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Lvl 1/2 undead guard
18
Strahds Servants: Wellspring of Negative Energy.

Upon death, the is shattered and deals 1d8 necrotic damage to all living creatures within reach 2 - unless radiant damage or a crit slays the undead, in which case the Shade Core can be carefully harvested with a DC 15 Finesse Check.

It's just a Fleshwound.

After being reduced to 0 HP by an attack that is neither a crit or radiant damage, the Zombie Guardsman remains at 1 HP.

Choose one.
  • Glaive Strike..

    Move 6. Melee. Reach 2.

Lvl 1
26
Feast.

After attacking a bloodied creature, the Ghoul can attack a second time.

  • Rending Claws..

    Move 6. Melee.

Lvl 2 noble guard - Melee
34
Barovian Nobility: Reaction: Parry / Once per Hero Turn.

Reduces incoming damage by 4, if damage is reduced by 0, immediately use one Melee action.

Trained in the arts of war, one should expect tactical maneuvers such as these.

Leadership.

Attacks made against units other than the Guard Captain are done so with disadvantage.

"Are you watching, Sire?".

If their Boyar or Boyarina is also in combat, all their attacks are made with advantage.

Choose one.
  • Longsword (x2)..

    Move 3, Melee.

  • Execution..

    Melee.

Lvl 1 noble guard - Ranged
26
Barovian Nobility: Reaction: Parry / Once per Hero Turn.

Reduces incoming damage by 4, if damage is reduced by 0, immediately use one Melee action.

Trained in the arts of war, one should expect tactical maneuvers such as these.

Choose one.
  • Crossbow..

    Move 5, Range 8.

  • Parry Dagger..

    Melee.

Lvl 1 noble guard - Defender
26
Barovian Nobility: Reaction: Parry / Once per Hero Turn.

Reduces incoming damage by 4, if damage is reduced by 0, immediately use one Melee action.

Trained in the arts of war, one should expect tactical maneuvers such as these.

Choose one.
  • Protect.

    The Guardsman interposes the first attack that would hit an allied creature adjacent to it until the start of it's next turn.

  • Polearm..

    Move 6, Melee. Reach 2.

Lvl 3 human nobility
41
Barovian Nobility: Reaction: Parry / Once per Hero Turn.

Reduces incoming damage by 4, if damage is reduced by 0, immediately use one Melee action.

Trained in the arts of war, one should expect tactical maneuvers such as these.

Choose two.
  • "I demand!".

    Choose another creature allied to you. It immediately can use one of it's actions.

  • Fencing..

    Move 3 and attack with a Rapier.

Lvl 1 ooze - Ambusher
626
That wasn't there before, was it?

The Wayward Grave tunnels below the ground until it hears footsteps from above. It'll rush ahead below ground and pop up at the wayside, appearing as an open grave.

A successfull DC 16 perception check reveals that this is no ordinary grave, but in fact a monster waiting in ambush.

Choose one.
  • "It's your funeral"..

    The Wayward Grave extends it's pale pseudopods and grapples whoever is inspecting it. A successful DC10 Dex save escapes the grapple and halves the damage dealt.

  • "Rest in Pieces".

    The Wayward Grave takes a grappled creature below ground. A creature below ground is suffocating and needs 2 successful DC 10 Might Checks to dig free. For each turn it stays below ground it takes one Wound.

Level 4 Solo Vampire Blademaster
H105
Dex+2 ; WIL +2
Vampires: The Sanguine Curse.

The Vampire cannot cross running water and cannot enter a house without permission. A person of true belief can either recite a holy text or present a holy symbol, the Vampire has disadvantage on all attacks against that person.

Regeneration.

Instead of refilling HP the Vampire Blademaster has heavy armor due to it's regeneration. If they are hit with either radiant damage or a crit, the heavy armor is removed until the end of the round or until the Vampire Blademaster drinks blood.

Choose one.
  • Misty Step.

    Move 6, does not provoke opportunity attacks.

    The Vampire Blademaster turns into dark mist and coalesces at another position.

  • Vampiric Blade.

    2d8 Melee attack. On Crit: Regain Heavy Armor if lost.

BLOODIED:

Takes two actions instead of one per turn.

LAST STAND:

Vampiric Blade now hits 2 times.

Lvl 3 human - Aoe
35
Svalish Black Cloaks: Robbin' Woods.

Gain advantage on attacks when in cover of the shrubbery alongside the Svalish Road.

Choose one.
  • Arc of Lightning (Twice per Encounter)..

    Two Targets. Reach 6. You create two points to form a line of intense energy. The line can have a length up to 5 spaces. An arc of bright lightning connects the points and harms every creature in it's line.

  • Flash (Once per Encounter).

    Cone 4. Every creature within this area must make a DC 11 DEX save or become blinded until the end of the Arcanists next turn.

  • Firelance..

    Throw a lance of pure fire up to reach 8. Can be thrown to light objects on fire. Remember, only you can prevent forest fires.

Lvl 2 human doglover - Controller
34
Svalish Black Cloaks: Robbin' Woods.

Gain advantage on attacks when in cover of the shrubbery alongside the Svalish Road.

Aura of Authority.

At the start of the Houndmasters turn, each dog adjacent to them is healed by 2 HP.

Choose one.
  • Sharp Whistle.

    All dogs release their targets and attack again.

  • "Heel!".

    All dogs retreat up to their speed towards the Houndmaster.

  • "Come here boys!" (1 / day).

    The Houndmaster summons 1d6 .

Lvl 1/4 loyal guard dog
810
Svalish Black Cloaks: Robbin' Woods.

Gain advantage on attacks when in cover of the shrubbery alongside the Svalish Road.

  • Bite..

    A creature that is bitten by the Dog is automatically grappled until either the Dog is dead or the Grapple is broken with a DC 9 Might Check.

    While a creature is grappled in this way, the dog cannot attack.

Lvl 3 human bandit - Controller
45
Svalish Black Cloaks: Robbin' Woods.

Gain advantage on attacks when in cover of the shrubbery alongside the Svalish Road.

Opportunist.

Always crits Grappled creatures.

Choose two.
  • "Scatter!" 1 / Encounter.

    Every ally can move up to their speed without provoking opportunity attack.

  • "That's an Order!".

    The Svalish Road Bandit Captain can either make one ally move without provoking opportunity attacks or attack with advantage.

  • Bastard Strike..

    A heavy swing from this blade is sure to put some pep in your step - if you're still able to walk after being struck.