Shapechanger. If Crowwin isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the Crowwin can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It 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. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Magic attacks. Crowwins attacks are magical
Magic seals. Crowwin has 2 black magic souls that help him when he reaches certain health milestones. when Crowwin hits 100 hp for the first time in this day, he gains the mythic action Dark Rider. When crowwin is reduced to 60 hit points in this day he gains the mythic action Priest of the damned.
Legendary Resistance (3/Day). If the Crowwin fails a saving throw, it can choose to succeed instead.
Misty Escape. When Crowwin drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Crowwin regains 15 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 the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. Crowwin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Crowwin has the following flaws:
Forbiddance. Crowwin can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Crowwin 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 Crowwin’s heart while crowwin is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Crowwin takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. Crowwin makes 2 attacks with his soul palm.
Palm of the dark one. melee weapon attack , one target, reach 5ft., +8 to hit. Hit:8(1d6+4) bludgeoning damage and 3(1d6) psychic damage. When a creature is hit with this attack the creature must make a wisdom saving throw(DC 15) or become frighted of him until the end of Crowwin's next turn.
Lord of the boneyard(1/day) Crowwin summons 2d4 skeletons within 15 feet of him. If there isn't room he summons as many of the 2d4 as space allows. The skeletons go on their own initiative and obey the commands of Crowwin.
The Crowwin 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 Crowwin moves up to its speed without provoking opportunity attacks.
Palm of the Dark one. Crowwin makes 1 Palm of the dark one attack.
The vampire can take 2 Mythic action, Only one Mythic action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent mythic actions at the start of its turn.
Dark rider(Once per round). Crowwin chooses 2 spots within 50ft of him, at that spots dark spectral riders manifest. The riders then charge in a 25ft line, in the direction of Crowwin's choice. The Riders can charge vertically and horizontally, not diagonally. Each creature in the charge of the riders must make a choice. If the creature has its reaction it may use it to either block or parry, if it doesn't use its reaction it makes a Dexterity saving throw(DC 15) if they fail they take 13(2d12) force damage or half if they succeed. If they Block they instead take half damage instead of making a check. If they Parry they must make a weapon attack role (DC 17) if they fail they take full 13(2d12) force damage, If they succeed they take no damage and get a hit on the rider(this acts as a attack of opportunity except they automatically hit). If the rider is reduced to 0 hit points it dies and can't be used again by Crowwin until the next day. The riders disappear after the mythic action has ended and only reappear the next time the mythic action is used. The riders automatically fail any saving throw The riders have these following stats:
- 25 hit points
- Movement type: hovering
- Monster type: undead
- Damage immunities: Necrotic
- Damage vulnerabilities: Radiant
- Condition immunities: charmed, prone, petrified, frightened, blinded, deafened, exhausted, poisoned, stunned, unconscious, restrained, paralyzed, incapacitated
Priest of the damned(1/day). Crowwin chooses 2 spots within 15 feet of him. 2 ghostly priests appear there. As long as he has one priest and they are with in 60 feet of him, he gets a +2 to AC and does an has an extra Palm of the dark one attack during multiattack. Once he summons these priests he can't do so again until the next dawn. As a mythic action he may move one of the Priests up to 30 feet. The priests have these following stats:
- 25 hit points
- movement type: hovering
- monster type: undead
- Damage immunities: Necrotic
- Damage vulnerabilities: Radiant
- Condition immunities: charmed, prone, petrified, frightened, blinded, deafened, exhausted, poisoned, stunned, unconscious, restrained, paralyzed, incapacitated
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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