List of Beasts of Barovia in The Verdant Vale | World Anvil
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List of Beasts of Barovia

Amphibians

Frog (Toad)

Tiny Beast, Unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 20', swim 20'
  • Proficiency Bonus +2
STR 1 (-5) / DEX 13 (+1) / CON 8 (-1) / INT 1 (-5) / WIS 8 (-1) / CHA 3 (-4)
  • Skills Perception +1 & Stealth +3
  • Senses Darkvision 30', Passive Perception 11
  • Languages
  • Challenge 0 (10 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10' and its high jump is up to 5 feet, with or without a running start.

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.  

Birds

Raven

Tiny Beast, Unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10', fly 50'
  • Proficiency Bonus +2
STR 2 (-4) / DEX 14 (+2) / CON 8 (-1) / INT 2 (-4) / WIS 12 (+1) / CHA 6 (-2)
  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

(MM p 335)

Swarm of Ravens

Medium Swarm of Tiny Beasts, Unaligned
  • Armor Class 12
  • Hit Points 24 (7d8 - 7)
  • Speed 10', fly 50'
  • Proficiency Bonus +2
STR 6 (-2) / DEX 14 (+2) / CON 8 (-1) / INT 3 (-4) / WIS 12 (+1) / CHA 6 (-2)
  • Skills Perception +5
  • Damage Resistances Bludgeoning, Piercing, & Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
  • Senses Passive Perception 15
  • Languages
  • Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.
Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5', one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.  

Canids

Dire Wolf

Large Beast, Unaligned
  • Armor Class 14 (Natural Armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50'
  • Proficiency Bonus +2
STR 17 (+3) / DEX 15 (+2) / CON 15 (+2) / INT 3 (-4) / WIS 12 (+1) / CHA 7 (-2)
  • Skills Perception +3 & Stealth +4
  • Senses Passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Keen Hearing and Smell

. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5' of the creature and the ally isn't incapacitated.
Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Dire wolves of Barovia have no relation to the extinct prehistoric species of North America. Instead, they are normal wolves that have been corrupted by the influence of Strahd and the Domains of Dread, allowing them to grow to monstrous sizes.

Outside of Barovia, dire wolves can occur when wolves are exposed to similar magical influences either in the environment or by direct manipulation. (MM p 321)

Fox

Tiny Beast, Unaligned
  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30', burrow 5'
  • Proficiency Bonus +2
STR 2 (-4) / DEX 16 (+3) / CON 11 (+0) / INT 3 (-4) / WIS 12 (+1) / CHA 6 (-2)
  • Skills Perception +3 & Stealth +5
  • Senses Darkvision 60', Passive Perception 13
  • Languages
Challenge 0 (10 XP)

Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5', one creature. Hit: 1 piercing damage.

Barovia's native foxes are very similar to the red fox. (ID:RotF)

Mastiff

Medium Beast, Unaligned
  • Armor Class 12
  • Hit Points 5 (1d8 + 1)
  • Speed 40'
  • Proficiency Bonus +2
STR 13 (+1) / DEX 14 (+2) / CON 12 (+1) / INT 3 (-4) / WIS 12 (+1) / CHA 7 (-2)
  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5', one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. (MM p 332)

In Barovia, Baron Vargas Vallakovich, the Burgomaster of Vallaki, was always accompanied by his two prize mastiffs. Unfortunately, both dogs were killed during the party's rescue of Ireena Kolyana after Izek Strazni kidnapped her and held her hostage in the Burgomaster's Mansion. (CoS p 107)

Wolf

Medium Beast, Unaligned
  • Armor Class 13 (Natural Armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40'
  • Proficiency Bonus +2
STR 12 (+1) / DEX 15 (+2) / CON 12 (+1) / INT 3 (-4) / WIS 12 (+1) / CHA 6 (-2)
  • Skills Perception +3 & Stealth +4
  • Senses Passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5' of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5', one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

