These are Strahd's official stats in 3E. There is at least one problem (and probably more - this statblock needs to be verified). In Strahd's prohibited schools, he has enchantment. However, he should have 2 prohibited schools as a specialist wizard. In Expedition to Castle Ravenloft he is a 10th level necromancer with the prohibited schools of abjuration and illusion.Ravenloft Gazetteer Volume 1 wrote:Count Strahd von Zarovich, Darklord of Barovia
Male Human Ancient Vampire Fighter 4 / Necromancer 16
CR: 24
Size: M undead (6 ft. 1 in. tall)
HD: 20d12
hp: 154
Init: +9 (+5 Dex, Improved Initiative)
Spd: 50 ft.
AC: 30 (touch 19, flat-footed 27)
Atk: +20 melee (1d8+8 and energy drain, slam) or +24/+19/+14 melee (1d10+13, +4 bastard sword) or +27/+22/+17 ranged (1d8+6, +2 mighty composite longbow)
SA: Blood drain, children of the night, command undead, create spawn, domination, energy drain, spells
SQ: Undead, alternate form, cold and electricity resistance 20, darkvision 60 ft., damage reduction 25/+2, dread familiar (carrion bat, see Denizens of Darkness), fast healing 6, gaseous form, light sleep, master of the realm, spider climb, turn resistance +9, vampire weaknesses
SR: 15
AL: CE
SV: Fort +12, Ref +16, Will +18
Str: 26, Dex: 20, Con: —, Int: 20, Wis: 17, Cha: 18
Skills:
Alchemy +10, Bluff +16, Climb +12, Concentration +8, Diplomacy +8, Handle Animal +9, Hide +15, Intimidate +7, Knowledge (arcana) +12, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Knowledge (Ravenloft) +10, Knowledge (undead lore) +12, Listen +16, Move Silently +15, Perform (dance, organ, storytelling) +7, Ride +10, Scry +12, Search +15, Sense Motive +14, Spellcraft +10 (+12 to learn Necromancy spells), Spot +16;
Feats:
Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Expertise, Extend Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (Necromancy), Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
Languages: Balok*, Darkonese, Draconic, Luktar, Mordentish, Vaasi.
Wizard Spells Per Day: 5/7/6/6/6/6/4/4/3. Base DC = 15 + spell level, 17 + spell level for Necromancy spells. Prohibited School: Enchantment.
Spellbook:
0—all;
1st—burning hands, cause fear, chill touch, comprehend languages, hold portal, magic missile, protection from good, ray of enfeeblement, shocking grasp, unseen servant;
2nd—alter self, darkness, detect thoughts, fog cloud, ghoul touch, ground fog, invisibility, knock, locate object, scare, shatter, spectral hand, Strahd's baneful attractor, wall of gloom;
3rd—augment undead, dispel magic, explosive runes, fireball, gentle repose, gust of wind, haste, hold undead, lightning bolt, nondetection, sleet storm, stinking cloud, tongues, vampiric touch;
4th—arcane eye, contagion, detect scrying, dimension door, enervation, fear, ice storm, induce lycanthropy, minor creation, polymorph other, polymorph self, shadow conjuration, solid fog, suppress lycanthropy, wall of ice;
5th—animate dead, greater shadow conjuration, magic jar, nightmare, passwall, sending, telekinesis, teleport, wall of stone;
6th—animate field, circle of death, contingency, control weather, guards and wards, plan binding, shades, stone to flesh;
7th—control undead, delayed blast fireball, finger of death, forcecage, limited wish, summon shadow, shadow walk, spell turning;
8th—clone, horrid wilting, maze, symbol.
Signature Possessions: +4 bastard sword, +2 mighty composite longbow (Str 18), amulet of proof against detection and location, bracelets of armor +6 (as bracers), cloak of resistance +3, crystal ball, gloves of Dexterity +2, ring of minor elemental resistance (fire), ring of protection +4, rod of absorption.
Arsenal: Lean and strong, with a noble bearing, Strahd is a powerful presence, with strong and chiseled features, a commanding gaze, and a deep, full voice. He moves with liquid grace and speaks with authority. Feeding returns color and health to his otherwise pallid skin.
Strahd sometimes disguises his pointed ears by combing his dark hair over the tips. Otherwise, he falsely claims elven blood in his ancestry. His long, sharp nails are also unusual, and he often wears gloves to conceal them. Strahd's fangs retract when he has no need for them.
