Medium Undead (Vampire), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 210 (20d10 + 80)
Speed 35 ft., Climb 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +11, DEX +10, WIS +8, CHA +10
Skills Arcana +15, Athletics +9, Perception +12, Religion +10, Stealth +14
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned
Senses Blindsight 5 ft., Darkvision 120 ft., Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Strahd isn’t in running water or sunlight, he can use his bonus 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 40 feet. In wolf form, his walking speed is 50 feet. His statistics, other than his size and speed, gain a bonus equal to +1 per living humanoid that Strahd has drained of blood completely since the last sunset; to a maximum of +5. This bonus resets daily, at sunrise.
Anything he is wearing transforms with him, but nothing he is carrying in his hands does. He reverts to his true form if he dies.

While in mist form, Strahd has a AC of 17. He can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 25 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.

Legendary Resistance (4/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 30 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.

Spellcasting. Strahd is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). He has the following wizard spells prepared:

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

1st level (4 slots):comprehend languages, fog cloud, sleep

2nd level (4 slots): detect thoughts, gust of wind, mirror image

3rd level (3 slots): animate dead, fireball, dispel magic

4th level (3 slots): blight, greater invisibility, polymorph

5th level (2 slots): negative energy flood, enervation, danse macabre

6th level (1 slot): contingency, programmed illusion

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

Vampire Weaknesses. Strahd has the following flaws:

Forbiddance. He can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. He takes 25 acid damage if he ends his turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he takes the damage of the attack and starts dying. While dying, Strahd retains his hit points, however he is paralyzed and must begin making death saving throws starting on the round he is staked. Succeeding 3 death saves or rolling a 20 causes Strahd’s regeneration to eject the stake, removing the paralyzed. While making his death saving rolls, if a creature ends its turn within his melee range, Strahd may use a single claw attack using 2 legendary actions. 

Sunlight Hypersensitivity. While in sunlight, Strahd cannot regain hit points by any means. He also takes 25 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Actions

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

Claws (Vampire or Wolf Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 19) instead of dealing the slashing damage. 

Bite. 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 (1d4 + 5) piercing damage plus the target must succeed on a constitution saving throw or take 28 (8d6) necrotic damage, and gains the poisoned. Additionally, the target’s hit point maximum is reduced by an amount equal to half the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts either until the poison is removed or until they finish a long rest. The poison can only be removed by the greater restoration spell or lay on hands ability. The target dies if its hit point maximum is reduced 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 him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The target has disadvantage if it has been hit by Strahd’s bite attack in the last hour.  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 and lets Strahd bite it.

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 (2/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. Creatures called using this ability while inside Castle Ravenloft arrive in 1 round, at the end of Strahd’s turn. If used outdoors, the called creatures arrive at the end of Strahd’s turn 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.

Legendary Actions

Strahd can take 4 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.

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

Claw. Strahd makes one claw attack.

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

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2025 2:43:38 AM
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Monster Tags: NPCShapechanger

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