Medium Undead, Lawful Evil
Armor Class 15
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +6, WIS +3, CHA +6
Skills Deception +6, Perception +3, Persuasion +6, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages Common plus two other languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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 she 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.

Sunlight Hypersensitivity. While in sunlight, Anastrasya takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Anastrasya makes three attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Anastrasya, 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 target dies if this effect reduces its hit point maximum to 0. Each time the target finishes a long rest without being bitten again, it can roll one of its hit dice and add its Constitution modifier. The target’s maximum hit points increase by an amount equal to the result. (This increase can’t raise the target’s hit points above its original maximum.)

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape DC 13).

Vomit Blood. Anastrasya spews blood in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and 3 (1d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Telekinetic Storm. Each creature within a 5-foot radius of Anastrasya must make a DC 14 Constitution saving throw, taking 4d4 force damage on a failed save, or half as much damage on a successful one.

Horrific Screech. All creatures that can hear within a 30-foot radius must succeed on a DC 14 Constitution saving throw or suffer the following effects: On a failed save, a creature has disadvantage on attack rolls, ability checks, and concentration checks until the start of Anastrasya's next turn. If a creature fails the save by 5 or more, it is also frightened of Anastrasya until the start of her next turn. If a creature fails the save by 10 or more, it is also paralyzed until the end of Anastrasya's next turn.

Reactions

Anastrasya can take up to three reactions per round, but only one per turn. If Anastrasya would lose her reactions and isn't incapacitated, she loses one reaction instead.

Wing Attack. When Anastrasya takes damage from a creature within 5 feet of her, she can force the attacker to make a DC 14 Strength saving throw. On a failed save, the attacker is pushed back 10 feet. If they fail the save by 5 or more, they also fall prone.

Vampiric Command. When a creature moves within 10 feet of Anastrasya or damages her while within 10 feet of her, she can use her reaction to force the creature to make a DC 14 Wisdom saving throw. On a failed save, Anastrasya can command the creature as if she had cast the command spell, without expending a spell slot or using any components.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.

Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.

Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.

Description

Vampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures’ wills as they terrorize and feed on populations over generations.


Vampires

Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.

Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun’s searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire’s grim sanctuary.

Vampire Resting Places
1d6 The Vampire’s Resting Place Is …
1 Among the roots of a dead tree.
2 At the bottom of a stagnant pool.
3 A coffin filled with grave dirt.
4 A large pot full of blood or vinegar.
5 A space accessible only by shape-shifting.
6 Within a statue or suit of armor.

Lair and Lair Actions

Vampire Lairs

Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.

The region containing a vampire’s lair is warped by its presence, creating the following effects:

Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.

Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.

Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.

If the vampire dies or moves its lair elsewhere, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
2/5/2025 9:53:50 PM
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Habitat: UnderdarkUrban

Evanholler7

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