Chief Arcanist Kameal of House Azalea Character in Tor | World Anvil

Chief Arcanist Kameal of House Azalea

Arcane adviser for King Vesser Mevalor Kas III, master of Reviriums
Alignment
Lawful Evil
Current Location
Species
Ethnicity
Children
Sex
Male
Eyes
Red Eyes
Skin Tone/Pigmentation
Pale Gold Scales
Height
6'1"
Weight
235 lb
Belief/Deity
Moso Kikaku

World of Tor

Ancient Vampire, Kameal Azalea CR: 17

Medium undead, lawful evil
Armor Class: 16 (Natural Armor) (21 with Shield Spell)
Hit Points: 153 (18d8 + 72)
Speed: 30 ft , climb: 30 ft , can hover

STR

18 +4

DEX

18 +4

CON

18 +4

INT

20 +5

WIS

14 +2

CHA

18 +4

Saving Throws: Dex +10, Int +11, Wis +7, Cha +10
Skills: Arcana +13, History +13, Intimidation +10, Perception +10, Persuasion +10, Stealth +10
Damage Vulnerabilities: Radiant
Damage Resistances: Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned
Senses: darkvision 120 ft., passive Perception 20
Languages: Kameal speaks Celestial, Common, Draconic, Elvish, Infernal, Karen
Challenge Rating: 17

Kameal is a 14th level spellcaster. His spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). Kameal has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level(4 slots): comprehend languages, fog cloud, Shield, sleep

2nd level(3 slots): detect thoughts, Blackening Powder, mirror image

3rd level(3 slots): Summon Undead, counterspell, Lightningbolt

4th level(3 slots): blight, greater invisibility, polymorph

5th level(1 slot): cloudkill, scrying

6th level(1 slot): create undead, disintegrate

7th level(1slot): finger of death


LifeBlood. Kameal can have up to 5 slots of Life blood filled at a given point. Kameal may spend LifeBlood to do the following actions, reactions, and legendary actions:

  • Denial. (Legendary action) Costs: 2 lifeblood
  • Flitter (Legendary Action) Costs: 1 Lifeblood
  • Crimson Shield (Action) Costs: 2 Lifeblood
Kameal Regains a point of Lifeblood when he fails a saving throw from an enemy, when he takes radiant damage, or when he makes a successful bite attack. Kameal may only gain one point of lifeblood back at a time, regardless of overlapping conditions.

Illusory Reality. When Kameal casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. Kameal can do this on his turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.

Improved Minor Illusion. When Kameal casts Minor Illusion, he can create both a sound and an image with a single casting of the spell.

Magic weapons. Kameal's weapon attacks are considered magical.

Misty Escape. When he drops to 0 hit points outside his resting place, Kameal transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water, or wasn't reduced to 0 hit points by a wooden tipped piercing weapon. If he can't transform, he is destroyed, or rendered a corpse for as long as a wooden tipped piercing weapon remains in him. While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.

Shapechanger. If Kameal isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat, a Medium wolf or a Medium cloud of mist, or back into his true form. While in bat form, Kameal can't speak, his walking speed is 5 feet, and it has a flying speed of 40 feet. In wolf form its speed is 40 ft. for his statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Kameal can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 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 nonmagical damage, except the damage it takes from sunlight.

Regeneration. Kameal regains 20 hit points at the start of its turn if he has at least 1 hit point and isn't in sun light or running water. If Kameal takes radiant damage or damage from holy water, this trait doesn't function at the start of Kameal's next turn.

Spider Climb. Kameal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unholy Persistence. Kameal has advantages on rolls against effects that turn undead. Additionally, Kameal does not age, so long as he feeds on mortal blood at least once a day. If Kameal has not fed for more then one day, he rapidly starts aging until he dies of old age after 7 days. If Kameal feeds while aged in this way, he may reduce the number of days he aged by 2 for each mortal feeding session he has done.

Vampire Weaknesses. Kameal has the following flaws:
  • Forbiddance. Kameal can't enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. Kameal takes 10 acid damage if it ends its turn in running water, and his regeneration ability is suppressed.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the Kameal's heart while he is incapacitated in his coffin, Kameal is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. Kameal takes 10 radiant damage when he starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks, and his regeneration ability is suppressed.

Actions

Multiattack. Kameal makes two melee attacks. Any combination of longsword and unarmed strike.

