Blood Manipulation: As part of her attacks, Crimson manipulates blood.
she can affect any creature with blood.
Blood Sense: Crimson knows the location of any creature with blood within 120 ft., even through walls with her smell.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Amulet of the Daywalker: While wearing the amulet, she is able to gain immunity her Vampire Weaknesses
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Multiattack: Crimson makes two Bloodlash Strikes.
Bloodlash Strike: Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Necrotic damage plus 7 (2d6) slashing damage.
Sanguine Siphon: Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Red Mist Teleport: Crimson becomes blood-mist, teleports up to 60 ft., and does not provoke opportunity attacks.
Blood Prison (2/Short Rest): Crimson bends a target’s blood. One creature he can see within 60 ft. makes a DC 18 Con save. On failure, they are restrained for 1 minute. The creature can repeat save at the end of each of its turns.
Vampiric Dash: Move up to 30 ft. without provoking opportunity attacks. (2/Short Rest)
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