Random Encounters in Barovia in Anchored Worlds | World Anvil
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Random Encounters in Barovia

Dangers abound in the land of Barovia. Check for a random encounter every 30 minutes if the adventurers are in the wilderness or on the roads. Stop checking after two random encounters.  
  • If the characters are on a road, an encounter occurs at a roll of 18 or higher on a d20.
  • If the characters are in the wilderness, an encounters occurs at a roll of 15 or higher on a d20.
  If the encounter occurs, roll on the daytime or nighttime tables, depending on the time.  

Daytime Random Encounters

d12 + d8 Encounter
2 3d6 Barovian commoners
3 1d6 Barovian scouts
4 Hunting trap
5 Grave
6 False trail
7 1d4 + 1 Vistani scouts
8 Skeletal rider
9 Trinket
10 Hidden bundle (contains non-useful supplies)
11 1d4 swarms of ravens or 1 wereraven
12 1d6 dire wolves
13 3d6 wild wolves
14 1 ghost (non combat)
15 Corpse
16 1 druid with 2d6 shroom blights
17 2d4 root blights
18 Hidden bundle (contains useful supplies)
19 1d6 werewolves in human form
20 1 revenant

Nighttime Random Encounters

d12 + d8 Encounter
2 1 ghost
3 Hunting trap
4 Grave
5 (1d6 -1) Magpie(s)
6 Grave
7 Corpse
8 1d4 corpse blights
9 Hidden bundle (contains non-useful supplies)
10 Skeletal rider
11 1d8 swarm of bats
12 1d6 dire wolves
13 3d6 wolves
14 1d4 werewolves in human form
15 1d6 scarecrows
16 1d8 Strahd zombies
17 1d6 werewolves in wolf form
18 1d4 dire wolves and 1d6 wolves
19 1 will-o-wisp
20 1 revenant
 

Descriptions

  Use the following descriptions:
  • Barovian commoners - If the characters aren't carrying light sources and are moving quietly, they can try and hide from these Barovians, who carry pitchforks (+2 to hit, 1d6 damage). Given that Barovians rarely leave their homes, these are either a traveling family, an angry mob, or some other group with an unusual purpose.
  • Barovian scouts - These scouts are only seen by a character with a passive Wisdom (Perception) score of 16 or higher. They are hiding, with a crossbow fixed on the party. If there is more than one, they are spread out in a 100-foot square. They are hunters, searching for game or a missing person. They will lower their weapons if the party is not hostile, and ask for help. They wield light crossbows (+4 to hit, 80/320 range, 1d8+2 damage).
  • Corpse - Roll a d6 to determine the nature of the corpse: 1-2, The corpse is a wolf killed by spears and/or crossbow bolts; 3-4, the corpse is a Barovian torn to pieces by wolves, 5, the corpse is a member of the party (randomly determined), stripped of all armor and valuables, which melts to a skeleton if disturbed, 6, the corpse is someone a member of the party knows (randomly determined), stripped of all armor and valuables, which awakens as a ghoul if disturbed
  • Dire wolves - These massive wolves cannot be tamed or frightened. Ireena, if she tries her best, however, can command them for a time if she succeeds on a DC18 Wisdom save.
  • Druids & Blights - See Barovian Druids and The Elder Fungus and Blights. If all the blights are destroyed, or the druid loses more than half of their hit points, they flee to Yester Hill.
  • False trail - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Otherwise, the players discover a well-traveled foot path purposefully left by the druids. At the end of the trail is a hidden pit trap that can be seen with a DC 15 Wisdom (Perception) check, and a DC 15 Intelligence check to determine that it's a trap. A character who falls in the pit immediately vanishes from the sight of their companions as they fall into magical darkness. They begin to feel clawed hands grabbing at them, hear deranged laughter (that they may recognize), and take 2d10 Psychic damage. The darkness then dissipates.
  • Ghost (combat) - This ghost is all that remains of a person drained of all life by Strahd. They do not remember themselves, only vengeful rage. If they succeed in possessing a character, they will take their host to the gates of Castle Ravenloft and hurl their body into the chasm.
  • Ghost (non combat) - This ghost is all that remains of a Barovian soul lost to the mists, wandering until they can be reincarnated. They are bombarbed by the memories of all of their lives, and are often inconsolably miserable.
  • Grave - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. There is a 25% chance that the first character to spy the grave sees their own body or the body of a loved one inside the grave.
  • Hidden bundle (non useful)- This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Hidden somewhere in the brush and the wood is a small concealed pack, which contains one set of adult-sized clothes, a poorly crafted and functionally useless dagger, and an empty waterskin.
  • Hidden bundle (useful) - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Hidden somewhere in the brush and the wood is a small concealed hunter's pack, which contains one week of rations, one bolt of crossbow bolts, and one hunting horn.
  • Hunting trap - This only occurs if the characters are traveling. If they aren't, treat this as no encounter. Stepping in this trap can be avoided with a successful DC15 Wisdom (Survival or Perception) check. Otherwise, a random character steps in it.
  • Magpie(s) - As with the Barovian lore (see Barovians ), the number of magpies has a meaning. Either roll, or pick based on the story: one is bad luck, two is good luck, four means imminent good luck, five means imminent bad luck.
  • Revenant - The revenant is a knight of the Order of the Silver Dragon from Argynvosholt. It will attack only if attacked; otherwise it is single-mindedly devoted to its final task: clearing the woods of Strahd's wolves. If pressed, it will urge the party to travel to Argynvosholt, and convince Vladimor Horngaard to help. It will not lead the party to the fortress, but will provide detailed direction.
  • Root blights - See The Elder Fungus and Blights.
  • Skeletal rider - This skeleton and warhorse skeleton are doomed to ride the mists for eternity trying to find their way out of the mist. The skeleton shrieks and moans in despair, but will not attack unless attacked.
  • Strahd zombies - If the characters are moving quietly and not carrying light sources, they can try to hide from the zombies. These are the remains of Strahd's guards, servants, and vassals that he disposes of when they bore him.
  • The Stranger -
  • Swarm of bats - These bats attack without provocation.
  • Swarm of ravens - It begins with one silent raven. If the party leaves it alone, more and more begin to swam. If the party meets a combat encounter, the ravens will swarm and assist the party.
  • Wereraven - The first time the party encounters a wereraven, they simply watch for 1d4 hours. If they are spotted or attacked, they leave. The second time the party encounters a wereraven, the raven may approach and present themself as an ally.
  • Werewolves - If the werewolves are in human form, they appear to be Barovian hunters, though they avoid telling the party where they live. They are not very friendly. If they are in wolf form, they follow the party for 1d4 hours in Stealth. If the party takes a short or long rest before noticing, the wolves attack with surprise. Otherwise, they will wait until after another combat to attack the weakened prey.
  • Will o wisps - This happens only once. If it is rolled again, treat it as no encounter. The wisp tries to lure the party in one direction by taking the appearance of flickering torchlight and the sound of low voices. It lures them to an abandoned house in the middle of the woods, inhabited by 1d4 ghouls and 1d2 -1 foglet.
  • Wolves - The party will be alerted to the wolves' approach by the howling. They will have a few moments to prepare themselves, and will not be caught by surprise.

