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Strahd von Zarovich Elder Vampire Lord

Medium Undead (shapechanger), lawful evil

Armor Class: 21 (+3 Plate Armor);


Hit Points: 300 + Heart of Sorrow 100
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 22 (+6) 22 (+6) 22 (+6) 16 (+3) 22 (+6)

Saving Throws Int: +12, Wis: +9, Cha: +11, Dex: +12, Con: +12, Str: +12
Skills Arcana +17, Perception +14, Religion +12, Stealth +17, History +10, Persuasion +17
Damage Resistances: Cold, bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities: Necrotic, Poison
Senses Blindsight 60ft, Darkvision 120 ft, passive Perception 23
Languages Common, Abyssal, Draconic, Elvish, Giant, Infernal, Dwarvish, Telepathy, Sylvan
Challenge ???

Equipment:
+3 Plate Armor
Enchanted Vorpal Sword (that does not possess the beheading feature)
Cape of Mountebank
Ring of Spell Storing (contains the 5 following spells: animate objects, dimension door,
contingency, greater invisibility, counterspell (5th level)

Shapechanger. If Strahd isn’t in running water or sulight, 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 ft. In wolf form, his walking speed is 40 ft. His statistics, other than his size
and speed, are unchanged. Anything he is wearing transform 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 ft, 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 of strength, dexterity, and constitution saving throws, and he is
immune to all nonmagical damage except the damage he takes from sunlight.

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 unconsciouss, provided that he isn’t in
running water or sunlight. If he can’t transform, he is destroyed. While he as 0 hit points in mist
form, he can’t revert to his vampire form, and 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 gains
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
having to make an ability check.

Master Necromancer. When casting spells of the necromancy school Strahd heals a 1/3 of all
damage dealt. If multiple targets are affected then the 1/3 comes from the highest damage done
to a single target

Lord of the Undead. While any undead are within 60 ft of strahd they have advantage on any
undead fortitude rolls and gain the undead fortitude ability

Battle Caster. Strahd can use a cantrip as an attack of opportunity or use 2 cantrips to attack
during his multiattack feature (like with warcaster). He also has the ability to maintain
concentration of 2 spells at the same time provided that at least one of them is 3 rd level or lower.

Unholy Persistance. Strahd has advantage against all effects that turn undead

Magic Weapons. Strahd’s unarmed strikes are considered magical for overcoming resistances

Supernatural Speed. As a bonus action Strahd can dash or disengage and he is not affected by
rough terrain that he imposes from any of his abilities.

Flying Sword. As a bonus action, Strahd can mentally command his vorpal sword to fly up to 50
feet to an unoccupied space strahd can see and either make one attack against a target or return
it to his hands. If the hovering vorpal sword is targeted by any effect, Strahd in considered to be
holding it. The sword falls is Strahd is ever 50 feet away from it,

Ravaging Thirst. If strahd attacked with his unarmed strikes using for his action and hit with at
least one, as a bonus action he can make a bite attack.

Vampire Weaknesses. Strahd has the following flaws:


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 his heart while he is
incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn,
and he has disadvantage on attack rolls and ability checks.

Innate Spellcasting (Psionics). The Strahd’s innate spellcasting ability is Intelligence. It can innately
cast the following spells, requiring no components:

At will: fog cloud, longstrider, ensnaring strike, hellish rebuke


3/day each: Darkness, Misty step, Mirror Image, Spirit Shroud
1/day each: Fly, Erupting Earth, Bestow Curse, Summon Undead
Spellcasting. Strahd is a 18th level spellcaster (spell save DC 20, +12 to hit with spell attacks).
Strahd has the following spells prepared:

Cantrips (at will): Booming Blade, Minor Illusion, Prestidigitation, Ray of Frost, Mage hand, Chill Touch,
Green-Flame Blade, Fire Bolt,
1st level (4 slots): Shield, Detect Magic, Inflict Wounds, Zephyr Strike
2nd level (3 slots): Wither and Bloom, Gust of Wind, Crown of Madness, Misty Step, Mirror Image,
Detect Thoughts, Hold Person, Blur, Suggestion, Rimes Binding Ice, See Invisibility, Spike Growth,
3rd level (3 slots): Haste, Fireball, Counterspell, Dispel Magic, Sleet Storm, Nondetection, Fear, Enemies
Abound, Fly, Major Image, Sending, Intellect Fortress, Slow
4th Level (3 slots): Blight, Confusion, Dimension Door, Fire Shield, Freedom of Movement, Greater
Invisibility, Ice Storm, Phantasmal Killer, Resilient Sphere, Psychic Lance, Shadow of Moil
5th Level (1 slot): Scrying, Animate objects, Cloudkill, Cone of Cold, Destructive Wave, Dominate Person,
Steel Wind Strike, Synaptic Static, Wall of Force,
6th Level (1 slot): Circle of Death, Contingency, Mental Prison, Tenser’s Transformation, Word of Recall,
Bones of the Earth
7th Level (1 slot): delayed blast fireball, Project Image, Power Word Pain
8th Level (1 slot): Horrid wilting, Power Word Stun, Antimagic field, Control Weather, Earthquake,
Maddening Darkness,
9th Level (1 slot): Time stop, Storm of Vengeance,

ACTIONS
Multiattack. Strahd use his monstrous visage and then can make two attacks, only one of which
can be a bite attack. Any combo of unarmed strikes and vorpal sword attacks can be used
together.

