Medium Undead (Shapechanger, Wizard), Lawful Evil
Armor Class 18 (Plate)
Hit Points 170 (20d8 + 80)
Speed 40 ft., walk 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +9, WIS +8, CHA +9
Skills Arcana +15, Perception +13, Religion +10, Stealth +15
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 23
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Vampiric Nature. Strahd is a vampire, and he has the abilities typical to a regular vampire and suffers the same weakness. These are listed in his Characteristics.

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.

Martial Prowess (1/Turn). When Strahd hits a creature with a melee weapon attack, the attack deals an extra 7 (2d6) damage of the weapon's type, and the creature must make a DC 18 Strength saving throw. On a failure, Strahd can push the creature up to 10 feet away from it, knock the creature prone, or make the creature drop one item it is holding of Strahd's choice.

Might of Vampyr (Recharges after a Short or Long Rest). If Strahd would be reduced to 0 hit points, his current hit point total instead resets to 150 hit points, he recharges Rotten Fate, and he regains any expended uses of Legendary Resistance. Additionally, Strahd can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 15,000 XP (30,000 XP total) for defeating Strahd after Might of Vampyr activates.

Actions

Multiattack. Strahd makes three attacks, only one of which can be a Bite attack. Alternatively, Strahd uses Spellcasting then makes a Longsword attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target that is grappled, incapacitated, or restrained by Strahd. Hit: 12 (2d6 + 5) piercing damage. If the target is a living creature, it loses 14 (4d6) hit points and its hit point maximum is reduced by an amount equal to the hit points it lost, and Strahd regains the same number of hit points. The target dies if its hit point maximum is reduced to 0. A creature slain in this manner rises as a vampire spawn under Strahd's control the following night.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, Strahd can grappled it (escape DC 18) instead of dealing the slashing damage.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 9 (2d8) necrotic damage.

Spellcasting. Strahd casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (save DC 18):

At will: mage hand, prestidigitation, toll the dead (3d8 or 3d12)
3/day each: animate dead (as an action), comprehend languages, detect magic, detect thoughts, fog cloud, greater invisibility, nondetection, polymorph
1/day each: animate objects, create undead (as an action), fireball, scrying (as an action)

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 18 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 takes a bonus action to end the effect.

Rotten Fate (Recharge 6). Starhd targets a creature he can see within 120 feet of him, and a sickly green ray envelops the creature. The target must make a DC 18 Constitution saving throw taking 57 (6d8 + 30) necrotic damage on a failed saving throw, or half as much damage on a successful save. If the damage dealt would reduce the target to 0 hit points, it dies and rises as a strahd zombie under Strahd's control at the start of his next turn.

Bonus Actions

Shadow Step. Strahd and anything he is wearing or carrying teleport to an unoccupied space he can see within 60 feet of him that is within dim light or darkness.

Children of the Night (2/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.

Reactions

Parry. Strahd adds 5 to his AC against one melee attack that would hit him. To do so, Strahd must see the attacker and be wielding a melee weapon.

Legendary Actions

Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action 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 attacks of opportunity.

Strike. Strahd makes a Claw attack.

Bite (Costs 2 Actions). Strahd makes a Bite attack.

Mythic Actions

If Strahd's Might of Vampyr trait has activated within the last hour, he can use the options below as legendary actions.

Vile Wizardry (Costs 2 Actions). Strahd uses Spellcasting.

Necromantic Might (Costs 3 Actions). Strahd recharges, and uses Rotten Fate.

Description

Details about Strahd can be found in the Curse of Strahd adventure, or in Van Richten's Guide to Ravenloft.

As a vampire, Strahd has the following additional traits.

Spider Climb. Strahd has a climbing speed equal to his walking speed and he can climb difficult surfaces, including upside down on ceilings, without making an ability check while keeping his hands free.

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.
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.

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. 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 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.

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 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.
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