You are on page 1of 5

A Strahd of Mythic Proportions

T
he master of Castle Ravenloft and the ruler of Strahd targets one Medium or smaller creature that casts
Barovia, Strahd Von Zarovich is a name a shadow. The target’s shadow must be visible to Strahd
known among hunters, adventurers, and and within 30 feet of him. If the target fails a DC 17
loreseekers alike. So when a party finally faces Charisma saving throw, its shadow detaches from it and
this dreaded creature, the rumored first becomes a shadow that obeys Strahd’s commands, acting
vampire, it only makes sense that he lives up to on initiative count 20. A greater restoration spell or a
the reputation. remove curse spell cast on the target restores its natural
Enter Mythic Strahd. While many similarities to his shadow, but only if its undead shadow has been destroyed.
vampiric root remain true, the changes are designed to make Strahd calls forth his servants, and they obediently
Strahd a more tactical and mobile force of nature. Apart from appear. Strahd can choose from any of the creatures on
the addition of Mythic Abilities, the biggest changes made to the Strahd's Minions table. These creatures appear where
this version of Strahd are as follows: designated by Strahd but within 30 feet. They
Spell List It makes no sense for Strahd to have many of immediately take their turn and continue to act on
the spells on his list prepared. By this point, he knows the Initiative count 20 until defeated.
individuals that have stormed his castle and has made
preparations to deal with them. Because of this, the spells on Strahd as a Mythic Encounter
this list are meant to provide reliable movement around the For a group of characters that have managed to travel
battlefield as well as opportunities to punish those that group Barovia, storm Ravenloft Castle, and face down countless
up too closely together. Misty Step and Far Step should be challenges, the final encounter with Strahd needs to be just
used for quick getaways or ambushes, while Counterspell is a as harrowing. When Strahd is taken to 0 hit points for the
good way to punish a player even after all Legendary first time in a fight, it is not the end of the encounter. Instead,
Resistances have been used. he has brought one of the Sarcophagi contained within the
Equipment Strahd is a warrior and a strategist. The fact Amber Temple to Ravenloft. After activating his Misty Escape
that he goes into battle unequipped and unarmed is simply ability for the first time, Strahd instead enters this
not acceptable. In this version, Strahd is wearing a suit of Sarcophagus and steps forth empowered by either the
enchanted full plate and wielding a sword meant to protect strength of the Fanes or of Vampyr itself. Unlike the original
him against the turn undead abilities of any clerics or ability, this version of Misty Escape activates even if Strahd is
paladins in the group. His Spellguard Shield is going to make in Sunlight or Running Water.
it even easier for him to succeed against magic, and a Ring of I have included two options for Mythical Options for
Resistance to Radiant damage will make it easier for him to Strahd Based on the source of his Mythic powers.
keep fighting even with the Sunsword and holy symbol in The Fanes The Curse of Strahd contains a summary of
play. the story of the Fanes and how their shrines were corrupted
The Heart of Sorrow This was kept mostly as written to give Strahd power over the land. Three gems as well as
with the popular exception that the HP that it provides is three standing stone sites correspond with each of these
doubled to 100 rather than the normal 50. mysterious fanes, but it's up to the Dungeon Master to
include this story if they so choose. If the Fanes are the
The Lair of Strahd source of his mythic power, Strahd has a variety of abilities
Castle Ravenloft is a place of history and power. While within meant to disable and hinder his targets, and he strategically
his castle, Strahd is able to take lair actions as long as he isn't picks the best opponent to target with any of these abilities.
incapacitated. Vampyr The Dark Power that made Strahd what he is can
On initiative count 20 (losing initiative ties), Strahd can also be a deadly source of his mythic power. Where the Fanes
take one of the following lair action options, or forgo using focus on hindering an opponent, Vampyr is about domination
any of them in that round: and destruction. Strahd may become more reckless in this
state relying on his ability to heal rapidly and ensnare the will
Until initiative count 20 of the next round, Strahd can pass of one of his opponents instead of simply trying to
through solid walls, doors, ceilings, and floors as if they incapacitate them.
weren’t there. Mixing and Matching Mythic Powers If some of the
Strahd targets any number of doors and windows that he Fanes were restored and not others, it is possible for Strahd
can see, causing each one to either open or close as he to have a combination of Vampyr and Fane Powers. I have
wishes. Closed doors can be magically locked (needing a marked corresponding abilities to the Fane either provides
successful DC 20 Strength (Athletics) or Dexterity the ability or that the Vampy Ability replaces. Of course, feel
(Thieves Tools) check to force open), until Strahd chooses free to mix and match what you think will work best and be
to end the effect, or until Strahd uses this lair action most enjoyable for your party.
again.
Strahd summons the angry spirit of one who has died in
the castle. The apparition appears next to a hostile
creature that Strahd can see, makes an attack against that
creature, and then disappears. The apparition has the
statistics of a specter.

