Shapechanger. If Cassandra 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 Cassandra 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 vampire form if it dies, in this form you only have sunlight sensibility.
While in mist form Cassandra 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.
While in her true form Cassandra appearence changes to one of a muscular bat, her size changes to huge, bat wings grow in her back and her walking and flying speed is 40 ft, she also adds her constitution to her armor class.
Regeneration. Cassandra regains 30 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, if she looses a limb she can regenerate it in 1 hour.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Hemorrhage triggerer. Your melee atacks make the target bleed without stop, for each atack you make against a creture with blood they will gain a mark, for each mark at the end of their turn they suffer 3 (1d6) necrotic damage, they can stop the bleeding with magical healing or with a succesful medicine check DC 18.
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. Cassandra takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Vampiric nature. While Cassandra can sleep she doesn't needs to, breathing is also optional, due to her inmortal nature she can go hundred of years without drinking blood, but after 1 day of not drinking blood each time she sees/smells it a wisdom saving trow is needed of 20 cd, if she passes she resist the hunger, if not she goes crazy and drinks the blood of the nearest creature untill she kills it, she cannot be viewed on a mirror.
Multiattack. Cassandra makes two attacks, only one of which can be a bite attack.
Nails (Vampire Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 12 (1d8 + 8) slashing damage. Instead of dealing damage Cassandra can grapple the target (escape DC 23).
Bite. (Bat, Vampire or True Form Only). Melee Weapon Attack: to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated or restrained. Hit: 11 (1d6 + 8) piercing damage or 18 (3d6 + 8) piercing damage if in true form plus 21 (6d6) necrotic damage, she heals the necrotic damage dealt. The first time the target is bitten it must make a 23 constitution saving trow, if it fails gains 1 level of exhaustion and is marked for 1 minute, a marked creature dies it rises has a zombie 1 hour later under the vampire control, bite doesn't wakes up sleeping creatures, for heach hemorrhage mark the bite makes an extra d6 of necrotic damage.
Claws (True form only). Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 21 (3d8 + 8) slashing damage. Instead of dealing damage Cassandra can grapple the target (escape DC 23).
Cursed blood. Cassandra stabs herself with her nails/claws, for 1 minute she will have an extra necrotic damage equal to her constitution and she will heal the necrotic damage dealt.
Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 21 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 bit 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.
Cassandra 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. Cassandra regains spent legendary actions at the start of its turn.
Atack. Cassandra makes a single nail/claw atack.
Move. Cassandra moves up to its speed without provoking opportunity attacks.
Bite (2 actions). Cassandra makes one bite atack.
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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