Legendary Resistance (3/Day): If Countess Ravenwood fails a saving throw, she can choose to succeed instead.
Regeneration: Countess Ravenwood regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight.
Spider Climb: Countess Ravenwood can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses: Countess Ravenwood has the following flaws:
- Forbiddance: Countess Ravenwood cannot enter a residence unless invited in by the owner.
- Sunlight Hypersensitivity: Countess Ravenwood takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
- Stake to the Heart: If a piercing weapon made of wood is driven into Countess Ravenwood's heart while she is incapacitated in her resting place, she is paralyzed until the stake is removed.
- Holy Water: Countess Ravenwood takes 20 radiant damage when she comes into contact with holy water.
Multiattack: Countess Ravenwood makes three attacks: one with her bite and two with her claws.
Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (2d10 + 5) 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 Countess 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.
Claws: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hypnotic Gaze: Countess Ravenwood targets one creature she can see within 30 feet of her. If the target can see Countess Ravenwood, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by Countess Ravenwood. The charmed target regards Countess Ravenwood as a trusted friend to be heeded and protected. Although the target isn't under Countess Ravenwood's control, it takes Countess Ravenwood's requests or actions in the most favorable way it can, and it is a willing target for Countess Ravenwood's bite attack.
Shadow Step (3/Day): Whilst in shadow, Countess Ravenwood can blink to another spot of a similar light level within 60ft as a bonus action, and leave behind a shadow husk that lasts for two turns. At any time, Countess Ravenwood can blink back to the husk, and if she does it disappears. The husk must be within 60ft to be able to do this. If Countess Ravenwood attacks an enemy on the same turn as blinking, she gain advantage on the attack.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Name: Countess Isadora Ravenwood
Appearance: Countess Ravenwood is a tall and elegant woman with long black hair and piercing blue eyes. She dresses in black velvet and lace, and wears a platinum necklace with a large ruby in the center.
Personality: Countess Ravenwood is charming and sophisticated, with a sharp wit and a love of luxury. She is ruthless and cunning, and will stop at nothing to achieve her goals.
Powers and Abilities: Countess Ravenwood is a master vampire with a range of supernatural powers and abilities. She can turn into mist, control bats, and hypnotize her victims. She is also incredibly fast and strong, and can regenerate quickly from wounds.
Weaknesses: Countess Ravenwood is vulnerable to sunlight, holy water, and silver. She also cannot enter a residence unless invited in by the owner.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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