one of Strahd's dire wolves. For her accomplishment, she was taken as a consort. Although she resents him for this, her spirit is long-broken, and she obeys him without question.  

Crypt 23

Johannes Blom: Prisoner
This crypt is stuffed with books. Bookshelves that sag beneath the weight of their tomes line the walls, and still more are scattered haphazardly across the floor. Age and dust have destroyed most of them. Lying atop the marble slab on his side, back to you, is a young man in very fine clothing.
Johannes Blom's family came to Barovia with Strahd and originally ruled the town of Krezk. Some 660 years ago they betrayed him, and he invited Johannes to dinner. He turned Johannes and made him watch as he slaughtered his entire family to the last. He then locked Johannes in his crypt, never to be released.  

Crypt 24

Iakob Sokolov: Spell sculptor of ages
The skeleton in this crypt is dressed in fine robes that have stayed the test of time. Its bony arms are laden with heavy tomes that have collapsed the ribcage beneath them.
  This crypt is dedicated to the wizard primarily responsible for enchanting Castle Ravenloft. The robes are Robes of the Archmagi, and the tomes are Iakob's spellbooks.

Crypt 26

Ndidi Finesilver: Charge
This crypt is full of shrubs, flowers, and mushrooms. Lichen and moss crust the stone walls. Sitting atop the marble slab staring blankly ahead is a half dwarven/half elven teenager with reddish brown hair pulled away from their round face. One golden brown eye is visible from behind the cracked lens of their gold-framed eyeglasses, which are tinted a rosy pink. Two hairpins shaped like sunbursts are pinned to their curly hair.
Ndidi came to Barovia to investigate the disappearance of their mother, who came with The Abbot years ago. Strahd admitted to trying his best to help their mother leave Barovia, but she betrayed him and he was forced to kill her. He took the young half-elf in, and turned them. Ndidi is still permitted to leave their crypt and, in fact, does so often to entertain Strahd with their musical prowess. They do not speak to anyone, so great is their sorrow and despair.

Crypt 29

Anfisa Petrova: Master stoneworker
A large skeleton in once-bright clothes lies on the larger-than-average slab in this crypt. The walls are chiseled with intricate scenes of skeletons laboring on a castle. A large hammer lies beside the skeleton, dusty from years of neglect.
Anfisa was one of the builders primarily responsible for seeing to Castle's Ravenloft's construction.  

Crypt 33

Patrina: Bride
Inside this crypt is total darkness. The epitaph has been altered from the original: the word "Bride" is crossed out.
Inside this crypt is Patrina . She attacks if her crypt is opened, or if anyone enters it through any means.  
From the darkness a horrifying visage advances, a spectral elf twisted by the horror of her undead existence. She wails, and the sound claws at your soul.

Crypt 35

Valerian Isaev: Who weaves most pleasingly
This crypt is decorated with tapestries and rugs covering every surface, even the domed ceiling. The skeleton atop the marble slab hugs a beautiful wooden loom to its chest.
Valerian wove most of the tapestries and rugs found in Castle Ravenloft.  

Crypt 39

Yusuf Blom: A truer friend no ruler ever had. Here lies his family in honor.
A ten foot square plunges into darkness. Total silence hangs over the crypt.
Characters who have darkvision or a sufficient light source can see the shaft descends at least 40 feet into the pillarstones of Ravenloft to some sort of vault. Stones protrude from the shaft at regular intervals, offering handholds and footholds. The stones are slick, however, so any attempt to scale the wall without climbing gear or magical assistance will requires a successful DC 10 Strength (Athletics) check.   At the bottom of the shaft, read:  
At the bottom of the shaft is a vault with a ten-foot-high ceiling. It is awkwardly shaped and smells of rot. Fifteen stone coffisn are scattered throughout the vault, all oriented with their heads pointed north. The floor is covered with humans bones and rusty swords.
  The vault contains 15 wights (one per coffin), minus any that have been teleported away. Each wight remains inactive until it is teleported away or its coffin is opened, at which point it attacks. The wights are the remains of the Blom family, who betrayed Strahd's trust. The skeletons are anyone who spoke positively of them, or defended them in the slaughter that followed. Whenever a wight is killed in this vault, some of the bones knit together to form 2d6 animated skeletons. They attack on sight, but have no ranged attacks. There are enough bones to form 100 skeletons in this manner.   If a character is teleported into a coffin from one of the teleportation traps protecting Strahd's tomb, read:  
A flash of light explodes around you, and then you are plunged into absolute darkness. You are lying in a confined space choked with dust.
  Lifting the lid of this coffin lid (or any other) requires a successful DC 15 Strength check.

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Grave Hound CR: 2

Medium undead, any
Armor Class: 14 (natural armor)
Hit Points: 60 (8d8 + 24) 8d8+24
Speed: 40 ft

STR

17 +3

DEX

14 +2

CON

17 +3

INT

4 -3

WIS

17 +3

CHA

11 +0

Skills: Consumption. If the gravehound spends 1 minute feeding on the corpse of a creature that it or another gravehound has killed, it regains 10 hit points.   Keen Smell. The gravehound has advantage on Wisdom (Perception) checks that rely on smell.   Turning Defiance. The gravehound has advantage on saving throws against effects that turn undead.
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned, stunned
Senses: darkvision 60 ft., passive Perception 13
Languages: None
Challenge Rating: 2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage and 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.

Gravehounds rise from the bodies of wild dogs who fed on improperly-buried humanoids in life. They are commonly found near mass graves, ancient battlefields, or any place where corpses can be found. Even in death, they find sustenance from rotted flesh, killing and feeding tirelessly whenever prey wanders near. The snap of its rotting jaws can stun foes, leaving them open to its fellows to finish off their prey.

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