Strahd (5e Creature)

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medium vampire humanoid (Human), chaotic neutral


Armor Class 19 (Half plate +1: Damage Reduction 5/magic)
Hit Points 500
Speed 50ft fly, 50 ft walking, 30ft Wall crawl


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

Saving Throws Str +6, Dex +6, Con +6, Int +7, Wis +4, Cha +6
Skills Arcana +7, Perception +4, Religion +7, Sleight of Hand +6, Stealth +6
Damage Resistances necrotic, bludgeoning, peircing, and slashing from nonmagical attacks
Condition Immunities charmed, exhuasted, frightened, paralyzed, poisoned
Senses passive Perception 18
Languages — Common, Elvish, Giant, Dwarven


Shapechanger: (5/day) If Strahd is not in running water or sunlight he can transform into, Giant Bat, Werewolf, Hell Hound, Basilisk or Medium Cloud of Mist. 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 of his coffin, Strahd transforms into a cloud of mist, 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 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.

Mother Night Rebirth (1/year): If Strahd is killed when Mother Night is alive she resurrects him the next dawn. 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 from holy water, this trait doesn’t function at the start of his next turn.

Children of the Night: Strahd Magically calls 2D4 swarms of bats or swarms rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 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.

Charm: Strahd targets one humanoid he can see within 30ft of him. If the target can see Strahd the target must succeed on DC 17 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 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.

Spellcasting: Strahd is a 9th level spell caster. His spell casting ability is intelligence

Spell save DC: 18

Attack Bonus +10

Cantrips: Mage Hand, Prestidigitation, Ray of Frost

1st: (12 slots) Magic missile, Fog cloud, sleep, Thunderwave.

2nd: (4 slots) Detect thoughts, gust of wind, mirror image.

3rd: (4 slots) animate Dead, Fireball, Nondetection, Counterspell, dispel magic

4th: (4 slots) blight, greater invisibility, polymorph

5th: (3 Slots) Animate Object

6th: (3 slots) Disintegrate

7th ( 2 slot) Power word Stun

Spider Climb: Strahd can climb difficult surfaces, including upside down on ceiling, without needing to make ability check.

Vampire Weakness: Strahd has the following flaws. • Forbiddance: he can’t enter 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.

ACTIONS

Vampire form. Strahd gets 3 attacks per turn

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: X (1d8 + 4). If the target is a creature Strahd can grapple it (escape DC 18) instead of dealing 1d8+4

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 7 piercing + 3d6 Necrotic damage. The targets 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 last until the target finishes a long rest. The target dies if its hit points 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.

Human Form Strahd gets 2 attacks per turn

Magical Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 9

• Frost: 1D6 plus -5 movement speed.

• Ghost Touch: can touch ghosts and ethereal forms

• Dispelling: If summoned, animated, created or enchanted monster or creatures are struck with this weapon they lose their life.

• Spell stealing: When a spell caster is struck with this blade the spell caster has a Dc 20 arcana or they lose a spell slot 1d6 to determine the level.

REACTIONS

Misty step (5/ per combat): when a player casts a spell, Strahd can misty step behind them as a reaction.

LEGENDARY ACTIONS

The 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. The regains spent legendary actions at the start of its turn. Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time. And only at the end of another creature’s turn. Strahd regains spent legendary actions at the end of his turn.

'Move': Strahd moves up to his speed without provoking opportunity attacks.

Unarmed Strikes: Strahd makes one unarmed strike

Bite: (cost 2 Actions) Strahd makes one bite attack.

Frightening Gaze: (cost 2 actions) Strahd fixes his gaze on one creature it can see within 10ft of it. The Target must succed Dc 18 Wisdom or be frightened for 2D4 rounds. The target can repeat the saving throw at the end of each of its turns.

Lair Actions

• There’s a noticeable increase in the populations of bats, rats, and wolves in the region.

• Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.

• Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.

• A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

• 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 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 {@creature 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.

5.00
(one vote)

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