Sunlight Hypersensitivity. The Ancient Vampire takes 20 radiant damage if it starts its turn in sunlight. While in sunlight it has disadvantage of attack rolls and ability checks.
Underwater Predator. The Ancient Vampire has advantage on melee attacks while underwater, it is also unaffected by sunlight while fully submerged in water.
Unusual Nature. The Ancient Vampire doesn't require air, food or sleep
Regeneration. The Ancient Vampire regains 15 hit points at the start of its turn as long as it isn't in direct sunlight or has taken radiant damage.
Spider Climb. The Ancient Vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spellcasting. The Ancient Vampire is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Ancient Vampire has following [Wizard] spells prepared: (Deep Magic Spells)
Cantrips (at will): Blood Tide
1st level (4 slots): Bloody Hands, Bloody Smite, Stanch, Weapon of Blood
2nd level (4 slots): Blood Lure, Bloodshot, Caustic Blood
3rd level (3 slots): Blood Armour, Vital Mark
4th level (2 slots): Blood and Steel, Blood Puppet, Boiling Blood
5th level (1 slots): Cruor of Visions, Exanguinate, Exsanguinating Cloud, Sanguine Horror
Multiattack. The Ancient Vampire makes 3 Attacks with its Reaping Blade or 3 Mutation Bolt Attacks
Reaping Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: (1d6 + 7) Slashing Damage (See additional effects in Description Section).
Mutation Bolt. RangedWeapon Attack: +9 to hit, range 120 ft., 1 target. Hit: (2d6 + 4) Necrotic damage. Also on a hit the creature must make a DC 15 Constituation Saving Throw or Gain a Minor Mutation.
Description
The Reaping Blade ShortSword
Rare (Requires Attunement unless your body has blood)
This weapon is very demonic in its design while wielding it the eye tracks your movements and always seems to be watching you.
This weapon is a +2 ShortSword, when you successfully hit an attack with the weapon you regain a number of hit points equal to what was rolled on the weapons damage die. You also deal an additional 1d4 Necrotic Damage aganist creatures with blood.
Cause Harm get Rewarded
Each time you hit an attack with this weapon on a creature with blood, you feel the eye peer deeper into your soul, it seems impressed by your commitment to cause harm.
Each successful hit after the first increases the additional necrotic damage die by 1 to a Maximum of 10d4. While your additional damage dice are 2 or higher you cannot heal or be healed expect through the effect of the Sword.
If you miss an attack, take a rest or unequip the weapon, the additional necrotic damage resets to 1d4 and you take 3 Necrotic Damage for each increment that the dice increased by. (Up to 9)
This damage ignores Resistances and Immunities to Necrotic Damage and cannot be reduced by any means.
If the necrotic damage reduces you to 0 hit points you immediately die.
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