Medium undead (shapechanger), Lawful Evil
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 144 (17d8 + 68) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 18 (+4) | 18 (+4) | 20 (+5) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +9, Dex +9, Wis +7 |
|---|---|
| Skills | Arcana +15, Perception +12, Religion +10, Stealth +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 22 |
| Languages | Abyssal, Common, Draconic, Elvish, Giant, Infernal |
| Challenge | 15 |
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.
If Strahd fails a saving throw, he can choose to succeed instead.
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.
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 (Flask), this trait doesn't function at the start of his next turn.
Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Strahd has the following flaws:
He can't enter a residence without an invitation from one of the occupants.
He takes 20 acid damage if he ends his turn in running water.
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.
While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks
Strahd makes two attacks, only one of which can be a bite attack.
Melee Attack Roll: +9 to hit, reach 5 ft., 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 18) instead of dealing the slashing damage.
Melee Attack Roll: +9 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.
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 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 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.
Strahd magically calls 2d4 swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolf 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.
Strahd moves up to his speed without provoking opportunity attacks.
Strahd makes one unarmed strike.
Strahd makes one bite attack.
Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips: mage hand, prestidigitation, ray of frost
Level 1 (4 slots): comprehend languages, fog cloud, sleep
Level 2 (3 slots): detect thoughts, gust of wind, mirror image
Level 3 (3 slots): animate dead, fireball, nondetection
Level 4 (3 slots): blight, greater invisibility, polymorph
Level 5 (1 slots): animate objects, scrying
Medium undead (vampire), Lawful Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 204 (24d8 + 96) |
| Speed | 40 ft., climb 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 18 (+4) | 18 (+4) | 20 (+5) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +9, Dex +9, Wis +7 |
|---|---|
| Skills | Arcana +15, Perception +12, Religion +10, Stealth +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 120 ft., passive Perception 22 |
| Languages | Abyssal, Common, Draconic, Elvish, Giant, Infernal |
| Challenge | 15 |
If Strahd dies, he revives with all his Hit Points in 1d10 weeks somewhere in Barovia.
If Strahd fails a saving throw, he can choose to succeed instead.
If Strahd drops to 0 Hit Points outside his resting place, he uses Shape-Shift to become mist (no action required). If he can't use Shape-Shift, he is destroyed. While Strahd has 0 Hit Points in mist form, he can't return to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, Strahd returns to his vampire form and has the Paralyzed condition until he regains any Hit Points, and he regains 1 Hit Points after spending 1 hour there.
Strahd can climb difficult surfaces, including ceilings, without making an ability check.
Strahd has these weaknesses:
Strahd can't enter a residence without an invitation from an occupant.
Strahd takes 20 Acid damage if he ends his turn in running water.
If a weapon that deals Piercing damage is driven into Strahd's heart while Strahd has the Incapacitated condition in his resting place, Strahd has the Paralyzed condition until the weapon is removed.
Strahd takes 20 Radiant damage if he starts his turn in sunlight. While in sunlight, he has Disadvantage on attack rolls and ability checks.
Strahd makes two Death Strike attacks. He can replace one of these attacks with a use of (A) Bite or (B) Spellcasting to cast Fireball if available.
Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 14 (4d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
con DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Points maximum decreases by an amount equal to the Necrotic damage taken, and Strahd regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage rises the following night as a Vampire Spawn under Strahd's control, unless the Humanoid is restored to life or its body is destroyed.
Strahd moves up to half his Speed, and he makes one Death Strike attack.
Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At will: Detect Thoughts, Fog Cloud, Mage Hand
2 each/day: Animate Dead, Fireball, Gust of Wind, Mirror Image, Nondetection
1 each/day: Greater Invisibility, Polymorph, Scrying
Strahd casts Charm Person, requiring no spell components and using the same spellcasting ability as Spellcasting. When the spell is cast this way, its duration is 24 hours, and the Charmed target is a willing recipient of Strahd's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by Strahd.
At will: Charm Person
Strahd casts Command (level 2 version), requiring no spell components and using the same spellcasting ability as Spellcasting.