Strahd Character in Anchored Worlds | World Anvil
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Strahd

Count Strahd Von Zarovich

The lord of isolated and dreary Barovia, Strahd von Zarovich was as powerful in life as he now is in death. His family long ago ruled the human kingdom of Svitar (which no longer exists), but now Strahd alone lords over a small valley displaced from space and time.   For centuries, Strahd pretended to be a mortal man ruling the valley--or more accurately, a long line of mortal men. To this end he took "wives" to birth the next Strahd in the line. Up until about 40 years ago, this farce went unchallenged. Then, a party of adventurers entered Barovia with the intention of freeing it from its miserable existence. They uncovered the truth of Stahd's existence, and "killed" him. When he rose again a year later, he saw no reason to continue the lie of his previous existence and has made no further efforts to hide the truth of his undeath.

Mental characteristics

Personal history

In life, Strahd von Zarovich was a respected and decorated soldier. He was born in the long-gone human kingdom of Svitar, which was known for its military prowess and religious fanaticism. His father, Count Barov, was a decorated military leader. Barov was a cold man who found delight only in war and conflict. His two eldest sons, Strahd and Semyon, were enlisted in the military at the age of seven. The older, Strahd, served his father directly as a squire. From a young age, all Strahd knew was violence and pain, and he was told this was his inheritance. Svitar was often at conflict, particularly with Nortenia, a country bordering it to the north.   The Countess Branwen, didn't care for the battlefield, and mourned what she considered the "loss" of her two eldest sons. She kept her youngest son Sergei, at the time only a boy, close to her side away from the battlefield. Strahd grew envious of the love and attention Branwen visited upon his youngest brother, and even when he might have been permitted to stay home, chose to stay away on crusades for a long period of time.   When Strahd was just twenty, Svitar was invaded. At this point, he was a general in the Svitaran army, Semyon a soldier, and Sergei still a babe. The war was long and bitter, and the Nortenians took more and more of Svitar under occupation as the years went on. Count Barov died defending the capitol while Strahd was occupied elsewhere, and the Countess and Sergei took shelter in a Grand Temple of the Morninglord, able to occasionally send letters to Strahd.    Strahd fought the Nortenians for many long years. Eventually, he fell back to a nameless valley in the mountains where his mother had been born, with the intention of taking it back from the occupying Nortenians   Strahd was eventually able to triumph over the pursuers. Having spent much of his youth and what little free time he allowed himself in the valley, he was far more familiar with the land and was able to out-manuever his opponents. The defining act that secure the valley, however, was a deal he made deep in the mountains with a nameless, faceless dark power, and the steps he took to unseat its rival.   Victory was bittersweet. The country of Svitar was gone by the time his victory was secured, either occupied or absorbed by surrounding powers. The vast county his family had once ruled was shrunk down to a valley with a handful of towns within. Strahd had a castle constructed to be the seat of his family going forward, but it was a depressed and empty place, with his mother too ill to make the journey when it was completed. The wounds of war caused him daily pain. Still, he had soldiers and a handful of nobles loyal to him, and a land he kne was protected by more than men.   It was at this time in his life, when he was at the highest and lowest point of his life simultaneously, that Strahd met Tatyana. A druid who had lived in the valley her entire life, she was a beautiful and gentle woman who had been dedicated to the local deity before the war. She was brought to the castle by Rahadin, who had been seeking ways to ease Strahd's chronic pain. Strahd was immediately taken with her, though she seemed oblivious to his affection.   It was during this time that Strahd received another blow: a letter stating his mother had passed, and his youngest brother was making the journey to Barovia with the bodies of their parents. Sergei's arrival was the worst culmination of all of Strahd's fears. A young and handsome man, untouched by the horrors and wounds of war, Sergei was beloved by the people immediately--and more importantly, he was beloved by Tatyana. Sergei and Tatyana courted, and Strahd's pride forbade him to interfere. As time went on, however, his mental health deteriorated, and the dark power he had bargained with began to whisper to him. So long as Sergei lived, it told him, his victory would never be complete. When Sergei died, Strahd would finally gain everything he longed for, and deserved.   On the night of Tatyana and Sergei's wedding, Castle Ravenloft was attacked by a nobleman who had come to Barovia under Strahd's banner, and now resented him. In the chaos, he slew his younger brother and drank his blood. In that moment, his pact and fate was sealed. Tatyana discovered the pair, and fled. Strahd pursued her, and the two came to blows on a balcony of the castle. In the final moments of her life, Tatyana drew Strahd close, plunged a dagger into his chest, and pulled them both down to death in the rocks below. Rahadin retrieved their bodies and buried them both in the Crypts of Ravenloft. Following the orders laid out in a letter Strahd had penned that very night, he carried out the last step needed for the dark powers to control Barovia.   Five years to the day after his death, Strahd rose from his coffin. On that day, a heavy fog rose from the earth and enshrouded the valley. From that moment, the valley was cut off from the rest of the world, pulled into a Dread Demiplane ruled by misery.

Sexuality

Strahd is bisexual, though he harbors a great deal of internalized homophobia that prevents him from fully embracing this.

