Legendary Resistance (3/Day). If Count Magpyr fails a saving throw, he can choose to succeed instead.
Regeneration. Count Magpyr regains 20 hit points at the start of its turn if he has at least 1 hit point and isn’t in sunlight or running water.
Innate Spellcasting. Count Magpyr's spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material or somatic components: At will: command, charm person, gaseous form, 5/day each: suggestion, counterspell, dispel magic, call lightning, 3/day each: create undead, raise dead, circle of death, 1/day each: plane shift, power word kill, control weather
Holy Knight-mare. Count Magpyr is an expert in divine magic, has taught thousands of holy men and written hundreds of ancient scriptures. Any spell or effect that would normally single out the undead or evil beings such as divine sense, forbiddance or turn undead must treat Count Magpyr as if he was a good human.
Mag-pire Weaknesses. Count Magpyr has dedicated his 'life' to reducing the weaknesses he has been cursed with in order for him and his family to rejoin society. Count Magpyr still has the following flaws:
- Forbiddance. If the Count Magpyr enters a residence without an invitation from one of the occupants they must succeed a dc 19 wisdom saving throw or immediately take 35 (10d6) psychic damage or half as much on a success.
- Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated the vampire is paralyzed until the stake is removed.
- Sunlight Sensitivity. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack. Count Magpyr makes three attacks, only one of which can be a bite.
Sharp Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 18 (5d4 + 5) slashing damage. Instead of dealing damage, he can grapple the target (escape DC 19).
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or one that is grappled by him, incapacitated, or restrained. Hit: 12 (2d6 + 5) piercing damage plus 21 (6d6) necrotic damage, and they can't regain hit points until the start of Count Magpyr's next turn.
Mass Suggestion (recharge 5-6). Count Magpyr casts the mass suggestion spell. Any creatures charmed in this way also regards him as a trusted friend and they become a willing target for his bite attack.
Count Magpyr 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. Count Magpyr regains spent legendary actions at the start of his turn.
Move. Count Magpyr moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Count Magpyr makes one unarmed strike.
Spell Casting (Cost 2 Actions). Count Magpyr casts a spell of 5th level or lower
True Regeneration (Cost 3 Actions). If he has at least 1 hit point and isn’t in sunlight or running water Count Magpyr chooses to either regain 50 hit points or is granted the effects of a greater or lesser restoration spell. After one use of this action he is unable to do it again until he hits a humanoid with a bite attack.
Description
Count Magpyr knew that there was no future to vampirism while they are all plagued by so many weaknesses. So he has spent thousands of years researching his condition and integrating himself into dozens of religious institutions. He now spends his days eating garlic bread, politely debating clerics in the sunshine and charming people into agreeing that they are just food in a world where vampires are the apex predators.
He is unable to make vampire spawn but he does have a vampire family who share his views and follow him where ever he goes. Most of these vampires don't want humans to be unhappy or suffer in the way most humans don't want the same for cows.
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