Three-Phase Strahd

by DragnaCarta

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Strahd, First Form

Medium undead (shapechanger), lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 150 (53d8 + 212, divided by 3)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5)

  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

Legendary Resistance (1/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage, this trait doesn’t function at the start of his next turn.

Spider Climb. Strahd can move up, down, and across vertical surfaces and upside down along ceilings, while leaving his hands free.

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.

Blessings of the Fanes. While Strahd retains the power of the Fanes of Barovia, he receives the following respective benefits: a +3 bonus to his Armor Class (Forest Fane); resistance to cold, fire, lightning, and poison damage (Swamp Fane); and the effects of permanent nondetection and true seeing spells (Mountain Fane).

Spellcasting. Strahd is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He can cast the following wizard spells:

At will: mage hand, prestidigitation, ray of frost, magic missile

3/day each: shield, absorb elements, animate dead, detect thoughts

2/day each: blindness/deafness (at 3rd level), lightning bolt, counterspell, dispel magic

1/day each: greater invisibility, polymorph, telekinesis, scrying

Swordsman's Aggravation. When Strahd drops to 0 hit points, his statistics are instantly replaced by the statistics of his second form. (If his second form has 0 hit points, it gains 1 hit point.) His initiative count doesn't change, but he loses his concentration.

Actions

Cast a Spell. Strahd casts a spell with a casting time of 1 action.

Bonus Actions

Misty Step. Strahd casts the spell misty step without expending a spell slot.

Frigid Shield (1/Day). Strahd conjures a magical shield of thin and wispy flames that burn cold instead of hot, which lasts for 1 minute or until he loses his concentration (as if concentrating on a spell). While the shield lasts, a creature that hits Strahd with a melee attack within 5 feet takes 9 (2d8) cold damage.

Tactical Shift. Strahd's statistics are replaced by the statistics of his second or third form if that form has at least 1 hit point remaining. His initiative count doesn't change, but he loses his concentration. (Any damage that Strahd has previously taken in his first form is preserved, but doesn't carry over to his new form.)

Lair Actions

On initiative count 20 (losing initiative ties), Strahd can take a lair action to cause one of the following magical effects. He can't use the same effect two rounds in a row.

Scatter. The air quivers around up to three creatures of Strahd's choice that he can see within 60 feet. An unwilling creature must succeed on a DC 19 Wisdom saving throw to resist this effect. On a failure, a creature is teleported to an unoccupied space on the ground or floor that Strahd can see within 60 feet of him.

Fiery Sphere. A 10-foot diameter sphere of fire appears in an unoccupied space of Strahd's choice within 60 feet that he can see. Any creature that starts its turn within 5 feet of the sphere must make a DC 19 Dexterity saving throw or take 3d6 fire damage on a failed save. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It lasts until Strahd uses another Lair Action or until dispelled.



Strahd, Second Form

Medium undead (shapechanger), lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 264 (24d8 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5)

  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

Legendary Resistance (1/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage, 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.

Spider Climb. Strahd can move up, down, and across vertical surfaces and upside down along ceilings, while leaving his hands free.

Blessings of the Fanes. While Strahd retains the power of the Fanes of Barovia, he receives the following respective benefits: a +3 bonus to his Armor Class (Forest Fane); resistance to cold, fire, lightning, and poison damage (Swamp Fane); and the effects of permanent nondetection and true seeing spells (Mountain Fane).

Vampiric Aggravation. When Strahd drops to 0 hit points, if his first form has at least 1 hit point remaining, his statistics are instantly replaced by the statistics of his first form. Otherwise, his statistics are instantly replaced by the statistics of his third form. In either case, Strahd's initiative count doesn't change.

Actions

Multiattack. Strahd makes four melee attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage.

Bonus Actions

Hilt Bash. +11 to hit, 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Aggressive. As a bonus action, Strahd can move up to his speed toward a hostile creature he can see.

Tactical Shift. Strahd's statistics are replaced by the statistics of his first or third form if that form has at least 1 hit point remaining. His initiative count doesn't change, but he loses his concentration. (Any damage that Strahd has previously taken in his second form is preserved, but doesn't carry over to his new form.)

