Medium Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 205 (17d8 + 68)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, WIS +8, CHA +10
Skills Arcana +15, Perception +12, Religion +10, Stealth +14
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 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.

Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. 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.

  • In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet.
  • In wolf form, his walking speed is 40 feet.
  • In mist form, Strahd can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 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.

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 or if he can't reach his coffin within 2 hours, he is destroyed. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.

Unholy Persistence. Strahd is immune to effects that turn undead unless the Holy Symbol of Ravenkind was used to turn him.

Devil's Sight. Strahd can see normally in darkness, both magical and nonmagical up to 120 feet.

Monstrous Form: Avatar of Vampyr. If Strahd has fewer than half his hit points remaining (102 hit points), his face contorts with fury as it becomes more batlike, and he grows large leathery wings for 10 minutes. He reverts to his true form if he dies or has fewer than 20 hit points remaining.

While in Monstrous Form, Strahd has the following traits:

  • Hell's Fury. Strahd gains an additional attack on each of his turns, only one of which can be a bite attack.
  • Bat out of Hell. Strahd grows batlike wings and gains a flying speed of 80 feet.
  • True Nature. Strahd cannot use his shapechanger feature or use his Charm action.
  • Blood Frenzy. While in Monstrous Form, Strahd has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Heart of Sorrow. Any damage that Strahd takes is transferred to the Heart of Sorrow. If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 100 hit points and is restored to that number of hit points each sunset, provided it has at least 1 hit point remaining.

Vampire Weaknesses. Strahd has the following flaws:

  • Forbiddance. He can’t enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. He 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 his 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.
Actions

Charmed Multiattack (Vampire Form Only). Strahd makes two attacks, only one of which can be a bite attack. If a creature is charmed by Strahd, he may force them to attack an ally within 5 feet of the charmed creature on his turn.

Monstrous Multiattack (Monstrous Form Only). If in his Monstrous Form, Strahd instead makes three attacks, only one of which can be a bite attack.

Blade of the Conqueror (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.

Unarmed Strike (Vampire, Monstrous, or Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (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 rises the following night as a vampire spawn under Strahd’s control.

Charm (DC 17 or 20 WIS). 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 17 Wisdom saving throw against this magic or be charmed. If the Heart of Delusion remains desecrated, the target must instead succeed on a DC 20 Wisdom saving throw instead. 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 takes a bonus action to end the effect.

Children of the Night (1 or 3/Day). Strahd magically calls 2d4 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 for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.

If the Heart of Conceit remains desecrated, Strahd may use this trait up to 3 times per day. All expended uses recharge at sunset.

The Mists of Barovia. Strahd creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured lasting for 1 hour.

Death is mine to command. Strahd targets a corpse within 10 feet and raises the target as a Strahd Zombie.

The Fires of Hell (3/Day). Strahd targets a point within 30 feet causing it to burst into flame. Each creature in a 20-foot-radius sphere centered on that point must make succeed on a DC 18 Dexterity saving throw or taking 8d6 fire damage on a failed save, or half as much on a successful one.

I am Death (3/Day). Strahd targets one living creature he can see within 30 feet of him. The target must make succeed on a DC 18 Constitution saving throw as a crimson wave of necromantic energy washes over them, draining their vitality. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one.

Maddening Darkness (1/Day). Magical darkness filled with shrieks and mad laughter spreads from Strahd to fill a 60-foot-radius sphere for 10 minutes. Whenever a creature starts its turn in the darkness, it must make a DC 18 Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much on a successful one. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells 5th level or lower, can't illuminate the area. The Sunsword can dispel this darkness as an action on a DC 18 Charisma check. 

One with the Shadows (3/Day). Strahd disappears into the shadows and becomes invisible for 1 minute.

Many Faces (3/Day). Strahd transforms into any humanoid he has seen before. Anything he is wearing or carrying melds into the new form.

You cannot hide your secrets from me. Strahd can read the thoughts of a creature that he can see within 30 feet of him as if using the detect thoughts spell.

I know all in my domain (1/Day). Strahd can see or hear a creature of his choice in Barovia for up to 30 minutes. A creature that can see invisible objects sees a pair of red ethereal eyes following them.

Reactions

Strahd can take 1 reaction per round, choosing from the options below as long as he isn’t incapacitated.

Sacrificial Pawn. Strahd may force one of his allies or one creature that has been charmed and is within 30 feet of him to become the target of an attack that would have otherwise hit him. If the target is charmed, this reaction ends the effect of the charmed condition. If the target is a [monster]Strahd Zombie[/Strahd Zombie], it is destroyed.

Abandon Your Hostility. If no other creatures are charmed by Strahd, he may attempt to charm a character who is attacking him directly.

Counterspell. If Strahd is the subject of a spell, he may cast Counterspell as a 3rd level spell.

Legendary Actions

Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn.

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

Unarmed Strike. Strahd makes one unarmed strike.

Bite (Costs 2 Actions). Strahd makes one bite attack.

Description

Strahd's Tactics

  • Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft. Any damage that Strahd takes is transferred to the Heart of Sorrow.
  • Strahd attacks at the most advantageous moment and from the most advantageous position.
  • Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat).
  • Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. In a pinch, he can order a charmed character to guard him against other members of the adventuring party using his Sacrificial Pawn reaction.


He is the Ancient. He is the Land.

Strahd has gained bonuses to his already formidable abilities by desecrating the Fanes of Barovia, magical heart-shaped gemstones that house one of a trio of powerful Archfey that watched over Barovia. Strahd loses the relevant ability if the desecrated Fane is reconsecrated or destroyed. While the Fanes of Barovia are desecrated, Strahd has the following traits:

  • Heart of Sorrow. The Heart of Sorrow is a huge red gemstone guarded closely by Pidlwick in Castle Ravenloft. While it remains desecrated, any damage that Strahd takes is transferred to the Heart of Sorrow. If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 100 hit points and is restored to that number of hit points each sunset, provided it has at least 1 hit point remaining.
  • Heart of Conceit. The Heart of Conceit is a small white gemstone guarded by the Werewolves of Krezk in their shrine to Mother Night. While it remains desecrated, Strahd may use his Children of the Night action up to 3 times per day.
  • Heart of Delusion. The Heart of Delusion is a medium sized green gemstone that grants life to the creeping hut of Baba Lysaga. While it remains desecrated, Strahd gains a +3 to the Save DC of his Charm action increasing it from a DC 17 to a DC 20 Wisdom saving throw.

Lair and Lair Actions

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.
  • 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 20 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 17 Charisma saving throw, its shadow detaches from it and becomes a 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.

Monster Tags: NPCShapechanger

bengothman

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