16/08/23, 13:21 Count Strahd von Zarovich - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/1815512-count-strahd-von-zarovich 1/4 Count Strahd von Zarovich Medium Undead, Lawful Evil Armor Class 20 (natural armor; 22 when wearing his armour) Hit Points 303 (33d8 + 155) Speed 30 ft., climb 30 ft. STR 21 (+5) DEX 21 (+5) CON 21 (+5) INT 23 (+6) WIS 16 (+3) CHA 21 (+5) Saving Throws DEX +13, INT +14, WIS +11, CHA +13 Skills Arcana +22, Perception +19, Religion +14, Stealth +21 Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened Senses Truesight 120 ft., Passive Perception 29 Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal Challenge 26 (90,000 XP) Proficiency Bonus +8 Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead. Magic Weapons. Strahd's weapon attacks are magical. 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. 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 running water, this trait doesn’t function at the start of his next turn. 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 wields an amber dancing greatsword carries an infernal tack and wears wings of flying (bat wings). Spellcasting. Strahd is a 19th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): chill touch, lightning lure, mage hand, prestidigitation, sword burst 1st level (4 slots):absorb elements, fog cloud, feather fall, longstrider, shield 2nd level (3 slots): gust of wind, hold person, misty step 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): dimension door, greater invisibility, sickening radiance, 5th level (3 slots): steel wind strike, telekinesis, wall of force 6th level (2 slots): disintegrate, mental prison 7th level (1 slot): reverse gravity 8th level (1 slot): feeblemind 9th level (1 slot): power word kill Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. Vampire Weaknesses. 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. Ultimate Sorrow (Mythic Trait; Recharges on a Short or Long Rest). When reduced to 0 hit points, rather than his Misty Escape feature triggering Strahd regains 171 hit points, immediately uses his Abrupt Dusk trait, transforms into a hideous batlike creature and is surrounded by swarms of bats. Each creature of Strahd's choice that starts its turn within 60 feet of him must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) piercing damage, taking half as much on a successful saving throw. While in this form he can perform his Mythic Actions. Abrupt Dusk. When Strahd uses Ultimate Sorrow, the area within 120 feet of him is affected by a 5th level darkness spell. Actions Multiattack. Strahd makes two attacks, only one of which can be a bite attack. If he can use his Mythic Actions, he makes three attacks. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 21 (6d6) necrotic damage. On a hit, Strahd can choose to grapple the target instead of dealing the slashing damage. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target that is willing, grappled by Strahd, restrained or incapacitated. Hit: 12 (2d6+5) piercing damage plus 17 (5d6) 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 20 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. Dancing Greatsword (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 14 (4d6) necrotic damage. 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, Strahd can call 3d6 wolves, 1d4+2 dire wolves or one greatwolf instead. The called creatures arrive in Count Strahd von Zarovich ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS
16/08/23, 13:21 Count Strahd von Zarovich - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/1815512-count-strahd-von-zarovich 2/4 Description With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1 to understand his personality and goals. Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft. Strahd's Tactics Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters. When you run an encounter with Strahd, keep the following facts in mind: Strahd attacks at the most advantageous moment and from the most advantageous position. Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat). Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party. The Vampire’s Minions Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd’s Minions table to determine what creatures he brings with him, if any. Strahd's Minions d20 Creatures 1–3 1d4 + 2 dire wolves 4–6 1d6 + 3 ghouls 7–9 1d4 + 2 Strahd zombies (in the appendix) 10–12 2d4 swarms of bats 13–15 1d4 + 1 vampire spawns 16–18 3d6 wolves 19–20 None Heart of Sorrow Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft. 1 round, acting 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. Bonus Actions Hypnotic Gaze. Strahd fixes his gaze upon one creature he can see within 30 feet of him. The target must succeed on a DC 21 Charisma saving throw or Strahd has advantage on his next attack against the creature. Summon Gear. Strahd magically summons his gear and armour. 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. Attack. Strahd makes one unarmed strike or greatsword attack. Cantrip. Strahd casts one cantrip. Cast A Spell (Costs 1-3 Actions). Strahd casts a levelled spell, using a number of legendary actions to do so equal to the level of the spell. Move. Strahd moves up to his speed without provoking opportunity attacks. Bite (Costs 2 Actions). Strahd makes one bite attack. Swirling Strike (Costs 3 Actions). Strahd makes one melee attack, casts one cantrip and moves up to his speed without provoking opportunity attacks, in any order. Mythic Actions If Strahd's Ultimate Sorrow trait is active, he can use the following as legendary actions. Dark Wrath. Strahd makes one unarmed strike attack. Before or after the attack, he can teleport up to 30 feet. Forms of the Night (Costs 2 Actions). Strahd changes shape into bat, wolf or vampire form. One With The Mist (Costs 3 Actions). Strahd turns into mist as in his Shapechanger trait, moves up to his speed and attempts to Hide, in any order. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS
16/08/23, 13:21 Count Strahd von Zarovich - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/1815512-count-strahd-von-zarovich 3/4 Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). 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, unless it has been destroyed by damage from being attacked (as opposed to absorbing Strahd's damage). 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. Heart of Sorrow. In the North Tower of Castle Ravenloft, a pulsing red crystal heart floats. While the heart has not been truly destroyed, Strahd has the following benefits: He is immune to radiant damage. Any damage Strahd would take goes to the Heart instead. Strahd is unaffected by sunlight. The Heart has 20 AC and 100 HP. The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field. If the Heart of Sorrow is destroyed by damage directly done to it (not by absorbing damage Strahd takes), Strahd's scream of rage and pain as the emotions he has blocked off since the day he turned into a vampire overwhelm him. He is stunned for one round and loses all benefits from the Heart of Sorrow. It takes Strahd 30 days to recreate the Heart. With the Heart destroyed, any mercy Strahd might have had for those who participated in its destruction is gone for good. The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd’s jaw, but only for a moment; then the vampire’s jaw quickly resets itself. The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field. A Gentleman's Duel When Strahd meets the characters in the final location, he begins using his sword and wearing his armour. While wearing his armour he is not affected by sunlight, and any damage that Strahd takes is also taken by his armour. Fighting The Devil If Ireena is fighting with the party and says she will never love him or similar, the party annoy him through roleplay or his armour is destroyed, he says 'You think me a monster? I will show you a monster!' and transforms into a more monstrous form. His greatsword floats up into the air as Strahd begins using it as a dancing greatsword and his armor detaches from him and becomes a separate creature, his fingernails elongate into claws and his vampire fangs are clearly visible (reducing his AC by 2 but giving him an additional attack) and he goes for the high ground. He will rely mainly on his magic in this stage of the fight. Inner Self When Strahd is reduced to 0 hit points, something in his essence twists as he loses any pretence of his humanity. Read or paraphrase the following when Strahd is reduced to 0 hit points: "As the final strike hits Strahd, the lord of Ravenloft snarls and collapses to the floor. Fog fills the air as the vampire erupts into mist. As fog blocks your vision, you wonder. Could this really be the end of Strahd Von Zarovich? After a moment, your dreams are shattered, as Strahd's dark laughter floats through the mist towards you, beginning as human and then turning dark, ugly and inhuman." In this phase, Strahd fights using his claws and spells, fighting ruthlessly and to the death. Strahd's Spells The spells provided are what Strahd prepares in combat, however he will prepare his spells based off what he wants done. For example, if he wants to haunt a character's dreams he prepares the dream spell, and if he wants to destroy an object he prepares the disintegrate spell. Desecrator of the Fanes When Strahd conquered Barovia, he also deconsecrated the Fanes of the Ladies Three, a trio of archfey that were worshipped by the Forest and Mountain Folk. While the Swamp Fane is desecrated, Strahd gains resistance to fire, cold, lightning, acid and thunder damage (not included in the statblock). While the Mountain Fane is desecrated, Strahd's AC is increased by 4 (also not included in the statblock). While the Forest Fane is desecrated, Strahd is under the effect of a nondetection spell. The Forest Fane is in the megaliths near Old Bonegrinder, the Swamp Fane is in the ring of standing stones near Berez and the Mountain Fane lies upon Yester Hill. Lair and Lair Actions 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 21 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS
16/08/23, 13:21 Count Strahd von Zarovich - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/1815512-count-strahd-von-zarovich 4/4 PedanticCornugon ADD TO COLLECTION REPORT 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 wraith. Strahd targets one 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 20 Charisma saving throw, its shadow detaches from it and becomes an undead that deals necrotic damage but otherwise uses the shadow demon statistics 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. Monster Tags: NPC SHAPECHANGER We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS