Strahd Von Zarovich
Medium undead (shapechanger), lawful evil
- Armor Class 16 (natural)
- Hit Points 147 (10d6+8d10+68)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4)
- Saving Throws Dex +10, Wis +8, Cha +10
- Skills Arcana +17, Perception +14, Religion +11, Stealth +16
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses darkvision 120 ft., passive Perception 24
- Languages Common, Elvish, Draconic, Abyssal, Giant, Infernal
- Challenge 19 (22,000 XP)
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.
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 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.
Legendary Resistance (3/day). If Strahd fails a saving throw, he can choose to succeed instead.
Spider Climb Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
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 50 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 has the following out of combat spells prepared:
(at will): Alter Self, Invisibility, Magic Aura, See Invisibility
(1/day) Scrying, Dream
Vampiric 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.
Multiattack (Vampire Form Only). Strahd makes two attacks, only one of which can be a bite attack.
Unarmed Attack (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 19) instead of dealing the bludgeoning damage.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5ft., one willing or grappled creature. 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.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 19 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 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.
Control Actions (Cont.)
Enemies Abound (Recharge 6). Strahd reaches into the mind of one creature he can see and forces it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends.
Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
NUKE: Momentary Enervation (1/Day). A tendril of inky darkness reaches out from Strahd, touching a creature he can see within range to drain life from it. The target must make a Dexterity saving throw. On a failed save, the target takes 8d8 necrotic damage, and on a successful one, they take half as much. Strahd regains hit points equal to half the amount of necrotic damage the target takes.
Vampiric Movement (Recharge 6). Until the start of the next round, Strahd's movement speed is doubled and he gains +2 AC, Advantage on Dexterity Saving Throws, and an additional legendary action.
The Magic of the Land (Recharge 5-6). Strahd selects one ongoing magical effect within range. If that effect was created with a spell of 3rd level or lower, the spell ends.
Absorb Elements (at will). When Strahd takes acid (not from Vampiric Weaknesses), cold, fire, lightning, or thunder damage, he may spend his reaction to gain resistance to triggering damage type, and his next attack deals an extra +1d6 damage of that type.
Counterspell 3rd-level (3/Day). Strahd attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
Strahd von Zarovich can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Strahd von Zarovich regains spent legendary actions at the start of its turn.
Move Strahd moves up to his full movement without provoking opportunity attacks.
Unarmed Strike. Strahd makes an unarmed attack
Bite (Costs 2 Actions). Strahd makes a bite attack.
While Strahd von Zarovich 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.
Lair Actions (Cont.)
- 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 17 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.
- Credit to Green DM for his Spellcasting Monsters System, which inspired this stat block.
- Credit to WotC for their Vampire Stat Block for 5e, OGL