Lycanthrope Vampire
Cursed with both the supernatural gifts of lycanthropy and the dreadful thirst of vampirism, lycanthrope vampires exist in a state between man, beast, and death. Both savage hunters and tragic victims of fate, they stalk the darkness as unpredictable predators, feared by mortal and immortal alike.
Lycanthrope Vampire Traits
Ability Score Increase. Your Strength, Dexterity and Constitution increase by 2, 1 and 1 respectively due to your synergistic supernatural fusion.
Age. Lycanthrope vampires are immortal and do not age once afflicted.
Alignment. The competing animalistic and undead drives of lycanthropy and vampirism push lycanthrope vampires toward chaotic evil alignments.
Size. You are Medium in humanoid and Hybrid form, Large in beast form. Your size increases to Large at 5th level and Huge at 10th level in Hybrid form.
Speed. 30 ft in humanoid form, 40 ft in beast and Hybrid forms.
Darkvision. Your vampiric nature grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Keen Senses. You have proficiency in the Perception skill due to your enhanced predatory senses. You have advantage on Wisdom (Perception) checks relying on hearing, smell and darkvision.
Natural Weapons. Your claws and fangs are natural weapons, granting 1d6 piercing and slashing damage in humanoid form, 1d8 in beast and Hybrid forms. This damage scales up at 5th and 10th level based on your size.
Blood Healing. You can drain blood from a willing or grappled creature as an action to heal 2d6 hit points.
Shapechanger. You can use a bonus action to polymorph between your humanoid, beast, and Hybrid forms. You have fine control over your shapechanging and do not require a full moon.
Regeneration. You regenerate 5 hit points per round if you have half your hit points or fewer and are not in direct sunlight.
Bloodlust. When you take damage in combat or lack blood, you must succeed on a DC 15 Wisdom saving throw or make a bite attack against the nearest creature on your next turn.
Hybrid Transformation. At 5th level, you unlock your Hybrid form, granting resistance to nonmagical attacks and other bonuses.
Mist Form. At 10th level, you can transform into a swarm of bats or mist as an action once per long rest, lasting 1 hour.
Vampiric Weaknesses. You possess typical vampiric weaknesses - As well as the werewolf vulnerability to silvered weapons.
Sunlight Hypersensitivity - Takes 20 radiant damage when starting its turn in sunlight.
Running Water - Takes 20 acid damage if ending its turn in running water.
Stake to the Heart - If a piercing weapon made of wood is driven into its heart while it is incapacitated, it is paralyzed until the stake is removed.
Garlic - Has disadvantage on ability checks and attack rolls for 1 hour after eating garlic.
Holy Symbol - Cannot approach within 10 feet of a presented holy symbol of good alignment.
Invitation Only - Cannot enter a residence without being invited in by one of the occupants.
Harmed by Holy Water - Takes 20 acid damage when hit by holy water.
Turned by Clerics/Paladins - May be turned by cleric or paladin's Turn Undead ability.
Cannot Cross Running Water - Cannot cross a river or other body of running water, except as mist.
Mirrors - Has no reflection in mirrors.
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