Vrylaska Fellbranch

Vrylaska Fellbranch was a vampire who, in 812 PD, masqueraded as General Kay Clearsight at Fort Daxio, Tal'Dorei, and assassinated Warmaster Mikael Daxio. According to Temmik Lars, the only witness to the murder, Daxio was stabbed through the heart with a dagger of frozen blood, and his body was found on the bottom floor of the Watchman's Rest, a popular pub at Fort Daxio.

Vrylaska Fellbranch was first mentioned in the adventure "Frozen Blood" in Critical Role: Tal'Dorei Campaign Setting. So far, they have not appeared nor been mentioned onstream.

Vampire abilities

 * Natural armor — Fellbranch's natural armor granted them a natural armor class of 16.
 * Speed — Fellbranch could move thirty feet (9.14 meters) per turn.
 * Saving throws — Fellbranch was proficient in Dexterity, Wisdom, and Charisma saving throws.
 * Skills — Fellbranch was proficient in Perception and Stealth.
 * Resistances — Fellbranch was immune to necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks.
 * Senses — Fellbranch possessed darkvision out to 120 feet (36.58 meters) and had a passive Perception of 17.
 * Shapechanger — If not in direct sunlight or running water, Fellbranch could polymorph into a bat, cloud of mist, or back into their true form. As a bat, Fellbranch could not speak and had a walking speed of five feet (1.52 meters) and a flying speed of thirty feet (9.14 meters), but otherwise maintained their statistics. Anything they wore would transform with them, but nothing they carried, and Fellbranch would revert to their true form upon death. As a cloud of mist, Fellbranch could not take any actions, speak, or manipulate objects, as they were weightless. However, they possessed a movement speed of twenty feet (6.1 meters) and could hover or enter and stop in a hostile creature's space and stop there. Additionally, in mist form, Fellbranch could squeeze through tiny spaces, had advantage on physical saving throws, and was immune to all nonmagical damage, except damage from sunlight.
 * Legendary Resistance — Thrice a day, Fellbranch could choose to succeed a failed saving throw.
 * Misty Escape — When dropped to zero hit points outside of their resting place, Fellbranch would transform into a cloud of mist, should they be outside sunlight and running water, instead of falling unconscious; if they could not do so, they would be destroyed. While stuck in this form, Fellbranch would have two hours to reach their resting place or be destroyed. Once there, Fellbranch would revert to their vampire form and be paralyzed until they regained one hit point, which they would get after spending an hour there while still at zero hit points.
 * Regeneration — Fellbranch would regain health every round if they had at least one hit point and were not in sunlight or running water. This trait would be stalled upon taking radiant damage or damage from holy water.
 * Spider Climb — Fellbranch could easily climb difficult surfaces, including upside down on ceilings.
 * Vampire Weaknesses — As a vampire, Fellbranch had the following weaknesses.
 * Forbiddance — Fellbranch could not enter a residence without an invitation from one of its occupants.
 * Harmed by Running Water — Fellbranch would take acid damage upon ending their turn in running water.
 * Stake to the Heart — Should a piercing weapon made of wood be driven into Fellbranch's heart while they were incapacitated in their resting place, Fellbranch would be paralyzed until the stake was removed.
 * Sunlight Hypersensitivity — Upon starting their turn in sunlight, Fellbranch would take radiant damage and had disadvantage on attacks and ability checks.
 * Actions:
 * Multiattack — In their vampire form, Fellbranch could make two attacks, one of which could be a bite attack.
 * Unarmed Strike — A melee weapon attack that, on a hit, would either deal bludgeoning damage or grapple the target. Fellbranch could only use this attack in their vampire form.
 * Bite — A melee weapon attack that could target either one willing creature or a creature grappled by Fellbranch, incapacitated, or restrained. On a hit, this attack would deal piercing and necrotic damage and reduce the target's hit point maximum (until their next long rest) and regain hit points to Fellbranch by the amount of damage taken. Should a target drop to zero hit points, they would die and, after being buried in the ground, would rise the following night as a vampire spawn under Fellbranch's control.
 * Charm — Fellbranch could target a visible humanoid within thirty feet (9.14 meters), forcing them to make a Wisdom saving throw or become charmed by Fellbranch, making them regard the vampire as a trusted friend to be heeded and protected, take their requests in the most favorable way they could, and make them a willing target of Fellbranch's bite attack. Charmed humanoids could repeat the saving throw each time Fellbranch or one of Fellbranch's companions did something harmful to them, ending the effect on a success; otherwise, they remained charmed for twenty-four hours or upon Fellbranch's demise, departure to a different plane, or manual ending of the effect.
 * Children of the Night — Once per day, while the sun was not up, Fellbranch could summon several swarms of bats or rats or, while outside, several wolves instead. Summoned creatures would quickly arrive, acting as allies of Fellbranch and obeying their commands and remain for one hour, until Fellbranch's demise, or if the vampire dismissed them.
 * Legendary Actions:
 * Move — Fellbranch could move up to their speed without provoking opportunity attacks.
 * Unarmed Strike — Fellbranch could make an unarmed strike attack.
 * Bite — Using two Legendary Actions, the vampire could make a bite attack.