Fey Ancestry. Valik has advantage on saving throws against being charmed and magic can’t put her to sleep.
Innate Spellcasting. Valik’s innate spellcasting ability is Wisdom (spell save DC 19). She can innately cast the following spells, requiring no material components:
At will: dancing lights, gentle repose, blindness/deafness, faerie fire, animate dead
1/day: blink, dispel magic, detect magic, confusion, cloudkill
Spellcasting. Valik is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). She has the following druid and cleric spells prepared:
Cantrips (at will): primal savagery, infestation, druidcraft, poison spray, spare the dying, toll the dead, thaumaturgy, chill touch
1st level (4 slots): guiding bolt, identify, inflict wounds, longstrider, disguise self
2nd level (3 slots): silence, locate object, moonbeam, longstrider, misty step
3rd level (3 slots): bestow curse, call lightning, revivify, feign death, speak with dead, tongues
4th level (3 slots): blight, giant insect, hallucinatory terrain, locate creature, polymorph
5th level (3 slots): commune with nature, contagion, geas, reincarnate, scrying, tree stride
6th level (2 slots): heroe’s feast, wind walk
7th level (2 slots): plane shift
Channel Divinity: Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Immunity. Valik is immune to critical hits.
Shapechanger. If the vampire 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 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.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
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 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. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire 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 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.
Multiattack (Vampire Form Only). The vampire makes two attacks with The Serpent's Bite, or one Bite and one Claw attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, 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 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.
Blessing of the Trickster. As an action Valik can touch a willing creature other than herself to give it advantage on Dexterity (Stealth) checks for 1 hour or until she uses the feature again.
Summon Servant (1/Day). Valik magically summons a yochlol or drider. The summoned creature appears in an unoccupied space within 60 feet of her, acts as her ally, and cannot summon other creatures. It remains for 10 minutes, until it or she dies, or until she dismisses it as an action.
Symbiotic Entity. Valik can use Wild Shape to awaken the spores that infuse her to gain +56 temp HP, roll double dice for her Halo of Spores damage, and deal 1d6 additional necrotic damage when she his with a melee weapon attack. These all last for 10 minutes, or until she loses the temporary hit points, or until she uses Wild Shape again.
Wild Shape. As an action, Valik can magically assume the shape of a beast that she has seen before twice per short rest with a max CR of 1. She can stay in beast shape up to 7 hours before reverting back to her normal form (or as a bonus action earlier or if she falls unconscious, drops to 0 hit points, or dies).
Invoke Duplicity - Move Illusion. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
Spreading Spores. While your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw (DC 19). A creature can take this damage no more than once per turn.
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. Valik moves up to her speed without provoking opportunity attacks.
Cast a Spell. Valik expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of spell.
Bite (Costs 2 Actions). The vampire makes one bite attack.
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