Brides of Strahd

Three CR ~9 named vampires to add into Chapter 4 of Curse of Strahd. Credit for the idea to reddit user /u/JonathanWriting All splash text can be found in the post linked above.

All stat blocks based off Vampire Spawn, originally created by Wizards of the Coast.



Vampire Spawn

Medium humanoid (human), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 82(11d8 + 33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 13, darkvision 60ft.
  • Languages the languages it knew in life
  • Challenge 5 (1800XP)

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:
Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Ludmilla Vilisevic

Ludmilla is Strahd’s oldest bride at nearly 200 years old. She has survived being cast aside like other consorts by not fatiguing him with a need for his attention, while actively seeking ways to attend to the matters he deems important. She is seen as the leader of his harem, and reins the others in when necessary.

She came to Barovia as a little girl, joining a Vistani tribe that passed by Amn in Faerun. She hid in one of the wagons and inadvertently found herself in Strahd’s cursed lands shortly after. She made a living by stealing and hiding in the shadows for years before a kind family in Vallaki adopted her. Her life with her family was better than life on the streets, but because of the color of her skin she was made to feel different, and by the time she was 18 she felt more like an outcast than ever. She set out to investigate the Amber temple one night soon after and ran into the dusk elf Rahadin on one of his trips to petition the dark powers. He perceived the beautiful young girl would provide Strahd an exotic distraction, which she did.

Over the next few years, Strahd taught her as an apprentice of the arcane arts as well as some courtly etiquette. She also served as a source of blood for the vampire. Normally he would have discarded her after a time, but she proved intelligent and charismatic which moved him to making her his bride.

As a vampire, she learned from Rahadin that one day her master would inevitably tire of her, unless she could prove herself useful to him. She then set about actively serving him in both his arcane studies and in recruiting his next bride, Anastrasya. She now carefully stays out of her master’s way unless he needs her direct aid, and she has ingratiated herself to Rahadin who also keeps her in favor with Strahd.

Ludmilla is extremely careful in her behavior, but secretly is the deadliest spellcaster of the three brides. She lets the other two do as they will until she believes their behavior will displease their husband, at which point she brooks no rebellion and puts them into their place immediately.



Ludmilla Vilisevic

Medium humanoid (human), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 18 (+4) 10 (+0) 12 (+1)

  • Saving Throws Dex +7, Wis +4
  • Skills Insight +4, Perception +4, Stealth +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 14, darkvision 60ft.
  • Languages the languages she knew in life
  • Challenge 9

Bride of Strahd. While Strahd can take Lair Actions, Ludmilla can benefit from them. If Strahd chooses his first Lair action, Ludmilla can pass through solid walls, doors, ceilings, and floors as if they weren't there. She only has this ability so long as Strahd allows her to have it.

Regeneration. Ludmilla regains 15 hit points at the start of its turn if she has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. Ludmilla can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Ludmilla Vilisevic has the following flaws:
Forbiddance: Ludmilla can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: Ludmilla takes 20 acid damage when it ends its turn in running water.
Stake to the Heart: Ludmilla is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: Ludmilla takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Spellcasting. Ludmilla Villisevic is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Ludmilla has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Mending, Minor Illusion
1st level (4 slots): Burning Hands, Hideous Laughter, Shield
2nd level (3 slots): Flaming Sphere, Hold Person, Scorching Ray, Web
3rd level (2 slots): Bestow Curse, Counterspell

Actions

Multiattack. Ludmilla makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage. Instead of dealing damage, Ludmilla can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Ludmilla regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Anastrasya Karelova

Anastrasya was a noblewoman of Vallaki that hosted parties in honor of Strahd. She was ruthless with any that she thought were traitorous to the Lord of Barovia, even though she had never seen him and knew of his terrible reputation. She was a woman of extraordinary beauty and had no doubt that if she could only meet the count, he would deem her worthy as a bride, not realizing he was truly a vampire.

At one of her grand parties, she met a beautiful black skinned woman named Ludmilla, who claimed to be an agent of the count. She informed Anastrasya that the count wanted to dine with her at Castle Ravenloft, an invitation she hastily accepted.

Once at the castle, Ludmilla gave Anastrasya a tour, gaining some pleasure in the prospect that the beautiful noblewoman would be terrified by the sights of Castle Ravenloft. Much to her surprise, Anastrasya was enamored with the macabre and evil displays of Strahd’s power.

Strahd took to her immediately, and even though it meant his waning interest in Ludmilla faded even faster, he appreciated his elder bride’s foresight to find him such a beautiful new consort.

Anastrasya is the most powerful at the vampiric arts, wielding the ability to charm others and summon swarms of bats or rats despite being technically a vampire spawn.



Anastrasya Karelova

Medium humanoid (human), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 12 (+1) 10 (+0) 18 (+4)

  • Saving Throws Dex +7, Wis +4
  • Skills Deception +8, Perception +4, Stealth +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 14, darkvision 60ft.
  • Languages the languages she knew in life
  • Challenge 9

Bride of Strahd. While Strahd can take Lair Actions, Anastrasya can benefit from them. If Strahd chooses his first Lair action, Anastrasya can pass through solid walls, doors, ceilings, and floors as if they weren't there. She only has this ability so long as Strahd allows her to have it.

Regeneration. Anastrasya regains 15 hit points at the start of its turn if she has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. Anastrasya can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Anastrasya Karelova has the following flaws:
Forbiddance: Anastrasya can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: Anastrasya takes 20 acid damage when it ends its turn in running water.
Stake to the Heart: Anastrasya is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: Anastrasya takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Anastrasya makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Anastrasya regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Charm. Anastrasya targets one humanoid she can see within 30 feet of her. If the target can see Anastrasya, the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed. The charmed target regards Anastrasya as a trusted friend to be heeded and protected. The target isn't under Anastrasya's control, but it takes Anastrasya's requests and actions in the most favorable way and lets Anastrasya bite it.
Each time Anastrasya or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until Anastrasya is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/day). Anastrasya magically calls 1d4 swarms of bats or swarms of rats, provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of Anastrasya and obeying his spoken commands. The beasts remain for 1 hour, until Anastrasya dies, or until she dismisses them as a bonus action.

Volenta Popofsky

Volenta Popofsky led a macabre and evil life. She was a prostitute in Barovia that would torture and kill any of her customers she could. She was run out of town when some of her activities were discovered. She ran to Castle Ravenloft and offered herself to Count Strahd to do with as he pleased. He was aware of her murderous behavior and impressed with the depths of her sadism. He made her his bride, and is at times impressed with her vampiric bloodlust which almost rivals his own.

Volenta is the most willful of the three brides, enjoying pushing the boundaries of Count Strahd and Ludmilla specifically. She has a childlike personality that quickly descends into a sadistic bloodlust. She likes to toy with her victims, and despite warnings from Ludmilla she believes Strahd will love her forever. She cannot believe the news from Rahadin that Ireena in Borovia has caught her husband’s attention.

Volenta is the most physically ferocious of the three. Her wedding gift from Strahd is a small amulet around her neck that is the same magic he composed his crystal heart from (it is the prototype he developed though she believes it to be an item of deep value to him). It can absorb 20 damage for her before shattering. If it shatters she goes into a bloodlust that gives her two attacks a round.



Volenta Popofsky

Medium humanoid (human), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +7, Wis +4
  • Skills Athletics +8, Perception +4, Stealth +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses passive Perception 14, darkvision 60ft.
  • Languages the languages she knew in life
  • Challenge 9

Bride of Strahd. While Strahd can take Lair Actions, Volenta can benefit from them. If Strahd chooses his first Lair action, Volenta can pass through solid walls, doors, ceilings, and floors as if they weren't there. She only has this ability so long as Strahd allows her to have it.

Regeneration. Volenta regains 15 hit points at the start of its turn if she has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Mourning Amulet. Any damage that Volenta takes is transferred to the Mourning Amulet. If the amulet absorbs damage that reduces it to 0 hit points, it is destroyed, and Volenta takes any leftover damage. The Mourning Amulet has 20 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining.
If the Mourning Amulet is broken, she goes into a bloodlust and is considered to be under the effects of non-magical Haste spell for 1 minute.

Spider Climb. Volenta can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Volenta Popofsky has the following flaws:
Forbiddance: Volenta can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: Volenta takes 20 acid damage when it ends its turn in running water.
Stake to the Heart: Volenta is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: Volenta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Volenta makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Volenta regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.