Changes being made to the Abbey of St Markovia as of 4/11/24:
"A perfect being... made from the best and most beautiful that mortal flesh can offer, with an untouched and innocent soul, infused with holy light. Not yet, not quite, but soon... soon they will succeed where I have failed."
"It is not your fault. You simply cannot see the righteousness of my work. Fear not, for I will grant you new eyes."
- The Abbot, being very normal and chill.
The Abbot:
Like all devas, the Abbot can fight, but combat was never his purpose. In the Upper Planes, he served a god of light and life, and his role was that of a healer. He still considers himself a healer first and foremost. He will fight in defense of himself or his "patients," (and especially Vasilka) but desires peace over violence.
In the unlikely event there is a TPK to the Abbot, or a player is killed and their body left with him, he will "restore" them (in a horrifying manner) and explain he forgives them their transgression and bears them no ill will.
Mechanically, the Abbot's powers of resurrection are equivalent to Raise Dead without material components, as in RAW. Narratively however, the process is more... surgical.
As in cannon, the Abbot willingly trapped himself in Barovia in honor of Saint Markovia's legacy, hoping to ease the suffering of its people but ultimately becoming corrupted by the evil of the land.
Strahd tempted him towards the Dark Powers not by appearing as Vasili, but through anonymous correspondence. (The was in his Strahd the Ghost era.) As in cannon, the Abbot understands that Strahd cannot be permanently killed, (he does not know why, nor how to sever Strahd's connection to Vampyr) and hopes instead to "heal" him.
The Abbott is an extraplaner being and that is creepy:
When you think "cosmic horror" in dnd, you think of aberrations -- creatures so alien to our reality that they appear twisted, even warping reality by their very presence. But all extraplaner beings are from a reality that is alien to our own.
The Abbot is from a place of pure Law, Light and Virtue (probably the slopes of Solania on Mount Celestia, but no need to be that specific.) He does not belong to this plane, and that should be clear after speaking to him for even a few minutes.
He knows the limits of mortal bodies, but does not truly understand them. He's met countless souls that became archons, but far fewer living mortals. He has a basic understanding of mortal psychology, but is constantly baffled by it, always expecting it to be more simple and straightforward than it actually is.
He understands all creatures and actions on a simple scale of "good" and "evil," and sees evil as a disease to be cured. He sees moral failings as corruption and sickness, and the suffering and despair they cause as symptoms to be treated. Physical and spiritual illness are almost one and the same to him. This is obviously not a wise way of looking at the world.
Above all the Abbot considers himself a healer, which is reflected in his language. He speaks of "healing" Strahd's evil, of the rot in this land that must be cut out, of a desire to see Barovia through a period of recovery. This should be creepy, evoke SCP-049 vibes.
When idle, the Abbot's eyes drift upwards, towards the heavens. He (inaccurately) believes he is incapable of "bad" emotions, such as pride, greed, unrighteous anger and spite.
He truly believes that if he achieves his goal, Strahd will be "cured" of all that makes him cruel and malevolent, becoming a good and noble ruler. No longer a vampire, but a powerful and virtuous immortal being of a celestial nature.
Vasilka and the Abbot's goals:
As Strahd's obsession with Tatyana is not romantic in my game, making Vasilka a 'bride' for Strahd doesn't have thematic parallels anymore. The Abbot's plan has been changed accordingly.
The Abbot is aware he is corrupted and compromised. He believes that if he had remained pure, he would have the power to "heal" Strahd of his wickedness, but that by the time he saw the vampire face to face, he had already become tainted. Therefore, his goal is to create a "perfect being," one pure and holy enough to succeed where he has failed.
The Abbot does not rob graves, as he considers dead flesh tainted and unusable for his constructed body. Therefore, he is always looking for people willing to "donate" to his cause.
He does not take these "donations" by force, but he is not above taking advantage of desperate circumstances. People who come to him to have someone raised from the dead, or to have some terrible condition cured will find the Abbot more than happy to help... in exchange for a "donation to the church," of course.
Don't worry, though -- you won't have to lose an arm, leg, face or organ! He'll gladly replace anything he takes, fitting you with new parts fashioned from whatever he has lying around.
"Vasilka" as they currently exist is an enormous worm-like collection of body parts stitched together and animated by celestial light -- mindless, and alive only in the most basic sense of the word. It is unclear if they would even be able to leave the room they are kept in, or if they'd be crushed under the weight of their own form. They are a horror, but the Abbot sees nothing but beauty in them.
It is clear that Vasilka will never be finished. A perfect being is an impossible goal. The Abbot has convinced himself that he just needs to keep building, keep improving, and soon his creation will be ready to surpass him... any day now.