The wolves of Barovia would look most similar to the Eurasian wolf, a subspecies of gray wolf. Their behavior is strongly influenced by Strahd, who uses them to patrol the borders and forests of his domain. (MM p 341)  

Chiropterans

Bat

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5', fly 30'
  • Proficiency Bonus +2
STR 2 (-4) / DEX 15 (+2) / CON 8 (-1) / INT 2 (-4) / WIS 12 (+1) / CHA 4 (-3)
  • Senses Blindsight 60', Passive Perception 11
  • Languages
  • Challenge 0 (10 XP)
  • Echolocation. The bat can't use its blindsight while deafened.
  • Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5', one creature. Hit: 1 piercing damage.

Varieties of bats that would populate Barovia would include European varieties of horseshoe bats, mouse-eared bats, noctule bats, and others found in Romania. Their behavior is heavily influenced by Strahd, using them as nocturnal patrols to spy over much of his domain, especially around Castle Ravenloft.(MM p 318)

Swarm of Bats

Medium swarm of tiny beasts, unaligned
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0', fly 30'.
  • Proficiency Bonus +2
STR 5 (-3) / DEX 15 (+2) / CON 10 (+0) / INT 2 (-4) / WIS 12 (+1) / CHA 4 (-3)
  • Damage Resistances Bludgeoning, Piercing, & Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
  • Senses Blindsight 60', & Passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

MM p 337  

Equines

Draft Horse

Large Beast, Unaligned
  • Armor Class 10
  • Hit Points 19 (3d10 + 3)
  • Speed 40'
  • Proficiency Bonus +2
STR 18 (+4) / DEX 10 (+0) / CON 12 (+1) / INT 2 (-4) / WIS 11 (+0) / CHA 7 (-2)
  • Senses Passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5', one target. Hit: 9 (2d4 + 4) bludgeoning damage.

(MM p 321)

Mule

Medium Beast, Unaligned
  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40'
  • Proficiency Bonus +2
STR 14 (+2) / DEX 10 (+0) / CON 13 (+1) / INT 2 (-4) / WIS 10 (+0) / CHA 5 (-3)
  • Senses Passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)
  • Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
  • Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5', one target. Hit: 4 (1d4 + 2) bludgeoning damage.

(MM p 333)

Riding Horse

Large Beast, Unaligned
  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60'
  • Proficiency Bonus +2
STR 16 (+3) / DEX 10 (+0) / CON 12 (+1) / INT 2 (-4) / WIS 11 (+0) / CHA 7 (-2)
  • Senses Passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)
Actions

Hooves

. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 8 (2d4 + 3) bludgeoning damage.

(MM p 336)  

Felines

Cat

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40', climb 30'
  • Proficiency Bonus +2
STR 3 (-4) / DEX 15 (+2) / CON 10 (+0) / INT 3 (-4) / WIS 12 (+1) / CHA 7 (-2)
  • Skills Perception +3 & Stealth +4
  • Senses Passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5', one target. Hit: 1 slashing damage.

This can refer to any of a variety of domestic housecat or to wildcats.MM p 320

Cat of Ulthar

Tiny beast, neutral
  • Armor Class 13
  • Hit Points 12 (5d4)
  • Speed 40', climb 30'
  • Proficiency Bonus +3
STR 3 (-4) / DEX 16 (+3) / CON 10 (+0) / INT 10 / WIS 12 (+1) / CHA 8 (-1)
  • Skills Arcana +6, Perception +4 & Stealth +6
  • Senses Truesight 30' & Passive Perception 14
  • Languages Any one language (usually Common, Deep Speech, or Sylvan)
  • Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Planar Hunter. All attacks the cat makes against abberations, celestials, fey, fiends, & elementals are automatic critical hits.
Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5', one target. Hit: 5 (1d4 + 3) slashing damage.
Bonus Action

Dimension Step (Recharges 5-6). The cat can find a dimensional thin spot that appears to be either spot of shadow, whisp of mist, or other optical effect. This allows it to teleport up to 30' to an unoccupied space that it can see.

