Medium Undead (Vampire), Lawful Evil
AC 22 Adamantine Plate+Natural armor    Initiative +12 (22)
HP 1150 (24d8 + 96)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 18 +4 +4
DEX 18 +4 +12
CON 18 +4 +4
Mod Save
INT 20 +5 +5
WIS 15 +2 +10
CHA 18 +4 +12
Skills Arcana +15, Perception +12, Religion +10, Stealth +14
Resistances Necrotic
Gear Vorpal Longsword/Dancing Longsword
Senses Darkvision 120 ft.; Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
CR 27 (XP 105,000, or 15,000 in lair; PB +8)
Traits

Darklord Restoration. If Astravore dies, he revives with all his Hit Points in 1d10 weeks somewhere in Olvunter.

Legendary Resistance (3/Day, or 4/Day in Castle). If Astravore fails a saving throw, he can choose to succeed instead.

The Sovereign Space: The vampire can project a spectral, invisible guardian up to 10 feet away. The vampire can make melee weapon attacks and opportunity attacks from either its own position or the projection's position.

Misty Escape. If Astravore drops to 0 Hit Points outside his resting place, he uses Shape-Shift to become mist (no action required). If he can’t use Shape-Shift, he is destroyed. While Strahd has 0 Hit Points in mist form, he can’t return to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, Strahd returns to his vampire form and has the Paralyzed condition until he regains any Hit Points, and he regains 1 Hit Point after spending 1 hour there.

Evaporation Freeze: When the vampire hits a creature with an Death Strike, it can choose to inflict Flesh-Freezing Cold. The target must succeed on a DC 17 Constitution saving throw or take 3d6 cold damage and have its movement speed reduced to 0 until the start of the vampire's next turn.

Spider Climb. Astravore can climb difficult surfaces, including ceilings, without making an ability check.

Vampire Weakness. Astravore has these weaknesses:

Forbiddance. Astravore can’t enter a residence without an invitation from an occupant.

Running Water. Astravore takes 30 Acid damage if he ends his turn in running water.

Stake to the Heart. If a weapon that deals Piercing damage is driven into Astrovore’s heart while Strahd has the Incapacitated condition in his resting place, Strahd has the Paralyzed condition until the weapon is removed.

Sunlight. Astravore takes 10 Radiant damage if he starts his turn in sunlight. While in sunlight, he has Disadvantage on attack rolls and ability checks.

Vampiric Creation. If Astravore feeds another person his blood they will turn into a vampire in  7 days and become afflicted with Vampirisms.

Phase 1 Hp threshold: 350 
Phase 2 Hp threshold: 350
Phase 3 Hp threshold: 450

 

Actions

Multiattack. Astrover makes two Death Strike attacks. He can replace one of these attacks with a use of (A) Bite or (B) Spellcasting to cast Fireball if available, Or (C) Hellfire meteor if available.

Death Strike/Longsword Strike. Melee Attack Roll: +14, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 14 (4d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and Strahd regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage rises the following night as a Vampire Spawn under Astravore's control, unless the Humanoid is restored to life or its body is destroyed.

Hellfire Meteor [rollable](Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hellfire Meteor"}[/rollable]. The vampire summons a massive ball of dark fire from the sky. Each creature in a 20-foot-radius sphere must make a DC 18 Dexterity saving throw, taking 8d6 fire damage and 8d6 necrotic damage on a failed save, or half as much on a successful one.

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

2/Day Each: Animate Dead, Fireball, Gust of Wind, Mirror Image, Nondetection

1/Day Each: Greater Invisibility, Polymorph, Scrying

Bonus Actions

Charm. Astravore casts Charm Person, requiring no spell components and using the same spellcasting ability as Spellcasting. When the spell is cast this way, its duration is 24 hours, and the Charmed target is a willing recipient of Astravore’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by Strahd.

