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Ireena Kolyana (AKA Tatyana Federovna) : Strahd

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Tatyana was a Barovian woman who Strahd fell in love with and pursued obsessively, driving him to make a pact with dark powers that turned him into a vampire. Her soul is now trapped in Barovia.

Tatyana was originally engaged to Strahd's brother Sergei. However, Strahd killed Sergei and claimed Tatyana for himself, driving her to commit suicide. Her soul is now doomed to repeatedly reincarnate in Barovia as part of the Dark Powers' punishment of Strahd.

Vampires have abilities like shapechanging, mist form, regeneration, and resistance to damage. They are also bound to rest in their coffin or burial site during the day. They spawn vampire spawn from most of their victims and crave physical symbols of life like beauty, youth or trophies from kills.

Ireena Kolyana (AKA Tatyana Federovna)

Adopted daughter the deceased burgomaster of Barovia. lreena has been bitten twice by Strahd. Her
encounters with Strahd are fuzzy memories, but she can recall clearly the blazing hunger in his eyes.
Now the villagers are afraid of her and avoid her. Although she appears mild, she has a strong will.
Kolyan Indirovich found her at the edge of the Svalich Woods near the Pillarstone of Ravenloft when
she was but a girl. Kolyan adopted her and loved her dearly. To this day she doesn’t know how she
came to Barovia or where she came from. In Vallaki, she learned of a man named Izek Strazni who
seems to have some connection to her past. She hopes Izek might be able to shed some light on her
origins.
Tatyana was a young Barovian woman. When count Strahd von Zarovich fell desperately in love with
her, his unrequited obsession drove him to seal a pact with the Dark Powers, turning him into
a vampire and plunging the entire valley into the Domains of Dread
Originally a peasant woman from the village of Barovia,[4] Tatyana was in love with and engaged to
marry Sergei, Strahd's brother. However, Strahd fell madly in love with Tatyana immediately upon
seeing her.[5] Strahd's pride prevented him from voicing his feelings until their wedding day, when he
killed his brother and drank his blood as part of a deal with the Dark Powers to make Tatyana his bride.
Horrified by what Strahd had done, Tatyana jumped from the cliff that overlooked the valley
below Castle Ravenloft.[1]
As part of the deal made with the Dark Powers, Strahd was not allowed do die, rising as a vampire after
being shot by the castle's guards.[1] Tatyana's soul became trapped in the newly formed Domain of
Dread of Barovia, doomed to repeatedly reincarnate as part of the Dark Powers' punishment against
Strahd.[6]

Vampire
Medium undead (shapechanger) , lawful evil
Armor Class 16 (Natural Armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into
a Tiny bator a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30
feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with
it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless,
has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In
addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through
water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all
nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a
cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in
sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting
place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is
then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit
points, it regains 1 hit point.
Regeneration. The vampire regains 20 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 if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the
vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
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. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite
attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the
target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+9 to hit, reach 5 ft., one willing creature, or
a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing
damage plus 10 (3d6) 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.
A humanoid slain in this way and then buried in the ground rises the following night as a vampire
spawn under the vampire’s control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or
be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or
actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s 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 24 hours or until the
vampire 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). The vampire magically calls 2d4 swarms of bats or rats, provided that
the sun isn’t up. While outdoors, the vampire can call 3d6wolves instead. The called creatures arrive
in 1d4rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for
1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. The vampire regains spent
legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or
walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other
loyal creatures of the night.

Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of
the following effects:
• There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
• Plants within 500 feet of the lair wither, and their stems and branches become twisted and
thorny.
• Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though
alive.
• A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally
takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by
drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast
shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the
darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional
attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry
obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical
symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child
might become an object of fascination for a vampire obsessed with youth and potential. Others
surround themselves with art, books, or sinister items such as torture devices or trophies from creatures
they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a
vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire
allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer
under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire
spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must
rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of
its transition to undeath. A vampire can move its place of burial by transporting its coffin or a
significant amount of grave dirt to another location. Some vampires set up multiple resting places this
way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
VARIANTS: VAMPIRE WARRIORS AND SPELLCASTERS

Some vampires have martial training and battlefield experience. A warrior vampire wearing
plate armor (AC 18) and wielding a greatsword has a challenge rating of 15 (13,000 XP)
and the following additional action options:
Multiattack. The vampire makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 +


4) slashing damage.

Some vampires are practitioners of the arcane arts. A spellcaster vampire spellcaster has a
challenge rating of 15 (13,000 XP) and the following trait:

Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence


(spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells
prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): comprehend languages, fog cloud, sleep

2nd level (3 slots): detect thoughts, gust of wind, mirror image

3rd level (3 slots): animate dead, bestow curse, nondetection

4th level (3 slots): blight, greater invisibility

5th level (1 slot): dominate person

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