Legendary Resistance (3/Day). If Kai fails a saving throw, she can choose to succeed instead.
Shapechanger. If the vampire isn’t in sunlight, 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 vampire 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.
Misty Escape. When it 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. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. 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. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense. You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
Storm Soul. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Feral Instinct. You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
Brutal Critical. You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Relentless Rage. If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead.
The DC increases by 5 each time you use this after the first, resetting to 10 after a short or long rest.
Persistent Rage. Your rage ends early only if you fall unconscious or if you choose to end it.
Indomitable Might. If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Multiattack. Kai can makes two attacks.
Stone Battleaxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 12) slashing damage.
Aiger's Kiss. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (1d8 + 14) piercing damage.
Breath Weapon (Bronze). As an action three times per short rest, exhale in a 5 by 30 ft. line (DEX DC 21, half damage on success) for 7d6 Lightning Damage.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 7) piercing damage plus 18 (5d6) 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 17 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.
Storm Aura. You gain a 10 ft. aura effect when you start your rage and as a bonus action on each of your turns. When activated, one creature of your choice in your aura takes 4d6 lightning damage (DEX DC 21, half damage on success).
Rage. As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +4 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Raging Storm. When you hit a creature in your aura with an attack, you can use your reaction to knock that creature prone (STR DC 21 negates).
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.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Battleaxe. The vampire makes one battleaxe attack.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Breath Weapon (Costs 2 Actions). Kai uses her breath weapon (expends one charge).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/31/2022 4:04:34 AM
|
14
|
2
|
1.0
|
Coming Soon
|
|
|
5/1/2024 5:02:57 AM
|
47
|
4
|
2
|
Coming Soon
|
Comments