Education

As a count, Strahd is highly educated. He is especially proficient in magical studies, and in largescale military strategy. He has a particular interest in the arts, particularly in music. Though he is not musically inclined himself, he is highly educated in the science behind music and the history of musical development.

Accomplishments & Achievements

Strahd is an accomplished military leader, and a powerful mage. He takes great pride not only in his intellect and power, but in his dedication to his duty and his leadership.   His defense of the Valley is highest among his achievements.

Mental Trauma

Strahd is a deeply traumatized man. He was enlisted in the military at seven years of age, against his mother's wishes. He saw and performed unspeakable violence from a young age, and it left a lasting impact on his psyche.   His relationship with both of his parents was deeply unhealthy. He deeply loved his mother, but she treated him with fear and unease due to his father's influence on him. And of his father, love was mixed equally with fear. Barov was a domineering and cruel man in war, and equally so to his family. His abuse of his sons was both emotional and physical.   The Terg invasion was another deeply traumatizing event. Strahd saw death and violence for nearly a decade, and the war took his parents and his middle brother.

Morality & Philosophy

Strahd does have a moral code he follows strictly. He is bound strongly by his sense of duty and responsibility, and righting his wrongs. He believes that "punishment should fit the crime and mercy should fit the circumstance," and he will not dole out either if he believes it is unworthy.

Taboos

Strahd has a distaste for losing control of his emotions, and for those who frequently do so.

Personality Characteristics

Motivation

Strahd is motivated first and foremost by his duty to protect Barovia, and secondly by his desire to possess those things and people he loves. The strongest and most obsessive of these desires is Tatyana, though his feelings for her are not quite love.

Social

Reign

Strahd rules over the valley of Barovia, and has for the past 740 years.

Contacts & Relations

Strahd has strong political ties to werewolves, druids, and witches that roam Barovia.   As ruler of Barovia, the burgomasters in the valley are at least vocally loyal to him, and in turn he offers his protection and grace.

Religious Views

Strahd was, once upon a time, a deeply religious man. He was devoted to a now-obscure god known as Reve, who is now worshipped by the Barovians under the name "Morninglord." He no longer considers himself a religious man, but he still holds many of the same views and values that he was raised with.

Relationships

Strahd

Brother (Vital)

Towards Sergei

-3
0

Dishonest


Sergei

Brother (Important)

Towards Strahd

2
5

Honest


Madame Eva

Cousin (Important)

Towards Strahd

-2
0

Dishonest


Strahd

Cousin (Trivial)

Towards Madame Eva

1
0

Dishonest


Semyon

Brother

Towards Strahd

-1
0

Strahd

Brother

Towards Semyon

-1
0

Rahadin

Adoptive Brother (Vital)

Towards Strahd

5
5

Frank


Strahd

Adoptive Brother (Vital)

Towards Rahadin

4
4

Honest


History

Rahadin was  adopted in the Von Zarovich family when he was a youth of sixteen, and Strahd a boy of fourteen. The two were of a kind: morose, intelligent, and traumatized by war from an early age. They were not quite fast friends, but they understood each other and worked well together from the beginning.   It wasn't until they both reached adulthood that they became as close as they are today.

Nthanda

Ward (Vital)

Towards Strahd

5
5

Frank


Strahd

Guardian (Trivial)

Towards Nthanda

1
5

Honest


Alignment
Lawful Evil
Current Location
Species
Ethnicity
Other Ethnicities/Cultures
Honorary & Occupational Titles
Count
Age
47
Date of Birth
Omaia the 2nd, 45BBR
Date of Death
Simaia the 17th, 2BR
Life
9074 9121 47 years old
Birthplace
Svitar
Place of Death
Barovia
Spouses
Siblings
Sergei (Brother)
Semyon (Brother)
Rahadin (Adoptive Brother)
Children
Current Residence
Barovia
Pronouns
He/Him
Sex
Male
Gender
Man
Eyes
Black/Red, Narrow
Hair
Long, sleek, black, widow's peak
Skin Tone/Pigmentation
Pale white
Height
6'
Belief/Deity
Reve
Related Plots
Known Languages
Strahd is fluent in Common and Elvish.

Strahd von Zarovich

Medium Dread Vampire, Count, Lawful Evil

Armor Class 17 (half plate)
Hit Points 176 (19d8 + 99) 19d8+99
Speed: 30 ft

STR

20
( +5 )

DEX

18
( +4 )

CON

20
( +5 )

INT

20
( +5 )

WIS

18
( +4 )

CHA

18
( +4 )

Saving Throws Dex +10, Wis +10, Cha +10
Skills Arcana +11, Athletics +11, History +11, Perception +10, Stealth +10
Damage Resistances necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened
Senses darkvision 120 ft., passive Perception 20
Languages Common, Draconic, Elvish, Infernal
Challenge Rating 18
Proficiency Bonus +6

Ideals

Honor Thy Word (You are nothing without your word. Keep the promises you make unless broken by the other party.)

Bonds

I am the Land (Barovia is your ancestral home, which you have, and always will, go to great lengths to defend and keep.)