Longsword. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 21(3d10+5) slashing damage plus 9(2d8) necrotic damage.

Unarmed Strike. Melee weapon attack: +10 to hit, reach 5 ft., target. Hit: 15 (3d6+5) bludgeoning damage plus 9(2d8) necrotic damage. If the target is a creature, Kameal can grapple it (escape 20 DC) instead of dealing the bludgeoning damage.

Bite. Melee weapon attack: +10 to hit, reach 5 ft., one willing creature or a creature grappled by Kameal, incapacitated or restrained. Hit: 12(2d6+5) piercing damage plus 13(3d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kameal regains one point of Lifeblood as well as hit points equal to the necrotic damage the target suffered. 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 vampire spawn under the Kameal's control.

Charm. Kameal targets one humanoid he can see within 60 feet of he. If the target can see Kameal, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by Kameal. The charmed target regards Kameal as a trusted friend to be heeded and protected. Although the target isn't under Kameal's control, it takes Kameal's requests or actions in the most favorable way it can, and it is a willing target for Kameal's bite attack. When bitten in this way, the target does not remember being bitten after the charm effect fades, unless they are reminded of such an occurrence happening. Each time Kameal or its 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 or until Kameal is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Targets who were charmed in this way do not know they were charmed after the effect fades.

Malleable Illusions. When Kameal casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that he can see the illusion.

Master Vampiric Charm (1/Day). Kameal targets one humanoid he can see within 60 feet of he, provided that the sun isn't up. If the target can see Kameal, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by Kameal. The charmed target regards Kameal as a trusted friend to be heeded and protected. Although the target isn't under Kameal's control, it takes Kameal's requests or actions in the most favorable way it can, and it is a willing target for Kameal's bite attack. When bitten in this way, the target does not remember being bitten after the charm effect fades, unless they are reminded of such an occurrence happening. The effect lasts 1 week or 144 hours, or until Kameal is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Targets who were charmed in this way do not know they were charmed after the effect fades.

Reactions

Illusory Self. Kameal can create an illusory duplicate of himself as an almost instant reaction to danger. When a creature makes an attack roll against Kameal, he can use his reaction to interpose the illusory duplicate between the attacker and himself. The attack then automatically misses him, then the illusion dissipates. Once Kameal use this feature, he can't use it again until he finish's a short rest, long rest, or he spends 2 charges of lifeblood.

Legendary Actions

Kameal 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 vampire regains spent legendary actions at the start of its turn.

Bite (Costs 2 Actions). Kameal makes one bite attack.

Crimson Shield. (Lifeblood Cost: 2) Kameal Creates a barrier around him, ending any grapple effecting him. This barrier also provides 15 temporary hit points. While Kameal has temporary hit points from this effect, his AC increases by 1.

Denial. (Lifeblood Cost: 2) Spending a Legendary Action and 2 Points of Lifeblood, Kameal purges magical effects of his choice that are 6th level and lower within 15 feet of him, causing them to end. For each spell level of 7th level or higher within the area, Kameal must make individual ability checks for each effect. The DC for each effect equals 10 + the Spellcasting Level of the effect. On a successful check, the current magical effect ends.

Flitter. (Lifeblood Cost: 1) Kameal Quickly shifts to and from his bat form, moving within 40 feet of him in any direction while flying without provoking opportunity attacks.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.

The Azalea family has had many leaders of their house over its long existence, the Hero mage for which the Fort Haro was named, the blight bringer of 2039 Relac curse his name, and most recently, the Chief Arcanist of the Gilded Crown. What has been systematically wiped from history however, is that they are all the same man. Cursed to live, Cursed to feed, a young mage long ago toyed with magic out of his control, and for his hunger, his desire, punishment.

Kameal Azalea is a strongly built and eloquently presented silver Dragonborn, whos dapper demeaner conceals his true corruptions. His teeth are ready to drink red, his eyes dancing to find their next meal at parties, and his Silver reflective scales covered to avoid the revealing light of the sun. Two long scaled horns drive back from his mid skull, uniquely shaped, as if they had grown upon an old man's head. Accomplished in many arts, Keameal has displayed excellence in martial and magical combat, leaving him vexing as an opponent, though few would even think to challenge him in the first place, as there is just something so... alluring about his personality. His piercing blue eyes have often dissway conflict, and his words always seam to carry a mystical weight to them, making it all the more easy to believe his lies.