Shapechanger. If Lián isn’t in sunlight or running water, she can use her action to sprout leathery wings granting her a flying speed of 40 feet.
Legendary Resistance (3/Day). If Lián fails a saving throw, she can choose to succeed instead.
Magic Resistance. Lián has advantage on saving throws against spells and other magical effects.
Regeneration. Lián regains 30 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If Lián takes radiant damage or damage from holy water, this trait doesn’t function at the start of Lián’s next turn.
Spider Climb. Lián can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Lián has the following flaws:
Forbiddance. She can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. She takes 20 acid damage if she ends her turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place, Lián is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Lián takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Blood Transfusion. If Lián is reduced to 0 hit points, she doesn't fall unconscious or dies. Instead, the Thirsting Scythe glows a bright red, spouting blood red mist engulfing Lián who regains 200 hit points. The thick mist make her immune to all damage types but radiant, and all conditions until the start of her next turn. Any creature that begins their turn or enters within a 30 ft. radius of Lián must make a DC 18 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much on a successful one.
Additionally, Lián regains half the number of spell slots of level 5 a below.
Multiattack. Lián makes three attacks, only one of which can be a bite attack.
Thirsting Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 8) slashing damage and 16 (2d8 + 8) necrotic damage, storing the necrotic damage it deals inside the blade until it is full. The scythe can hold up to 80 HP. With a bonus action the wielder can restore HP up to the amount held by the scythe.
Shadow Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 20 (3d8 + 7) necrotic damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Lián, incapacitated, or restrained. Hit: 11 (1d6 + 8) 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 Lián 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 Lián’s control.
Umbral Grasp. Lián sends shadowy tendrils to grab one creature she can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 18 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained, the target takes 9(2d8) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lián can have no more than two creatures restrained by her Umbral Grasp at a time.
Charm. Lián targets one humanoid she can see within 30 feet of it. If the target can see her, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by Lián. The charmed target regards Lián as a trusted friend to be heeded and protected. Although the target isn’t under Lián’s control, it takes her requests or actions in the most favorable way it can, and it is a willing target for Lián’s bite attack.
Each time Lián or her 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 Lián is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Wolfcall (3/Day). Lián magically calls Nix [Tooltip Not Found], provided that the sun isn’t up when outdoors The called wolf appears in a spot within 120 feet of Lián's choosing, acting as ally of the vampire and obeying her spoken commands. The wolf remains for 1 hour, until Lián dies, or until she dismisses it as a bonus action.
Innate Spellcasting. Lián's innate spellcasting ability is charisma (spell save DC 23). She can innately cast the following spells, requiring no components:
Reap the Rewards. Lián heals for the amount of HP stored in the Thirsting Scythe.
Shrouded in Shadows. Darkness envelopes Lián, adding 3 to her AC against one melee attack roll that would hit her. She then makes one Thirsting Scythe attack against the attacker if it is within her reach. On a hit, the target takes an additional 12 (2d10) slashing damage.
Lián 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. Lián regains spent legendary actions at the start of her turns.
Cantrip. Lián casts a cantrip
Move. Lián moves up to her speed without provoking opportunity attacks or uses misty step.
Shadow Touch. Lián makes one unarmed strike.
The Scythe Hungers (Costs 2 Actions). Lián makes on attack with the Thirsting Scythe and replenish her HP immediately.
Bite (Costs 2 Actions). Lián makes one bite attack.
Disrupt Life (Costs 3 Actions). Each creature within 30 feet of Lián must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
If Lián's mythic trait is active, she can use the options below as legendary actions while Blood Transfusion is active.
The Scythe Hungers. Lián makes one attack with the Thirsting Scythe and replenishes her HP immediately.
Bloody Flourish (Costs 2 Actions). Lián twirls to attack everyone in range with the Thirsting Scythe and replenishes her HP immediately. Every creature within 10 ft. of Lián must make a DC 18 Dexterity saving throw or take 17 (2d10 + 8) slashing damage and 16 (2d8 + 8) necrotic damage on a failed save or half as much on a successful one.
Call for Blood (Costs 2 Actions). Lián envelopes the area in hungry shadows sucking the lifeblood of all inside. Each creature within 30 ft. of Lián must make a DC 18 Constitution saving throw or take 20 (4d8 + 8) necrotic damage on a failed save or half as much on a successful one, turning half of the damage inflicted into temporary HP.
Description
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
Lair and Lair Actions
Lián’s Lair
Court Sorceress Lián's Lair is Aetherium, a grand fortress in the Underdark of Aether, she shares this Lair with Sun Queen Azura. The Lair is patrolled by many drow guards and black crows.
Regional Effects
The region surrounding Aetherium is warped by the creature’s unnatural presence, creating the following effects:
- There’s a noticeable increase in the populations of crows in the region.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and flying crows.
If the vampire is destroyed, these effects end after 2d6 days.
Comments