Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 257 (30d8 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, WIS +8, CHA +10
Skills Perception +7, Stealth +9
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Common, Deep Speech, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Strahd isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, Strahd can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, Strahd can't take any actions, speak, or manipulate objects. It 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Misty Escape. When he drops to 0 hit points outside its resting place, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. 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 resting place within 2 hours or be destroyed. Once in his resting place, he reverts to its vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.

Regeneration. Strahd regains 25 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Strahd takes radiant damage or damage from holy water, this trait doesn't function at the start of Strahd's next turn.

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

Unholy Persistence. Strahd has advantages on saving throws against effects that turn undead.

Spellcasting. Strahd is an 18th-level spellcaster. His spellcasting ability is Intelligence (DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will):fire bolt, toll the dead, chill touch, ray of frost, shocking grasp

1st level (4 slots): shield, witch bolt, cause fear, thunderwave

2nd level (3 slots): crown of madness, hold person, misty step

3rd level (3 slots): bestow curse, vampiric touch, lightning bolt

4th level (3 slots): greater invisibility, polymorph, evard's black tentacles

5th level (3 slots): cone of cold, dominate person

6th level (1 slot): chain lightning, create undead

7th level (1 slot): delayed blast fireball, reverse gravity

8th level (1 slot): dominate monster, feeblemind

9th level (1 slot): power word kill

Vampire Weaknesses. Strahd has the following flaws:

Forbiddance. Strahd can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. Strahd 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 Strahd's heart while Strahd is incapacitated in its resting place, Strahd is paralyzed until the stake is removed.

Sunlight Hypersensitivity. Strahd takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. (Vampire Form Only). Strahd makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Strahd can grapple the target (escape DC 19).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 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 this effect reduces its hit point maximum 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.

Charm. Strahd targets one humanoid it can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 19 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 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.

Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying its spoken commands. The beasts remain for 1 hour, until Strahd dies, or until Strahd dismisses them as a bonus action.

Legendary Actions

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 its turn.

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

Unarmed Strike. Strahd makes one unarmed strike.

Bite (Costs 2 Actions). Strahd makes one bite attack.

Lair and Lair Actions

Strahd’s Lair

Strahd resides within Castle Ravenloft and rules over his domain of Barovia from there. He very rarely hides his coffin in an underground crypt guarded by his vampire spawn or other loyal creatures of the night.

 

Regional Effects

The region surrounding Strahd’s lair is warped by his unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the Strahd’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If Strahd is destroyed, these effects end after 2d6 days.

 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 19 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.

Monster Tags: Shapechangerundead

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