Morgan Lachnun

Description and Info

Aside

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Appearance 

A Infernic Primil with hair that mimics flames and pale skin. Her eyes, originally orange, have turned red following her turning into a Mutagenic Vampire. Her skin is constantly in a state of being shifted into the lighter tone it takes currently, with its original coloration being more burnt with red magma-like cracks running across it. She is new to the nobility relative to her lifespan, and enjoys dressing down in common clothes and simple leather armors to mimic her appearance from her adventuring days. When in noble attire, she prefers simple dresses and gowns that maintain her freedom of movement.

Unique Items or Conditions

Honorifics/Titles 

Religious Belief/Deity 

Does not worship any deity directly, but has interacted with several Ilhuicani and Demi-Dieties, being very close with Cagliostro.

Known Languages

Current Location 

Birth 

Birthday 

17th of Thawwatch, 6287 Before the Bleeding

Place of Birth 

Death 

Death Date 

30th of Windwatch, 6260 Before the Bleeding

Place of Death 
Circumstances of Death

Bitten by a Vampire late one night. Possessing Mutability, Morgan's body absorbed the Vampiric Virus and mutated her into a Mutagenic Vampire


Associations of -

Family

Other Characters

Affiliated Organizations


-'s Backstory/History


Developments


Motivations of -


Statblock

Morgan Lachnun, Progenitor Vampire of the Lachnun Clan, Tetoani of Lenuria

Medium, Humanoid, Undead, Lawful Neutral
Armor Class

34

Hit Points

487

Speed

75ft, Climb 75ft

Str

28

+9
Dex

22

+6
Con

22

+6
Int

28

+9
Wis

28

+9
Cha

20

+5
Saves

Stength

+18

Dexterity

+12

Constitution

+15

Intellegence

+18

Wisdom

+18

Charisma

+15

Skills

Acrobatics

+24

Athletics

+18

Deception

+23

Insight

+18

Intimidation

+23

Investigation

+18

Nature

+18

Perception

+18

Persuasion

+14

Slight of hand

+15

Stealth

+24

Survival

+18

Damage Resistances

acid, bludgioning, cold, force, lightning, piercing, slashing, thunder

Damage Immunities

fire, necrotic, poison

Condition Immunities

blinded, charmed, fightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconsious

Senses

Blindsight 30ft, Darkvision 240ft, Truesight 10ft, Thermoception 60ft, Passive Perception 28

Languages

Modern Thandian, Modern Celestin, Levian, High Elnian, West Stoutmorin, Ignan, Karkan Draconic, Seestongue

Challenge

30 (155,000 XP)

Proficiency Bonus

+9

Vampiric Nature

As a vampire, your body has been changed drastically from how it was when you were mortal. You gain the 'Body of Death', 'Vampire Claws', 'Hungering Bite', 'Blood Thirst', and 'Among the Dead' traits, in addition to any granted by your Vampiric Clan and standing within it.

Vampiric Nature - Body of Death

You do not need to breathe, although gasious spells still effect you. You no longer physically age and cannot be aged by magical means. You do not need to eat or drink normal food. Alcohol no longer effects you unless it contains fermented blood. You are immune to Poison Damage. Healing that does not work on the undead does not work on you. Surfaces that would display a reflection, do not display yours. Additionally, you have no shadow in the sunlight or from illumination from fire.

Vampiric Nature - Vampire Claws

You gain the ability to use your fingers as if they were claws. You may attack with these claws when you take the attack action, and their damage is 1d6 slashing damage. When you land a hit with this attack, instead of dealing damage, you may choose to grapple your target instead. Your claws also have the Light and Finese Properties.

Vampiric Nature - Hungering Bite

Your fanged maw has become a weapon, albeit an unorthadox one. You may attack with your bite when you take the attack action, and its damage is 1d4 piercing damage. You may only ever make one bite attach each turn. Your fangs have the Finese Property. When you successfully land a bite attack, you may use your bonus action to feed from them as per your blood thirst ability, with the stipulation they do not need be willing.

Vampiric Nature - Blood Thirst

While you need to consume Blood to survive, you do not need to consume Blood every day. You have a Blood Pool of 3 Blood points, and each morning at sunrise it depletes by 1. If your Blood Pool is empty when it would be reduced, you instead gain a level of Exhaustion that cannot be removed by any means unless you fully restore your Blood Pool first. As an action, you may drink the Blood of a willing or incapacitated creature, or a creature that has been dead for less than one hour, to regain 1 blood point. For each Drink of Blood you take, the target must reduce their max HP by 1 of their hit die, restoring their max HP only after a long rest. If a creature has no remaining hit die, its max HP is still reduced but you do not gain any Blood Points from feeding off them.