Shape-Shift. If Astravore isn’t in sunlight or running water, he shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.), a Medium wolf (Speed 40 ft.), or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or he returns to his vampire form. Anything he is wearing transforms with him.

While in bat or wolf form, Astravore can’t speak. His game statistics, other than his size and Speed, are unchanged.

While in mist form, Astravore can’t take any actions, speak, or manipulate objects. He is weightless and can enter an enemy’s space and stop there. If air can pass through a space, Astravore can do so, but he can’t pass through liquid. Astravore has Resistance to all damage, except the damage he takes from sunlight.

Reactions

Reaction: Sorcery Shatter: if the vampire is targeted by a spell attack, or is included in the area of effect of a spell of 6th level or lower.

The vampire bats the magic away with unnatural speed or projects a flash of kinetic force. The spell is completely countered and has no effect on the vampire. The vampire then chooses one of the following retaliatory options:

• Vampiric Retribution: The vampire immediately teleports up to 30 feet to an unoccupied space adjacent to the spellcaster and makes one unarmed strike attack against them.
• Shattered Echo: The vampire reflects a fragment of the spell's energy back at the caster. The caster must make a DC 18 Dexterity saving throw, taking 4d10 force damage on a failed save, or half as much on a successful one.

Legendary Actions

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

Count’s Command. Strahd casts Command (level 2 version), requiring no spell components and using the same spellcasting ability as Spellcasting.

Striding Strike. Strahd moves up to half his Speed, and he makes one Death Strike attack.

Flurry: The vampire’s spectral projection unleashes a barrage of blindingly fast strikes. Make two unarmed strike attacks against a creature within range.

Dark Metamorphosis: The vampire transforms into a cloud of bats or black mist, teleports up to 30 feet to an unoccupied space, and reverts to its true form.

"Chrono Stop" (Costs 3 Actions): The vampire freezes time instantly until the end of its next turn, identical to the Time Stop spell. While time is frozen, the vampire can reposition, draw weapons (like throwing knives), or prepare a devastating spell. Limit: Once per short rest.

Mythic Actions

Temporal Displacement (Passive Aura): The air warped around him moves at a different speed. Any creature that starts its turn within 15 feet of the Behemoth must succeed on a DC 18 Wisdom saving throw or be affected by the Slow spell until the start of its next turn. Ranged weapon attacks against him have disadvantage.

• Demonic Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 3d10 + 7 piercing damage plus 4d6 necrotic damage. The target's maximum hit points are reduced by an amount equal to the necrotic damage taken.
• World-Shedding Claws: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 3d8 + 7 slashing damage. If the target is a creature, it is pushed up to 10 feet away.

• Spatial Collapse: "Time, Erase!": Replaces standard Time Stop. Astravore forcefully rips a 5-second chunk out of the timeline. He instantly teleports to any unoccupied space he can see within 90 feet. Every creature within 20 feet of his new position must make a DC 19 Constitution saving throw, taking 8d8 force damage and being stunned until the end of their next turn on a failure as reality snaps back together.

Description

 


Astravore’s Domain

the world is altered by Astravore’s presence, creating the following effects:

Moving the Castle. While in his Castle, Astravore can choose to move the entire structure to anywhere he has been on the world map.

Dreadful Darkness. While in an area of Darkness, creatures other than Strahd and creatures of his choice have Disadvantage on saving throws to end or avoid the Frightened condition.

Jealous Heart. When a character receives Heroic Inspiration but already has it, that character can’t give it to another character in the group.

If Astravore dies, these effects end immediately.

Lair and Lair Actions

The Vampiric Heart (Secondary Health Pool):

Suspended 40 feet above the throne room floor, surrounded by a swirling vortex of hellfire, is the Heart.
• Hit Point Pool: The Heart has its own distinct pool of 200 Hit Points.
• Damage Shield: While the Heart has 1 or more hit points, any damage that Lord Astravore takes in Phase 1 or Phase 2 is instantly transferred to the Heart instead.
• Damage Transfer Limit: The Heart can absorb a maximum of 100 damage per round. Any damage beyond that passes through directly to Lord Astravore personal hit point pool.

