TEXT: A Curse of Strahd campaign supplement, this tome evolves
  Strahd von Zarovich himself into a three-tiered epic Boss Battle.
  triple threat
  triple threat
  Strahd
  Strahd
  
  Strahd: Triple Threat is an updated and expanded trio of stat blocks 
  for Strahd von Zarovich, vampire ruler of Barovia, in various stages. His 
  combat statistics as written in the Curse of Strahd campaign book are fairly 
  weak compared to a sizeable party at higher levels – and may provide a 
  disappointing ﬁnale. Hence this supplement!
  Why have your PCs ﬁght one Strahd when they can ﬁght three? This 
  supplement proposes a three-tiered boss ﬁght against the vampire himself: 
  Count Strahd, Beast Strahd, and Mist Strahd.
  Also included are text descriptions of Strahd’s “evolution” from one form to 
  the next, putting his transformation into a dramatic horror spotlight.
  As with all my supplements, it’s up to the Dungeon Master to determine 
  how to play the villain, and to make adjustments to the stat blocks (particu-
  larly hit points) to create a challenging but fair combat for the players. These 
  stat blocks are guidelines. This version of Strahd should be quite challeng-
  ing for a party of 5 at level 12.
  Carl Huber
  For additional adventures to the Curse of 
  Strahd campaign setting, seek additional materials 
  at www.dmsguild.com (search: Carl Huber)
   
  • Barovia: Random Encounters
   
  on the Old Svalich Road
   
  Spice up travel with 20 unique scenarios!
   
  • The Curse of Strahd NPC Relations Map
   
  An absolutely necessary (we think) visual
   
  map of the NPCs of the campaign.
   
  • Lady Wachter’s Cult of the Blackness
   
  a one- to two-session adventure for Vallaki
   
  that supposes your PCs have killed Lady
   
  Wachter. Get the Premium edition!
   
  • The Abbot’s Journal
   
  A detailed expository journal chronicling the
   
  Abbot’s descent into madness and relations
   
  of Strahd and the Belviews.
   
  • Wizard of Wines Wine Labels
   
  Beautiful, fun wine labels to impress players.
   
  • Khazan’s Tower
   
  Gorgeous full color maps of the tower, and
   
  bonus material such as an upgraded “door
   
  puzzle.”
   
  Preface
  
  Count Strahd
  Beast Strahd
  Mist Strahd
  1-2
  3-4
  5-6
  INDEX
  Index
  triple threat
  triple threat
  Strahd
  Strahd
  
  Page 1
  Count Strahd
  
  Count Strahd
  Page 2
  The count appears resplendent in a long midnight 
  black cape with a blood red lining. A twinkle at his 
  chest reveals a large ruby brooch fastening the cloak. 
  His crimson doublet shines with ﬁne golden ﬁligree 
  thread, laying over a shirt of purest bone white. At 
  his hip you do not fail to notice an elaborate black 
  scabbard holding a longsword. He raises his eyes 
  upon your entry and whispers with a faint menacing 
  grin, “You have dared seek me out. At the very last.”
  Multiattack (Vampire Form Only). Count Strahd makes two 
  attacks, only one of which can be a bite attack.
  Silvered +3 Longsword 
  +12 to hit, 1d8 + 7 slashing dmg.
   
   
   
  Two-handed: 1d10+7 dmg.
  Unarmed Strike 
  +9 to hit, ld8 + 4 bludgeoning dmg plus 
   
  4d6 necrotic damage. If the target is a creature, 
   
  Count Strahd can grapple it (escape DC 18) instead
   
  of dealing the bludgeoning damage.
  Bite (Bat or Vampire Form). 
  +9 to hit, one willing creature,
   
  or a creature that is grappled, incapacitated, or
   
  restrained. Hit: 1d6 + 4 piercing damage plus 3d6
   
  necrotic damage. The target's hit point maximum is
   
  reduced by an amount equal to the necrotic
   
  damage taken, and Count Strahd regains hit points
   
  equal to that amount. The reduction lasts until the
   
  target fnishes a long rest. The target dies if its hit
   
  point maximum is reduced to 0.
  Charm.  
  Count Strahd targets one humanoid he can see
   
  within 30 feet of him. If the target can see Count
   
  Strahd, the target must succeed on a DC 17 Wisdom
   
  saving throw against this magic or be charmed. The
   
  charmed target regards Strahd as a trusted friend to
   
  be heeded and protected. It takes Strahd's requests
   
  and actions in the most favorable way and lets
   
  Count Strahd bite it.
   
