Regains all HP within a Catch Breath if not in sunlight or running water. Radiant damage or holy water damage the previous round will slow this effect.
Surrounded by a shroud of shadows that grant her the benefits of heavy armor during the 1st and 2nd round, medium armor the 3rd round, and is dissipated at the start of the 4th round.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
- • Dominate.
1d10 psychic (ignoring armor). (If no creatures are Enthralled) Choose three heroes to suffer psychic damage and a DC 13 WIL save or Enthralled as well.
- • Command.
Move 8. (Reach 8) DC 13 STR save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
At 140HP, gain Illusory Shift. Reaction, when attacked (1 use): Swap places with an Enthralled creature, making them the new target of the attack.
Ludmilla is Dying! 100 more damage and she dies. Until then, Ludmilla will Feed on every turn: Move 8 and bite for 2d10+10 damage + 1 wound (advantage on Enthralled creatures).
Enthralled: The Vampire spends one action on each of your turns, and you can't Defend against it, nor allow anyone to Interpose for you against it; damage ends.