Shapechanger. If Strahd Von Zarovich isn’t in sunlight or running water, 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, his walking speed as a bat 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 carries does. He reverts to his true form when 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 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.
Magic Weapons. Strahd's weapon attacks are considered magical for overcoming resistances.
Misty Escape. When he drops to 0 hit points outside his 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 Strahd 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 his 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 30 hit points at the start of his turn if he 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.
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 he is incapacitated in his resting place, Strahd is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Strahd takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Unholy Persistence: Strahd has advantage on saving throws that turn or control undead.
Radiant Immunity. Within Castle Ravenloft, and as long as the Heart of Darkness remains, Strahd has Immunity to Radiant Damage
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks. Strahd Von Zarovich has the following wizard spells prepared:
- Cantrips (at will): Chill Touch, Lightning Lure, Mage Hand, Sword Burst, Hamstring*, Hobble*, Memento Mori*, Word of Misfortune*
- 1st Level (4 slots): Fog Cloud, Ray of Sickness, Shield, Black Ribbons*
- 2nd Level (3 slots): Detect Thoughts, Gust of Wind, Maximilian's Earthen Grasp, Mirror Image
- 3rd Level (3 slots): Counterspell, Dispel Magic, Fireball, Intellect Fortress, Lightning Bolt
- 4th Level (3 slots): Blight, Greater Invisibility, Phantasmal Killer, Polymorph
- 5th Level (2 slots): Bigby's Hand, Cloudkill, Negative Energy Flood, Scrying, Steel Wind Strike, Synaptic Static
- 6th Level (1 slot): Chain Lightning, Globe of Invulnerability, Mass Suggestion
- 7th Level (1 slot): Finger of Death, Forcecage
Spells marked with an asterisk ** can be referred to in Deep Magic by Kobold Press.
Multiattack. (Vampire Form Only). Strahd Von Zarovich makes two attacks, any combination of Longsword and Unarmed Strike. Only one attack can be a bite attack.
Longsword (Vampire Form w/ Armor of Strahd Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 30 (4d6 + 9) slashing damage plus 7 (2d6) lightning damage.
Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. Instead of dealing damage, Strahd can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 9 (1d6 + 5) 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 he can see within 30 feet of it. 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 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.
Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or 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.
Bite. Strahd can use a bonus action to make a bite attack.
Armor of Strahd. Strahd magically summons his armor and longsword. The armor and sword replace the armor, clothes, and equipment he was wearing
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. If Strahd has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. 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.
Shocking Bolt (Cost 2 Actions, requires Armor of Strahd). Ranged Spell Attack: +11 to hit (with Advantage on the attack if the target is wearing armor made of metal), range 60 ft., one target. Hit: 14 (4d6) lightning damage.
Lair and Lair Actions
Count Strahd von Zarovich's Lair
While Strahd is in Castle Ravenloft, he can take lair actions a 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 his 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 (Monster Manual page 279)
- 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 and becomes a shadow (Monster Manual page 269) 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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