1
Strahd Von Zarovich He has advantage on Strength, Dexterity, and
Constitution saving throws and is immune to all
Medium Undead (Shapechanger), Lawful Evil
nonmagical damage, except the damage taken from
Armor Class 22 (+2 Plate and Spellguard Shield) sunlight.
Hit Points 144(17d8 + 68) Legendary Resistance (3/Day). If the vampire fails a
Temporary Hit Points 100 (Heart of Sorrow) saving throw, it can choose to succeed instead.
Speed 30ft.
Misty Escape. When it drops to 0 hit points outside
its resting place, the vampire transforms into a
STR DEX CON INT WIS CHA cloud of mist (as in the Shapechanger trait) instead
20 (+5) 18 (+4) 18 (+4) 22 (+6) 16 (+3) 18 (+4) 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
Saving Throws Dexterity +9, Wisdom +8, Charisma can't revert to its vampire form, and it must reach
+9 Additionally Strahd has advantage on all its resting place within 2 hours or be destroyed.
saving throws against magic Once in its resting place, it reverts to its vampire
Condition Immunities Charmed, Exhaustion, form. It is then paralyzed until it regains at least 1
Frightened hit point. After spending 1 hour in its resting place
Senses passive Perception 22 Darkvision 120ft with 0 hit points, it regains 1 hit point.
Languages Abyssal, Common, Draconic, Giant,
Infernal Regeneration. The vampire regains 20 hit points at
Challenge 15 (13,000 XP) the start of its turn if it has at least 1 hit point and
isn't in sunlight or running water. If the vampire
Waking Vampyr. (Mythic Trait; Recharges after a Short takes radiant damage or damage from holy water,
or Long Rest). When Strahd is reduced to 0 hit this trait doesn't function at the start of the
points for the first time, he doesn’t die or fall vampire's next turn. Spider Climb. The vampire can
unconscious. Instead, the floor cracks revealing an climb difficult surfaces, including upside down on
Amber Tomb in the center of the room with a ceilings, without needing to make an ability check.
spectral mist the color of blood stretching out until Spellcasting. Strahd Von Zarovich is a 9th-level
it encompasses his falling body. Strahd assumes spellcaster. Its spellcasting ability is Intelligence
gaseous form and enters the Sarcophagus. He then (spell save DC 19, +11 to hit with spell attacks).
regains 144 Hit Points as well as an additional 100 Strahd Von Zarovich has the following spells
Temporary Hit Points. Immediately upon gaining prepared:
these hit points, Strahd can move up to his speed
without provoking an opportunity attack. Cantrips (at will): Shocking Grasp, Prestidigitation,
Ray of Frost
The Sarcophagus has an AC of 18 and 100 Hit 1st level (4 slots): Absorb Elements, Shield, Magic
points. It is immune to psychic, poison, Missile
bludgeoning, piercing, and slashing damage from
nonmagical attacks, resistant to damage from 2nd level (3 slots): Suggestion, Hold Person, Mirror
weapons not made from adamantine, and it is Image, Misty Step
immune to all conditions. After Strahd finishes a 3rd level (3 slots): Slow, Fireball, Counterspell
short rest, the Tomb Regenerates all damage and
sinks back into the ground once more. If Strahd's 4th level (3 slots): Resilient Sphere, Greater
hit points are reduced to 0 prior to the Invisibility
Sarcophagus being destroyed, he returns to his 5th level (1 slots): Dominate Person, Far Step, Steel
normal tomb to recover as normal. If the Wind Strike
Sarcophagus is destroyed and Strahd reaches 0 hit
points, he is destroyed. Vampire Weaknesses. The vampire has the following
flaws:
Shapechanger. If Strahd isn't in sunlight or running
water, he can use his action to polymorph into a Forbiddance. The vampire can't enter a residence
bat or a Medium cloud of mist, or back into his true without an invitation from one of the occupants.
form. While in bat form his walking speed is 5 feet, Harmed by Running Water. The vampire takes 20
and he has a flying speed of 30 feet. His statistics, acid damage if it ends its turn in running water.
other than his size and speed, are unchanged. Stake to the Heart. If a piercing weapon made of
Anything he is wearing transforms with him, but wood is driven into the vampire's heart while the
nothing he is carrying does. He reverts to his true vampire is incapacitated in its resting place, the
form if he dies. While in mist form, he can't take vampire is paralyzed until the stake is removed.
any actions, speak, or manipulate objects. He is Sunlight Hypersensitivity. The vampire takes 20
weightless, has a flying speed of 20 feet, can hover, radiant damage when it starts its turn in sunlight.
and can enter a hostile creature's space and stop While in sunlight, it has disadvantage on attack
there.In addition, if air can pass through a space, rolls and ability checks.
the mist can do so without squeezing, but he can't
pass through water.

2
Actions Legendary Actions
Multiattack (Vampire Form Only). Strahd makes three Strahd can take 3 legendary actions, choosing from
attacks, only one of which can be a bite attack. the options below. Only one legendary action
option can be used at a time and only at the end of
Acheron Blade (Vampire Form Only. Melee Weapon another creature's turn. Strahd regains spent
Attack: +11 to hit, reach 5 ft., one target. Hit: 9 legendary actions at the start of its turn.
(1d8 + 6) slashing damage, or 10 (1d10 + 6)
slashing damage if used with two hands plus 5 Move. Strahd moves up to his speed without
(2d6) Necrotic damage. provoking opportunity attacks.
Unarmed Strike (Vampire Form Only). Melee Weapon Lethal Strike. Strahd makes one melee weapon
Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 attack or an unarmed strike.
(1d8 + 5) bludgeoning damage. Instead of dealing
Bite (Costs 2 Actions). Strahd makes one bite attack.
damage, the vampire can grapple the target (escape
DC 18).
Mythic Actions
Bite (Bat or Vampire Form Only). Melee Weapon If Strahd’s mythic trait is active, he can use the
Attack: +9 to hit, reach 5 ft., one willing creature, or options below as legendary actions, so long as the
a creature that is grappled by the vampire, Amber Sarcophagus has not been destroyed.
incapacitated, or restrained. Hit: 7 (1d6 + 5)
piercing damage plus 10 (3d6) necrotic damage. Elemental Control (Swamp Fane). Strahd summons a
The target's hit point maximum is reduced by an sphere of energy at a creature within 60ft. He may
amount equal to the necrotic damage taken, and choose acid, cold, fire, lightning, poison, or thunder
the vampire regains hit points equal to that amount. for the energy. A creature takes 4d6 damage on a
The reduction lasts until the target finishes a long failed Dexterity save, or half as much damage on a
rest. The target dies if this effect reduces its hit successful one.
point maximum to 0. A humanoid slain in this way
and then buried in the ground rises the following I am the Land (2 Actions) (Mountain Fane). Strahd
night as a vampire spawn under the vampire's chooses one creature within 120 feet to make a
control. Strength (Athletics) Check equal to Strahd's spell
save DC or sink into the ground up to their waist
Charm. Strahd targets one humanoid he can see and be restrained. If by the end of their next turn,
within 30 ft. of him. If the target can see him, the the creature has not used their action to escape
target must succeed on a DC 17 Wisdom saving this effect, they sink into the ground entirely and
throw against this magic or be charmed by Strahd. begin to suffocate. While underground in this way,
The charmed target regards Strahd as a trusted an individual is blind, defeaned, and restrained. They
friend to be heeded and protected. Although the may use their action to make a Strength (Athletics)
target isn't under the his control, it takes Strahd's Check in order to pull themselves free.
requests or actions in the most favorable way it
can, and it is a willing target for Strahd's bite attack. My Name is Power (2 Actions) (Forest Fane). Strahd
can dispel one magical spell effect on a creature
Each time Strahd or his companions do anything within 120 feet of him.
harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success. All Will Fall (Vampyr Swamp). Strahd can make two
Otherwise, the effect lasts 24 hours or until Strahd attack rolls. Only one of these can be his bite
is destroyed, is on a different plane of existence attack.
than the target, or takes a bonus action to end the Your Will is Mine (2 Actions) (Vampyr Mountain).
effect. Strahd makes a gaze attack against one creature
Children of the Night (1/Day). Strahd magically calls within 60ft who must make a Wisdom Saving
2d4 swarms of bats or rats, provided that the sun Throw or be affected as if by the Dominate Monster
isn't up. While outdoors, Strahd can call 3d6 wolves Spell.
instead. The called creatures arrive in 1d4 rounds, Death Sustains Me (2 Actions) (Vampire Forest).
acting as allies of Strahd and obeying his spoken Strahd cretes tendrils of necrotic energy that target
commands. The beasts remain for 1 hour, until everyone within 20 feet of his square. These
Strahd dies, or until he dismisses them as a bonus tendrils deal 3d6 Necrotic damage on a failed
action. Constitution Save or hallf as much on a successful
one. Strahd then regains the total amount of
damage dealt with this action.

3
Equipment
+2 Plate Mail, Ring of Resistance (Radiant), Acheron
Longsword, Spellguard Shield.
Acheron Longsword. Immune to Turn Undead while
wielding the blade. The blade deals an additional 7
(2d6) Necrotic damage when striking a living
target. It also grants the wielder the Dark Blessing
and Disheartening Strike Abilities each usable once
per day. These abilities recharge each day at dawn.
Dark Blessing. 1/day while holding the sword can
use an action to give yourself 1d4+4 temporary hit
points. Disheartening Strike. When you hit a target,
they have disadvantage on their next saving throw.
They are immune to this effect if they are immune
to fear.
Spellguard Shield. The wielder of this shield gains
advantage on Saves against all spells. Additionally,
all spell attacks have disadvantage against the
wielder.

You might also like