Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.
Spellcasting. Strahd is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +14 to hit with spell attacks). Strahd has the following Wizard spells prepared:
Cantrips (at will): Mage Hand, Ray of Frost, Chill Touch
1st level (7 slots): Fog Cloud, Sleep, Charm Person, Ray of Sickness
2nd Level (6 slots): Detect Thoughts, Gust of Wind, Mirror Image, Blindness/Deafness, Flaming Sphere
3rd Level (5 slots): Animate Dead, Fireball, Nondetection, Counterspell, Vampiric Touch
4th Level (4 slots): Blight, Greater Invisibility, Polymorph, Confusion, Hallucinatory Terrain, Ice Storm, Wall of FIre
5th Level (3 slots): Animate Object, Scrying, Cloudkill, Immolation
6th Level (3 slots): Chain Lighting, Eyebite, Disintegrate, Mass Suggestion, Otto's Irresitibile Dance
7th Level (2 slots): Finger of Death, Forcecage, Power Word Pain, Mirage Arcana
8th Level (1 slots): Feeblemind, Power Word Stun
9th Level (1 slots): Forsight, Meteor Swarm, Power Word Kill, Time Stop
Shapechange: Strahd can change shape back into his original humanoid shape from when he was alive in Barovia, however, the dragon is his true form and he cannot attack or use spells other than charm person, mass suggestion, and mirage arcana when in his humanoid form.
Spider Climb: Strahd can climb difficult surfaces including upside down on ceilings without having to make an ability check in either humanoid or dragon form.
Opening Attack: Case spell "Insanity" all players roll an intelligence check, on a failed 18 save, gain one d100 insanity effect.
Multiattack: Strahd can make three attacks: one with its bite attack and two with its claw attack.
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft, one target. Hit 15 (2d8 + 8) bludgeoning damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft, one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed a DC 19 Wisdom saving throw or become frightened for 1 minute. A 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 the dragon's Frightful Presence for the next 24 hours.
Bloodfire Breath (Recharge 5-6). Strahd exhales blood fire in a 60 foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save or half on a successful one. On a failed save, the creature is stricken with a Blood Curse and covered in burning blood for 3 rounds. Each time the affected creature is hit with a melee attack by Strahd they take an additional 2d12 damage that is unaffected by resistances or immunities and the damage they take heals Strahd.
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.
Detect: Strahd makes a Wisdom (Perception) check.
Wing Attack (Cost 2 Action): Strahd beats his wings. Each creature within 10 feet must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Strahd can then fly up to half his flying speed.
Wound (Costs 3 Actions): Strahd curses a creature of his choice that he can see. The creature must make a DC18 Constitution saving throw or they take 1d12 necrotic damage and are stunned until the end of their next turn.
Description
When Strahd was destroyed by a misfit party of adventurers in Barovie, the Vampire Lord believed he was only destined for oblivion. However, he instead found himself in the realm of the Nine Circles of Hell with Tiamat gazing down at him. She had found his violence and power impressive and believed he had been wronged by the Dark Powers who originally cursed him with vampirism. She offered him the title of Lord of Violence, ruler of the 7th circle of hell. He accepted without hesitation and she blessed him with a new form of a giant blood dragon. Scales as black as onyx with blood red wings, claws, teeth, and eyes and with the potent smell of burning blood surrounding him. Strahd wasted no time in torturing all of the souls that were dumped in his circle and absorbing new knowledge and spells. No longer was he bound to the cursed lands of Barovia, hoping to be reunited with his one true love. Now he could take his vengeance out on all the unfortunate souls he wanted and felt he was finally above the Dark Powers. He was now a true devil, lord of violence and blood.
Lair and Lair Actions
The Throne Room of the Lord of Violence.
The Dragon Strahd has reshaped his new realm into a twisted version of his home of Barovia and his lair as a hellish version of Ravenloft with the floors, walls, and ceilings covered in blood and weapons of war and torture. His massive black throne is jagged and an aura of evil seeps from its numerous cracks. Giant, grotesque hell bats circle above and attack anyone on the orders of their master.
Lair Actions
On initiative count 20 (losing initiative ties), Strahd takes a lair action to cause one of the following effects; Strahd can’t use the same effect two rounds in a row:
- Blades fly at you from the walls, floors, and ceilings dealing 4d6 slashing damage (15 Dex)
- Hell bats attack from above, dealing 3d6 fire damage (15 Dex)
- The thrones evil aura invades your body, dealing 3d6 necrotic damage (15 Con)
Just FYI, this is based off another Blood Dragon Strahd homebrewed monster but significantly increased in difficulty for a homebrew campaign.