Shapechanger. If Dracula isn't in sunlight or running water, it can use its action to polymorph into a Tiny or Hugebat or a Medium cloud of mist, or back into its true form.
While in bat form, Dracula can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, Dracula can't take any actions, speak, or manipulate objects. It 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, It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all damage, except the damage it takes from sunlight.
Legendary Resistance (5/Encounter). If Dracula fails a saving throw, he can choose to succeed instead. he cannot use this trait if the savings throw is an attack from the vampire killer
Spider Climb. Dracula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. though he rarely does, preferring to teleport instead of any normal means of transportation
Vampire Weaknesses. Dracula has the following flaws:
Sunlight Hypersensitivity. Dracula takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Nemesis of the Belmont Clan. Dracula's resistances and immunites are all nullified and his armor class is counted as 15 when he is hit by the Vampire Killer
The Curse of Dracula. whenever Dracula is killed, he will resurrect and return 100 years later and his castle with him.
Multiattack. (Vampire Form Only). Dracula makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 5) bludgeoning damage. Instead of dealing damage, Dracula can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d10 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. 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 vampire's control.
Charm. Dracula targets one humanoid it can see within 30 feet of it. If the target can see Dracula, 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.
Each time Dracula or Dracula's allies 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 Dracula is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (10/Day). Dracula magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Dracula can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until Dracula dismisses them as a bonus action.
Hellfire. Magical ranged attack Dracula unleashes at least 3 fire bolts in a spread that do 2d10 fire and necrotic damage per bolt that hits.
Dark inferno. magical ranged attack. Dracula manifests up to 3 flaming meteor spheres with a range of 30ft that he can guide at will that does 6d6 necrotic and fire damage each.
Teleport. Dracula magically teleport, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Mist Dodge. when hit by an attack,Dracula may spend 5 legendary actions to phase through the attack via his mist form,avoiding all damage except for damage done by spells and weapons that deal radiant damage.
Curse of Darkness. once per round, when damaged by a critical hit, a radiant attack or an attack from the Vampire killer, Dracula may curse one target. the target must make a DC 15 Willpower savings Throw. if it fails, it takes 1d10 necrotic damage and is Paralyzed until the beginning of the next round. If the Target Wields the Vampire Killer, then the DC is 10
Dracula can take 10 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. Dracula regains spent legendary actions at the start of its turn.
Fatal Ray. (Costs 2 actions). Dracula summons seven green rays of dark energy that fly upward from his body. After a moment, the rays fall and do 2d10 necrotic damage. those who are hit must make a constitution savings Throw or be poisoned until the beginning of the next round.
Dark Metamorphosis. (costs 2 actions). when Dracula bites his opponent or uses Soul Steal, he may choose to use this legendary action to double the amount of health recovered
Dracula can take 5 Mythic actions, choosing from the options below. Only one Mythic action option can be used at a time and only at the end of another creature's turn. Dracula regains spent Mythic actions at the start of its turn.
Final Form (Mythic; Recharges after a Short or Long Rest). When Dracula is Reduced to 0, he takes on his second form as a huge monster (stats will be posted alongside this profile)
Soul Steal. (costs 3 actions) Dracula Uses his Dark Magic and siphons the souls of all around him, those within 60 ft. take 6d6 Necrotic damage and recover HP equal to the amount of damage done. Dracula may spend an additional 2 actions to double the range and increase the damage to 6d10
Demonic Meggido.(Mythic, costs 5 actions and can only be used once per encounter) Dracula forfeits his next turn to charge an explosion of darkness. if he is hit by an attack with the vampire killer, the charge is interrupted and the attack is lost and wasted. the turn after, he unleashes an explosion with a radius of 60 ft that does 10d20 Necrotic and Fire damage to all inside the radius. he doesn't use this attack if his opponent wields the vampire killer because the attack takes a long time to charge and is easy to interrupt.
Description
Dracula as a Mythic Encounter
Dracula is a Dangerous Foe for any monster hunter, but if the adventurers want a challenge that would cement their legends then you may use his True Form Trait. Making Use of it Drastically changed the tide of the Encounter as Dracula transforms into a huge, nightmarish bat-like demon form and changes his attacks and stats entirely. (stats will be posted along with this one as a seperate profile)
read or paraphrase the following texts when Dracula uses his True Form Trait.
Dracula falls to his Knee and looks up at you with an expression of fury. he stands back up and glares at you with an annoyed sneer "Playtime is over! give me POWER!" he glows a foul aura as his form begins to morph "BEHOLD MY TRUE FORM AND DESPAIR!" he then takes on the visage of a horrifying hulking abomination with a distorted bat face. he roars at you with anger, the true battle has just begun.
Fighting Dracula as a Mythic encounter is equivalent to taking on one CR 25 creature and one CR 30 in one encounter. award a party with 230,000 XP for defeating Dracula After he uses his True Form Trait. DMs should also feel free to reward the players in any other way they deem fit, considering that they destroyed the dark lord himself, the reward should be equally worth the challenge.
Lair and Lair Actions
Dracula's Castle
Dracula boasts a grand and huge fortress known as "Castlevania" the castle is vast and gigantic with different corridors and rooms. though the exterior never changes the interior always does with each time the castle has visitors and the castle itself is an extension of Dracula's horrifying power, giving him complete power over his dominion and its countless evil inhabitants who serve him with utter obedience
Regional Effects
The region surrounding Dracula’s castle is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of monsters in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. and even mutate into vicious monsters who kill on sight
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive and will sometimes attack any unwanted visitors.
- A creeping fog clings to the ground within 500 feet of the Dracula’s Castle. The fog occasionally takes eerie forms, such as grasping claws and mutilated spirits that can attack mortal travelers.
- The Skies around Dracula's castle instantly turn into an eternal night with a full moon with this effect spreading to the region and eventually beyond over time
- Dracula has complete and utter omniscience over every corridor within his castle and can see and hear everything that happens within the walls of his domain
- Dracula can alter the environment within the rooms of his castle, changing the lighting and the atmosphere as well as reality itself within the room, but he cannot use this power to affect his foes directly or during battle.
- the corpses of the dead that are not resurrected within an Hour are reanimated as zombie minions of the lord of castlevania. more stronger individuals may become different more powerful types of undead at the DMs discretion.
- Dracula has the ability to teleport to any nook and cranny of his lair via a teleportation spell and can teleport to his castle from anywhere far away.
- The interior layout of the castle alters constantly and randomly for each visitor.
- Spirits and animals of all sorts that enter the castle will begin to undergo a corruption making them evil and hostile servants to Dracula's will. for each hour the spirit remains in the proximity of his dominion, they must make a DC wisdom savings throw, staring at 5 and increasing by 5 for every check made, if the spirit fails, its alignment moves one step closer to chaotic evil.
- his castle has the ability to teleport at will to any location he desires.
If Dracula is destroyed, the castle begins to collapse and these effects end instantly
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Posted Jan 20, 2025"what is a man..-?"