Enchanted Vorpal LongSword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (3d8 + 9)
slashing damage (this damage is unaffected by resistance to slashing damage). On a hit the target
must make a CON save DC:18 or take an additional 2d8 necrotic damage and 2d8 and strahd
heals that half of that necrotic damage. Half damage on success and strahd heals half of that
necrotic damage.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (3d6 + 6) slashing
damage plus (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC
18) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature or a creature grappled by
Strahd, incapacitated, or restrained. Hit: (2d8 + 6) slashing damage plus (3d6) 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 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 ft of him. If the target can see Strahd,
the target must succeed on a DC: 18 Wisdom saving throw against this magic or be charmed. 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 with a success. Otherwise the effect lasts 24
hours or until strahd is destroyed, is on a different plane of existence than the target, takes a
bonus action to end the effect.

Children of the Night (1/day). Strahd magically calls 4d4 swarms of bats/rats (provided the sun
isn’t up). While outdoors or in Castle Ravenloft), Strahd can call 2d4 dire wolves (outdoors), 2d4
ghouls(outdoors/castle), or 1 vampire spawn (castle) instead. The called creatures arrived in 1d4
rounds, acting as allies of strahd and obeying his commands. The beasts remain for 1 hour, until
strahd dies, or until he dismisses them as a bonus action.

Masque of the Red Death (1/day). Strahd extends his hand while uttering foul incantations in
Abyssal. Each creature of Strahd’s choice in a 30 foot cube centered on a point within 150 ft of
him must make constitution save throw as it begins to bleed from every orifice (DC:20). A
creature takes 10d8 necrotic damage on a failed save, or half as much on a successful one. ON a
failed save the target also takes one level of exhaustion

Choking Poisonous Fog. (3/day-recharge on 6 in combat) Strahd summons the deadly Mists of
Ravenloft. The mists fills the area within 30 ft of strahd and lasts until the start of hit next turn.
The area within the mists is heavily obscyred. Each creature of Strahd;s choice that starts its turn
in the mists must make a DC 20 constitution saving throw. On a failed saving throw the target
takes 2d8 poison damage and 2d8 acid and gains the poisoned condition. On a success the target
takes half damage and is not poisoned. If the creature ends their turn in the mist they must make
a CON save again (DC20). The same damage as before is implemented for success and fails, but in
addition if they fail they suffer one level of exhaustion. The mist blocks sunlight and cannot be
dispelled.

Monstrous Visage. Strahds visage contort into a monstrous appearance. Each of creature of
strahd’s choosing within 30 ft of him that he can see and that can see him must succeed on a DC
21 Wisdom saving throw or become frightened for 1 minute. While frightened a creature must
spend its turn trying to move as far away from strahd as it can. It also cannot take reactions. Can
only take the dash action or the escape action. If the creature no longer has line of sight on
strahd it can repeat the saving throw ending the effect on a success. If a creature’s saving throw
is successful it is immune to the effect of this ability for the next 24 hours.

LEGENDARY ACTIONS (3 In Total. Can only use one at a time. Regains spent actions at start
of his turn)

Move (1). Strahs moves up to his speed without provoking opportunity attacks

Attack (1). Strahd makes one unarmed strike or 1 strike with his vorpal sword
Bite (2). Strahd makes one bite attack

Charm ability (2). Strahd uses his charm ability against a target

Cast a Spell (Up to 3). Strahd casts a spell. The amount of actions spend determines the level up
to a max of 3 for a 3rd level spell.

Consume Life (3). Each non undead creature within 30 ft of Strahd must make a constitution save
(DC20). On a failed save the target takes 5d6 necrotic damage and strahd heals that much. On a
success the target takes half damage,

I am the Land (3). Strahd exerts his control over the land and unleashes the wrath of Barovia.
Choose one of the following 3 effects
 Graveyard/Nightmarish Landscape: Strahd has slain hundreds over his may centuries.
The decayed bodies of those now appear out of the ground in a 60 foot cube centered on
a point that Strahd can see. Any point within this area is considered rough terrain for his
enemies
 Shards of Rock and Bone: Bony projections and rock erupt from the earth and stab and
bombarde any targets within a 60 foot cube centered on a point strahd can see. Targets
must make a Dex saving throw against strahd’'s Spell DC. On a failure the target takes 2d8
piercing damage and 2d8 bludgeoning damage. ON success targets take half damage.
 Ensnaring vines: Strhad targets a creature within a 60 foot cube centered on a point that
he can see and they must make a STR saving throw against strahd’s spell DC. On a failure
they are restrained. On a success nothing occurs. They can repeat the saving throw as an
action on each of their turns to end the effect.

Children of the night (3). Strahd can use his children of the night ability

REACTIONS
Elusive Mist. When Strahd is hit by a melee attack or grappled he can use his reaction to teleport
up to 10 ft away to an unoccupied space that he can see without provoking an attack of
opportunity.

LAIR AND LAIR ACTIONS

When Strahd is in Castle Ravenloft, he can take lair actions as long as he isn’t incapacitated.

On initiative count 20, losing ties, Strhad can take one of the following lair action options or fogo
using any of them that round:

 Until initiative count 20 of next round, strahd can pass through solid walls, doors, ceilings,
and floors as if they weren’t there.
 Strahd calls an ally within the castle to his aid. Roll a d4 and based on the result the
specified ally arrives in 1d4 turns. If this ability is used Strahd cannot use his children of
the night ability until the ally is either destroyed or dismissed. (1 = Rahadin, 2 = One of the
Brides, 3 = vampire spawn, 4 = Strahd;s animated armor)
 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 within 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 stats of specter.
 Strhad targets one medium or smaller creature that casts a shadow. The targets shadow
must be visible to strahd and within 30 ft of him. If the target fails a DC 17 CHA saving
throw, its shadow detaches from it and becomes a shadow that obeys srrahd’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.

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