Spellcasting. The Luminous is a 16th-level spellcaster. Its spellcasting ability is [INT] (spell save DC 16, +6 to hit with spell attacks). The [Luminous] has following [Warlock] spells prepared:
Cantrips (at will): Chill Touch, Frostbite, Poison Spray, Toll the Dead
1st level (4 slots): Ray of Sickness, Inflict Wounds, Ice Knife, Hex
2nd level (4 slots): Blindness, Ray of Enfeeblement, Misty Step
3rd level (3 slots): Gaseous Form, Fireball, Counterspell
4th level (2 slots): Evard's Black Tentacles, Phantasmal Killer
5th level (1 slot): Dominate Person
Crimson Rose Core - Whenever you cast a spell that deals necrotic damage, you regain hit points equal to half the damage.
Legendary Resistance (2/Day) - If Luminous fails a saving throw, she can choose to succeed instead.
Piercing Blood - Ranged Attack: +6 to hit, range 30/120 ft., 1 target. Hit: (2d8 + 4) [piercing] damage and additional +8 necrotic damage.
Vampiric Touch - Melee Attack: +8 to hit, 1 target. Hit (3d6 + 7) [necrotic] damage.
Boiling Pure Vampiric Blood - As a bonus action, you can cause your blood to become volatile. Until the end of your next turn, whenever you take damage from a creature you can see, Luminous's blood lashes out of her body piercing whoever damaged her and dealing 15 necrotic damage.
Counterspell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Voltaic Blood. If Luminous is hit by a spell attack. She can launch out an attack of Piercing Blood.
Luminous (Waking) does not have any resources to use for her legendary actions but the actions she does have happen automatically.
Call of the Children of the Night (After Luminous 1st turn) - Roll 1d4 and that many Vampire Spawn are created next turn with 40HP.
Awakening of the Vampire Empress (Happens the turn after Tides of Blood) - Swap stat block with Vampire Empress Luminous 3rd Apostle (Awakened)
Tides of Blood (End of Luminous 3rd turn) - Luminous pools all of the blood around her and as much blood as she needs to from her body to create a orb of blood above her head. After 1 turn has passed the orb explodes in a 40ft radius causing everyone in the area to make a DEX saving throw dealing 12d8 necrotic damage on a failed throw and half as much on success.
Rage of the Progenitor Vampire (Triggered if Banished) - If Luminous is Banished she returns next turn and swaps stat block with Vampire Empress Luminous 3rd Apostle (Awakened)
Description
She is a cute silver-haired girl with Heterochromatic eyes. Her eyes glisten in deep crimson and light sky blue. She has a set of pure white fangs and is commonly seen wearing gothic dresses.
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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