| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +11 |
| DEX | 22 | +6 | +12 |
| CON | 24 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 16 | +3 | +9 |
| CHA | 26 | +8 | +14 |
Shapechanger: If Baccaryn isn't in sunlight or running water, she can use her action to polymorph into a Large bat, or back into her true form. While in bat form, Baccaryn can't use any actions other than Bite. Her statistics, other than size, are the same in each form. Any equipment she is wearing or carrying is transformed with her. She reverts to her true form if she dies.
Legendary Resistance (3/Day): If Baccaryn fails a saving throw, she can choose to succeed instead.
Regeneration: Baccaryn regains 20 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 she takes radiant damage, this trait doesn't function at the start of her next turn.
Sentinel: Baccaryn has advantage on opportunity attacks. When a creature within 5 feet of her makes an attack against a target other than her, she can use her reaction to make a melee attack against the attacking creature.
Multiattack: Baccaryn makes two attacks, only one of which can be a Bite attack.
Unarmed Strike: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a Large or smaller creature, Baccaryn can choose to grapple the target instead of dealing the bludgeoning damage (escape DC 18).
Bite: Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Baccaryn, 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 Baccaryn 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 Baccaryn's control.
Blood Step: Baccaryn teleports up to 30 feet to an unoccupied space she can see. Immediately after teleporting, a burst of necrotic mist fills a 5-foot radius sphere centered on her previous location. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.
Blood Pulse: All bloodied creatures (below 190 hit points) within 30 feet of Baccaryn take 14 (4d6) necrotic damage and must succeed on a DC 20 Dexterity saving throw or be knocked prone.
Bite: When a creature moves into her melee range, Baccaryn can make a Bite attack against that creature.
Thrall: If Baccaryn reduces a humanoid to 0 hit points, she can use her reaction to cause that humanoid to become a vampire spawn under her control. The spawn acts immediately after Baccaryn on the initiative count.
Baccaryn can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baccaryn regains spent legendary actions at the start of her turn.
Bite (1 Action): Baccaryn makes one Bite attack.
Misty Step (2 Actions): Baccaryn uses her Blood Step bonus action.
Blood Siphon (3 Actions): Each creature within 60 feet of Baccaryn must succeed on a DC 18 Constitution saving throw. On a failed save, a creature gains one level of exhaustion and its hit point maximum is reduced by 7 (2d6). Baccaryn regains hit points equal to the total hit points lost by all affected creatures. A creature's hit point maximum can be restored by the greater restoration spell or by finishing a long rest.
Second Phase Trigger:
When Baccaryn's hit points drop to 190 (50% of her max), she transforms. This is purely cosmetic and doesn't change her stats, but it signals a more desperate and dangerous stage of the fight. Her Armor Class becomes 25.
Description of Transformation:
Her skin becomes translucent, her deep red veins visible beneath. Her eyes glow with an intense red light, emitting a smoky trail. The crystal roses/vines on the floor pulse visibly, like blood vessels.
Description
Baccaryn is a formidable vampire queen, radiating an aura of both regal elegance and terrifying power. Her beauty is striking, with pale skin, crimson lips, and piercing red eyes that seem to hold ancient secrets. Yet, beneath this captivating facade lies a ruthless and cunning predator. She commands dark magic with chilling proficiency, manipulating blood and shadow to ensnare and dominate her foes. Her presence is a chilling blend of allure and danger, making her a truly unforgettable and deadly adversary.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Baccaryn can take one lair action to cause one of the following effects; she can't use the same effect two rounds in a row:
Blood Crystal Surge: Baccaryn causes the blood crystal roses and vines on the floor to animate and lash out. Each creature on the floor must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) slashing damage and be restrained until the end of its next turn.
Gargoyle's Grasp: Baccaryn commands one of the gargantuan gargoyles flanking her throne to attack. The gargoyle uses its Multiattack action (if available) or makes one melee attack. (You'll need a separate stat block for the Gargoyles, CR 10-12 range)
Whispers of Madness: Baccaryn emits a psychic pulse. Each creature within 30 feet of her must succeed on a DC 18 Wisdom saving throw or be affected as if by the confusion spell for 1 minute.
Blood Tide: A wave of blood erupts from the floor, creating a hazardous area. Each creature within a 20-foot radius circle centered on a point Baccaryn can see on the floor must succeed on a DC 18 Dexterity saving throw or be knocked prone. The area becomes difficult terrain until the end of Baccaryn's next turn.
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