Medium Undead (Cursed, Vampire), Lawful Evil
AC 19 (+4 adamantine half plate)    Initiative +4 (14)
HP 140 (17d8 + 140)
Speed 40 ft., Fly 30 ft.
Mod Save
STR 18 +4 +10
DEX 18 +4 +13
CON 18 +4 +10
Mod Save
INT 20 +5 +14
WIS 15 +2 +9
CHA 18 +4 +11
Skills Arcana +15, History +13, Intimidation +10, Perception +13, Stealth +15
Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 120 ft.; Passive Perception 17
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
CR 19 (XP 22,000; PB +6)
Traits

Shapechanger. If Strahd isn’t in running water or sunlight, 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. In bat form, his walking speed 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 is carrying does. He reverts to his true form if 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 he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Heart of Sorrow. While the Heart of Sorrow is not destroyed, any damage that Strahd takes is transferred to it. 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 350 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow 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. The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it 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 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, it 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 sunlight or running water. If Strahd takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.

Spider Climb. The vampire 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. 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 the 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.

Spellcasting. The vampire is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Strahd has the following wizard spells prepared:

Innate Spellcasting. The vampire can innately cast the following spells requiring no material components:

At will: animate dead, blight, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis
1/day each: create undead, eyebite, [Tooltip Not Found]
2/day each: finger of death, circle of death (cast using a 7th level spell slot), waves of exhaustion, darkness
1/day each: dominate monster (cast using a 9th level spell slot), power word kill

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (6 slots): chromatic orb, fog cloud, chaos bolt

2nd level (5 slots): aganazzar's scorcher, gust of wind, mirror image

3rd level (4 slots): animate dead, bestow curse, counterspell, fireball

4th level (4 slots): blight, death ward, polymorph

5th level (4 slots): cloudkill,  synaptic static,  steel wind strike

6th level (3  slot): disintegrate,  gravity fissure

7th level (3 slot): fire storm,  finger of death

8th level (2 slot): maddening darkness

9th level (2 slots): ravenous void

Actions

Multiattack. The vampire makes two attacks, using Grave Strike, bite, or Shadowblade in any combination.

Grave Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.

Shadowblade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure necrotic energy to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Shadowblade. 

You gain a +9 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage.

When you hit a creature with this weapon it must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken this reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, 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 the vampire 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 the vampire's control.

 

Bonus Actions

As a bonus action Strahd can summon his Armor of Strahd, and/or his shadowblade.

Sanguine Drain. Constitution Saving Throw: DC 18, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire'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 the vampire 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, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Reactions

Elusive Mist. when strahd is hit by an attack or grappled, he can use his reaction to teleport to an unoccupied space he can see. If his new position is out of range of the attack, it misses.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.

Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until the start of its next turn.

Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Shadowblade attack.

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

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

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 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

Name Date Modified Views Adds Version Actions
4/5/2025 10:08:55 PM
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Monster Tags: Shapechangerundead

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

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