SRD, Homebrew

Barovian Druid CR: 2

Medium humanoid, any evil
Armor Class: 11
Hit Points: 27 (5d8 +5) 5d8+5
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

13 +1

INT

12 +1

WIS

16 +3

CHA

11 +0

Skills: Medicine +4, Nature +3, Perception +4
Senses: Passive Perception 14
Languages: Druidic
Challenge Rating: 2

Spellcasting. The Barovian druid is a 5th-level spellcasters. Its spellcasting ability is Wisdom (spell save DC14, +4 to hit with spell attacks).   Cantrips (at will): druidcraft, chill touch, shillelagh   1st level (4 slots): fog cloud, entangle, longstrider, faerie fire   2nd level (3 slots): barksin, protection from poison   3rd level (2 slots): gaseous form, plant growth

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Reactions

Halo of Spores. As a reaction, the druid can activate the "Halo of Spores" ability available to Circle of Spore druids. This allows them to use their reaction to deal 1d4 necrotic damage to any creature that moves through or starts its turn within 10 feet of them. The affected creature must succeed a Constitution save against the druid's spell save DC to avoid taking the damage.

The druids in Barovia existed before Strahd, and while they now serve him, they do not worship him. They worship neither the powers he consorts with, nor the powers that existed in Barovia before him. They instead worship the land itself, and a fabricated god of their own that venerates the rot and decay after death. They wish to spread this decay through the land, as they see the stagnance that Strahd has brought as unnatural and depraved.
 

Shroom Blight CR: 1/8

Small plant, neutral
Armor Class: 13 (natural armor)
Hit Points: 4 (1d6 +1) 1d6+1
Speed: 20 ft

STR

6 -2

DEX

13 +1

CON

12 +1

INT

4 -3

WIS

8 -1

CHA

3 -4

Skills: Stealth +3
Damage Vulnerabilities: Fire
Damage Resistances: Necrotic, Poison
Condition Immunities: Blinded, Deafened, Exhaustion, Poisoned
Senses: Blindsight 60ft. (blind beyond this radius), passive Perception 9
Languages: None
Challenge Rating: 1/8

Actions

Bite. Melee Weapon Attack. +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) acid damage.

These blights resemble small humanoid mushrooms. Their bodies are smooth, and their skin is sticky and soft. They have no faces, but closer inspection reveals they have huge soft mouths full of acidic saliva.
 

Corpse Blight CR: 1/2

Medium plant, neutral
Armor Class: 12 (natural armor)
Hit Points: 26 (4d8 + 8) 4d8+8
Speed: 20 ft

STR

15 +2

DEX

8 -1

CON

14 +2

INT

5 -3

WIS

10 +0

CHA

3 -4

Skills: Stealth +2
Damage Vulnerabilities: Fire
Damage Resistances: Necrotic, Poison
Condition Immunities: Blinded, Deafened, Exhaustion, Poisoned
Senses: Blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages: None
Challenge Rating: 1/2

False Appearance. While the blight remains motionless, it is indistinguishable from a corpse.  