       Each time Count Strahd or his companions do
   
  anything harmful to the target, it can repeat the
   
  saving throw. Otherwise, the efect lasts 24 hours.
  Children of the Night (1/Day). 
  Count Strahd magically calls
   
  2d4 swarms of bats or swarms of rats, provided that
   
  the sun isn't up. While outdoors, Strahd can call 3d6
   
   wolves instead. The called creatures arrive in ld4
   
  rounds, acting as allies ofStrahd and obeying his
   
  spoken commands.
  Vampire Weaknesses. Count Strahd has the following faws:
  Forbiddance. He can't enter a residence without an invitation
  from one of the occupants.
  Harmed by Running Water. He takes 20 acid damage if he
  ends his turn in running water.
  Sunlight Hypersensitivity. While in sunlight, Count Strahd takes
  20 radiant damage at the start of his turn, and he has
  disadvantage on attack rolls and ability checks.
  ACTIONS
  Count Strahd can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature's turn. Count 
  Strahd regains spent legendary actions at the start of his turn.
  Move. 
   
  Count Strahd moves up to his speed
   
   
  without provoking opportunity attacks.
  Unarmed Strike. 
  Count Strahd makes one unarmed strike.
  Bite (Costs 2 Actions). Count Strahd makes one bite attack.
  LEGENDARY ACTIONS
  COUNT STRAHD
  Medium undead, shapechanger lawful evil
  Armor Class
  Hit Points
  Speed
  18 (natural armor and cloak of protection)
  120 (+50 from the Heart of Sorrow)
  30ft
  Saving Throws 
  Dex +9, Wis +7, Cha +9
  Skills 
   
  Arcana +15, Perception +12,
   
   
  Religion +10, Stealth +14
  Damage Resistances necrotic; bludgeoning, piercing,
   
   
  and slashing from nonmagical attacks
  Senses 
   
  darkvision 120 ft., passive Perception 22
  Languages 
  Abyssal, Common, Draconic, Elvish,
   
   
  Giant, Infernal
  Shapechanger. If Count Strahd isn't in running water or 
  sunlight, he can use his action to polymorph into a Tiny bat, a 
  Medium wolf, or a Medium cloud of mist, or back into his true form.
       While in bat or wolf form, Count Strahd can't speak. In bat 
  form, his walking speed is 5 feet, and he has a fying speed of 
  30 feet. In wolf form, his walking speed is 40 feet.
       When Count Strahd drops to zero hit points, he transforms 
  into Beast Strahd.
  Legendary Resistance (3/Day). If Count Strahd fails a saving 
  throw, he can choose to succeed instead.
  Regeneration. Count Strahd regains 20 hit points at the start of 
  his turn if he has at least 1 hit point and isn't in running water 
  or sunlight. lf he takes radiant damage or damage from holy 
  water, this trait doesn't function at the start of his next turn.
  Spellcasting. Count Strahd is a 9th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 18, +10 to hit 
  with spell attacks).
  He has the following wizard spells prepared:
  Cantrips (at will): 
  Mage hand, Prestidigitation, Ray of frost
  1st Level (6 slots): 
  Fog Cloud, Sleep
  2nd Level (5 slots): 
  See Invisibility, Hold Person, Mirror Image
  3rd Level (4 slots): 
  Animate Dead, Counterspell, Fireball
  4th Level (3 slots): 
  Blight, Polymorph, Confusion,
   
