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.
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.
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.
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.
Description
Anastrasya second stage stat block as described in Curse of Strahd Reloaded. All credit to Dragnacarta.
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