Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 natural/ 22 with Mountain Fane
Hit Points 276 (24d8 + 168)
Speed 35 ft., Climb 35 ft.
STR
26 (+8)
DEX
24 (+7)
CON
24 (+7)
INT
24 (+7)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +14, CON +14, WIS +11
Skills Acrobatics +21, Arcana +14, Athletics +15, Perception +18, Stealth +21
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 28
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits
Blood Scent. Strahd can sense creatures that have blood or similar vital fluids in a radius of 200 feet

Forest Fane. The Forest Fane is located in a random place of any forest in Barovia. It grants Strahd continual nondetection and the abillity to eavesdrop and know the location of anyone who mentions her name. If Strahd’s connection to the Forest fane is severed, she loses this benefit and her CR is reduced by 1.

Heart of Sorrow. Any damage that Strahd takes is transferred to the Heart of Sorrow. If the heart absorbs damage that reduces it to O 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 dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on her turn, break her link to the Heart of Sorrow so that it no longer absorbs damage dealt to her. Strahd can reestablish her link to the Heart of Sorrow as a bonus action on her turn, but only while in Castle Ravenloft.

Legendary Resistance (5/day). If Strahd fails a saving throw, she can choose to succeed instead.

Magic Weapons. Strahd’s attacks are considered magical for overcoming immunities and resistances.

Misty Escape. When Strahd drops to 0 hit points outside her coffin, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in running water or sunlight. If she can’t transform, she is destroyed. While she has 0 hit points in mist form, she can’t revert to her vampire form, and she must reach her coffin within 2 hours or be destroyed. Once in her coffin, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After 1 hour in her coffin with 0 hit points, she regains 1 hit point.

Mountain Fane. located on Lysaga Hill. As a result of his connection to the mountains of Barovia, Strahd is surrounded by a field of force armor that grants him a +4 armor bonus to AC. It also applies when Strahd is in gaseous form. If Strahd’s connection to the Mountain Fane is severed, her AC is reduced by 4 and her CR is reduced by 1.

Queen's Knowledge. Strahd does not need to make an ability check to recall the history of Barovia and its people. 


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.

Rejunevation. If Strahd is killed, she regains all her hit points at the next sunset unless her body was destroyed or her head was removed or hierheart was pierced with a wooden stake and the stake is not removed, in which case it will take 1d10 year to rejuvenate at the location of her death.

Shapechanger. If Strahd isn’t in running water or sunlight, she can use her bonus action to polymorph into a Giant bat, a Medium wolf, a Medium humanoid, or a Medium cloud of mist, or back into her true form. While in bat form, her walking speed is 20 feet, and she has a flying speed of 80 feet. In wolf form, her walking speed is 60 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies. While in mist form, Strahd can’t take any actions or manipulate objects. She 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 she can’t pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.

Spellcasting. Strahd is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). She has the following spells prepared:
 7th level (1 slot): finger of death, whirlwind
 8th level (1 slot): reality break

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

Swamp Fane. The Swamp Fane is located in Ivlis Marsh. It grants Strahd several elemental resistances. If Strahd’s connection to the Swamp Fane is severed, she loses resistance to Fire, Cold, Lightning, and Acid and her CR is reduced by 1.

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

Vampire Weaknesses. Strahd has the following flaws:
Stake to the Heart. If a piercing weapon made of wood is driven into her heart while she is incapacitated in her coffin, she is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Strahd makes three attacks, any combination of longsword and unarmed strike or four unarmed strikes in Monstrous form.

Blacksteel longsword +3(Vampire Form Only).
Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit 20 (2d8 + 11) slashing damage plus 13 (3d8) necrotic damage.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 18 (3d6 + 8) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 22) instead of dealing the bludgeoning damage.

Charm. Strahd targets one creature she can see within 60 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, by force if needed. The target isn’t under Strahd’s control, but it takes Strahd’s request and actions in the most favorable way and lets Strahd bite it. Each time Strahd or her 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, in 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 of rats, provided that the sun isn’t up. While outdoors, Strand can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strand and obeying her spoken commands. The beasts remain for 1 hour, until Strand dies, or until she dismisses them (no action required)
 
Bonus Actions

Bite. Strahd can use a bonus action to make a bite attack. Melee Weapon Attack: +14 to hit, reach 5ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit 15 (2d6 + 8) piercing damage plus 18 (4d8) 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 Strand’s control.

Preternatural Speed. Strahd can use a bonus action to take the Dash or Disengage action

Reactions

Counterspell(3/long rest). Strahd can use a reaction to cast counterspell. 

Legendary Actions
Strahd can take 3 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. Strahd regains spent legendary actions at the start of her turn.

Cantrip. Strahd casts a cantrip.

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

Unarmed Strike. Strahd makes one unarmed strike.

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

Frightening Gaze (Costs 2 Actions). Strahd fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target’s saving throw is successful or the effect ends for it, it is immune to this effect for the next 24 hours.

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

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