(You probably already know this but I figured I should provide some background just in case). So this makes archmages weaker that their 18th level spellcasting would suggest but more appropriate for a CR 12 monster. For example the Archmage is CR 12 and has a +4 proficiency bonus. Hey thanks for your comment! DC 22 is crazy high you are right, the way WotC usually does their statblocks is the proficiency bonus of the monster is equivalent to what it would be if the monster's CR where its level as a PC. Especially reverse gravity can be fun combined with Strahd's ability to spider climb and he can always remove it again having everyone fall back down to the floor again (maybe on to spikes he has been placing strategically for extra damage) These spells don't use concentration so Strahd can keep up his greater invisibility/fog cloud/animate objects while casting them and they give the players more agency in how to overcome the obstacles while still being very powerful spells. Instead I would use reverse gravity and power word stun/power word pain. Also regarding the spells I think maze and forcecage are great spells, but they are very controll heavy and completely take players out of combat with no way to affect it unless they can teleport and maze might take out a single party member for the entire fight. As a reference an archmage who can cast 9th lv spells only has a DC 17 save. It's a great stat block but save DC 22 is crazy high. I hope you guys enjoy this version of Strahd.ĮDIT: I forgot to attach the PDF you can access it here if you are interested When you summon the armor you don it immediately and it replaces or covers whatever you where wearing at the time. As a bonus action you can summon the sword and/or the armor. If you are attuned to both the sword and the plate you can use a bonus action to dismiss them (or just one of them) whereupon they disappear into an extra dimensional space (similar to a familiar). Both require attunement the Sword is a +2 longsword that deals an additional 2d6 lightning damage on a hit. If the player's get their hands on it it will have these properties. Strahd also has magic items that he uses. He wants to learn 9th level spells and in particular believe's he might be able to end the curse with a wish and so a major plot point in my version of CoS was Strahd trying to find The Mad Mage's spellbook. I figured the guy has been stuck in a castle for 400 years he probably has a lot of time to develop his magic. As for Strahd's more wizardly spell casting he can cast up to 8th level spells. For example I would flavour the fog cloud spell as him controlling the mists to obscure sight. He can control weather, raise the dead, and watch over his lands. This is supposed to partially represent his power over the Domain of Barovia. I took this CR 17 Strahd and customized it pretty heavily so I figured I would post my Strahd statblock so that any of you who want to run Strahd as a more dangerous enemy for a higher level party can use it.Ī little explanation about this version of Strahd. I found a stat block for a CR 17 Strahd on this subreddit, however, unfortunately I can't find the original post anymore so thank you whoever it was who posted that. They are a 5 person party of level 14 characters so needless to say they are pretty powerful. My campaign is nearly finished and my party is about to face a particularly pissed off Strahd. The official stat block of the Count has never wow'd me even if he is going up against a level 9 or 10 party. The most significant of these changes is Strahd himself. As such, I have needed to adjust certain things within the adventure in order for them to present a significant challenge to the party. My party started Curse of Strahd at level 6 and I have planned for them to go up to level 14 or 15. Arveia, Ashes, Cassius, Gerry, and Vel DO NOT READ.
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