Shapechanger. If Von Stark isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Von Stark can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. Von Stark reverts to his true form if he dies.
While in mist form, Von Stark can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 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. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Misty Escape. When Von Stark drops to 0 hit points outside its resting place, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, it is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to its vampire form. Von Stark is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.
Regeneration. Von Stark regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Von Stark takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spider Climb. Von Stark can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Von Stark has the following vampire flaws:
Forbiddance. Von Stark can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Von Stark takes 20 acid damage if he ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Von Stark's heart while the he is incapacitated in ihis resting place, Von Stark is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, Von Stark takes 20 points of Radiant damage per round and has disadvantage on attack rolls as well as on Wisdom Perception checks that rely on sight.
Spellcasting. Von Stark is a 8th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Von Stark has the following wizard spells prepared:
Cantrips (at will): chill touch
1st level (4 slots): cause fear,* shield
2nd level (3 slots): blindness/deafness,* ray of enfeeblement*
3rd level (3 slots): animate dead,* counterspell, vampiric touch*
4th level (2 slots): blight,* dimension door
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When Von Stark kills a creature that is neither a construct nor undead with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
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 13 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.
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