Ireena, a striking young woman with auburn hair, has been bitten twice by Strahd. The villagers are afraid of her and avoid her. The characters are Ireena’s best hope for protection, so she is willing to accompany them under certain conditions. Although she appears mild, she has a strong will, and she aids the party as best she can in saving herself. She doesn’t remember her early past. She doesn’t know how she came to Barovia or where she came from. Moreover, her encounters with Strahd are fuzzy memories, thanks to his vampiric charm, but she can recall clearly the blazing hunger in his eyes.
- Gender
- Female
- Eyes
- Silver
- Hair
- Auburn Red
- Skin Tone/Pigmentation
- Pale
- Height
- 5'9"
- Weight
- 125
Ireena doesn't remember anything before the day Ismark Indrovich found her wandering lost without memories in the Svalich woods when she was 16. He adopted Ireena and cared for her like his own daughter. The people of the Village of Barovia think of her as a kind soul but started to shun her and kept their distance when Count Strahd began to call. Unbeknownst to her, she carried the soul of Tatyana, whom Strahd covets more than life itself. Ireena and her adoptive family refused Strahd, angering him to the point where he began sending his minions to relentlessly assault the Indrovich home until the Burgomaster's heart could take no more and he died.
It was about that time that Gravetender, Thiala, and DJ came to Barovia. Her brother hired the party to escort her to Krezk, in an attempt to keep Strahd away from her. Along their travels to Krezk, Ireena showed her martial prowess with a sword and became a welcome companion for the three newcommers, even standing against Strahd himself.
She managed to escape Strahd, but the soul of Tatyana within her began to stir and took over Ireena's body and mind. Ireena could do nothing but watch from behind her own eyes as Tatyana tried to escape with the spirit of Sergei, but DJ was able to stop her. The party then left Ireena/Tatyana with the Burgomaster, assuming she would be safe. However, the Burgomaster sold her to The Abbot of Saint Markovia for the price of resurrecting his son. The Abbot, attempting to make the perfect bride for Strahd, killed Ireena as he attempted to combine her with Vasilka and transfer Tatyana's soul. Her death caused a chain reaction of events as both Strahd and Ireena's new friends sought revenge against The Abbot.
Upon the Abbot's death, who was a corrupted Deva, at the hands of the heroes and Ez D'Avenir, Vasha's Halo mysteriously found its way into Ireena's fresh corpse, giving her new life as a Reborn. The soul of Tatyana was gone, allowing Ireena to decide her own future without Strahd's constant pursuit. She chose to dedicate herself to The Morninglord as a Paladin and joined The Abbey of Saint Markovia under the new Abbot, Gravetender. She has yet to realize that she is the unwitting pawn of the dark power Vasha.
Appearance
Special abilities
Saint Ireena Kolyana
Medium, humanoid (reborn human), Lawful Good
Armor Class 17 (Breastplate)
Hit Points 68 (9d8 + 9)
Speed 30 ft
- STR12 (+1)
- DEX16 (+3)
- CON12 (+1)
- INT 10 (+0)
- WIS 16 (+3)
CHA 14 (+2)
Saving Throws Dex +6
Resistances Poison
Skills Animal Handling, Athletics, Persuasion, Insight
Senses Passive Perception
Languages Common, Vistana
Holy Warrior Sidekick 9
Second Wind. Ireena can use a bonus action on her turn to regain hit points equal to 1d10 + her sidekick level
Improved Critical. Ireena scores a critical hit on a natural 19 or 20 on the dice.
Battle Readiness. Ireena has advantage on initiative rolls.
Deathless Nature. Ireena has advantage on death saving throws and saving throws against poison and disease, doesn't need to eat, drink or sleep, and can get the benefits of a long rest by being motionless for 4 hours.
Knowledge from a Past Life.
Angelic Weapons. Ireena's weapon attacks are magical. When Ireena hits with any weapon, the weapon deals an extra 4d8 radiant damage.
Innate Spellcasting. Ireena's spellcasting ability is Charisma (spell save DC 14). Ireena can innately cast the following spells, requiring only verbal components:
Magic Resistance. Ireena has advantage on saving throws against spells and other magical effects.
REACTIONS
Parry. Ireena adds 2 to her AC against one melee attack that would hit her. To do so, Ireena must see the attacker and be wielding a melee weapon.
Defender. Ireena can use her reaction to impose disadvantage on the attack roll of a creature within 5 feet of her whose target isn't Ireena, provided she can see the attacker.
ACTIONS
Extra Attack. When Ireena uses the attack action on her turn she can make an extra melee attack.
Rapier. Melee Weapon Attack: +7, Reach 5 ft., one target; Hit: 5 (1d8+1) piercing damage, plus 4d8 radiant damage.
Social