i read this quesion about legendary actions do not trigger effects from spells that happen at the beginning of the monster turn, but since I’m playing in curse of strahd, i wondered: does strahd von zarovich, that can do legendary action and move out of its turn, can run (as a legendary action) in the sunlight with no damage ? since the sunlight do damage only when he start his turn in the area of effect (and not like moonbeam spell when he go inside it).
A PC in Curse of Strahd has the opportunity to be cursed by Mother Night, at which point they are
On the other hand, a PC who eats a dream pastry
As luck would have it, one of the PCs in my current CoS campaign has been cursed, although he has not yet slept. He is also the only PC to have previously eaten a dream pastry. If he realizes the effects of the curse and decides to counteract it with a dream pastry, what would happen?
In Curse of Strahd, in Amber Temple,
The descriptions of these dark gifts do not make any mention of a spell save DC, should the dark gift allow the casting of a spell. For a player who has a spellcasting class, I guess you can just use their class’s spell save DC (that’s what I ruled when this came up the other day, although if they had different spell save DCs if they were multiclassed, which one?), but for non-spellcasting classes, clearly they have no spell save DC from their class.
For some of these spells, clearly a spell save DC isn’t relevant, such as:
but for others, it is, such as:
but it doesn’t seem to mention anything about a spell save DC for these spells anywhere, either in each specific dark gift’s description nor in the general information about dark gifts in the sidebar on p. 191.
Am I missing something, or is there another way to determine what these spell save DCs should be?
In Curse of Strahd, the players can encounter an NPC with a special ability.
Is the NPC’s use of this ability supposed to be an example of "specific beats general", where their ability as written within the context of the module overrides the PHB limitation that
You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.
are we to understand that the ability comes with the implied clause, "subject to the normal rules of Inspiration" or "as long as that character is not currently Inspired".
Related: How is this character useful as an ally in Curse of Strahd?
This question concerns D&D 5e. The relevant ability, with my emphasis, is as follows:
While in bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged… (Curse of Strahd page 240)
Simply put, what does Strahd weigh as a bat? Since size and weight are not the same, I would argue that he simply becomes a (very heavy) Strahd-weighted bat. Is this correct?
I believe that existing rules imply the existence of consecrated ground not created by the hallow spell (see Are there published effects of Consecrated (not Hallowed) Ground?)
I am currently running Curse of Strahd, and would like to have some of the churches be merely consecrated ground, and others be hallowed (which would be a stronger effect).
Since there does not appear to be at present a rules description of the effects of consecrated (but not hallowed) ground, for the purposes of my game I would like to treat consecrated ground as
Undead standing on consecrated ground have disadvantage on all saving throws
(to mirror the effects of desecrated ground in the DMG) and
Undead standing on consecrated ground take d6 radiant damage at the start of their turn
(to mirror the DMG description of holy water purifying desecrated ground, to provide a cinematic effect of Strahd zombies bursting into flame as they attack a church, and to provide PC’s a safer zone where they may be attacked by vampires and vampire spawn but at least their foes can’t regenerate)
To balance this second effect I would add the following to the effects of desecrated ground as described in the DMG:
Celestials who use their Healing Touch while on desecrated ground have it count as two uses toward their daily limit.
Would providing these benefits to the consecrated ground at the various holy sites within Barovia disrupt any plot points or unbalance any encounters within Curse of Strahd?
In Curse of Strahd, the NPC
has the spell Dispel Evil and Good. It has the following feature, similar to the spell Banishment:
Dismissal. As your action, make a melee spell attack against…an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell…
Note that as written, this implies that there exist undead that aren’t native to the Shadowfell, but that they go there (rather than their home plane) if they are not on their home plane when they are Dismissed. (Otherwise it would say, "If they aren’t already there, undead are sent to the Shadowfell")
However, note also that Barovia is part of the Domains of Dread, which are a demiplane within the Shadowfell.
As the NPC’s most powerful spell, it seems like this ought to be of some use to them (and other aspects of the spell do indeed make it useful). But the presence of Barovia within the Shadowfell may limit its effectiveness.
