Legendary Resistance (5/Day). If the baroness fails a saving throw, she can choose to succeed instead.
Regeneration. The baroness regains 30 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 or damage from holy water, this trait doesn’t function at the start of her next turn.
Spider Climb. The baroness can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The baroness has the following flaws:
Forbiddance. The baroness can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The baroness takes 20 acid damage if she ends her turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the baroness’s heart while the she is incapacitated in her resting place, the baroness is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The baroness takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack. The baroness two blade attacks one telekinetic attack, and one bite attack.
Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (2d12 + 6) slashing damage.
Telekinetic. The baroness chooses one creature, range 30 feet. The target is either grappled (escape DC 18) and pulled to the baroness's position or thrown into another creature causing 8 (1d8 + 4) bludgeoning damage to both targets and knocking them both prone.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., a creature that is grappled by the baroness, incapacitated, or restrained. Hit: 25 (3d6 + 12) 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 the baroness 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.
The baroness 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.
Fast Move. The vampire moves up to twice its speed without provoking opportunity attacks.
Psychic Drain. The baroness drains 2d12 health from one target within 30 feet. and gains half of this health.
Telekinetic Blast (Costs 2 Actions). The baroness pushes anybody within 5 feet back 10 feet. All targets are knocked prone and take 1d4 force damage.
Lair and Lair Actions
Manor on the Dark Hill
Baroness Sougen lives with her with her eternal lifelong paramour, the Baron von Gertrank, in the Manor on the Dark Hill. A fortified manor overlooking the town of Kharahk.
The Manor is guarded by several vampire spawn , the Blood Gaurd, a werewolf named Odif and the Blood Guard. The Blood Guard are a group of humans sworn to keep Kharahk under control and stop its inhabitants from escaping.
Kharahk
Kharahk is a dull town built in a region that sees three to four hours of sunlight a day. It is mostly surrounded by stone walls and a cold river. Although this might seem to protect the town it is really a prison for its inhabitants. The only townsfolk that can leave are farmers and the Blood Guard that stop them from escaping. In this way the baron and baroness keep a large stock of human cattle.
Most days the townsfolk will hold a lotto where they all pull stones out of a bag, those that get a red stone will be that night's meal
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