I'm running Curse of Strahd for a group of mostly teenagers. They have gone through Castle Ravenloft and finally found Strahd in the Vistani's foretold location (the study). It's time for an epic showdown - especially since it's going to be the climax of the campaign. (Plus, one of the players is moving off to college - so this is his last game with us.)
Previously, I tested them against a Monster Manual standard issue Vampire - and I'd say it was no challenge at all. Even though the party is only mid-level (6th), the paladin has the Sunsword and the cleric has the Holy Symbol of Ravenkind. The party's ability to do consistent radiant damage with attached smites as well as create a 60 ft. radius of sunlight negates a vampire's regeneration, causes 20 damage the start of every vampire's turn, prevents shapechanging, causes disadvantage, etc.
Next, I tested them against Strahd in an ambush on the streets of Barovia. He had enough room to move and blast them with several Fireballs. This time it was a tough fight, but they very nearly killed him. (He was reduced to 0 HP, but was only 5 feet outside the sunlight radius - which means had the cleric been 5 feet closer, Strahd would be perma-dead.)
Now they have stormed the Castle, and they have Strahd cornered in a room that's been foretold he will be encountered. It's too small for him to effectively use his Fireball spells (which are, honestly, his primary attack spells). As written, he won't survive three rounds against this party. His attacks are a pathetic +9 to hit (with disadvantage) and deal a measly average 9 points of damage on a hit.
Any ideas of how to bolster him that would keep with the vampiric theme without coming across as "cheating" just to try to thwart the party?
Previously, I tested them against a Monster Manual standard issue Vampire - and I'd say it was no challenge at all. Even though the party is only mid-level (6th), the paladin has the Sunsword and the cleric has the Holy Symbol of Ravenkind. The party's ability to do consistent radiant damage with attached smites as well as create a 60 ft. radius of sunlight negates a vampire's regeneration, causes 20 damage the start of every vampire's turn, prevents shapechanging, causes disadvantage, etc.
Next, I tested them against Strahd in an ambush on the streets of Barovia. He had enough room to move and blast them with several Fireballs. This time it was a tough fight, but they very nearly killed him. (He was reduced to 0 HP, but was only 5 feet outside the sunlight radius - which means had the cleric been 5 feet closer, Strahd would be perma-dead.)
Now they have stormed the Castle, and they have Strahd cornered in a room that's been foretold he will be encountered. It's too small for him to effectively use his Fireball spells (which are, honestly, his primary attack spells). As written, he won't survive three rounds against this party. His attacks are a pathetic +9 to hit (with disadvantage) and deal a measly average 9 points of damage on a hit.
Any ideas of how to bolster him that would keep with the vampiric theme without coming across as "cheating" just to try to thwart the party?