Professional Documents
Culture Documents
The locals are spreading rumors of the emergence of an age-old relic in a remote farming village.
Surely you wont be the only one to seek it, but can you afford to not be successful in this
mission? And why havent they claimed it for themselves?
Part Three of Misty Fortunes and Absent Hearts.
JERRY LeNEAVE
Adventure Designer
Adventure Code: DDAL04-03
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DDAL04-03 The Executioner
Strength
Very weak
Weak
Average
Weak
Average
Strong
Average
Strong
Very strong
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DDAL04-03 The Executioner
Spellcasting Services
Any settlement the size of a town or larger can
provide some spellcasting services. Characters need
to be able to travel to the settlement to obtain these
services.
Spellcasting Services
Spell
Cure wounds (1st level)
Identify
Lesser restoration
Prayer of healing (2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may
request one spell per day from the Spellcasting Services table
for free. The only cost paid for the spell is the base price for
the consumed material component, if any.
However, no religions have established places of worship
here of sufficient size to provide spellcasting services.
Because of this, characters with the Acolyte background gain
no benefit from this trait.
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DDAL04-03 The Executioner
Death
A character who is killed during the course of the
adventure has a few options at the end of the session
(or whenever arriving back in civilization) if no one
in the adventuring party has immediate access to a
raise dead or revivify spell, or similar magic. A
character subject to a raise dead spell is affected
negatively until all long rests have been completed
during an adventure. Alternatively, each downtime
day spent after raise dead reduces the penalty to
attack rolls, saving throws, and ability checks by 1, in
addition to any other benefits the downtime activity
might provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any of
the other options, the player creates a new
character. The new character does not have any
items or rewards possessed by the dead character.
Dead Character Pays for Raise Dead. If the
characters body is recoverable (its not missing any
vital organs and is mostly whole) and the player
would like the character to be returned to life, the
party can take the body back to civilization and use
the dead characters funds to pay for a raise dead
spell. A raise dead spell cast in this manner costs the
character 1,250 gp.
Characters Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise
dead spell is paid for by the party at the end of the
session. Other characters are under no obligation to
spend their funds to bring back a dead party
member.
Faction Charity. If the character is of level 1 to 4
and a member of a faction, the dead characters body
can be returned to civilization and a patron from the
faction ensures that he or she receives a raise dead
spell. However, any character invoking this charity
forfeits all experience and rewards from that session
(both those earned prior to and after death during
that session) and cannot replay that episode or
Resurrection Madness
In Barovia, the souls of the dead are as trapped as the souls
of the living. They become caught in the mists and cant
travel to the afterlife. When a humanoid who has been dead
for at least 24 hours returns to life, either by way of a spell or
some supernatural means, it gains a random form of
indefinite madness brought on by the realization that its
spirit is trapped in Barovia, likely forever. To determine how
this madness is expressed, roll on the Indefinite Madness
table in chapter 8 of the Dungeon Masters Guide.
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DDAL04-03 The Executioner
Winter in Barovia
The winters are cold, wet, and stormy here. The natives of
the Demiplane are preparedwell, as prepared as they can
hope to be.
The characters, however, are unfamiliar with the realm.
Thankfully, the region they came from was experiencing the
worst winter in living memory, and are likely to possess
winter clothing. If they are not, then, preparations are in
order. The village has a single shop called The Hare & Hair
where they are able to procure such supplies if they wish.
Alterations to Magic
The land of Barovia resides in its own demiplane,
isolated from all other planes, including the Material
Plane. No spellnot even wishallows one to
escape from Strahds domain. Astral projection,
teleport, plane shift, and similar spells cast for the
purpose of leaving Barovia simply fail, as do effects
that banish a creature to another plane of existence.
These restrictions apply to magic items and artifacts
that have properties that transport or banish
creatures to other planes. Magic that allows transit
to the Border Ethereal, such as the etherealness spell
and the Etherealness feature of incorporeal undead,
is the exception to this rule. A creature that enters
the Border Ethereal from Strahds domain is pulled
back into Barovia upon leaving that plane.
For the purpose of spells whose effects change
across or are blocked by planar boundaries (such as
sending), Strahds domain is considered its own
plane. Magic that summons creatures or objects
from other planes functions normally in Barovia, as
does magic that involves an extradimensional space.
Any spells cast within such an extra-dimensional
space (such as that created by Mordenkainens
magnificent mansion) are subject to the same
restrictions as magic cast in Barovia.