The cats of Ulthar have a mysterious origin, possibly from the Astral Sea, or even another universe. While appearing to be common domestic housecats, they have the ability to travel through dimensions, using them as shortcuts to reach distant locations or escape from harm. They often live in family groups, led by an elder that has great knowledge of interdimensional and supernatural lore.

Why a colony of the cats of Ulthar are present in Barovia is unknown. (Homebrew)

Elder Cats of Ulthar

Tiny beast, neutral
  • Armor Class 13
  • Hit Points 25 (10d4)
  • Speed 40', climb 30'
  • Proficiency Bonus +4
STR 3 (-4) / DEX 16 (+3) / CON 10 (+0) / INT 10 / WIS 14 (+2) / CHA 8 (-1)
  • Skills Arcana +8, Deception +3, Perception +6, Persuasion +3, & Stealth +7
  • Senses Darkvision (inculding magical) 120', Truesight 30' & Passive Perception 16
  • Languages Any two languages (usually Common, Deep Speech, or Sylvan)
  • Challenge 0 (10 XP)
  • Innate Spellcasting. The cat is a 9th level spellcaster. Its spellcasting ability is Wisdom (Spell Save DC 14, +6 to hit with spell attacks). The cat has the following warlock spells prepared:
    • At Will: Detect Magic & Speak with Animals
    • 2 Slots, 5th Level Maximum (Recharges with Short Rest): Charm Person, Clairvoyance, Contact other Plane, Counterspell, Detect Thoughts, Dimension Door, Dispel Magic, Dissonent Whispers, Mirror Image, & Sending

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Planar Hunter. All attacks the cat makes against abberations, celestials, fey, fiends, & elementals are automatic critical hits.
Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5', one target. Hit: 5 (1d4 + 3) slashing damage.
Bonus Action

Dimension Step (Recharges 5-6). The cat can find a dimensional thin spot that appears to be either spot of shadow, whisp of mist, or other optical effect. This allows it to teleport up to 30' to an unoccupied space that it can see.

Elder cats of Ulthar are the oldest and wisest of their kin. They are powerful, being able to find ways to travel the planes of exisitence in order to spy on potential allies and enemies.

Saber-Toothed Tiger

Large Beast, Unaligned
  • Armor Class 12
  • Hit Points 52 (7d10 + 14)
  • Speed 40'
  • Proficiency Bonus +2
STR 18 (+4) / DEX 14 (+2) / CON 15 (+2) / INT 3 (-4) / WIS 12 (+1) / CHA 8 (-1)
  • Skills Perception +3 & Stealth +6
  • Senses Passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20' straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5', one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5', one target. Hit: 12 (2d6 + 5) slashing damage.

(MM p 336)
Tiberius
Tiberius is the saber-toothed tiger that was in the possession of Rictavio and stored in his wagon at the Arasek's Stockyard. It appears the creature was being trained to hunt wolves and Strahd's Vistani servants.

Tiberius escaped after Karl and Nikolai Wachter drunkenly tried to break into the wagon. Fortunately the party was able to cast Speak with Animals and successfully convince him to peacefully leave Vallaki for the outskirts of Svalich Woods before anyone came to harm. Word was left for Rictavio as to the creature's location, but the tiger's current location is unknown. (CoS p 123-124)  

Goats

Giant Goat

Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 40'
  • Proficiency Bonus +2
STR 17 (+3) / DEX 11 (+0) / CON 12 (+1) / INT 3 (-4) / WIS 12 (+1) / CHA 6 (-2)
  • Senses Passive Perception 11
  • Languages
  • Challenge 1/2 (100 XP)

