The Brides of Strahd Von Zarovich: Anastrasya Karelova

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The Brides of Strahd von Zarovich

Anastrasya Karelova Actions


Medium undead, neutral evil Multiattack. Anastrasya makes three attacks, either three
Armor Class 15 (natural armor) Claw attacks or two Claw attacks and one Bite attack.
Hit Points 150 (20d8 + 60) Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Speed 30 ft. creature. Hit: 10 (2d4 + 5) slashing damage. Instead of dealing
damage, Anastrasya can grapple the target (escape DC 17).
STR 20 (+5) DEX 16 (+3) CON 16 (+3)
INT 11 (+0) WIS 10 (+0) CHA 16 (+3) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by Anastrasya, inca-
Saving Throws DEX +7, WIS +4 pacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus
Skills Perception +4, Stealth +7 10 (3d6) necrotic damage. The target's hit point maximum is
Damage Resistances necrotic; bludgeoning, piercing, and reduced by an amount equal to the necrotic damage taken,
slashing from nonmagical attacks and Anastrasya regains hit points equal to that amount. The
Senses darkvision 60 ft., passive Perception 14 reduction lasts until the target finishes a long rest. The target
Languages Common dies if this effect reduces its hit point maximum to 0.
Challenge 8 (3,900 XP)
Bonus Actions
Brutalize. If Anastrasya hits the same target with all three
attacks granted by her Multiattack in a single turn, the target Shove. Melee Weapon Attack: +9 to hit, one target, reach 5 ft.
is stunned until the end of its next turn. If the creature is Hit: The target is shoved prone or 5 feet away from Anastra-
reduced to 0 hit points by the attacks, it gains one level of sya (her choice).
exhaustion.
Legendary Actions
Regeneration. Anastrasya regains 10 hit points at the start of
Anastrasya can take 3 legendary actions, choosing from the
her turn if she has at least 1 hit point and isn't in sunlight or
options below. Only one legendary action option can be used
running water. If Anastrasya takes radiant damage or damage
at a time and only at the end of another creature's turn. Anas-
from holy water, this trait doesn't function at the start of her
trasya regains spent legendary actions at the start of her turn.
next turn.
Commanding Voice (1 Action). Anastrasya attempts to
Spider Climb. Anastrasya can climb difficult surfaces, including influence another humanoid with the sheer power of her
upside down on ceilings, without needing to make an ability commanding voice. She casts command; by spending 2 of
check. her legendary actions, she can cast the spell at 2nd level. Her
Vampire Weaknesses. Anastrasya has the following flaws: spellcasting ability for this ability is Charisma, her spell save
DC is 15. One of her favorite commands is “grovel”.
Forbiddance. She can't enter a residence without an invita-
tion from one of the occupants. Hurl (1 Action). Anastrasya throws one creature she has grap-
pled. The target is hurled up to 20 feet. It must succeed on a
Harmed by Running Water. She takes 20 acid damage when DC 17 Dexterity saving throw or land prone and take 7 (2d6)
she ends her turn in running water. bludgeoning damage, or half as much on a successful save. If
Stake to the Heart. Anastrasya is destroyed if a piercing it lands in the space of another creature, that creature also
weapon made of wood is driven into her heart while she is must succeed on a DC 17 Dexterity saving throw or fall prone
incapacitated in her resting place. and take 7 (2d6) bludgeoning damage, or half as much on a
successful save.
Sunlight Hypersensitivity. Anastrasya takes 20 radiant dam-
age when she starts her turn in sunlight. While in sunlight, she Bloody Talons (2 Actions). If Anastrasya has dealt damage to
has disadvantage on attack rolls and ability checks. any target on her last turn, she can lick the blood dripping
off her claws, relishing every drop. This instills her with a
sudden blood rush and she can immediately move up to 45
feet and make one Bite attack, even if the target is not willing,
restrained, incapacitated, or grappled by her. While moving in
this way, Anastrasya does not provoke opportunity attacks.

The Brides | 1
Harmed by Running Water. He takes 20 acid damage when
Escher von Preshlow he ends his turn in running water.
Medium undead, neutral evil
Stake to the Heart. Escher is destroyed if a piercing weapon
Armor Class 15 (natural armor) made of wood is driven into his heart while he is incapaci-
Hit Points 82 (11d8 + 33) tated in his resting place.
Speed 30 ft.
Sunlight Hypersensitivity. Escher takes 20 radiant damage
STR 16 (+3) DEX 16 (+3) CON 16 (+3) when he starts his turn in sunlight. While in sunlight, he has
INT 11 (+0) WIS 10 (+0) CHA 17 (+3) disadvantage on attack rolls and ability checks.