While in Barovia, characters who receive spells
from deities or otherworldly patrons continue to do
so. In addition, spells that allow contact with beings
from other planes function normallywith one
provision: Strahd can sense when someone in his
domain is casting such a spell and can choose to
make himself the spells recipient, so that he
becomes the one who is contacted.
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DDAL04-03 The Executioner
Background
The farming village of Oranou teeters on the
precipice of chaos. The sudden onset of winter put
the town into a panic as its most trusted skinner and
trapper, Laszlo and Alina Vaduva had not returned
yet with their final bundle of furs to help endure the
season. Yet, the forest outside of the village where
the Vaduvas had set up camp were rife with
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DDAL04-03 The Executioner
Overview
Welcome to Barovia
Adventure Hooks
If the characters begin this adventure from within
the Forgotten Realms or a setting other than
Ravenloft, have them be transported to the
Demiplane of Dread just outside Oranou via an
unnaturally thick fog or mist while traveling
overland, preferably at night. Proceed to Welcome
to Barovia, below.
Otherwise, if the characters have already played in
other adventures in this series then they start out
already in Oranou taking respite from the weather
inside the inn not too long after their last adventure.
The adventure begins as characters are settling in
for a meal at the Seven Tables Inn just after
sundown. Having recently discovered that the
village's supplier of warm furs and sturdy leather
were found dead in the forest, the common room is
buzzing with rumor and grim portents for the winter
ahead.
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DDAL04-03 The Executioner
Part 1: Murmurs
I'M THE DARKEST HOUR, just before the dawn, and
I'm slowly sinking, into the slough of despond.
Dallas Green, Northern Wind
Village of Oranou
The village of Oranou is a small, desolate farming
settlement surrounded to the south by the Svalich
Woods not too far from the Balinok Mountains.
There is an Inn, a few shops, several homes of
varying size and quality, and a cobblestone town
center.
General Features
The village has the following general features:
Terrain. The ground is mostly dirt with patches of
dead grass, now covered by a thick blanket of snow.
There are a few small farms with crops thatuntil
recentlygrow formidably, despite the poor soil.
Most homes are constructed of wood and stone with
thatch or shingled roofs.
Light. The adventure begins at sundown, the
nights are long and full of pale moonlight. During the
day the skies are muted gray and produce a steady
snowfall. All buildings are lit externally by torchlight
and internally by stone hearths. Despite the clouds
blocking the sun, the area is brightly lit during the
day. The moon provides dim light at night.
Smells and Sounds. Crisp cold air, the sounds of
creaking tree branches, raven calls, and the distant
baying of wolves.
When you are ready to begin the adventure, read the
following aloud:
A heavy shroud of snow has blanketed the village of Oranou.
You find yourself inside its only inn, The Seven Tables,
preparing to eat the first hot meal you've had in days.
The common room is filled mostly with locals, many of
them hunkered down waiting for a break in the blizzard to
return to their homes. An aura of fear and superstition
permeates the room, as the villagers engage in discussing
rumors as they wait.
False Rumors
1D4
1
Rumor
An orphaned wolf pup is the source of the
storm.
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DDAL04-03 The Executioner
True Rumors
1D6
1
4
5
Rumor
Burgomaster Randovich has recently
increased the number of guards he pays to
watch over his home.
An artifact of ancient origin once important to
Lord Strahd lies hidden somewhere in the
village.
A new resident, Arik Lavus frequently takes
trips out of town and returns with various
goods that he sells to Fillar.
Fillars wares are too plentiful, consistent, and
high quality to not be ill-gotten.
The Burgomaster has been shaking people
down for extra taxes in order to line his
pockets.
Arik, the man in the wolfskin cap, only seems
to speak with Fillar and avoids other
townsfolk. Some say he smells strange or
awful.
DM Note
Actually, Laszlo is luring these newcomers and off-screen
adventurers outside of the village and killing them to sell
their belongings to Fillar in order to build rapport with him.
Development
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DDAL04-03 The Executioner
10
Part 2: Secrets
The devil's finest trick, is to persuade you that he
doesn't exist.
--Charles Baudelaire, Les Fleurs du mal
During this portion of the Adventure, characters
explore the few buildings of interest that Oranou
has to offer and interact with Laszlo and Fillar;
beginning to uncover the true nature of what is
going on in the village. Once all the pieces come into
view, it is already too late.
