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.