Strahd von Zarovich, the Real Devil
Vampires
170 lbs
54

|
|

553 / 553 (100)
54 / 54
18
39
30
30
150
180
10
5
7

  • Natural Armor:
  • Natural Armor +15
    0 gp


  • Natural Weapon(s):
  • Bite (3d6)
  • Slam (3d8)


  • Passive Abilities:
  • Blood Scent
    10000 gp
  • Heart of Sorrow | The Real Devil
  • Legendary Movement
    5000 gp
  • Evasive Speed
    3000 gp
  • Vampire Forbiddance
  • Vampire Misty Escape
    1000 gp
  • Vampiric Regeneration (+30)
    50000 gp
  • Wilderness Fanes (Forest Fane)
    1000 gp
  • Wilderness Fanes (Mountain Fane)
    20000 gp
  • Wilderness Fanes (Swamp Fane)
    10000 gp
  • Blood Kiss
  • Chained to the Grave
    100 gp
  • Flesh of Darkness
    0 gp
  • Stake to the Heart
    -1000 gp
  • Sunlight Hypersensitivity
    -1500 gp
  • Thirst of Isha
  • Vampire Blood Effects
  • Water of Life

  • Abilities:
  • Ancient Might
  • Blood Drain (Mist Form Only)
  • Children of the Night
  • Feral Swarm
  • Nocturnal Shapeshift
  • The Devil's Frightening Gaze
  • Vampire Gaze
  • Legendary Defenses

  • Quick Abilities:
  • Beguiling Gaze
  • Summon Animated Armor of Strahd

  • Attack Abilities:
  • Necrotic Attack (6d6)
    15300 gp
  • Vampiric Bite (3d8)
    14000 gp


  • Spellcasting |
  • | Arcane Barrier Cause Fear Fog Cloud Poison Bolt Slumberwave
  • | Darkness Sphere Ground Fog Gust of Wind Heat Metal Hold Person Mirror Image Misty Step Ray of Enfeeblement Summon Flame Sphere
  • | Aerial Ascendancy Counterspell Dispel Magic Haste Allies Hypnotic Pattern Lightning Bolt
  • | Bainful Attractor Dimension Door Invisibility, Adept Phantasmal Killer Wretched Wilt
  • | Animate Objects Cloudkill
  • | Circle of Death Disintegrate Guards and Wards
  • | Finger of Death Reverse Gravity

  • Lair:
  • Castle Ravenloft Lair - The Real Devil

You see Strahd von Zarovich, tall and imposing, with piercing red eyes and sharp fangs. His cloak billows in the moonlight, and his elegant, aristocratic attire contrasts starkly with the aura of malevolent power he exudes.

This document contains a cr27 Version of Lord Strahd Von Zarovich. I felt that the book version was pretty weak compared to the novels and descriptions of strahd. According to the lore, he is the first true vampire and the one who defeated mordekainen, while the cr15 version that the " Curse of Strahd " book uses; is similar to a normal vampire who could have never managed to defeat a wizard like morderkainen. This version is made to be used only at the final encounter, it is quite deadly and will most likely result in a total party kill if used incorrectly.

Vampires
Creature Sub Type

šŸ–¤šŸ©ø Greater Vampires: Sovereigns of Eternal Night

Greater Vampires are the pinnacle of undead horror, embodying the essence of darkness, dread, and immortality. šŸ¦‡ These ancient sires are apex predators of the night, their crimson gazes weaving terror and domination across centuries. Born from profane rituals and sustained by the lifeblood of their victims, they manipulate the world with a predator’s cunning, their influence as subtle as a whisper and as crushing as a storm. To confront a Greater Vampire is to challenge a being that has defied death itself, a force whose power and malice can reshape the fate of entire realms.

šŸŒ‘ Origins: A Pact Forged in Blood

The genesis of Greater Vampires lies in a forbidden act, a ritual so blasphemous it binds the soul to eternal darkness. šŸ•³ļø Legends speak of the First Vampire, a figure who struck a covenant with a Dark Power—be it a demon, a god, or something older still—trading their humanity for unmatched might. To become a Greater Vampire, one must follow a similar path, often slaying a loved one to seal the pact, their blood a sacrifice that drowns the initiate in shadow. This transformation is both a gift and a curse, granting immortality but chaining the vampire to an unending hunger and a soul forever marked by betrayal.

Each Greater Vampire carries the weight of this ancient sin, their origins a dark mirror to the world they prey upon. Game Masters can tailor their genesis to fit their setting—perhaps a pact with a fallen deity, a cursed artifact, or a rift to a plane of endless night—ensuring their vampires resonate with the lore of their campaign.

🩸 Immortality and Unrelenting Power

Greater Vampires are ageless, their forms untouched by time’s decay. šŸ•°ļø Centuries of existence sharpen their vampiric gifts to a lethal edge, their strength capable of rending steel, their speed a blur that defies the eye. Their cunning grows with each era, weaving plans that span generations. In combat, they are nigh-unstoppable, their wounds closing with a sip of blood, their resilience shrugging off all but the most hallowed or arcane assaults. A Greater Vampire’s presence alone can cow armies, their aura of dread a weapon as potent as their fangs.

Their immortality fuels both their ambition and their torment. While they wield godlike power, their endless hunger drives them to ever darker acts, making them as tragic as they are terrifying. GMs can decide how this longevity shapes their vampires—perhaps they are melancholic schemers, haunted by lost loves, or revel in their eternity, drunk on power.

