Count Strahd von Zarovich
Count Strahd von Zarovich
| Undead, Vampire | Level 10 Solo |
| EV 144 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1L | 12 | 650 | 3 | 10 |
| Immunity Corruption 10, poison 10 | Weakness — |
| Movement Fly, hover, teleport, climb |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +5 | +3 | +4 | +3 | +5 |
| Solo Monster |
| Strahd Turns: Strahd can take two turns each round. He can't take turns consecutively. Additionally, he can use two triggered actions in a round while he isn't dazed. |
| End Effect: At the end of each of his turns, Strahd can take 20 damage to end up to two effects on him that can be ended by a saving throw. This damage can't be reduced in any way. |
| I Am The Ancient |
| At the start of each round, Strahd chooses a new stance from one of the following options and gains its benefits. |
| Mage: Magic abilities that target Strahd take a double bane. |
| Soldier: Strahd automatically treats his initial power roll as a 17. He can still roll to determine if he scores a critical hit. |
| Vampire: Before he uses an ability, Strahd can either shift up to 2 squares, or can cause one creature within line of effect to slide up to 2 squares, ignoring stability. |
| I Am The Land | |
| Magic | Free Triggered Action |
| Self | Self |
| Trigger: A round begins while Strahd maintains a connection to one or more Fanes. |
| Effect: Strahd uses Sunder the Very Skies (requires Mountain Fane), The Forest Consumes or Viridescent Storm (requires Forest Fane), or conjures a 10-cube of magic fog that provides concealment to Strahd but not his enemies (requires Swamp Fane). Strahd can use this free triggered action even if he is dazed. |
| Dominion of the Fanes |
| While Strahd retains a connection to the Fanes of Barovia, he also possesses additional features as outlined in the "Dominion of the Fanes" featureblock. Most notably, while Strahd retains a connection to the Mountain Fane, his stability is 8. |
| Grave Ward |
| Strahd has damage immunity 5. If he takes holy damage, he loses this immunity until the end of the round. |
| Thin the Blood |
| Each enemy within 10 squares of Strahd takes a -2 penalty to saving throws. |
| Lord's Bloodthirst |
| Strahd has speed 15 and an edge on power rolls while any creature within 20 squares of him is bleeding. Any bleeding creature within 10 squares of Strahd can't hide. |
| Spear of the Damned 2d10+5 | Signature Ability |
| Magic, Melee, Ranged, Strike, Weapon | Main Action |
| Melee 2 or ranged 15 | Three creatures or objects |
| ≤ 11: 13 damage; A < 3 restrained (save ends) |
| 12-16: 18 damage; A < 4 restrained (save ends) |
| 17+: 21 damage; A < 5 restrained (save ends) |
| Effect: A target restrained this way is impaled by a shadowy spear. Strahd can maintain concentration on up to four spears, each of which can be used to impale a target. At the start of each of his turns, Strahd can summon any of his spears back to himself, ending the restrained condition on an impaled target. |
| Disarming Glare | |
| Area, Magic | Main Action |
| 5 burst | Each enemy in the area |
| Effect: Each target makes an Intuition test. |
| ≤ 11: 16 corruption damage; frightened (save ends) |
| 12-16: 13 corruption damage; frightened (EoT) |
| 17+: 8 corruption damage |
| While a target is frightened this way, Strahd ignores banes and double banes on abilities used against them. |
| Vermilion Fangs (3 Malice) 2d10+5 | |
| Melee, Weapon, Strike | Main action |
| Melee 1 | One creature |
| ≤ 11: 17 corruption damage; M < 3 bleeding (save ends) and prone |
| 12-16: 24 corruption damage; prone; M < 4 bleeding (save ends) |
| 17+: 30 corruption damage; prone; M < 5 the target is bleeding until the end of the encounter |
| Effect: Strahd regains Stamina equal to half the damage dealt. |
| Sanguineous Flourish (5 Malice) 2d10+5 | |
| Area, Weapon | Main action |
| 2 burst | Each enemy in the area |
| ≤ 11: 6 damage, 2 corruption damage; push 2; M < 3 bleeding (save ends) |
| 12-16: 6 damage, 7 corruption damage; push 5; M < 4 bleeding (save ends) |
| 17+: 6 damage, 10 corruption damage; push 7; M < 5 bleeding (save ends) |
| Effect: Strahd shifts up to his speed before or after using this ability. He regains Stamina equal to half the total corruption damage dealt. |
| Vengeance of the Dark Powers (2 Malice) |
| Area, Magic, Ranged | Maneuver |
| Two 3 cubes within 5 | Special |
| Effect: Each area is saturated with vengeful spirits until the end of the round. Any enemy who enters the area for the first time in a round or starts their turn there takes 5 corruption damage. At the end of the round, the spirits violently disperse. Each enemy within 2 squares of an area who has P < 5 is weakened (save ends). |
