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The Crimson Sovereign
The First of the Four The Crimson Sovereign is an ancient elf who achieved vampirism through forbidden blood magic rather than through being bitten by another vampire. Her transformation occurred centuries before the modern Noctis Dominion, and her mastery of blood has made her considerably more powerful than ordinary vampires. She is currently the First of the Four, ruling the Noctis Dominion while the other three Eternal Sovereigns sleep.
Crimson Ascension. When the Crimson Sovereign is reduced to 110 hit points or fewer, she can use a bonus action to enter her true vampiric form. Her flesh twists, her bones elongate, and enormous leathery wings erupt from her back. Her armor tears apart as she transforms into a horrifying batlike vampire beast. The transformation does not restore her hit points. For the remainder of the battle, she gains: Flying speed 60 ft. +2 AC Resistance to radiant damage Advantage on Dexterity saving throws Her Blood Blade attacks become Claw attacks She gains access to her Bite attack This should feel like the party has forced the Sovereign to stop pretending to be an elegant ancient queen.
Crimson Beast Form. Claw Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the Crimson Sovereign hits the same creature with two Claw attacks during the same turn, the target is grappled (escape DC 17). Bite Melee Weapon Attack: +12 to hit, reach 5 ft., one grappled, restrained, or incapacitated creature. Hit: 16 (2d10 + 5) piercing damage plus 14 (4d6) necrotic damage. The Crimson Sovereign regains hit points equal to the necrotic damage dealt. Blood Howl — Recharge 5–6 The beast releases an unnatural shriek. Every creature within 30 feet must make a DC 19 Wisdom saving throw. On a failure, the creature takes 18 (4d8) psychic damage and becomes frightened until the end of its next turn. On a success, it takes half damage and isn't frightened.
Spellcasting. The The Crimson Sovereign is a 1-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can cast the following spells without material components:
Cantrips (at will): detect magic, disguise self, thaumaturgy
1st level (3 slots): command, misty step, hold person, vampiric touch
2nd level (2 slots): counterspell, greater invisibility, blight
3rd level (1 slot): dominate person, dimension door
Ancient Blood Magic. The Crimson Sovereign's vampirism is the result of blood magic, not a conventional vampire curse. She does not need to drink blood to survive, but consuming blood temporarily strengthens her. Whenever she reduces a creature to 0 hit points, she gains 10 temporary hit points. If the creature was a spellcaster, she instead gains 15 temporary hit points.
Blood Regeneration. The Crimson Sovereign regains 15 hit points at the start of her turn if she has at least 1 hit point. This regeneration doesn't function during direct sunlight or if she has taken radiant damage since the end of her previous turn.
Legendary Resistance (2/Day). If the Crimson Sovereign fails a saving throw, she can choose to succeed instead.
Elven Blood. The Crimson Sovereign has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Spider Climb. The Crimson Sovereign can climb difficult surfaces, including ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in direct sunlight, the Crimson Sovereign has disadvantage on attack rolls and ability checks that rely on sight. She also cannot use Blood Regeneration.
Actions
Multiattack. The Crimson Sovereign makes three attacks, using any combination of Blood Blade and Blood Bolt. She can replace one attack with Blood Drain if she has a grappled creature available.
Blood Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a living creature, the Crimson Sovereign can cause the wound to bleed unnaturally. Until the end of the target's next turn, the first time it takes damage, it takes an additional 5 (1d10) necrotic damage
Blood Bolt. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 18 (4d8) necrotic damage. The Crimson Sovereign regains hit points equal to half the necrotic damage dealt.
Blood Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature that is grappled, restrained, or incapacitated. Hit: 21 (4d8 + 3) necrotic damage. The Crimson Sovereign regains hit points equal to the damage dealt. If this reduces the target to 0 hit points, she immediately gains 20 temporary hit points.
Crimson Command. The Crimson Sovereign targets up to three creatures she can see within 60 feet. Each target must succeed on a DC 19 Wisdom saving throw or become magically compelled to obey one simple command from her until the end of its next turn. A creature that succeeds is immune to this ability for 24 hours.
Legendary Actions
Blood Bolt. The Crimson Sovereign makes one Blood Bolt attack.
Crimson Strike — Costs 2 Actions. The Crimson Sovereign makes one Blood Blade attack.
Bat Swarm — Costs 3 Actions. The Crimson Sovereign summons a cloud of supernatural bats around herself. Each creature within 15 feet must make a DC 19 Dexterity saving throw, taking 14 (4d6) piercing damage on a failure, or half as much on a success. The area becomes heavily obscured until the beginning of the Crimson Sovereign's next turn.
Move. The Crimson Sovereign moves up to half its speed. Costs 1 Action.
Blood Step. The Crimson Sovereign uses Blood Step.