TEXT: The "Devil" Strahd Von Zarovich
  a realistic take on the vampire lord
  "But when the devil Strahd fell upon him, the wizard's magic couldn't save
  him. I saw him thrown a thousand feet to his death."
  -Vistana Story-Teller narrating the battle of Mordekainen with Strahd.
  Art Credit: Phill Simmer Deviant art
  
  What is different?
  Short Description
  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.
  The Fanes
  In this version Strahd is being
  empowered by the three Fanes of
  wilderness. You can find more
  information about the fanes on the
  "Expedition to castle Ravenloft 3.5"
  module. If you like you can just
  remove the fanes completly,by
  ignoring the benefits listed in the
  stat block and avoiding the
  sidequests to destroy them.
  New legendary and lair actions
  New legendary and lair actions have
  been added to the ones of the
  original statblock. They give
  environmental,flavour and
  mechanical benefits worthy only to
  the Lord of Castle Ravenloft. The
  heart's of sorrow bonus life points
  have been doubled to make the
  shielding effect to feel more
  dreadful.
  New Spell list and new spells
  The spell list of Strahd has been
  adjusted to the power of someone
  who has access to the amber temple. I
  have made his list combat ready. The
  spells that you can find in the spell
  list of the book are pretty useless to
  a final showdown. You can also find
  new spells of previous editions
  translated to 5th ed. at the end of
  this file.
  Equipment
  As the lord of the land, Its totaly
  unacceptable for strahd to not have
  magic items equiped when he fights
  to kill his enemies. I have equipped
  him with his animated armor, a +3
  longsword, a +3 ring of protection,
  a ring of counterspell and other
  magical items that can be found in
  the statblock.
  MONSTROUS FORM!
  Strahd will transform to the real
  "devil Strahd" if you anger him
  enough ;)
  1
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  2
  Strahd Von Zarovich
  Medium undead (shapechanger), lawful evil
  Armor Class 29 (+2 animated fullplate(20)+ ring of
  protection (+3)+ Mountain Fane (+6)
  Hit Points 432 (27x8 + 216)
  Speed 30ft., climb 30 ft. (fly 150 ft. while in monstrous
  form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 24 (+7) 26 (+8) 26 (+8) 14 (+2) 26 (+8)
  Saving Throws Dex +16, Wis +11, Cha +17
  Skills Arcana +14, History +14, Investigation +14,
  Perception +8, Religion +14, Stealth +13.
  Damage Resistances Necrotic
  Damage Resistances of the Swamp Fane
  Fire,Cold,Lightning,Thunder,Acid
  Damage Immunities Poison, bludgeoning, piercing,
  slashing from non magical weapons.
  Condition Immunities exhaustion poisoned
  Condition Immunities while in armor blinded, charmed,
  deafened, frightened, paralyzed, petrified
  Senses passive Perception 21, Superior Darkvision,
  Blood Scent.
  Languages Common,Balok,Falkovnian,Abyssal,
  Draconic, Elvish, Giant, Infernal
  Challenge 27 (105.000 xp)
  Shapechanger If Strahd isn't in running water or
  sunlight, he can use his bonus action to polymorph
  into a Tiny bat, a Medium or large wolf, or a Medium
  cloud of mist, or back into his true form. While in bat
  or wolf form, Strahd can't speak. In bat form, his
  walking speed is 5 feet, and he has a flying speed of 40
  feet. In wolf form, his walking speed is 40 feet. His
  statistics, other than size and speed are unchanged.
  Anything he is wearing transforms with him, but
  nothing he is carrying does. He reverts to his true form
  if he dies. While in mist form, Strand can't take any
  actions, speak, or manipulate objects. He is weightless,
  has a flying speed of 60 feet, can hover, can enter a
  hostile creature's space and stop there. In addition, if
  air can pass through a space, the mist can do so
  without squeezing, and he can't pass through water. He
  has advantage on Strength, Dexterity, and Constitution
  saving throws, and he is immune to all nonmagical
  damage, except the damage he takes from sunlight.
  Legendary Resistance (3/Day).. If Strahd fails a saving
  throw, he can choose to succeed instead.
  Regeneration. Strahd regains 30 hit points at the start
  of his turn if he has at least 1 hit point and isn't in
  running water or sunlight. If he takes radiant damage or
  damage from holy water, this trait doesn't function at
  the start of his next turn
  Preternatural Speed. Strahd can use a bonus action to
  take the Dash or Disengage action.
  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, provided that he isn't in running water or
  sunlight. If he can't transform he is destroyed. While he
  has 0 hit points in mist form, he can't revert to his
  vampire form, and he must reach his coffin within 2
  hours or be destroyed. Once in his coffin, he reverts to
  his vampire form and is paralyzed for 1 hour until he
  regains 1 hit point.
  Magic Weapons. Strahd's attacks are considered
  magical for overcoming resistances.
  Rejunevation If Strahd is killed, he regains all his hit
  points at the next sunset unless his body was
  destroyed or his head was removed or his heart was
  pierced with a wooden stake and the stake is not
  removed, in which case it will take 1d10 year to
  rejuvenate at the location of his death.
  Unholy Persistence Strahd is immune to effects that
  turn undead unless the Icon of ravenkind was used to
  turn him.
  Monstrous Form If Strahd isn't in sunlight and if he has
  fewer than half of his hit points remaining, he
  immediately polymorphs into a Large monstrous form
  for 10 minutes. His statistics, other than his size and
  speed, are unchanged. Anything he is wearing
  transforms with him, but nothing he is carrying does.
  He reverts to his true form if he dies. While in
  monstrous form, the vampire has the following traits:
  Strahd gains an additional action on each of its turns.
  That action can be used only to take the Attack (one
  weapon attack only) or Dash action.
  Strahd grows batlike wings and gains a flying speed of
  150 feet.
  Strahd has resistance to all damage except radiant
  damage.
  Strahd cannot use his shapechanger feature and is
  under the blood frenzy effect.
  Blood Frenzy. Strahd has advantage on melee attack
  rolls against any creature that doesn't have all its hit
  points.
  Strahd can use the monstrous form once every 24
  hours.
  Spider Climb. Strahd can climb difficult surfaces,
  including upside down on ceilings, without having to
  make an ability check.
  Vampire Weaknesses. Forbiddance. He can't enter a
  residence without an invitation from one of the
  occupants. Harmed by Running Water. He takes 10
  acid damage if he ends his turn in running water. Stake
  to the Heart. If a piercing weapon made of wood is
  driven into his heart while he is incapacitated in his
  coffin, he is paralyzed until the stake is removed.
  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.
  Blood Scent. Strahd can sense living creatures that have
  blood or similar to blood vital fluids in a radius of 240
  feet.
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  3
  Wilderness Fanes. The Three Wilderness Fanes were
  once three sacred sites in Barovia, each guarded by one
  of the priestesses that are known today as the Three
  Hags of Barovia. When Strahd corrupted the land with
  dark rituals, the Fanes were corrupted. Each one gives a
  concrete and continual mechanical benefit to Strahd.
  Each priestess turned hag dwells in the fane
  prottecting it. If Strahd's Links to the fanes is cut; he
  loses the benefits provided by that fane.
  Mountain Fane: The most ancient of the Three
  Wilderness Fanes, located on Lysaga Hill. As a result of
  his connection to the mountains of Barovia, Strahd is
  surrounded by a field of force armor that grants him a
  +6 armor bonus to AC. Because it is made of force, this
  armor protects him against incorporeal attacks and it
  also applies when Strahd is in gaseous form. If Strahd's
  connection to the Mountain Fane is severed, his Armor
  Class is reduced by 6 and his CR is reduced by 1.
  Swamp Fane: The Swamp Fane is one of the Three
  Wilderness Fanes, located in Ivlis Marsh. It grants
  Strahd several elemental resistances. If Strahd's
  connection to the Swamp Fane is severed, he loses
  resistance to Fire,Cold,Lightning,Thunder,Acid and his
  CR is reduced by 1.
  Forest Fane: The Forest Fane is one of the Three
  Wilderness Fanes, located in a random place of any
  forest in Barovia. It grants Strahd continual
  nondetection and the abillity to eavesdrop and know
  the location of anyone who mentions his name. If
  Strahd's connection to the Forest fane is severed, he
  loses this benefit and his CR is reduced by 1.
  Heart of Sorrow Any damage that Strahd takes is
  transferred to the Heart of Sorrow. If the heart absorbs
  damage that reduces it to O hit points, it is destroyed,
  and Strahd takes any leftover damage. The Heart of
  Sorrow has 100 hit points and is restored to that
  number of hit points each dawn, provided it has at
  least 1 hit point remaining. Strahd can, as a bonus
  action on his turn, break his link to the Heart of Sorrow
  so that it no longer absorbs damage dealt to him.
  Strahd can reestablish his link to the Heart of Sorrow
  as a bonus action on his turn, but only while in Castle
  Ravenloft.
  Spellcasting. Strahd is a 16nth-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 22,
  +14 to hit with spell attacks). Strahd has the following
  spells prepared:
  Cantrips (at will): mage hand, prestidigitation, ray of
  frost, Message
  1st level (4 slots): fog cloud, sleep,shield,Ray of
  Sickness,Puppet,Cause Fear.
  2nd level (3 slots): Gust of wind, Mirror
  Image(Active),Darkness,Flaming Sphere,Hold Person,
  Mind Spike,Misty Step,Ray of enfeeblement,Heat
  Metal,ground fog.
  3rd level (3 slots): Counterspell,Dispel Magic, Enemies
  abound, Fly,Haste, Hypnotic Pattern, Lightning Bolt,rain
  of terror.
  4th level (3 slots): blight, greater invisibility,Dimension
  Door,Phantasmal Killer, Storm Sphere,Shadowbind,
  Strahd's baneful attractor.
  5th level (2 slot): animate objects, Control Winds,
  Cloud Kill,Far Step.
  6th level (1 slot): Circle of death, Disintegrate,Guards
  and Wards(Active).
  7th level (1 slot): Finger of Death, Reverse Gravity,
  Power Word Pain.
  8th level (1 slot):Maddening Darkness
  Actions
  Multiattack. Strahd makes three attacks, any
  combination of longsword and unarmed strike or four
  unarmed strikes in Monstrous form.
  Blacksteel longsword +3(Vampire Form Only). Melee
  Weapon Attack: +17 to hit, reach 5ft., one target. Hit
  25 (3d10 + 8) slashing damage plus 9 (2d8) necrotic
  damage.
  Unarmed Strike. Melee Weapon Attack: +14 to hit,
  reach 5ft., one target. Hit 18 (3d6 + 8) slashing
  damage plus 9 (2d8) necrotic damage. If the target is a
  creature, Strahd can grapple it (escape DC 22) instead
  of dealing the bludgeoning damage.
  Charm. Strahd targets one creature he can see within
  60 feet of him. If the target can see Strahd, the target
  must succeed on a DC 22 Wisdom saving throw
  against this magic or be charmed. The charmed target
  regards Strahd as a trusted friend to be heeded and
  protected, by force if needed. The target isn't under
  Strahd's control, but it takes Strahd's request and
  actions in the most favorable way and lets Strahd bite
  it. Each time Strahd or his companions do anything
  harmful to the target, it can repeat the saving throw,
  ending the effect on itself on a success. Otherwise the
  effect lasts 24 hours or until Strahd is destroyed, in on
  a different plane of existence than the target, or takes a
  bonus action to end the effect.
