Paragon Traits
Paragon Fortitude. The vampire has three pools of hit points, each containing 200 hit points. All damage and healing must be completely applied to only one pool of hit points. One pool of hit points must be completely reduced to zero hit points before any damage is applied to another pool. When a pool of hit points is reduced to zero, all ongoing conditions and effects affecting the vampire end immediately. After a pool of hit points has been reduced to zero, it cannot receive any healing until after a long rest. If all pools of hit points have been reduced to zero hit points, the vampire is killed.
Paragon Exhaustion. The vampire may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the vampire loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.
Paragon Transformation. The creature has multiple forms, each corresponding to one of the creature’s hit point pools. The creature begins the battle in one form. When that form’s hit point pool has been reduced to zero, it assumes its next form immediately. Statistics, traits, or actions keyed to a specific form are only used when the creature is in that form.
Form 1: Nine-Tailed Fox
Armor Class 21 (natural armor)
Speed 80 ft.
Multiattack. The vampire makes four claw attacks, or two claw attacks and a foxfire attack.
Claws. Melee Weapon Attack: +18{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Claws"} to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Foxfire. Ranged Spell Attack: +16{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Foxfire"} to hit, reach 16 ft., one target. Hit: 3 (5d10) fire damage
Kitsune's Deception: The vampire can cast disguise self at will
Transition - Arcane Blood Burst: When Analissa's first pool of hit points is reduced to zero, she unleashes a burst of arcane energy mixed with a shower of blood droplets. All creatures within 60 feet of her are pushed back 30 feet. As the blood droplets fall, they briefly transform into ghostly images of PCs and NPCs known to the party, reflecting Analissa's deceptive propensity. The images fade as the droplets land. The battlefield is reset, with the initiative order starting anew. Analissa stands before the party transformed into her Humanoid Form.
Form 2: Humanoid
Armor Class 21 (natural armor)
Speed 80 ft.
Multiattack. The vampire makes three attacks with claws or ranged spells.
Claws. Melee Weapon Attack: +18{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Claws"} to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Blood Bolt. Melee Weapon Attack: +16{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Blood Bolt"} to hit, reach 120 ft., one target. Hit: 36 (8d8) necrotic damage.
Blood Drain (Recharge 5-6). Melee Weapon Attack: +18 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 18 (2d8+9) piercing damage plus 45 (10d8) 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. This reduction lasts until the target finishes a long rest, having had at least twice as much water to drink for the day as normal. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried rises the following night as a vampire spawn under this vampire's control.
Vampiric Charm. The vampire targets one humanoid it can see within 60 feet of it. If the target can see the vampire, the target must succeed on a DC 23 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 bite 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.
Transition - Blood Moon Eclipse. When Analissa's second pool of hit points is reduced to zero, the sky darkens, and a blood-red moon eclipse occurs. All creatures within 60 feet of her must succeed on a DC 25 Constitution saving throw or be blinded until the end of their next turn. Regardless of the save result, all creatures are repositioned 30 feet away from Analissa. The battlefield is reset, with the initiative order starting anew. Analissa then transforms into her Bloodthirsty Vampire form and regains 100 hit points.
Form 3: Bloodthirsty
Armor Class 18 (natural armor)
Speed 60 ft., Climb 60 ft.
Multiattack. The vampire makes four attacks only one of which can be a bite..
Claws. Melee Weapon Attack: +18{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Claws"} to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Bite.. Melee Weapon Attack: +18 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 18 (2d8+9) piercing damage plus 27 (6d8) 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. This reduction lasts until the target finishes a long rest, having had at least twice as much water to drink for the day as normal. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried rises the following night as a vampire spawn under this vampire's control.
Frenzied Regeneration. The vampire regains 25 hit pints at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage, it regains 0 hit points instead at the start of the vampire's turn.
Mist Form. If the vampire isn't in sunlight, it polymorphs into a Medium cloud of mist, or back into its true form. Anything it wears or carries transforms with it. While in mist form, the vampire can't take any actions, speak or manipulate objects. It is weightless, has a flying or swim speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air or water can pass through a space, the mist can do so without squeezing, but it can't pass through liquids other than water. It has advantage on Strength, Dexterity, and Constitution saving throws. A vampire in mist form is immune to nonmagical damage, expect damage from sunlight, and has resistance to damage other than radiant, unless that radiant damage is from holy water. The vampire reverts to its true form if it dies.
Misty Escape.When it drops to 0 hit points outside its resting place, the vampire transforms into its Mist Form instead of falling unconscious. If the vampire can't transform, it dies.
While it has 0 hit points in mist form, the vampire dies if it takes damage three times or radiant damage once. It can't willing revert to it's vampire form, and it must reach its resting place within 2 hours or die. Once in its resting place it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
The vampire can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regain spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Claws. The vampire attacks once with its claws.
Description
Legendary Resistance (10/Day). If the vampire fails a saving throw
Regeneration. The vampire regains 50 hit pints at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage, it regains only 25 hit points instead at the start of the vampire's turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws.
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Stake to the Heart. The vampire dies if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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