Curse of Strahd
When healed, take damage instead. If the mound is brought to 0 HP by healing, the baby Walter can be healed instead of killed, peacefully putting him to rest.
If confronted with powerful reminders of Walter's' life, the Flesh Mound loses its next turn. This works up to 3 times. For example, spending an action to play the Music Box found in the Nursery.
- •Bone Crunch.
Move 4, attack for 1d10+2. On damage: Grappled (dc 10).
- •Engulf (Grappled target).
Attack for 2d10+2. On damage: Engulfed.
At 40 HP, chunks of the mound animate as minions (1d6) equal to the number of PCs. One of them can act each time the Flesh Mound does (once per round each).
The Flesh Mound is Dying! Further damage is ineffective. Inside, the crying corpse of the baby Walter is visible. Put it out of its misery to destroy the Flesh Mound! Until then, use d12s instead of d10s, and the DC to escape Grappled increases to 15.
Engulfed: You take 10 damage at the start of your turn. Your attacks cannot miss and ignore armor. You hear the faint sound of a baby crying...
(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.
Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.
- •Sanguine Strike.
1d10+5 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterwards.
- •Beguile.
(If no one is Beguiled) Beguile a target on a failed DC 12 WIL save (disadvantage if Bloodied).
- •Beckon.
Move a Beguiled creature adjacent to you and bite them: 2d10+10 damage and 1 Wound.
At 60 HP, gain Mistform. No longer vulnerable to radiant.
At 0 HP, Strahd disappears into mist and then reappears slightly out of range. He looks mostly unharmed, and says with an infuriating smirk. "Not bad. Perhaps you're worth playing with after all" and then disappears into mist.
Beguiled. Dazed. Cannot defend or interpose. Damage ends.
Feel free to still use Utility Spells (p24) to affect things out of combat, but keep things simple inside of combat.
Remember, Strahd cannot cross running water (like Rivers) or enter houses without an Invitation!
(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.
Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.
- •Sanguine Strike.
1d10+8 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterwards.
- •Beguile.
(If no one is Beguiled) Beguile a target on a failed DC 14 WIL save (disadvantage if Bloodied).
- •Beckon.
Move a Beguiled creature adjacent to you and bite them: 2d10+15 damage and 1 Wound.
At 100 HP, gain Mistform. No longer vulnerable to radiant. Bat Decoy. (1/round) When Strahd would take damage, instead first swap places with a bat minion.
At 0 HP, Strahd disappears into mist and then reappears slightly out of range. He looks somewhat injured, but still stands strong. He says grimly, "Not bad at all. I look forward to our final meeting. Perhaps you will be the ones?" and then disappears into mist.
Beguiled. Dazed. Cannot defend or interpose. Damage ends.
Feel free to still use Utility Spells (p24) to affect things out of combat, but keep things simple inside of combat.
Remember, Strahd cannot cross running water (like Rivers) or enter houses without an Invitation!
(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.
Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.
- •Sanguine Strike.
1d10+10 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterwards.
- •Beguile.
(If no one is Beguiled) Beguile a target on a failed DC 16 WIL save (disadvantage if Bloodied).
- •Beckon.
Move a Beguiled creature adjacent to you and bite them: 2d10+20 damage and 1 Wound.
- •Arcane Blast (Cone 6).
4d10 damage. Choose type & effect: Cold + Slowed, Fire + Prone, Lightning + Dazed, Necrotic + Frightened, Psychic (ignores armor).
At 125 HP, gain Mistform. No longer vulnerable to radiant. Bat Decoy. (1/round) When Strahd would take damage, instead first swap places with a bat minion.
Strahd is dying! 120 more damage and he turns to mist, re-appearing in his coffin (stake him within 1 hour to kill him). Until then, his Sanguine Cloak, attacks, and bats roll d20s instead of d10s.
Beguiled. Dazed. Cannot defend or interpose. Damage ends.
Heart of Sorrow. If the Heart of Sorrow (K20) is destroyed before the fight, Strahd's Last Stand lasts for only 60 HP.
Feel free to still use Lair Actions (p239) or Utility Spells (p24) to affect things out of combat, but keep things simple inside of combat.
Remember, Strahd cannot cross running water (like Rivers) or enter houses without an Invitation!
5 charges per Safe Rest.
Dawn's Embrace. Reaction, 1 Charge, Range 12. A creature drops to 1 HP instead of 0, and has immunity to damage until their next turn.
Light of Hope. Action, 1 Charge, Range 6. End all harmful conditions on them.
Sun's Blessing. Action, 3 Charges. Allies in 6 of you deal +1d4 Radiant with weapons for 1 minute.
Only works for a good-hearted creature.
As an action, cause a Longsword blade of pure light to appear from the hilt (Use your choice of DEX or STR).
While lit, it deals Radiant damage (+1d8 to Undead) and sheds light as a Torch (action to double or halve the distance).
1/Encounter, the blade flares to protect you, causing an attack to miss.
Sentient blade, WIL+, Telepathy/Blindsense 12.
Gains an additional effect depending on the soul powering it (https://www.strahdreloaded.com/Act+IV+-+Secrets+of+the+Ancient/Arc+S+-+A+Sword+of+Sunlight):
All 1/Encounter:
- Action. Undead in the sword's light make a WIL save or Frightened.
- Action. Heal 10 x KEY HP (range Touch).
- Reaction. Defend with +5 armor.
- Action after hitting. Deal +KEY d8 damage.
- Action. You have advantage on saves from Undead. (Reluctant souls would grant no additional effect.)