A. Village Square
The center of the village is the only place where the
ground is made of cobblestone instead of dirt and
contains a single well that is mostly frozen over.
During the warmer months Vistani set up their
wagons here to sell their wares, but beyond that it
remains largely unused. The well is 5 feet wide and
40 feet deep. The water at the bottom of the well is
frozen solid. Any creature falling into the well takes
14 (4d6) bludgeoning damage. On one corner, a
small platform is set with a lampstandlikely where
announcements to the entire village are held.
B. Burgomasters Residence
This building is stout and sturdy looking, crafted from mostly
brick and some petrified timbers. The low, shingled roof
hangs over the front door creating a small area of cover from
the snowfall where 2 armed men stand guard.
Treasure
If slain or bargained with, characters notice one of
the guards at the front door has spent his earnings
less modestly than the rest and wears a golden
bracelet and carries a pair of ornate dice carved
from human bones. The two items are worth 25 gp
each.
XP Award
If the characters avoid violence with the thugs,
award each character 25 XP per thug.
1. Main Floor
Warm and inviting, the inside of this home is decadent. The
furniture is adorned with many flourishes and rich with deep,
vibrant colors on the upholstery. The faint scent of spices and
well-oiled leather fills the air.
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11
2. Cellar
Dry, and covered in a thin layer of dust but otherwise well
kept. This cellar is dimly lit by a faint glow of light through the
floorboards above. Many crates and boxes of various shapes
and sizes litter the floor in a semi-organized manner.
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DDAL04-03 The Executioner
12
D. Eyes of Midnight
Read:
A carved birch sign depicting a close-up of a Raven's head
with pupils painted to look like the full moon hangs above
the doorstep of this wooden shop. It reads "The Eyes of
Midnight: Baubles and Beyond".
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DDAL04-03 The Executioner
13
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DDAL04-03 The Executioner
14
Laszlos Escape
In the unlikely event that the characters corner or threaten to
destroy Laszlo, he should be allowed to escape. His escape,
however, should be dramatic and mysterious, and not reveal
his true nature. Perhaps a patch of mist unexpectedly glides
in and when it fades, he is gone. Or maybe he whistles shrilly,
and a gaunt, black horse arrives; Laszlo (still disguised as Arik)
mounts the beast and rides off. Be creative, but dont forget
that the characters find his wolfskin cap in Part 3, below).
Treasure
Should the characters choose to steal from or barter
with Fillar, they discover two items of value in a
display case: a golden locket on display, painted with
the portrait of a beautiful red haired woman with
moon-pale skin on the inside, and a copper chalice
with a silvered rim. Each item is worth 25 gp.
10-12
13-15
20
16-19
Encounter
1d4 blood hawks swoop in and attack the
characters.
A vine blight buried beneath the snow attacks
a random character.
A death dog bounds out from behind a
villagers home, fresh blood dripping from its
jaws.
1d10 ravens burst from a nearby copse of
trees, pecking at the characters incessantly.
An emaciated black bear emerges from the
forest, hungry for anything it can overcome.
A wandering wererat vagabond attempts to
ambush the weakest character in the group.
A ghoul, and 2 zombies rush the characters
thirsty for flesh.
Development
Once the characters have deduced that Arik is not
who he says he is and that he is actually Laszlo, they
should find themselves heading back toward his
former home to either follow or investigate him. If
they did not find clues earlier in the adventure
indicating that he may still be dwelling there, they
discover fresh tracks in the snow that indicate he
was headed that way on his way out of town.
If the characters dont manage to discover that
Arik is, in fact, Laszlo; or that something is amiss
with him, you may bring about a turn of events that
makes his deceit undeniable. Consider the following:
His burning hatred as a wight takes over and he
attacks a random villager in plain sight who just so
happens to be trying to make it back to their home
during the blizzard.
While interacting with Laszlo, there is an
unmistakable stench of rot on his person or
perhaps a severed finger with jewelry still
attached tumbles from his pack in front of the
characters.
He may become unusually inquisitive while
interacting with the characters, sensing that they
are not like the rest of the villagers, which tips
them off to his ruse.
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15
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DDAL04-03 The Executioner
16
Part 3: Apprehension
Treasure
Should no hunt for Arik take place and his minions traipse
into the village during the night, the encounter pans out
roughly in the same fashion. A villager sets fire to a structure
with a misplaced torch throw, icy terrain muddles the
battlefield, and villagers become devoured by the undead.