| Vampiric Charm 2d10+5 | |
| Magic, Ranged | Maneuver |
| Ranged 12 | One creature who can see Strahd |
| ≤ 11: I < 3 the target is charmed (save ends) |
| 12-16: I < 4 the target is charmed (save ends) |
| 17+: I < 5 the target is charmed (save ends) |
| Effect: While charmed this way, a creature treats Strahd as an ally and regards Strahd as a trusted friend to be heeded and protected; they aren't under Strahd's control, but take his requests and actions in the most favorable way and let Strahd bite them. Strahd automatically obtains a Tier 3 result on his Vermilion Fangs ability when he targets a creature charmed by him in this way. This maneuver is only available when Strahd is in his Vampire stance. |
| Is This What They Taught You? | |
| Ranged | Triggered Action |
| Ranged 10 | The triggering creature |
| Trigger: A creature within distance marks Strahd. |
| Effect: The target is marked while Strahd is marked. While the target is marked this way, Strahd gains an edge on power rolls against them, and whenever the target uses a triggered action involving their mark on Strahd, he can make a free strike against them. |
| Your Shields Are Nothing | |
| Magic, Melee | Triggered Action |
| Melee 5 | The triggering creature |
| Trigger: An enemy within distance uses an ability to reduce damage. |
| Effect: Strahd makes a free strike against the target, dealing extra damage equal to twice the amount that was reduced. This extra damage can't be reduced in any way. |
| Who's Hesitating? | |
| — | Triggered Action |
| Self | Self |
| Trigger: A creature uses the Hesitation is Weakness ability. |
| Effect: Strahd shifts up to his speed and can make a free strike. If the target has R < 4, this free strike also makes them weakened until the end of their next turn. |
| Your Obsession With Me Betrays You |
| Magic, Ranged | Triggered Action |
| Ranged 10 | The triggering creature |
| Trigger: Strahd causes a creature within distance to gain ferocity or wrath. |
| Effect: If the target has I < 4, they use a signature ability against a target of Strahd's choice. |
| Red Tide 2d10+5 | Villain Action 1 |
| Area, Magic, Ranged | |
| 8 cube within 15 | Each enemy in the area |
| ≤ 11: 8 corruption damage; A < 3 the target is blood soaked (save ends) |
| 12-16: 13 corruption damage; A < 4 the target is blood soaked (save ends) |
| 17+: 16 corruption damage; A < 5 the target is blood soaked until the end of the encounter |
| Effect: While a creature is blood soaked, Strahd has a double edge on abilities used against them. |
| Sanguine Mist | Villain Action 2 |
| Area, Magic | |
| 5 burst | Each enemy in the area |
| Effect: Each target makes a Presence test. |
| ≤ 11: 16 corruption damage; the target is bleeding until the end of the encounter |
| 12-16: 13 corruption damage; bleeding (save ends) |
| 17+: 8 corruption damage |
| Effect: Strahd teleports to an unoccupied space in the area. If he has lost the damage immunity from his Grave Ward trait, he regains it. |
| Fires of Dracul 2d10+5 | Villain Action 3 |
| Area, Magic | — |
| 15 x 3 line within 1 | Each enemy in the area |
| ≤ 11: 10 fire damage; R < 3 weakened (save ends) |
| 12-16: 16 fire damage; R < 4 weakened (save ends) |
| 17+: 20 fire damage; R < 5 weakened (save ends) |
| Effect: Strahd teleports to an unoccupied space adjacent to one target after the ability resolves. |
Strahd's Malice
At the start of Strahd's turn, you can spend malice to activate one of the following features.
| Slip (3 Malice) |
| During this turn, Strahd can move through creatures and objects at his usual speed, but can't end his turn inside a creature or object. Additionally, he doesn't take damage from being force moved. |
| Suffocating Dark (5 Malice) |
| Strahd throws one of his spears into an unoccupied space within 10 squares, or chooses one of his spears that he has already thrown. Until that spear returns to him or he uses this feature again, the spear emanates magical darkness in a 5 aura. Strahd can see through this darkness, and any enemy is suffocating while in the darkness. |
| Solo Action (5 Malice) |
| Strahd takes an additional main action on his turn. He can use this feature even if he is dazed. |
| The Mirror Lies (7 Malice) |
| Strahd chooses two creatures or objects within 20 squares of him. The targets immediately teleport to swap places. Any enemy teleported by this feature who has I < 5 is dazed until the end of their next turn. |
Vampire Attributes
Strahd has the following attributes and weaknesses.
