Medium Undead (Human), Neutral
Armor Class 15 Leather
Hit Points 80 (10d10 + 30)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +8
Skills Athletics +4, Perception +5, Stealth +6, Survival +5
Damage Vulnerabilities Radiant
Senses Darkvision 100ft, Passive Perception 15
Languages Common, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

---Vampire Features---
Shapechanging Forms:
- Bat (25% Max HP cost)
- Wolf (50% Max HP cost)
- Mist (75% Max HP cost)
Blood Skills: Ranger - Blood Tide
Sunlight Vulnerability:
- Radiant damage and disadvantage in direct sunlight

---Class Features---
Favored Enemy, Natural Explorer, Fighting Style (Archery), Primeval Awareness, Extra Attack, Land's Stride, Hide in Plain Sight, Vanish

—Favored Enemy— fiends: as their favored enemy at 1st level. They gain various benefits when dealing with these enemies, such as advantage on Wisdom (Survival) checks to track them and extra damage against them.
—Natural Explorer— Rangers are skilled at navigating different terrains, Mountain & Forests . They gain benefits like ignoring difficult terrain, not getting lost, and remaining alert to danger while traveling in favored terrains. 
—Fighting Style— (Archery): This is a choice of fighting style that Rangers can pick. In the case of “Archery,” it grants a +2 bonus to attack rolls made with ranged weapons.
—Primeval Awareness—  Rangers can expend a spell slot to detect the presence of their favored enemies or other creatures within a certain radius, even if they are hidden. This helps in tracking or sensing nearby threats.
—Land’s Stride— You can move through non-magical difficult terrain without impediment and resist being slowed or harmed by plants.

—Hide in Plain Sight— Rangers can use their surroundings to effectively hide even when they have only light or natural camouflage.

Staff of the Python:

• This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
• You can use an action to speak a command word and throw the staff on the ground. It then transforms into a giant constrictor snake for 1 minute or until you use an action to speak the command word again. While in snake form, it obeys your commands.
• The staff regains this ability daily at dawn.
• The snake form has its own hit points and can make bite attacks, potentially grappling and restraining enemies.
• When the transformation ends, the snake reverts to its staff form.

---Equipment---
- Longbow
- Shortsword
- Leather Armor
- Explorer's Pack
- A hunting trap
- Staff of the Python 
- 2 x vials of Noctisanguis Sap

Actions

Extra Attack: When you make an attack as an action you make two attacks.

Longbow: ranged attack 150-600ft, to hit +10,  1d8 +8 piercing damage
Shortsword: melee attack 5ft, 1d6 +8 piercing damage

Ranger - Blood Tide
• Description: The ranger’s next two attacks deal an additional 1d6 necrotic damage each if they hit.
• Blood Cost: 10 HP

—Vial of Noctisanguis Sap—
Potion, As an action when you drink this dark, viscous sap, you regain 20 hit points.

Staff of the python,

to summon say “Slitherin, to me!”

to dismiss say “be wood in my palm”

 

Bonus Actions

---Abilities & Special Traits---
Vampiric Bite: As a bonus action, they can make a bite attack against a willing or incapacitated creature. It deals 1d6+0 piercing damage and heals them for the same amount.

—Vial of Noctisanguis Sap—
Potion, As a bonus action when you drink this dark, viscous sap, you regain 4d4 + 4 hit points.

Command pet,

Giant constrictor Snake

Huge Beast, Unaligned
Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Skills perception +2
Senses blindsight 10 ft., Passive Perception 12
Languages --
Challenge 2 
 
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target

Description

In the tapestry of the town's rich history, a human vampire Ranger emerged as a resilient thread woven into the intricate design of coexistence. Their backstory was a journey guided by chance, a fortuitous alignment of stars that brought them to this haven of diversity and acceptance.

This individual, who preferred they/them pronouns, had a striking presence. With an air of stoic determination, they carried themselves with a quiet grace, their figure exuding both power and elegance. Their keen, observant eyes were like polished emeralds, reflecting the wisdom they had gained throughout their journey.

Their arrival in the town was nothing short of serendipitous. As a wanderer, they had traversed distant lands, seeking solace and a place to call home. The fates led them to the town's boundaries, where a chance encounter with an enigmatic symbol marked their destiny. The symbol beckoned them to venture further, and their curiosity led them to the eternal night.

Within the town's borders, they found a coven that resonated deeply with their connection to the natural world. The specific details of their initiation into the coven were unique, just as every story in the town held its own enchanting charm. It was here that they discovered a community that celebrated their affinity with the wild and the creatures that roamed the surrounding forests.

Despite their coven allegiance, this Ranger's heart was open to forging bonds across the town's diverse families. They had friends and confidants in other covens, weaving a social tapestry that celebrated unity amidst differences. Their presence served as a testament to the town's spirit of harmony and kinship.

In the tranquil forests surrounding the town, they honed their Ranger skills, defending their haven against threats from the untamed wilderness. As a skilled tracker and protector of the natural world, they upheld the values of their coven and ensured that the town's ecosystem remained in balance.

In this tapestry of acceptance and diversity, this individual emerged as a symbol of the power of chance encounters, leading them to their true home. Their journey had taken them from a wanderer seeking solace to a steadfast guardian of the town, reminding all who knew them that amidst the eternal night, there was endless light in unity and diversity.

Habitat: ForestMountain

DarrenOliverKay

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