werewolf den curse of strahd D&D 5e guide

Werewolf Den: Curse of Strahd 5e DM Guide

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The Werewolf Den is disappointingly basic as written, but there are heaps of prompts for motivated DMs to develop. The Werewolf Den has werewolf NPCs, intrigue between Emil and Kiril, a tie to Castle Ravenloft, child violence, and a Mother Night shrine with impressive (though cursed) loot. I will provide you with tools to make the werewolves more interesting while seamlessly introducing them into your campaign. Curse of Strahd as written is full of content that enables us as DMs to extrapolate and build upon it, so I intend to do that. I won’t reinvent the wheel; I’ll add to what the module has given us.

This article should help you see how the werewolves can fit into the overall narrative of the campaign, enhance any themes you’re exploring, and give you another settlement of sorts to explore in the power struggles and horrors of Barovia. I’ll fill in some gaps and suggest several new concepts to enhance what’s already in the book.


Origin of Werewolf Lycanthropy in Barovia

I’m going to add to the module lore a bit. In my modified version of the werewolves and their origin, I make Kiril, Bianca (see area 75a), Emil, and Zuleika the original werewolves of Barovia. They were part of an adventuring party or group of commoners brought to Barovia. Worship of Mother Night began when Morgantha defeated their motley crew at Old Bonegrinder.

Morgantha took them to Baba Lysaga, who initiated them as servants of Mother Night. The fledgling werewolves committed to becoming hunters instead of being hunted. Their new lycanthropic nature amused Strahd, so he allowed them to live out their lives.

Giving the werewolves an origin story makes them feel substantial in the adventure setting. The pack already has a shrine to Mother Night, and Baba Lysaga is practically the source of Mother Night in Barovia.

I recommend treating Kiril, Bianca, Emil, and Zuleika as if they are natural-born lycanthropes. They can’t be cured of lycanthropy with a Remove Curse spell as other werewolves who were given the lycanthropy curse later in life. I’ll speak more about this later.


Werewolves through the Mists

Strahd occasionally allows a handful of werewolves to leave Barovia through the mists. He typically allows this because he tasks them with luring people of interest into the mists to become Strahd’s new toys. This is Strahd’s primary goal, and it’s interesting when I consider my suggestion for altering the origin of werewolves in Barovia.

Emil and the others are trapped in Barovia. They’re able to leave temporarily as Strahd’s dogs. This arrangement poises the werewolves to convince the player characters that they shouldn’t rage against Strahd; they should get used to living in Barovia, and they should join the pack. After all, the party members are strong. They’d make excellent allies to the werewolves.

Kiril may have other motives for leaving Barovia (besides Strahd’s errands and stretching his legs). Leaving Barovia allows the pack to hunt animals that are scarce in Barovia. They can bring home big game animals.

Leaving Barovia also means the werewolves can gather more people (children) to grow their pack. Adults will be killed in pursuit of that goal, and their valuables can be returned to Mother Night’s shrine back at the den. Werewolves who behave and adhere to Kiril’s rule are rewarded with outings beyond the mists. Barovian werewolves who have never seen the sun’s light could potentially see it during excursions to lands outside the planes of Dread.

Strahd may have the werewolves raid other Planes of Dread. Strahd has powerful enemies in other Planes of Dread, and you can learn about them in Van Richten’s Guide to Ravenloft (which we have a review of by famed Curse of Strahd expert DragnaCarta).


Werewolf Lycanthrope Lore and Mechanics

First of all, Opal wrote an entire article about lycanthropes that you should read. It’s a popular resource for anyone using werewolves in their games. Secondly, you may have noticed that two Destined Allies (Zuleika and Davian) are lycanthropes capable of giving the lycanthropy curse to player characters. It’s essential to know how lycanthropy functions for NPCs and PCs alike. The Monster Manual outlines rules for player characters when they become cursed with lycanthropy (or Van Richten’s Guide to Ravenloft for wereravens).

The curse of lycanthropy works this way for player characters:

  1. Retain character statistics unless otherwise specified by a particular source of lycanthropy.
  2. Gain the lycanthrope’s speeds in nonhumanoid form.
  3. Gain damage immunities, traits, and actions that don’t involve equipment.
  4. The character becomes proficient with the particular lycanthrope type’s natural attacks, such as biting with teeth or rending with claws. Those attacks deal damage according to the lycanthrope’s statistics.
  5. The character is unable to speak in animal form.
  6. They can curse another creature with lycanthropy. When hit by a natural attack from the lycanthrope, the target must succeed on a Constitution saving throw (DC 8 + PB + Constitution modifier) or becomes cursed.
  7. Alignment changes to the lycanthrope’s specified alignment in its statblock (DM discretion).
  8. For werewolf lycanthropes only, the player character specifically the following alterations:
    • Strength becomes 15 (unless already higher)
    • +1 AC from natural armor while in wolf or hybrid form
    • Natural weapon attacks are based on Strength

The Remove Curse spell cures a werewolf’s lycanthropy if they were not born as lycanthropes. Natural born lycanthropes can only have their lycanthropy removed with a Wish spell. I doubt the players would use it this way. However, the single casting of Wish granted by the Luck Blade in Castle Ravenloft could cure a natural-born werewolf’s lycanthropy.


Narrating Werewolf Transformations

It’s easy to lose the horror of lycanthropy as you repeatedly describe transformations, so you need to nail it the first few times the players observe werewolf transformations. I recommend describing a transformation as agonizing for the lycanthrope and grotesque terror for onlookers. You’ll eventually handwave the shifting after players have seen it a few times, so you need to nail it the first time.

Here are examples of how you can describe werewolf shifting:

  • Eyeballs bulge and pop out, replaced by lupine eyes.
  • Bones snap like the sound of hundreds of famished children biting into unripened apples.
  • Teeth fall to the ground like icicles shaken from a tree limb, replaced by sharp daggers emerging from bleeding, purple gums.
  • Jawbones break with an audible snap like thick pine branches in a wind storm.
  • Long, coarse hair slowly extends as it violates the skin.
  • Knees hyperextend and snap as they reverse to a wolf-like frame.
  • Pink flesh extends and stretches from the ends of fingers and toes with brief spurts of blood. Nails elongate and sharpen to razorsharp claws.
  • Humanoid cries of pain shift into gurgling growls as they choke on their own tongue.

I recommend checking out several YouTube videos about the histories and most effective examples of werewolf transformations in cinema. They’re enlightening!

This agony of transformation applies to Druid Wild Shape and the Polymorph spell (anything transformative). The Curse of Strahd module outlines how DMs should add a horror element to the descriptions of spells and features. I used the body horror of the blood eagle (which I learned about from Skyrim). Describing a character transforming into something avian can become horrific. Describe flesh melting away, bones becoming hollow as bone dust sprays into the air, and the rib cage violently jaunting from the back and reforming into an avian one. My players paused after such descriptions to tell me how horrible it was and that they didn’t want to transform anymore (in a good way, haha).

In my experience, players will find it obvious when a character is a werewolf because the module obviously gives them tattered clothes and a rough look. They’re far from human settlements. Instead, allow a few werewolves to be savvier with infiltration. They appear cleaner, and they’re less feral as they have better control over their instincts. A cleaner appearance will make it more shocking when they transform to reveal themselves, like Scooby-Doo on Zombie Island.


Growing the Pack (Werewolf Politics)

The werewolf pack poaches children from Krezk to curse them with lycanthropy and bolster werewolf numbers. Kiril only wants strong pack members, so he makes children fight to the death one-on-one to prove their strength. Emil would prefer a “quantity over quality” approach, which has caused a schism between him and Kiril. You can interpret Kiril’s appeal to Strahd to settle the dispute as cowardice or prudence.

If Kiril is a coward, he appealed to Strahd to get out of a potential fight that Kiril might lose. If he’s prudent, he may genuinely want to avoid culling the pack with a dispute that could cause infighting. Whatever you decide, there should be rumors in the pack as to why Kiril approached the issue in this way. Bianca will suppose that Kiril did it for wise, strong reasons; Zuleika will talk about Kiril being a weak coward.

NPC Dialogue Suggestions

Zuleika (if the party brings back Emil): “I have prayed to Mother Night for Emil’s safe return. She has worked a miracle through your hands to return my husband. I smell fear on you, but I wish you long life in this land. Continue serving Mother Night, and you shall have your reward.”

Zuleika/Emil (if the party needs a Fortunes of Ravenloft item from the shrine): “Kiril alone can reward a stranger with Mother Night’s bounty. Help us slay Kiril so Emil may become the new pack leader, and he shall give you that which you seek.”

Emil (in prison while the players don’t know who he is): “Get me out of here! I’m soaked to my soul, and for what? A few coins short on my taxes. If you get me out of here, I can show you where a pile of gold is hidden in this castle. I saw it when they brought me in! You seem like good-natured people, so won’t you please take me with you?”

Emil (in prison while the players know who he is): “If you know who I am, then Mother Night has sent you to free me. Break me from this prison that I may stop Kiril from needlessly murdering children in his madness.”

Emil (freed from prison while his identity as a werewolf is unknown to the players): “I must be on my way now. I’m grateful for your assistance. If you ever need me, I have a secret cabin by Lake Baratok. If you’re ever in trouble, I can give you a place to hide. I’ll live out my days in solitude, away from tax collectors and creatures of the night.”

Kiril: “Emil would’ve torn this pack apart. He didn’t know his place. Lord Strahd von Zarovich is the lord of this land as the champion of Mother Night. I had to do something, and Strahd is a wise lord. See to it that you learn your place as well while you travel in his lands. We are worms in Mother Night’s dirt, and Strahd is the gardener.” This is a mild callback to Strahd’s letter to the Dursts in Death House, where Strahd referred to the Dursts as worms in his earth. Perceptive players who have read the letter may recognize Strahd’s rhetoric.

Bianca (to the party): “Do not challenge Kiril. He has faced fiercer problems than fussy pups like yourselves or political squabblers like Emil. His methods are brutal, but so is life. We cannot afford weakness in this den.”

I find it effective to let the players debate whether they should allow Emil to take over the pack. He’s more of a loose cannon who wants to add as many werewolves as possible. Kiril is aggressive, abrasive, and cruel, but he’s more submissive to Strahd. Will the players choose to amass an army of werewolves with Emil or curry favor with Kiril?


Can Werewolves Harm Other Lycanthropes?

This question and answer is a strange detail. Werewolves can’t hurt each other with their claws when we’re talking about mechanics. They’re immune to non-magical weapons that deal slashing/piercing/bludgeoning damage, and their natural weapons are not specified to be magical. Werewolves could slash at one another all day without dealing any damage. You need to decide if you’re going to run lycanthropes this way or make their attacks magical (or any other alteration that makes sense to you).

If you run werewolves RAW by the Monster Manual, you’ll need to consider what it means for the lifestyle of the werewolf pack. Kiril and Emil’s dispute takes on new meaning if they can’t harm each other by their most basic attacks. They could harm each other with long falls and other methods, but it may make more sense to have Strahd mediate their disagreements (as Kiril did).

Placing game mechanics aside, societal laws of the werewolf pack may forbid werewolves from harming one another. Perhaps they can challenge one another in combat for leadership, but that might be it. Kiril wants strong pack members, so he’d enact rules to prevent werewolves from letting their feral intensities get the better of them and harm another werewolf. Punishments could be mild, like Zuleika’s banishment to guard prisoners instead of hunting. Perhaps there are harsher punishments that involve maiming or death. Tossing from a cliff or drowning in Lake Baratok are acceptably ignominious executions.


Werewolf Kidnappings from Krezk

The recent strife between the two werewolf factions has caused a recruiting shortage. Strahd hasn’t been giving them errands through the mists until the werewolves get their act together. This may be one reason Kiril would be desperate to end the dispute by getting Strahd involved. Kiril would be highly motivated to continue adding strong children to the pack. Until the flow of children from beyond the mists can resume, Kiril will turn to Krezk’s youth.

I reckon the children’s memories are wiped or blurred when they become part of the pack and become feral. Maybe Kiril brings in children because they’re easier to raise into werewolf soldiers, or perhaps adults retain their memories and are not as easy to influence. Children losing memories would make sense because they’re less likely to attempt to return home. This creates conflict because most of the werewolves are children. You’ll need to prepare a few dozen child NPCs if you interact with their families or the kids themselves. I have several suggestions for child NPCs from my Krezk guide.

I believe it’s vital for the Pool of Krezk to be capable of curing lycanthropy if the person is willing to pray in the shrine to the Morning Lord. This can create a “good ending” if the players want to resolve the werewolf conflicts in Krezk and at the Werewolf Den itself. Emil, Kiril, Bianca, or whichever werewolf is in charge will not take kindly to a cure. Mother Night has blessed them with the ability to survive and hunt, and any other fate is a death sentence in their eyes.

The situation with the werewolves has made Krezkites exceptionally suspicious of any outsiders as they could be werewolves in human form. If the players enter Krezk by force, Dmitri may assume their aggression is owed to lycanthropy. He vows they’ll take no more children and that justice will visit them when their den is discovered. The players may find this intriguing if they are ignorant of Krezk’s dilemma.

I like to think that players can act fast to prevent the ritual at the Werewolf Den where they force children to fight to the death to earn Mother Night’s blessing, lycanthropy. The party might seek an alliance with the Abbot after speaking with him, and he may help them if they return the favor. This can set up the Abbot as a friend, only to reveal his madness later.


Hunting for Food in Barovia

I mentioned earlier how the werewolves may prefer to hunt outside of Barovia. They’d cherish the time that Strahd allows them to pillage and hunt in Faerûn. But werewolves aren’t constantly leaving Barovia, so they need ways to feed themselves in the valley.

The first thing I’d note about the cave is that there should be animal carcasses and spare bones everywhere. Stealth rolls have disadvantage as a character attempts to tiptoe around the cave’s scattered bones. The book says much of the pack is away on a hunt when the players arrive there, and it will take sizable, plentiful animals (or people) to keep them fed.

What do they eat? They might rely on fishing more than you’d think. The nearby Lake Baratok would be a secluded place to set up fishing traps and lines. When it comes to wild game, the obvious answer seems to be deer and elk, but they seem to be scarce in Barovia (if they exist at all). The only elk I can think of is the Mad Mage’s disguise. Dire wolves frequent the environment, and they’d indeed run out many of the larger animals like elk.

Would the werewolves dine on dire wolves? That might seem semi-cannibalistic, and it might create strife with Strahd. I’d say they probably don’t eat wolves, especially since they have a loyal pack of wolves in the den.

Perhaps they hunt people. Their shrine has two hanging corpses, so it’s conceivable that they’d hunt homeless folk in Barovia. This may create conflicts between the werewolves and the druids of Yester Hill, and the people of Vallaki and Krezk. Strahd wouldn’t allow the werewolves to harm the Vistani, so they’re off-limits.

Strahd zombies make acceptable candidates for sustenance if the werewolves can stomach the meal. In desperate times, werewolves may become scavengers of sorts. Seeking zombies would be a new low for the pack.


Mother Night’s Shrine

The grimmest sight in the cave is the Shrine to Mother Night. It’s backed by maggoty human corpses and children in cages. Contrasting the horror is the pile of treasure at the statue’s feet.

Mother Night’s shrine is potentially where the party meets Zuleika Turanescu (more about her in my Destined Ally tier list article). She kneels in supplication at the shrine, beseeching Mother Night to influence Strahd to release Emil. The players are an answer to her prayers. I highly recommend reading area Z7 to learn the nuances of how Zuleika will interact with the players. The shrine area is the most interesting location in the den (in my opinion).

You might start the campaign with one of the party members pursuing a missing loved one. That loved one may turn up here in a cage, or their belongings may be discovered in the shrine’s treasure. They could discover their loved one is dead or turned into a werewolf.

Night Hag Curse

The curse that befalls a thief of the shrine treasure is reminiscent of what Night Hags would do. You could decide to make the Night Hags the source of the curse as they stalk a thief from the border ethereal plane. Using Morgantha’s coven this way would bring my new origin for the werewolves full circle. Funnily enough, the curse on the treasure here would make this location particularly interesting for a Fortunes of Ravenloft treasure location.

When the Night Hags enact a curse in this way, Morgantha may approach them with a “cure” through a ritual that involves items she desires. A Fortune of Ravenloft would make a valuable item for Morgantha to seek. Hustling the players in this way and simultaneously corrupting them would be irresistible to Night Hags.

If a player considers stealing from the shrine, describe the statue as seemingly starting at them disapprovingly. It should be clear that the players are dealing with bad juju. It’s a prime opportunity to play up the horror of the campaign.

Lastly, what happens when someone prays to the shrine? Maybe Strahd can intercept earnest prayers at this shrine, or maybe Baba Lysaga or Morgantha can do the same. A Dark Power may speak to the party through the statue, too. One Dark Power sticks out in my mind as a good choice for this scenario: Yog the Invincible (area X33e of the Amber Temple, south sarcophagus). Yog’s gift involves an appearance similar to a hybrid-form werewolf.


Roleplaying Followers of Mother Night

The werewolves refer to themselves as the Children of Mother Night. Here are things they may do and say as followers of Mother Night:

  • Gather valuable items to place at the shrine in the den. They may believe it brings good fortune to do so. This will create interesting contrast with the Martikovs since they are wereraven lycanthropes who similarly like shiny things (as portrayed in their art and descriptions) like some birds are prone to do.
  • They’ll have little quips like “Mother Night demands it,” or “If it is Mother Night’s will, so be it.” They may also make ambiguous statements like “Darkness guides me when I cannot see,” or “You cast a long shadow” (to imply distrust).
  • Player characters who wear emblems of other deities or beings may be mocked by the werewolves. “You walk blindly in Barovia. There is only one god here.”

The area around the Werewolf Den (sometimes referred to as Wolf Run) could have symbols carved into trees to mark the correct path to the den. Players may not recognize these symbols of Mother Night unless they’ve interacted with Morgantha or Baba Lysaga.


Entering the Werewolf Den

The Werewolf Den has several ways to get in. Approaches will vary based on whether players are arriving alone, attempting to sneak in, etc.

Players approaching the main entrance will be spotted quickly. There isn’t anywhere to hide as they enter this way unless they are inventive and resourceful. Using fog, shapeshifting, or invisibility could allow them to enter unseen if their Stealth is good enough.

Dimension Door doesn’t require sight, so a player who interrogates a werewolf could get information about how far to teleport into the den to reach a point of interest (like the shrine). This may be easier than it sounds since the book says players may learn the den’s location from captured werewolves they interrogate. Extracting details about the inner layout of the den isn’t much of a stretch if its location is already obtainable.

The easiest way to enter the cave while avoiding detection would be the climb to the ledge up above. Curse of Strahd chapter 15 says it’s an easy climb that doesn’t require rolls, so it’s not risky. The secret entrance can be found without a roll. This place is designed to be infiltrated because it’s surprisingly easy to do so. Taking the secret entrance will plop the players pretty close to Mother Night’s shrine. There they can find a potential ally in Zuleika or a Fortune of Ravenloft item if they’re seeking one there.

It would be fun to have the players searching for the den high on the mountain where the snow is thick. A player could fall through the snow suddenly into a crevasse that slopes and slides down to the Werewolf Den’s water spring.

Approaching the den with a werewolf guide/hostage/ally will drastically change how this goes down. Emil, for example, may escort the players to protect him as he challenges Kiril.


Loup Garou and the Bones of St. Andral

I don’t know if this is great for the horror genre, but it’s something I did near the end of a campaign that the players found fun. I bring this up in case it sounds fun for you, but I wouldn’t say I recommend it for most CoS games.

This was a last-minute change I made to my first CoS campaign. The party had fought the Abbot but failed to kill him. The Abbot flew away and sought an alliance with the werewolves to kill the party and take back Vasilka (the werewolves already had reason to want them dead). To seal the negotiation, the Abbot told Kiril about the bones of St. Andral below Vallaki’s church. I figured dogs chew on bones. Maybe a werewolf could gain supernatural power from the divine energy inside the bones.

Once Kiril chewed up the bones, he gained greater strength and resilience. I boosted his hitpoints by fifty, set his Strength to 20, and made him immune to necrotic damage. His eyes glowed, and his hair/fur was like that of a Super Saiyan. Then Kiril threw a player character off a 500-foot cliff (Death Ward saved him, but he lost his legs).

A suped-up version of the werewolf is the Loup Garou. It’s found in Van Richten’s Guide to Ravenloft and is CR 13. Kiril or another werewolf could become a Loup Garou when empowered by the Bones of St. Andral or whatever method you invent.


Bounty Hunting

Werewolves may occasionally be tasked with killing or messing with player characters. Strahd will task Kiril (“On behalf of Mother Night,” he’ll say) with finding people of interest. Rudolph van Richten is a prime example of someone the werewolves would be eager to find. They’d compete with the Vistani to find him.

Bounty rewards for werewolves would involve the ability to go on a run outside of Barovia. This is ultimately the werewolves’ greatest pleasure for reasons I mentioned earlier (better hunting, trinkets for Mother Night, poaching children).

