Magic resistance: Anastrasia has advantage on spells and other magical effects.
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.
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.
Innate spellcasting (DC 16)
At will: shield, dissonant whispers, Sleep, silent image, disguise self, cloud of daggers
1/day: shield of faith, bless, calm emotions, clairvoyance, magic missile, major image, nondetection, phantasmal force
Anastrasia has advantage on concentration checks.
Multiattack. The vampire makes two claw attacks, followed by a bite attack.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 1d8+5 lashing damage. Plus 2d4 necrotic damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1d8+5 piercing damage plus 3d6 necrotic damage. If the target has already lost some of its hit points, it instead takes 2d10 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 ability reduces its hit points to 0.
Blood blade (5-6) each creature within 30ft of Anastrasia feels their blood turning sharp. Each creature must make a DC 16 constitution saving throw. On a failed save the creature takes 4d8 psychic damage, and it can not regain hitpoints for 1 minute. On a successful save the creature takes half damage and no other affect. Anastasia regains hit points equal to half the psychic damage rounded up.
Anastrasia may cast misty step as a bonus action
4/day Anastasia can cast counterspell
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.
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