Abilities:
- Shapechanger: Lady Anno can use her action to polymorph into a bat, a wolf or into a Medium humanoid she has previously seen, or back into her true form.
- Vampire Weaknesses: Lady Anno has the weaknesses of a vampire, she can't tolerate the sunlight and if exposed to it, she takes 20 radiant damage at the start of each of her turns. Additionally, she has to finish a long rest before she can use her shapechanger ability again.
- Charm: Lady Anno can use her action to charm a creature within 30 ft. of her that can see her. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by her. A charmed creature regards Lady Anno as a trusted friend to be heeded and protected.
- Domination: Lady Anno can use her action to dominate a creature within 30 ft. of her that she can see. The creature must succeed on a DC 15 Wisdom saving throw or be dominated by her. A dominated creature is under Lady Anno's control and can't take reactions.
- Children of the Night (1/day): Lady Anno can call forth 1d4 swarms of bats or rats, provided that the sun isn't up. The summoned creatures arrive in 1d4 rounds, acting as her allies.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
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"Claws": Lady Anno attacks with her sharp claws, dealing 2d6+3 slashing damage to a creature within 5 feet of her.
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"Bite": Lady Anno bites a creature within 5 feet of her, dealing 2d6+3 piercing damage and attempting to grapple the target. On a successful grapple check, the target is also restrained and Lady Anno can use her "Blood Drain" action.
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"Blood Drain": Lady Anno drains the blood of a grappled creature, dealing 2d6+3 necrotic damage and regaining hit points equal to half the damage dealt.
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"Dominate": Lady Anno uses her dominate ability to try to control a creature within 60 feet of her. The creature must make a Wisdom saving throw or be dominated for 1 hour.
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"Invisibility": Lady Anno turns invisible as a bonus action and can remain invisible until the start of her next turn or until she makes an attack or cast a spell.
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"Misty Escape": Lady Anno turns into a mist, allowing her to move through small openings and escape from grapples or restraints.
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"Vampiric Touch": Lady Anno touches a creature and deals 3d6 necrotic damage to it. Lady Anno also regains hit points equal to half the damage dealt.
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.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Description
Lady Anno was once a powerful and respected sorceress, known for her wisdom and fair rule. She was a just and compassionate ruler, loved by her people for her kindness and generosity. She used her powers to protect and defend her kingdom, and was widely respected by other rulers and leaders throughout the land.
However, as time passed, Lady Anno began to feel the weight of her years. She became increasingly obsessed with finding a way to extend her lifespan, and began to delve deeper and deeper into forbidden magic and dark arts in search of a solution. This eventually led to her descent into darkness, as she became consumed by her own power and thirst for immortality. Despite her initial good intentions, she eventually became a cruel and ruthless ruler, willing to do whatever it takes to maintain her power and prolong her life.
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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