Just in the village center instead.
B. No Inquisition? No problem!
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DDAL04-03 The Executioner
17
The Burgomaster
Treasure
After the battle, the characters find Laszlo's wolfskin
cap amidst the carnage. Finally, a character that
makes a successful DC 15 Wisdom (Perception)
check while searching the area after the battle spots
a moonstone worth 50 gp lying near a slain
villagerpartially camouflaged by the snow.
Conclusion
AND THOSE WHO RESISTED, were dragged out of
their homes. This necklace, was fashioned out of their
teeth and bones.
--Francis Mark, Holding a Wolf by the Ears
After dealing with Laszlo's undead minions, the
characters are urged to return to the Seven Tables
by townsfolk who were injured or simply paralyzed
in fear from watching the events from afar. The
villagers implore the characters to let everyone in
the village know the truth about Laszloespecially
the Grelon family.
Once at the Inn, Malcom invites the characters to
stay free of charge and recuperate as needed. He
pries for any details the characters are willing to
provide. Allow the characters a few hours of rest and
begin to formulate plans for dealing with Laszlo and
obtaining the powder box.
Moving On
The ending of this adventure is set to dovetail nicely
into DDAL04-04, Marionette, where the larger
schemes in the story begin to unfold.
If the adventure is not being played as part of the
D&D Adventurer's League organized play program,
you are free to decide what happens next with the
village of Oranou, the artifact, Laszlo, and the
overarching plot.
XP Award
If the characters made the extra effort to render aid
to the injured residents of the village, award each
character 50 XP.
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DDAL04-03 The Executioner
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Rewards
Make sure players note their rewards on their
adventure logsheets. Give your name and DCI
number (if applicable) so players can record who
ran the session.
Experience
Total up all combat experience earned for defeated
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
rewards are listed per character. Give all characters
in the party non-combat experience awards unless
otherwise noted.
Combat Awards
Name of Foe
Black Bear
Blood Hawk
Death Dog
Ghoul
Raven
Thug
Vine Blight
Wererat
Wereraven
Wight
Zombie
Treasure Awards
Item Name
Randovichs Footlocker
Randovichs Cellar
Eyes of Midnight
Laszlos Shack
Randovichs guards
GP Value
50
100
50
50
50
Potion of Healing
Potion, common
XP per Foe
200
25
200
200
10
100
100
450
450
700
50
Non-Combat Awards
Task or Accomplishment
Avoid violence with the thugs
Save injured villagers
XP per Character
25 per thug
50
Treasure
The characters receive the following treasure,
divided up amongst the party. Characters should
attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable gear are
calculated at their selling price, not their purchase
price.
Consumable magic items should be divided up
however the group sees fit. If more than one
character is interested in a specific consumable
Wolfskin Cap
Wondrous item, uncommon (requires attunement)
This thick and fuzzy hat is actually a hat of disguise,
and looks incredibly comfortable. While it allows the
wearer to cast disguise self at-will, the power is
limited in that it only disguises the wearer as a plainlooking brown-haired human male in his late
twenties. However, while so disguised, the wearer is
hidden from spells abilities that would detect its true
nature (such as divine sense). A description of this
item can be found in the Dungeon Master's Guide.
Renown
All faction members earn one renown point for
participating in this adventure.
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DDAL04-03 The Executioner
19
Downtime
Each character receives five downtime days at the
conclusion of this adventure.
DM Rewards
For running this adventure, you receive 150 XP and
75 gp.
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DDAL04-03 The Executioner
20
DM Appendix: NPC
Summary
Esmae--thinking that she had finally won his heart-quickly realized that she was no more than a pawn.
She seeks to change that. NOTE: Esmae is not present
in this adventure.
Fillar Esven (FILL-er ESS-ven). This less-thanscrupulous man has been stealing from the
Burgomaster for years and usually has a fair stock of
goods. While the prices are not quite as high as the
Burgomaster has established, they are somewhat
higher than the goods are usually sold for.
Unbeknownst to him, he is getting very close to
drawing Randovichs attention. When that happens,
he may not be in business much longer. Fillar is also
more than he appears; he is a wereraven.
