Medium Undead (Human), Typically Neutral
Armor Class 12 Robes
Hit Points 52 (10d6 + 22)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws INT +8
Skills Arcana +7, History +7, Insight +4, Investigation +7
Damage Vulnerabilities Radiant
Senses Darkvision 60ft, Passive Perception 14
Languages Abyssal, 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 Magic: Wizard - Blood Weave, arcane lay-line
Sunlight Vulnerability:
- Radiant damage and disadvantage in direct sunlight

---Class Features---
Arcane Recovery, Spellcasting, Arcane Tradition (School of Necromancy)
Spellcasting Ability: The wizard’s Spellcasting ability is Intelligence.
Cantrips:
1. Chill Touch
2. Ray of Frost
3. Mage Hand
4. Prestidigitation

---Spells--- Prepare 10 spells from those below.

1st-Level Spells:
1. Ray of Sickness
2. False Life
3. Charm Person
4. Expeditious Retreat
5. Feather Fall

2nd-Level Spells:
1. Blindness/Deafness
2. Gentle Repose
3. Suggestion
4. Alter Self
5. Snilloc’s Snowball Swarm

3rd-Level Spells:
1. Animate Dead
2. Speak with Dead
3. Hypnotic Pattern
4. Fly
5. Vampiric Touch

4th-Level Spells:
1. Blight
2. Death Ward

5th-Level Spells:
1. Insect Plague

---Equipment---
- Spellbook
- Quarterstaff
- Component Pouch
- Scholar's Pack
- Scroll of Pedigree
- 2 x vials of Noctisanguis Sap

Actions

Spellcasting Ability: The wizard’s Spellcasting ability is Intelligence.
To Hit +8
Spell Save DC: 15

• Cantrips Known: at will as an action 
• 1st-level spell slots:  4 / O O O O
• 2nd-level spell slots: 3 / O O O
• 3rd-level spell slots:  3 / O O O
• 4th-level spell slots:  2 / O O
• 5th-level spell slots:  2 / O O

Quarterstaff: • Range: Melee
• To Hit: +6
• Damage (one-handed): 1d6 + 2 bludgeoning
• Damage (two-handed): 1d8 + 2 bludgeoning

Blood Magic: Wizard - Blood Weave • Description: The wizard weaves a magic circle made of blood, covering a 15-foot radius area. Any creature within the circle has advantage on spell attack rolls while inside the circle. • Blood Cost: 15 HP

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

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+2 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.

Description

In a realm cloaked in perpetual night, a human vampire Wizard arrived in the town governed by six ancient covens. Their background was an intriguing tapestry of destiny and magic.

Born in a distant village, this Wizard possessed an innate connection to the arcane arts from a young age. They demonstrated an uncanny ability to manipulate the very fabric of reality, casting their spells with an elegance and precision that caught the attention of wandering arcane scholars. These scholars recognized the potential within the Wizard and shared with them cryptic tales of a town shrouded in eternal night, where unique powers thrived.

With dreams of harnessing the mysteries of the night, the Wizard embarked on a journey to find this elusive town. They navigated through perilous forests and traversed treacherous terrain. Along the way, they formed an unlikely bond with travelers from the other covens. These chance encounters provided insight into the interconnected nature of the town's society.

Upon arriving at the town's mystical gates, the Wizard felt an inexplicable resonance with the ancient arcane energies that permeated the air. The town recognized the unique magic within the Wizard, welcoming them into its intricate tapestry. They uncovered hidden knowledge, unraveling ancient spells and runes that had been forgotten over time.

But it was not only their connection to the arcane that set the Wizard apart; it was their ability to unite the covens. Throughout their journey, the Wizard had built strong friendships with individuals from different factions, forging unbreakable bonds that transcended the lines that had separated the covens for centuries.

In the heart of the town, the Wizard's powers expanded as they delved into the secrets of the eternally dark night. Their mastery over arcane magic, combined with the wisdom of the covens they'd come to know, allowed them to harmonize the unique abilities of each family. They emerged as a symbol of unity, a bridge between the covens, and a guardian of their collective history.

The town's once-hidden powers flowed through the Wizard, forging an unbreakable connection. Their presence became the embodiment of the town's motto: "In unity, we find our might." Their story was a testament to the binding power of knowledge, friendship, and the enigmatic darkness that defined their extraordinary home.

Previous Versions

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Habitat: Urban

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