How Strahd von Zarovich fights. (Horrors Within Update!)


How Strahd von Zarovich Fights

Changes to Strategy and Tactics for the new Stat Block from the Horrors Within from the Curse of Strahd.

"I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand."


GM NOTES: If you are looking for full write up and strategy I did regarding Strahd as presented in Curse of Strahd, you can find it here! (Note a lot of things I didn’t mention here are included in that write up including psychological tactics and other means. This post just addresses the changes to Strahad’s approach to reflect the new Stat Block).

If we are looking at the surface of the stat blocks and comparing The Horrors Within to the Curse of Strahd then it looks like Strahd got NERFED HARD! So let's go over all the differences first. 


Notable Changes to Strahd's Stat Block


The Upgrades! 

  • Hit Points up to 204 from 144
  • Speed up from 30 to 40 and a climb speed of 40
  • Intelligence at 20 (But still a +5 Save)
  • Initiative up from +4 to +9 
  • Legendary Resistance up from 3x a day to 4x a day while in his domain.
  • He still has two attacks and can still replace one attack with a bite,
    • He can also replace an attack with Fireball if he hasn’t used up both daily uses.


The Downgrades

  • He lost Resistance to all nonmagical weapons and now only has resistance to Necrotic damage. 

  • His impressive +20 HP Regeneration at the start of his turn is completely gone now. 

  • Like other vampires in the 2025 rules (5.5e) the wooden stake doesn’t need to be wood. 

  • He lost the ability to summon swarms of bats or rats and wolves once per day.


The Mid Grades

  • His mist form is now only a bonus action.

  • Mist form no longer gives him advantage on STR, DEX and CON saves as well as being immune to nonmagical damage. 

  • The new form only grants resistance to all damage with the exception of sunlight, which was also an exception before.  

  • His Death Strike is an improvement from his 5e version of Unarmed Strike. Similar damage but now he automatically grapples a victim upon hitting them, as well as doing damage. (Before he could opt to grapple instead of doing damage.) The down side is the DC to escape is only 14 instead of 18.


Spellcasting has also changed for Strahd. In COS he had traditional mage spell slots at the 9th level. (14 total spell slots.) Now he has the “At will and X castings per day" of a set spell list, which is built into his multi attack. His at will/cantrips also changed. Prior it was Mage Hand, Prestidigitation and Ray of Frost, now it is Detect Thoughts, Fog Cloud and Mage Hand.


Overall he has lost Prestidigitation, Ray of Frost, Comprehend Languages, Sleep, Blight and Animate Objects. So his known spells are down significantly.


His Legendary Actions have changed as well making this Strahd a bit different. Before he had three actions to be taken on others turns which was Move (Without provoking attacks of opportunity), Bite and his Unarmed Strike. Under the new Stat Block he still has three legendary actions (4 when in his domain of Barovia) however he only has two options for Legendary Actions now. Striding Strike lets him move up to half his speed and use the Death Strike Attack, and Count’s Command which is effectively the Command Spell cast at level two so it will force Wisdom Saves from two creatures instead of one. 


One thing I want to make clear is that Strahd has NOT lost his Lair Actions. They were not part of his original Stat Block so they remain unaffected until I see something official from the publisher.  (Updated on 6/7/2026 as Lair Actions have been removed from D&D 5.5


DM May consider things that were previously Lair Actions in the COS to be pert of a Special Lair aspect. (Certainly Castle Ravenloft isn't a mundane lair!) DMs should consider the options and do what works best for their table


So with the new Stats in mind let's look at how he would likely use these capabilities.


Strahd’s Intelligence Gathering Technique Update.



Scrying is one of the ways in which Strahd gains intelligence on the PCs. But he can only do it once per day, so he really doesn’t waste it. To get the most out of it he sets up tests for the PCs and uses scrying on them before, during and after (It lasts less than 10 minutes) 


This will give him optimal time to view the PCs under pressure and to see what their capacities are at the moment. As the PCs progress Strahd will likely toss more difficult challenges their way in order to gain more intel, and some will likely be customized to suit, test or tempt individual PCs. Finding out their capacities in battle is good, but learning what motivates them is better. He will combine this with other bits of intel from his network of spies and informants in order to get a clear picture of the threat level the PCs pose to him.


The key things Strahd Wants to Learn: 


  1. Who has the Lowest Wisdom Scores

  2. What each of them Fear and what triggers it (And if none he might try to give them some)

  3. Who has Darkvision

  4. How the PCs fight and spell casting abilities


When he suspects a PC of being one who could easily be Charmed or Commanded he will validate his assumption. Either Shape Shifting and do it himself, or he will have his servants confirm his suspicion. 


