Vampire Spellcasting Aash'Tanark is a 20th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15,+7 to hit with spell attacks).
Sanguine Suppression- Upon reducing a creature to 0 hit points within his bite, Aash'Tanark does not suffer from any of his weaknesses for the next 24 hours. Additionally, radiant damage no longer hampers his abilities. Withering Aura (True Vampire only)- Creatures of Aash'Tanark's choice that first enter or start their turn within 30ft of him cannot recover hitpoints Misty Escape- When Aash'Tanark drops to 0 hit point outside his resting place, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed. Shapechanger- If Aash'Tanark isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a medium cloud of mist, his Large hybrid form, or back into his true form. 1. Bat Form- While in bat form, Aash'Tanark can't speak, becomes a Tiny bat, his walking speed is 5 feet, and has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he carries does. Aash'Tanark reverts to his true form if he dies. 2. Mist Form- While in mist form, Aash'Tanark can't take any actions, speak, or manipulate objects. He becomes weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In additon, if air can pass through a space, the Aash'Tanark in mist form can do so without squeezing, but he can't pass through water. He has advantage on Strenth, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage he takes from sunlight and water. 3. Vampiric Hybrid Form- While in this form, Aash'Tanark's size increases to Large as he turns into a hulking bat/humanoid hubrid. For the duration, his walking and climbing speed becomes 40ft., and he has a 80ft. flying speed. While in this form, Aash'Tanark has advantage on Strngth, Dexterity and Constitution ability checks and saving throws. Blood Sense- Aash'Tanark knows the direction of a creature that is below half its hitpoint maximum or has its hitpoint maximum reduced as long as it is within 1 mile of him. Gloom Sight- Aash'Tanark's vision is not obscured by magical darkness. Regeneration- At the start of each of his turns, Aash'Tanark regains 30 hitpoints. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn. Spider Climb- Aash'Tanark can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Charm- Aash'Tanark argets one Humanoid he can see within 30 ft. of him. If the target can see Aash'Tanark, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by Aash'Tanark. The Charmed target regards Aash'Tanark as a trusted friend to be heeded and protected. Although the target isn't under Aash'Tanark's control, it takes his requests or Actions in the most favorable way it can, and it is a willing target for Aash'Tanark's Bite Action. Each time Aash'Tanark or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Aash'Tanark is destroyed, is on a different plane of existence than the target, or takes a bonus Action to end the effect. Children of the Night (1/Day): Aash'Tanark magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, he can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Aash'Tanark and obeying his spoken commands. The beasts remain for 1 hour, until Aash'Tanark dies, or until he dismisses them as a bonus Action. Turn Defiance- Aash'Tanark has advantage on saving throws against effects that turn Undead. Undead Nature- Aash'Tanark does not need to breath Legendary Resistance (3/day)- If Aash'Tanark fails a saving throw, he can choose to succeed instead. Upon using this feature, Aash'Tanark regains 30 hit points. Vampiric Weaknesses: Running Water- Aash'Tanark takes 20 acid damage upon ending his turn in running water. Fear of Light- Upon taking Radiant damage, Aash'Tanark must succeed a Wisdom Saving Throw equal to half the damage taken (minimum 10) or become frightened until the end of his next turn. Sun Poisoning- While in direct sunlight, Aash'Tanark is considered to be poisoned for the duration he remains in sunlight. Sunlight Hypersensitivity- Aash'Tanark takes 20 radiant damage when he starts his turn in direct sunlight. While in sunlight, he suffers disadvantage on attack rolls and ability checks. Wooden Stake- If a piercing weapon made of wood is driven into Aash'Tanark's heart, while he is incapacitated in his resting place, Aash'Tanark is paralyzed until the stake is removed.
Multiattack-Aash'Tanark can cast a spell and make two attacks with his claws. He can substitute two claw attacks for a Vampiric Drain. Claw- Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 15 (4d4+5) slashing damage + 9(2d8) necrotic damage. Upon a hit, creatures cannot recover hitpoints until the start of Aash'Tanark's turn. If the target is Medium or smaller, it is considered grappled (escape DC19). Vampiric Drain- A creature that Aash'Tanark can see within 60ft. of him must succeed a DC 20 Constitution Saving Throw. On a failed saving throw, creatures take 27(6d8) necrotic damage and Aash'Tanark regains a number of hitpoints equal to half the damage dealt. On a successful saving throw, creatures take half damage and Aash'Tanark does not regain hitpoints. Bonus Action: Bite- Melee Weapon Attack: +11 to hit, 5ft., one grappled or restrained target. Hit: 10 (2d4+5) piercing damage +21(6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Shadow Stealth- While in dim light and/or darkness, Aash'Tanark can use his bonus action to Hide. Blood Puppet- One creature of choice within 60ft of Aash'Tanark must succeed a Constitution saving throw. On a failed saving throw, that creature suffers one of the following effects: 1. An affected creature must use its movement speed to move to a spot of Aash'Tanark's choice. 2. An affected creature must drop whatever item it is holding. 3. An affected creature must fall pronce. 4. An affected crature must make a weapon attack against a creature within range.
Blood Bind- What a creature damages Aash'Tanark, he can force that creature to make a Constitution saving throw equal to 8+its proficiency bonus+its Charisma modifier. On a failed saving throw, Aash'Tanark takes half damage and the attacks takes necrotic damage equal to the other half of damage.
Aash'Tanark can take a legendary action at the end of a creature's turn. (3/turn) Movement (1 action)- Aash'Tanark can move up to his movement speed to a spot that he can see within range. This movement does not provoke opportunity attacks. Shapeshift (1 action)- Aash'Tanark can use his Shapechanger Trait. Blood Puppet (1 action)- Aash'Tanark can use his Blood Puppet Bonus Action. Vampiric Bite (2 actions)- Aash'Tanark can make a bite attack against a creature within range. Cast Spell (2 actions)- Aash'Tanark can cast a spell of 5th level or lower. Resilience (3 actions)- Aash'Tanark can end one spell effect or status condition on himself.