Nightchanger. The mother steps into shadows or darkness large enough to fully contain her body, melding herself and all the equipment you carry with the shadow for the duration. Using her movement, she step into the shadow at a point you can touch. Nothing of her presence remains visible or otherwise detectable by non-magical senses.
While merged with the shadow, she can see what occurs outside it, but any Wisdom (Perception) checks she makes to hear sounds outside it are made with disadvantage. She is remain aware of the passage of time and can cast spells on herself while merged in the shadow. She can keep moving wherever there still is shadow, until she steps out of it or are hit with a light, which ends the spell.
Nights Embrace. The mother has a shroud of darkness all around her, giving all present in a 60ft area, and willing to have an additional 1 AC and Healed 2d6 on their turn. This buff is only present when there is no direct light. In return for this gift, the Mother can use Mother's Command action on those who willing gain this gift.
Magic Resistance. Mother has advantage on all magic based saving throws.
Regeneration. Mother regains 15 (3d10) hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Night takes radiant damage or damage from holy water, this trait doesn't function at the start of the Night's next turn.
Call of Guardians. The Mother has Shield guardians that she controls with a ruby amulet around her neck. She can control two of these guardians that move on their own initiative. These guardians are tortured souls the mother has bound to these suits of armor, and upon her death they are released. This item is dropped unless intentionally damaged, and can be used to control future shield guardians.
Vampire Weaknesses. Night has the following flaws:
Harmed by Running Water. Night takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. Night takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Mother's Command. As a bonus action, the mother can order a single creature under her Nights Embrace to perform a non-magical attack or full movement. This can be used on her Shield Guardians.
Multiattack. Mother makes two attacks, only one of which can be a bite attack.
Shadow Winds. (Recharge 2-3) As an action, the mother can call upon the shadows to attempt to bind targets within a 35 ft sight with a 10ft area. The targets of the attack must make a 10 DC Dex save or is grappled against the winds. The target must then take all of their movement to break free of the winds and can not attack with non-magical attacks or any melee attacks while inside.
Shadow Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 2) piercing damage plus an additional 10 (2d10) necrotic damage. Otherwise, the mother can do half necrotic damage, and grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the mother, incapacitated, or restrained. Hit: 7 (1d8 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mother 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 this way crumbles giving the mother an additional spell slot in every slot and regaining 4d12 hp.
Fear. The mother 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 16 Wisdom saving throw against this magic or be Frightened by the mother. The Frightened target regards the mother as their worst fear.
The effect lasts 24 hours or until the mother is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Shadow Tendrils. Ranged weapon attack: +7 to hit, 35 ft reach., one creature. Hit: 12 (2d6+6) bludgeoning damage, the target is grappled. On the grappled target's turn, they can make a Strength 14 DC saving throw to break free of the tendrils of shadow.
Shadow Howl. (Recharge 4) Breathe attack. Night unleashes a blast of shadows from her mouth in a howl. The blast is in a 5ft by 30ft line. All creature in the line must make a DC 16 dexterity saving throw or take 6 (2d6) Thunder damage. On a success the creature takes half damage. On a fail however, the targets must make a DC 12 Con save or take 9 (3d6) necrotic damage and is his by Fear attack ignoring previous immunity due to previous fail.
Mother's Call. (Recharge 5-6) If attacked directly, she can call upon one in her control of Nights Embrace to protect her from the attack. If the person is a caster, they can use a similar spell to cancel or use Dispel/Counter spell. This command can not be given to attack the attacker directly unless it's to break concentration.
Shadow mist. the Mother uses her reaction to turn into a shadow and take only half damage when struck with a melee attack.
Fear Incarnate. (Recharge 1) Night uses her reaction to take the form of her attackers greatest fear to give them disadvantage on their attack against her. If this action causes the player to miss (meaning the second roll was the cause of the miss) than the target is hit by her fear and this ignores previous immunity due to failed attempt.
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.
Children of the Guardian Night. (3 Actions) Mother magically calls upon a fallen shield guardian's tortured soul to summon a (Shadow, Shadow mastiff), provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of the mother and obeying her spoken commands on her turn. The beasts remain for 1 hour, until the mother dies, or until the mother dismisses them as a bonus action.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Bite.(Costs 2 Actions). The vampire makes one bite attack.
Lair and Lair Actions
The Vampire mother is a very powerful shadow caster. If she uses no actions and runs at half speed, she can cast a powerful shadow spell that covers 120 ft in all directions. The area is now magically dimmed, and if already dim is now dark and adds a +1d6 to her healing abilities. She can now have the following lair actions with it losing all ties to initiative. She can cast one of these actions so long as she is within the magical darkness area.
- The Vampire Mother can absorb half of the darkness to cast her regenerate action with the additional 1d6 of her lair benefits.
- She can teleport her or one within her command to another area within the darkness lair.
- She can cast one of the following spells as a 9th level spell caster (spell save DC 16, +9 to hit with spell attacks) (Separate recharge roll of a 1d12 on a 6-12 she can cast again):
Cantrips (at will): chill touch, mage hand, message, ray of frost, toll the dead
1st level (4 slots): charm person, detect magic, disguise self, protection from evil and good, sleep
2nd level (3 slots): hold person, invisibility, phantasmal force, suggestion
3rd level (3 slots): bestow curse, counterspell, major image, slow
4th level (3 slots): banishment, confusion, greater invisibility, phantasmal killer
5th level (3 slots): dominate person, geas, hold monster, telekinesis
6th level (2 slots): arcane gate, magic jar, mass suggestion
7th level (2 slots): plane shift, project image, teleport
8th level (1 slot): dominate monster, feeblemind
Previous Versions
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