He cannot be swayed from this belief by any means, because it is the only thing that gives him hope and allows him to see the suffering he causes as just and right.
Vasilka was Saint Markovia's first name. They are named in honor of her.
Vasilka cannot move, speak or take actions. They have an AC of 14 (natural armor) and 616 HP. Their creature type is Monstrosity, they have immunity to radiant damage and resistance to lightning damage.
Getting help from the Abbot:
The Abbot can raise the dead and cure a number of ailments, but doing so drains him to a degree. And so in exchange for his charity, he expects charity in return.
(Don't tell him that's not what 'charity' means, he'll just get upset.)
The first thing he will ask for is the best and strongest body parts the players have to offer. He promises to give them 'good as new' substitutes. Saying yes to this offer will have consequences.
If the party is unwilling to part with their limbs and organs, the Abbot can send them to tend to some of the more "difficult" patients. Or perhaps there are a few who fled the abbey in a blind panic upon being resurrected that the Abbot is concerned for, and wants them brought back where he can "care for them."
The Abbot has attempted to cure vampirism before. It did not go well. However, he thinks he has learned from his past errors, and would be willing to try again.
Though the Abbot hides his true nature from the people of Krezk (fearing they will not understand and be frightened) he is open about it to his patients, and to anyone from outside Barovia. He knows people from Faerun are more likely to have some concept of extra-planer beings like himself, and expects any good-natured humanoids to see him positively.
The Abbot once had the ability to know the nature of a person's soul simply by looking at them. In his time in Barovia, however, he has become too tainted and corrupted, and now his vision is as muddled as any mortal's.
The Patchfolk:
Don't use the word m***relfolk. "Patchfolk" is a fine alternative. The Abbot refers to them as "patients."
Take out all of the generic "scary insane/comedic insane" behavior for the patchfolk. Some of them will have odd or uncanny behavior due to circumstances (see below,) but for the most part this is about body horror, not "madness."
Emphasize the extreme and fantastic nature of the alterations to the patchfolk's bodies, try to avoid accidental parallels to physical disability.
The patchfolk are not neglected, they are fed and kept clean and kept as comfortable as possible under the circumstances. (The words "under the circumstances" are carrying a lot of weight here.)
They are no longer descended from a family that was trying to remove birth defects. They are a hodgepodge of people who came to the abbot for a cure from some mundane or supernatural illness, people who were raised from the dead at a cost, and a few weirdos who came to the abbot to "improve" themselves.
There are three main "categories" of patchfolk:
Recovered: these are people who the Abbot was able to heal completely of whatever ailment (or death) they were originally plagued with. Aside from a 'stitched together' look and some mismatched body parts, they're largely humanoid and mobile.
Some of them covered their strange features with bandages and long sleeves and simply returned to Krezk, or went elsewhere. Others remained at the abbey, either afraid to return home or because they wished to stay and help care for the others.
Their stats are as outlined in the Creatures of Horror book, but with the ability scores of either a Commoner, Priest or Gladiator.
Convalescent: Sometimes a patient comes to the abbot with an ailment beyond his abilities. He tries his best, but the results are often... horrifying.
A family struck with an unnatural plague is healed of their ailments, but their altered flesh rejects all his transplants, so he's forced to stitch them all together into one body. An undead creature is raised from the dead, but something goes wrong in the process, and it returns as a giant leech monster whose flesh is constantly rotting and requires frequent grafts, etc.
These people are resigned to the idea that they cannot leave the abbey. Their personalities range from "I have no mouth and I must scream" to "I have a mouth and I am screaming" to "I am capable of conversation and resigned to my gruesome fate, basically I just hope someone brings me a nice book or some chocolates sometimes" to "we are the borg."
Convalescents have a variety of statblocks. Some creatures that can be slightly altered and reskinned as Convalescents include Maw Demons, Sorrowsworn, or Shambling Mounds. Damage resistances can be replaced by resistance to radiant, lightning or both. Languages are replaced with Common, and their creature type is either humanoid, monstrosity, or celestial.
Experiments/pets: These are things the abbot has created from "spare parts" that for one reason or another could not be used. They were either experiments to help the abbot "improve his medicine," or simply made as a way to keep these parts fresh until they can be more of use.
A hand attached to a leg that pulls itself along by its fingers, a cluster of limbs attached at the center, a mindless head kept in a birdcage, etc. They mostly behave like animals that have no need to eat, sleep or mate. They'll amble around aimlessly, respond negatively to painful sensations and positively to pleasant ones.
These have a variety of statblocks. Creatures that can be easily reskinned include Maw Demons, Crawling Claws, and almost any kind of animal or giant animal. None of them have language or an intelligence higher than 4. Damage resistances can be replaced by resistance to radiant, lightning or both. Their creature type is monstrosity or celestial.
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