The Brides, Escher, and Rahadin

by FrustratedProgrammer

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Changes in this document.

NOTE: This page will be removed in the final version. I just love a good change log, so I've made this as I continue my work on the guide, I'll probably have a separate version for each NPC I add.

Version 1 (view)

  • Added Guide Description.
  • Added Credits.
  • Each NPC has:
    • Backstory
    • Relationships
    • Personality
    • Goals
    • Interaction with party
    • Combat with party
    • Statblock
  • Added Ludmilla Vilisevic.

Version 2 (view)

  • Added Rahadin Death.
  • Added Consort Death.
  • Updated Art.
  • Updated Guide Description.
  • Each NPC has added:
    • Feeding
    • Upon Defeat
  • Added Anastrasya Karelova
  • Updated Ludmilla Vilisevic
    • Now doesn't conflict with Anastrasya
  • Added Combat Strategy page which includes:
    • Strategy for each consort
    • Retreating for each consort
    • Upon consort retreat.

Future Plans:

  • Add Volenta Popofsky
  • Add Escher Targolovich
  • Add Rahadin
  • Finish Vampire Escaping page.
  • Add a page dedicated to custom Quests or Events that could trigger one of the interactions with the NPCs
  • Hopefully, get DragnaCarta, PyramKing, or LunchBreakHeros to add feedback on the finished document.
  • Move credits to their own page, as this document is expanded I have no doubt the credits list will expand and honestly, I don't like how simple the credits currently are.
  • Remove this page
  • Upon completion. Reorder all NPCs by thier rankage which would be in the following order
    • Rahadin
    • Ludmilla Vilisevic
    • Anastrasya Karelova
    • Volenta Popofsky
    • Escher Targolovich
  • Make Ludmilla's goals tie in with the world more. Currently very abstract and might not interact with the party at all.
  • Add more art. Currently this is such a text dump, I should split each NPC into 4 pages instead 2, and include more abstract art.

The Brides, Escher, and Rahadin

Strahd has few allies, and this guide will talk about them. The three brides, Escher, and Rahadin. This guide will discuss about where the party will meet each NPC, how the NPCs react, and what each NPC’s goals are, what their relationships are like. Note: This is all homebrew speculation as there is next to no actual canon lore about the 3 brides and Escher. In fact they aren't actually NPCs in RAW Curse of Strahd. They actually are locked away in the crypts.

Credits

Rahadin Death

Every Strahd is different. So depending on your Strahd, his reaction changes. But some key notes:

  • Rahadin was Strahd's closest companion, he was there before Strahd was born, Rahadin was loyal to Strahd despite everything Strahd has been done.
  • Strahd has been chasing Tatayana for centuries, she may be finally in his grasp. And rash actions may cause him to lose her once again.
  • Rahadin is irreplaceable. Tatayana is. Her soul will regenerate into someone else. The adventurers are replaceable, the Vistani will lure in new victims.
  • One of Strahd's beliefs is that once he has Tatayana, he can escape Barovia as his curse will be lifted. Freedom is his highest goal above all.

Rahadin Dying is unfortunate, but if Strahd has higher priorities, he may just do nothing immediately. But will not tolerate the adventurers any longer. He will be lethal if given the chance. Some suggestions on how to play this are:

  • Strahd invites them to dinner. (To trap them)
  • Strahd invites them to Rahadin's Funeral. (To trap them)
  • Strahd warns them, they have angered him and he sets his brides out to hunt them down.
  • Strahd demands they resurrect Rahadin or suffer consequences.
  • Demand that one of them be sacrificed, an eye for an eye.

Consort Death

NOTE: Most consider the brides are not consorts, but by definition a bride of Strahd is a consort.

Strahd doesn't love his consorts. They are pretty things that have a function. Imagine if someone broke your phone. You'd be displeased, but you'll get over it when you buy the next model. Strahd acts the same. The consorts are there for his amusement until he gets another one. And if the party kills a consort, he'd personally express his disapproval. He'd punish them in some way to express his dissapointment.

  • Tell the party, one of them must replace the consort.
  • One of the party members must die. An eye for an eye
  • They must find a suitable consort as a replacement.

Alternatively, Strahd might be impressed. After all, he's about to marry Ireena in his eyes, and all his brides get locked in the crypt eventually. Strahd may find that the players did him a favor. The following could happen:

  • Strahd tells the party he is impressed, one of them may be his successor.
  • Strahd tells the party they have his attention, and he'll keep his eye on them.
  • Strahd wants to talk 1 on 1 with the killer, he would like to recruit them.

As long as it wasn't Escher who died, and unless a bride had a part in the plan. The remaining Brides will be furious and cautious around the players.
Rahadin however will only care if Ludamilla is killed. The rest are merely toys for Strahd.

Anastrasya Karelova

Anastraya Karelova, the Wife of Strahd. Anastraya is Strahd's second eldest of Strahd's consorts reaching 160 years of age. She is an Noble, an Artist, a Hostess, and Reckless. She frequently host's parties in Strahd's name and loves to decorate the castle showing Strahd's power and danger. She is extremely bloodthirsty, going on hunts more frequently the the others and much more loudly.

Backstory

Anastrasya was a former Vallakian noble of exceptional beauty. Vain and arrogant, she delighted in her elevated status. She hosted parties in honor of Strahd. She was ruthless with so anyone 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 Anastrasya grand parties, she met a woman named Ludmilla, who had taken notice of Anastrasya's beauty and she wanted to recruit her to keep Strahd entertained. She claimed to be an agent of the count and informed Anastrasya that the count wanted to dine with her at Castle Ravenloft, an invitation Anastrasya 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 was quite taken by Anastrasya for her looks and her elitism and turned her. 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 took to the vampiric arts stronger than any other bride, wielding the ability to charm others and summon swarms of bats or rats despite being technically a vampire spawn.

Relationships

Strahd

Anastrasya is not clever and not deep enough to keep Strahd's interest for long, but she is the best in obtaining the information. And that is what keeps her afloat. Deep down she knows that there are no more feelings between Strahd and her, but she does not allow herself to think about it. If asked, she will tell you that her husband is absolutely amazing. She is too afraid of him to betray him in any way.

Rahadin

Anastrasya holds a respect for Rahadin. She doesn't like him, but know it's best to stay out of his way. Rahadin doesn't care for Anastrasya as Rahadin knows that eventually, Strahd will tire of Anastrasya.

Escher Targolovich

Anastrasya is a bit jealous of Strahd's attention to Escher, but knows he will soon be locked away. Since Escher is too new, Anastrasya ignores him and anything he does.

Lᴜᴅᴍɪʟʟᴀ Vilisevic

While grateful at first for being recruited by Ludmilla, Anastrasya has grown to resent Ludmilla. Anastrasya sees her as her only true competition for Strahd's attention, as she believes Strahd holds Ludmilla in higher regard than herself. However Ludmilla is more powerful and so she can't do anything other than attempt to sabotage her.

Volenta Popofsky

Anastrasya knows Volenta's childish ways will soon become tiresome and annoy Strahd. She doesn't perceive Volenta as a real threat. Instead she treats her like a temporary consort, even though she's been around for much longer than Anastrasya would have expected.

Ireena Kolyana

Anastrasya is deeply jealous of the affection that Strahd holds for the memory of Tatyana, as well as the focus that he has on acquiring Ireena as a new bride. She is in grave peril of being sealed away in her crypt once Ireena is in Strahd’s clutches. She somewhat knows this and sees Ireena as a massive threat, but if Strahd gained knowledge of any open hostility and violent desires towards Ireena, her life would be forfeit.

The party.

The party are interesting playthings for both Strahd and Anastrasya, but Anastrasya knows Strahd doesn't like his plaything broken and won't start a fight, but will definitely won't mind one. Using the excuse of self-defense. The party to her a fun distraction and a useful tool to get what she wants.

Playing Anastrasya Karelova

Personality

In her dealings with others, she prefers brute force and violence, but tempers herself with the tact of her noble upbringing. Still, she was accustomed to being obeyed in life and expects the same of anyone that she considers her “lesser”.

