Keen Senses. The vampire has advantage on Wisdom (Perception) checks.
Blood Frenzy. The vampire has advantage on melee attack rolls against any creature that doesn't have all its hit points.
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 its next turn.
Shapechanger. The vampire can use its action to polymorph into a Tiny bat or a Medium bat-humanoid hybrid, or back into its true form, which appears humanoid. While in bat form, the vampire can’t speak and its statistics other than its size, speed, and AC remain unchanged. Anything the vampire is wearing transforms with its but nothing it is carrying does.
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. The vampire may enter any residence that its sire also occupies, without an invitation.
• 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.
• Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, The vampire has disadvantage on attack rolls and ability checks.
Special Equipment. Anastrasya wears a Masque Charm and a Brooch of Living Essence, along with an assortment of fine jewelry. The charm is an ornately crafted silver-hairpin set with a brilliant ruby, and etched in motifs of twisting rose stems; it is a staple article of Anastrasya’s wardrobe. The bride adores the hairpin, as it was a gift given to her by Strahd on their wedding night. Anastrasya has learned to appreciate the magical nature of the pin, and makes regular use of its power, although she is unwilling to push the magic of the pin to its limits for fear that its beauty may be tarnished. While wearing this charm, Anastrasya can use an action to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast from the charm again until the next sunset. When casting the spell, Anastrasya can extend its normal 1 hour duration to 6 hours. If she chooses the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from Anastrasya’s person. Anastrasya’s magic brooch is stylized to resemble a lover’s knot, cast in gold and set with 18 fine emeralds. While Anastrasya wears the brooch, spells and anything else that would detect or reveal her creature type treat her as humanoid, and those that would reveal her alignment treat it as neutral.
Multiattack (Hybrid or Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack.
Claws (Hybrid or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, 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 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.
Children of the Night (1/Day). The vampire magically calls 7 (3d4) swarms of bats. The swarms arrive at the start of the vampire’s next turn, each appearing in an unoccupied space with 15 ft of the vampire. The swarms act on the vampire’s turn obeying its telepathic commands. The swarms remain for 1 hour or until reduced to one quarter of their hit points, or until the vampire is destroyed or they are dismissed by the vampire (no action required).
Stunning Beauty (Recharge 5-6, Vampire Form Only). The vampire takes on the appearance of an unearthly beauty; which affects up to 6 creatures of its choice within 20 feet that can see it. Creatures targeted by this effect must make a DC 15 Wisdom save or be stunned until the end of there next turn. A creature that fails this save by 5 or more is stunned for 1 minute, and may repeat the save at the end of each of its turns, ending the effect on itself on a success. A creature can use its action to shake a stunned target free of the effect, which ends the condition. Constructs and Undead are immune to this effect.
Charm (Bat or Vampire Form Only). The vampire targets one humanoid it can see within 30 feet. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw or be charmed. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire‘s control, it interprets the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire‘s bite attack. Each time the vampire (or its 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 the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Darkstrider. Once on each of the vampire’s turns, it can take either the Dash or Hide action as a bonus action, as long as the vampire is not in sunlight or running water.
Ravenous (Hybrid or Vampire form only). When the vampire damages a creature with its bite attack, the vampire can use its reaction to gorge itself; dealing an additional 7 (2d6) necrotic damage to the target with the attack.
The vampire can take 2 legendary actions, choosing from the options below. Only one action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Claws. The vampire makes one attack with its claws.
Detect. The vampire makes a Wisdom (Perception) check.
Wing (Bat or Hybrid Form Only). The vampire moves up to its fly speed, ignoring opportunity attacks.
Devour (Costs 2 Actions). The vampire makes one bite attack against a creature that is grappled by it or one that is incapacitated or restrained.
Description
Anastrasya was a noblewoman of Vallaki that hosted lavish masquerade parties in honor of Strahd. Possessed with extraordinary beauty, Anastrasya was the object of desire for many a wicked heart among the Vallakian nobility. Still, she was ruthless with any that she thought were traitorous to the Lord of Barovia, casting her spiteful plots upon those that she deemed undeserving of Strahd’s tolerance. Even though she had never seen him, she knew of his terrible reputation, and there was no doubt in Anastrasya’s mind that if she could only meet the count, he would deem her worthy as a bride; if she was going to marry a monster, she was going to marry the scariest one in the land. Fear grants Power and Power demands Respect, she thought to herself, and so her delusion continued to grow unabated.
At one of her grand parties, she met a beautiful woman named Ludmilla, who claimed to be an agent of the count. She informed Anastrasya that the count wanted to dine with her at Castle Ravenloft, an invitation she hastily accepted. Once at the castle, Ludmilla gave Anastrasya a tour, gaining some pleasure in the prospect that the beautiful noblewoman would be terrified by the sights of Castle Ravenloft. Much to her surprise, Anastrasya was enamored with the macabre and evil displays of Strahd’s power.
Strahd took to Anastrasya immediately, and once she had been made his; the count wasted no time entrusting his eldest bride, Ludmilla to bring his new consort to par with his expectations.
Of the three brides, Anastrasya is the most talented in the practice of the vampiric arts; possessing the ability to charm others; summon and command swarms of bats; and to even transform herself into a terrifying bat-humanoid monstrosity despite her preference to assume an appearance quite the opposite. Believing herself to be the most beautiful creature in the valley, Anastrasya has little tolerance for “ugly” things, and her vanity only serves to feed to her disdain of anything that might threaten that perception.
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. The vampire does not require air.
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 2d6days.
Previous Versions
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