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___ ___ > ## Strahd von Zarovich >*Medium undead (shapechanger), lawful evil, CoS p240* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 255 (30d8 + 120) + 50 (Heart of Sorrow) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4) | 18 (+4) | 18 (+4) | 20 (+5) | 15 (+2) | 18 (+4)| >___ > - **Saving Throws** Dex +10, Wis +8, Cha +10 > - **Skills** Arcana +17, Perception +14, Religion +17, Stealth +16 > - **Damage Resistances** necrotic, nonmagical weapons > - **Senses** darkvision 120 ft., passive Perception 24 > - **Languages** Abyssal, Common, Draconic, Elvish, Infernal > - **Challenge** 17 (18,000 XP) > ___ > > **Regeneration.** Strahd regains 20 HP at the start of his turn if he has at least 1 HP 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. > > **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. > > **Shapechanger.** Action to polimorph into a tiny bat (5ft walking, 30ft flying), or a Medium wolf (40ft walking), a medium cloud of mist (20 ft flying) if Strahd isn't in running water or sunlight. 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 has ADV on STR, DEX, and CON saving throws, and he is immune to all nonmagical damage, except sunlight. > > **Misty Escape.** When Strahd drops to 0 HP, he transforms into a cloud of mist. If he can't transform, he is destroyed. He must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form and is then paralyzed until he regains at least 1 HP. That happens in 1 hour. > > **Spider Climb.** Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. > > **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. > > **Harmed by Running Water.** He takes 20 acid damage if he ends his turn with his heart in the running water. > > **Legendary Resistance (3/Day).** *OOO* If Strahd fails a saving throw, he can choose to succeed instead. > > **Spellcasting.** Strahd is a 10th-level spellcaster. His spellcasting ability is INT (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared: > > *Cantrips (at will)*: mage hand, prestidigitation, ray of frost > > *1st level OOOO* - shield, absorb elements, fog cloud > > *2nd level OOO* - detect thoughts, blindness/deafness, misty step, gust of wind > > *3rd level OOO* - animate dead, fireball, counterspell, dispel magic, fly > > *4th level OOO* - blight, greater invisibility, polymorph > > *5th level OO* - animate objects, scrying > > ### Actions > **Multiattack (Vampire Form).** Strahd makes two attacks, only one of which can be a bite attack. > > **Unarmed Strike (Vampire Form).** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 14 (4d6) necrotic damage. Or grapple the target (escape DC 18) on hit instead. > > **Bite (Bat or Vampire Form).** Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's max HP 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.** 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 18 WIS 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).** *O* Strahd magically calls 2d4 swarms of bats or swarms of rats. While outdoors, Strahd can call 3d6 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. > > ### Legendary Actions > > **Move.** Strahd moves up to his speed without provoking opportunity attacks. > > **Unarmed Strike.** Strahd makes one unarmed strike. > > **Bite (Costs 2 Actions).** Strahd makes one bite attack. \pagebreak ___ ___ > > ### Lair Actions > 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: > > • 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 STR check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again. > > • A 40-foot radius sphere of fog appears centered on a point within 120 feet of Strahd. The sphere spreads around corners, and its area is heavily obscured. It lasts until Strahd uses another Lair Action or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. > > • 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 CHA 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. > > • Grasping ghostly hands sprout from the ground and walls in a 10-foot cube starting from a point within 90 feet of Strahd. For the duration, these hands turn the ground in the area into difficult terrain. A creature in this area must immediately make a DC 18 STR saving throw or be restrained by the grasping hands until this effect ends. Saving through can be repeated as an action. > > • Strahd magically calls 2d4 swarms of bats or swarms of rats. Each swarm appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then exits the area. > > ### The Vampire's Minions > Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any. > > d20 | Creatures > ----|----------- > 1-3 | 1d4+2 dire wolves > 4-6 | 1d6+3 ghouls > 7-9 | 1d4+2 Strahd zombies > 10-12 | 2d4 swarms of bats > 13-15 | 1d4+1 vampire spawn > 16-18 | 3d6 wolves > 19-20 | None > > ### Strahd's Tactics > > • Strahd attacks at the most advantageous moment and from the most advantageous position. > > • Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away. > > • Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low WIS scores and use them as thralls. > > ### Strahd's Roleplay > **Разговор** > - плащ черный и развивается при ходьбе, соткан из теней, разлетается летучими мышами > - про вас говорят что вы дьявол - может быть они правы > - может ли ваш пони убежать от волков? > - про умертвий слуг Страда - они вас не тронут > > **Волки** > - животные его панически бояться; некоторые терпят, но немногие > - воет вместе с волками чтобы собрать их > - волки поджимают хвосты и скулят в его присутствии > > **Бой** > - раненый Страд больше обеспокоен порванной одеждой которую нелегко восстановить в баровии > - я древний я земля держа одну руку на ране, другую на окровавленном мече > - смех в спину бегущим > - отнять оружие и использовать его > - жертвы сквернословят и молятся > - перевоткнуть стрелы торчащие из тела во врага > - переломить позвоночник врага > - с силой разбить грудную клетку о стену и пить кровь пока остальные персонажи в ужасе смотрят и готовятся бежать > - на теле Страда шрамы от предыдущих сражений > > **Кровь** > - может найти по запаху крови > - реакция Страда на кровь > - при питании кровью - кровь течет по горлу как ветер или огонь, как ярость битвы с ее безумной смесью ужаса и наслаждения > > **Тени** > - тени вистан и близких приспешников управляются Страдом > - вистане завораживают Страда из-за того что они могут покинуть его земли, а за границами земель множество других миров, возможно - в одном из них есть Татьяна