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, a Large abomination, or back into his true form.
While in bat or 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 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 30 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 it is immune to all nonmagical damage, except the damage he takes from sunlight.
While in abomination form, Strahd has advantage on Strength checks and saving throws, resistance to all damage types except fire, force, psychic, and radiant damage, as well as acid damage from holy water, and a fly speed of 40 feet. Anything he is wearing transforms with him, but nothing he is carrying does.
Legendary Resistances (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside his coffin, Strahd 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 spending 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.
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Radiant Immunity. While Strahd is linked to the heart of Sorrow, he is immune to radiant damage.
Vampire Weaknesses. Strahd has the following flaws.
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Forbiddance: He can’t enter a residence without an invitation from one of the occupants.
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Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
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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.
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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.
Spellcasting.
Strahd is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, sapping sting, mind sliver
1st level (4 slots): fog cloud, sleep, shield
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection, blink
4th level (3 slots): blight, greater invisibility, polymorph, evard's black tentacles
5th level (2 slot): animate objects, scrying
6th level (1 slot): sunbeam
7th level (1 slot): crown of stars
Multiattack. Strahd makes 3 attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage.
Bite (Vampire, Bat, Wolf, or Abomination Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd or one of Strahd's allies, incapacitated, or restrained in bat or vampire form, or one target in abomination or wolf form. Hit: 8 (1d6 + 5) piercing damage, plus 14 (4d6) necrotic damage, or 14 (2d8 + 5) piercing damage, plus 21 (6d6) necrotic damage in abomination form. The target’s hit point maximum is reduced by a number equal to the necrotic damage taken, and Strahd regains an equal number of hit points. This reduction lasts until the creature finishes a long rest. If the creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A humanoid slain this way, and then buried in the ground, rises the following night as a vampire spawn under Strahd's control.
Claws. (Abomination Form Only) Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 20).
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 17 Wisdom saving throw against this magic, or be charmed by Strahd. The charmed target regards Strahd as a trusted friend to be heeded and protected. Although the target isn’t under Strahd's control, it takes Strahd's requests or actions in the most favorable way it can, and it is a willing target for Strahd's bite attack. Each time Strahd, or Strahd's allies, 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. Strahd magically calls 2d4 swarms of bats or swarms 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.
Deflect Missile (Vampire Form Only). In response to being hit by a ranged weapon attack, Strahd deflects the missile. The damage he takes from the attack is reduced by 3d10 + 5. If the damage is reduced to 0, Strahd catches the missile, if it’s small enough to hold in one hand and the vampire has a hand free. If a missile Strahd caught this way is nonmagical, Strahd can then automatically break the missile, making it unusable.
(3/Round)
Move. Strahd moves up to its speed, without provoking opportunity attacks.
Strike. Strahd makes an unarmed strike or claws attack.
Bite (Costs 2 Actions). Strahd makes a bite attack.
Change (Costs 2 Actions). Strahd uses his Shapechange ability.
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 {@creature 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 {@creature 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.
Regional Effects
None
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