Strahd von Zarovich (5e)

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Strahd von Zarovich (Individual) [1]

Lineage: Vampire
Class: Wizard
CR: 15 (13,000)
Alignment: Lawful Evil
Affiliations:


Strahd von Zarovich is a named character In the Ravenloft setting. He is the power within the realm of Ravenloft and village of Barovia.

As a Creature[edit]

Strahd von Zarovich (Individual) (pointer) [2]
Medium Undead (Vampires, Shapechangers), Lawful Evil
Armor Class: 16 (natural armor)
Hit Points: 144
Speed: 30 ft.
STR DEX CON INT WIS CHA
Saving Throws: Dex, Wis, Cha
Skills: Arcana, Perception, Religion, Stealth
Senses: darkvision 120 ft., passive Perception 22
Languages: Abyssal, Common, Draconic, Elvish, {Giant, Infernal
Habitat: Ravenloft
Challenge: 15 (13,000 xp)Proficiency Bonus (PB): +5

Features

Shapechanger. [3] 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.

Legendary Resistance (3/Day). [4] If Strahd fails a saving throw, he can choose to succeed instead.

Misty Escape. [3] 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 l hit point. After 1 hour in his coffin with O hit points, he regains 1 hit point.

Regeneration. [3] 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.

Spellcasting (Wizard).

Spider Climb. [4] Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Vampire Weakness. [3] The vampire has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 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 vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. 

Actions

Multiattack (Vampire Form Only).

Unarmed Strike (Vampire Form Only). Melee Weapon Attack

Bite (Bat or Vampire Form Only). [3] Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (ld6+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.

Charm. [3] 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.

Children of the Night (1/Day). [3] The vampire magically calls 2d4 swarm of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. 

Legendary Actions

The undead 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 undead regains spent legendary actions at the start of its turn.

Move.

Unarmed Strike.

Bite (Costs 2 Actions).

Unofficial Description: Legendary vampire that rules Ravenloft.


The Vampire's Minions[edit]

Strahd is usually accompanied by a number of supporting creatures that follow his directions.[5]

Heart of Sorrow[edit]

Strahd has a link to a magic item, the Heart of Sorrow that allows him to absorb more damage than his stat block indicates.[5]

Strahd von Zarovich's Lair

[5] Strahd's lair is Castle Ravenloft

Lair Actions

When fighting inside its lair, an strahd von zarovich can use lair actions. On initiative count 20 (losing initiative ties), the vampire takes a lair action to cause one of the following effects; the vampire can’t use the same effect two rounds in a row:


Sources and Notes[edit]

  1. Christopher Perkins (2016). Curse of Strahd. (5e) Wizards of the Coast. ISBN 0-7869-6598-4. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. CoS p.240
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 This trait matches that of the Vampire from the SRD5 Licensed: OGL.
  4. 4.0 4.1 Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.
  5. 5.0 5.1 5.2 paraphrased — CoS p.239

Back to Main Page5eMonster

AlignmentLawful Evil +
AuthorVaried +
CRval15 +
Canontrue +
Challenge Rating15 +
ClassWizard +
Experience Points13,000 +
FeaturesShapechanger +, Legendary Resistance +, Misty Escape +, Regeneration +, Spellcasting +, Spider Climb +, Vampire Weakness +, Multiattack +, Unarmed Strike +, Bite +, Charm +, Children of the Night + and Move +
HabitatRavenloft +
Has Lairtrue +
Hit Points144 +
Individualtrue +
Legendary Monstertrue +
LineageVampire +
NameStrahd von Zarovich +
PublicationVaried +
SizeMedium +
SortTextStrahd von Zarovich 5e +
SubtypeVampire + and Shapechanger +
SummaryLegendary vampire that rules Ravenloft. +
TypeUndead +