Vampiric Nature - Among the Dead

Creatures with the undead type reconize you as their own and if normally hostile, will not attack you unless given a reason for provocation.

Vampiric Prowess, Lacnhun Family

Being a member of the Lachnun Vampire Clan, you gain the following traits - 'Unkillable', 'Freedom of Movement', 'Turn Resistance', 'Vampiric Strikes', 'Burgeoning Skin Mask', 'Skills of the Night Stalker', 'Skulker', 'Vampiric Aversions', 'Forbiddance', and 'Reflection Envy'.

Vampiric Prowess, Lachnun Family - Unkillable

If you start a turn with 0HP, before making Death Saving Throws, you may spend 2 Blood Points to regain 1HP and may immediately stand up. If you are uncononscious, you may spend 1 Blood Point to negate a Death Saving Throw caused by taking damage.

Vampiric Prowess, Lachnun Family - Freedom of Movement

Your base movement speed is increased by 5ft, and you gain a climb speed equal to your movement speed.

Vampiric Prowess, Lachnun Family - Turn Resistance

You have advantage on saving throws to 'Turn Undead'.

Vampiric Prowess, Lachnun Family - Vampiric Strikes

As a bonus action, you may mark a creature within 60ft as your pray. You have advantage on checks to track it, and deal an additional 1d6 Necrotic Damage on Weapon Attacks against it. This effect lasts 24 hours, until the creature is slain, or until you use this feature to designate a new target. You may use this feature a number of time equal to your Proficiency Bonus per Long Rest.

Vampiric Prowess, Lachnun Family - Burgeoning Skin Mask

You may expend a Blood Point to alter your appearance for 1 hour. You can choose all aspects of your new appearance - Gender, Hight, Weight, Race, etc. Your statistics do not change regardless of your altered form.

Vampiric Prowess, Lachnun Family - Skills of the Night Stalker

You gain proficiency on Stealth Checks. If already proficient, you have expertise instead.

Vampiric Prowess, Lachnun Family - Skulker

While within an area of Dim Light or Darkness, you may take the Hide Action as a bonus action. Additionally, while in Dim Light or Darkness, your speed increases by 5ft.

Vampiric Prowess, Lachnun Family - Vampiric Aversions

While within 15ft of open containers of Salt, Cinamon, Garlic, Basil, or Thyme, or while within 15ft of a creature wearing Purfume or carrying an open container of it, you have disadvatage on all Attack Rolls, Ability Checks, and Saving Throws. Additionally, if you move through running water (river, rain, stream, currents, etc) you take 4d6 acid damage for each 5ft you move through it. This damage bypasses resistances and immunities.

Vampiric Prowess, Lachnun Family - Forbiddance

You cannot enter residences without an invitation from one of its occupants. Attempting to do so results in you being shunted away, taking 3d6 force damage. This damage bypasses resistances and immunities.

Vampiric Prowess, Lachnun Family - Reflection Envy

When you look at a surface that would show your reflection if you had one, you take 4d4 psychic damage from a sudden splitting headache. This damage bypasses resistances and immunities.

Kindred, Lachnun Family

Having become an established member of the Lachnun Vampire Family, you gain the following traits - 'Dark Mind', 'Improved Skin Mask', 'Predator', 'Vampiric Vitality', 'Expanded Skills of the Night Stalker', 'Eyes of the Night', 'Evasion', 'Supernatural Strength', 'Improved Claws and Fangs', 'Expanded Blood Pool'.

Kindred, Lachnun Family - Dark Mind

You have Advantage on Saving Throws against being Charmed or Frightened.

Kindred, Lachnun Family - Improved Skin Mask

Your skin mask now lasts for 4 hours per Blood Point spent.

Kindred, Lachnun Family - Predator

When within an area of Dim Light or Darkness, you can expend 2 Blood Points to Turn Invisible until you make a hostile action. While invisible from this feature, you are invisible to Divination Magic and your movements make no sound.

Kindred, Lachnun Family - Vampiric Vitality

Gain resistance to Cold Damage and Immunity to Necrotic Damage. When dealt Necrotic Damage, you instead heal for the amount of Damage that would have been dealt.

Kindred, Lachnun Family - Expanded Skills of the Night Stalker

Gain proficiency in Acrobatics. If already Proficient, you have expertise instead.

Kindred, Lachnun Family - Eyes of the Night

You can see in Darkness within 120ft as if it where Dim light and Dim Light as if it were Bright Light. If you already have Darkvision out to this range, increase it by 30ft.

Kindred, Lachnun Family - Evasion

If subjected to an effect that would require you to make a DEX Save, you instead take no damage on a success and only half damage on a faulure.