Saving Throws DEX +6, WIS +3 Actions


Skills Perception +3, Stealth +6
All Eyes On Me (1/Day). Escher attempts to bind the atten-
Damage Resistances necrotic; bludgeoning, piercing, and
tion of all around him. Any creature with an Intelligence of
slashing from nonmagical attacks
3 or higher that can see or hear Escher within 60 feet of him
Senses darkvision 60 ft., passive Perception 13
must succeed on a DC 14 Charisma saving throw or become
Languages Common, Elvish
charmed by Escher for up to 10 minutes. While charmed in
Challenge 6 (2,300 XP)
this way, a creature is completely enraptured by Escher and
Regeneration. Escher regains 10 hit points at the start of her suffers disadvantage on all Wisdom (Perception) and Wisdom
turn if he has at least 1 hit point and isn't in sunlight or run- (Insight) checks and is automatically surprised by any attacker,
ning water. If Escher takes radiant damage or damage from unless it is already in combat.
holy water, this trait doesn't function at the start of his next Multiattack. Escher makes two attacks, only one of which can
turn. be a Bite attack.
Spider Climb. Escher can climb difficult surfaces, including Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
upside down on ceilings, without needing to make an ability creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
check. damage, the vampire can grapple the target (escape DC 13).
Spellcasting. Escher is a 5th-level spellcaster. His spellcast- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one will-
ing ability is Charisma (spell save DC 14, +6 to hit with spell ing creature, or a creature that is grappled by the vampire,
attacks). He has the following bard spells prepared: incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
• Cantrips (at will):friends, minor illusion, vicious mock- plus 7 (2d6) necrotic damage. The target's hit point maximum
ery is reduced by an amount equal to the necrotic damage taken,
• 1st level (4 slots): b
 ane, dissonant whispers, Tasha’s and the vampire regains hit points equal to that amount. The
hideous laughter reduction lasts until the target finishes a long rest. The target
• 2nd level (3 slots): e nthrall, hold person, suggestion dies if this effect reduces its hit point maximum to 0.
• 3rd level (2 slots): b estow curse, hypnotic pattern
Reactions
Vampire Weaknesses. Escher has the following flaws:
Stunning Insult (3/Day). When a target takes damage from
Forbiddance. He can't enter a residence without an invitation
Escher’s vicious mockery cantrip, Escher can add a few partic-
from one of the occupants.
ularly choice insults to stun the target until the end of its next
turn.

2 | The Brides
Harmed by Running Water. She takes 20 acid damage when
Ludmilla Vilisevic she ends her turn in running water.
Medium undead, neutral evil
Stake to the Heart. Ludmilla is destroyed if a piercing weapon
Armor Class 15 (natural armor) made of wood is driven into her heart while she is incapaci-
Hit Points 150 (20d8 + 60) tated in her resting place.
Speed 30 ft
Sunlight Hypersensitivity. Ludmilla takes 20 radiant damage
STR 16 (+3) DEX 16 (+3) CON 16 (+3) when she starts her turn in sunlight. While in sunlight, she has
INT 20 (+5) WIS 10 (+0) CHA 12 (+1) disadvantage on attack rolls and ability checks.

Saving Throws DEX +7, WIS +4 Actions


Skills Arcana +9, History +9, Nature +9, Perception +4, Stealth
Multiattack. Ludmilla makes three attacks, only one of which
+7
can be a Bite attack.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities charmed, frightened creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
Senses darkvision 60 ft., passive Perception 14 damage, Ludmilla can grapple the target (escape DC 13).
Languages Abyssal, Celestial, Common, Elvish, Infernal
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing
Challenge 8 (3,900 XP)
creature, or a creature that is grappled by Ludmilla, incapac-
Impassionate. Ludmilla is immune to the charmed and itated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus
frightened conditions and has advantage on Charisma saving 7 (2d6) necrotic damage. The target's hit point maximum is
throws. reduced by an amount equal to the necrotic damage taken,
and Ludmilla regains hit points equal to that amount. The
Focused Mind. Ludmilla can concentrate on up to two spells reduction lasts until the target finishes a long rest. The target
at the same time. While concentrating on two spells, she dies if this effect reduces its hit point maximum to 0.
makes separate concentration saving throws for each of them.
Parse (Recharge 6). Ludmilla attempts to analyze up to five
Regeneration. Ludmilla regains 10 hit points at the start of creatures she can see within 30 feet of her. The targets must
her turn if she has at least 1 hit point and isn't in sunlight or succeed on a DC 17 Intelligence saving throw or lose all dam-
running water. If Ludmilla takes radiant damage or damage age immunities and resistances they currently have or can
from holy water, this trait doesn't function at the start of her give themselves, and all condition immunities they currently
next turn. have or can give themselves, against any attacks or effects
Spellcasting. Ludmilla is a 7th-level spellcaster. Her spellcast- originating from Ludmilla or Woolfie. This effect lasts for 10
ing ability is Intelligence (spell save DC 17, +9 to hit with spell minutes.
attacks). She has the following wizard spells prepared:
Legendary Actions
• Cantrips (at will): fi
 rebolt, minor illusion, prestidigita-
tion, shocking grasp Ludmilla can take 3 legendary actions, choosing from the
• 1st level (4 slots): e xpeditious retreat, magic missile, options below. Only one legendary action option can be used
shield, thunderwave at a time and only at the end of another creature's turn. Lud-
• 2nd level (3 slots): h  old person, mind spike, misty step milla regains spent legendary actions at the start of her turn.
• 3rd level (3 slots): c ounterspell, lightning bolt, sending, Cantrip (1 Action). Ludmilla casts a cantrip.
slow
• 4th level (1 slot): g
 reater invisibility, wall of fire Command Woolfie (1 Action). Ludmilla can command Woolfie
to make a single attack with a weapon of her choice or move
Spider Climb. Ludmilla can climb difficult surfaces, including up to its movement speed.
upside down on ceilings, without needing to make an ability
check. Snap Decision (2 Action). Ludmilla can take her turn immedi-
ately. Her position in the initiative order changes to this new
Vampire Weaknesses. Ludmilla has the following flaws: position, permanently.
Forbiddance. She can't enter a residence without an invita-
tion from one of the occupants.

