(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.
He can’t enter a residence without an invitation from one of the occupants.
When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. He becomes immune to all non-magical damage and attempts to escape.
- •Ebonfang. .
Reach 1. 1d10+9 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterward.
- •Beguile. .
If no creature is Beguiled, Beguile a target on a failed DC 18 WIL save (w/disadvantage if Bloodied).
- •Beckon & Bite. .
Move a Beguiled creature up to 8 space to be adjacent to you and bite them: 2d10+30 damage and 1 Wound.
BLOODIED: At 135 HP, gain Mistform. Lose vulnerable to Radiant.
Gain Bat Decoy. Whenever Strahd would take damage, instead first swap places with a bat minion, 1/round.
LAST STAND: Strahd is dying! 100 more damage and he "dies" (see misty escape and Heart of Sorrow). Until then, his Sanguine Cloak, attacks, and bats roll d20s instead of d10s.
Beguiled. Dazed. Cannot Defend or allow anyone to Interpose for you. Damage ends.
Heart of Sorrow. The Heart of Sorrow absorbs damage instead of Strahd while he is linked to it. He can unlink himself during any turn, and re-link in another. It has has 50HP. It regains all lost HP when the players take a Safe Rest. Until the Heart is destroyed Strahd can not be killed.
Toying With Us. Strahd will leave combat as soon as any Hero has more than 3 wounds unless encounters in the fated place (or his crypt) and the Heart has been destroyed.