(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!
Use Arcane Blast against 1-2 targets, usually using Cold 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.