V

Vrekais

Lvl 4 large
M050
Lvl 6
H41
Vulnerable.

Silvered Weapons, Magical Attacks.

Choose two.
  • Life Drain ..

    Reach 1. (1/turn) Cannot miss. DC13 STR save or the target's Max HP is reduced by an amount equal to the damage until they take a Safe Rest.

  • Jagged Longsword..

    Reach 1.

  • Bone Longbow..

    Range 12

M20
Vistani Tactics.

ADV on attack rolls if adjacent to an ally.

  • Clubs 2x.
Lvl 9 vampire spawn
M6880
Sunscorn.

Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.

Predation.

Advantage VS Bloodied creatures.

Choose one.
  • Rend.
  • Feed..

    Req. ADV on the target.

remixed from Doru
Level 12 Solo VAMPIRE LORD
275
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.

Forbiddance.

He can’t enter a residence without an invitation from one of the occupants.

Misty Escape.

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.

After each heroes summon 1 blood bat minion (d10) within 8 spaces, then choose 1:
  • 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:

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:

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.

Lvl 10 vampire spawn
8118
Sunscorn.

Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.

Predation.

Advantage VS Bloodied creatures.

Choose one.
  • Rend.
  • Feed..

    Req. ADV on the target.

Lvl 1/2 minion
No such thing as Overkill.

Damage does not overspill to other Zombie minions.

  • Crunch.

    1d4

Lvl 1/2 Skirmisher
18
Strahd's: Loyal Servants.

Can't be Charmed or Frightened.

Pack Tactics.

ADV whilst adjacent to an ally.

  • Bite.
remixed from Dire Wolves
H35
Immune.

Lightining, Poisoned, Grappled, Prone, Incapacitated

Incorporeal Movement.

The wisp can move through walls and solid objects but takes 1d10 damage if it ends a turn within an object.

Choose one.
  • Consume Life.

    Req. target with the Dying condition. Target must make a DC10 STR save, on a fail take 3 wounds, and the wisp regains 3d6 HP.

  • Shock.
  • Turn Invisible.

    The wisp is invisible until it attaks again or uses consume life.

  • Scimitar.
Goes for the eyes!

When attacked by any number of Raven swarms, on a failed a DC10 + [No. of Swarms] DEX save the target is blinded until the end of it's next turn.

  • Bite.
  • Bite.

    1d4

remixed from Swarm of Bats