Legendary Resistance (3/Day). If Quinious fails a saving throw, it can choose to succeed instead.
Higher Power. Quinious can take two turns during the first round of any combat. Quinious takes his first turn at his normal initiative and his second turn at his initiative minus 10. Quinious can't use this feature when he is surprised.
Ascended. When Quinious drops to half his total hit points, he becomes ascended. Whilst ascended he returns to full hit points and gains additional spells, attacks, gains a fly speed, immunity to bludgeoning, slashing and piercing damage and 100 total hit points.
Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 19, +13 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:
At will: animate dead, blight, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis
5/day each: create undead, dominate person, eyebite, fear
3/day each: circle of death (cast using a 7th level spell slot), finger of death, destruction wave
1/day each: dominate monster (cast using a 9th level spell slot), power word kill*
*gains these additional spells when Quinious ascends
Regeneration. Quinious regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If Quinious takes radiant damage or damage from holy water, this trait doesn’t function at the start of Quinious's next turn. When Quinious ascends, only holy water prevents this trait from functioning.
Spider Climb. Quinious can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Quinious has the following flaws:
Forbiddance. Quinious can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Quinious takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Quinious's heart while he is incapacitated in its resting place, Quinious is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Quinious takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
When Quinious Ascends, his weaknesses vanish.
Multiattack. Quinious makes three attacks, only one of which can be a bite attack. When Quinious Ascends, he makes five attacks, three with obnoxious claw and two with his bite attack.
Culling Joy. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 10 (3d6) psychic damage and if the target is a creature it must make a DC 16 wisdom saving throw or becomes frightened of Quinious. The creature can roll its saving throw again at the end of each of its turns, freeing itself of this condition.
Obnoxious Claw (Ascended). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 4) necrotic damage, and the target must roll a d6. Each ability is numbered from 1-6; 1 - strength, 2 - dexterity, 3 - constitution, 4 - intelligence, 5 - wisdom, 6 - charisma. Depending on the roll, the targets ability score is reduced by 1d4. The target dies if this reduces any ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Quinious, incapacitated, or restrained. Hit: 10 (1d10 + 4) piercing damage plus 12 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Quinious regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Quinious’s control.
Charm. Quinious targets one humanoid he can see within 30 feet of him. If the target can see Quinious, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed. The charmed target regards Quinious as a trusted friend to be heeded and protected. The target isn’t under Quinious's control, but it takes Quinious’s requests and actions in the most favorable way and lets Quinious bite it.
Each time Quinious or his 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 Quinious 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 (3/Day). Quinious magically calls 4d6 giant bats or rats, provided that the sun isn't up. While outdoors, Quinious can call 3d6 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Quinious and obeying its spoken commands. The beasts remain for 1 hour, until Quinious dies, or until he dismisses them as a bonus action.
Misty Escape. When Quinious is hit with an attack, he can teleport up to 30 feet to an unoccupied space that he can see. Quinious can use this reaction once every turn. When Quinious is ascended, he can use misty escape each time he is hit with an attack.
Quinious can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Quinious regains spent legendary actions at the start of its turn.
Move. Quinious moves up to its speed without provoking opportunity attacks.
Bite (Costs 2 Actions). Quinious makes one bite attack.
Cast a Spell (Costs 3 Actions). Quinious casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.
When Quinious is ascended, he gains an additional 2 legendary actions and the legendary initiative action.
Purify (Costs 3 Actions). Quinious can end all conditions that are inflicted upon him.
Legendary Initiative (Costs 5 Actions). Quinious takes an extra turn. During this turn, Quinious does not provoke opportunity attacks. Once Quinious has used this legendary action twice times, it cannot use this legendary action again until he finishes a long rest.
Lair and Lair Actions
Quinious’s Lair
Quinious chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawns or other loyal creatures of the night. Quinious has 6 obelisks that radiate with necrotic energy, each with 30 hit points and AC 16. These obelisks are immune to psychic, poison, necrotic and bludgeoning, slashing and piercing damage from non magical attacks.
Lair Actions
On initiative count 20 (losing initiative ties), Quinious takes a lair action to cause one of the following effects; Quinious can’t use the same effect two rounds in a row.
Brooding Feast. For each obelisk that stands, Quinious gains 1d6 temporary hit points.
Brooding Aggression. For each obelisk that stands, Quinious deals an additional 1d6 necrotic damage on his first weapon attack.
Brooding Aid. For every two obelisks that stand, Quinious can summon a bruxa. The bruxa summoned roll their own initiative.
Brooding Overload (Ascended only). Each creature in Quinious's lair must make a DC 19 constitution saving throw. On a fail, the target takes 55 (10d10) necrotic damage and is cursed, unable to regain hit points until the end of their next turn. On a success, the target takes half damage and isn't cursed. If the creature rolls a 10 or below, Quinious regains hit points equal to the half the necrotic damage dealt.
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