Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 40 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.
Multiattack. (Vampire Form Only). makes seven attacks, only one of which can be a bite attack.
slash. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: 8 [rollable](3d20 + 9);
Horrifying presents
as a bonus action this creature can choose to intimidate all living and Undead creatures in a 100 ft radius around this creature everyone affected buy this must make a wisdom saving throw of 20 if succeeded they are then frightened if fail they lose their 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. The vampire moves up to its speed without provoking opportunity attacks.
Great blood slash
Roll a 5d20 plus strength dexterity and Charisma modifier
this attack has 500 ft of range and does slashing damage if the creature is resistant or immune to slashing damage it instead deals bludgeoning damage
All attacks done have their full damage given back to this creature as life steal
This creature can choose to create a lake of blood 500 ft around herself All enemy creatures in this area will take 30 Necrotic damage if they are standing on it at the end of their turn Ally creatures will gain 30 hit points as long as they are standing on it if they are at Max HP they will then start to gain 15 temporary hit points at the end of their turn