Actions

Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC12). Until the grapple ends, the target is restrained , and the blight can't grapple another target.   Exhale (Recharge 5-6). The blight exhales hard, releasing a small cloud of spores from the rotting holes in its body. All creatures that end their turn within a 10 ft. radius of the blight must succeed a DC12 Constitution saving throw or take 1d6 of poison damage.

These medium-sized blights are the most horrific of the Elder Fungus's creatures. They are the corpses of those the Fungus has absorbed, reanimated with the spores and mushrooms of the Elder controlling the rotting flesh. These corpses appear ordinary at first glance, but once they rise, they begin to softly glow, and you can see the spores growing from their rotting flesh.
 

Root Blight CR: 1

Medium plant, neutral
Armor Class: 12 (natural armor)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 30 ft , climb: 20 ft

STR

12 +1

DEX

12 +1

CON

13 +1

INT

4 -3

WIS

8 -1

CHA

3 -4

Damage Resistances: Fire
Condition Immunities: Blinded, Deafened, Exhaustion, Poisoned
Senses: Blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages: None
Challenge Rating: 1

Enflame. Unlike its fellow blights, the Root Blight is not vulnerable to fire. Attempts to set it ablaze instead strengthen it. If the Blight takes fire damage, it immediately becomes Enflamed, and all its attack do an additional 1d4 of fire damage.

Actions

Multiattack. The root blight makes two claw attacks.   Claw. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.   Rotting Touch. (Recharge 5-6) Melee Weapon Attack. +3 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) necrotic damage.

These blights are an amalgamation of the roots of plants and trees the Elder Fungus has infected. They gather in a vaguely humanoid shape, which rustles and whistles unsettlingly as it moves.
 

Strahd Zombie CR: 1

Medium undead, unaligned
Armor Class: 8
Hit Points: 30 (4d8 + 12) 4d8+12
Speed: 20 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

3 -4

WIS

6 -2

CHA

5 -3

Saving Throws: Wis +0
Skills: Athletics +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: None
Challenge Rating: 1

Undead Fortitude. When damage would reduce the zombie to 0 hit points, it rolls a Constitution saving throw (DC 5 + damage taken). On a success, the zombie drops to 1 hit point instead. Undead Fortitude does not activate against radiant damage, or damage taken from a critical hit.

Actions

Multiattack. The zombie makes two slam attacks, or one claw attack. If grappling a target, it makes one bite attack.   Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.   Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the Zombie can't grapple another target.   Bite (during Grapple). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 2 (1d4) poison damage.

These zombies are the animated corpses of the former guards, servants, and soldiers that served Strand von Zarovich in life. With dark magic, he puppets their corpses to serve and defend him.   Credit to gerglie and ajchafe for the modified stat block.
 

Foglet CR: 5

Large undead, any evil
Armor Class: 14 (natural armor)
Hit Points: 133 (14d10 + 56) 14d10+56
Speed: 40 ft

STR

21 +5

DEX

14 +2

CON

18 +4

INT

13 +1

WIS

14 +2

CHA

11 +0

Skills: Perception +5, Stealth +5
Damage Resistances: Acid, Cold, Psychic
Damage Immunities: Lightning, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., passive Perception 15
Languages: Any languages it knew in life
Challenge Rating: 5

Innate Spellcasting. The foglet's innate spellcasting ability is Wisdom. The foglet can innately cast the following spells, requiring no material components:   At will: gaseous form (self only), invisibility (self only), major image, mirror image


Rejuvenation. When the foglet's body is destroyed, a will-o'-wisp appears in its space. If the will-o'-wisp escapes, after 24 hours, it will inhabit another corpse on the same plane of existence and regains all its hit points, turning into a new foglet. Destroying the will-o'-wisp prevents the foglet from returning.

Actions

Multiattack. The foglet makes two claws attacks.   Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.   Killer Fog (Recharge 5-6). The foglet call forth a fog haunted by smoke doubles of itself. A 30-foot-radius fog appears, centered on a point within 60 feet of the foglet and lasting for 1 minute or until its concentration ends (as if concentrating on a spell). The fog spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature’s speed is halved in the area. Any creature that starts its turn in the area takes 10 (3d6) psychic damage. Any creature that ends its turn in the area must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) slashing damage as illusory foglets attack it from every side.

Fog is the traveler's foe. In the forest, it can make one lose one's way, at sea, it can send one sailing into the rocks. Yet such dangers are nothing compared to the monsters known as foglets which sometimes lurk within it. These creatures have powerful arms and claws, yet what makes them truly dangerous is their mastery of deception, beguilement and disorientation. Many times they need not attack at all, instead simply driving their prey to madness or into boggy marshlands, after which they wait patiently for it to drown in the muddy waters.