Regeneration. Anastrasya regains 15 hit points at the start of its 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 the her next turn. If she falls to 0 hit points, she reverts to a mist and returns to her coffin.
Master of Wolves. Anastrasya can turn into a wolf, or summon 1d6 + 4 wolves or 1d4 + 4 dire wolves that arrive within 3 rounds.
Spider Climb. Anastrasya 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. Anastrasya can cast spells she has prepared. She uses charisma as her spellcasting ability (DC17)
At will: Dancing Lights, Vicious Mockery, Minor Illusion, Prestidigitation.
1st level (4 slots): Bane, Disguise Self, Hideous Laughter, Silent Image, Sleep
2nd Level (4 slots): Heat Metal, Enthral, Suggestion, Misty Step
3rd Level (3 slots): Fear, Hypnotic Pattern, Major Image
4th Level (1 slot): Compulsion, Confusion, Hallucinatory Terrain
Parasol Powers. Anastrasya's parasol grants her unusual powers. She is constantly under the effect of Featherfall and can use her reaction to take no damage from sunlight from one direction. While used as a shield, the parasol counts as 3/4 cover, is 5 feet in diameter and has an AC of 20 with 50hp. The parasol cannot be damaged by non magical means and Ana will mend it if it is not destroyed.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (3d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Anastrasya, incapacitated, or restrained. Hit: 6 (3d6 + 4) piercing damage plus 7 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and she 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.
Parasol Stab. Melee Weapon Attack: +9 to hit, reach 10ft, one creature. Hit: 18 (3d8 + 4) piercing damage plus 7 (2d6) poison damage. The target must make a DC16 constitution save or be paralyzed for 1 minute. This attack can be used while the parasol is being used as a shield.
Charm. The target must make a DC17 wisdom save or be charmed for 24 hours.
Parasol Protection. Anastrasya uses her parasol to protect herself from sunlight. The parasol only protects her from one angle.
Poison Jab. Anastrasya stabs at an approaching target from 10ft away.
Anastraysa has 1 legendary action point per turn.
(1 action point): Anastrasya moves up to 30ft. This movement does not provoke an attack of oppurtunity.
(1 Action Point): Ana makes a stabbing attack with her parasol.
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