Burgomaster Ivan Randovich (EYE-vun RAN-doevich): Associated with the Coins suit. Burgomaster
of the village of Oranou. Through heavy taxation
and the high prices of the goods he alone provides,
he has grown fat, vain, and rich on the backs of those
he has subjugated. Seeks out Tatyanas Comb. NOTE:
Ivan is not present until the conclusion of this
adventure
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DDAL04-03 The Executioner
21
Appendix. NPC/Monster
Statistics
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
Death Dog
Black Bear
STR
15 (+2)
Actions
CON
14 (+2)
INT
2 (4)
WIS
12 (+1)
CHA
7 (2)
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
13 (+2)
CHA
6 (-2)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1/2 (100 XP)
Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Actions
Blood Hawk
Small beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
Ghast
Medium undead, chaotic evil
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
Skills Perception +4
Senses passive Perception 14
Languages -Challenge 1/8 (25 XP)
Keen Hearing and Smell. The hawk has advantage on
Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll
against a creature if at least one of the hawk's allies is
within 5 feet of the creature and the ally isn't
incapacitated.
Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
WIS
11 (+0) 10 (+0)
CHA
8 (-1)
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DDAL04-03 The Executioner
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Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is
a creature other than an undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Raven
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 50 ft.
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
Ghoul
DEX
15 (+2)
Thug
Medium humanoid (any race), any non-good alignment
CON
10 (+0)
INT
7 (2)
WIS
10 (+0)
CHA
6 (2)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. If the target is
a creature other than an elf or undead, it must succeed
on a DC 10 Constitution saving throw or be paralyzed
for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.
DEX
11 (+0)
CON
14 (+2)
INT
WIS
10 (+0) 10 (+0)
CHA
11 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll
against a creature if at least one of the thugs allies is
within 5 feet of the creature and the ally isnt
incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
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DDAL04-03 The Executioner
23
Vine Blight
Small plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft.
STR
15 (+2)
DEX
8 (-1)
CON
14 (++2)
INT
5 (-3)
WIS
10 (-+0)
CHA
3 (-4)
Skills Stealth +1
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains
motionless, it is indistinguishable from a tangle of
vines.
Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a
Large or smaller target is grappled (escape DC 12). Until
this grapple ends, the target is restrained, and the
blight can't constrict another target.
Entangling Plants (recharge 5-6). Grasping roots and
vines sprout in a 15-foot radius centered on the blight,
withering away after 1 minute. For the duration, that
area is difficult terrain for nonplant creatures. In
addition, each creature of the blight's choice in that
area when the plants appear must succeed on a DC 12
Strength saving throw or become restrained. A
creature can use its action to make a DC 12 Strength
check, freeing itself or another entangled creature
within reach on a success.
Actions
Multiattack (Humanoid or Hybrid Form Only). The
were rat makes two attacks, only one of which can be a
bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2)
piercing damage. If the target is a humanoid, it must
succeed on a DC 11 Constitution saving throw or be
cursed with were rat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Wereraven (Fillar)
Medium humanoid (human, shapechanger), lawful
good
Armor Class 12
Hit Points 31 (7d8)
Speed 30 ft. (fly 50 ft. in raven and hybrid forms)
Wererat
Medium humanoid (human, shapechanger), lawful evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
WIS
11 (+0) 10 (+0)
CHA
8 (-1)
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
WIS
13 (+1) 15 (+2)
CHA
14 (+2)
Not for resale. Permission granted to print or photocopy this document for personal use only .
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Actions
Multiattack (Human or Hybrid Form Only). The
wereraven makes two weapon attacks, one of which
can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing
damage in raven form, or 4 (1d4 + 2) piercing damage
in hybrid form. If the target is a humanoid, it must
succeed on a DC 10 Constitution saving throw or be
cursed with wereraven lycanthropy.
Actions
Multiattack. The wight makes two longsword attacks
or two longbow attacks. It can use its Life Drain in place
of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later
as a zombie under the wights control, unless the
humanoid is restored to life or its body is destroyed.
The wight can have no more than twelve zombies
under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands.
Zombie
Wight (Laszlo)
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
DEX
14 (+2)
CON
16 (+3)
INT
WIS
10 (+0) 13 (+1)
STR
13 (+1)
CHA
15 (+2)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Not for resale. Permission granted to print or photocopy this document for personal use only .
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Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL04-03 The Executioner
26
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL04-03 The Executioner
27
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL04-03 The Executioner
28
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL04-03 The Executioner
29
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL04-03 The Executioner
30