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Rahadin

Rahadin met Count Barov over 770 years ago while their nations were at war. At the time only a youth of sixteen, Rahadin had recently been exiled for refusing to become the consort of a wealthy matriarch. Barov convinced the young boy to join the Svitar assault against his homeland, and Rahadin agreed. He was instrumental in the defeat of the Duskwine Queendom three years later. As pleased was Barov that he made the young elf a member of his own family, naming him officially as a son of the Von Zarovich line. At that time, Strahd was only barely younger than Rahadin at fourteen years old.   Rahadin is loyal beyond measure to the Von Zarovich family. He loved and served Count Barov as a devoted son, and after his death, has served his adoptive brother Strahd with the same love and reverence. Rahadin has remained at Strahd's side through the absolute darkest chapters of the man's life. The powers of Barovia have kept him at his prime far past what even an elf's long life would allow: though he is nearly 800 years old, he appears to be in his late thirties rather than the elven elder he should be.   He has remained Strahd's right hand man, keeping Barovia just well enough that Strahd can sow misery without outright killing the whole population. When Strahd spends years sleeping in his tomb, it is Rahadin who rules Barovia. While it is Strahd the thralls and servants obey and detest, it is Rahadin they fear.   Screams of the Dead. When he betrayed his people, Rahadin was cursed. Always sounding around him are the screams of those who perished in the war between Svitar and the Dusk elves. Interestingly, Rahadin himself can't hear them, nor would he even be haunted by them if he could. Like Strahd, he is far past the point of remorse or regret, and has fully internalized his own evil.

Relationships

Rahadin

Adoptive Brother (Vital)

Towards Strahd

5
5

Frank


Strahd

Adoptive Brother (Vital)

Towards Rahadin

4
4

Honest


History

Rahadin was  adopted in the Von Zarovich family when he was a youth of sixteen, and Strahd a boy of fourteen. The two were of a kind: morose, intelligent, and traumatized by war from an early age. They were not quite fast friends, but they understood each other and worked well together from the beginning.   It wasn't until they both reached adulthood that they became as close as they are today.

Nthanda

Ward (Vital)

Towards Rahadin

5
5

Frank


Rahadin

Guardian (Important)

Towards Nthanda

4
4

Honest


Species
Ethnicity
Age
Appears to be in his late thirties
Birthplace
Duskwine Queendom
Spouses
Siblings
Strahd (Adoptive Brother)
Children
Pronouns
He/Him

Character Portrait image: Speaking of Rahadin by moldwood

Rahadin

Medium Elf, Chamberlain, Lawful Evil

Armor Class 18 (Studded Leather Armor)
Hit Points 135 (18d8 + 54)
Speed: 45 ft Fly: 40 ft

STR

14
( +2 )

DEX

22
( +6 )

CON

17
( +3 )

INT

15
( +2 )

WIS

16
( +3 )

CHA

18
( +4 )

Saving Throws Dex +10, Con +7, Wis +7
Skills Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14
Damage Resistances Cold, Poison
Condition Immunities charmed, exhaustion, frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 21
Languages Common, Elvish
Challenge Rating 12
Proficiency Bonus +4

Description

Credit to Aarndalfor this modified statblock.

Rahadin's spellcasting ability is Intelligence (spell save DC 14). He has the following spells prepared, and can cast them with no components: 3/day: dispel magic, misty step, phantom steed 1/day: darkness, feather fall, nondetection


Special Equipment. Rahadin wears a ring of water walking, a cloak of the bat, and a pair of boots of the winterlands.   Fey Ancestry. Rahadin has advantage on saving throws against being charmed, and magic cannot put him to sleep.   Magic Resistance. Rahadin has advantage on saving throws against spells and other magical effects.   Buoyed by Darkness. Rahadin has a flying speed of 40 ft. when in dim light or darkness.   Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, and other natural phenomena.   Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. Any creature of Rahadin's choice that can hear the screams and starts its turn within 10 feet of him has its speed reduced by 10 feet until the start of Rahadin's next turn.   Soul Thirst. When he reduces a creature to 0 hit points, Rahadin can gain temporary hit points equal to half the creature's hit point maximum. When Rahadin has temporary hit points from this ability, he has advantage on attack rolls.

Actions

Multiattack. Rahadin makes three attacks with his scimitar, or twice with his poison darts.   Silver Scimitar. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 4 (1d8) necrotic damage. If the target takes the necrotic damage dealt by this attack, it can't regain hit points until after the start of Rahadin's next turn.   Poisoned Dart. Ranged Weapon Attack. +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.   Deathly Crescendo (Recharge 4-6). Using a bonus action, Rahadin forces all creatures that can hear his Deathly Choir to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much on a successful one.   Eerie Whispers. As a bonus action, Rahadin can force any creature that he can see and can hear his Deathly Choir to succeed on a DC 16 Wisdom saving throw or become frightened of Rahadin until the start of his next turn.   Weapon Bond. Rahadin can take a bonus action to teleport his scimitar to his hand.

Reactions

Parry and Counter. Rahadin adds 4 to his AC against one melee or ranged weapon attack that would hit him. To do so, he must be able to see the attacker or sense it with his blindsight. If the attack misses, Rahadin can make one melee weapon attack against the attacker if it is within his reach.

Legendary Actions

Rahadin can take 3 legendary actions, choosing from the choices below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Rahadin regains spent legendary actions at the start of his turn.   Detect. Rahadin makes a Wisdom (Perception) check.   Quick Step. Rahadin moves up to his speed without provoking opportunity attacks.   Weapon Attack (Costs 2 Actions). Rahadin makes a weapon attack.