Medium Undead (Vampire, Wizard), Lawful Evil
AC 16 (natural armor)    Initiative +4 (14)
HP 144 (17d8 + 68)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 18 +4 +9
CON 18 +4 +4
Mod Save
INT 20 +5 +5
WIS 15 +2 +7
CHA 18 +4 +9
Skills Arcana +15, Perception +12, Religion +10, Stealth +14
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft.; Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
CR 15 (XP 13,000; PB +5)
Traits

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

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

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.

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:

Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use his Change Shape.

Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use his Change Shape bonus action.

Actions

Multiattack. Strahd makes two Death Strike attacks. He can replace one of these attacks with Blighted Fire if available.

Death Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled condition (escape DC 18) instead. Strahd can grapple only one creature at a time.

Blighted Fire (Recharge 5–6). Strahd summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save or half as much damage on a successful one.

Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. 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.

Each time Strahd or his companions deal damage 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 reduced to 0 hit points, is on a different plane of existence than the target, or uses a bonus action to end the effect.

Spellcasting. Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

At will: Detect Thoughts, Fog Cloud, Mage Hand, Ray of frost

2/day each: Animate Dead (as an action), Gust of Wind, Mirror Image, Counterspell, Nondetection

1/day each: Greater Invisibility, Polymorph, Scrying (as an action)

Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or swarms of 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.

Bonus Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that has the charmed or grappled condition. 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 a number of 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 rises the following night as a vampire spawn under Strahd’s control.

Change Shape. Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. When transforming into a new form, Strahd chooses one of the following options:

Beast Form. Strahd transforms into a Tiny bat (flying speed 30 ft.) or a Medium wolf (speed 40 ft.). While in that form, he can’t speak, and he retains his game statistics other than his size and speed.

Mist Form. Strahd transforms into a Medium cloud of mist. While in this form, Strahd has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. While in mist form, Strahd can pass through a space without squeezing as long as air can pass through that space, but he can’t pass through water. Strahd has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While in mist form, Strahd can’t take any actions, speak, or manipulate objects.

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 his turn.

Cunning Escape. Strahd moves up to his speed without provoking opportunity attacks.

Strike (Costs 2 Actions). Strahd makes one Death Strike attack.

Description

Strahd von Zarovich is the Darklord of Barovia, a Domain of Dread. Little happens there without the Darklord’s knowledge, although Strahd rarely pays attention to what he considers the uninteresting dealings of lesser beings.


History

In life, Strahd von Zarovich was a prince, a soldier, and a conqueror. His thirst for power never sated, Strahd made a pact with the Dark Powers to become immortal. Meanwhile, Strahd’s evil deepened, until in a jealous rage he murdered his brother, Sergei. Sergei’s betrothed, Tatyana, leapt from a tower to escape Strahd and vanished into the Mists rising around Barovia as Strahd slew everyone else in the castle. He had become a vampire, and Barovia became a Domain of Dread.

Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days amusing himself as best he can, terrorizing Barovia’s people and savoring the fear and worship he commands.

Lair and Lair Actions

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 17 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.

Previous Versions

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2/10/2025 9:52:20 AM
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