Lesser Kingsblood Eyes (3/Day). As an action, Caine can bestow another Vampire with the effects of a chosen Feat for 1 minute.
Legendary Resistance (3/Day). If Caine fails a saving throw, they can choose to succeed instead.
Regeneration. Caine regains 20 hit points at the start of their turn if they have at least 1 hit point and isn't in sunlight or running water. If Caine takes radiant damage or damage from holy water, this trait doesn't function at the start of their next turn.
Spider Climb. Caine can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Caine 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 if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
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.
Spellcasting. Caine is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, [Tooltip Not Found], toll the dead
1st level (4 slots): comprehend languages, fog cloud, mage armor, magic missile
2nd level (3 slots): detect thoughts, hold person, mirror image
3rd level (3 slots): animate dead, bestow curse, nondetection
4th level (3 slots): blight, greater invisibility, faithful hound
5th level (2 slots): dominate person, far step
6th level (1 slot): [Tooltip Not Found]
7th level (1 slot): Teleport
8th level (1 slot): illusory dragon
Multiattack. Caine is able to make two unarmed attacks
Arcane Unarmed Attack. 5ft range. +12 to Hit. On a hit does 11 (1d8+7) Magical Bludgeoning Damage.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful 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 the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
The vampire 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. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Description
A young-looking vampire dressed in fair but sturdy robes. A loyal and serving aide to Ocre Vigia.
Previous Versions
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