
Instead, they went with a writer who also had also worked with TSR, and who had a strong track record writing gothic horror vampire fiction – P. With the AD&D campaign setting of Ravenloft, which was born out of an adventure by Tracy & Laura Hickman, one would think that the novel focusing on the character from whom the setting was born would be written by the creator of that character – particularly when Tracy Hickman had gone on to co-create Dragonlance with Margaret Weis and would go on to co-write a bunch of New York Times bestselling novels. For every Dragonlance Chronicles, you get a bunch of Darkwalker on Moonshaes. 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.Gaming licensed fiction is hit and miss. 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. The target's shadow must be visible to Strahd and within 30 feet of him. Strahd targets one Medium or smaller creature that casts a shadow. The apparition has the statistics of a specter. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. Strahd summons the angry spirit of one who has died in the castle. 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.
#I strahd windows#
Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there. 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: While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. While outdoors, Strahd can call 3d6 wolves instead. Strahd magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.Ĭhildren of the Night (1/Day). The charmed target regards Strahd as a trusted friend to be heeded and protected. If the target can see Strahd, the target must succeed on a DC: 17 Wisdom saving throw against this magic or be charmed. Strahd targets one humanoid he can see within 30 feet of him. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.Ĭharm.

The target dies if its hit point maximum is reduced to 0. The reduction lasts until the target finishes a long rest.


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.
#I strahd plus#
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. If the target is a creature, Strahd can grapple it (escape DC: 18) instead of dealing the bludgeoning damage.īite (Bat or Vampire Form Only). Hit: 8 (1d8 + 4) bludgeoning damage, plus 14 (4d6) necrotic damage. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Strahd makes two attacks, only one of which can be a bite attack.
