Daywalker. Baccaryn can move in sunlight without taking damage and retains all her abilities during the day. She does not suffer the typical vampire weaknesses related to sunlight.
Legendary Resistance (3/Day). If Baccaryn fails a saving throw, she can choose to succeed instead.
Misty Escape. When Baccaryn drops to 0 hit points outside her resting place, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided she isn't in sunlight or running water. If she can't transform, she is destroyed.
Regeneration. Baccaryn regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in running water. If Baccaryn takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Spider Climb. Baccaryn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unarmored Defense. While Baccaryn is wearing no armor and wielding no shield, her AC includes her Dexterity modifier and Charisma modifier.
Unarmored Movement. Baccaryn's speed increases by 20 feet while she is not wearing armor or wielding a shield.
Martial Arts. Baccaryn can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons. She rolls a d8 in place of the normal damage of her unarmed strike or monk weapon. When Baccaryn uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Ki. Baccaryn has 18 ki points she can use to fuel various ki features. She regains all expended ki points when she finishes a short or long rest.
Ki Features.
- Flurry of Blows. Immediately after Baccaryn takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Baccaryn can spend 1 ki point to take the Dodge action as a bonus action on her turn.
- Step of the Wind. Baccaryn can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
Multiattack. Baccaryn makes two attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, Baccaryn can grapple the target (escape DC 18) instead of dealing the bludgeoning damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Baccaryn, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Baccaryn regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Baccaryn's control.
Children of the Night (1/Day). Baccaryn magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, Baccaryn can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Baccaryn and obeying her spoken commands. The beasts remain for 1 hour, until Baccaryn dies, or until Baccaryn dismisses them as a bonus action.
Baccaryn 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. Baccaryn regains spent legendary actions at the start of her turn.
Move. Baccaryn moves up to her speed without provoking opportunity attacks.
Unarmed Strike. Baccaryn makes one unarmed strike.
Bite (Costs 2 Actions). Baccaryn makes one bite attack.
Description
Baccaryn, the Daywalker, is a formidable and malevolent force, an undead entity who has transcended typical vampiric limitations to become a daywalker. With her lithe, athletic frame and striking features, she commands both fear and respect. Her eyes, cold and calculating, shimmer with an unnatural white glow, betraying the ancient and dark powers she wields. As a master of unarmed combat and dark rituals, Baccaryn combines the discipline of a monk with the sinister abilities of a vampire. Her lair, the Obsidian Obelisk, is a fortress of obsidian and black marble, hidden deep within the desert of Orthad Anor. Surrounded by the loyal White Court mercenaries, she orchestrates her plans with ruthless precision, aiming to plunge the world into an era of shadow and domination.
Lair and Lair Actions
The Obsidian Obelisk stands as a dark sentinel in the heart of the vast, desolate desert of Orthad Anor. This formidable fortress is constructed from a blend of obsidian and black marble, creating a structure that absorbs the relentless sunlight of the desert, casting an eerie shadow over the barren sands. The exterior is smooth, polished to a mirror-like finish, and its black surface reflects the harsh light in a way that seems to distort reality itself.
The Obelisk is divided into several rooms on the main floor, each designed with a specific purpose in mind. These rooms include a grand hall, an armory, a library filled with ancient tomes, and various chambers for Baccaryn's minions and experiments. However, the true heart of the Obelisk lies below. The lower levels house a vast ritual chamber, where dark ceremonies are conducted to harness and channel arcane energies, and a crypt, where the remains of powerful beings and vanquished foes are interred.
Lair Actions: On initiative count 20 (losing initiative ties), Baccaryn can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
-
Shadowy Tendrils: Shadowy tendrils erupt from the ground in a 20-foot radius centered on a point Baccaryn can see within 60 feet of her. Each creature in that area must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) necrotic damage and have its speed reduced by 10 feet until the end of its next turn.
-
Obsidian Spikes: Jagged spikes of obsidian burst from the floor in a 30-foot line that is 5 feet wide, originating from a point Baccaryn can see within 60 feet of her. Each creature in that line must make a DC 18 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the next round.
-
Necrotic Fog: Baccaryn calls forth a thick fog filled with necrotic energy, which fills a 20-foot radius sphere centered on a point she can see within 60 feet. The sphere spreads around corners, and its area is heavily obscured. Each creature that starts its turn in the fog must make a DC 18 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save or half as much on a successful one. The fog lasts until initiative count 20 on the next round.
-
Eyes of the Obelisk: The walls of the Obelisk come alive with hundreds of spectral eyes. Baccaryn can see through these eyes, gaining truesight within the Obelisk until initiative count 20 on the next round. Additionally, the eyes focus on a single creature of Baccaryn's choice within the Obelisk. That creature must succeed on a DC 18 Wisdom saving throw or be paralyzed until initiative count 20 on the next round.
Regional Effects: The region containing the Obsidian Obelisk is warped by Baccaryn's dark power, which creates the following effects:
-
Shadow Veil: The area within 1 mile of the Obelisk is under a constant effect similar to the darkness spell. Nonmagical light sources can only provide dim light within a 10-foot radius.
-
Loyal Mercenaries: The Obelisk is surrounded by the White Court, a band of loyal mercenaries who serve Baccaryn. They patrol the area within a 1-mile radius, attacking any intruders on sight. These mercenaries are well-equipped and highly trained, making them formidable opponents.
-
Whispers of Madness: Creatures within 1 mile of the Obelisk occasionally hear faint, maddening whispers. If a creature spends at least 1 hour within this area, it must succeed on a DC 15 Wisdom saving throw or gain a short-term madness, as described in the Dungeon Master's Guide.
If Baccaryn is destroyed, these effects fade over the course of 1d10 days.
Comments