Regeneration. She 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.
Telepathic Gaze: Valerie can detect the presence of the mind of any intelligent creature that comes within 100 ft. of her from both the Astral and Material plane. She can also communicate telepathically with any living organism within 100 ft., ignoring all language barriers. To stay hidden from this, the creature must successfully beat her on an Intelligence saving throw.
Vampire Weaknesses. Valerie's resting form is that of a Vampire, and thus retains the following flaws:
Wooden Stake. Valerie's resting form is disturbed by any piercing weapon made of wood. If it is driven into her chest, she is immediately reduced to 0 hit points and retreats to the Astral plane to compose herself.
Sunlight Hypersensitivity. While in direct sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack. She makes two attacks, only one of which can be a bite attack.
Claws. +10 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 6) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Vamparic Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Valerie, incapacitated, or restrained. Hit: 12 (2d6 + 3) piercing damage plus 10 (2d6) poison damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Valerie 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.
Cane Sword. Melee Weapon Attack: If Valerie's cane is morphed into it's sword form, she can make 2 attacks with
Parry:
Phase:
Ethereal Grace:
Ascendant Form: