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 180 (18d8 + 99)
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 +11
Skills Arcana +15, History +13, Intimidation +10, Perception +13, Stealth +15
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 20
Languages barovian, common, draconic, elvish, infernal
Challenge 18 (20,000 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 its true form. While in bat form, Strahd can't speak, its walking speed is 5 feet, and it has a flying speed of 40 feet. In wolf form its speed is 40 ft. for Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, Strahd can't take any actions, speak, or manipulate objects. It 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 it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it 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 considered magical.

Misty Escape. When it drops to 0 hit points outside its resting place, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. Strahd regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sun light or running water. lf 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 13th 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(1slot): finger of death

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

Unholy Persistence. Strahd has advantages on rolls against effects that turn undead.

Vampire Weaknesses. Strahd has the following flaws:

Forbiddance. Strahd can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. Strahd takes 10 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the Strahd's heart while Strahd is incapacitated in its coffin, strahd is paralyzed until the stake is removed.

Sunlight Hypersensitivity. Strahd takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. Strahd makes two melee attacks. Any combination of longsword and unarmed strike.

Longsword. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 21(3d10+5) slashing damage plus 9(2d8) necrotic damage.

Unarmed Strike. Melee weapon attack: +10 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 20 DC) instead of dealing the bludgeoning damage.

Bite. Melee weapon attack: +10 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. Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 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 the Strahd's control.

Charm. Strahd targets one humanoid it can see within 60 feet of it. 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 its 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 its spoken commands. The beasts remain for 1 hour, until Strahd dies, or until it dismisses them as a bonus action.

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.

Attack. Strahd makes a longsword or unarmed strike attack.

Move. Strahd moves up to its speed without provoking opportunity attacks.

Charm(costs 2 actions). Strahd makes a charm attack.

This is a buffed up version of Strahd for those who thinks he's nerfed in Curse of Strahd.



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