Goals

  • Strahd's Favor. Above all, she wants Strahd to love her as much as she loves him. She knows she can't keep him forever and will do anything to delay the inevitable.
  • The feast of St Andral. She is responsible for setting up the stolen bones. Her goal is to make sure the feast goes off without a hitch and it's ready for Strahd when the day comes. She hopes Ireena dies in this event.
  • The death of Ireena. Ireena is a huge threat to Anastrasya. If Strahd gets Ireena, Anastrasya is almost guaranteed to be locked away promptly.
  • Sabotaging Ludmilla. Anastrasya hates Ludmilla, and would do anything to get Strahd to lock her away.

Interacting with the party

Anastrasya will most likely be hiding in Vallaki preparing for the Feast of St Andral. She is a well known noble known for her parties. She is a close ally to Lady Wachter and frequently hosts parties in Strahd's name for her and her cultists.

  • If the party has Ireena with her, she'll feign hospitality and invite Ireena to the church for the celebration during the same time of the Feast of St Andral.
  • Otherwise she'll try to scare Ireena into staying at the Church of St Andral as it's the only safe place for her.

Alternatively, she is Strahd's diplomat. She is the one Strahd sends out to talk with the party if he doesn't go himself, especially if a betrayal plays a part.

  • Strahd wants the party to hand over Ireena.
  • Strahd wants the party to do something in exchange for someone's life.
  • Any disappointment in the party's actions.

After her identity as a vampire is revealed, she loves to toy with the party making frequent visits teasing them with the fact they can't touch her. She'll lie and say if they harm her Strahd personally will kill them.

Anastrasya doesn't actually know what Strahd will do if she dies. But what will happen is explained at Consort Death at the beginning of this guide

Feedings

Anastrasya is bloodthirsty and feeds more than anyone else including Strahd. Her preference is to feed on those who do not obey her treating it as a punishment and occasionally killing them in the process. She doesn't care if she is seen and can charm those who see her feed making them forget or having them forever hold their tongue.

Combat with the party

Anastrasya loves a good fight, and will gladly take the opportunity to test her skills against the party. However, she won't kill the entire party leaving them helpless, as Strahd still needs his fun as well.


Anastrasya is bloodthirsty and has been trained to fight from her Noble background. She won't go in without her weapons and will try to charm her enemies to protect her instead of fighting her.


Depending on the difficulty you want to play her with a different statblock and these are the ones I've gathered. However I recommend DragnaCarta's CR-7 version.


For a Strategy guide, please check at the end of this guide for the Combat Strategies listed at the end of this guide.

Defeated by the party

Anastrasya has a huge ego. She wants retribution. She will hold a severe hatred towards whoever dealt the most damage to her. She will hunt that target down if she can, whenever the target is split off, or whenever the rest of the party is busy she'll swing in do some damage to the target and escape via her Shapechanger ability.


Anastrasya is smart enough to know she can't kill them all as they still are Strahd's playthings but she will definitely try kill whoever hurt her the most in her previous encounters.

Lᴜᴅᴍɪʟʟᴀ Vilisevic

Ludmilla Vilisevic is the Queen of the Vampires. She is Strahd’s oldest bride at nearly 200 years old. She is an Aristocrat, a Puppeteer, a Diplomat, and a Sorcerer. She has been given arcane knowledge from the Amber Temple by Strahd, yet is not permitted to investigate it herself. 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. Ludmilla is the leader of the Harem and the other brides respect her but may not directly obey her.

Backstory

She came to Barovia as a little girl, joining a passing Vistani tribe. 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.

Relationships

Strahd

Strahd finds her atrociously boring but useful. She is not ugly, but she is not a beauty. Her main value is her mind and magical talent. Conscious of the threat Ludmilla may pose should she become too knowledgeable in arcane art, Strahd imposed some restrictions on her studies. Her intelligence helped her to outlive many beauties in Strahd's court. She respects Strahd's wishes and he respects her advice.

Rahadin

Rahadin is the closest thing Ludmilla can call a friend. He cared for her when she first arrived and was turned. She was also warned by Rahadin about the possibility of Strahd locking her away in the Crypts. She deeply cares and if Rahadin dies, she will hunt the killer ruthlessly and endlessly.

Escher Targolovich

Escher is the newest Consort. Ludmilla doesn't think he's capable of anything noteworthy and thinks Escher is a stupid farm boy who is soon going to be locked in the crypts, as he's starting to outlive his amusement. She doesn't care about what he does, and treats him as if he isn't even worthy of being one of Strahd's Consorts.

Anastrasya Karelova

Ludmilla recruited Anastrasya and treats her like a underling. After all Ludmilla was first and brought Anastrasya in, not the other way around. Ludmilla regards Anastrasya like a rebellious daughter and not worth anyone's attention. She lets Anastrasya do what she wants until she believes their behavior will displease their husband, at which point she quells any rebellion and puts them into her place immediately.

Volenta Popofsky

Ludmilla sees Volenta as a child. Volenta being emotional, childish, and immature has warranted no respect given. She won't do anything directly for fear of Strahd. While Ludmilla lets Volenta do what she wishes, if she does anything that Ludmilla things will anger Strahd. She forcefully puts her in her place.

Ireena Kolyana

She is not jealous of the attention Strahd gives her, knowing that this has happened many times before and that fate will ensure she won't be one of Strahd's consorts. However if she sees an opportunity to manipulate Ireena to Strahd she will take it and take credit to gain favor.

The party.

Strahd is interested in the party and is amused to see their failings. As such the Ludmilla doesn't want to displease Strahd by interfering. Regardless Ludmilla finds them boring but perhaps a useful tool for some of her goals. Otherwise she has no time for the outsiders so long as they stay out of her way.

Playing Lᴜᴅᴍɪʟʟᴀ Vilisevic

Personality

She is cold and scientific almost like a robot. She's analytical and smart. With fierce passion for that she does not know. She's disinterested in most social topics. However she will pretend to care when she must talk to people, if that person has something she wants. However she prefers isolation and time to herself to study the Lessons of the Arcane.

Goals

  • Strahd's Favor. Ludmilla is extremely scared that she'll no longer be of use to Strahd. Once that happens she's permanently locked in his crypt for enternity. Her #1 goal is to prevent that.

  • Finding the Gems. If you play with PyramKing's Legends of Barovia. 3 Gems are hiding. Ludmilla knows they exist and wants to find them to please Strahd. She believes the Fey to be dead but the gems remain. Her latest clue was the Green Gem being given to a wereraven.

  • Staying on top. Being the top Consort for Strahd has the other brides looking to steal her place. All the brides attempt to sabotage the others without Strahd's knowledge. This include Ludmilla as she's looking to thin the competition.

Interacting with the party

Ludmilla will most likely be in Vallaki, looking for information about the wereravens. Ludmilla doesn't appear like a Vampire unless she chooses to and a player friendly image you can show is here.

Her first interaction she'll pretend to be a noble of Vallaki and tries to recruit the party to do something for her disguising it as a quest for good.

  • Retrieve the Green Fey Gem that was stolen from her Grandmother by the wicked lying Were-ravens.
  • The current Burgomaster Vargas, is secretly a spy for Strahd, he needs to be eliminated.
  • The wereravens have been known to be conspiring with Strahd. They should be eliminated.
  • Izek is known for his cruelty, he should be eliminated.

Any further interactions she'll try to get the party aid her current goals and undermining the other brides. Her identity and the other bride's identities as vampires stay hidden until the Dinner with Strahd.

After her identity has been revealed, she does not care for the party and she knows she is too powerful for them to pose any threat. If interaction is necessary, she is open about her desire to please Strahd and how dangerous the other two Brides are. She won't do them any harm if they don't cause any harm to her.

Feedings

Her feedings are never open and she charms a poor soul in private to not bring unwanted attention to herself. She prefers those who are hold higher intelligence as they are capable of having a worthwhile conversation.

Combat with the party

Ludmilla isn't a combat fanatic, violence isn't necessarily the answer. She won't provoke anything intentionally. Ludmilla does not appear to have any weapons. She is a spellcaster, and her statblock should reflect that.


Depending on the difficulty you want to play her with a different statblock and these are the ones I've gathered. However I recommend DragnaCarta's CR-9 version.


For a Strategy guide, please check at the end of this guide for the Combat Strategies listed at the end of this guide.

Defeated by the party

Ludmilla doesn't have an ego, but she doesn't like the taste of defeat. If she is defeated and she gets away. Ludmilla will stalk the party, and come at them right after they finish an difficult encounter that Ludmilla believes they are weak. The party has a chance to detect her stalking and you should definitely hint towards the party having a stalker.


Ludmilla is smart enough to know she can't kill them as they are Strahd's pets but she will badly hurt all of them and leave most unconscious if she can, hoping they die anyways.

Statblock by DragnaCarta



Lᴜᴅᴍɪʟʟᴀ Vilisevic

Medium undead (shapechanger), neutral evil.


  • Armor Class 16
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft

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

  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6, Arcana +7
  • Damage Resistances Necrotic; Bludgeoning, Piercing and Slashing from nonmagical attacks.
  • Senses Darkvision 60ft, passive Perception 13,
  • Languages Abyssal, Common, Draconic, Infernal
  • Challenge 9 (5,000 XP)

Shapechanger. If Ludmilla isn't in running water or sunlight, she can user her action to polymorph into a Medium cloud of mist, or back into her true form. While in mist form, Ludmilla can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creatures space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can't pass through water. She has advantage on all Strength Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.

Spellcasting. Ludmilla is an 8th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She has the following wizard spells prepared:
Cantrils (at will): ray of frost, mage hand, prestidigitation, light
1st level (4 slots): ray of sickness, sleep, shield, fog cloud
2nd level (3 slots): misty step, blindness/deafness, levitate
3rd level (3 slots): counterspell, lighting bolt
4th level (3 slots): greater invisibility, evard's black tentacles

Regeneration. Ludmilla regains 10 hitpoints at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Ludmilla takes radiant damage or damage from holy water the trait doesn't function at the start of Ludmilla's next turn.

Spider Climb. Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vambire Weaknesses. Ludmilla 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 she ends her turn in running water. Stake to the Heart Ludmilla is destroyed if a piercing weapon made of wood is driven into here heart while she is incapacitated in her resting place. Sunlight Hypersensitivity. Ludmilla takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on all attack rolls and ability checks.

Actions

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one willing creature, or a creature that is grappled by Ludmilla, 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 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.

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

Reactions

Misty Escape (Recharge 5-6). When a creature hits Ludmilla with an attack, she can choost to polymorph into a cloud of mist before the damage is dealt.

Statblock by DragnaCarta



Anastrasya Karelova

Medium undead, neutral evil.


  • Armor Class 16 (18 with animated shield)
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft

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

  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6, Deception +7
  • Damage Resistances Necrotic; Bludgeoning, Piercing and Slashing from nonmagical attacks.
  • Senses Darkvision 60ft, passive Perception 13,
  • Languages Common, Elvish
  • Challenge 7 (2,900 XP)

Shapechanger. If Anastrasya isn't in running water or sunlight, she can use her action to polymorph into a Tiny bat, a Medium wolf, or back into her true form. Whele in bat or wolf form, Anastrasya can't speak. In bat form, her walking speed is 7 feet, and she has a flying speed of 30 feet. In wolf form, her walking speed is 40 feet. Her statistics, other than her size and speed is unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

Regeneration. Anastrasya regains 10 hitpoints at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Anastrasya takes radiant damage or damage from holy water the trait doesn't function at the start of Anastrasya's next turn.

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

Vambire Weaknesses. Anastrasya 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 she ends her turn in running water. Stake to the Heart Anastrasya is destroyed if a piercing weapon made of wood is driven into here heart while she is incapacitated in her resting place. Sunlight Hypersensitivity. Anastrasya takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on all attack rolls and ability checks.

Animated Weapons. Anastrasya telekinetically wields a longsword that gains the properties of a flying sword that acts on her initiative. While wielded in this way by Anastrasya and within 50 feet of her, the sword has a Strength of 16 and cannot be targeted or damaged by attacks or spells, as though it were a held item. While wielding it, Anastrasya also telekinetically wields a shield that acts as if it were an animated shield while under her control.

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one willing creature, or a creature that is grappled by Ludmilla, 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 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.

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

Charm. Anastrasya targets one humanoid she can see withing 30 feet of her. If the target can see Anastrasya the target must succeed on a DC 15 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 requests and actions in the most favorable way and lets Anastrasya bite it. Each time Anastrasya or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Anastrasya's Charm for the next 24 hours. Otherwise, the effect lasts 24 hours or until Anastrasya is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Anastrasya can have only one target charmed at a time. If she charms another, the effect on the previous target ends.

Children of the Night (1/Day). Anastrasya magically calls 2d4 swards of bats or swarms of rates, provided that the sun isn't up. While outdoors, Anastrasya can call 3d6 wolvees instead. The called creatures arrive in 1d4 rounds, acting as allies of Anastrasya and obeying her spoken commands. The beasts remain for 1 hour, until Anastrasya dies, or until she dismisses them as a bonus action.

Combat Strategies

Ludmilla Vilisevic

Strategy

Ludmilla prefers to fight at range, using her Misty Escape reaction to always be on the move. She is incredibly smart and will pick out the weaklings and spell-casters, grappling them biting them before finally escaping in a mist. Her mist form uses her entire action to turn back, so she'll turn back about 90ft away, or high enough up.


She'll use of any trees, terrain, or obstacles to make it difficult for people to hurt her. While focusing on those who can still attack her.


If she's expecting a fight, she'll come with 4 Barovian Witches with her as backup that she sends out first as the front line while she stands from afar aiding her allies and hurting the party.

Retreating

Ludmilla isn't stupid, she'll retreat when she gets below a third of her hitpoints. She shouldn't be taking much damage per turn and she'll always be healing herself.

Anastrasya Karelova

Strategy

Anastrasya is very egotistical, she'll go into the fight mostly unprepared. She won't make use of her shapechanger ability unless it becomes dire. After she finds out which person can take the most, she seductively Charms her target telling her new servant to protect her.

Note: a charmed player can still control their player, but must do their best to protect Anastrasya. If the DM decides there is a better way to protect Anastrasya without injuring another party member, the player must take it. This does not prevent the charmed player from attacking Anastrasya's allies. Example: Using their reaction to stop a party member from attacking or taking the attack.

Anastrasya loves to toy with the party, often making them think she's more powerful than she really is. She brings one member low before leaving them. A mistake she won't do if she realizes the party is a real threat


Retreating

Anastrasya isn't stupid, but has a huge ego to satisfy. She won't flee unless she knows she will lose and she's incredibly low on health. She'll try to stick around and heal herself for as long as possible.

Volenta Popofsky

Strategy

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Retreating

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Escher Targolovich

Strategy

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Retreating

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Vampire Retreating

Enemies retreating when the party worked hard to get it low can be frustrating to some players. They spent a ton of time and resources but didn't get anything permanent. They may be inclined to chase after the Consort if they can or if you described the vampire within in running distance.


Ultimately it is your decision whether the vampire runs away out of the player's grasp or whether they have a chance at killing the vampire. Make sure you know what will happen if a Consort dies by looking at Consort Death at the start of this guide.


If the vampire gets away, it actually was defeated. Taking a hit to their ego and now harboring an intense dislike of the party. They won't pass up the chance to take their revenge.

Vampire Chase

If you'd like to have the party chase after a vampire. I recommend a Skill Challenge. If you don't know what a skill challenge is, I recommend reading up this article. Alternatively this reddit post has great suggestions.

Vampire Escape

This will naturally be frustrating if the party doesn't get anything from the encounter, and some examples of ways to 'soften' the blow of the escape are:

  • Vampire, obviously hurt and defeated running away hissing insults and "I'll get you next time"
  • Player's get a reward in the form of Information, EXP, Milestone, or Treasure so it doesn't feel all for nothing.