ENworld's Dave2008 has a cool alt statblock for Strahd: https://www.enworld.org/attachments/strahd_update4-jpg.100134/
... and other epic monsters https://www.enworld.org/threads/5e-epic-monster-updates.468639/page-2
... and other epic monsters https://www.enworld.org/threads/5e-epic-monster-updates.468639/page-2
- LegendaryAction (costs 2 of his 3) Ranged attack, +11 to hit [w/ Adv if opponent metal armor], 60 ft range, dmg 4d6 (he made it electric shock, but I RESKIN to something else... maybe invisible force, maybe... but that adv vs. metal is nice)
- Gave him higher STR, CON, just a little.
- Gave him harder hitting melee (although, Strahd traditionally is supposed to be a little weak in melee?? hmmm)
- BonusAction Bite. This is what I did accidentally, and it seems WAY better.
From I6 AD&D version of Strahd/Ravenloft. He also has these spells in addition to the 5e ones:
- Invisibility
- Protection from Good
- Mirror Image
- ESP
- Gust of wind
- Distance Distortion - that sounds cool.
- Suggestion
- Gaseous form at will (ability not spell per se).
ElvenTower suggests adding any spells, TELEKINESIS, that fit, (and he's probably got lotsa scrolls so... )
Careful, using Charm too much might turn battle into roll play (RP) too much.
Cantrips (at will): Mage hand, Prestidigitation, Ray of Frost
1st level (4 slots): Shield (rather him just have AC 19 by default, but does that rly just penalize ranged guys and helps melee guys, I think so, ... in which case use shield, just RESKIN as TRANSPARENT FORM), Fog Cloud, Sleep
2nd level (3 slots): Hold Person, gust of wind, Mirror Image (Reskin to FALSE FORM... hit through him, he appears next to that image/form)
3rd level (3 slots): Haste, Fireball (I reskin to HellFire), Counterspell~i dunno
4th level (3 slots): Blight, Greater Invisibility, Polymorph
5th level (1 slot): Telekinesis,Conjure Elemental, (and 5e had Animated Objects)
1st level (4 slots): Shield (
2nd level (3 slots): Hold Person, gust of wind, Mirror Image (Reskin to FALSE FORM... hit through him, he appears next to that image/form)
3rd level (3 slots): Haste, Fireball (I reskin to HellFire), Counterspell~i dunno
4th level (3 slots): Blight, Greater Invisibility, Polymorph
5th level (1 slot): Telekinesis,
Then says try these:
- Expeditious Retreat (level 1) --- it makes Strahd mobility explode allowing Dash as a bonus action.
- Misty Step (level 2) --- simple way to get out of a group of enemies as a bonus action. Remember that since you can’t cast two spells in a round, it’s best to attack, and then Misty Step away.
- Counterspell/Dispel Magic (level 3) --- it explains itself, just remember not to abuse this one because if becomes boring and unrewarding for the PC spellcasters.
- Fog Cloud (level 1) --- this spell is really important because it’s Strahd’s perfect defense against sun light generated by spells, the Sunsword or the Symbol of Ravenkind. It’s radius is 20 ft. same as a fireball of heavily obscured terrain. Strahd can use it and keep fighting inside or just escape while the PCs find out what happened.
- Confusion (level 4) --- nothing in D&D is better than a full party under the confusion spell, a moment to remember.
- Telekinesis (level 5) (reskin as a WIND BLOWS and some power grabs it/you) this is golden too. With this spell Strahd can take away a weapon or one of the magical relics from a PC. The look on the player’s face when you take the Sunsword from them and throw it out the castle’s window (((MAYBE THIS IS WHERE THE UNDEAD DRUID SAVES THE DAY, HE"S OUT THERE WITH ANIMAL HELPERS OR JUST SOLO AS UNDEAD VULTURE, GETS SWORD BACK AFTER COUPLE ROUNDS OR SO))) is worth Van Richten’s trousers. Of course you can throw a PC too if you want.
- See: Telekinesis Disarm discussion on reddit - mostly unreasonable ppl on both sides of the argument.
- If disarm of any type is so horrible horrible bad, then as a DM nerf it a little.
- Maybe this is a LAST DITCH effort, not beginning of fight. Midway through. And it HARMS Strahd b/c the Sunsword resists him so much, it hates him after all.
- Blood drips from his eyes and nose when he summons a power to grasp the sword away [casts this Telekinesis] (one time).
- Dont make it last 10 minutes with concentration after it succeeds... after it succeeds I think it ends (since I dont want it to be a spell, just a one time thing)
- OR Telekinesis is on another guy, not Strahd.
----
Pg. 240 of CoS pdf.
Some ppl call for complete (annoying?) hit and run forever. I say, a little of that, but dont overdo it, boring.
** Remember to combine Legendary's MOVE with the Lair's On Init 20 PASS THRU WALLS, most of the time to stay away from sunlight.LEGENDARY ACTIONS
- Move = 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.
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 visibleto Strahd and within 30 feet of him. If the target fails
a DC 17 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.
THE VAMPIRE'S MINIONSWhenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any.STRAHD'S MINIONSd201-3 1d4 + 2 dire wolves 4-6 d6 + 3 ghouls7-9 1d4 + 2 Strahd zombies 10-12 2d4 swarms of bats13-15 1d4 + 1 vampire spawn16-18 3d6 wolves19-20 nothingMAYBE ADD: 1d4 ghasts (b/c stench means poisoned means DISADV on everything)
ELVEN TOWER, MORE =====ElvenTower's info is good, example fights:
Legendary Move action: This is golden. As a legendary action NOT on his turn he can move up to 30 ft. without provoking opportunity attacks. My players cried [in] anger because of this. The thing is, you can combine this with Strahd’s Spider Climb ability and move upward and out of the melee PCs reach.
For example, Strahd appears and attacks a PC, unarmed strike and hopefully a bite too. After him goes another PC, let him do what he wants. Next Strahd uses his legendary action to move out of both PC’s way and up a wall or a tree, probably 20 ft. above ground. He can stay there the rest of the round if he wants while the melee combatants spend their turn doing nothing and/or preparing action to attack when he returns. Next turn Strahd goes down and attacks again, and then uses the next legendary action to go back up, or to bite a grappled PC. You really have to metagame the initiative order and decide who you want to avoid hitting Strahd, probably a paladin or cleric.
...castle. He can just move away into a wall, even stay there for a full minute and return with full HP.
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