Merrun is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Merrun has the following spells prepared:
1st level (4 slots): Charm Person, Shield, Unseen Servant, Magic Missle, Inflict Wounds
2nd level (3 slots): Borrowed Knowledge, Suggestion, Mirror Image, Crown of Madness, Misty Step, Invisibility
3rd level (3 slots): Counterspell, Dispel Magic, Sending, Vampiric Touch
4th level (3 slots): Blight, Greater Invisibility, Banishment, Phantasmal Killer
5th level (3 slots): Dominate Person, Raise Dead, Geas
6th level (2 slots): Circle of Death, Contingency, Mass Suggestion
7th level (2 slots): Finger of Death, Power Word Pain
8th level (1 slots): Dominate Monster, Feeblemind
9th level (1 slots): Power Word Kill
Devils Sight. Magical darkness doesn't impede Merrun's darkvision.
Immutable Form. Merrun is immune to any spell or effect that would alter her form.
Legendary Resistance (2/Day). If Merrun fails a saving throw, she can choose to succeed instead.
Magic Weapons. Merruns's weapon attacks are magical.
Necrotic Absorption. Whenever Merrun is subjected to necrotic damage, she takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Vampiric Aura. At the start of each of Merrun's turns, each creature within 5 feet of her takes 15 2d10 necrotic damage. A creature that touches Merrun or hits her with a melee attack while within 5 feet of her takes 15 2d10 necrotic damage.
Multiattack. Merrun uses her Drain Life ability if she has it. Then she can make 3 attacks, two weapon attacks, and one Bite attack. She can use her Claws instead of her Bite.
Bite. Melee Weapon Attack: d20+11 to hit, reach 5 ft., one target. Hit: 19 2d6+5 magical piercing damage. If the target is a creature, Merrun regains the damage as health.
Claws. Melee Weapon Attack: d20+12 to hit, reach 5 ft., one target. Hit: 19 d6+2 magical slashing damage.
Forsaken Brand. Melee Weapon Attack: d20+11 to hit, reach 5 ft,. one target. Hit: 23 1d8+5 magical slashing damage plus 27 4d8 fire damage.
Forsaken Arrow. Ranged Weapon Attack: d20+15 to hit, range 150/600 ft., one target. Hit: 24 2d8+6 piercing damage plus 27 6d8 necrotic damage. If the target is a creature, it can't regain hit points until the start of Merrun's next turn.
Life Drain (Recharge 5-6). Merrun targets one creature she can see within 120 feet of her. The target must succeed on a DC 19 Constitution saving throw, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
Merrun regains a number of hit points equal to half the amount of damage dealt.
Children of Blood (1/Day). Merrun magically calls 3d6 Imps. While outdoors, Merrun can call 2d4 Hellwasps instead. The called creatures arrive in 1d4 rounds, acting as allies of Merrun and obeying her spoken commands. The creatures remain for 1 hour, until Merrun dies, or until Merrun dismisses them as a bonus action.
Blood Bend. Merrun targets one creature she can see within 60 feet of herself that is sharing her blood. The target must succeed on a DC 20 Wisdom saving throw or be paralyzed. The creature can repeat its saving throw ad the end of its turn. The effect also ends when Merrun chooses to target another creature.
Merrun 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. Merrun regains spent legendary actions at the start of her turn.
Move. Merrun moves up to her speed without provoking opportunity attacks.
Forsaken Brand. Merrun makes a Forsaken Brand attack.
Red Cocoon (Costs 3 Actions). Merrun creates a cocoon of thinly webbed blood silk around a creature she can see within 60 feet of it. The target must succeed on a DC 21 Dexterity saving throw or take 31 (9d6) acid damage.
While Merrun is in Lair, she can take lair actions as long as she isn't incapacitated.
On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:
Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.
The region surrounding a Merrun's lair is warped by her unnatural presence, creating any of the following effects: