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Magenta Masquerader - AI-generated fantasy Monster

Magenta Masquerader

Known as the Magenta Masquerader, this dhampir was born to a human performer and a vampire who rejected the cruelty of undeath. He inherited supernatural charm, heightened senses, and a taste for theatrical menace, but not the hunger for blood. He now operates an informal safe house beneath the earth, feeding travelers and sabotaging predators who prey upon them.

MediumHumanoid(Dhampir)CR Challenge 5, MediumChaotic Good

Magenta Masquerader

dhampirvampire-bloodedsupportunderdarkspellcastersocialfriendlygothictheatrical
HP82AC15, natural armorSPD30 ft., Climb 30 ft.CR5 (1,800 XP)DeceptionInsightPerceptionPerformancePersuasionStealth
STR
16
DEX
18
save
CON
15
INT
12
WIS
16
save
CHA
19
save
Vampiric Resilience. The vampire has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Bloodless Regeneration. The vampire regains 10 hit points at the start of his turn if he has at least 1 hit point and has not taken radiant damage since the end of his last turn. This trait does not function while he is in sunlight.
Spiderlike Grace. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Half-Mortal Slippage. The vampire can move through a space as narrow as 1 inch wide without squeezing, provided he is not wearing or carrying anything bulky. He cannot end his turn there.
Unusual Sustenance. The vampire does not need blood to live. He can eat normal food and drink ordinary beverages. A willing creature can offer him blood as a social or ritual gesture, but he gains no mechanical benefit from doing so.
Underdark Showman. While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Predatory Senses. The vampire's weapon attacks are magical. He has advantage on Wisdom (Perception) checks that rely on smell, and he can detect the presence of living creatures within 30 feet unless they are behind total cover.
Multiattack. The vampire makes one Magenta Cane attack and uses Charming Quip if available.
Magenta Cane. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage plus 7 () psychic damage. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Crimson Wink. Ranged Spell Attack: to hit, range 60 ft., one creature. Hit: 13 () psychic damage, and the target cannot take reactions until the start of its next turn.
Charming Quip. One creature the vampire can see within 30 feet must succeed on a Wisdom saving throw or be charmed by the vampire for 1 minute. While charmed, the creature regards the vampire as a trusted acquaintance and can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect ends immediately if the vampire or its allies damage the creature.
Velvet Benediction. The vampire targets one creature within 30 feet that can hear him. The target regains 10 () hit points and can immediately move up to half its speed without provoking opportunity attacks. A creature can benefit from this healing only once per turn.
Curtain Call. When a creature within 30 feet is hit by an attack, the vampire imposes disadvantage on that attack roll by shouting a perfectly timed distraction. He must be able to see the attacker and the target.
Cantrips
Minor IllusionIllusion The vampire creates a sound or image of a small theatrical flourish, such as distant applause, a whispered joke, or a falling rose petal.
1st level
Disguise SelfIllusion The vampire magically alters his appearance for up to 1 hour, usually changing his clothing, facial details, or apparent age.
Charm PersonEnchantment The vampire charms one humanoid for up to 1 hour if it fails a Wisdom saving throw.
2nd level
InvisibilityIllusion A creature the vampire touches becomes invisible for up to 1 hour, ending early if it attacks or casts a spell.
DarknessEvocation The vampire creates a 15-foot-radius sphere of magical darkness that he can see through.
3rd level
Beacon of HopeAbjuration Up to three creatures the vampire can see gain a bonus to saving throws against being frightened and can repeat such saves more effectively for up to 1 minute.
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