šŸ•øļø The Blood Bond: Masters of Dominion

Greater Vampires are not lone hunters but sires of a dark lineage, their blood forging a psychic bond that enslaves lesser vampires and spawn. 🧠 This Blood Bond grants them absolute control, their will bending thralls to serve as spies, assassins, or soldiers in their unholy crusades. Beyond their kind, they charm or terrify mortals, creating networks of unwitting pawns or devoted cultists. A single Greater Vampire can command a hidden empire, their influence threading through cities, courts, and temples like a venomous vine.

GMs can customize the scope of this bond—perhaps it’s a telepathic leash that spans continents, or a subtle influence that sows discord among allies. The vampire’s court could be a decadent masquerade of enthralled nobles or a savage horde of feral spawn, tailored to the campaign’s tone and stakes.

šŸ—”ļø Nefarious Schemes: Architects of Deceit

Greater Vampires are masters of subterfuge, their minds as deadly as their claws. šŸ§™ā€ā™‚ļø They infiltrate societies under guises of mortal lords, merchants, or mystics, their true nature veiled by charm or illusion. Their schemes unfold over decades, toppling kingdoms, corrupting faiths, or amassing forbidden knowledge. They are chessmasters of the night, moving pawns—mortal and undead alike—with chilling precision, striking only when their plans demand it. Their patience is a weapon, their every act a step toward dominion.

Game Masters can craft these plots to suit their world, from a vampire orchestrating a war to claim a sacred relic to one posing as a savior to subvert a holy order. Their disguises and manipulations offer endless hooks for intrigue, betrayal, and discovery.

šŸŖ„ Supernatural Abilities: Lords of the Unreal

The powers of Greater Vampires transcend mortal limits, blending primal terror with otherworldly might. šŸ¦‹ They can summon fog to cloak their lairs, shift into forms of bat, wolf, or monstrous hybrids, and raise the dead as shambling minions. Their gaze enslaves minds, their touch saps life, and their voices weave enchantments that shatter resolve. Some wield elemental forces—flames that burn cold, shadows that bind—or wield necromantic rites to summon horrors from beyond. Their speed and strength make them whirlwinds of death, their resilience a wall against all but the mightiest foes.

GMs can imbue their vampires with unique gifts to reflect their origins or personality: a sire who breathes pestilence, another whose blood summons spectral hounds. These abilities elevate Greater Vampires to mythic threats, each one a bespoke challenge for heroes to unravel.

ā˜€ļø Weaknesses: A Fragile Hope

Even Greater Vampires bear vulnerabilities, though they are guarded secrets. šŸŒž Sunlight burns their flesh, though the eldest may endure fleeting exposure. Holy symbols, wielded with true faith, repel them, while silver or blessed weapons pierce their defenses with agonizing clarity. Yet, these weaknesses wane with age, forcing heroes to seek esoteric means—a stake carved from a sacred tree, a ritual tied to the vampire’s creation, or a relic forged by their ancient foes. Each vampire may have a unique flaw, hidden in lore or prophecy, waiting to be uncovered.

Game Masters can tailor these weaknesses to their campaign, perhaps tying them to the vampire’s Dark Power or a forgotten betrayal. This customization ensures that defeating a Greater Vampire feels like a triumph of wit and perseverance, not mere chance.

āš”ļø The Quest to Slay the Night

To face a Greater Vampire is to embark on an epic quest, one that tests courage, cunning, and sacrifice. šŸ—ļø Heroes must unravel the vampire’s schemes, navigate their web of thralls, and unearth the lore needed to exploit their weaknesses. This journey may lead to forgotten crypts, alliances with rival monsters, or the forging of artifacts imbued with divine light. The final confrontation is a battle of legend, where strategy and resolve determine whether the vampire’s reign ends or the world falls deeper into shadow.

GMs can craft this quest as the heart of their campaign, weaving side adventures—rescuing thralls, thwarting plots, or seeking lost tomes—that build toward the climactic showdown. The stakes are as grand or intimate as the world demands, from saving a village to preserving the cosmos.

🌌 Apex of Vampiric Terror

Greater Vampires are the ultimate challenge, their ancient power and insidious cunning a crucible for heroism. šŸ–¤ In worlds like Zin, where shadows pool in forgotten ruins and blood stains the annals of history, they are whispered legends, their names synonymous with doom. Elsewhere, they adapt to any setting—a gothic tyrant in a storm-wracked castle, a decadent lord in a bustling city, or a spectral warlord haunting a blasted waste. They are the embodiment of vampiric horror, their presence a call to adventure that can define a campaign. Only the boldest heroes, armed with knowledge and resolve, can hope to end their eternal night and restore light to a world under siege. 🩸

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistances(s):
  • Necrotic

  • Persistant/Permanent Status Effect:
  • Ageless
  • Spider Climb Effect

  • Damage Mitigation: +2

  • Passive Abilities:
  • Blood Kiss
  • Chained to the Grave
    100 gp
  • Flesh of Darkness
    0 gp
  • Stake to the Heart
    -1000 gp
  • Sunlight Hypersensitivity
    -1500 gp
  • Thirst of Isha
  • Vampire Blood Effects
  • Vampire Forbiddance
  • Water of Life

  • Skill Tier 7:
  • Balance
  • Fortitude
  • Willpower

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information