Marquis Siren- Lust Vampire

Description:
  • Lady Seraphina Nightshade exudes an otherworldly allure, with flowing ebony hair, hypnotic violet eyes, and an enchanting presence that captivates those who gaze upon her. Her beauty conceals a malevolent intelligence, and her movements are graceful, belying the predatory nature lurking beneath. Seraphina's attire is elegant, adorned with ethereal fabrics that seem to shimmer in the moonlight, adding to her mystique. She is a master of illusion, seamlessly shifting between forms to manipulate and beguile her victims.
Strategy
  • Lady Seraphina Nightshade prefers to weave her machinations from the shadows, employing manipulation and cunning rather than direct confrontation. Her tactical approach revolves around exploiting the weaknesses of her adversaries and sowing discord within their ranks.
  • Lady Seraphina values her existence and doesn't engage in battles she cannot control. If the tide turns against her, she retreats to plot anew

Stats

STR DEX CON INT WIS CHA
12 +1 18 +4 16 +3 14 +2 14 +2 20 +5
  • Armor Class: 15 (Natural Armor)
  • Hit Points: 66 (12d8 + 12)
  • Speed: 30 ft.
Saves and Skills
  • Saving Throws: Dexterity +7, Charisma +9
  • Skills: Deception +9, Persuasion +9, Insight +7, Stealth +7
Resistance, Immunity, and Vulnerabilities:
  • Damage Resistance: Necrotic
  • Condition Immunities: Charmed
  • Damage Immunities: Poison
  • Damage Vulnerabilities: Radiant
Equipment:
  • Enchanted Dagger: 1d4 piercing damage + Charm (DC 15 Wisdom saving throw or be charmed for 1 minute)
  • Illusory Amulet: Grants advantage on Deception checks and resistance to psychic damage.
Abilities:
  • Shapechanger: Can polymorph into a Tiny to Medium humanoid it has seen or back into its true form.
  • Charm Resistance: Advantage on saving throws against being charmed.
  • Misty Escape: When reduced to 0 hit points, transforms into mist, moving at fly speed without provoking opportunity attacks. Reverts to true form if it dies.
Actions:
  • Multiattack: Makes two attacks: one with its bite and one with its dagger.
  • Bite: Melee Weapon Attack, +7 to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. Reduces the target's hit point maximum by an amount equal to the necrotic damage, regaining hit points equal to that amount.
  • Dagger: Melee or Ranged Weapon Attack, +7 to hit, 5 ft. reach or 20/60 ft. range, one target. Hit: 6 (1d4 + 4) piercing damage.
Spells:
  • Charm Person (At will): Charms a humanoid within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute.
  • Fog Cloud (3/Day): Creates a 20-foot-radius sphere of fog, heavily obscuring the area.
  • Suggestion (3/Day): Targets a creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or follow a suggested command on its next turn.
Legendary Actions:   At the end of each players turn, she can pick one of the following actions
  • Illusory Distraction: Lady Seraphina creates a minor illusion or changes her appearance briefly, attempting to divert attention away from her true intentions. This can impose disadvantage on the next attack made against her.
  • Mesmeric Gaze: Lady Seraphina targets a creature she can see within 30 feet, attempting to mesmerize them. The target must make a Wisdom saving throw (DC 16) or be charmed until the start of Lady Seraphina's next turn.
  • Whispers of Temptation: Lady Seraphina whispers tantalizing promises or secrets to a target within 30 feet. The target must make a Wisdom saving throw (DC 16) or be charmed and compelled to share a personal secret or divulge valuable information.
Weaknesses- 
  • Vulnerability to Empathy: Lady Seraphina, while adept at manipulation, is vulnerable to genuine displays of empathy and camaraderie. Sincere connections and heartfelt gestures have the potential to disrupt her illusions and reveal the facade she presents.
  • Isolation Anxiety: Lady Seraphina, despite her vampiric nature, may experience a sense of isolation. Threats to sever her connections or disrupt her influence over others can create a vulnerability, particularly in social settings where alliances matter.
  • Limited Influence Over Animals: While she can manipulate humanoids with charm and illusion, Lady Seraphina has limited control over animals. Clever use of animals or familiars in social situations can create unexpected advantages.
  • Reluctance to Direct Violence: Lady Seraphina prefers to avoid direct combat, especially against adversaries who seem united and determined. Convincing her that the party is a formidable and united force may dissuade her from engaging aggressively.