Creature Of The Night Image

You have joined the ranks of the vampires, creatures of the night.

Changes to Appearance. Your appearance changes noticeably. Your eyes turn a dark crimson, your ears elongate to points, canine teeth grow into fangs and all blemishes and scars are removed from your perfect skin. You also cease to age.

Vampiric Dependencies. You require the consumption of at least 1 drop of humanoid blood per day. If this requirement is not met, you gain 1 point of exhaustion and lose access to all following features. The consumption of the aforementioned blood also removes all exhaustion and  returns access to any lost vampiric features.

Shapechanger. If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat, or back into your true form. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying do. You revert to your true form if you die.

Bite Attack. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Hit: 1d6 + 4 piercing damage plus 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.

Regeneration. You regain 1d6+2 hit points at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. You have the following flaws:

Forbiddance. You can't enter a residence without an invitation from one of the occupants or a creature already over the threshold. If you do, you gain 1 point of exhaustion.

Harmed by Running Water. You take 1d6+4 acid damage when you end your turn in running water.

Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated.

Sunlight Hypersensitivity. You take 1d6+4 radiant damage when you start your turn in direct sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Creature Of The Night Image

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