Charge. If the goat moves at least 20' straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Giant goats do not occur naturally, and are often the product of normal creatures being exposed to the latent magic of the environment. In Barovia, this means that giant goats would be much more hostile due to the influence of the Domain of Dread. (MM p 326)

Goat

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 40'
  • Proficiency Bonus +2
STR 12 (+1) / DEX 10 (+0) / CON 11 (+0) / INT 2 (-4) / WIS 10 (+0) / CHA 5 (-3)
  • Senses passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5', one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Most goats encountered in Barovia are probably going to be Carpathian or Banat White goats. (MM p 330)

Sangzor

Large Beast, Chaotic Evil
  • Armor Class 11 (natural armor)
  • Hit Points 33 (3d10 + 3)
  • Speed 40'
  • Proficiency Bonus +2
STR 17 (+3) / DEX 11 (+0) / CON 12 (+1) / INT 6 (-2) / WIS 12 (+1) / CHA 6 (-2)
  • Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Senses Passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Charge. If Sangzor moves at least 20' straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. Sangzor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 8 (2d4 + 3) bludgeoning damage.

"A nine-foot-tall goat stands atop a crag above you, its gray fur blending perfectly with the rock of the mountainside. It lowers its head, and malice glimmers in its eyes."

Sangzor ("Bloodhorn") is a giant goat known for its supernatural resilience and evil disposition. Mountain folk have heen hunting it for years.  

Invertebrates

Giant Spider

Large Beast, Unaligned
  • Armor Class 14 (Natural Armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30', climb 30'
  • Proficiency Bonus +2
STR 14 (+2) / DEX 16 (+3) / CON 12 (+1) / INT 2 (-4) / WIS 11 (+0) / CHA 4 (-3)
  • Skills Stealth +7
  • Senses Blindsight 10', Darkvision 60', Passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5', one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60', one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. (MM p 328)

Giant Wolf Spider

Medium Beast, Unaligned
  • Armor Class 13
  • Hit Points 11 (2d8 + 2)
  • Speed 40', climb 40'
  • Proficiency Bonus +2
STR 12 (+1) / DEX 16 (+3) / CON 13 (+1) / INT 3 (-4) / WIS 12 (+1) / CHA 4 (-3)
  • Skills Perception +3 & Stealth +7
  • Senses Blindsight 10', Darkvision 60', Passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5', one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spider

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 20', climb 20'
  • Proficiency Bonus +2
STR 2 (-4) / DEX 14 (+2) / CON 8 (-1) / INT 1 (-5) / WIS 10 (+0) / CHA 2 (-4)
  • Skills Stealth +4
  • Senses Darkvision 30', Passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5', one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

There are a large variety of spiders in Barovia, inculding the cellar spider, daddy long legs, house spider, jumping spider, and wolf spider. (MM p 337)

Swarm of Centipedes

Medium Swarm of Tiny Beasts, Unaligned
  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 20', climb 20'
  • Proficiency Bonus +2
STR 3 (-4) / DEX 13 (+1) / CON 10 (+0) / INT 1 (-5) / WIS 7 (-2) / CHA 1 (-5)
  • Damage Resistances Bludgeoning, Piercing, & Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
  • Senses Blindsight 10', Passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0', one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

The centipedes of Barovia resemble the Mediterranean banded centipede. (MM p 338)

Swarm of Spiders

Medium Swarm of Tiny Beasts, Unaligned
  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 20', climb 20'
  • Proficiency Bonus +2
STR 3 (-4) / DEX 13 (+1) / CON 10 (+0) / INT 1 (-5) / WIS 7 (-2) / CHA 1 (-5)
  • Damage Resistances Bludgeoning, Piercing, & Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
  • Senses Blindsight 10', Passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Web Walker. The swarm ignores movement restrictions caused by webbing.
Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0', one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Wasps