It is clear that for an undead native to Barovia, nothing would happen; the Dismissal would fail.
For an undead not native to Barovia, would ‘sending it to the Shadowfell’ also result in failure, or could it be forced from the demiplane of Dread and deposited in the greater Shadowfell?
What undead are not native to Barovia?
Zombies created by Strahd from Barovians seem likely to be natives of the demiplane itself.
Strahd himself was born on the Prime – but I would argue that his pact with the Dark Powers has made him a native of the Barovia. He is the Ancient, he is the Land.
There is a group of vampire spawn who are explicitly said to be former adventures Strahd lured to his realm and then made undead once they arrived. In this case, would Dismissal treat them as neither native to Barovia nor the Shadowfell? Is the home plane where the creature / soul is from, or where it became undead?
What is the connection between the Shadowfell and Strahd/the plane of Barovia?
What does the Banishment spell do inside a Demiplane?
What determines a creature's native plane for the Banishment spell?
If I cast the Banishment spell on myself while in a demiplane, where exactly do I exit?
Can you cast banishment on yourself?
Can I permanently banish a devil from one layer of the Hells to another using the Banishment spell?
In Curse of Strahd,
Note that the Hallow spell has two principle effects.
The first is that it bars the entrance of undead, as well as prohibiting them from charming those on the hallowed ground and removing the effects of charms on anyone who enters the hallowed area.
The second effect, however, is chosen by the caster of the spell from a list of ten possibilities.
Does the second effect apply in this case? If so, is it chosen by the relic or by the priest?
While the first effect will go a long way to excluding Strahd and his minions from entering the hallowed ground, which second effect choice would best protect from his non-undead minions? If the priest were the one making the decision, what would he be most likely to choose, based on what he knows about Strahd’s minions?
Note that Strahd’s minions include bats, rats, wolves, and dire wolves, but also living humans.
Humans could be those Vistani that serve him, but could also include cultists under the direction of the diabolist. I think it is likely that the priest knows about these loyalties and activities.
Humans could also include town guards who are not charmed themselves, but might be acting under orders should Strahd decide to charm the ‘mayor’ or the ‘captain of the guard’, possibilities that I think the priest would consider.
Note also that the relic far outdates the priest, so he is unlikely to have considered making this choice before, and that he is incapable of casting hallow himself or indeed any spells above third level, so he might lack practical knowledge of what his actual choices are.
A good answer will explain why the priest or relic is likely to choose what they would, based on how the mechanics would interact with Strahd’s non-undead minions.
Note: This entry is vague on plot points to avoid spoilers. Those who have read the module should know the situation I am referring to.
I am running CoS for the first time. In our last session, the PCs obtained the Chapter 5 McGuffin, but awoke all the vampire spawn. Our next session will start with a chase – some of the PCs with the MacGuffin will be running back to where it needs to be returned. Others will be running back to the base of operation of the lycanthropes. The vampire spawn will pursue both groups, and thus some of them will likely arrive at the lycanthrope base of operations and be confronted by them.
I am a new-to-5E DM. I am trying to predict what the confrontation will play out like and to consider the best strategies for both parties. I would appreciate comments on whether my rules understanding and reasoning are sound.
The attacks of vampire spawn are claws (slashing or grapple, 1 or 2 attacks per turn) and bite (piercing plus necrotic; on an unwilling victim, the target must first be grappled to make an attack, 1 attack at most per turn). Of these, only the necrotic bite damage can harm the lycanthrope, since it has immunity to non-magical, non-silvered slashing and piercing. Thus the optimal strategy of the vampire spawn is to make claw attacks until one hits, choose to grapple rather than damage, and then attack with bite to cause necrotic damage. Once a spawn has established a grapple, it should cease making claw attacks and just make one bite per round (unless both hands may be used to establish separate grapples, see "here").
