Special Equipment. Strahd wears a cape of the mountebank and a helm of brilliance. He wields a nine lives stealer 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 bonus 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 speak or manipulate objects, and Blood Drain is the only action he can take. 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 bludgeoning, piercing, and slashing damage.
Symphony of the Night. If Strahd would be reduced to 0 hit points, he instead transforms into a monstrous demonic bat. Strahd's game statistics are replaced by the statistics of Strahd (Beast Form), and he assumes the hit points of his new form. If Strahd was concentrating on a spell, he may continue concentrating on it in his new form. The transformation lasts for 1 hour or until Strahd's new form is reduced to 0 hit points.
Arcane Recovery (1/Day). When he finishes a short rest, Strahd recovers all his spell slots of 5th level or lower.
Armor of Strahd. Strahd can use a bonus action to magically summon his armor, his nine lives stealer, and his helm of brilliance.
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.
Dancing Sword. As a bonus action, Strahd can mentally command his nine lives stealer 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 nine lives stealer is targeted by any effect, Strahd is considered to be holding it. The nine lives stealer 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 22, +14 to hit with spell attacks). Strahd can innately cast the following spells, requiring no verbal, somatic, or material components:
At-will: bones of the earth, call lightning, conjure elemental, control water, control weather, control winds, entangle, fly, fog cloud, gust of wind, transmute rock, wall of fire, wall of stone, wind wall, warding wind, wrath of nature
1/day each: earthquake, meteor swarm, storm of vengeance, whirlwind
Legendary Resistance (4/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.
Secure the Castle. As a bonus action, Strahd can place the entirety of Castle Ravenloft under the effects of a guards and wards spell.
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, minor illusion, shocking grasp, toll the dead
1st level (4 slots): feather fall, magic missile, shield
2nd level (3 slots): mirror image, misty step, phantasmal force, vortex warp
3rd level (3 slots): counterspell, dispel magic, enemies abound, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, raulothim's psychic lance, watery sphere (globule of blood)
5th level (3 slots): animate objects, mislead, seeming, telekinesis,
6th level (2 slots): chain lightning, disintegrate, soul cage, tenser's transformation
7th level (1 slot): forcecage
8th level (1 slot): feeblemind
9th level (1 slot): psychic scream
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Telepathic Bond. Strahd ignores the range restriction on his telepathy when communicating with a creature he has charmed.
Turn Immunity. Strahd and undead creatures of his choice within 60 feet of him are immune to 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.
Multiattack (Vampire Form Only). Strahd can use his Monstrous Visage. He then makes two attacks.
Nine Lives Stealer (Vampire Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) slashing damage. If Strahd scores a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune).
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 21 (6d6) necrotic damage, and the target is grappled (escape DC 20). If Strahd scores a critical hit against a creature, that creature suffers a lingering injury (DMG, ch. 9).
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: 10 (1d6 + 7) piercing damage plus 21 (6d6) 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's verbal and telepathic commands to the best of its ability.
Blood Drain (Mist Form Only). One creature in Strahd's space must make a DC 22 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 28 (6d6 + 7) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.
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 22 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 22 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 (Recharge 5-6). 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 Argynvost the dracolich. The called creatures arrive in the next round, acting as allies of Strahd and obeying his telepathic commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.
Alternatively, Strahd can magically raise up to five Small or Medium corpses he can see as Strahd zombies under his control. The zombies roll initiative and act in the next available turn, remaining until destroyed.
Curse 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 DC 22 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.
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.
Strahd can take 3 legendary actions, choosing from the options below.
Attack. Strahd makes one unarmed strike or one attack with his nine lives stealer.
Move. Strahd moves up to his speed without provoking opportunity attacks.
Play with the Food. Strahd casts a cantrip.
Shapechange. Strahd changes to a form of his choice.
Children of the Night. Strahd uses his Children of the Night ability.
Charm (Costs 2 Actions). Strahd makes a charm attack.
He Is the Land (Costs 2 Actions). Strahd casts one of his innate spells of 6th level or lower.
Vile Darkness (Costs 2 Actions). Strahd extinguishes every source of natural light within 120 feet of him, filling that area with magical darkness that lasts until the end 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.
Swarm of Bats (Costs 3 Actions). Strahd transforms into a Huge swarm of bats, moves up to 60 feet without provoking opportunity attacks, and reverts to his true form. Each creature whose space he enters must make a DC 22 Dexterity saving throw or take 27 (8d4+7) piercing damage and be knocked prone. Creatures that pass the saving throw take half the damage and are not knocked prone. The swarm can move through any opening large enough for a Tiny bat.
Description
With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him.
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 100 hit points and shares Strahd's Regeneration trait. 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 the harmful effects of sunlight, 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 22 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 5 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 22 Charisma saving throw, its shadow detaches from it and becomes a shadow demon that obeys Strahd’s commands, acting immediately 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 fiendish 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 22 Strength saving throw or be restrained by the grasping hands until this effect ends. For the duration, the area counts as difficult terrain.
- Strahd chooses a point within 90 feet of him that he can see. Until initiative count 20 of the next round, blood rains down in a 60-foot-high, 30-foot-radius cylinder centered on that point. Living creatures in the rain can't regain hit points and have vulnerability to necrotic damage, while undead in the mist have resistance to radiant damage. The area within the rain is lightly obscured.
- Strahd causes the screams of his innumerable victims to echo inside the minds of his foes. Each creature of Strahd's choice within 120 feet of him that isn't protected by a mind blank spell must succeed on a DC 22 Wisdom saving throw or become deafened for 1 minute. While deafened in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
Previous Versions
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Why did you give Strahd an item that deals damage to any undead in it's vacinity?
Strahd will have pried out all the diamonds in the helm, making it safe for the undead.