Legendary Resistance (3/Day). If Aribeth The Betrayer fails a saving throw, it can choose to succeed instead.
Regeneration. Aribeth The Betrayer regains 20 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 Aribeth takes radiant damage or damage from holy water, this trait doesn’t function at the start of Aribeth’s next turn.
Vampire Weaknesses. As a vampire, Aribeth The Betrayer has the following flaws:
Forbiddance. Aribeth The Betrayer can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Aribeth The Betrayer takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Aribeth The Betrayer’s heart while she is incapacitated in its resting place, Aribeth is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Aribeth The Betrayer takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Spellcasting. Aribeth The Betrayer is a 15th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). She has the following paladin spells prepared:
1st level (4 slots): command, wrathful smite, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (3 slots): blinding smite, dispel magic
4th level (2 slots): staggering smite
Multiattack. Aribeth The Betrayer makes three attacks with her magical longsword, Vengeance .
Vengeance. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 9) slashing damage.
If Aribeth The Betrayer scores a critical hit against a creature that has fewer than 100 hit points with Vengeance, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune).
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +10 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 Aribeth The Betrayer 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 the vampire’s control.
Dreadful Aspect (Recharges after a Short or Long Rest). Aribeth The Betrayer exudes supernatural menace. Each enemy within 30 feet of Aribeth must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from Aribeth The Betrayer, the target can repeat the saving throw, ending the effect on itself on a success.
Aribeth The Betrayer 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. The vampire regains spent legendary actions at the start of its turn.
Move. Aribeth moves up to her speed without provoking opportunity attacks.
Unarmed Strike. Aribeth makes one unarmed strike.
Bite (Costs 2 Actions). Aribeth makes one bite attack.
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