   
  Greater Invisibility, Resilient Sphere
  5th Level (2 slots): 
  Insect Plague, Dominate Person, Scrying
  Spider Climb. Count Strahd can climb difcult surfaces, 
  including upside down on ceilings, without having to make an 
  ability check.
  STR 
  18 (+4)
  DEX
  18 (+4)
  CON
  18 (+4)
  INT
  20 (+5)
  WIS
  15  (+2)
  CHA
  18 (+4)
  Count Strahd has all his standard Lair action per 
  the description in the Curse of Strahd book.
  Treasure:
  • Cloak of Protection +2
  • Silvered +3 Longsword with the von Zarovich
   
  seal emblazoned on the pommel
  • Ruby Brooch worth 500GP
  120
  50
  
  Page 3
  Beast Strahd
  
  Page 4
  Beast Strahd
  Strahd collapses in a limp pile to the stone 
  beneath his feet. The cape billows over him. For a 
  few seconds, the echo of silence covers the area. 
  Suddenly the form of Strahd’s body jerks and 
  shudders. He is up on his knees and forearms, his 
  face black and eyes burning red. The cloak and 
  sword are thrown from him by a blast of force. His 
  clothes tear as black tar bubbles from every surface 
  of his - it’s - skin! A hellish howl emerges from 
  Strahd as he bubbles up like a cauldron full of ﬁlth, 
  becoming huge, taking on new bulk and new shape. 
  Another much more powerful shockwave of force 
  pushes you backward, stumbling. As you right 
  yourself, you see before you a monstrosity; a massive 
  batlike creature with powerful arms ending in sharp 
  talons attached to sweeping wings, standing on 
  grotesque goat-like legs. Its head is that of a hideous 
  dire wolf. It roars at you in fury and challenge.
  BEAST STRAHD
  Large+ undead, shapechanger lawful evil
  Armor Class
  Hit Points
  Speed
  17 (natural armor)
  120
  30ft walk, 80ft fy
  Saving Throws 
  Dex +4, Wis +2
  Skills 
   
  Perception +15,
  Damage Resistances necrotic; bludgeoning, piercing,
   
   
  and slashing from nonmagical, non-
   
   
  silvered attacks
  Senses 
   
  darkvision 120 ft., passive Perception 22
  Languages 
  Understands Abyssal, Common, Draconic,
   
   
  Elvish, Giant, Infernal, but speaks guttural
   
   
  common, poorly.
  Legendary Resistance (2/Day). If Beast Strahd fails a saving 
  throw, he can choose to succeed instead.
  Regeneration. Beast Strahd regains 10 hit points at the start of 
  his turn if he has at least 1 hit point and isn't in running water 
  or sunlight. lf he takes radiant damage or damage from holy 
  water, this trait doesn't function at the start of his next turn.
  Spider Climb. Beast Strahd can climb difcult surfaces, 
  including upside down on ceilings, without having to make an 
  ability check.
  Vampire Weaknesses. Beast Strahd has the following faws:
  Harmed by Running Water. He takes 20 acid damage if he
  ends his turn in running water.
  Sunlight Hypersensitivity. While in sunlight, Strahd takes
  20 radiant damage at the start of his turn, and he has
  disadvantage on attack rolls and ability checks.
  STR 
  20 (+5)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  12 (+1)
  WIS
  10  (+0)
  CHA
  8 (-2)
  Multiattack. 
  Beast Strahd makes two attacks, only one
   
   
  of which can be a bite attack.
  Unarmed Strike 
  +9 to hit, 2d8 + 5 bludgeoning dmg plus 
   
  4d6 necrotic damage. If the target is a creature, 
   
  Count Strahd can grapple it (escape DC 19) instead
   
  of dealing the bludgeoning damage.
  Bite. 
   
  +9 to hit, 1d12 + 5 piercing damage plus
   
  3d6 necrotic damage. The target's hit point
   
  maximum is reduced by an amount equal to the
   
  necrotic damage taken, and Beast Strahd regains hit
   
  points equal to that amount. The reduction lasts
   
  until the target fnishes a long rest. The target dies if
   
  its hit point maximum is reduced to 0.
  Dominate (1/day).  
  Beast Strahd casts the spell Dominate
   
  Person againt one target it can see and who can
   
  see it. Spell Save DC is 18.
  Deathly Howl (2/Day). 
  Beast Strahd unleases an
   
  ear-piercing screech, shaking the very stones of
   
  Ravenloft. All creatures within 30’ of Beast Strahd
   
  must make a DC16 Constitution save or be
   
  Frightened until the end of Beast Strahd’s next turn.
  ACTIONS
  Beast Strahd can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature's turn. Beast 
  Strahd regains spent legendary actions at the start of his turn.
  Move. 
   
