- Demonic Spiders: The Bone Golems in the Ivlis Caverns, the Pyre Elementals in the elven tomb, and the Zombie Golems in Castle Ravenloft. They hit hard, hit fast, and can wipe out a party quickly (Bone Golems can also paralyze). Sometimes, they even come in pairs.
- Disc-One Nuke:
- The Ba'al Verzi dagger in the abandoned hut soon after entering Ravenloft. It's a +2 weapon that can attack nearly twice as fast as a normal weapon.
- Burning Hands. Most mages start with the spell, and it's level 1 spell, so it can usually cast it 4 times. It hits a wide area in front of the caster. Two are usually enough to clear out most enemies in front of you.
- In the CD-ROM version you can do a sidequest for an old paladin as the first dungeon you tackle, which among other things gets you a +3 Paladin's Sword. It is once of the best one-handed swords in the entire game. And in the sequel.
- Goddamned Bats:
- Wights and Vampires. Usually, two Burning Hands will wipe out a cluster of them, but if they connect with an attack, they can drain a level. It's impossible to get these levels back. While Negative Plane Protection can prevent this attack, it gets discharged after a single attack.
- Fireball and lightning traps. They can be avoided pretty easily, but they are usually down single-line corridors. The player either has to wait for them to trigger, or run down and hope they don't get hit.
- Narm: The automap labels the cellar level of Castle Ravenloft as "Larders of Ill Omen". Makes it sound like Strahd tries way too hard to make completely mundane things sound ominous. "Servant! Fetch me wine... from the Pantry of Blood!"
YMMV / Ravenloft: Strahd's Possession