  Blood Drain (Mist Form Only). One creature in the
  vampire's space must make a DC 22 Constitution
  saving throw (undead and constructs automatically
  succeed). On a failed save, the target takes 22 (4d6+8)
  necrotic damage, its hit point maximum is reduced by
  an amount equal to the necrotic damage taken, and the
  vampire regains hit points equal to that amount. This
  reduction to the target's hit point maximum lasts until
  the target finishes a long rest. It dies if this effect
  reduces its hit point maximum to 0.
  Feral Swarm (Recharge 5-6). A giant swarm of bats
  gather around the higher vampire and descend upon a
  90-foot cone. Each creature in that area must make a
  DC 22 Dexterity saving throw or be knocked prone and
  take 4d6 bludgeoning damage plus 4d4 piercing
  damage. On a successful save, the creature takes only
  half the damage and isn't knocked prone.
  Children of the Night. Strahd magically calls 2d4 swarms
  of bats or swarms of rats, provided that the sun isn't
  up. While outdoors, Strand can call 3d6 wolves instead.
  The called creatures arrive in 1d4 rounds, acting as
  allies of Strand and obeying his spoken commands. The
  beasts remain for 1 hour, until Strand dies, or until he
  dismisses them as a bonus action.
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  4
  Bonus Actions
  Bite. Strahd can use a bonus action to make a bite
  attack. Melee Weapon Attack: +14 to hit, reach 5ft.,
  one willing creature, or a creature that is grappled by
  Strahd,incapacitated, or restrained. Hit 18 (3d6 + 8)
  piercing damage plus 13 (3d8) necrotic damage. The
  target's hit point maximum is reduced by an amount
  equal to the necrotic damage taken, and Strahd regains
  hit points equal to that amount. The reduction lasts
  until the target finishes a long rest. The target dies if its
  hit point maximum is reduced to 0. A humanoid slain
  in this way and then buried in the ground rises the
  following night as a vampire spawn under Strand's
  control.
  Beguiling gaze. As a bonus action, Strahd fixes his gaze
  on a creature he can see within 30 feet of him. If the
  target can see Strahd, the target must succeed on a DC
  22 Wisdom saving throw or Strahd has advantage on
  all attack rolls against that target. The effect lasts until
  the target takes damage or until the start of Strahd's
  next turn. For that time, the affected creature is also a
  willing target for Strahd's bite attack. A creature that
  can't be charmed is immune to this effect. A creature
  that successfully saves against Strahd's gaze is immune
  to it for 1 hour.
  Animated Armor of Strahd Strahd magically summons
  his armor and sword. The armor and sword magically
  replaces the armor, cloths and weapon that Strahd was
  wearing.
  Legendary Actions
  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. If Strahd has unspent legendary actions
  at the end of the round, it may spend and immediately
  use its remaining legendary actions. Strahd regains
  spent legendary actions at the start of its turn.
  Attack.(Cost 1 Action) Strahd makes a longsword or
  unarmed strike attack.
  Move (Cost 1 Action) Strahd can move up to his speed
  without provoking opportunity attacks.
  Shocking Bolt (Vampire form only, costs 1 action).
  Strahd's Armor attacks an enemy. Ranged Spell Attack:
  +4 to hit (with advantage on the attack roll if the target
  is wearing armor made of metal), range 60 ft., one
  target. Hit: 10 (3d6) lightning damage.
  Frightening Gaze (Costs 2 Actions). Strahd fixes its gaze
  on one creature it can see within 10 feet of it. The
  target must succeed on a DC 22 WIS saving throw
  against this magic or become frightened for 1 minute.
  The frightened target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success. If a target's saving throw is successful or
  the effect ends for it, the target is immune to this
  effect for the next 24 hours.
  Ancient Might (Costs 3 Actions). The vampire makes
  one attack with its claws. If it hits, the attack is a
  critical hit. A creature taking damage from the attack
  suffers from a Lingering Injury (See p. 272 of the
  Dungeon Master's Guide).
