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CR 21 Ultra Mega Strahd - Revised

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Ultra Mega Strahd von Zarovich
CHALLENGE 21
ELITE LEGENDARY MEDIUM UNDEAD
(SHAPECHANGER) 33,000 XP
AC 22 (Natural armor)
HP 437 (46d8 + 230; bloodied 218)
Speed 40 ft., climb 40 ft., fly 60 ft. (Mist Form only)
STR
DEX
CON INT
WIS
CHA
20 (+5) 25 (+7) 20 (+5) 22 (+6) 20 (+5) 22 (+6)
Proficiency +7; Maneuver DC 22
Saving Throws Dex +14, Wis +12, Cha +13
Skills Arcana +13, Athletics +12, Deception +13,
Insight +12, Intimidate +13, Perception +12,
Persuasion +13, Stealth +14
Senses truesight 120 ft., passive Perception 22
Languages: Abyssal, Common, Draconic, Elvish,
Giant, Infernal
FEATURES
Coffin Restoration Unlike other undead, a Vampire
isn’t destroyed at 0 hit points; instead, it falls
unconscious. If its body rests in its coffin for 1 hour,
the vampire gains 1 hit point, after which its
Regeneration begins to function normally.
Damage Resistances cold, fire, necrotic, thunder; all
physical damage except magical silver (i.e. magical
weapons that are made from silver) and radiant
damage from a source of sunlight (such as from the
Sunsword or the Holy Symbol of Ravenkind).
Immunities disease, poison, sleep
Innate Spellcasting. Strahd’s innate spellcasting
ability is Intelligence (spell save DC 21, +13 to hit with
spell attacks). He can innately cast the following
spells, requiring no material components:
At Will: comprehend languages, fog cloud, disguise
self, mage hand, minor illusion, prestidigitation, ray of
frost, sleep
5/day: animate dead, darkness, detect thoughts,
fireball, gust of wind, mirror image, nondetection,
shield
3/day: blight, greater invisibility, polymorph
2/day: animate objects, scrying
1/day: steel wind strike
Legendary Resistance (3/Day). When Strahd fails a
saving throw, he can choose to succeed instead.
Life Steal (5/day). By spending an action and a
bonus action, Strahd breathes in deeply, sucking
away the life force of creatures within 40 feet of him.
Creatures in the area of effect must succeed on a DC
21 Constitution saving throw or take 21 (6d6) necrotic
damage; half of the total damage is consumed by
Strahd to grant himself temporary hit points. A
successful save reduces the damage by half.
Damage dealt this way cannot be healed with the use
of magic and is only restored upon completion of a
long rest. Creatures reduced to 0 hit points from this
trait die and rise the next evening as a vampire spawn
under Strahd’s control. Before the target first rises as
a vampire spawn, a bless, gentle repose, or similar
spell cast on the body prevents this transformation.
Misty Escape. When Strahd drops to 0 hit points,
instead of falling unconscious, he turns into mist as if
he had used the Mist Form action (see below). He
can move each turn toward his coffin, even though he
is at 0 HP. While at 0 HP in this form, Strahd is
unaffected by further damage. He automatically
returns to his corporeal form, unconscious, if he
reaches his coffin, or after 2 hours, whichever comes
first.
Regeneration. Strahd regains 20 hit points at the
start of his turn if he has at least 1 hit point.
Spider Climb. Strahd can climb even on difficult
surfaces and upside down on ceilings without needing
to make an ability check.
Vampire Weaknesses. Strahd has the following
weaknesses:
Forbiddance. Strahd cannot enter a residence
without an invitation from someone with the authority
to do so.
Running Water. Strahd cannot voluntarily cross
running water unless he is transported while he hides
within his coffin. He can fly over running water in
either of his bat forms (see below), as long as he
stays at least 10 feet above the surface.
Stake to the Heart. A wooden stake driven through
Strahd’s heart drops him to 0 HP and prevents him
from healing above 0 HP, even if he is in his coffin.
