Vampire Special Traits
Shapechanger. If Akasha isn't in sunlight or running water, she can use her action to polymorph into a dire bat or a Medium cloud of mist, or back into her true form.
While in bat form, Akasha can't speak, her walking speed is 5 feet, and has a flying speed of 60 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she's carrying does. Akasha reverts to her true form if she dies.
While in mist form, Akasha can't take any actions, speak, or manipulate objects. She's weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all non magical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If Akasha fails a saving throw, she can choose to succeed instead.
Misty Escape. When Akasha drops to 0 hit points she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.
While Akasha has 0 hit points in mist form, she can't revert to her vampire form, and she must reach the ooze within 2 hours or be destroyed. Once Akasha gets within 50 feet of the ooze she was born from, she reverts to her vampire form. Akasha is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her within 50 feet of the ooze with 0 hit points, she regains 1 hit point.
Regeneration. Akasha regains 20 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 Akasha takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Spider Climb. Akasha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Akasha has the following flaws:
Forbiddance. Akasha can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Akasha takes 20 acid damage if she ends her turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Akasha's heart while she is incapacitated, Akasha is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Akasha takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Spellcasting. Akasha is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Akasha has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, bestow curse, nondetection
4th level (3 slots): blight, greater invisibility
5th level (1 slot): dominate person
Werewolf Special Traits
Werewolf. Akasha gains a Strength of 20 if her score isn’t already higher, and a +1 bonus to AC while in werewolf form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength
Keen Hearing and Smell. Akasha has advantage on Wisdom perception checks that rely on hearing or smell.
Curse of Akasha. A humanoid creature can be afflicted with the curse of Akasha after being bitten Akasha. A remove curse spell can rid an afflicted creature of the curse.
VAMPIRE FORM
Multiattack. (Vampire Form ). Akasha makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form ). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (1d10 + 4) bludgeoning damage. Instead of dealing damage, Akasha can grapple the target (escape DC 18).
Bite. (Dire Bat or Vampire Form ). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Akasha, incapacitated, or restrained is subjected to a bite. Hit: (1d6 + 4) piercing damage plus (3d6 +4) necrotic damage. Akasha regains hit points equal to the amount of necrotic damage. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way it rises the following night as a vampire spawn under Akasha's control.
Charm. Akasha is immune to charm and suggestion spells. Akasha targets one humanoid she can see within 30 feet of her. If the target can see Akasha, the target must succeed on a DC 16 Wisdom saving throw against her gaze or be charmed by Akasha. The charmed target regards Akasha as a trusted friend to be heeded and protected. Although the target isn't under Akasha's control, it takes Akasha's requests or actions in the most favorable way it can, and it is a willing target for Akasha's bite attack. Each time Akasha or her companions do any harm to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Akasha is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Akasha magically calls 2d4 swarms of dire bats or dire rats, provided that the sun isn't up. While outdoors, Akasha can call 2d6 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Akasha and obeying her spoken commands. The beasts remain for 1 hour, until Akasha dies, or until Akasha dismisses them as a bonus action.
WEREWOLF FORM
Multiattack. Akasha makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10 +5) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or suffer the Curse of Akasha in 2d6 rounds. The affected can be cured with a remove curse spell before the curse takes affect.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (2d8 +5) slashing damage.
Akasha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Akasha regains spent legendary actions at the start of her turn.
Move. Akasha moves up to twice her speed without provoking opportunity attacks.
Unarmed Strike. Akasha makes one unarmed strike.
Bite.(Costs 2 Actions). Akasha makes one bite attack.
Ultimate Shapechanger. ( Cost 3 Actions ). Once a day Akasha can use her action to polymorph into a vampire - werewolf form. She retains both werewolf and vampire abilities and traits. She increases one size level. She gains one attack on each target within 40 feet per round, but takes -5 to AC against attacks for the duration. Effects last for 1d6 rounds. Any equipment she's wearing or carrying is transformed into this form. Akasha reverts to her true form if she dies.
Description
Lair and Lair Actions
Akasha Lair
Akasha chooses a grand yet defensible location for her lair, such as a castle, fortified manor, or walled abbey. She hides an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding Akasha's liar is warped by her unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of Akasha's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If Akasha is destroyed, these effects end after 2d6 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/19/2020 5:27:32 AM
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2
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1
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vampire / werewolf
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Coming Soon
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