Zarian Marquis MorningStarr
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You don't know me? Well, you should, I'm good to know. Very good. I can be your very best friend, and I can be your very best enemy. That doesn't make sense? It does to me, and that's all that matters. Aloof, maybe. Honest, definitely. An asshole? You'd probably think so. But I can be kind. I can be generous. I can be loving and sweet...doubtful if you would ever see it.
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Race: Vampiric Dragon
Str: 22 +6
Dex: 22 +6; ST: +14
Con: 22 +6; ST: +10
Int: 20 +5
Wis: 18 +4; ST: +12
Char: 25 +7; ST: +15
Stealth: +14; Perception: +12; Deception: +15; Intimidation: +15; Persuasion +15;
Age: Unknown
Height: 6'2"
Hair: Brown
Eyes: Goldish brown
Build: Well defined, athletic
Sexuality: Bi, but taken
Mate: Vaelve Darkbane
Children: Many
GrandChildren: Many
Occupation: God of Vampire Dragons/Ex-ruler of the Dragon Empire
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Zarian is a complicated figure. Sure, he'll make you feel low. He'll make you feel like the heel of his boot to be tread upon and nothing else. He'll flirt and drop you, he'll screw your brains out and never see you again. He'll bleed you dry if given the chance. All of this he will do--and hate himself for it. There are responsibilities that he has that he wishes for death before he has to perform, but there is nothing he can do to stop it. All you will see is an elegantly clad gentleman, charming and at ease around strangers. He will bow at the waist, and kiss your hand, all the while looking for any sort of information you can provide. It is his lot in life, the weight on his soul. And not even you can save him.
~~*~~
At least, that was the way things used to be. Someone did save him. Someone gave him something other than pain and hatred, who didn't take his shit and would kick his ass if he thought it necessary. The worst thing that could happen to a professional seducer happened. He was seduced.
Powers: Supreme lover, does that count?
Telekinesis: You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Shape-changer. The Vampiric Dragon can use an action to polymorph into a night wing bat, a Large cloud of mist, its humanoid form before becoming a Vampiric Dragon lord, or back into its true form.
While in bat form, the Vampiric Dragon can't speak, its walking speed is 10 feet, and it has a flying speed of 90 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 Vampiric Dragon can't take any actions, speak or manipulate objects. It is weightless, has a flying speed of 45 feet, can hover and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all non-magical damage.
While in its humanoid form, the Vampiric Dragon can use its Vampiric Touch, Bite, Soul Drain, Children of the Night actions or any of its legendary actions. In addition, it can fly while in humanoid form, the Vampiric Dragon typically refrains from using its innate spellcasting as to not attract attention to itself.
Legendary Resistance (3/Day). If the Vampiric Dragon fails a saving throw, it can choose to succeed instead.
Misty Escape. When the Vampiric Dragon drops to 0 hit points outside of its resting place, the Vampiric Dragon transforms into a cloud of mist (as in the Shape-changer trait) instead of falling unconscious, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its Vampiric Dragon form. It is then forced to remain in its resting place until it regains at least 1 hit point. After spending 1 minute in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The Vampiric Dragon regains 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Vampiric Dragon takes radiant damage or damage from holy water, this trait doesn't function at the start of the Vampiric Dragon's next turn.
Spider Climb. The Vampiric Dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Death Warden. When casting the animate dead or create undead spell, there is no limit to how many creatures the Vampiric Dragon can have under its control. In addition, after casting animate dead or create undead once on creatures, it no longer needs to be cast on those creatures to retain its control over them.
Turn Immunity. The Vampiric Dragon is immune to effects that turn undead.
Marshal Undead. Undead creatures within 60 feet of the Vampiric Dragon have advantage on saving throws against effects that turn undead.
Magic Resistance. The Vampiric Dragon has advantage on saving throws against spells and other magical effects.
Enhanced Attacks. The Vampiric Dragon's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to non-magical damage.
Innate Spellcasting. The Vampiric Dragon's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Vampiric Dragon can innately cast the following spells requiring no material components:
At will: animate dead, blight, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis
5/day each: create undead, eyebite, dominate person, fear
3/day each: finger of death, circle of death (cast using a 7th level spell slot), waves of exhaustion
1/day each: dominate monster (cast using a 9th level spell slot), power word kill
ACTIONS
Multiattack (Humanoid or Vampiric Dragon Form Only). The Vampiric Dragon makes three attacks.
Unarmed Strike (Humanoid or Vampiric Dragon Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft. (10 ft. in Vampiric Dragon form), one creature. Hit: 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, the Vampiric Dragon can grapple the target (escape DC 22).
Vampiric Touch. Melee Spell Attack: +15 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) necrotic damage. The Vampiric Dragon regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 22). The Vampiric Dragon can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a zombie after 1 hour under the Vampiric Dragon's control. The Vampiric Dragon cannot use this action when it is in direct sunlight.
Necrotic Breath (Recharge 5–6). The dragon exhales an deathly cold blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Creatures damaged by this attack cannot regain hit points until the start of the dragon's next turn.
In addition, 2d4 mist spawn (shadows MM) appear in the area of effect, and immediately act on the dragon's initiative.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one willing creature, or a creature that is grappled by the Vampiric Dragon, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampiric Dragon 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 Vampiric Dragon spawn under the Vampiric Dragon's control.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Soul Drain (Recharge 5-6). Ranged Spell Attack: +15 to hit, range 60 ft., one creature. Hit: 42 (10d6 + 7) necrotic damage. The target makes a DC 23 Constitution saving throw or the Vampiric Dragon regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the Vampiric Dragon to its hit point maximum, it gains the excess as temporary hit points. A humanoid slain in this way and then buried in the ground rises the following night as a Vampiric Dragon spawn under the Vampiric Dragon's control. The Vampiric Dragon cannot use this action when it is in direct sunlight.
Bestow Curse. The dragon can use its action to cast bestow curse.
Inflict Wounds. The dragon can use its action to cast inflict wounds.
Charming Presence. Each creature of the dragon's choice that is within 120' of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become charmed by the dragon. The charmed target regards the dragon as a trusted friend to be heeded and protected. Although the target isn't under the dragon's control, it takes the dragon's requests or actions in the most favorable way it can, and it is a willing target for the dragon's bite attack.
Each time the dragon or the dragon'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 long or until the dragon is destroyed, is on a different plane or existence than the target, or takes a bonus action to end the effect.
Children of the Night (3/Day). The Vampiric Dragon magically calls 4d6 giant bats or rats, provided that the sun isn't up. While outdoors, the Vampiric Dragon can call 3d6 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the Vampiric Dragon and obeying its spoken commands. The beasts remain for 1 hour, until the Vampiric Dragon dies, or until the Vampiric Dragon dismisses them as a bonus action.
LEGENDARY ACTIONS
The Vampiric Dragon 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 Vampiric Dragon regains spent legendary actions at the start of its turn.
Move. The Vampiric Dragon moves up to its speed without provoking opportunity attacks.
Vampiric Touch or Unarmed Strike. The Vampiric Dragon makes one Vampiric Touch attack or one unarmed strike.
Bite (Costs 2 Actions). The Vampiric Dragon makes one bite attack.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Cast a Spell (Costs 2 Actions). The Vampiric Dragon casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.
Absorb Life (Costs 3 Actions). Every non-undead creature within a 30-foot radius of the Vampiric Dragon must make a DC 23 Constitution saving throw. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, creature take half damage and do not have their hit point maximum reduced. The Vampiric Dragon regains the amount of necrotic damage dealt as hit points. If the amount of hit points the Vampiric Dragon gains restores the Vampiric Dragon to its hit point maximum, the Vampiric Dragon gains the excess as temporary hit points. A humanoid slain in this way becomes a wraith under the Vampiric Dragon's control. The Vampiric Dragon cannot use this action when it is in direct sunlight.