Staking a vampire requires a whole character’s turn,
and works only if Strahd is unconscious. If the stake
is removed, Strahd can heal above 0 HP again, and if
he is in his coffin, the 1-hour rest period begins once
the stake is removed. If Strahd’s head is severed and
anointed with holy water while the stake is in place,
Strahd is destroyed.
Sunlight Hypersensitivity. If exposed to direct sunlight
at the start of his turn, Strahd takes 20 radiant
damage.
ACTIONS
Multiattack (Vampire form only): Strahd can make
up to three attacks with his Longsword and/or his
Unarmed Strike when he takes the Attack action.
Longsword (Vampire Form Only). Melee Weapon
Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d10
+ 5) slashing damage.
Unarmed Strike (Vampire Form Only). Melee
Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
14 (2d8 + 5) bludgeoning damage.
Upon a successful strike, the target is also grappled
(escape DC 22). If two Unarmed Strikes hit the same
target, that creature is also restrained.
Animate Objects (5th-Level; V, S; Concentration).
Objects come to life at Strahd’s command. Strahd
selects up to ten nonmagical tiny objects within 120
feet that are not being worn or carried, and each
object animates and becomes a creature under his
control until the spell ends (1 minute) or until reduced
to 0 hit points. As a bonus action, Strahd can
mentally command any creatures that he made with
the spell if the creatures are within 500 feet.
Tiny Animated Objects. 20 HP, AC: 18, Attack +8
to hit, reach 5 ft., one target. Hit 7 (1d4+4)
bludgeoning damage.
Fireball (3rd-Level; V, S, M). Fire streaks from
Strahd to a point within 120 feet and explodes in a 20foot radius, spreading around corners. Each creature
in the area makes a DC 21 Dexterity saving throw,
taking 21 (6d6) fire damage on a failed save or half
damage on a success.
Blight (4th-Level; V, S). Strahd targets a living
creature or plant within 30 feet, draining moisture and
vitality from it. The target makes a DC 21 Constitution
saving throw, taking 36 (8d8) necrotic damage on a
failure or half damage on a success. Plant creatures
have disadvantage on their saving throw and take
maximum damage. A nonmagical plant dies.
Steel Wind Strike (5th-Level; S, M; Range 30 ft.).
Strahd chooses up to five creatures that he can see
within range. He makes a spell attack against each
target (+13 to hit). On a hit, a target takes 33 (6d10)
force damage. Afterward, he can then teleport to an
unoccupied space he can see within 5 feet of one of
the targets.
BONUS ACTIONS
Charm (Gaze). Strahd magically targets a creature
within 30 feet, forcing it to make a DC 21 Wisdom
saving throw. On a failure, the target is charmed by
Strahd for 24 hours. While charmed, it regards Strahd
as a trusted friend to be heeded and protected, and is
a willing target for his Drink Blood action. Although the
target is not under his control, it takes Strahd’s
requests or actions in the most favorable way it can.
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, or takes a bonus action to end the effect.
If the target’s saving throw is successful, or
the effect ends for it, the creature is immune to
Strahd’s Charm for 24 hours.
Children of the Night (1/day). Strahd’s presence
brings forth creatures of the night to do the master’s
bidding. Strahd calls 2d4 swarms of bats or swarms
of rats, or 3d6 wolves, but can call other creature’s at
the DM’s discretion. The called creatures arrive in
1d4 rounds. Strahd can give telepathic orders to
these creatures as long as they are within 100 feet,
but they cannot communicate back. The beasts
remain until Strahd dies, or until he dismisses them as
a bonus action.
Drink Blood. Strahd sinks his fangs into any creature
that is grappled, incapacitated, paralyzed, restrained,
unconscious, or willing and drinks its blood. This
requires a successful Athletics check against the
victim’s Strength ability score for a grappled creature,
and is automatically successful against any of the
other conditions.
Upon a success, the victim takes 35 (10d6) necrotic
damage. The target’s hit point maximum is reduced
by an amount equal to the necrotic damage dealt, and
Strahd regains this number of hit points; gaining any
excess HP as temporary hit points. The reduction
lasts until the target finishes a week’s worth of long
rests.
