I want my Strahd to play the part of a classic vampire movie, not some blood-drenched horror-porn flick.
You don't have to agree to this desire of mine, but I would like your agreement in that the Strahd detailed in the book doesn't stand a chance of fulfilling that role given its weak stats.
You don't get much more classic than Dracula....and that does not describe him in any way. He terrorizes his opponents from the shadows and strikes only when it makes sense for him to do so. As soon as they do anything that harms hims or can keep him at bay, he flees.
I would agree with you that the stat block in the adventure does not match the play style you've chosen for Strahd.
This is effectively it for Strahd - I tried having a 'Vampire Wedding' event that the players got invited to, and he couldn't stay alive long enough to flee on his second action. Weak. I describe it
here.
There's a lot going on in there....but I think not having Strahd immediately attempt to avoid the radiant damage and or sunlight is a huge mistake, and everything immediately goes back to that as the major influence in the battle. As soon as Rahadin entered and said the party was attacking and they had a sword that shed sunlight, Strahd should have been ready to run and simply allow his underlings to try and deal with the party. Perhaps move to the balcony above and assist his minions from there with spells and charming gazes.
Whatever you decided to do, having him remain to try and withstand the sunlight and full attacks from the party and spending ALL of his legendary actions on an attempt to charm a character that has strong saving throws was probably what led to his early demise.
Back on topic: I see that, generally speaking, people are happy to have monsters be fightable at low levels, but they don't like that it might be easy. I wonder if one way to handle that is to go back to the AD&D 'only +5 weapons can hurt this' idea; maybe not that directly, but something similar. So the Balor's stats stay unchanged, but only the God's Chosen or something can actually damage it. Thus when the players go into the Abyss and slay five, it is still impressive, because literally nobody else could have done it.
I personally agree that creatures like Balors and the like should not be easy for any but the most powerful and high level of parties. And even then, I don't think that "easy" is what I'd want to go for. I have introduced a few such demons as threats in my campaign, and used them against lower level parties. I used them sparingly, in brief encounters designed more to scare the PCs and test how the monsters would work. Saw a couple of areas of concern, so that I can be ready to deal with those later on.
I can't help but put it back on the DM. If your group is that effective, and you want to preserve the status of these monsters, then if the DM puts them up against a low level party for a real fight to the end, then the DM has created the situation where the status can be diminished. If a party of level 8 characters start mopping the floor with a Balor, then it's on the DM to have the Balor flee, and then return later on when things are more conducive to his victory.
If you don't want to risk this happening, then simply do not use such monsters against lower level parties.
I can play a goblin smart or stupid, but that's beside the issue. What's in the stat block is what I can see and what I can criticise. Just changing a single number like "Int 11" to "Int 21" makes no difference, or rather, no more difference than changing hp or dex from 11 to 21.
I think when people say this, they're not talking about the INT stat. They are talking about behavior. Have the creature behave like a thinking being rather than a suicidal source of XP.
If Strahd only works if run as a slasher antagonist, I require the book to contain specific advice on how to make it so. This might then deflect criticism about any perceived weakness, since it would give advice that makes up for those weaknesses: "Strahd never attacks when all PCs can bring their most potent attacks to bear against him". Perhaps the text tells him to make fly-by attacks through the walls, and discusses how he will react when the players (inevitably) start setting up readied actions. And so on and so on.
So without any direction on how to play Strahd, how come you decided on treating him like a brute? How did you come to that conclusion? Is that your default expectation for any monster?
Or did you look at his abilities and then draw that conclusion?
I find it really odd given how scrutinizing you are in so many ways....I would expect you to look at his stats and abilities, and perhaps more importantly, his weaknesses, and then determine a way to play him. I don't think it's a bad idea at all for them to provide some guidance on how to play Strahd...but without that guidance, I would expect an experienced DM....one who can see the flaws in the Feat system and with CR and Encounter design and so on....to look at the stat block and have a decent idea of how to run just about any monster.
Oh, and by the way....straight from the book:
Curse of Strahd said:
Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters. When you run an encounter with Strahd, keep the following facts in mind:
- Strahd attacks at the most advantageous moment and from the most advantageous position.
- Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of the melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat).
- Strahd observes the characters to see who among them are the most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very lease, he can order a charmed character to guard him against other members of the party.