Flaws

Sociopathy Under Duress (In times of desperation or extreme stress, the emotions’ of others are no longer logically factored into decision making to the point of basically forgetting anyone has or is swayed by them.) Intellectual Challenger (It is difficult to fully resist launching rambling philosophical discussion, or engaging in philosophical debate, on a topic you find intriguing.)

Strahd is a level-13 spellcaster. His spellcasting ability is Intelligence, (spell save DC 19, +11 to hit with spell attacks.) Strahd has the following spells prepared:  

  • Cantrips (at will): Chill Touch, Ray of Frost, Mage Hand, Prestidigitation
  • 1st level (4 slots): Cause Fear, Shield, Featherfall, Fog Cloud
  • 2nd level (3 slots): Mind Spike, Tasha's Mind Whip, Web, Shadow Blade
  • 3rd level (3 slots): Counterspell, Fireball, Sleet Storm, Tidal Wave
  • 4th level (3 slots): Dimension Door, Shadow of Moil, Sickening Radiance
  • 5th level (2 slots): Steel Wind Strike, Temporal Shunt
  • 6th level (1 slot): Shatter, Disintegrate
  • 7th level (1 slot): Power Word Pain


Legendary Resistance (3/day). If Strahd fails a saving throw, he can choose to succeed instead.   Shapechanger. If Strahd isn't in sunlight or running water, he can use his action to polymorph into a Medium wolf or a Medium cloud of mist, or back into his true form.   While in wolf form, Strahd can't speak. In wolf form his walking speed is 40 ft. 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 mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and 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 from sunlight.   Health Regeneration. Strahd regains 25 hit points at the start of his turn if he has at least 1 hit point and doesn't begin his turn in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn't function at the beginning of his next turn.   Misty Escape. When he drops to 0 hit points outside his resting place, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. 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. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.   Vampire Weakness. Strahd has the following flaws:

  • Forbiddance. Strahd cannot enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. Strahd takes 20 points of acid damage if he ends his turn in or above running water while in his true form.
  • Stake to the Heart. If a piercing weapon made of wood is driven into his heart while Strahd is incapacitated in his coffin, he is paralyzed until the the stake is removed.
  • Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 point of radiant damage at the start of his turn, and has disadvantage on attack rolls and ability checks.
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.   Turn Resistance. Strahd has advantage on saving throws against any effect that turns undead.   Heart of Sorrow. The Heart of Sorrow that is suspended in Castle Ravenloft is connected to Strahd on a deep level. He can temporarily cut off his connection to the Heart as a reaction, but the connection returns after his next rest. While Strahd is connected to the Heart, he gains the following benefits:
  • Any damage that Strahd takes is transferred to the Heart to its full HP (75 HP.) If an attack would reduce the Heart to 0, it takes as much damage as would reduce it to 1, and Strahd takes the remainder of the damage. The Heart cannot be destroyed in this manner.
  • Strahd has resistance to radiant damage.
  • Strahd's Health Regeneration is not affected by sunlight or by radiant damage.

Actions

Multiattack (Vampire Form). Strahd makes two attacks, only one of which can be a bite attack.   The Ancient. Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) necrotic damage.   Unarmed Strike (Vampire or Wolf Form). Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage plus 12 (3d6) necrotic damage. If the target is a creature, Strahd can grapple it (Escape DC 18) instead of dealing the bludgeoning damage.   Bite (Vampire Form). Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) 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 Strahd's control.   Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, butt it takes Strahd's requests and actions in the most favorable way and allows Strahd to 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" or takes a bonus action to end the effect.   Children of the Night (1/day). Strahd magically calls 2d4 swarms of bats, provided that the sun isn't up. While outdoors, he can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.

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. Strahd regains spent legendary actions at the start of his turn.   Move. Strahd moves up to his speed without provoking opportunity attacks.   Attack. Strahd makes one unarmed strike or one attack with The Ancient.   Bite (Costs 2 Actions). Strahd makes one bite attack.   Spell. Strahd casts 1 cantrip.

Lair Actions

On initiative count 20 of the round (before any creatures that rolled a 19 for initiative, and after any creatures that rolled a 20 or higher with bonuses), Strahd can take one of the lair actions below. He cannot use the same lair action two rounds in a row.   Sealing Exits. Strahd chooses one door or window that he can see. He can choose to open or close it. Any door or window that is closed in this manner or was already closed can be magically locked (DC 20 to break open.)   Specter of Death. Strahd summons the spirit of someone who has died in the castle. They appear at an unoccupied space within 30 feet that Strahd can see and attack one target of his choice. They disappear at the beginning of Strahd's next turn. They have the stats of a Specter.   Vile Darkness. Strahd eliminates every source of natural light in a 120 foot radius and fills the area with magical darkness. Magical sources of light created in the area are automatically dispelled if they are created by a spell of level 4 or below. Strahd can see through the light normally.

Strahd's lair is the entirety of Castle Ravenloft and its grounds. It was constructed after his pact with Canis using the stone and wood of the valley and is as much part of the land as he is. He has control over the environment and ambiance of the Castle.