On Initiative Count 20:

• Stained-Glass Rain: The massive, tragic stained-glass windows depicting his dark history shatter inward. Shards of razor-sharp, magic-infused glass rain down in a 30-foot cone. Creatures in the area must make a DC 18 Dexterity saving throw, taking 6d6 slashing damage on a failure, or half as much on a success.
• Gravitational Inverse: The vampire alters gravity in a 20-foot cube. Creatures in that area must succeed on a DC 18 Strength saving throw or fall upward 30 feet to the ceiling, taking bludgeoning damage as if they fell. On his next turn, he can drop them back down.

Unstable Hellfire Vents (Phases 1 & 2)

The castle is fueled by demonic fires funneled directly from the Underworld.
• The Hazard: Stone grates on the floor hiss with purple energy. When a creature steps on a grate, or when Valerius uses a bonus action to ignite them, they erupt into columns of hellfire.
• The Consequence: The column is 5 feet wide and 30 feet high. Creatures caught in it must make a DC 17 Dexterity saving throw, taking 4d8 fire damage and 4d8 necrotic damage on a failure. Valerius can use his Shapechanger (Mist Form) to float safely through these vents to escape melee characters.

Crumbling Gothic Architecture (Phase 3)

During Phase 3, the Crimson Behemoth’s sheer weight and reality-warping aura cause the castle roof and rafters holding the Chrono-Vampiric Heart to completely collapse into a cosmic void.
• The Hazard: At the start of each round in Phase 3, a random quadrant of the map crumbles away.
• The Consequence: Massive stone pillars fall. Creatures beneath them must make a DC 18 Dexterity saving throw or take 5d10 bludgeoning damage and be pinned under the debris (prone and restrained). Furthermore, the edges of the room disintegrate into a starry, endless void—anyone pushed or falling off the edge takes 4d10 force damage per round and is considered falling into a temporal rift.



Phases: 

Phase 1.5: The Night Horde (Intermission at first HP threshold)

Trigger: When Lord Astravore reaches 0 HP in Phase 1, he melts into a pool of dark blood and retreats to the ceiling. He cannot be targeted while the Horde is active.
The grand throne room doors burst open, and the sky outside turns pitch black as a massive wave of classic Castlevania monsters floods the chamber to shield their master. The party must survive 2 Rounds or defeat the commanders to force Astravore back down into Phase 2.
The Summons:
• 20x Bats & Rats (1 HP Minions): Use standard swarm rules but give them 1 HP. They swarm the backline casters to disrupt concentration.
• 3x Living Armor Sentinels: Large, floating suits of gothic plate armor.
• Mechanic: They use a reaction called Interpose to take damage meant for each other, forcing martial characters to focus fire.
• 1x Pit Fiend

 

Phase 2.5: The Frozen Timeline (Intermission at 0 HP)

Trigger: When Lord Astravore reaches HP threshold 2 in Phase 2, he screams in rage, shatters a massive hourglass, and freezes the entire room in grey, washed-out stasis. The players can move, but the air feels like thick syrup.
Astravore hovers in the center of the room, slowly regenerating his core. He summons Echoes of the Past—spectral, monochrome copies of the players themselves (Face Stealers) trapped in a temporal loop. The party must destroy these Echoes before the timeline snaps back, or Astravore will absorb them to unleash a catastrophic auto-hit attack.
The Summons:
• Temporal Echoes (One for each party member): These echo's are exactly like the party member but with half the amount of HP
• Environmental Strain: Because time is fractured, every time a player takes the Dash or Cast a Spell action during this phase, they must succeed on a DC 16 Constitution saving throw or take 2d6 force damage from sheer chronological friction.

 

jennbishop33

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