Medium Undead, Lawful Evil
Armor Class 18 natural/ 21 with Strahd's Animated Armor
Hit Points 228 (20d8 + 68)
Speed 40 ft., Climb 40 ft., Fly 100 ft. Only in bat form
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
25 (+7)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +10, CON +11, WIS +9
Skills Arcana +13, Athletics +20, Intimidation +12, Perception +21, Religion +13, Stealth +18
Damage Resistances Cold
Damage Immunities Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Blindsight 80, Darkvision 150, Passive Perception 31
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal, Orc, Primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits
Shapechanger. If Strahd isn’t in running water or sunlight, he can use a bonus action to polymorph into a large bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. While in bat form, his walking speed is 25 feet, and he has a flying speed of 100 feet. In wolf form, his walking speed is 80 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Strahd can’t take any actions or manipulate objects. He is weightless, has a flying speed of 60 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
 
Magic Resistance. Strahd has advantage on saving throws against spells and other magical affects. 
 
Magic attacks. Strahd's attacks are considered magical for the purpose of overcoming resistances.
 
Misty Escape. When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.
 
Regeneration. Strahd regains 30 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
 
Spellcasting. Strahd is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He has the following wizard spells prepared:

1st level (4 slots): shield, magic missile, sleep

2nd level (3 slots): hold person, gust of wind, mirror image

5th level (2 slots): dominate person, telekinesis

 7th level (1 slot): power word pain
 
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Vampire Weaknesses. Strahd has the following flaws:

Harmed by Running Water. Strahd takes 20 acid damage if he ends his turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into Strahd's heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.

Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks. 

Eyes of Darkness. Strahd has advantage on Wisdom (Perception) checks that rely on sight.

Unholy Persistence. Strahd is immune to abilities that turn undead. 

Legendary Reactions. Strahd has 3 legendary reactions that he can use. These actions can only be used when a creature casts counterspell. When a creature casts this spell, Strahd may use a reaction to ignore the counterspell. 

King's Knowledge. Strahd does not need to role an ability check to recall any lore or information about Barovia and its people.
Actions
Multiattack (Vampire Form Only). Strahd makes four attacks, any combination of longsword attacks and unarmed strikes. Strahd can not use its bite attack as an action. 

Longsword (w Strahd's Animated Armor Only). Melee Weapon Attack: +15 to hit, reach 5ft., one target hit: (2d6+6) slashing damage plus (4d6) lighting damage. 

Unarmed Strike. Melee Weapon Attack:+13 Reach 5 ft., one target Hit: (2d6 + 6) slashing damage plus (4d6) necrotic damage.

Bite. Melee Weapon Attack:+12, Reach 5 ft., one target Hit: (1d6 + 6) piercing damage plus  (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd’s control

Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 22 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests and actions in the most favorable way and lets Strahd bite it. Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or ends the effect (no action required).

Children of The Night (recharges on 5-6).  Strahd magically calls 3d6 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain until Strahd dies, or until he dismisses them (no action required).

Bloody Frenzy  1/day (When hit to 60 hp). Strahd begins to scream as his blood starts to poor out of him and enhance his abilities. For 1 minute Strahd is resistant to all damage besides force and psychic damage, gains an additional 10 feet of movement, +2 to his Armor Class, and each of his attacks heal him 10 hitpoints. During this state, Strahd is mentally unstable and weak. Strahd gains vulnerability to psychic and force damage. Additionally, attacks against Strahd have advantage. 
Bonus Actions

Bite. Strahd can use a bonus action to make a bite attack. 

Cunning Action. Strahd can take the dash, disengage, or hide action as a bonus action.

Legendary Actions
Count Strahd von Zarovich can take 5 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Count Strahd Von Zarovich regains all spent legendary actions at the start of his turn.

Cantrip. Strahd casts a cantrip.

Move. Strahd moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Strahd makes one unarmed strike.

Charm (Costs 2 Actions). Strahd makes a charmed attack.

Shocking Bolt (Costs 2 Actions, requires Strahd's Animated Armor). Ranged Spell Attack: +14 to hit (with advantage if the target is wearing armor made of metal), range: 60ft., one target, hit (4d6) lightning damage. 

Spell (Costs 3 Actions). Strahd casts a spell.

Lair and Lair Actions

While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:

Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there. If Strahd leaves a creature's space with this ability, he does not provoke an opportunity attack.

Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 22 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again.

Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.

Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 22 Charisma saving throw, its shadow detaches from it and becomes a creature's shadow that obeys Strahd's commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.

 

Previous Versions

Name Date Modified Views Adds Version Actions
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7/23/2022 4:51:38 AM
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