The Brides | 3
Caltrops. Any creature that triggers this trap must succeed
Volenta Popofsky on a DC 15 Dexterity saving throw or take 1 point of piercing
Medium undead, neutral evil damage and stop moving for their turn.
Armor Class 15 (natural armor) Toxic Cloud. Any creature that triggers this trap is engulfed in
Hit Points 112 (15d8 + 45) a cloud of toxic fumes and must succeed on a DC 15 Consti-
Speed 30 ft tution saving throw or be poisoned and take 14 (4d6) poison
damage, or half as much damage on a success.
STR 16 (+3) DEX 18 (+4) CON 16 (+3)
INT 12 (+1) WIS 12 (+1) CHA 12 (+1) Sleeping Dust. Any creature that triggers this trap is engulfed
in a cloud of dust and subjected to a sleep spell at 3rd level.
Saving Throws Dex +7, Wis +4
Skills Stealth +10, Perception +7 Actions
Damage Resistance Necrotic; Bludgeoning, Piercing, and
Multiattack. Volenta makes two attacks, only one of which
Slashing From Nonmagical Attacks
can be a bite attack.
Senses Darkvision 60 ft., passive Perception 14
Languages Common Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
Challenge 8 (3,900 XP) creature, or a creature that is grappled by Volenta, incapaci-
tated, or restrained. Hit: (1d6 + 3) piercing damage plus (2d6)
Regeneration. Volenta regains 10 hit points at the start of her necrotic damage. The target’s hit point maximum is reduced
turn if she at least 1 hit point and isn’t in sunlight or running by an amount equal to the necrotic damage taken, and Vo-
water. If she takes radiant damage or damage from holy wa- lenta regains hit points equal to that amount. The reduction
ter, this trait doesn’t function at the start of her next turn. lasts until the target finishes a long rest. The target dies if this
Spider Climb. Volenta can climb difficult surfaces, including effect reduces its hit point maximum to 0
upside down on ceilings, without needing to make an ability Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
check. creature. Hit: (2d4 + 3) slashing damage. Instead of dealing
Vampire Weaknesses. Volenta has the following flaws: damage, Volenta can grapple the target (escape DC 13).
Forbiddance. Volenta can’t enter a residence without an invi- Legendary Actions
tation from one of the occupants.
Volenta can take 3 legendary actions, choosing from the op-
Harmed by Running Water. Volenta takes 20 acid damage
tions below. Only one legendary action option can be used at
when she ends her turn in running water.
a time and only at the end of another creature's turn. Volenta
Stake to the Heart. Volenta is destroyed if a piercing weapon regains spent legendary actions at the start of her turn.
made of wood is driven into its heart while she is incapaci- Shank (1 Action). Volenta makes one Claws attack at a target
tated in her resting place. within 5 feet of her. If the target takes any damage from the
Sunlight Hypersensitivity. Volenta takes 20 radiant damage attack, it’s movement speed is halved until the end of its next
when she starts her turn in sunlight. While in sunlight, she has turn as she hits a particularly vulnerable spot.
disadvantage on attack rolls and ability checks. Hamstring (1 Action). Volenta attempts to impede a target
Meld into Shadows. Volenta is invisible while in dim light or within 5 feet of her by throwing dirt into its face, kicking at a
darkness, even to creatures with darkvision. vital area, or employing some other dirty fighting move. The
target must make a DC 15 Dexterity saving throw. On a failed
Elusive. Opportunity attacks against Volenta have disadvan- save, the target can only take an action or a bonus action on
tage. its next turn, not both.
Trapper. As a bonus action, Volenta can drop a trap at her Move (1 Action). Volenta moves up to her movement speed.
current location, which can be spotted with a DC 13 Wisdom
(Perception) check. The trap is triggered when any creature
enters the space. Volenta can have up to 3 traps active at any
time. If she places a trap while she already has 3 traps active,
the oldest trap breaks. A trap is active until it is destroyed,
disarmed, or triggered. Volenta can place the following traps:

4 | The Brides
Woolfie Actions
Large construct, neutral evil Manifold Strike. Woolfie makes three attacks, each with one
Armor Class 11 of its many different body parts. To determine which body
Hit Points 95 (10d10 + 40) parts it uses, roll a d6 three times.
Speed 40 ft., swim 30 ft. (1) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
STR 18 (+4) DEX 13 (+1) CON 19 (+4)
INT 5 (-3) WIS 10 (+0) CHA 7 (-2) (2) Death Ray. Ranged Weapon Attack: +4 to hit, range
120 ft. Hit: 22 (4d10) necrotic damage. The target cannot
Damage Immunities lightning, poison; bludgeoning, piercing, regain hit points until the end of its next turn.
and slashing from nonmagical attacks that aren't silvered
(3) Howl. Woolfie targets one creature it can see within
Condition Immunities charmed, exhaustion, frightened, para-
10 feet of it with a piercing howl. If the creature can hear
lyzed, petrified, poisoned
Woolfie, it must succeed on a DC 15 Constitution saving
Senses darkvision 60 ft., passive Perception 10
throw or take 9 (2d8) thunder damage and become deaf-
Languages understands Common, but can’t speak
ened until the end of its next turn. The target takes half as
Challenge 7 (2,900 XP)
much damage on a successful save.
Back from the Abyss. When Woolfie is reduced to 0 hit points,
(4) Piercing Eyes. Woolfie targets one creature it can see
roll a d20. On a roll of 10 or higher, it comes back to life with
within 60 feet of it and turns rows upon rows of burning
1 hit point remaining at the start of its next turn. Woolfie can
red eyes onto it. The target must succeed on a DC 15
only be destroyed by burning the body.
Wisdom saving throw or take 7 (2d6) psychic damage and
Lightning Absorption. Whenever Woolfie is subjected to become frightened of Woolfie until the end of its next
lightning damage, it takes no damage and instead regains a turn. The target takes half as much damage on a successful
number of hit points equal to the lightning damage dealt. save.

Malleable Form. Woolfie retains a twisted resemblance of a (5) Spiny Tongue. Melee Weapon Attack: +7 to hit, reach
lycanthrope’s shapeshifting ability, which it can utilize to deal 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As the
with Ludmilla’s many modifications to its body as well as any saliva from the experimental glands implanted in Woolfie
other damage it receives. Whenever Woolfie is dealt 15 or makes its way into the target’s blood stream, it must suc-
more damage in a single instance, it grows a new modification ceed on a DC 15 Charisma saving throw. On a failure the
from the wound. The modification can be any of its attack target is charmed by Woolfie until the end of its next turn.
options from its Manifold Strike. This does not add another
(6) Scorpion Tail. Melee Weapon Attack: +7 to hit, reach 5
attack or change the probabilities for each attack when using
ft., one target. Hit: 8 (1d8 + 4) piercing damage. The target
Manifold Strike, but it can immediately use the new modifica-
must succeed on a DC 15 Constitution saving throw or
tion as a reaction. Determine the new modification by rolling
become paralyzed until the end of its next turn.
one d6 on the Manifold Strike feature.

Mighty Leap. Woolfie’s long jump is up to 40 feet and its high


jump is up to 20 feet, with or without a running start. When
jumping, Woolfie does not provoke opportunity attacks.

Woolfie
Woolfie is a hideous, but strangely affectionate, amalgamation of different animal parts sewn onto a grotesquely
mutated lycanthrope form. The werewolf’s personality has been completely eroded under Ludmilla’s torturous
experiments, and what is left has become strangely attached to Ludmilla. Woolfie is vaguely wolf-shaped, but
made larger by swelled muscles and various outgrowths and attachments Ludmilla has grafted onto it. Its fur
is mottled with stitch-wounds and open flesh. It hunches under a large hump and rows of eyes and mouths are
arranged along its flanks—not to mention the experimental piece of arcana tech Ludmilla grafted onto its hump!

The Brides | 5

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