If the PCs set up a Bastion under the new rules, Strahd will likely have his servants keep an eye on it. Some friendly vistani comes to visit and trade goods, while a raven or rat sneaks in and steals a hairbrush or a personal item. His servants will constantly be watching the Bastion so he will at least know when the PCs are home and when they have left. Strahd may even infiltrate the bastion while the PCs are away and charm the NPCs who work for the PCs. 


Either way when it comes to the final battle Strahd will have a solid idea of how to handle the PCs. This will also help him plan out his Legendary Actions on other PCs turns.


Strahd Gets Inside the PCs Heads 




Using Detect Thoughts Strahd will present the players with some difficult choices or moral dilemmas. His goal is to see where they will draw the line. He also wants to learn to see how the morality of the group works as well. If the rogue is willing to let innocents die but the fighter isn’t, this is very useful information. 

This is just a step in uncovering who is most likely to betray the party to save their own skin, who will accept a deal, who has a moral code that can’t be compromised no matter what, and who is willing to be flexible when it comes to life and death situations. 

This also provides him a chance to sow dissent amongst the party. 

“I must admit I admire your willingness to stand on your principles. You are trustworthy, honest and honorable. Unfortunately I can’t say the same for all of your companions. Do you know which ones are entertaining the idea of betraying you? I do."

He might even give the PC a name of someone in the party that they already suspect might be a traitor. 

Strahd Updated Tactics



Without the +20 hp regeneration per turn he had in COS Strahd has to be more tactical. He can’t just fight toe to toe and count on regeneration to keep him in the fight. He also can’t wage a war of attrition where he attacks, falls back to recover lost HP and then comes back again when he was at 100%. 

The early game is to assess the PCs, sow dissent and get one or more of them to betray the party or at the least have the PCs suspicious of each other. Essentially a social version divide and conquer. 

Combat isn’t all about divide and conquer, but it certainly resembles it.. Strahd will likely use the following tactics.

Tactic 1: Isolation & Annihilation

Strahd has an impressive +9 on initiative so likely he will be going early on in the order. He also has the spell Fog Cloud he can cast at will, this one way he maintains control of the field.  His goal is to isolate the PCs who are going to fail the Wisdom save outside of the Fog Cloud. 

On his turn Strahd will drop the Fog Cloud on as many of the PCs as possible. Preferably the ones who commit ranged attacks. (Rangers, Wizards, Bards, etc.) This does a couple of things.

  1. Placing the ranged attackers into a heavily obscured area gives them the Blinded condition. They can’t see and their attacks have disadvantage, but attacks on them have advantage, provided one can see them.
  2. They will have to spend movement just to get out of the obscured area and then they might not have line of sight on Strahd. This limits his exposure to taking hits preserving his protection from the Heart and his HP.
Strahd WANTS these PCs to waste actions and turns. If a PC hides in the cloud, good. if they move out also good. HIs goal is to break up a formation and disrupt any standard tactic the PCs fall back on.

Next as a bonus action he attempts to Charm whatever PC is within 30 feet that has the worst chance of making a Wisdom Saving throw. (They get advantage as they are fighting so they are likely to succeed.)  If he manages to Charm a PC he tells them “Defend me” or “Keep them in the Fog!”

He ends his turn, but does so where he is within 20 feet of a PC outside the fog cloud, he then waits for the PCs to make moves. Preferably he moves next to the PC. This is where his Legendary actions come in.

At the end of the very first PC's turn, Strahd uses his first Legendary Action to attacks the PC in range who has the best Wisdom Saving Throw. If Strahd hits with his Death Strike attack, he has the PC grappled and uses his remaining movement (halved) to drag the PC away from the group creating distance. This can either be across the map or up a wall if he is close to one. 

If the PC grappled by Strahd might spend their action attempting to break the grapple. (The DC is only 14 so it is pretty easy for most martial classes to do.) But then they either fall (If Strahd went up a wall) or have to decide to flee (Provoking an opportunity attack, which might lands them in the grappled condition again.) 

Depending on where the PC ends up, Strahd takes a Legendary at the end of the turn. If the PC still has the grappled condition he uses Striding Strike to drag them further away from the Fog Cloud and their allies, and he attacks them via Death Strike as he does so. 

If the PC managed to escape Strahd’s clutches Strahd notes the distances and if close enough to a PC does Striding Strike, or If he can catch one or two PCs who aren’t charmed he uses Count’s Command. He selects either Grovel or Halt depending on the situation. 

His goal here is to limit the movement so he can attack them on his turn and ensure distance with the other PCs. Speaking of which when it comes to his turn Strahd takes note of the other PCs location and if they are together he casts Fireball. If they aren’t then he uses two attacks on one PC, dragging them away once grappled. 

