Illustration Xan Drake

Strahd von Zarovich

Robin
Challenge 13
(10,000 XP)
Robinloft Estimated CR 13
Medium undead (shapechanger), lawful evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8+68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Environments urban
Shapechanger.

If Strahd von Zarovich isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, Strahd von Zarovich can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, Strahd von Zarovich can’t take any actions, speak, or manipulate objects. It 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day).

If Strahd von Zarovich fails a saving throw, it can choose to succeed instead.

Misty Escape.

When it drops to 0 hit points outside its resting place, Strahd von Zarovich transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration.

Strahd von Zarovich regains 10 Hit Points at the start of its turn. If Strahd von Zarovich takes acid or fire damage, this trait doesn’t function at the start of Strahd von Zarovich’s next turn. Strahd von Zarovich dies only if it starts its turn with 0 Hit Points and doesn’t Regenerate.

Shared Spellcasting.

While all three members of a Strahd von Zarovich coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:

  • 1st level (4 slots): identify, ray of sickness

  • 2nd level (3 slots): hold person, locate object

  • 3rd level (3 slots): bestow curse, counterspell, lightning bolt

  • 4th level (3 slots): phantasmal killer, polymorph

  • 5th level (2 slots): contact other plane, scrying

  • 6th level (1 slot): eye bite

For casting these spells, each Strahd von Zarovich is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Strahd von Zarovich’s Intelligence modifier, and the spell attack bonus is 4 + Strahd von Zarovich’s Intelligence modifier.

Spider Climb.

Strahd von Zarovich can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses.

Strahd von Zarovich has the following flaws:

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

Harmed by Running Water. Strahd von Zarovich 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 Strahd von Zarovich’s heart while Strahd von Zarovich is incapacitated in its resting place, Strahd von Zarovich is paralyzed until the stake is removed.

Sunlight Hypersensitivity. Strahd von Zarovich 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). The vampire makes two attacks, only one of which can be a bite attack.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Strahd von Zarovich, incapacitated, or restrained. Hit: 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 the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Charm.

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

Each time the vampire or the vampire’s 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 the vampire 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).

The vampire magically calls 2d4 swarms 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 Strahd von Zarovich 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 Strahd von Zarovich regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.

Vampires

“In the velvet shroud of night, where shadows dance and the moon casts a silvery glow, the Vampire awakens—a timeless predator with an insatiable thirst.”

Vampires are the epitome of undead elegance and horror, blending charm with malevolence, seduction with predation.

Eternal Allure. Beneath a vampire’s ageless beauty lies a heart of darkness. Their pale skin, piercing eyes, and crimson lips can mesmerize victims, making them susceptible to the vampire’s will.

Bloodlust. The thirst for blood is a vampire’s eternal curse. They feed not only to sustain their unlife but often to dominate and control. A vampire’s bite can drain life, turn mortals into thralls, or even spawn new vampires.

Masters of the Night. The sun is anathema to them. Vampires are creatures of the night, commanding dark powers, transforming into bats or mist, and displaying strength and speed beyond mortal bounds.

Coffin-bound. Vampires retreat to their coffins, crypts, or gravesites during daylight or when seeking refuge. These sanctuaries are often protected by thralls, other undead, or dark magics.

Lords of Deception. Beyond their physical might, vampires are master manipulators. They weave intricate plots, using charm, guile, and sometimes sheer terror to achieve their goals. Their immortal existence allows them the patience to see long games to fruition.

Legacy of the Damned. While some wear their curse with tragic dignity, others revel in their unholy state, creating vast networks of minions, amassing wealth, and ruling domains from the shadows.

Strahd von Zarovich

Not yet described

Duplication and Templates

Strahd von Zarovich (Robin) has been modified from other monsters.

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