Medium Undead, Lawful Evil
Armor Class 21 (+3 plate armor)
Hit Points 325 (31d8 + 168)
Speed 30 ft., climb 30 ft.
STR
24 (+7)
DEX
22 (+6)
CON
22 (+6)
INT
24 (+7)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +13, WIS +10, CHA +13
Skills Arcana +21, Perception +17, Religion +14, Stealth +20
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Special Equipment. Strahd wears a cape of the mountebank and a helm of brilliance. He wields a vorpal sword and carries a sending stone matched to one carried by Rahadin.

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

While in bat or dire wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In dire wolf form, his walking speed is 40 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, 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.

Symphony of the Night (Recharges after a Short or Long Rest). If Strahd would be reduced to 0 hit points, he instead transforms into a monstrous demonic bat. Strahd's game statistics, including mental ability scores, are replaced by the statistics of the Beast, and he assumes the hit points of his new form. The transformation lasts for 1 hour or until Strahd's new form is reduced to 0 hit points, at which point Strahd turns to mist and must flee to his coffin or be destroyed (see "Misty Escape" in the Beast's stat block).

Armor of Strahd. Strahd can use a bonus action to magically summon his armor, his vorpal sword, and his helm of brilliance.

Bloodlust. Strahd has advantage on attack rolls against creatures that have less than half of their full hit points.

Contingency. Strahd is under the effect of a contingency spell that triggers when he is incapacitated. When this occurs, a dimension door spell activates, teleporting Strahd to his coffin.

Flying Sword. As a bonus action, Strahd can mentally command his vorpal sword to fly up to 50 feet to a space Strahd can see and either make one attack against a target or return to his hand. If the hovering vorpal sword is targeted by any effect, Strahd is considered to be holding it. The vorpal sword falls if Strahd dies or if Strahd is ever more than 50 feet away from it.

He Is the Land. Strahd's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Strahd can innately cast the following spells, requiring no material components:

At-will: control water, control weather, control winds, control flames, entangle, fog cloud, gust, gust of wind, mold earth, plant growth, shape water, warding wind

3/day each: bones of the earth, call lightning, conjure elemental, erupting earth, maximilian's earthen grasp, transmute rock, wall of fire, wall of stone, wind wall

1/day each: earthquake, meteor swarm, whirlwind

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

Preternatural Speed: Strahd can take the Disengage or Dash action as a bonus action on his turn.

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.

Spellcasting. Strahd is a 19th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, message, minor illusionray of frost

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

2nd level (3 slots): hold person, levitate, mirror image, phantasmal force

3rd level (3 slots): counterspell, dispel magic, enemies abound, hypnotic pattern

4th level (3 slots): fire shield, greater invisibility, polymorph, raulothim's psychic lance

5th level (3 slots): animate objects, mislead, telekinesis, wall of force

6th level (2 slots): chain lightning, disintegrate, soul cage, tenser's transformation

7th level (1 slot): reverse gravity

8th level (1 slot): maddening darkness

9th level (1 slot): invulnerability 

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

Turn Resistance. Strahd has advantage on saving throws against any effect that turns undead.

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

Multiattack (Vampire Form Only). Strahd can use his Monstrous Visage. He then makes two attacks.

Vorpal Sword (Vampire Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) slashing damage. When Strahd rolls a 20 on an attack roll with the sword, the target is decapitated.

Unarmed Strike (Vampire or Dire Wolf Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage plus 18 (4d8) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 20) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic. 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.

A creature bitten by Strahd has disadvantage against his charm attack for 1 minute. If the creature is already charmed by Strahd, Strahd can assert complete control over it. While the creature remains charmed, it must obey Strahd to the best of its ability.  Provided they are on the same plane of existence, Strahd can communicate with the charmed creature telepathically over any distance and can use this telepathic bond to issue orders. 

Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, it must succeed on a DC 21 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. Strahd can also command the charmed target to fall asleep (no action required). If the target can hear Strahd, it falls unconscious and cannot be roused until the charm is broken. 

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.

Monstrous Visage. Strahd's features contort into a monstrous appearance. Each creature of Strahd's choice within 30 feet of him that he can see and that can see him must succeed on a DC 21 Wisdom saving throw or become frightened of Strahd for 1 minute. While frightened, a creature must spend its turns trying to move as far away from Strahd as it can. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If the creature ends its turn in a location where it doesn't have line of sight to Strahd, it can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends on it, the creature is immune to Strahd's Monstrous Visage for the next 24 hours.

Choking Fog. Strahd summons the deadly Mists of Ravenloft. The Mists fill the area within 30 feet of Strahd and last until the start of his next turn. The area within the Mists is heavily obscured. Each creature of Strahd's choice that starts its turn in the Mists must make a DC 20 Constitution saving throw or gain one level of exhaustion. The Mists block sunlight and cannot be dispelled.

Children of the Night (Recharges after a Short or Long Rest). Strahd magically calls 2d12 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 dire wolves instead, or he can summon Sunderheart the dracolich. 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.

Masque of the Red Death (1/Day). Strahd extends his hand while uttering foul incantations in Abyssal. Each creature of Strahd's choice in a 30-foot cube centered on a point within 150 feet of him must make a Constitution saving throw as it begins to bleed from every orifice. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw gain one level of exhaustion.

Reactions

Elusive Mist. When Strahd is hit by an attack, or grappled, he can use his reaction to teleport up to 10 feet to an unoccupied space he can see. If his new position is out of range of the attack, it misses.

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.

Attack. Strahd makes one unarmed strike or one attack with his vorpal sword.

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

Children of the Night. Strahd uses his Children of the Night Ability.

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

Shapechange (Costs 2 Actions). Strahd changes to a form of his choice and can move up to his speed without provoking opportunity attacks.

He Is the Land (Costs 2 Actions). Strahd casts one of his innate spells of 5th level or lower.

Vile Darkness (Costs 3 Actions). Strahd extinguishes every source of natural light within 120 feet of him, filling that area with magical darkness that lasts until the start of his next turn. Magical sources of light within the area are automatically dispelled if they were created by a spell of 5th level or lower.

Description

Heart of Sorrow

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. 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 150 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can break his link to the Heart of Sorrow (no action required) so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft. While linked to the Heart, Strahd is immune to radiant damage, and any divination spells targeting Strahd target the Heart instead.

The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd’s jaw, but only for a moment; then the vampire’s jaw quickly resets itself.

Strahd's connection to the Heart of Sorrow is suppressed if it or Strahd is fully within an antimagic field.

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.
  • 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 21 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 wraith.
  • Strahd targets up to 10 Medium or smaller creatures that cast a shadow. The target’s shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 21 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.
  • Strahd causes stony hands to sprout from the walls, floors, and ceiling in a 30-foot square centered on a point within 90 feet of him. Until initiative count 20 of the next round, creatures of Strahd's choice that enter the area or start their turn there must make a DC 21 Strength saving throw or be restrained by the grasping hands until this effect ends. For the duration, the area counts as difficult terrain.
  • Strahd summons a black, deathly mist that fills a 60-foot cube centered on a point within 90 feet of him.  Until initiative count 20 of the next round, creatures in the mist can't regain hit points and have vulnerability to necrotic damage.

Monster Tags: NPCShapechanger

Rhellanis_Dawnfire

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