Strahd von Zarovich, Variant (5e Creature)

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Strahd von Zarovich[edit]

Medium undead (shapechanger), lawful evil


Armor Class 18 (+2 half plate)
Hit Points 153 (18d8 + 72)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 20 (+5) 16 (+3) 18 (+4)

Saving Throws Dex +10, Wis +9, Cha +10
Skills Arcana +11, History +11, Intimidation +10, Perception +9, Persuasion +10, Stealth +10
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Barovian, Common, Draconic, Elvish, Infernal
Challenge 19 (22,000 XP)


Shapechanger. If Strahd isn't in sunlight or running water, 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 form, Strahd can't speak, his walking speed is 5 feet, and he has a flying speed of 40 feet. In wolf form, his 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.

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 he drops to 0 hit points outside his resting place, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. 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 resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place 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 sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of Stahd's next turn.

Spellcasting. Strahd is a 15th level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Strahd has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, counterspell, fireball
4th level (3 slots): blight, greater invisibility, polymorph
5th level (1 slot): cloudkill, scrying
6th level (1 slot): create undead, disintegrate
7th level (1 slot): finger of death
8th level (1 slot): maddening darkness

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

Turn Resistance. Strahd has advantage on saving throws against effects that turn undead.

Vampire Weaknesses. Strahd has the following flaws:

Harmed by Running Water. Strahd takes 10 acid damage if he ends his turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Strahd's heart while Strahd is incapacitated in his coffin, Strahd is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Strahd takes 10 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. Strahd makes two melee attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage plus 9 (2d8) necrotic damage.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., target. Hit: 15 (3d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 20) instead of dealing the bludgeoning damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature or a creature grappled by Strahd, incapacitated or restrained. Hit: 12 (2d6 + 5) 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 this effect reduces its hit point maximum 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 it can see within 60 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 by Strahd. The charmed target regards Strahd as a trusted friend to be heeded and protected. Although the target isn't under Strahd's control, it takes Strahd's requests or actions in the most favorable way it can, and it is a willing target for Strahd's bite attack. 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.

Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, 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.


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 longsword or unarmed strike attack.
Move. Strahd moves up to his speed without provoking opportunity attacks.
Charm (Costs 2 Actions). Strahd uses his Charm.

I am the ancient. I am the land. I am Count Strahd von Zarovich. My beginnings are lost in the darkness of the past. Gaze upon me and tremble, foolish hunters. The walls of Castle Ravenloft are my domain, and here, I reign supreme. You wish to hunt me down? So be it. Now all of Barovia will suffer for your hubris. All will know that while each of you lives there will be... only... darkness. I am no mere vampire to be killed by your mortal magics. I am Strahd von Zarovich, Barovia is my kingdom—and here, I am god.
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