Vrekais
Silvered Weapons, Magical Attacks.
- •Life Drain .1d8.
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.1d8+7.
Reach 1.
- •Bone Longbow.1d8+7.
Range 12
ADV on attack rolls if adjacent to an ally.
- Clubs 2x.1d8+1
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
Advantage VS Bloodied creatures.
- •Rend.1d10+20
- •Feed.1d20+20.
Req. ADV on the target.
(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.
Can't be Charmed or Frightened.
ADV whilst adjacent to an ally.
- Bite.1d6+3
Lightining, Poisoned, Grappled, Prone, Incapacitated
The wisp can move through walls and solid objects but takes 1d10 damage if it ends a turn within an object.
- •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.2d8+10
- •Turn Invisible.
The wisp is invisible until it attaks again or uses consume life.
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.1d6