Lair Actions

On initiative count 20 (losing initiative ties), Strahd can take a lair action to cause one of the following magical effects. He can't use the same effect two rounds in a row.

Ghostly Hands. All non-undead creatures in a 10-foot cube starting from a point within 60 feet of Strahd that he can see must make a Strength saving throw or be restrained by grasping ghostly hands until initiative count 20 on the following round.

Fog Bank. A 40-foot radius sphere of fog appears centered on a point within 60 feet of Strahd that he can see. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the following round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.



Strahd, Third Form

Medium undead (shapechanger), lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 204 (24d8 + 96)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 20 (+5) 15 (+2) 20 (+5)

  • Saving Throws Dex +11, Wis +8, Cha +11
  • Skills Arcana +17, Perception +14, Religion +11, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 24.
  • Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
  • Challenge CR 15 (6,450 XP) or 11 (3,800 XP) when fought in sunlight
  • Proficiency Bonus. +6

Legendary Resistance (1/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage, 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.

Spider Climb. Strahd can move up, down, and across vertical surfaces and upside down along ceilings, while leaving his hands free.

Blessings of the Fanes. While Strahd retains the power of the Fanes of Barovia, he receives the following respective benefits: a +3 bonus to his Armor Class (Forest Fane); resistance to cold, fire, lightning, and poison damage (Swamp Fane); and the effects of permanent nondetection and true seeing spells (Mountain Fane).

Actions

Multiattack. Strahd makes three attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 10 (3d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 19) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 8 (1d6 + 5) 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. One humanoid within 30 feet that Strahd can see must make a DC 19 Wisdom saving throw or be magically charmed for 1 minute or until Strahd loses his concentration (as if concentrating on a spell). A target that can't see Strahd automatically succeeds. While charmed, the target regards Strahd as a trusted friend to be heeded and protected; it isn't under Strahd's control, but takes his requests and actions in the most favorable way and lets Strahd bite it. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

If the target is still charmed at the end of the minute, the effect lasts for 24 hours, until Strahd is destroyed, or until he takes a bonus action to end it.

Bonus Actions

Shapechange. Strahd magically assumes the shape, speed, and size of a bat, wolf, or cloud of mist (medium elemental, fly 30 ft. (hover)), or returns to his true form. His statistics are otherwise unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he drops to 0 hit points or uses Tactical Shift.

Tactical Shift. Strahd's statistics are replaced by the statistics of his first or second form if that form has at least 1 hit point remaining. His initiative count doesn't change, but he loses his concentration. (Any damage that Strahd has previously taken in his third form is preserved, but doesn't carry over to his new form.)

Reactions

Misty Escape. When Strahd takes damage, he can move up to his speed without provoking opportunity attacks.

Lair Actions

On initiative count 20 (losing initiative ties), Strahd can take a lair action to cause one of the following magical effects. He can't use the same effect two rounds in a row.

Deluge of Blood. A sea of blood 5 feet deep fills the level of Castle Ravenloft that Strahd currently occupies, making it difficult terrain to all creatures other than Strahd, until initiative count 20 on the next round.

Wails of the Damned. Strahd calls forth the spirits of creatures that died in Castle Ravenloft, summoning an ethereal torrent of shrieking specters in a 20-foot radius centered on a point within 60 feet of Strahd that he can see. Each creature in that area must make a DC 18 Constitution saving throw or be frightened of Strahd for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Vampire Features

In all forms, Strahd has the following features:

Undead Nature. Strahd doesn't require air.

Forbiddance. Strahd can't enter a residence without an invitation from one of the occupants.

Chained to the Grave. Strahd cannot gain the benefits of a long rest except by resting in his coffin for eight hours between dawn and dusk

Children of the Night. Strahd can comprehend and verbally communicate with bats, wolves, and rats, which obey his commands.

Credits

The Three-Phase Strahd Stat Block is unofficial Fan Content permitted under the Fan Content Poicy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

Statblock by: DragnaCarta

Special thanks to: Twi

Playtested by: Starless, farlet10, Eve, Aonbarr Cartography, and Taffer.

 

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