  Shadow Mirror (Costs 2 Actions). Strahd teleports up to
  60 feet to an unoccupied space it can see along with
  any equipment it is wearing or carrying. Alternatively, it
  can choose a space within range that is occupied by a
  Small or Medium creature. If that creature is unwilling,
  it must make on a DC 22 Wisdom saving throw. On a
  failure, both creatures teleport, swapping places.
  Charm (Cost 2 Actions). Strahd makes a charm attack.
  Lair Actions
  While Strahd is in Castle Ravenloft, he can take lair
  actions as long as he isn't incapacitated. On initiative
  count 20 (losing initiative ties), Strahd can take one of
  the following lair action options, or forgo using any of
  them in that round: Until initiative count 20 of the next
  round, Strahd can pass through solid walls, doors,
  ceilings, and ﬂoors as if they weren't there.
  • Strahd targets any number of doors and windows that
  he can see, causing each one to either open or close as
  he wishes. Closed doors can be magically locked
  (needing a successful DC 20 Strength check to force
  open) until Strahd chooses to end the eﬀect, or until
  Strahd uses this lair action again.
  • Strahd summons the angry spirit of one who has died
  in the castle. The apparition appears next to a hostile
  creature that Strahd can see, makes an attack against
  that creature, and then disappears. The apparition has
  the statistics of a specter.
  • Strahd targets one Medium or smaller creature that
  casts a shadow. The target's shadow must be visible to
  Strahd and within 30 feet of him. If the target fails a DC
  22 Charisma saving throw, its shadow detaches from it
  and becomes a shadow that obeys Strahd's commands,
  acting on initiative count 20. A greater restoration spell
  or a remove curse spell cast on the target restores its
  natural shadow, but only if its undead shadow has been
  destroyed.
  • A shadowy and deathly mist rises from the ground in
  a 120-foot radius centered on Strahd, and the mist
  spreads around corners. This area is lightly obscured.
  Living creatures within the mist are vulnerable to
  necrotic damage. Undead within the mist have
  resistance to radiant damage. Light within the mist can
  be no brighter than dim unless created by a spell of 5th
  level or higher, or equivalent magic. The mist lasts for 1
  minute, but a strong wind can disperse it, and sunlight
  burns the mist away instantly and clears the area such
  light touches.
  • The psychic impressions of the ancient one's
  innumerable victims rises in the area for 1 minute. For
  this time, each creature hostile to and within 120 feet
  of the ancient one is overwhelmed by the voices of the
  dead and distracted by disturbing sensory input. Such a
  creature is deafened, and it has disadvantage on
  Wisdom (Perception) checks. At the end of each of its
  turns, a creature can make a DC 22 Wisdom saving
  throw, ending the effect on itself on a success. If this
  saving throw fails by 5 or more, the affected creature
  can't maintain concentration until the start of its next
  turn.
  Magic Items
  Ring of counterspell (3 charges/dawn), 1 Bead of Force
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  Strahd's New spells
  Ground Fog
  2nd-level Conjuration
  Casting Time: 1 action
  Range: self (120ft radius)
  Components: V, S
  Duration: Concentration; 1 hour
  You create a 50-foot-radius ground fog that only rises about
  2 feet (knee-high on a Medium-size humanoid), centered on a
  point within range. The fog swirls mysteriously, so an
  invisible creature moving through the fog does not create
  enough of a stir to reveal its presence more readily than
  normal. The ground fog spreads around corners, and heavily
  obscures the ground beneath, as well as anything it covers,
  such as a Tiny creature, a prone human, or a hidden pit. It
  offers total cover to gaseous creatures, such as a spellcaster
  or vampire using gaseous form. It lasts for the duration or
  until a wind of moderate or greater speed (at least 10 miles
  per hour) disperses it. At Higher Levels. When you cast this
  spell using a spell slot of 3rd level or higher, the radius of the
  fog increases by 20 feet for each slot level above 2nd.
