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Shapechanger: If not in sunlight or running water, Calder can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
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Regeneration: Calder regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water.
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Vampire Weaknesses: Calder has the usual vampire weaknesses (sunlight hypersensitivity, running water, etc.).
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Multiattack: Calder makes three attacks: two with his rapier and one with his fangs.
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Rapier: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) piercing damage.
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Fangs: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Calder, incapacitated, or restrained. Hit: 8 (1d6 + 5) 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 Calder regains hit points equal to that amount.
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Darts: +10 to hit, reach 20/60 ft., one target. Hit: 9 (1d4 + 6) piercing damage.
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Dice Throw: Calder tosses a handful of enchanted dice at his opponent. The target must succeed on a DC 17 Dexterity saving throw or be hit with 3d6 psychic damage as the dice explode into illusory images that distract and confuse.
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Mug Slam: Calder uses a mug from a nearby table to bash an opponent. +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.
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Bocce Ball Strike: Calder hurls a heavy Bocce ball with deadly precision. +10 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a DC 16 Strength saving throw or be knocked prone.
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Cunning Action: Calder can Dash, Disengage, or Hide.
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Feint: Calder can use a bonus action to feint, giving him advantage on his next attack roll against a chosen creature within 5 feet.
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Quick Reflexes: Calder can make one attack with his dagger when a creature within 5 feet misses him with a melee attack.
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Parry: Calder adds 3 to his AC against one melee attack that would hit him. To do so, Calder must see the attacker and be wielding a melee weapon.
Description
Calder "Quickhand" Voss, now a vampire, retains his enigmatic charm but with a more sinister edge. His eyes gleam with an unsettling hunger, and his skin has taken on a pallid hue. He moves with an unnaturally smooth grace, and his smirk reveals sharp, elongated canines. Charming, witty, with a penchant for mischief. Calder is confident to a fault and enjoys toying with his opponents both in games and combat. Calder believes life is a game, and he’s determined to win.
His past is shrouded in mystery, but there are whispers of a tragic love lost in his pursuit of thrills. Overconfidence can sometimes lead him into situations even he can’t outwit his way out of.
Lair and Lair Actions
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Spectral Gamblers: Phantom figures emerge around the room, mimicking the activities of pub games. Each creature within 30 feet of Calder must succeed on a DC 17 Wisdom saving throw or be distracted, having disadvantage on attack rolls and ability checks until the start of the next round.
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Gambler's Mists: A heavy mist, smelling faintly of spilled ale, fills the room. Until the start of the next round, visibility is reduced to 10 feet, and creatures within the mist have disadvantage on Perception checks that rely on sight.
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Bewitched Objects: Objects related to pub games (darts, mugs, dice, etc.) animate and hurl themselves at the intruders. Each creature within 30 feet of Calder must make a DC 17 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
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