Self-destruction: Carmilla is capable of self-destructing by stabbing herself with her curved blade, causing an inferno of violet flames to explode, capable of blasting stone
Legendary Resistance (3/Day). If Carmilla fails a saving throw, she can choose to succeed instead.
Regeneration. Carmilla regains 20 hit points at the start of her turn if she has at least 1 hit point and isn’t in running water or sunlight. If she takes radiant damage or damage from holy water, this trait doesn’t function at the start of her next turn.
Spider Climb. Carmilla can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Carmilla has the following flaws:
Forbiddance. she can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. she 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 her heart while she is incapacitated in her coffin, she is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, Carmilla takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.
Mistress of charisma. Carmilla has command over the following spell list:
1st. Vicious Mockery, Charm Person, Command At will.
5th. Dominate Person 5/ per day.
Multiattack. Carmilla makes two attacks, only one of which can be a bite attack.
Flame Tongue. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage, or 8 (1d10 + 4) slashing damage when used with two hands, plus 7 (2d6) fire damage if the weapon is aflame.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 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 Carmilla regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Charm. Carmilla targets one humanoid she can see within 30 feet of him. If the target can see Carmilla, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Carmilla as a trusted friend to be heeded and protected. The target isn’t under Carmilla's control, but it takes Carmilla's requests and actions in the most favorable way and lets Carmilla bite it.
Each time Carmilla or her 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 Carmilla is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Carmilla 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. Carmilla regains spent legendary actions at the start of his turn.
Move. Carmilla moves up to her speed without provoking opportunity attacks.
Flame tongue. Carmilla makes one Flame tongue attack.
Bite (Costs 2 Actions). Carmilla makes one bite attack.
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