Again he will use Bonus Actions to try to Charm and control people. If a particularly dangerous PC ends up being Charmed he will ask them to go and wait for him somewhere. Thus separating the party further, or ask them to help defend him. Perhaps ordering them to grapple a spell caster so they don’t attack him.. 

Tactic 2: Turning Out the Lights & Fear is His Ally

While not effective against all PCs (Especially those who have Darkvision) Strahd will use the spell Gust of Wind to snuff out torches, candles and other nonmagical means of illumination to plunge the PCs into Darkness. This is because the new feature of Barovia Dreadful Darkness 

Dreadful Darkness. While in an area of Darkness, creatures other than Strahd and creatures of his choice have Disadvantage on saving throws to end or avoid the Frightened condition.

Frightened PCs are at disadvantage on ability checks, attack rolls when the source of fear is in line of sight. This feature is worded rather carefully so the PCs don’t actually have to be blinded but just “in an area of Darkness”

Strahd has Darkvision of 120ft so he is effectively good in this situation. But this alone won’t trigger the frightened condition. Recall the intel Strahd gathered on the PCs earlier and review the Fear & Mental Stress rules in the DMG.

Exploring Castle Ravenloft might not be so bad, but if you have to do it in the dark, things likely are going to cause the PCs to fail their fear saves.


Aside from things that could happen when exploring the castle, one of Strahd’s spells is also Polymorph. He can cast this from 60 feet away in the darkness turning a PC who fails the save (WIS DC 18)  into something another member of the party is terrified of. If he has the option he targets spell casters with the light cantrip or any PC with Darkvision first.


From the other PCs perspective the lights go out, your friend vanishes and is replaced with a creature you are terrified of.. The PC is likely to flee from their own ally again separating the party. Strahd can then pick them off far more easily.

Tactic 3: Showing Them the Price of Failure

If a PC dies (Either by being killed by Strahd or another way.) Strahd will use this to induce horror on the party by using his spell Animate Dead. Granted he needs a minute to cast this, but he can easily grab the corpse and swiftly phase through the walls of Castle Ravenloft or attempt to drive off the PCs leaving him to do his work. 


Likely he does this to the first PC he kills and leaves their corpse where the others are almost certain to find it. (Maybe a bloody trail guides them to the location.) This is why he drags the PC away form the fog cloud and creates distance.

Once reanimated he sets the zombie up in a place he is fairly sure the PCs will visit. This will likely trigger fear saves as well as undermine the PCs confidence as they know what will happen if they fall. Again with Dreadful Darkness they have disadvantage on this.

Oh and they may have to fight the reanimated zombie that less than an hour ago was their ally.

Tactic 4: Put those Nasty things Away! (Sunsword, and Other Radiant Items)

Such items are the bane of his existence. But thankfully this is where Count’s Command and the order “Drop” come into play. Keep in mind this can impact two creatures within 60ft of him, so he can target multiple sources of radiant damage at the same time. “Flee” might be something he opts for as it will force the characters to run their maximum movement out of the area. 

If the items are dropped Strahd will use Mage Hand to pick them up and hide them from the PCs. If an item is too heavy for Mage Hand Strahd will use his movement and either pick up the item as a free interaction or kick it out of reach of the PCs.

When he fights a group he doesn’t do so fairly.

Strahd has Greater Invisibility and this is one of his go to responses when he is facing multiple or tough opponents. First it is greater invisibility so it doesn't end when he inflicts damage or attacks an enemy. His attacks to hit have advantage as does his initiative and enemies trying to hit him have disadvantage unless they can see him. More importantly this goes for an entire minute of fighting.


Meaning not only does he get his two Death Strikes on his turn for 1d8+4 slashing and 4d6 necrotic, but he gets this advantage on his Legendary Striding Strike attacks as well. With a +9 to hit, Strahd will be landing blows more often than not.

Strahd WON’T bother to grapple an enemy he hits. He’ll let them go as a free action so as not to be easily found by his foes. He also hits from different directions whenever possible. The left, the back the front mixing it up as he goes to create confusion and make it even more difficult for the PCs to guess where the next one is coming from.

This is 100% stick and move. He might attack the same PC twice on one turn, but every action and legendary after that he alternates attacks against as many PCs as possible. The only exception being if he feels he can kill an opponent. The only other time he focuses on a single character is if they can see the invisible. Then he goes right at them with malicious intent, or backs off and lobs a fireball at the group. 

Enemies are facing a horrific action economy of 6 attacks per round with Strahd’s turn and the Legendary Actions on PCs turns. This is in the neighborhood of 22 damage on average. (8 slashing and 14 necrotic) That math works out to 132 damage if he lands all attacks per ROUND and he can go like this for 10 rounds until invisibility wears off! 

Keep in mind this is just Strahd fighting alone and not in conjunction with other minions or residents in Castle Ravenloft.

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