Forbiddance: Strahd can't enter a residence without an invitation from one of the occupants.
Undead Nature: Strahd doesn't need to breathe.
Chained to the Grave: Strahd can only rest in his coffin in Castle Ravenloft, and must rest in his coffin or grave from dusk until dawn to fully regain his Stamina.
Children of the Night: Strahd can communicate with bats, rats, and wolves (including dire wolves) in his domain. They obey his commands.
Stake to the Heart: If a weapon made of wood is driven into Strahd's heart while he is unconscious in his coffin, he can't move, act, or teleport until the stake is removed. Ability rolls against him have a double edge.
Spider Climb: Strahd can climb all vertical surfaces (including walls) and move upside down along ceilings at his normal speed without making a test.
Sunlight Sensitivity: While in sunlight, Strahd takes 5 holy damage at the start of his turn, and has a bane on all ability rolls.
Shapechanger: If Strahd isn't in running water or sunlight, he can use a main action to change shape into a size 1T bat, a size 1M wolf, a size 1M cloud of mist, or back into his true form. His statistics, other than his size, are unchanged. While in mist form, Strahd can't take any actions (except to move or change shape), speak, or manipulate objects, but he can pass through any space that admits air.
Unkillable: If reduced to 0 Stamina while not in sunlight or running water, Strahd transforms into a cloud of mist instead of falling unconscious. If he can't transform, he is destroyed. While transformed in this way, Strahd has immunity to all damage, and immediately retreats to his coffin. Once in his coffin, Strahd reverts to his vampire form and is unconscious. After one hour, Strahd regains 1 Stamina and is no longer unconscious.
Dominion of the Fanes
While Strahd retains a connection to the Fanes of Barovia, he also possesses the following features.
Dominion of the Mountain: While Strahd retains the power of the Mountain Fane, he can't be magically tracked, marked, or scried upon, including by features such as a censor's judgment or a revenant's mark of vengeance. He can control weather and call lightning, and can use the Sunder the Very Skies ability. His stability increases to 8, and he can use a main action to move a 10-cube of earth as the earth elementalist's Motivate Earth ability.
Dominion of the Swamp: While Strahd retains the power of the Swamp Fane, he can create illusory images as a main action, which appear real to creatures with I < 4 unless physically interacted with. He can control water and conjure fog, which provides concealment to Strahd but not his enemies. Additionally, Strahd instantly recognizes illusions, sees invisible creatures, sees through supernatural concealment, and always knows if an area or object he observes is magical or affected by magic, as the void elementalist's Beyonding of Vision ability.
Dominion of the Forest: While Strahd retains the power of the Forest Fane, he can compel plants to grow, and can touch a willing animal, beast, plant, or plant creature to perceive through their senses for up to an hour. He can use the Viridescent Storm and The Forest Consumes abilities. Additionally, Strahd can speak with and understand animals, beasts, plant creatures, and plants, as the green elementalist's It Is The Soul Which Hears ability.
Rejuvenation: If Strahd is destroyed while he retains the power of at least one of the Fanes, he gains a new body in 24 hours, regaining all his Stamina and becoming active again. His new body appears within his coffin.
| Viridescent Storm 2d10+5 | |
| Green, Magic, Ranged, Strike | Main action |
| Ranged 10 | Two creatures or objects |
| ≤ 11: 15 damage; slide 3; M < 3 5 acid damage |
| 12-16: 20 damage; slide 4; M < 4 7 acid damage |
| 17+: 24 damage; slide 5; M < 5 9 acid damage |
| Effect: Strahd or one ally within distance ends all conditions on themself. |
| The Forest Consumes | |
| Area, Green, Magic, Ranged | Main action |
| 5 cube within 10 | Each enemy in the area |
| Effect: The area becomes overgrown with caustic vines until the end of the encounter. While in the area, any enemy has acid weakness 5 and is slowed. Any enemy who ends their turn in the area and has M < 4 is restrained (save ends). |
| Sunder the Very Skies 2d10+5 | |
| Magic, Melee, Ranged, Strike | Main action |
| Melee 1 or ranged 10 | Two creatures or objects |
| ≤ 11: 15 lightning damage; vertical slide 3; M < 3 5 lightning damage |
| 12-16: 20 lightning damage; vertical slide 4; M < 4 7 lightning damage |
| 17+: 24 lightning damage; vertical slide 5; M < 5 9 lightning damage |
| Effect: Strahd or one ally within distance regains Stamina equal to half the damage dealt. |