| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +11 |
| DEX | 17 | +3 | +3 |
| CON | 21 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 24 | +7 | +12 |
| CHA | 14 | +2 | +2 |
Special Equipment. Renalds equipment make him immune to diffucult terrain and magical reductions to his speed. His armor counteracts his vulnerability to fire.
Feed. Renald can feed on a willing, restrained, or incapacitated humanoid for 1 minute, dealing 10 (1d10 + 5) Necrotic damage and healing by the same amount.
Stealthy Maneuver. When ever Renald takes the dash or disengage action, he can take the hide action at the end of his turn for free.
Ward. Renald can designate one adjacent creature as his ward. Attacks against this creature have disadvantage, due to Renalds protection. he can only ward one creature at a time.
Sunlight Vulnerability. Renald's speed is reduced by 30ft in sunlight, and he cannot use any vampiric abilities.
Arterial Burst (2/Day). When Renald hits a target with an unarmed attack while he is bloodied, he can cause the attack to become a critical hit automatically.
Multiattack. Renald makes three attacks with his katana or claw. He can replace one attack with his bite or a use of his spellcasting to cast vampiric drain.
Katana. Melee Attack Roll: +13, reach 5 ft. Hit: 17 (2d8 + 8) Slashing damage, or 19 (2d10 + 8) Slashing damage if used with two hands. The target has Disadvantage on its next attack roll before the start of Renald's next turn.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage. The target has Disadvantage on its next attack roll before the start of Renald's next turn. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19) from one of two hands.
Bite. Melee Attack Roll: +12, reach 5 ft., one willing creature, or a creature that is grappled by Renald, incapacitated, or restrained. Hit: 16 (2d8 + 7) Piercing damage plus 16 (2d10 + 5) Necrotic Damage. Renald regains health equal to the amount of Necrotic Damage taken.
Spellcasting. Renald casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):
At Will: Vampiric Drain (Gains Temp HP equal to half of damage, which lasts for 1 minute), Charm Person (Target is immune for 24 hours on a successful save)
1/Day Each: Charm Person (All creatures in a 30-foot cone), Hypnotic Pattern (Doesn't affect himself)
Quick Search. Renald takes the Search Action.
Dark Stalker. Renald takes the Hide Action.
Blood Frenzy. Renald enters a blood frenzy, drawing on his own life force to increase his power. He cannot be healed by any effect not caused by himself, and he cannot maintain Concentration. He can end the frenzy without any actions during his turn, and it ends automatically when he is unconscious. Upon activation and at the start of each of his turns, he takes 15 damage. His melee or thrown attacks deal 10 additional damage, and has advantage on attack rolls against targets that are bloodied. He has Advantage on Strength checks and Strength saving throws.
Boots of Speed. Renald clicks the boots' heels together. The boots double his Speed, and any creature that makes an Opportunity Attack against him has Disadvantage on the attack roll. If he click his heels together again, he ends the effect. When he's used the boots' property for a total of 10 minutes, the magic ceases to function for him until the next day.
Interpose. Trigger: Renald or his ward is hit by an attack. Effect: Renald moves in front of the attack and attempts to deflect it. He adds 5 to his or his ward's AC against the attack. If it still hits, it hits Renald instead of the ward.
Legendary Action Uses: 3. Immediately after another creature's turn, Renald can expend a use to take one of the following actions. He regains all expended uses at the start of each of his turns.
Deathless Strike. Renald moves up to half his Speed, and makes one Katana or Claw attack.
Beguile. Renald casts either version of Charm Person using his Spellcasting. He can't take this action again until the start of his next turn.
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