Shapechanger. If Strahd isn't in sunlight or running water, it can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.
While in bat form, Strahd can't speak, her walking speed is 5 feet, and it has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything She is wearing transforms with her, but nothing She is carrying does. She reverts to her true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It 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, She 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 it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Strahd regains 20 hit points at the start of her turn if she has at least 1 hit point . If she is in direct sunlight this trait doesn’t function until the start of her next turn
Spellcasting. Strahd is a 12th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). She has the following wizard spells prepared.
Cantrips (at will): Mage Hand, prestidigitation, Chill touch, Infestation, Toll the dead
1st level (4 slots): False Life, Fog Cloud, Ice Knife, Shield, Disguise self
2nd level (3 slots): Darkness, Mind Spike, Ray of Enfeeblement
3rd level (3 slots): Fireball, Counterspell, Slow
4th level (3 slots): Black Tentacles, Greater Invisibility, Polymorph
5th level (2 slots): Telekinesis, Cone of Cold
6th level (1 slot): Disintegrate
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Detect Life. Strahd can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Vampire Weaknesses. Strahd has the following flaws:
Harmed by Running Water. Strahd takes 20 acid damage if she ends her turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Strahd's heart while she is incapacitated in her resting place, she is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Strahd takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). Strahdmakes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 14 (4d6) Necrotic Damage. If the target is a creature, Strahd can grapple it (Escape DC 18) instead of dealing the bludgeoning damage.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5ft., one willing creature or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 9 (2d8+5) piercing damage plus 15 (3d10) 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 its hit points maximum is reduced to 0. A humanoid slain in this way rises the following night as a Vampire Spawn under Strahd’s control.
Greatsword (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (1d6) lightning damage. The sword also functions as a Dancing Sword
Charm. Strahd targets one humanoid it 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 the 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 her 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 (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying its spoken commands. The beasts remain for 1 hour, until Strahd dies, or until Strahd dismisses them as a bonus action.
Strahd has 5 Legendary Actions
Attack. Strahd makes one melee attack
Move. Strahd moves up to her speed without provoking opportunity attacks
Cantrip. Strahd casts a cantrip
Bite (Costs 2 actions). Strahd makes a bite attack
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
On initiative count 20 (losing initiative ties), Strahd can take one of the following lair actions.
- Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there
- Any Medium or smaller creature that casts a shadow within 30 ft., must make a DC19 charisma saving throw. On a fail its shadow detaches and becomes a Shadow that obeys Strahd’s commands, acting on Initiative count 20. A Greater Restoration or Remove Curse spell cast on the target restores its natural shadow, but only if the undead shadow has been destroyed.
- Flame erupts from the ground in an area Strahd can see within 60ft enveloping a 15ft radius circle in flame. All those within the area must succeed a DC 15 dex save or take 4d6 fire damage, or half as much on a successful one
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