statblock: true
image: [[Assets/Images/People/strahd.jpeg]]
name: Strahd von Zarovich
source:
- Curse of Strahd
type: undead
subtype: ""
size: Medium
alignment: lawful or evil
hp: 144
hit_dice: 17d8 + 68
ac: 16
speed: 30 ft.
stats:
- 18
- 18
- 18
- 20
- 15
- 18
damage_immunities: ""
damage_resistances: necrotic, bludgeoning, piercing, slashing from nonmagical attacks
damage_vulnerabilities: ""
condition_immunities: ""
saves:
- dexterity: "9"
- wisdom: "7"
- charisma: "9"
skillsaves:
- arcana: "15"
- perception: "12"
- religion: "10"
- stealth: "14"
senses: darkvision 120 ft., passive Perception 22
languages: "Abyssal, Common, Draconic, Elvish, Giant, "
cr: "15"
traits:
- name: Heart of Sorrow Regen
desc: >-
Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.
Any damage that Strahd takes is transferred to the [[Heart of Sorrow Statblock|Heart of Sorrow]]. If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.
The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself.
The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an [[antimagic field]]
- name: Shapechanger
desc: >-
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.
- name: Legendary Resistance (3/Day)
desc: If Strahd fails a saving throw, he can choose to succeed instead.
- name: Misty Escape
desc: >-
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.
- name: Regeneration
desc: 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, this trait doesn't function at the start
of his next turn.
- name: Spider Climb
desc: Strahd can climb difficult surfaces, including upside down on ceilings,
without having to make an ability check.
- name: Vampire Weaknesses
desc: >-
Strahd has the following flaws:
- Forbiddance: He can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
- Stake to the Heart: 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.
- Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
- name: Magic Weapons
desc: Strahd's attacks are considered magical for the sake of overcoming resistances.
- name: Unholy Persistence
desc: Strahd is immune to effects that turn undead.
actions:
- name: Multiattack (Vampire Form Only)
desc: Strahd makes two attacks, only one of which can be a bite attack.
- name: Unarmed Strike (Vampire or Wolf Form Only)
desc: Melee Weapon Attack +9 to hit, reach 5 ft., one target. 8 (1d8 + 4)
slashing damage, plus 14 (4d6) necrotic damage. If the target is a
creature, Strahd can grapple it (escape 18) instead of dealing the
slashing damage.
- name: Shortsword
desc: Melee Weapon Attack +9 to hit, reach 5 ft., one target. 8 (1d8 + 4)
slashing damage, plus 14 (4d6) slashing damage. Strahd prefers a sword earlier in the final battle. It is mechanically the same as his unarmed strike.
- name: Bite
desc: Melee Weapon Attack +9 to hit, reach 5 ft., one willing creature, or a
creature that is grappled by Strahd, incapacitated, or restrained. 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.
- name: Charm
desc: >-
Strahd targets one humanoid he can see within 30 feet of him. If thet
target can see Strahd, the target must succeed on a 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.
- name: Children of the Night (1/Day)
desc: Strahd magically calls 2d4 swarm of bats||swarms of bats or swarm of
rats||swarms of rats, provided that the sun isn't up. While outdoors,
Strahd can call 3d6 wolf||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.
bonus_actions: []
reactions: []
legendary_actions:
- name: ''
desc: 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. Strahd regains spent legendary actions at the start of its turn.
- name: Move
desc: Strahd moves up to his speed without provoking opportunity attacks.
- name: Unarmed Strike
desc: Strahd makes one unarmed strike.
- name: Bite (Costs 2 Actions)
desc: Strahd makes one bite attack.
mythic_actions: []
spells:
- "Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence
(spell save 18, +10 to hit with spell attacks). He 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, fireball, nondetection
- 4th level (3 slots): blight, greater invisibility, polymorph
- 5th level (1 slots): animate objects, scrying, wall of force
spellsNotes: ""
lair_actions:
- name: ''
desc: While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round
- name: Pass Through Walls
desc: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.
- name: Open Doors
desc: Strahd targets any number of doors and 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.
- name: Summon Spirit
desc: 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]]
- name: Control Shadow
desc: 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 17 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.
monster: Strahd von Zarovich
Strahd Statblock

16
144
30 ft.
18
18
18
20
15
18
Dexterity +9, Wisdom +7, Charisma +9
Arcana +15, Perception +12, Religion +10, Stealth +14
necrotic, bludgeoning, piercing, slashing from nonmagical attacks
darkvision 120 ft., passive Perception 22
Abyssal, Common, Draconic, Elvish, Giant,
15 (13,000 XP)
+5
Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.
Any damage that Strahd takes is transferred to the Heart of Sorrow. If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.
The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself.
The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field
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, 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:
Strahd's attacks are considered magical for the sake of overcoming resistances.
Strahd is immune to effects that turn undead.
Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save 18, +10 to hit (20) with spell attacks). He has the following wizard spells prepared:
Cantrips (at will):
1st level (4 slots):
2nd level (3 slots):
3rd level (3 slots):
4th level (3 slots):
5th level (1 slots):
Strahd makes two attacks, only one of which can be a bite attack.
Melee Weapon Attack +9 to hit (19), reach 5 ft., one target. 1d8 + 4 (8) slashing damage, plus 4d6 (14) necrotic damage. If the target is a creature, Strahd can grapple it (escape 18) instead of dealing the slashing damage.
Melee Weapon Attack +9 to hit (19), reach 5 ft., one target. 1d8 + 4 (8) slashing damage, plus 4d6 (14) slashing damage. Strahd prefers a sword earlier in the final battle. It is mechanically the same as his unarmed strike.
Melee Weapon Attack +9 to hit (19), reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. 1d6 + 4 (7) piercing damage plus 3d6 (10) 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 thet target can see Strahd, the target must succeed on a 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||swarms of bats or swarm of rats||swarms of rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolf||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.
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. Strahd regains spent legendary actions at the start of its turn.
Strahd moves up to his speed without provoking opportunity attacks.
Strahd makes one unarmed strike.
Strahd makes one bite attack.
While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round
Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.
Strahd targets any number of doors and 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 17 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.