Kindred, Lachnun Family - Supernatural Strength

You count as one size larger when determining your carry capacity.

Kindred, Lachnun Family - Improved Claws and Fangs

Your Bite and Claws are now considered Magical Attacks for Overcoming Resistances.

Kindred, Lachnun Family - Expanded Blood Pool

Your Blood Pool now has a capacity of 5.

Elite, Lachnun Family

Having become one of the strongest and most accomplished members of the Lachnun Vampire Family, you have been granted the title of Elite and gain the following features - 'Vampiric Regeneration', 'Skin Mask', 'Extra Attack', 'Unchained', 'Resting Place', 'Undead Resiliance', 'Blood to Darkness', 'Claw and Fang Mastery', and 'Greater Blood Pool'.

Elite, Lachnun Family - Vampiric Regeneration

If you are not under any negative effect from your Vampiric Aversions or Envies, as an action, you may spend a Blood Points to roll that many number of hit die and heal 2x the amount rolled. You may use this feature once per long rest.

Elite, Lachnun Family - Skin Mask

You may now alter your appearance into signiture forms. After holding a form for a combined 50 Hours, you may change in and out of that form at will by spending 1 Blood Point. You have no time limit while in signiture forms.

Elite, Lachnun Family - Extra Attack

You may take an extra attack when making the attack action. If you attack with your Claws, you may make an extra Claw attach and Bite Attack as part of the same action instead.

Elite, Lachnun Family - Unchained

You can spend 3 Blood Points to end any status condition on yourself.

Elite, Lachnun Family - Resting Place

You may designate a location on solid ground as a resting place by spending 10 days consecuatively there. Once you have a resting place, should you die, your body turns to dust and you reconstitute at your resting place, gaining 1 level of Exhaustion for every 200 miles you were from it (Min 1). When within your resting place, you can not be located by scrying or divination magic.

Elite, Lachnun Family - Undead Resiliance

You gain one use of Legenday Resistance, which replenishes after a long rest.

Elite, Lachnun Family - Blood to Darkness

By spending 1 Blood Point, you can put out all lights within 120ft of you. Flames are smothered, magical lights obscured.

Elite, Lachnun Family - Claw and Fang Mastery

Your Claws and Bite attacks now deal 2 die damage of their respective Damage Die.

Elite, Lachnun Family - Greater Blood Pool

Your Blood Pool now has a capacity of 10.

Vampire Progenitor, Morgan Lachnun

As the leader of the Lachnun Vampire Family, and one of the three Vampire Progenitors, you gain the following features - 'Thrall Creation', 'Superior Vampiric Regeneration', 'Vampiric Invinisibility', 'Improved Undead Resiliance', 'Improved Blood to Darkness', 'Improved Resting Place', 'Death's Speed', 'Unchained Strength', 'Superior Multiattack', 'Darkness to Blood', and 'Vampiric Lair'.

Vampire Progenitor, Morgan Lachnun - Thrall Creation

Morgan has the ability to create Thralls and turn others into Vampires of her Family. If she wants to turn someone, and that person wants to be turned as well, Morgan feeding off them starts the process. After being fed from in this manner, the creature wishing to turn must die within the next hour. If they do not succeed in dying, they do not turn. If they do die, then they become a Vampire Spawnling of the Lachnun Family, gaining all the relevant 'Vampiric Prowess' traits assocated with the Lachnun Family and the Base 'Vampiric Nature' Features.

Vampire Progenitor, Morgan Lachnun - Superior Vampiric Regeneration

Morgan, at the start of each turn where she has not been impacted by her Vampiric Aversions or Vampiric Envies since her last turn, heals 6 times her Proficiency Bonus HP (54).

Vampire Progenitor, Morgan Lachnun - Vampiric Invinisibility

By Expending 3 Blood Points, Morgan may immediately regrow any lost limb or appendage. Any limbs that have been removed that she regenerates dissipate into dust.

Vampire Progenitor, Morgan Lachnun - Improved Undead Resiliance

Morgan has 3 Uses of Legendary Resistance that refresh every dawn.

Vampire Progenitor, Morgan Lachnun - Improved Blood to Darkness

Morgan's Blood to Darkness Range is 1000ft.

Vampire Progenitor, Morgan Lachnun - Improved Resting Place

Morgan may designate a location on solid ground as a resting place by spending 10 days consecuatively there. Should she die, her body turns to dust and she reconstitutes at her resting place, gaining 1 level of Exhaustion for every 1000 miles you were from it (Min 0). She can not be located by scrying or divination magic unless she allows it if within 100 miles of her Resting Place.

Vampire Progenitor, Morgan Lachnun - Death's Speed

Morgan may spend Blood Points to increase her Movement Speed by 10ft per blood point spent. This increase lasts for 1 minute.

