Ser Vladimir
Medium Revenant (Human, Lawful Evil
Armor Class 17 (half-plate armor)
Hit Points 153 (18d8 + 72) 18d8+72
Speed:
30 ft
Saving Throws Str+7, Con +7, Wis +6, Cha+7
Skills Athletics +6
Damage Resistances cold, fire, psychic
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses blizzard sense 90 ft., darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Draconic
Challenge Rating 7
Proficiency Bonus +6
Description
Credit to MansusGloryfor this modified statblock.
Ideals
Vengeance is all I have left.
Bonds
I have sworn my life to the Order of Silver. Broken though the Order may be, my allegiance never dies.
Flaws
Destroying Strahd would end the vampire's torment, and that is something I would never allow.
Legendary Resistance (2/day). If Vladimir chooses to fail a saving throw, he can choose to succeed instead.
Regeneration. Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and can't regenerate.
Rejuvenation. When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse and regains all his hit points.
Turn Immunity. Vladimir is immune to effects that turn undead.
Blizzard of Hatred. When Vladimir enters combat, an icy blizzard springs up around him, shrouding the room and extending into the hallway. All creatures within the blizzard suffer the following:
- Any vision reliant primarily on sight or hearing is reduced by 10 feet.
- Non-magical flight is impossible.
- Ranged weapon attacks are at disadvantage.
- All creatures gain resistance to fire damage.
- Any creature not behind full cover must make a DC10 Concentration check to maintain spells or effects if they start their turn in the blizzard, or the first time they enter it during their turn.
Frenzy. When Vladimir is reduced to below 60 hit points, or if Godfrey (if allied with Vladimir) is reduced to 0 hit points, he enters a frenzy, his hatred and battlelust heightening. Vladimir immediately ends any negative effects currently on him, and undergoes the following changes:
- Movement speed increased to 40 feet.
- If he has been damaged or targeted by a creature within the last turn, he has advantage on attack rolls against that creature until the end of his turn.
- Vladimir's weapon attacks deal an additional 2d6 damage.
- Vladimir cannot willingly end his turn more than 20 feet away from a hostile target.
- Vladimir can no longer be incapacitated, except by death.
Actions
Multiattack. Vladimir makes up to 2 melee attacks on his turn.
+2 Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 4) slashing damage.
+2 Greatsword (Frenzy). Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) slashing damage.
Fist. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Fist (Frenzy). Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
Draconic Grasp. Vladimir creates an icy gale in a 40 foot cone, pushing or pulling all creatures in that area. All creatures in that area must succeed on a DC15 Strength saving throw or suffer the relevant effects:
- Pushing Gale: An affected creature is pushed up to 30 feet away from Ser Vladimir. If it collides with an object, it stops moving and takes 1d6 bludgeoning damage per 5ft moved. If it collides with another creature, they each take half of that damage.
- Pulling Gale: An affected creature is pulled up to 30 feet towards Ser. Vladimir. If a creature is brought within 5 feet of Ser Vladimir in this manner, he may immediately take a melee weapon attack at advantage against them. Vladimir may make one such attack for each creature brought within range.
Reactions
Phantom Shield. As a reaction to taking damage, Vladimir may force the nearest phantom warrior to take that damage instead. Vladimir takes none of the damage, but the phantom is immediately destroyed. This ability does not function against critical hits.