The Brides of Strahd Von Zarovich: Anastrasya Karelova
The Brides of Strahd Von Zarovich: Anastrasya Karelova
The Brides of Strahd Von Zarovich: Anastrasya Karelova
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.
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.
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.
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!
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