Chosen of Strahd. If Strahd allows it, Anastrasya can move through walls, floors and ceilings when Strahd uses that lair action.
Enchanted Equipment. Anastrasya telekinetically wields a shield and longsword.
Innate Spellcasting. Anastrasya's spellcasting ability is Charisma (spell save DC 18; +10 to hit with spell attacks). She can cast the following spells, without requiring material components:
At will: charm person, detect thoughts
3/day: charm monster, dominate person, suggestion
1/day: dominate monster, mass suggestion
Legendary Resistance (3/Day). If Anastrasya fails a saving throw, she can choose to succeed instead.
Regeneration. Anastrasya regains 20 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 Anastrasya takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Special Equipment. Anastrasya wields her rapier, +2.
Spider Climb. Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Anastrasya has the following flaws:
Forbiddance. Anastrasya can't enter a residence without an invitation from one of the occupants. As one of Strahd's deputies, Strahd can give her permission to do so in Barovia.
Harmed by Running Water. Anastrasya takes 20 acid damage when she ends her turn in running water.
Stake to the Heart. Anastrasya is destroyed if a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place.
Sunlight Hypersensitivity. Anastrasya takes 20 radiant damage when she starts its turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack. Anastrasya makes one unarmed strike attack and one bite attack. Or, Anastrasya makes four rapier attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 8 (1d8+4) slashing damage. On a hit, Anastrasya can choose to grapple the target (escape DC 18) instead of dealing the slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 feet, one willing creature, one creature grappled by Anastrasya or a creature that is incapacitated or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's maximum hit points are reduced by a number equal to the necrotic damage dealt and Anastrasya regains hit points equal to that amount.
Rapier. Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 10 (1d8+7) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 feet, one target. Hit: 8 (1d8+4) piercing damage.
Charm. Anastrasya targets one humanoid she can see within 30 feet of her. If the target can see Anastrasya, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by Anastrasya. The charmed target regards Anastrasya as a trusted friend to be heeded and protected. Although the target isn’t under Anastrasya's control, it takes the Anastrasya’s requests or actions in the most favorable way it can, and it is a willing target for Anastrasya’s bite attack.
Each time Anastrasya or Anastrasya'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 Anastrasya 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). Anastrasya magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Anastrasya can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Anastrasya and obeying her spoken commands. The beasts remain for 1 hour, until Anastrasya dies, or until she dismisses them as a bonus action.
Parry. Anastrasya adds 5 to her AC against one attack that would hit her.
Anastrasya can use three legendary actions per round. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn and can use the following legendary actions:
Attack. Anastrasya makes one attack that is not a bite attack.
Move. Anastrasya moves up to her speed without making opportunity attacks.
Beguiling Appearance (Costs 3 Actions). One creature Anastrasya can see within 30 feet of her must succeed on a DC 18 Charisma saving throw or be charmed until the end of her next turn. While it is charmed, the target is under her control.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
Previous Versions
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12/10/2021 3:48:49 PM
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Coming Soon
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