As you adventure for ward you encounter a quarantined library newly opened a guard at the door opens a tiny  window telling you that they are only offering library cards to those who offer great gifts.

This must be a magical object worth at least 500 gold per class level. Your reward all the spell books you could dream of and the chance to become a black blood librarian a blind creature of the halls.

The librarians are the inhertors of liliths power after she built the shadow express. Tragicaly as they were granted the ability to walk in the sun they were sticken blind for their “betrayel” 

Almost always physically beautiful and extremely seductive, they spend their lives caught between their powerful psychic urges and all too human sensibilities.

librarians  receive supernatural powers from their mother Lillith’s sacrifice   which protects them from the vampires’ weaknesses.

None of the supernatural weaknesses that can destroy or repel a librarian.

A Librarian is an epic adversary. In addition to its supernatural powers, all Librarians develop a character class (typicaly cleric or wizard), and those skills should be added to the base creatures stats given below.



Black Blood Librarian
Medium undead (shapechanger), Lawful
Armor Class 16 (Natural Armor)
Hit Points 100 (14d8+2)
Speed 30 ft.
*
STR14 (+2)- DEX-14 (+2) CON-14 (+2) INT18 (+4) WIS-18(+4) CHA 18 (+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistance Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Blind sight 120 Ft., passive Perception 17 The vampir can not see things physically but has a kinesthetic hearing that let’s them perceive sound both visibly and audibly.

Languages The Languages It Knew In Life
Challenge 11 (9,000 XP)

Shapechanger.

If the vampire isn’t in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged.

Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there.

Deathless Resistance.

If the vampire is a deathless being then  as such they cant cause any permanent harm to others through an innate magical ability.

This in turn make it immune to spells and magical effects that would harm or target it for being an evil creature these effects include but are not limited to (channel divinity to turn the undead, radiant energy effects meant to cause extra harm to the undead or other divine magics that target the undead as potential sources of evil.)

Misty Escape.

When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration.

The vampire 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 the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spider Climb.

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Lilitheen Gifts:

Ever since the rise of Lillith and the dawn of the shadow express vampire’s under Lilliths protection are no longer hounded by divine spell caster or divine like meta magic effects. Lilitheen vampire’s serve a special job helping ghosts go where they need to go and they use the shadow express to do that.

Aditionaly the librarian has these abilities.
Once per round a foe hit with an armed attack can be buffered with a psionic onslaught. And take ( 7d4) psychic damage. A foe slayed  by this attack doesn’t die but does remain asleep for a few days as their system recovers

*Once per round a strike a with a psionic tendril to do this they must make a ranged spell atack +8 to hit and then 3d4 psychic damage. A foe reduced to zero hitpoints by such an attack doesnt die but instead goes to sleep for eight hours.

The librarian is considered to be a cleric of the knowledge domain of at least level 5, and as such has acess to basic cleric class abilities.
The librarian can at any moment substitute their necrotic damage with psychic damage  instead, when they chose to do that ability all their damage is enhanced as with the feat Empowerment.



Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a
bite attack.

Unarmed Strike (Vampire Form Only). Melee

Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18)

Bite

(Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing crepature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit: (1d6 + 4) piercing damage plus (3d6)necrotic damage.

Charm.

The vampire targets one humanoid it can hear within 60 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack. Each time the vampire or the vampire’s 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 the vampire 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). The vampire magically calls 2d4 swarms of bats  The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

Vampire 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. Vampire regains spent legendary actions at the start of their turn.

* Move.The vampire moves up to its speed without provoking opportunity attacks.

* Unarmed Strike.The vampire makes one unarmed strike.

* Tendril Strike:  (Costs 2 Actions).The vampire makes one tendril attack.

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