Medium Swarm of Tiny Beasts, Unaligned
  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 5', fly 30'
Proficiency Bonus +2 STR 3 (-4) / DEX 13 (+1) / CON 10 (+0) / INT 1 (-5) / WIS 7 (-2) / CHA 1 (-5)
  • Damage Resistances Bludgeoning, Piercing, & Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
  • Senses Blindsight 10', Passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0', one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

(MM p 338)

Swarm of Flies

In the marsh surrounding the ruins of Berez, swarms of biting flies will attack any players that attempt to rest in the area. The only exceptions are the areas near Baba Lysaga's hut or Marina's Monument. (CoS p 162)  

Lagomorphs

Hare

Tiny Beast, Unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 20', burrow 5'
  • Proficiency Bonus +2
STR 1 (-5) / DEX 17 (+3) / CON 9 (-1) / INT 2 (-4) / WIS 11 (+0) / CHA 4 (-3)
  • Skills Perception +2 & Stealth +5
  • Senses Passive Perception 12
  • Languages
  • Challenge 0 (10 XP)

Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Barovia's rabbits are based on the European hare (native to Romania) or the European rabbit (introduced to Romania). (ID:RotF)  

Mustelids

Badger

Tiny Beast, Unaligned
  • Armor Class 10
  • Hit Points 3 (1d4 + 1)
  • Speed 20', burrow 5'
  • Proficiency Bonus +2
STR 4 (-3) / DEX 11 (+0) / CON 12 (+1) / INT 2 (-4) / WIS 12 (+1) / CHA 5 (-3)
  • Senses Darkvision 30', Passive Perception 11
  • Languages
  • Challenge 0 (0 or 10 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

The badgers native to Barovia are very similar to European badgers. (MM p 318)

Giant Weasel

Medium beast, unaligned
  • Armor Class 13
  • Hit Points 9 (2d8)
  • Speed 40'
  • Proficiency Bonus +2
STR 11 (+0) / DEX 16 (+3) / CON 10 (+0) / INT 4 (-3) / WIS 12 (+1) / CHA 5 (-3)
  • Skills Perception +3 & Stealth +5
  • Senses darkvision 60', Passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

  • Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Actions

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

    Giant weasels do not occur naturally, and are often the product of normal creatures being exposed to the latent magic of the environment. In Barovia, this means that giant weasels would be much more hostile due to the influence of the Domain of Dread. (MM p 329)

    Weasel

    Tiny beast, unaligned
    • Armor Class 13
    • Hit Points 1 (1d4 - 1)
    • Speed 30'
    • Proficiency Bonus +2
    STR 3 (-4) / DEX 16 (+3) / CON 8 (-1) / INT 2 (-4) / WIS 12 (+1) / CHA 3 (-4)
    • Skills Perception +3 & Stealth +5
    • Senses Passive Perception 13
    • Languages
    • Challenge 0 (10 XP)

    Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5', one creature. Hit: 1 piercing damage.

    While obviously applying to the least weasel, others that would fall under this stat block would include martens, minks, polecats, and stoats. (MM p 340)

    Otter

    European otters would use the same stat block with the addition of a 30' swimming speed. (Homebrew)  

    Reptiles

    Giant Poisonous Snake

    Medium Beast, Unaligned
    • Armor Class 14
    • Hit Points 11 (2d8 + 2)
    • Speed 30', swim 30'
    • Proficiency Bonus +2
    STR 10 (+0) / DEX 18 (+4) / CON 13 (+1) / INT 2 (-4) / WIS 10 (+0) / CHA 3 (-4)
    • Skills Perception +2
    • Senses blindsight 10', passive Perception 12
    • Languages
    • Challenge 1/4 (50 XP)
    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10', one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

    Giant poisonous snakes do not usually occur naturally, and are often the product of normal creatures being exposed to the latent magic of the environment. In Barovia, this means that giant poisonous snakes would be much more hostile due to the influence of the Domain of Dread. (MM p 327)

