Channel Divinity - Touch of Death. (2/short rest). Virgilla can channel her divine energy to fuel magical effects a number of times per short rest. When she hit a creature with a melee attack, she can spend a Channel Divinity use to deal an extra 27 points of necrotic Damage.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead
Regeneration. Virgilia regains 15 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 she takes radiant damage or damage from holy water, this trait doesn’t function at the start of her next turn.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 15 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The vampire takes 15 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Spell Sniper. When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half-cover and three-quarters cover
Reaper. When Virgilla casts a necromancy cantrip that normally targets only one creature, it can instead target two creatures within 5 ft. of each other.
Spellcasting. Virgilla is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Virgilla can cast the following cleric spells prepared:
1st level (4 slots): bless, bane, inflict wounds, false life, cure wounds
2nd level (3 slots): Invisibility, Hold Person, Spiritual Weapon, Blindness/Deafness
3rd level (3 slots): spirit shroud, life transference, vampiric touch
4th level (3 slots): banishment, blight, death ward,
5th level (3 slots): antilife shell, scrying, flame Strike, cloudkill
6th level (1 slot): harm, heal, word of recall
Multiattack. The vampire makes two attacks, only one of which can be a bite attack, or casts one spell.
Staff of Withering. (3 charges/Day). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (2d8) bludgeoning Damage and necrotic Damage. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, 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 the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
Charm. Virgilla targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 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.
Spell. Virgilla can use her bonus action to cats the following spells:
1st level (4 slots): healing word
2nd level (4 slots): spiritual weapon
3rd level (3 slots): spirit shroud
Spiritual Weapon. Range 120 ft. cast. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 9 (1d8 + 5) force damage. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
War Caster. Virgilla can use her reaction to cast a spell as an opportunity attack at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Virgilla 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. She regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike grappling the creature as a result.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Previous Versions
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11/28/2024 11:22:13 PM
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Coming Soon
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