  RAIN OF TERROR
  3rd-level Necromancy
  Casting Time: 1 action
  Range: self, 100 feet radius
  Components: V,S
  Duration: Concentration, up to 10 minutes
  You cause a terrifying rain to begin falling from the sky
  within a 100-foot-radius centered on you. All creatures other
  than you within this radius suffer disadvantage on all saving
  throws versus fear effects. Additionally, you double your
  proficiency bonus on Intimidation checks while this spell is in
  effect. Rain of terror can manifest in a variety of grotesque
  and horrifying ways, from torrents of hot blood to a hail of
  writhing snakes. Regardless of its form, this gruesome rain
  has all the effects of heavy rain, lightly obscuring everything
  within the area, and giving all creatures within the area
  disadvantage on Wisdom (Perception) checks that rely on
  sight and hearing, as well as extinguishing open flames. The
  animals and effects of this spell are summoned, not illusory,
  but you have no control over them. Living creatures that rain
  down are 50% likely to survive. Thus, after a rain of toads,
  half are alive and hopping around and the other half are dead,
  killed by the impact. None of these animals are dangerous or
  able to harm anyone, yet their presence is no less unnerving.
  Roll on the following chart to see how rain of terror manifests
  with each casting. If you wish, you can make a DC 20
  Constitution check to concentrate on controlling the type of
  rain (failure results in a random roll).
  1d8 Type of Rain
  1 Black, putrid water
  2 Ash and embers
  3 Steaming blood
  4 Frogs or toads
  5 Dead bats
  6 Snakes
  7 Spiders
  8 Reroll for a combination of 2 types
  (ignore any further results of 8)
  Shadowbind
  4th-level Evocation
  Casting Time: 1 action
  Range: 100ft
  Components: V,S
  Duration: 10 minutes
  Area of Effect: 1 to 6 creatures
  You target up to six creatures that you can see. Each
  creature must be adjacent to (within 5 feet of) at least one
  other creature targeted by this spell. Each targeted creature
  must make a Wisdom saving throw. If the saving throw fails,
  its shadow becomes quasi-real and merges into the shadows
  of all the other creatures that failed their saving throws. For
  the duration of the spell, creatures with merged shadows
  must remain within 5 feet of at least one other creature with
  a merged shadow. For the sake of simplicity, all of the
  creatures can move together on the turn of whichever
  creature comes last in the initiative order, at the speed of the
  slowest creature in the group. There are likely to be gaps of
  more than 5 feet between creatures, caused by creatures
  making successful saves. Affected creatures must move to
  become adjacent to other affected creatures at their frst
  opportunity. Each affected creature can repeat the saving
  throw at the end of its turn; a successful save ends the effect
  for that creature. The spell ends entirely when only one
  creature is affected by the spell.
  STRAHD'S BANEFUL ATTRACTOR
  4th-level evocation
  Casting Time: 1 action
  Range: 120ft
  Components: M, V, S (a few bits of broken glass)
  Duration: Concentration, up to 10 minutes
  You cause spells to divert from their original paths to strike
  your target. Upon casting this spell, you surround the target
  with a 15-foot-diameter invisible aura that attracts spells
  aimed at nearby creatures. Any ranged spell that deals
  damage and targets a specific creature (such as disintegrate,
  magic missile, or scorching ray) within 15 feet is diverted to
  strike the target of this spell instead. The diverted spell
  strikes the creature affected by Strand's baneful attractor,
  even if this would cause it to exceed its normal range. The
  aura of this spell does not pass through barriers that would
  impede line of effect. Ranged beneficial spells with a specific
  target, or area-effecting spells (like fireball, flame strike, or
  lighting bolt) are not affected by Strand's baneful attractor.
  Potentially harmful spells that don't directly deal damage
  (like magic jar, silence, or many enchantment spells) are also
  not diverted by this spell.
  5
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Real Devil Strahd! A CR27 Version of the Devil.pdf