Strahd dresses as a Barovian nobleman, preferring black accented with red and white. He wears long cloaks, and a gold pendant with a large red stone hangs around his neck.
Background: The Tome of Strahd is a self-serving account of Strahd's background (see Chapter One of the Ravenloft setting book). Strahd glosses over the horror and evil of his own actions, which set in motion events that cursed not only himself and Barovia but a great many other lands. Whether Ravenloft would exist without Strahd's wickedness is uncertain, but his evil is a significant factor in its existence.
Current Sketch: Since the account given in The Tome of Strahd, Strahd himself has grown in evil and might, becoming a necromancer of great power and learning much about the prison that binds him. He has dealt with most of the Core's powerful figures and formed alliances and enmities that shape the face of Ravenloft. Of particular note are his alliance with Madame Eva, in which he granted the Vistani free passage in return for their passing information to him, and his hatred of the lich Azalin, who had been his reluctant servant and is now his greatest foe. Their rivalry came to a head during the Grand Conjunction, when Azalin nearly destroyed Strahd. Strahd survived that experience, remaining the one constant in an ever-changing Ravenloft.
Strahd emerges from his castle only rarely to ensure his laws are being followed. He cares little for his people's welfare but defends his property zealously. Barovia and its people belong to him; anyone seeking to usurp his authority faces his wrath.
Strahd has been a vampire for over four centuries. A master of strategy, his plots are never as simple as they seem, and he hides his true motivations. Inhumanly patient, he is willing to outlive his enemies if necessary. He is ruthless at heart, however, and takes immediate advantage of any opportunity to crush a potential threat.
His greatest weakness is his undying love for Tatyana. Over the centuries, many women have been born in Barovia who resemble her in everything but name. Strahd believes these women are reincarnations of his lost love and sees in each an opportunity to win Tatyana's heart. Unfortunately, each effort ends in failure. Strangely, he has been unable to find her among this latest generation's crop of Barovian daughters, deepening his frustration.
Combat: Strahd may be the most dangerous of Ravenloft's darklords, combining power and cunning to a degree few can hope to match. Well versed in his vampiric powers, he strikes his enemies quickly and brutally. He uses his many immunities to surprise would-be vampire slayers. As an accomplished necromancer, he uses his spells to deadly effect.
To exploit his personal power, Strahd is not rash and will not needlessly risk himself. He has many minions he can call at a moment's notice, from animal servants to mindless undead to vampire slaves to magically summoned beasts.
Special Attacks:
Children of the Night (Su): Strahd may use this ability to call forth worgs instead of the wolves that most vampires command. He may also use this ability to call forth 1d10 Strahd zombies or 2d10 Strahd skeletons.
Vampire Abilities: The save DC against Strahd's vampire abilities is 24.
Special Qualities:
Master of the Realm (Su) (cont.): has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can perceive the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Strahd's Contingency: Strahd always has contingency cast on himself that teleports him to a hidden mountain sanctuary whenever he is exposed to light that could destroy him or render him helpless.
Vampire Weaknesses: Garlic, mirrors, and holy symbols do not affect Strahd. He may freely enter any building in Barovia without being invited. Strahd can tolerate ten rounds of sunlight before he is destroyed. Like most vampires, however, he may only take partial actions while exposed to sunlight.
Lair: Castle Ravenloft. Castle Ravenloft is a gigantic structure seated at the top of a thousand-foot rock spire. Strahd almost never allows visitors. Interlopers find it replete with vampiric slaves, animated corpses, and magical and mundane traps. Castle Ravenloft is normally a rank 4 sinkhole of evil, but Strahd's necromantic experiments or midnight yearnings for Tatyana can occasionally raise it to rank 5.
Castle Ravenloft: Castle Ravenloft has fallen into decay over the past four centuries. The drawbridge is half-rotted, the curtain walls are crumbling, and the lowest level of the castle's dungeon is flooded with three feet of stagnant water. Strahd's "renovations" since becoming a vampire have all been aimed at vexing mortal intruders. As an example, several doorways that once offered easy access to sections of the castle have now been bricked over, leaving tiny cracks just wide enough for mist to slip through.
Closing the Borders: When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia.
My questions: 1. Is there anything else wrong with this statblock besides the missing prohibited school? Skills, feats, anything else? Lore friendly?
2. Should one of Strahd's prohibited school be enchantment? How does that gel with the lore about Strahd?
3. The statblock appears to be 3E and not updated to 3.5e. How can we fix this statblock?