If the spawn starts its turn with no grapple in place, it has a 60% chance of a hit with its first attack, and will score on average (0.6)(7) = 4.2 with its bite, for an anticipated 2.52 points of necrotic damage. If it misses with the first claw, it has a 60% chance of a hit with its second claw, but then cannot bite that turn, and the lycanthrope then has a 50% chance of being able to break the grapple if it has a turn before the spawn’s next turn.
If the spawn starts its turn with a grapple in place, it has a 60% chance for a hit with its bite, for an average of 4.2 points of necrotic damage. Regardless of whether this attack hits or misses, there can be only one bite attack per turn (see "here" for whether it could benefit from a second grapple).
Thus, one on one, a vampire spawn is likely to take out a single lycanthrope in around ten rounds or so.
The lycanthrope has many options for forms and attacks, and all of them are capable of damaging the spawn except the curse of lycanthropy as the spawn is not a humanoid. Its optimal damage strategy is to use hybrid form for the increased movement and attack either with one sword and one missile, or with two swords. However, the average damage will be 5.5 per round, and the vampire spawn will be regenerating at least ten points per round and more if it hits with a bite. Furthermore, any time the lycanthrope starts its turn grappled it should spend its entire attack action to break the grapple, which will further reduce its damage output. Given this, in a one-on-one fight a lycanthrope is very unlikely to be able to take down a spawn, and even two or more lycanthropes on one spawn would be unlikely to win.
It seems like the lycanthrope’s best option is to assist the PC’s and encourage them to take out the spawn one at a time by concentrating attacks. If the lycanthropes cannot do this, they really should flee as they are clearly outmatched. If they can do this, possibly keeping themselves at a distance and attacking with missile fire might be appropriate, although it limits them to one attack per round. Alternatively, they could remain in melee and use the Help action to give PC’s advantage on attacks against the spawn.
Unbeknownst to the lycanthropes, they might receive assistance from a nearby NPC as well, although in the case of my party it is rather early for this reveal.
Finally, the lycanthropes have on hand several allied swarms, which is where I am most unsure of optimal action choices.
If the swarms start their turn with a lycanthrope grappled by a spawn but the lycanthrope going before the spawn, one swarm should ready an action to Help the lycanthrope on its turn, giving it advantage on escaping the grapple. Only one should do this since the lycanthrope cannot do better with having more Help on the same action.
If the swarms start their turn with a lycanthrope grappled but the the grappling spawn going before the lycanthrope (or the possibility that the spawn will go before the lycanthrope in the next round, if the swarm is the last of the three to go in the current round), at least one swarm should use its action to also attempt a grapple on the lycanthrope. The lycanthrope should choose to defend against the new grapple with Athletics rather than Acrobatics to give the swarm the best chance to succeed in the grapple (d20-2 > d20). If the grapple succeeds, the swarm should then move the lycanthrope out of reach of the spawn and thus end its grapple. If there are two or more swarms available per grappled lycanthrope, it is not clear to me whether one should Help the other to give it advantage on the attempt, or rather each one should try independently but successively.
If the swarms start their turn with no lycanthropes grappled, they should prepare readied actions to shove any lycanthropes who are grappled by a spawn out of the spawn’s reach as a reaction on the spawn’s turn, thus ending the spawn’s grapple before they have a chance to bite. Again, it is not clear to me whether multiple swarms should be attempting this independently or helping others that are. It would be less effective to shove the spawn (who have a better chance to resist) and it would be impossible to both grapple AND move the lycanthrope or the spawn as a readied reaction.
I would appreciate any comments on whether I have misunderstood the mechanics of this fight or that the overwhelming tactical goal of the spawn is to bite and that of the lycanthropes is to break spawn grapples before they can bite.
In the Curse of Strand adventure, the following information is provided about the NPC Ezmerelda in Appendix D (p. 231):
There’s also this magic item that can be found in the village of Krezk (p. 148):
The sunray lasts for 1 minute. If the characters smash the gravestone without placing Tasha Petrovna’s holy symbol in it first, they find nothing within its remains. The ring is a ring of regeneration.
The description of this magic item in the DMG says (p. 191):
So the question is: