Shapechanger. If Anastrasya isn’t in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, her walking speed is 5 feet, and has a flying speed of 30 feet. Her statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with her, but nothing she is carrying does. Anastrasya reverts to her true form if she dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (1/Day). If Anastrasya fails a saving throw, she can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Anastrasya transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in sunlight or running water. If she can’t transform, is instead destroyed.
While she has 0 hit points in mist form, she can’t revert to her vampire form, and must reach her resting place within 2 hours or be destroyed. Once in her resting place, Anastrasya reverts to her vampire form. She is then paralyzed until regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she regains 1 hit point.
Regeneration. Anastrasya regains 10 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of her next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Anastrasya has the following flaws:
Forbiddance. She can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire bride takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the she is incapacitated in her resting place, Anastrasya is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Bridal Fang - Long Sword of Wounding (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage plus 2 (1d4) necrotic damage. Once per turn, when Anastrasya hit a creature with an attack using this magic weapon, can wound the target. At the start of each of the wounded creature's turns, it takes 2 (1d4) necrotic damage for each time she has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 vampire spawn, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 dire wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Telekinetic Weapons (Vampire Form Only). Anastrasya can use a bonus action to toss her magic sword into the air and telepatically command it. When she does, the sword begins to hover, flies up to 30 feet, and attacks one creature of her choice within 5 feet of it. While the sword hovers, Anastrasya can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet. As part of the same bonus action, she can cause the sword to attack one creature within 5 feet of it. The sword continue flying, until Anastrasya use a bonus action to end this effect, or until she is incapacitated or dead, at which point the sword falls to the ground or into her hand if she has one free.
While holding a shield, Anastrasya can, as a bonus action, telepatically cause it to animate. The shield leaps into the air and hovers in her space to protect her as if she was wielding it, leaving her hands free. The shield remains animated, until Anastrasya use a bonus action to end this effect, or until she is incapacitated or dead, at which point the shield falls to the ground or into her hand if she has one free.
Parry and Counter. Anastrasya adds 5 to her AC against one melee or ranged weapon attack that would hit her. If the attack misses, she can make one melee attack against the attacker if it is within her or her telekinetic weapon reach.
Brace. When a creature she can see moves into the reach Anastrasya have with her melee weapon she's wielding, she can use her reaction to make one attack against the creature, using that weapon. If the attack hits, she adds 4 (1d8) of the weapon’s type of damage to the damage roll.
The vampire can take 2 legendary action, 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. The vampire regains spent legendary actions at the start of its turn.
Move. Anastrasya moves up to her speed without provoking opportunity attacks.
Attack. The vampire Bride makes one unarmed strike or one Bridal Fang attack (if she is wielding it).
Order to Charge. Anastrasya can command an ally within 60 feet to move up to their speed and make a single melee attack.
Bite (Costs 2 Actions). The Bride makes one bite attack.
Lair and Lair Actions
Lair Actions
While Anastrasya is in Castle Ravenloft, Strahd allows her to take lair actions as long as she isn’t incapacitated.
On initiative count 20 (losing initiative ties), Anastrasya can take the following lair action, or forgo using it in that round:
- Until initiative count 20 of the next round, Anastrasya can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
Comments