  Count Strahd moves up to his speed
   
   
  without provoking opportunity attacks.
  Unarmed Strike. 
  Strahd makes one unarmed strike.
  Bite (Costs 2 Actions). Strahd makes one bite attack.
  LEGENDARY ACTIONS
  All PCs within 30’ of Strahd during the transfor-
  mation take 1d4 force damage from the shockwave 
  and are blown 10’ backward.
  The transformation takes two rounds, and players 
  may act in these two rounds. Beast Strahd is 
  functionally invulnerable until the transformation is 
  complete.
  Beast Strahd is at least a Large creature, but 
  should be Huge if it can move freely in its current 
  environment.
  If Beast Strahd spends 12 hours in its coﬃn area, 
  it reverts to Count Strahd.
  When Beast Strahd reaches 0 hit points, it 
  transforms into Mist Strahd.
  Beast Strahd has no Lair Actions.
  120
  
  Page 5
  Mist Strahd
  
  Page 6
  Mist Strahd
  The beast staggers, black blood pouring from its 
  mouth and nostrils, and falls in a heap to the ﬂoor. 
  You see the belly of the monstrosity distend and 
  malform, as if something within were trying to 
  escape. Suddenly the gut ruptures, a sick wet sound, 
  along with a rising peal of laughter that turns your 
  blood cold. Arising from the mess of viscera billows 
  a growing cloud of dark grey mist – the very choking 
  mists of Barovia itself! Pouring out of the corpse, it 
  ﬁlls the room in seconds, tendrils of it playing in your 
  nostrils as you breathe and prickling at your skin. At 
  the center of the mass of it, details form. Huge eyes, 
  a mouth... it is the Face of Strahd! He is the Land. 
  Black lightning ﬂickers around the edges of its 
  so-called visage. The cacophonous laughter reverber-
  ating in your ears quiets suddenly, and the cloud of 
  mist speaks: “I am unleashed! And I suppose I have 
  you to thank for it. Let me...repay you. I oﬀer the gift 
  of immortality. Just come to me and it shall be yours.”
  MIST STRAHD
  Gargantuan undead, shapechanger lawful evil
  Armor Class
  Hit Points
  Speed
  13 (natural armor)
  100
  40ft fy
  Saving Throws 
  Con+9
  Skills 
   
  Perception +15,
  Damage Resistances necrotic, lightning, cold, thunder;
   
   
  bludgeoning, piercing, and slashing from
   
   
  nonmagical attacks
  Senses 
   
  darkvision 120 ft., passive Perception 22
  Languages 
  Understands Abyssal, Common, Draconic,
   
   
  Elvish, Giant, Infernal.
  Mist Form. Mist Strahd can move itself through openings as 
  wide as 1 inch without squeezing.
  Choking Mist. A creature that starts its turn in the fog of Mist 
  Strahd must succeed on a DC10 Constitution saving throw or 
  gain one level of exhaustion.
  Legendary Resistance (1/Day). If Mist Strahd fails a saving 
  throw, he can choose to succeed instead.
  Regeneration. Mist Strahd regains 10 hit points at the start of 
  his turn if he has at least 1 hit point and isn't in running water 
  or sunlight. lf he takes radiant damage or damage from holy 
  water, this trait doesn't function at the start of his next turn.
  Vampire Weaknesses. Mist Strahd has the following faws:
  Sunlight Hypersensitivity. While in sunlight, Mist Strahd takes
  10 radiant damage at the start of his turn, and he has
  disadvantage on attack rolls and ability checks.
  Spellcasting. Mist Strahd is a 9th-level spellcaster. His spellcast-
  ing ability is Intelligence (spell save DC 18, +10 to hit with spell 
  attacks).
  He has the following wizard spells prepared:
  Cantrips (at will): 
  Ray of frost
  1st Level (5 slots): 
  Entangle (with mist tendrils)
   
   
  Hellish Rebuke (does thunder damage)
   
   
  Hideous Laughter
   
   
  Thunderwave
  2nd Level (4 slots): 
  Hold Person, Gust of Wind, Mirror Image
  3rd Level (3 slots): 
  Call Lightning, Counterspell, Lightning
   
   
  Bolt, Stinking Cloud, Wind Wall
  4th Level (1 slots): 
  Ice Storm
  5th Level (1 slots): 
  Cloudkill, Cone of Cold
  6th Level (1 slot): 
  Chain Lightning
  STR 
  18 (+4)
  DEX
  10 (0)
  CON
  20 (+5)
  INT
  17 (+3)
  WIS
  14  (+2)
  CHA
  8 (-2)
  Multiattack. Mist Strahd makes three attacks.
  Mist Tentacles 
  +9 to hit, reach 30 feet, 2d12+5
   
  bludgeoning dmg plus 4d6 necrotic damage.
   
  If the target is a creature, Mist Strahd can grapple it
   
  (escape DC 19) instead of dealing the bludgeoning
   
  damage.
  ACTIONS
  Mist Strahd can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature's turn. Mist 
  Strahd regains spent legendary actions at the start of his turn.
  Move. 
   
  Mist Strahd’s face moves up to his speed
   
   
  without provoking opportunity attacks.
  Mist Tentacles. 
  Strahd makes one Mist Tentacles attack.
  Spell (Costs 3 Actions). 
  Mist Strahd may cast a spell.
  LEGENDARY ACTIONS
  The transformation takes two rounds, and players 
  may act in these two rounds. Mist Strahd is 
  functionally invulnerable until the transformation
  is complete.
  Mist Strahd ﬁlls the area completely. The whole 
  area counts as heavily obscured, giving PCs the 
  “blinded” condition. Mist Strahd can see perfectly. 
  Bright light sources, such as the Sunsword, allow 
  PCs to see only for the diameter that it casts bright 
  light; dim light is snuﬀed out by the mist. Sunlight 
  does continue to harm Mist Strahd. Gust of Wind, 
  Wind wall, or other creative ways to disperse the 
  mist will beat it back to the roiling face of Mist 
  Strahd for the duration, allowing characters to see 
  and preventing its Mist Tentacles attack.
  A creature that starts its turn in the fog must 
  succeed on a DC 10 Constitution saving throw or 
  gain one level of exhaustion.
  Only attacks on the Face of Mist Strahd deal 
  damage to it. Its Face is a “large” sized target. Its 
  tendrils and general mist “body” are invulerable.
  If Mist Strahd spends 24 hours in its coﬃn, it 
  reverts to Count Strahd.
  Mist Strahd has no Lair Actions.
  When reduced to 0 hit points, Mist Strahd 
  retreats to its coﬃn as per the campaign book.
  100
  
  Author and Illustrator Carl Huber
  Carl is a designer. His freelance artwork is often 
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  Carl is a passionate creator and fantasy and sci-ﬁ 
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  on Twitter and your emails if you have comments.
  email: carlh@carlh.com
  Please rate and review us on DMsGuild!
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  For additional adventures to the Curse of 
  Strahd campaign setting, seek additional materials 
  at www.dmsguild.com (search: Carl Huber)
   
  • Barovia: Random Encounters
   
  on the Old Svalich Road
   
  Spice up travel with 20 unique scenarios!
   
  • The Curse of Strahd NPC Relations Map
   
  An absolutely necessary (we think) visual
   
  map of the NPCs of the campaign.
   
  • Lady Wachter’s Cult of the Blackness
   
  a one- to two-session adventure for Vallaki
   
  that supposes your PCs have killed Lady
   
  Wachter. Get the Premium edition!
   
  • The Abbot’s Journal
   
  A detailed expository journal chronicling the
   
  Abbot’s descent into madness and relations
   
  of Strahd and the Belviews.
   
  • Wizard of Wines Wine Labels
   
  Beautiful, fun wine labels to impress players.
   
  • Khazan’s Tower
   
  Gorgeous full color maps of the tower, and
   
  bonus material such as an upgraded “door
   
  puzzle.”
  ThankYou!
  Page 7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Curse of Strahd/Strahd - Triple Threat.pdf