Azur
Origin
Thousands of years ago Azurakk was born to a Sanguine vampire during the night of The Crimson Moon, when The blood moon was at its most powerful in millenia.Those turned by him and by them again became the first azur vampires.
History
The species is prevalent on the continent of Azurym, though they are prevalent in other human dominated continents as well, the degree of their prevalence is much less so.Hunted in The Enokkian empire for over two millenia, and with a god that has been presumed dead for nearly seventeen centuries as of the year 1699, their kind is a seperated one, not connected or ruled by any central pwoer, or really any form of structure at all.
After Azurakk's birth, there has also been a number of azur lords born fro mthe act of slaughter. Any humanoid who in the span of a single blood moon's lunar cycle of 100 days slaughter 100 000 people by their own hand in some fashion will be noticed by The blood moon and ascend, attaining a bloodline related to their talents and how they performed their slaughter as they are claimed by The Old Blood.
Psychology
Azurs are compelled to dominate, enslave and hunt. They love spilling blood, to domainte others and to control. Very few azurs has the ability to retain their humanity, and even fewer manage toi stay on this pat4h for long, as their isntincts are both potent and insidious.Physiology
Blood magic
Aazurs possesses an inante resistance to all forms of blood-based life alchemy, and some resistance to other forms.They also possess an innate potential thanks to their body's innate attunement to The Sanguine Aspect of Blood.
Blood-sense
Within a short range they can sense the blood of others. Their own blood they can sense from much furtehr away.Hemokinesis
Azurs possess the innate ability to manipualte blood within their blood-sense. This ability is hard to learn to wield, even harder to master, and is known to be resistable by those with a sufficiently strong will, pain-resistance, or soul.Their own blood however, does not resist, and allow them to perform feats of agility and movement that should be impossible, such as changing their trajectory mid-air, moving at speeds that are simply impossible with their supposed level of strength and innate speed, or jumping with extreme potency.
Domination
An azur can, by looking into the eyes of another creature and focusing on what they want, dominate their mind.This ability requires some level of focus, and is easiest if a link between midns is made. Usually, the eyes, as the primary sense and tehrefore biggest connection between mind and body in msot humanoids, is the optimal medium for this ability, however, it can also be used through voice, or theoretically even just physical movements.
Enhanced Physicality
Enhanced reflexes
Azurs possess an innate speed of reaction and movement not seen in ordinary members of their original species.Msot azurs will also, subcosnciously, use their power of Domination on themselves to cause enhanced focus and allowign them to slow down their perception of time during times of stress. Some even learn to harness this power, being able to wield it at will rather than when they feel threatened.
Enhanced senses
All senses of an azur has been enhanced beyond their natural abilities, and when it comes to noticing and tracking blood, this enhancement is truly supernatural in potency.Enhanced Speed
Azurs possess an innate icnrease to he spped at which they are capable of moving, comign from their general superiority, as well as increased strength and instinctual hemomancy.Supernatural strength
All azurs possess an inante supernatural increase to their physical capabilities, including strength.Supernatural Resilience
Azurs possess some level of increase to their general resilience, as power focuses into their body and makes them increasingly difficult to harm in any way as more power is focused in the same frame.Regeneration
An azur can regenerate from any mortal wound that does not outright kill them, if given sufficient time. The speed at which they regenerate will vary depending on the tier of azur they are, their personal pwoer withinb that tier, and if their bloodline affects their regeneration at all.Bloodline Traits
Every azur bloodline have special traits and abilities which vary from bloodline to bloodline, and all azurs that have reached their level of power through ascension rather than being turned that are of the lord or above tier has their own bloodline.Reproduction
An azur can reproduce in two ways: either they can reproduce with another of their kind, or they can turn a humanoid into another of their kind.To turn another, they must make them consume some of their blood as they imbue it with power and will sufficient to transform them. The result will be an azur fledgling of a potency depending on how much power was put into the blood. However, the blood of a lord always holds enough power to turn another, a duke can always create purebloods, and Azurakk's will always create a lord at minimum.
Reproducing the natural way is, however, challenging, and sacrifices power from both parents to create, and usually at a level of power between the parents.
Power
Azurs are divided into different tiers of power, and even within that tier, an azur will slowly grow in power as they spill and consume blood.Fledling
Fledlings have not been truly claimed by the blood. They do not yet have most of their gifts or curses, and while they have a hunger for blood, it can be resisted by a concerted effort of will by most people. They also do not grow in pwoer as they spill or consume blood.Fledlings do now show any connection to their bloodline while still a fledgling. They do not possess most of the strenghts and weaknesses of azurs, though theiur healing will have been greatly accelerated, their strenght slightly enhanced, and they will grow hungry over time unless they consume blood. Should they ever consume humanoid blood, they will become full-born azurs, and their sanguine bloodline will awaken. At this point, their soul will also become tainted, and curing them shall become nigh impossible.
A fledling can still consume the foods they enjoyed as a mortal, do not have an yweakness to necrotic energies, no resistance to sanguine ones and no sire-bond. They do show some accelerated regeneration and strength, hwoever this is nothing beyond what could theoretically exist within a mundane creature.
Half-breeds
If an azur have a child with a non-sanguine humanoid, the child will ba a halfbreed who usually possesses the traits of a fledling, but cannot be turned into an azur of a tier weaker than their parent. This means, among other things, that they can consume humanoid blood without turning, as their blood is strong enough to resist the transition.Lesser
Sometimes known as turned vampires, Lesser azurs have their inante azurian traits activated, and their bloodline awakened. They are also bound by the sire bond, feeling an extreme compulsion to obey their sire, to the point less than one in a thousand azurs will ever have the potential to disobey their sire, assuming they do not sire so many azurs their domination starts weakening.All auzrs regenerate from wounds swiftly, and lesser azurs can regenerate from a lost limb in a anywhere from a few hours for some fingers for those that has attained more power, to a few days for an arm for the weaker ones.
When it comes to their mortality, lesser azurs can be slain by cutting the connection between the heart and head, either by causing major damage to the brain or heart, or seperating them completely.
Mixedbloods
Mixbloods, or sometimes referred to as middling azurs, are azurs between lessers and greater. They are rare, as usually a full tier will be reached, however, the child of two different tiers of azurs only one tier between them usually results in something between either.Mixbloods possess power between a lesser and greater azur.
Pureblood
Usually referred to as greater azurs by scholars, they can regenerate a lost limb in a few hours to minutes for the fastest regenerators among them.When it comes to their mortality, greater azurs can be slain by completely incinerating the heart.
For a lesser azur to become greater, they must, in 10 days, spill the full blood of a thousand humanoids.
Nobleblood
Noble azurs are usually azurs born from a pureblooded (greater) and lord having a child, though other origins are said to exist.Lord
Lords can regenerate a lost limb in minutes to a few seconds.Azur lords can regenerate so long as either a drop of blood remains un-incinerated that were within them a day ago or less, or any piece of their heart have not been completely destroyed through an act such as cremation, pyolysis, or the erasure of the domain of the Aspect of Blood.
For a greater azur to become a lord, they must, in 100 days, spill the blood in full of one hundred thousand humanoids.
Count
A count can regenerate a lost limb in a few seconds to nigh instantaniously.A count can regenerate so long as a single piece of their blood remaing anywhere have not been destroyed through means such as cremation and other incineration, and any blood that has been within them for the last day have not gone through pyrolysis.
It is said that for an azur lord to become a duke, they must, in 1 000 days, spill the blood in full of 10 million humanoids. This has never been observed, and there are theories it is not even possible.
There were once dozens of azur dukes, hwoever, during the war between The Enokkian empire and their champion La'dreew the hero of mankind, and Azurakk, only five now remain that are not the direct children of Azurakk himself. His children are half-gods, and are, as such, referred to as azur princes and princesses.
Prince/Princess
An azur prince and pricness is the same as a duke, but they are the direct children of Azurakk, and are half-gods in their own right.The only wildly known azur of this variant is Eishellis the vampiric half-god of perfection, crafting and self-improvement.
King
Azurakk can regenerate from nigh any wound instantly, making harming him with mundane force a mute point.Azurakk can regenerate so long as he has not been seperated from the concept of blood as the god of blood and enslavement.
An azur King, in general, could regenerate so long as the domain of blood have not been erased from nay location a piece of them was destroyed.
For an azur duke to become a king, in theory, they must, in 10 000 days, spill the blood in full of one billion humanoids. This has however never occured, and legend has it The Priest of Five once commented it would not work, though none know the validity of this statement.
Known Bloodlines
Alchemyborne
Originating with Fang the master alchemist and one of the rulers of MontaguAzurakkian
The Azurakkian bloodline is by some considered the strongest of all the bloodlines, and those same people may very well argue they are evidence Azurakk is not as dead as the Church of light would have you believe.They are the archtype on which all other bloodlines are based, and none of their traits are weak.
Their greatest strength, however, lies in their dominating prescence. Their gaze subjegates all who fall before it. Where other bloodlines must focus to dominate, an azur of the azurakkian bloodline always domaintes as if cosued with their gaze, and. to a lesser extent, with their movements and voice.
Beastbloods
Beastblooded azurs are the children of one of the sons of Azurakk himself, a beast-like monstrosity. It is said his kind was hunted to extinction, though some may still remain, sealed or hidden away within the continent of Azurym.Beastbloods were monsterous, and could transform into an enraged enlarged beast-like form where they possessed enhanced strength and durability.
Their domination ability was focused on an area of effect that ensnared animals rather than sapients, having little effect on anything with an eternal soul, though they could also empower creatures ensnared by them in a similar, if lesser, manner as themselves when they had enough power.
Their regeneration was however lessened, as was their blood-sense and blood-magic.
Blackwolf
Bloodwolf azurs are children of a wolfblood who became an azur lord some time after the 1000th year of the enokkian calendar. He protects a city in the middle of nowhere south to the enokkian empire, south-east to Constelal.Blackwolf azurs can transform into wolves, and those of them who are wolfbloods lose their connection to Ekaz and the stars, instead being blessed by The Blood Moon, having their canine features be the color of blood, and during the blood-moon, their fur appears to constantly bleed blood.
They have a surprising amount of control of themselves during the blood moon, and their domination ability only works on canines, though it is similar to canine superiority for all of them, with the wolfbloods having an added passive domineering aura against canines on top.
They have enhanced senses in their wolf-form, and can wield blood magic to empower themselves physically, but lack any finesse or blood-sense.
They can enter a bloody rage in which their strength and speed increases, and their muscles swell (increasing their strength, resilience and regeneration).
Some members of their species has the ears and tail of a wolf the color of blood, though not all of them. All greater examples of their species has both the fur, tail and head of a wolf, though.
Wolfbloods who become blackwolf azurs retain their transformation and have crimson colored wolf ears that seem to leak fresh blood and always be covered in the liquid, though it never seems to cover anything else. They also gain an empowered wolf transformation, and lose their ekazian abilities.
Their blood magic is used to strengthen themself and their pack, their domination allows them to easier communicate and cooperate with others of their kind and their "pack". (Essentially, the bloodline has pack tactics with others of their bloodline and those trained to make use of this feature amongst the population).
By default they're not as fast as other azurs, they don't have external blood-sense or external hemomancy and no domination beyond that on wolves and their sire-bond, but they're possibly the physically strongest bloodline while enraged, and the wolfblood ones have their wolf form that is empowered.
They also may have a slight bit of void magic, allowing their claws and teeth to pierce most defences, and allowing short-ranged teleportation to be learned.
Bloodborne
The bloodborne came from a slave who was turned int oan azur by Azurakk as an act of cruelty. They were tortured endlessly, and, during the last days of his reign, the slave rose up and wielded the sanguine arts they had been exposed to to slaughter their master, until they had become a Lord.Bloodbornes possesses the single greatest regeneration of any azurs, and possesses great personal localized hemomancy, as well as potential in blood-magic. They're known to fight by literally exploding a limb (or themselves, for greater and lords) outwards in a burst that cuts and bludgeons everything nearby, before reforming seconds later from their pieces.
Fire is known to be effective against them, since they can regenerate far more easily than other azurs.
They possess no domination ability, and while they have nigh endless endurance, are the physically weakestbloodline of azurs.
Demonus
A bloodline little is known about, thouygh they possesses demonic blessings unseen in other bloodlines and are said to be the result of a child of a duke and a demon lord.Eishellian
Eishellians lack the Azurakkian bloodline's passive domination, and in exhange their talent is a rather subtle one. They notice imperfections in their deeds, learn rapidly, have a near perfect memory and improve over time with practice in any skill.They're also resistant to outside influences upon their minds.
Legionnaire
A bloodline spawned from the 7th son of a 7th son, 7 times over. All were farmers, and the daughter of the one who would become a Lord was killed by nobles to stop a prophesy, as she was destined to overthrow the corrupt nobles and become a true Hero.Her father took exception to this, and took over in her place to get vengence.
The Legionnaire bloodline has slightly enhanced strength over other bloodlines, but their domination ability is changed. They empower and alter morale. It's not very noticable over seconds, but over minutes and hours, and even days, it has a subtle effect that builds upon itself over time, though mostly while blood is being spilt.
Lesser azurs can increase the morale of their comrades within a adventuring party, greaters can affect squads, and lords can affect entire armies.
The bloodline also possesses less sensitive senses than other bloodlines, and no blood-sense or blood-magic to speak of, having invested it in affecting the morale of creatures containing blood.
Natre
The Natre bloodline is one little is known about, but they are natural born druids, their domination going to controlling nature and plants, and their blood-maghic being focused on controlling, healing and empowering beasts.Pyromantic
The youngest bloodline, having been born in the 1699th year of the Enokkian calendar, in the 11th month in the night between the 6th and 7th day during the bloodfire moon of The Red Comet.The pyromantic bloodline is in many ways inferior to other bloodlines, having a somewhat slower regeneration, speed, blood-sense, and blood-magic, as well as having no domination-related capabilities beyond an extremely weakened sire-bond, and having a much weakened blood-sense. Their one strength however, is the bloodline's blessing.
This bloodline can dominate fire itself, and need not feat its touch as their resistance to blood is more than merely mimiced in fire; no mundane flame can touch them, and even magical flames need be potent beyond compare to pierce their innate immunity.
While a lesser azur of this bloodline may have little beyond a high degree of fire resistance and the ability to conjure minor flames at will, a greater is immune to most flames and is as dangerous as a trained wizard in the art of pyromancy, and their lord is a sorcoerer of the flame; able to bend fire and blood to his whims with his mastery of bloodfire.
The bloodline is also special, in that it is the only bloodline to have been born during The Red Meteor Incident. Having empowered draconic energies in near the exact moment of his ascension, as well as the immense potency of magics wielded by the gods to resist the outside threat, have resulted in a bloodline that can rival the Azurakkian bloodline, making it the second most powerful bloodline known, and, by some, considered the strongest one.
Slaughterer
The slaughterers possesses the greatest external hemomancy of all azurs, and can store vast quanteties of blood within themselves for later use.Able to command the blood of the fallen and store vast amounts of it within themselves, they grow in power for a time after spilling the blood of men, and are the mightiest when facing an army of lesser creatures. They are also able to sense those who have spilled the blood of whichever side they are on in the conflict. Their dominating gaze is one of intimidation rather than pure domination, as they do not instill obedience but terror.
Stormbloods
Stormblooded azurs are azurs born from a stormborn who became a Lord.Their domination ability is changed to give them Dominion over the storm, making them nigh immune to lightning and wind magic, as well as damage from most water.
They are lesser in other areas, and their blood magic is almosty exlusively used to transmute blood to lightning, somethign that occurs naturally.
Temporus
Temporus is a bloodline of unknown origin, with only one member ever documented of the species, a vampire who seem to appear whenever someone is about to mess with time, or, more commonly, before they mess with time, who then either warns them, or outright kills them and then dissapears. The individual's existence have not been confirmed, nto have their bloodline, but msot arch-chronomancers throughout history seem to have a near religious zeal when it comes to not trying t oalter the past. If this is related or not, remains to be seen.Valinian
Valini Plaguebane's personal bloodline, these azurs possesses great amounts of self-control and resistance to outside interference, making them resistant to magical and mental manipulation in general, as well as slightly more durable than most azurs.They cannot dominate others, have no external blood-amagic of any kind, but have a slightly enhanced blood-sense, as well as the unique ability to become a fledgling on command, only returning in a situation they would die as one.
This allows them to escape magics designed to detect azurs (as fledglings will at most register as sanguineblooded beings), especially since they have some resistance to outside interference, including targetted divination like that. D&D Templates
Lesser azur fledgling
STR
13 +1
DEX
12 +1
REF
13 +1
VIT
16 +3
END
16 +3
PER
13 +1
INT
11 +0
MEM
12 +1
IDE
11 +0
WIL
13 +1
CHA
12 +1
LUC
10 +0
Blood DC. 12
Lesser regeneration. At the start of each turn they gain 3 temporary hp.
Vampiric Physicality. While their regeneration is not negated by any necrotic sources they have advantage on physical checks and saves and can add 1d2 to all strength and vitality saves, checks, weapon attacks and weapon attack damage.
Vampiric ascendance. Should you ever consume human blood you will turn fully, your transformation becomes permanent, and you attain the power of a full azur. When turning you must pass a DC 30 con save, on a fail you are pain wrecked and the DC is reduced by 1 each turn you use your action to reduce it. On a success you are fully turned. For each time you feed the DC is reduced by 3.
Actions
Unarmed strike. 5ft. + 3 to hit. 1d4 + 1 + 1d2 sanguine bludgeoning damage on a hit, can instead grapple the target
Feed. vit save for target against blood DC, 1d8 + 3 necrotic sanguine damage and max health reduction plus stunning them until the end of their next turn on a fail, on a success they are not stunned and the damage is halved. The azur heals for the damage dealt, or half if their healing is negated by necrotic effects.
Bite attack. 5ft melee attack against grappled target, +6 to hit to hit. 1d6 + 3 + 1d2 sanguine piercing damage on a hit and makes a Feed attack.
Rabid Bite attack. Triggers opportunity attacks for everyone in range except their target. The azur moves up to half their movement and makes a Bite attack that cannot transition into Continue feeding
Bonus actions
Continue Feeding. When successfully performing a bite attack the azur can choose to keep feeding off their victim, by doing so they loose all remaining movement, can only use their legendary actions to feed, and can only use their reaction to stop feeding as a reaction to taking damage. While feeding the target has disadvantage on their vitality saves against bite and feed attacks.Lesser azur level 1
STR
16 +3
DEX
15 +2
REF
16 +3
VIT
16 +3
END
16 +3
PER
17 +3
INT
12 +1
MEM
14 +2
IDE
13 +1
WIL
16 +3
CHA
15 +2
LUC
10 +0
Domination DC. 14
Blood DC. 15
Bleeding regeneration. At the start of each turn they regenerate 9 hp. Effects that a1e n1t necrotic damage or dead man's blood that normally stops regeneration only halves their regeneration, taking at least 3 flame and/or acid damage halved their regeneration, taking necrotic damage halves their regeneration and taking 3 necrotic damage nullifies it until the end of their next turn.
Blood sense. Within range they have effective blindsight against creatures containing blood and they have advantage on all checks related to perception, targetting and attacking such creatures and attacks made against them by such creatures within range has disadvantage.
Child of domination. They have advantage on saves and checks against mind altering effects except against their sire against who they have disadvantage
Dominating presence. They have advantage on charisma checks, insight check against domination DC to notice
Necrotic vulnerability. They have disadvantage on non-dexterity based saves against necrotic damage and if dead man's blood gets into their system they must pass a con save (DC 5 (newly dead animal)-25 (death-infused blood)) or be pain wrecked (same DC, reduced by Vampire_power each turn). While pain-wrecked from this effect their regeneration is stopped.
Vampiric Attention. Adds their willpower modifier to their initiative and gives them advantage on initiative and perception checks
Vampiric Physicality. While their regeneration is not negated by any necrotic sources they have advantage on all physical checks and saves and they add 1d2 to all strength and vitality saves, checks, weapon attacks and weapon attack damage. For carrying, pushing, pulling and for being being pushed purposes you count as Vampire_power sizes larger then you are.
Legendary actions. They have 1 action per round regained at the end of their turn. They may perform any legendary action at the end of another creature's turn.
Actions
Multiattack. make 2 unarmed strikes, grapple checks or Feed attacks. one of which can be replaced with a Bite attack or Rabid Bite Attack
Unarmed strike. 5ft. + str_mod + proficiency to hit. 1d4 + str_mod + 1d2 sanguine bludgeoning damage on a hit, can instead grapple the target
Feed. vit save for target against blood DC, 1d8 + 3 necrotic sanguine damage and max health reduction plus stunning them until the end of their next turn on a fail, on a success they are not stunned and the damage is halved. The azur heals for the damage dealt, or half if their healing is negated by necrotic effects.
Bite attack. 5ft melee attack against grappled target, +6 to hit to hit. (blood sense: 2d20D1 ) 1d6 + 3 + 1d2 sanguine piercing damage on a hit and makes a Feed attack.
Rabid Bite attack. Triggers opportunity attacks for everyone in range except their target. The azur moves up to half their movement and makes a Bite attack that cannot transition into Continue feeding
Dominating voice. 5ft range, radius (centred on self), will save(cha) with advantage, on a fail they gain the dominated condition
Bonus actions
(Lose 1 legendary actions next round)Swift movement. Until the start of your next turn opportunity attacks are made with disadvantage against you.(Lose 2 legendary actions next round)Disengage. Any movement you take until the start of your next turn does not trigger opportunity attacks
(Lose 2 legendary actions next round)Dash. Move your movement
(Lose 3 legendary actions next round)Dodge. Until the start of your next turn all attack rolls against you are made with disadvantage
Continue Feeding. When successfully performing a bite attack the azur can choose to keep feeding off their victim, by doing so they loose all remaining movement, can only use their legendary actions to feed, and can only use their reaction to stop feeding as a reaction to taking damage. While feeding the target has disadvantage on their vitality saves against bite and feed attacks.
Reactions
Azurian fall. As a reaction to falling you may gain resistance to any fall damage you take this round, as well as immediately use a legendary action to move half your movement in any direction. If that direction is up, the distance you effectively fell is reduced by that amount.
Reactive dodge. As a reaction to being hit by an attack being made from something you can sense with your blood sense you can half the damage taken
Legendary Actions
Enhance athletics. Until the end of you next turn increase you jump height and length by Vampire_power your norm
Enhance endurance. Gain + Vampire_power to one vitality or endurance save or check before the end of your next turn
Feed. Make one feed attack
Lesser azur level 5
STR
17 +3
DEX
16 +3
REF
17 +3
VIT
18 +4
END
18 +4
PER
19 +4
INT
12 +1
MEM
15 +2
IDE
15 +2
WIL
17 +3
CHA
15 +2
LUC
10 +0
Domination DC. 15
Blood DC. 17
Bleeding regeneration. At the start of each turn they regenerate 16 hp. Effects that are not necrotic damage or dead man's blood that normally stops regeneration only halves their regeneration, taking at least 4 flame and/or acid damage halved their regeneration, taking necrotic damage halves their regeneration and taking 4 necrotic damage nullifies it until the end of their next turn.
Blood sense. Within range they have effective blindsight against creatures containing blood, have advantage on all checks related to perception, targetting and attacking such creatures and attacks made against them by such creatures within range has disadvantage.
Child of domination. They have they have advantage on saves and checks against mind altering effects except against their sire against who they have disadvantage
Dominating presence. They have advantage on charisma checks, insight check against domination DC to notice
Necrotic vulnerability. They have disadvantage on non-dexterity based saves against necrotic damage and if dead man's blood gets into their system they must pass a con save or be pain wrecked (same DC, reduced by 1 each turn). while pain-wrecked regeneration is stopped
Vampiric Attention. Adds their willpower modifier to their initiative and gives them advantage on initiative and perception checks
Vampiric physicality. While their regeneration is not negated by any necrotic sources they have advantage on all physical checks and saves and they add 1d3 to all strength and vitality saves, checks and attacks. For carrying, pushing, pulling and for being being pushed purposes you count as 1 size larger then they are.
Legendary actions. They have 2 actions per round regained at the end of their turn. They may perform any legendary action at the end of another creature's turn.
Actions
Multiattack. make 2 Unarmed strikes, grapple checks or feed attacks, one of which can be replaced with a bite attack or rabid bite attack
Unarmed strike. 5ft. +6 to hit 1d20+6 1d20+6+1d3 . (blood sense: 2d20dl1+8 2d20dl1+8+1d3 ). On a hit: 1d4 + 3 + 1d3 sanguine bludgeoning damage 1d4+1d3+3 . on a hit can instead grapple the target
Feed. Can only be done against a target being bitten fed on. The target must make a vit save against blood DC, 2d8 + 4 sanguine damage and max health reduction on a fail and they are stunned until the end of their next turn, on a success they are not stunned and the damage is halved. The azur regains hp equal the damage, half of it if their natural regeneration is disabled by necrotic sources.
Bite attack. 5ft melee attack against grappled target, +7 + 1d3 to hit to hit. (blood sense: 2d20D1+1d3+7 ) 1d6 + 3 + 1d3 sanguine piercing damage on a hit and make a drain attack.
Rabid Bite Attack. Triggers oppertunity attacks for everyone in range except their target. The azur moves up to half their movement and makes a Bite attack that cannot transition into Continue feeding.
Dominating gaze. 30ft range. single target(both must see each other), opposed will checks, on a fail they gain the dominated condition
Dominating voice. 10ft range, radius (centred on self), will save(cha) with advantage, on a fail they gain the dominated condition
Bonus actions
(Lose 1 legendary actions next round)Swift movement. Until the start of your next turn opportunity attacks are made with disadvantage against you.(Lose 2 legendary actions next round)Dodge. Any movement you take until the start of your next turn does not trigger opportunity attacks
(Lose 2 legendary actions next round)Dash. Move your movement
Continue Feeding. When successfully performing a bite attack the azur can choose to keep feeding off their victim, by doing so they loose all remaining movement, can only use their legendary actions to feed, and can only use their reaction to stop feeding as a reaction to taking damage. While feeding the target has disadvantage on their vitality saves against bite and feed attacks.
Reactions
Azurian fall. As a reaction to falling you may gain resistance to any fall damage you take this round, as well as immediately use a legendary action to move half your movement in any direction. If that direction is up, the distance you effectively fell is reduced by that amount.
Reactive dodge. As a reaction to being hit by an attack being made from something you can sense with your blood sense you can half the damage taken
Legendary Actions
Enhance athletics. Until the end of their next turn they increase their jump height and length by Vampire_power their norm
Enhance endurance. They gain +Vampire_power to one vitality or endurance save or check before the end of their next turn
Feed. Make one feed attack
(2 actions)Dash. They move their movement speed
(2 actions)Weapon attack. Make one weapon attack
[template]Azur
LUC
10 +0
Domination DC. 8 + wil_mod + proficiency * (1 + (Vampire_power-1)/2)
Blood DC. 8 + Vampire_power + proficiency + vit_mod
Bleeding regeneration. At the start of each turn they regenerate Vampire_power * vit_mod^(is_turned + 1) (if (!is_turned) temporary) hp. Effects that are not necrotic damage or dead man's blood that normally stops regeneration only halves their regeneration, taking at least vit_mod * Vampire_power flame and/or acid damage halved their regeneration, taking necrotic damage halves their regeneration and taking vit_mod * Vampire_power necrotic damage nullifies it until the end of their next turn.
Blood sense. Within range they have effective blindsight against creatures containing blood and they have advantage on all checks related to perception, targetting and attacking such creatures and attacks made against them by such creatures within range has disadvantage.
Child of domination. They have advantage on saves and checks against mind altering effects except against their sire against who they have disadvantage
Dominating presence. They have advantage on charisma checks, insight check against domination DC to notice
Limited bleed resistance. All slashing damage is reduced by vit_mod * 10%
Necrotic vulnerability. They have disadvantage on non-dexterity based saves against necrotic damage and if dead man's blood gets into their system they must pass a con save (DC 5 (newly dead animal)-25 (death-infused blood)) or be pain wrecked (same DC, reduced by Vampire_power each turn). While pain-wrecked from this effect their regeneration is stopped.
Vampiric Attention. Adds their willpower modifier to their initiative and gives them advantage on initiative and perception checks
Vampiric Physicality. While their regeneration is not negated by any necrotic sources they have advantage on all physical checks and saves and they add 1d(2 * Vampire_power + vampire_level/20*6) to all strength and vitality saves, checks, weapon attacks and weapon attack damage. For carrying, pushing, pulling and for being being pushed purposes you count as Vampire_power sizes larger then you are.
Legendary actions. They have Is_turned + Vampire_level/5 actions per round regained at the end of their turn. They may perform any legendary action at the end of another creature's turn.
Legendary resistance. (Vampire_power - 1)/2 + vampire_level / 20 * (1 + 1.5 * (Vampire_power - 1)) times a day, when they fail a save, they may choose to succeed instead.
Actions
Multiattack. make Vampire_power + Is_turned unarmed strikes, grapple checks or Feed attacks. one of which can be replaced with a Bite attack or Rabid Bite Attack
Unarmed strike. 5ft. + str_mod + proficiency to hit. 1d4 + str_mod + 1d(2 * Vampire_power + vampire_level/20*6) sanguine bludgeoning damage on a hit, can instead grapple the target
Feed. vit save for target against blood DC, (vit_mod / 2) d(6 + Vampire_power * (1 + Is_turned)) + vit_mod necrotic sanguine damage and max health reduction plus stunning them until the end of their next turn on a fail, on a success they are not stunned and the damage is halved. The azur heals for the damage dealt, or half if their healing is negated by necrotic effects.
Bite attack. 5ft melee attack against grappled target, +proficiency + str_mod to hit to hit. (blood sense: 2d20D1 ) 1d(4 + Vampire_power * (1 + Is_turned)) + str_mod + 1d(2 * Vampire_power + vampire_level/20*6) sanguine piercing damage on a hit and makes a Feed attack.
Rabid Bite attack. Triggers opportunity attacks for everyone in range except their target. The azur moves up to half their movement and makes a Bite attack that cannot transition into Continue feeding
Dominating voice. 5ft * Vampiric_power * (1 + Vampire_level / 5) range, radius (centred on self), will save(cha) with advantage, on a fail they gain the dominated condition
Bonus actions
(Lose 1 legendary actions next round)Swift movement. Until the start of your next turn opportunity attacks are made with disadvantage against you.(Lose 2 legendary actions next round)Disengage. Any movement you take until the start of your next turn does not trigger opportunity attacks
(Lose 2 legendary actions next round)Dash. Move your movement
(Lose 3 legendary actions next round)Dodge. Until the start of your next turn all attack rolls against you are made with disadvantage
Continue Feeding. When successfully performing a bite attack the azur can choose to keep feeding off their victim, by doing so they loose all remaining movement, can only use their legendary actions to feed, and can only use their reaction to stop feeding as a reaction to taking damage. While feeding the target has disadvantage on their vitality saves against bite and feed attacks.
Reactions
Azurian fall. As a reaction to falling you may gain resistance to any fall damage you take this round, as well as immediately use a legendary action to move half your movement in any direction. If that direction is up, the distance you effectively fell is reduced by that amount.
Reactive dodge. As a reaction to being hit by an attack being made from something you can sense with your blood sense you can half the damage taken
Legendary Actions
Enhance athletics. Until the end of you next turn increase you jump height and length by Vampire_power your norm
Enhance endurance. Gain + Vampire_power to one vitality or endurance save or check before the end of your next turn
(vampire_level > 10)Forceful regeneration. You heal vit_mod hp and can re-take one save of an effect you are under
Feed. Make one feed attack
(2 actions)Dash.
(2 actions)Weapon attack. Make one Unarmed strike
(3 actions)Dominating gaze. Perform a Dominating gaze action
(3 actions)Dominating voice. Make one Dominating voice action
(3 actions)Rabid Bite attack. Make one bite attack
(3 actions)Rabid Bite attack. Make one Rabid bite attack
(5 actions)All out. Take a turn immediately without regaining legendary actions.
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