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 Anastrasya takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Spider Climb. Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Anstrasya has the following flaws:
Forbiddance. Anastrasya can't enter a residence without an invitation from one of the occupants.
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 her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack. Anastrasya makes three attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by her, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Anastrasya 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.
Spellcasting. Anastrasya casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: friends, mage hand, message
2/day each: charm person, hold person, hypnotic pattern, silence, tasha's mind whip
1/day each: dominate person, raulothim's psychic lance
Instinctive Charm (Recharge 4–6). When a visible creature within 30 feet of Anastrasya makes an attack roll against her, Anastrasya forces the attacker to make a DC 16 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than Anastrasya or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.
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