Brutalize. If Anastrasya hits the same target with all three attacks granted by her Multiattack in a single turn, the target is stunned until the end of its next turn. If the creature is reduced to 0 hit points by the attacks, it gains one level of exhaustion
Regeneration. The vampire regains 10 hit points at the start of its turn if it 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 the vampire's next turn.
Ring of Propertual Darkness. If the wearer of this ring is vulnerable to radiant damage, it take that damage normally as long as they wear this ring.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. Anastrasya makes three attacks and can be any combination of Bloody Executioner, Crimson Shower, or Claws, or one attack can be substituted for one Bite.
Crimson Shower. If Anastrasya has less than half of her HP and has 3 or more enemies within 5ft of her, she can attack using Bloody Executioner targeting all characters within 5ft.
Bloody Executioner. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 9 (1d12 + 5) piercing damage and must make a DC 18 Constituion Saving throw. On a failure, target takes and additional plus 10 (2d6) necrotic damage. If the same create fails their Constitution Saving throw three times before succeeding, they must make a DC 22 Constitution Saving Throw or immediately die.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 17).
Bite. 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: 8 (1d6 + 5) 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.
Melee Weapon Attack: +9 to hit, one target, reach 5 ft. Hit: The target is shoved prone or 5 feet away from Anastrasya (her choice).
Rage. As a bonus action, Anastrasya can enter a state of rage. When she does, she may immediately move up to half her speed and she gains the following benefits for the next minute
- Advantages on Attack Rolls, Strength checks and Strength saving throws
- Resistance to all damage except psychic damage (Pack of the Bear Totem Barbarian).
Anastrasya 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. Anastrasya regains spent legendary actions at the start of her turn.
Commanding Voice (1 Action). Anastrasya attempts to influence another humanoid with the sheer power of her commanding voice. She casts command by spending 2 of her legendary actions, she can cast the spell at 2nd level. Her spellcasting ability for this ability is Charisma, her spell save DC is 22 for this spell only. One of her favorite commands is “grovel” or approach.
Hurl (1 Action). Anastrasya throws one creature she has grappled. The target is hurled up to 20 feet. It must succeed on a DC 17 Dexterity saving throw or land prone and take 7 (2d6) bludgeoning damage, or half as much on a successful save. If it lands in the space of another creature, that creature also must succeed on a DC 17 Dexterity saving throw or fall prone and take 7 (2d6) bludgeoning damage, or half as much on a
successful save.
Bloody Talons (2 Actions). If Anastrasya has dealt damage to any target on her last turn, she can lick the blood dripping off her claws, relishing every drop. This instills her with a
sudden blood rush and she can immediately move up to 45 feet and make one Bite attack, even if the target is not willing, restrained, incapacitated, or grappled by her. While moving in this way, Anastrasya does not provoke opportunity attacks.
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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