Spellcasting. B. Negative is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). B. Negative has the following wizard spells prepared:
Cantrips (at will): prestidigitation, friends, mage hand, mending, message
1st level (4 slots): silvery barbs, shield, mage armor*, disguise self, protection from evil and good id insinuation
2nd level (3 slots): detect thoughts, enhance ability, mirror image,* gust of wind
3rd level (3 slots): fear, haste, lightning bolt, major image
4th level (3 slots): charm monster, fire shield*, stoneskin, raulothim's psychic lance
5th level (2 slots): hold monster
6th level (1 slot): eyebite, mass suggestion, otto's irresistible dance, psychic crush
7th level (1 slot): plane shift
8th level (1 slot): dominate monster
9th level (1 slot): wish, meteor swarm
*B. Negative casts these spells on himself before combat.
Enchanted Umbrella. While wielding B. Negative's Umbrella, B. Negative is unaffected by natural sunlight, and whenever he deals damage with a weapon attack, he can change the casting time of his enchantment and illusion spell that have a casting time of 1 action to 1 bonus action for this turn.
Shapechanger. If B. Negative isn’t in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, B. Negative can’t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, B. Negative can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, B. Negative can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If B. Negative fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, B. Negative transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in sunlight or running water. If he can’t transform, he is destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.
Regeneration. B. Negative 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. If B. Negative takes radiant damage or damage from holy water, this trait doesn’t function at the start of B. Negative's next turn.
Spider Climb. B. Negative can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. B. Negative has the following flaws:
Forbiddance. B. Negative can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. B. Negative takes 20 acid damage if he ends his turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into B. Negative’s heart while B. Negative is incapacitated in his resting place, B. Negative is paralyzed until the stake is removed.
Sunlight Hypersensitivity. B. Negative takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). B. Negative makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, B. Negative can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by B. Negative, 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 B. Negative 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 B. Negative’s control.
Charm. B. Negative targets one humanoid he can see within 30 feet of him. If the target can see B. Negative, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by B. Negative. The charmed target regards B. Negative as a trusted friend to be heeded and protected. Although the target isn’t under B. Negative’s control, it takes B. Negative’s requests or actions in the most favorable way it can, and it is a willing target for B. Negative’s bite attack.
Each time B. Negative or B. Negative'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 B. Negative is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). B. Negative magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, B. Negative can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of B. Negative and obeying his spoken commands. The beasts remain for 1 hour, until B. Negative dies, or until B. Negative dismisses them as a bonus action.
B. Negative 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. B. Negative regains spent legendary actions at the start of his turn.
Move. B. Negative moves up to his speed without provoking opportunity attacks.
Unarmed Strike. B. Negative makes one unarmed strike.
Bite (Costs 2 Actions). B. Negative makes one bite attack.
Description
Most people know that when a succubus has corrupted a mortal soul completely—some say by causing the victim to commit the three betrayals of thought, word, and deed—the victim's soul belongs to her, and her kiss can turn them into a fiend. Powerful fiends often make deals with succubi because of this, as it put more tainted souls under their command. What very few people know, however, is that a succubus's kiss can also turn one into a vampire.
When a Pit Fiend sent a succubus to make B. Negative a devil, he only pretended to commit the three betrayals of thought, word, and deed. Since the fiend's kiss could not turn him into a devil while his soul was still pure, he instead became a vampire. And because he had consulted his town's priestess beforehand, he was able to perform a ritual that used her god's power to prevent him from being twisted by undeath like other vampires.
Lair and Lair Actions
B. Negative’s Lair
B. Negative’s lair is a 50,000 cubic foot extradimensional dwelling created by Mordenkainen's Magnificent Mansion, with one entrance located in his house. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. He and creatures he trusts can enter the extradimensional dwelling as long as the portal remains open. He can open or close the portal if he is within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
The place contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 attractive, near-transparent maids attends all who enter. They are completely obedient to B. Negative’s orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by Mordenkainen's Magnificent Mansion dissipate into smoke if removed from the mansion.
The lair also has traps, each consisting of 4 Glyphs of Warding. When a creature hostile to B. Negative and anyone accompanying them come within 60 feet of the glyphs, they trigger simultaneously. The first one casts Dark Star, and the second and third glyphs cast either a) Forcecage and Maddening Darkness, b) Forcecage and a 7th level Cloudkill, or c) Whirlwind and Prismatic Wall. The fourth Glyph of Warding casts a 3rd-level Counterspell the next time a creature hostile to B. Negative attempts to cast a spell it can negate. The spell save DC of these Glyphs of Warding and any spells they cast is 19.
Effects from B. Negative's Private Sanctum:
- Sound can’t pass out of the portal.
- The portal appears dark and foggy from the outside, preventing vision (including darkvision) into it.
- Sensors created by divination spells can’t appear inside the lair or pass into the portal.
- Creatures in the lair can’t be targeted by divination spells.
- Nothing can teleport into the lair.
- Planar travel into the lair is blocked.
Effects from Guards and Wards (Spell Save DC 10):
- Corridors. Fog fills all the lair’s corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature will believe it is going in the opposite direction from the one it chooses.
- Doors. All doors in the lair are magically locked, as if sealed by an Arcane Lock spell. In addition, most doors are covered with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.
- Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away.
- Other Spell Effects. At least one of the following magical effects is placed within each 1,250 square feet of the lair.
- A Stinking Cloud is placed in two locations. The vapors return within 10 minutes if dispersed by wind.
- A constant Gust of Wind is placed in one corridor or room.
- A Suggestion is placed in one location. Any creature that enters or passes through a specified area of up to 5 ft receives the suggestion mentally.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/9/2025 7:22:35 PM
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22
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0
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Level 17
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Coming Soon
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