
Taj Mohatta: The Palace of the Raja of the Tsaesci, located within the capital city of Karachi-Zoul.
| STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
| 22 | 18 | 22 | 17 | 17 | 24 |
(+6) | (+4) | (+6) | (+3) | (+3) | (+7) |
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Stake to the Heart. If a piercing weapon made of wood is successfully driven into the vampire’s heart, the vampire is considered paralyzed until the stake is removed.
Misty Escape. When it drops to 0 hit points, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight. If it is dropped to 0 hit points by radiant damage, this effect does not trigger, and the vampire is, instead, destroyed. If it can’t transform, it is, instead, destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. The rest of its hit points are regained over a period of time equal to 1d4 hours.
Forceful Presence. A Tsaesci can use their understanding of creative diplomacy or intimidation to guide a conversation in their favor. When they make a Charisma (Intimidation or Persuasion) check, they can do so with advantage.
Aura of Conquest. 10 ft. Aura. If a target within the aura is frightened, their speed is reduced to 0, and when they start their turn in the aura, they take psychic damage equal to half paladin level (12).
Scornful Rebuke. Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier.
Invincible Conqueror. Once per long rest, you magically become an avatar of conquest, gaining the following benefits for 1 minute:
Spellcasting. The Nagaraja is a 20th-level spellcaster. Their spellcasting ability is Charisma (Spell save DC 21, +13 to spell attacks). The Nagaraja knows all of the following spells and can cast them so long as they have free spell slots.
Cantrips (At Will): Chill Touch, Elementalism, Guidance, Mage Hand, Poison Spray, Prestidigitation, Ray of Frost, Toll the Dead
1st Level (4 Slots): Animal Friendship (Snakes Only), Armor of Agathys, Arms of Mora, Beast Bond (Snakes Only), Blood Drain, Comprehend Languages, Detect Evil & Good, Detect Magic, Earth Tremor, False Life, Fog Cloud, Frost Fingers, Hellish Rebuke, Hex, Sleep, Speak With Animals (Snakes Only)
2nd Level (3 Slots): Arcane Vigor, Beast Sense (Snakes Only), Detect Thoughts, Gust of Wind, Hold Person, Mirror Image, Misty Step, Suggestion, Summon Beast (Snakes Only)
3rd Level (3 slots): Animate Dead, Bestow Curse, Counterspell, Hunger of Mora, Hypnotic Pattern, Non-Detection, Spirit Guardians, Water Breathing, Water Walk
4th Level (3 Slots): Blight, Confusion, Control Water, Death Ward, Dominate Beast (Snakes Only), Greater Invisibility, Ice Storm, Shadow of Sithis, Sickening Radiance (Necrotic)
5th Level (3 Slots): Commune, Cone of Cold, Danse Macabre, Dominate Person, Enervation, Hallow, Wall of Force
6th Level (2 Slots): Bones of the Earth, Circle of Death, Create Undead, Flesh to Stone, Investiture of Ice
7th Level (2 Slots): Forcecage, Mirage Arcane, Power Word: Pain, Simulacrum
8th Level (1 Slot): Glibness, Mind Blank
9th Level (1 Slot): Power Word: Kill, Prismatic Wall
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Multiattack. The Nagaraja makes two attacks per turn. If he is in his Merid form, he can make 4 attacks per turn instead.
Vampire Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) piercing damage plus 7 (1d12) necrotic damage.
A target must be grappled, or willing, to be attacked with a Bite. On a hit, the target's HP Maximum is reduced by the necrotic damage dealt and the vampire regains as many hit points. The HP max reduction persists until a long rest is taken. If damage from a Bite brings a target to 0 HP, they die. A humanoid brought to 0 HP in this way can then be buried and will rise 3 days later as a Vampire.
Tsaesci Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage or 12 (1d10 + 7) slashing damage.
Guided Strike. Use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can cause your attack roll to gain a +10 bonus.
Conquering Presence. Use your Channel Divinity to exude a terrifying presence. As an action, force each creature of your choice that you can see within 30 ft. to make a Wisdom saving throw. On a failure, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this save at the end of each turn, ending the effect on a success.
Vampiric Charm (Recharge: 5-6). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire's eyes, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. This also makes further effects available to the vampire that they may have.
Oblivion Smite. 2d8 bonus damage, at the cost of a spell slot, plus another 1d8 for higher spell slots used.
Bonus Actions:
Form of Dread. Transform for 1 minute, into an aspect of dread. Gain the following benefits while transformed.
Reactions:
Legendary Actions:

Taj Mohatta: The Palace of the Raja of the Tsaesci, located within the capital city of Karachi-Zoul.