Mist Form. Strahd transforms into a medium cloud of
mist or back into his true form. As mist, he has a
flying speed of 60, can’t speak, can’t take actions or
manipulate objects, is immune to all nonmagical
damage, and he has advantage on all saving throws
and Stealth checks. In addition, if air can pass
through a space, the mist can do so without
squeezing, but he cannot pass through water.
Anything he’s wearing or carrying transforms with
him. He can remain in this form indefinitely,
However, while in Mist Form, Strahd loses his
Regeneration feature.
Shapechange. Strahd polymorphs into giant bat, a
bat swarm, a wolf, or back to his true form. While
transformed, he has the beast’s size and movement
modes, and cannot speak; otherwise, he uses his
own statistics. Anything he’s wearing or carrying
transforms with him. Strahd reverts to his true form if
he is killed.
Bat Form. Strahd changes into a bat swarm or
a giant bat. He gains a land Speed of 20 feet and a
fly Speed of 40 feet, and the following Fangs attack:
Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Wolf Form. Strahd changes into a medium or
large wolf. He gains a land Speed of 50 feet, and the
following Fangs attack: Melee Weapon Attack: +12 to
hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing
damage.
REACTIONS
Hissing Scuttle. When Strahd takes radiant damage,
he moves up to his Speed without provoking
opportunity attacks.
Warding Charm (1/Day). When a creature Strahd
can see targets him with a melee attack but before
the attack is made, Strahd uses Charm on that
creature.
Shield (1st-Level; V, S). When Strahd is hit by an
attack or targeted by magic missile, he gains a +5
bonus to AC (including against the triggering attack)
and immunity to magic missile. These benefits last
until the start of its next turn.
LEGENDARY ACTIONS
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. He regains spent legendary actions at
the start of his turn.
Blood Charm. Strahd uses his Charm action (see
above).
Change Shape. Strahd uses his Shapechange action
(see above)
Escape into Shadow. Strahd moves up to his
Speed, without provoking opportunity attacks.
Longsword Attack. Strahd makes a single attack
with his Longsword (see above).
Unarmed Strike Attack. Strahd makes a single
attack with his Unarmed Strike (see above).
Turn to Mist. Strahd uses his Mist Form action (see
above)
BLOODIED LEGENDARY ACTIONS
Blood Frenzy. While bloodied, (at half of his
maximum hit points, or lower) Strahd gains the
following additional legendary actions:
Burning Blood (Costs 2 Actions). Strahd targets a
creature within 60 feet, magically causing its blood to
boil in its veins. The target makes a DC 21
Constitution saving throw, taking 42 (12d6) fire
damage on a failed save or half damage on a
success.
Create Spawn (1/Day). Strahd magically raises a
dead humanoid as a vampire spawn under his
control.
Drink Blood (Costs 2 Actions). Strahd attempts to
Drink Blood on a grappled, incapacitated, paralyzed,
restrained, unconscious, or willing creature (see
above)
Elite Recovery. Strahd ends one negative effect
currently affecting him. He can use this action as long
as he has at least 1 hit point, even while unconscious
or incapacitated.
Momentary Transformation (Vampire Form Only).
Strahd uses Shapechange or Mist Form, moves up to
his Speed without provoking opportunity attacks, and
then returns to his true form.
Lair Actions
In addition to his other considerable abilities and
attacks, Strahd has even greater power when he is in
his personal stronghold, Castle Ravenloft. As long as
he isn’t incapacitated, on initiative count 20 (losing
ties), Strahd can take one of the following lair action
options:
●
Strahd targets any number of doors or 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 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 specter.
●
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 21 Charisma saving throw,
its shadow detaches from it and becomes a
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.
DOWNTIME ACTIVITIES
Create Spawn. If a creature dies after being reduced
to 0 HP by his Drink Blood action, Strahd can turn this
victim into a Vampire by donating some of his own
blood to the victim and burying the victim in earth for 3
nights. The new vampire will be a Spawn, under
Strahd’s control.
THE HEART OF SORROW
While the Heart of Sorrow (area K20) is intact,
Strahd’s Sunlight Hypersensitivity weakness is not in
effect.
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