Shapechanger. If the vampire 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, the vampire 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 true form if it dies.
While in mist form, the vampire 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.
Dominate Other: The Bathory clan consider themselves the masters of this Discipline, using it primarily to exert their will on vassals and kine. When feeding, a Batharian Vampire may command a mortal to bare their neck, or use Dominate to erase all memory of a feeding. Batharian also expertly use this Discipline to protect the Game.
Presence: The Batharian seek to tame the court and build the love and devotion of others toward their rule, and Presence is a helpful tool. The Discipline is also used by the Ventrue who wants others to see how easy they acquire vessels. The clan values conservation of time and resources, and Presence allows a hungry blue blood to be efficient when luring their prey.
Sangromancy: Where the Draculesti would sculpt the flesh of their guests into demented furniture the Batharian Vampires prefer to use blood magic instead of Vicissitude to control the tides of battle when forced into an encounter. Able to use powers not dissimilar to those of a Blood hunter to curse their enemies with rotting curses, bloating flesh, blindness and silence in order to prevent the threat from being able to fight back as it feeds at its leisure.
Outside of Combat Weaknesses
Argentum-Hemodolor: Having been cursed for their actions against the gods the Batharian Vampires are physically harmed by silver when its in contact with them and find the metal to be painful to look upon making them avoid the mineral at all costs. For each minute spent in contact with silver take 1d4 radiant damage and once the silver is removed it takes 1d10 days to heal the part of the body that was burned by the silver.
Blue Blood Curse: Having been spoiled by feeding only on the absolute best bloods from across the multiverse Batharian vampires can only gain sustenance from a specific class of people - Nobles, Rulers, and Artisans are the only cultural class that a Batharian Vampire can feed from and gain any sustenance any class lower than that and they take 1 point of exhaustion and 1d4 necrotic damage a day without feeding on a Blue Blooded mortal and 2d10 points necrotic damage for feeding on lower classed mortals
Burden of Vanity: Batharian are obsessive about their perceived beauty as without this thin veil the beast within them is easily seen and understood as a danger to mortals, so Vampires of Clan Bathory will do everything in their power to remain as beautiful and attractive in the eyes of the mortal population. When their beauty is marred the only way a Bathory vampire can recover it is by bathing in the blood of blue blooded virgins for 1d8 hours for the following day of receiving the imperfection.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is Grapped by the vampire, Incapacitate, or Restrained. Hit: 7 (1d6 + 4) 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 vampire 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. A humanoid slain in this way and then buried in the ground rises the following night as a Batharian Vampire Spawn under the vampire’s control.
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 17 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.
Children of the Night (1/Day). The vampire magically calls 2d4 Swarm of Bats or Rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 Wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Sangromancy Bonus Actions
Blood Curse of the Seduced Mind - Target one creature you can see within 30ft that can also make eye contact with you must make a Wisdom saving throw against your Spell DC, on success the target is under your influence for their next turn during which you can direct them to make either a ranged physical attack or melee physical attack against a creature you can see within 10 feet of them
Amplify - Should the creature under your influence roll a natural 1 on an attack roll they take 1d4 Necrotic damage
Sangromancy Reactions
Curse of the Blinded Eye - When an enemy you see within 45 feet takes at least 1 damage from one of your attacks you may then use a bonus action to inflict them with temporary blindness for 1 minute or by taking 1d6 hp you may
Amplify the curse to affect up to 3 targets missing at least 1 hp for up to 1 minute each
Blood Curse of the Blood Matron
When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to have them offer their vital essence to you in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to nonsilvered damage or nonmagical damage
Amplify. Additionally, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
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Description
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Lair and Lair Actions
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Lair Actions
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The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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