Strahd von Zarovich

by Nightbeat

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Strahd von Zarovich

Medium undead (shapechanger), lawful evil


  • Armor Class 16 (natural armor) (17 with Fanes Blessing)
  • Hit Points 178 (17d8 + 68) (+34 with Fane Blessing)
  • Speed 30 ft. Fly speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 22 (+6) 20 (+5) 15 (+2) 18 (+4)

  • Saving Throws Dex +9, Int +10, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Proficiency Bonus: +5
  • Challenge 16 (15,000 XP)

Shapechanger. Check shapechange box text for details

Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Misty Escape. When he drops to 0 hit points outside his coffin, Strahd 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 spending 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 is not 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 needing to make an ability check.

Vampire Weaknesses. Strahd has typical vampire weaknesses

Preternatural Speed. Strahd can use a bonus action to take the Dash or Disengage action.

Actions

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

Crissaegrim. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 15 (2d8 +6) Slashing/Piercing damage, plus 3 (1d6) fire damage

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning 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: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (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.

Spellcasting. Strahd is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:

7/day each Shield spell
3/day each Black Flame (Fireball)
1/day each Blight, Greater Invisibility, Black Flame Wall (fire wall)
1/day each Animate Objects, Cloudkill

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.

Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn’t up. While outdoors. They act 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 3 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.

Unarmed Strike. Strahd makes one unarmed strike.

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

Lair Actions

On initiative count 20 (ties go to the players) (using a d6 system)

  • Until initiative count 20 (d6) 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 2 spirits of fallen adventurers that he slew. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature and then continues on subsequent turns. create weak ghost list warr, rogue, spellcaster

  • Strahd targets one creature that cast a shadow, the targets shadow must be visible to Strahd. Black spectral hands appear out of the shadow and grasp the target pulling them into the shadow. If the target fails a DC 16 Strength saving throw, they are pulled into a pocket dimension of shadow while in the shadow the target is restrain and blinded until they break free with a successful DC 17 Charisma saving throw or some source of daylight will automatically cut through the dimension and free them.


Fanes Blessing

This blessing can be removed if the players Reconsecration the shrines.

Mountain Fane blessing. Strahd endurance is enhanced he gains +4 Constitution and gains +1 to AC

Lake Fane blessing. Limited Magic Immunity Strahd can't be affected by spells of 1st level or lower unless he wishes to be. Strahd has advantage on saving throws against all other spells and magical effects.

Forest Fane blessing. The permanent protection of a nondetection spell


Ability and Weakness

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 30 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 it is immune to all nonmagical damage, except the damage he takes from sunlight.

Vampire Weakness. 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 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.

Equipement

The Crissaegrim
melee weapon (sword, martial), Legendary, Requires Attunement 3lbs 1d8 Piercing or Slashing

Dorment State.

  • The wielder gains a +1 bonus to attack and damage rolls made with this weapon and that deals an extra 1d8 slashing or piercing damage
  • The weapon has the finesse property, allowing the wielder to use either their Strength or Dexterity modifier for the weapon's attack and damage rolls.

Awakened State.

  • The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d6 fire damage.
  • Can use a bonus Action to toss this magic sword into the air and speak the Command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls.
    While the sword hovers, you can use a bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus Action, you can cause the sword to Attack one creature within 5 feet of it.
    After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Exalted State.

  • The bonus to attack and damage rolls increases to a +3 and the additional damage taken increases to 1d8 fire damage.
  • Can make two attacks with a bonus action while this weapon hovers
 

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