Vampire Progenitor, Morgan Lachnun - Unchained Strength

Morgan has advantage on all Strength Checks and Strength Saving throws. The minimum she can roll for any Strength Check or Saving Throw is 20.

Vampire Progenitor, Morgan Lachnun - Superior Multiattack

You may take an extra 2 attacks when making the attack action. If you attack with your Claws, you may make an extra Claw attach and Bite Attack as part of the same attack.

Vampire Progenitor, Morgan Lachnun - Darkness to Blood

When within an area of Darkness, Morgan can consume the hidden shadows turning them into Blood Points for herself. She gains one Blood Point for each creature within 45ft that is within the same area of darkness. She can use this feature once per long rest.

Vampire Progenitor, Morgan Lachnun - Vampiric Lair

Morgan, when within her Resting Place, at initiative count 20 can use one of the Following Lair Actions. 1)Animate Shadow - Animate a shadow to rise against its owner. It has the Shadow Statblock and is an ally to Morgan. It disapears after 1 hour or if slain or if the owner of that shadow is slain. 2)Quick Feast - If a bloodied creature is in her lair, she can draw some of their lost blood to herself, regaining a Blood Point. Each creature can only be effected by this 1 time per day. 3)Seal Crypt - Morgan can close or open any number of Doors and Windows that she can see within her lair. If a creature wishes to change the state of these Doors or Windows, they must make a DC 25 Athletics Check.

Eyes of the Rune Keeper

Morgan can read all writing, regardless of language.

Extreme Strength

Morgan is considered 1 size larger when determining carry capacity.

Relentless Speed

When taking the Dash Action or Bonus Action, Morgan's speed is quadroupled (4x) instead of being doubled (2x).

Relentless Critical

When Morgan Lands a Critical Hit with a Weapon Attack, she may immediately make an additional free attack against the same creature.

Bloody Flourish

When Morgan Lands a Critical Hit with a Weapon Attack, all creatures hostile to Morgan within 60ft of her must make a DC22 Wisdom Saving Throw or be frightened of her until the end of her next turn.

Skirmisher

Your speed is increased by 10ft, difficult terrain does not impede your movement, and your attacks prevent creatures ffrom making opportunity attacks against you for the rest of your turn.

Enfused Weaponry

Morgan's Bonded Weapon is contained within her body. She can withdrawl it from her flesh at any point that remains connected to her body. She cannot be disarmed.

Lifedrinker

When making an attack with her Bonded Weapon, it deals additional Necrotic damage equal to her spellcasting modifier.

Spellcasting

Morgan Lachnun, Progenitor Vampire of the Lachnun Clan, Tetoani of Lenuria, is a 7th level spellcaster. Her spellcasting ability is Charisma (Spell Save DC 22, +14 to hit (24)). Morgan Lachnun, Progenitor Vampire of the Lachnun Clan, Tetoani of Lenuria, knows the following spells:

Actions

Greatsword - Bonded Greatsword of Divine Nobility

Melee Weapon Attack: +18 to hit (28), reach 5ft, one target. Hit 3d6+22 (32) magical slashing damage.

Vampiric Fangs

Melee Weapon Attack: +18 to hit (28), reach 5ft, one target. Hit 2d4+9 (14) magical piercing damage. If biting a Grappled creature, the damage is instead 4d8+15 magical piercing damage, and reduces max HP by the same amount. HP Lost in this way is restored after a long rest.

Vampiric Claws

Melee Weapon Attack: +18 to hit (28), reach 5ft, one target. Hit 2d6+12 (19) magical piercing damage.

Bonus Actions

Agile Feint

Nirgan may choose one creature in reach and gains advantage on her nexct attack against it. This attack deals an additional 6 Damage.

Mugging Hit

Morgan may choose a creature she can see. On her next attack before her next turn against it, she may make a slight of hand check contested by their passive perception. On a success, she takes an item of theirs at random (not money).

Cunning Action

As a bonus action, Morgan may take the Dash, Disengage, or Hide Actions

Reactions

Catch Magic

Morgan, then a target of a spell of 8th level or lower, may spend her reaction to catch the spell and harmlessly absorb its energy. If the spell is of 9th level or higher, she must make an Arcana Check against the caster's Spell Save DC. On a success, the spell is harmlessly absorbed, on a faiulure, she takes any damage the spell would have done ignoring resistances or vulnerabilities that she has.

Take Weapon

When a creature makes a Melee Attack against Morgan that misses, she may spend her reaction to attempt to take their weapon from them. The attacking creature must succeed a DC20 STR/DEX Save or Morgan Grabs their Weapon.


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