Count Strahd von Zarovich, Champion of Vampyr

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Strahd von Zarovich

Medium undead (shapechanger)


  • Armor Class 28 (+3 animated plate, ring of protection, mountain fane)
  • Hit Points ___/161 (19d8 + 76)
  • Speed Speed

STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 26 (+8) 26 (+8) 14 (+2) 26 (+8)

  • Saving Throws Dex +16, Wis +11, Cha +17
  • Skills Arcana +24, History +24, Investigation +14, Perception +18, Religion +14, Stealth +23
  • Damage Resistances necrotic
  • Damage Resistances while in armor cold, fire
  • Damage Resistances from swamp fane acid, cold, fire, lightning, thunder
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities while in armor lightning
  • Condition Immunities exhaustion, poisoned
  • Condition Immunities while in armor blinded, charmed, deafened, frightened, paralyzed, petrified
  • Senses darkvision 120 ft., passive Perception 28
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge 27 (105,000 XP)    Proficiency Bonus +8

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.

Special Equipment. Strahd wears a suit of +3 animated armor (see Curse of Strahd Appendix D), ring of counterspell, and a ring of protection. He wields a +3 blacksteel longsword and carries one bead of force.

Legendary Resistance (6/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.

Master Vampire. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. Additionally, Strahd can sense living creatures that have blood that are within 300 feet of him.

Champion of Vampyr. Strahd is immune to effects that turn undead unless the Icon of Ravenkind was used to turn him. If Strahd is no longer Vampyr's Champion, he immediately loses this benefit, as well as 3 of his legendary resistances and legendary actions.

Mountain Fane. While the Mountain Fane remains desecrated, Strahd is surrounded by a field of force armor that grants him a +6 armor bonus to AC. Because it is made of force, this armor protects him against incorporeal attacks and it also applies when Strahd is in gaseous form. If Strahd’s connection to the mountain fane is severed, he immediately loses this benefit.

Swamp Fane. While the Swamp Fane remains desecrated, Strahd has resistance to acid, cold, fire, lightning, and thunder damage. If Strahd’s connection to the swamp fane is severed, he immediately loses this benefit.

Forest Fane. While the forest fane remains desecrated, Strahd is hidden from divination magic. He can't be targeted by such magic or perceived through magical scrying sensors. If Strahd’s connection to the forest fane is severed, he immediately loses this benefit.

Heart of Sorrow. Any damage that Strahd takes is transferred to the Heart of Sorrow. 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 100 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.



Spellcasting. Strahd is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Strahd has the following spells prepared:

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

1st level (4 slots): cause fear, fog cloud, ray of sickness, shield, sleep

2nd level (3 slots): darkness, flaming sphere, gust of wind, heat metal, hold person, mind spike, mirror image*, misty step, ray of enfeeblement, suggestion

3rd level (3 slots): counterspell, dispel magic, enemies abound, fear, fly, haste, hypnotic pattern, lightning bolt

4th level (3 slots): blight, charm monster, dimension door, greater invisibility, phantasmal killer, shadow of Moil, storm sphere

5th level (2 slot): animate objects, cloudkill, control winds, far step

6th level (1 slot): circle of death, disintegrate, guards and wards*

7th level (1 slot): finger of death, reverse gravity, power word pain

8th level (1 slot): maddening darkness

*Strahd casts these spells on himself before combat.

Actions

Multiattack. Strahd makes three attacks.

Blacksteel Longsword +3 (Vampire Form Only). Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit 25 (3d10 + 8) slashing damage plus 9 (2d8) necrotic damage.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 18 (3d6 + 8) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 24) instead of dealing the bludgeoning damage.

Shocking Bolt (Vampire Form Only). Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage. If the target is wearing armor made of metal, the attack roll is made with advantage. Strahd can only use this action while wearing his animated armor.

Charm. Strahd targets one creature he can see within 60 feet of him. If the target can see Strahd, the target must succeed on a DC 24 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected, by force if needed. The target isn’t under Strahd’s control, but it takes Strahd’s request 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.

Blood Drain (Mist Form Only). One creature in Strahd's space must make a DC 24 Constitution saving throw. On a failed save, the target takes 22 (4d6 + 8) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. This reduction to the target’s hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0. Undead and constructs cannot be affected by this ability.

Feral Swarm (Recharge 5-6). A giant swarm of bats gather around Strahd and fly through a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage plus 14 (4d4) piercing damage. On a successful save, the creature takes only half the damage and isn’t knocked prone.

Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Strand can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strand and obeying his spoken commands. The beasts remain for 1 hour, until Strand dies, or until he dismisses them as a bonus action.

Bonus Actions

Bite. Strahd can use a bonus action to make a bite attack. Melee Weapon Attack: +14 to hit, reach 5ft., one willing creature, or a creature that is grappled by Strahd,incapacitated, or restrained. Hit 18 (3d6 + 8) piercing damage plus 13 (3d8) 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 Strand’s control.

Beguiling Gaze. As a bonus action, Strahd fixes his gaze on a creature he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 24 Wisdom saving throw or Strahd has advantage on all attack rolls against that target. The effect lasts until the target takes damage or until the start of Strahd’s next turn. For that time, the affected creature is also a willing target for Strahd’s bite attack. A creature that can’t be charmed is immune to this effect. A creature that successfully saves against Strahd’s gaze is immune to it for 1 hour.

Summon Equipment. Strahd magically summons his armor and sword. The armor and sword magically replaces the armor, clothes and weapon that Strahd had equipped.

Reactions

Counterspell (3/long rest). Strahd can use a reaction to cast counterspell from his ring of counterspell.



Legendary Actions

Strahd can take 6 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. If Strahd has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Strahd regains spent legendary actions at the start of its turn.

  • Attack. Strahd makes a longsword or unarmed strike attack.
  • Move. Strahd can move up to his speed without provoking opportunity attacks.
  • Shocking Bolt (Vampire form only). Strahd’s animated armor uses its Shocking Bolt action.
  • Frightening Gaze (Costs 2 Actions). Strahd fixes his gaze on one creature it can see within 10 feet of him. The target must succeed on a DC 24 wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.
  • Shadow Mirror (Costs 2 Actions). Strahd teleports up to 60 feet to an unoccupied space he can see along with any equipment he is wearing or carrying. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is unwilling, it must make on a DC 24 Wisdom saving throw. On a failure, both creatures teleport, swapping places.
  • Charm (Cost 2 Actions). Strahd uses his Charm action.
  • Cantrip (Costs 3 Actions). Strahd casts a cantrip.

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 22 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.

• A shadowy and deathly mist rises from the ground in a 120-foot radius centered on Strahd, and the mist spreads around corners. This area is lightly obscured. Living creatures within the mist are vulnerable to necrotic damage. Undead within the mist have resistance to radiant damage. Light within the mist can be no brighter than dim unless created by a spell of 5th level or higher, or equivalent magic. The mist lasts for 1 minute, but a strong wind can disperse it, and sunlight burns the mist away instantly and clears the area such light touches.

• The psychic impressions of the ancient one’s innumerable victims rises in the area for 1 minute. For this time, each creature hostile to and within 120 feet of the ancient one is overwhelmed by the voices of the dead and distracted by disturbing sensory input. Such a creature is deafened, and it has disadvantage on Wisdom (Perception) checks. At the end of each of its turns, a creature can make a DC 22 Wisdom saving throw, ending the effect on itself on a success. If this saving throw fails by 5 or more, the affected creature can’t maintain concentration until the start of its next turn

 

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