    Poisonous Snake

    Tiny Beast, Unaligned
    • Armor Class 13
    • Hit Points 2 (1d4)
    • Speed 30', swim 30'
    • Proficiency Bonus +2
    STR 2 (-4) / DEX 16 (+3) / CON 11 (+0) / INT 1 (-5) / WIS 10 (+0) / CHA 3 (-4)
    • Senses Blindsight 10', Passive Perception 10
    • Languages
    • Challenge 1/8 (25 XP)
    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

    Poisonous snakes in Barovia could be based on the European adder, meadow viper, or nose-horned viper. (MM p 334)

    Swarm of Poisonous Snakes

    Medium Swarm of Tiny Beasts, Unaligned
    • Armor Class 14
    • Hit Points 36 (8d8)
    • Speed 30', swim 30'
    • Proficiency Bonus +2
    STR 8 (-1) / DEX 18 (+4) / CON 11 (+0) / INT 1 (-5) / WIS 10 (+0) / CHA 3 (-4)
    • Damage Resistances Bludgeoning, Piercing, & Slashing
    • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
    • Senses Blindsight 10', Passive Perception 10
    • Languages
    • Challenge 2 (450 XP)
    Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
    Actions

    Bites. Melee Weapon Attack: +6 to hit, reach 0', one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

    (MM p 338)  

    Rodents

    Rat

    Tiny Beast, Unaligned
    • Armor Class 10
    • Hit Points 1 (1d4 - 1)
    • Speed 20'
    • Proficiency Bonus +2
    STR 2 (-4) / DEX 11 (+0) / CON 9 (-1) / INT 2 (-4) / WIS 10 (+0) / CHA 4 (-3)
    • Senses Darkvision 30', Passive Perception 10
    • Languages
    • Challenge 0 (0 or 10 XP)

    Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
    Actions

    Bite. Melee Weapon Attack: +0 to hit, reach 5', one target. Hit: 1 piercing damage.

    While meant for black and larger brown rats, the stat block can also apply to similar rodents of Romania such as dormice, hamsters, marmots, mice, mole-rats, squirrels, & voles. Rat behavior can be heavily influenced by Strahd, using them as miniature sabotuers or spies in the town and villages of Barovia. (MM p 335)

    Swarm of Rats

    Medium Swarm of Tiny Beasts, Unaligned
    • Armor Class 10
    • Hit Points 24 (7d8 - 7)
    • Speed 30'
    • Proficiency Bonus +2
    STR 9 (-1) / DEX 11 (+0) / CON 9 (-1) / INT 2 (-4) / WIS 10 (+0) / CHA 3 (-4)
    • Damage Resistances Bludgeoning, Piercing, & Slashing
    • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, & Stunned
    • Senses Darkvision 30', Passive Perception 10
    • Languages
    • Challenge 1/4 (50 XP)

    Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

    Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
    Actions

    Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

    (MM p 339)  

    Simians

    Baboon

    Small beast, unaligned
    • Armor Class 12
    • Hit Points 3 (1d6)
    • Speed 30', climb 30'
    • Proficiency Bonus +2
    STR 8 (-1) / DEX 14 (+2) / CON 11 (+0) / INT 4 (-3) / WIS 12 (+1) / CHA 6 (-2)
    • Senses Passive Perception 11
    • Languages
    • Challenge 0 (10 XP)

    Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Actions

    Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. MM p 318

    Piccolo

    CoS p 118

    Piccolo is a monkey (based on a New World squirrel monkey) dressed in a pink tutu that is currently the pet of the toymaker Gadof Blinsky in Vallaki. He was a gift from Rictavio after the bard realized that Blinsky was incredibly lonely. Overjoyed, Blinsky takes good care of his new pet and has been training Piccolo to fetch toys from hard to reach shelves.

    Where Rictavio, the half-elf disguise of Rudolph Van Richten, obtained Piccolo is unknown. It is likely he either gained the monkey while traveling with the Carnival through the Domains of Dread, or directly during a visit to Valachan.

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