Roadside Massacre Encounter (Party Bounty)

You can use this encounter if the werewolves have a reason to hunt the player characters. They’ll create a roadblock on the Svalich Road by using saws and axes they’ve pilfered to fell trees and drop them in the road. Several werewolves in human form will lay down in the road as if something horrible had occurred. As the players investigate, the werewolves will transform and attack, including many werewolves hiding behind the fallen trees, living trees, and in the mist. This is an excellent tactic for surrounding the party.

Player characters may notice sawdust on the sides of the roads or that the trees were cleanly cut down. They may also note that the people on the ground seem unharmed. DC 14 nature checks can perceive how the trees were chopped down. A DC 14 Deception or Insight check (rolled by DM, or using passive skills) notices that the humans on the ground are faking their unconsciousness (see their breath, see them twitch, etc.). You can also roll a Stealth check for the collective werewolves hiding in the trees. I’d give them advantage on Stealth to reward the werewolves’ prep time.

If the werewolves surprise the heroes, it’s going to be a tough fight (read my article about surprise rules in 5e if you need a refresher or want to take a quiz). Losing that first turn in combat while getting swarmed individually can be a death sentence. Use this encounter at your discretion. I reckon there’d be at least ten werewolves in the encounter, but I’ve used many more in my campaigns before.

Van Richten’s Tower (Rudolph Bounty)

Kiril would be suspicious of anyone in the wilderness, including anyone at Khazan’s Tower (AKA Van Richten’s Tower in chapter 11). I recommend having several human-form werewolves in small groups on the Old Svalich Road, keeping an eye on things. They can interact with the player characters in an unassuming way if they show up, claiming to be Vallaki hunters or merchants. This alias falls apart if the players even mildly attempt to cross-examine the werewolves.

Ezmerelda’s wagon makes for an exciting set-piece if the players come to blows with the werewolves at the tower. The explosive trap within the wagon may or may not be known to the players, but it definitely won’t be known to the werewolves unless they sniffed around and smelled something with an absurdly high Perception check. If the players could potentially be overrun by werewolves, I highly recommend you help them figure out the explosive trap within the wagon. Players will consider blowing it up in a pinch.

You’ll also give players a reason to use water-based abilities if they notice figures in the misty woods keeping an eye on them in the tower. They won’t want to leave in case an ambush awaits them. They can also use spy abilities to gather information from the werewolves, such as Wild Shape. Water Breathing and Water Walk are fine spells for getting out of this location if the players are cornered.


Werewolves in Vallaki

There are several opportunities to have werewolves interact with Vallaki. After all, werewolves look like people! Just remember

There’s a werewolf in Vallaki! This is a concept of my invention, not a module-as-written concept. It could be fun to make the hunters in the Bluewater Inn into werewolves that are keeping an eye on Vallaki. Their names are Szoldar Szoldarovich and Yevgeni Krushkin from page 100. The module has them as dour guides, but what if they were werewolves in disguise? They could gather valuable information from the player characters, such as whether or not they have silvered or magic weapons.

You would need to develop their backstories further to figure out how they became werewolves. I figure it could’ve happened on one of their hunts when they hunted the wrong wolf, but they were competent enough to gain Kiril’s notice. They came to an agreement instead of a meal.

If Emil replaces Kiril as the pack leader, he may want to use Szoldar and Yevgeni to scout out the orphanage in Vallaki (a common homebrew location). Emil wants to turn as many people into werewolves as possible. The children of Vallaki who lack parents would be easier to kidnap and raise.

Alternatively, I’ve experienced players setting Emil free from Castle Ravenloft and parting ways with him. He wouldn’t want to run home to get in trouble with Kiril, so he’d have to make his plan. I had him start poaching kids from Vallaki to transform them and live outside Argynvostholt since it’s haunted and people steer clear. It makes an excellent location for Emil to be encountered again, but with a small group of children with him who are having a hard time coping with lycanthropy. Let the moral quandaries begin as the players decide what to do!


Conclusion

I hope I’ve inspired you to use the werewolves and their den to suit your game better. There is a lot you can do with the werewolves if you look closely!

How have you used the werewolves in your game? Did you enjoy using them? Use your keyboard as a material component to cast Sending in the comments section so you can tell me about your experiences. I’d also be interested in anything that you think this guide is missing so I can fill in gaps.

You can find additional resources on our site for running Curse of Strahd by visiting this category page. I plan on adding many more Curse of Strahd guides.

Have a spooky adventure this weekend!

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