Strahd (Testing the Party)
Level 8 Solo Vampire Lord
M200
ALL+
Sanguine Cloak.

(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.

Sunscorn.

Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.

After each hero's turn, summon 1 blood bat minion (d10) within 8 spaces, then choose 1:
  • 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.

BLOODIED:

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.

LAST STAND:

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!

Use Arcane Blast against 1-2 targets, usually using Cold or Psychic damage. Use Sanguine Strike a lot, and rarely Beguile and Beckon.

Use Beguile and Beckon frequently. Use Arcane Blast on grouped targets, using Lightning or Necrotic damage.

remixed from Strahd Von Zarovich

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