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
Magical weapons. Dracula's weapon attacks count as magical
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. Dracula may make 3 attacks of his choosing in quick succession.
Claws. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 40(3d10 + 10) slashing damage.
Flame wave. Dracula spews a ball of fire from his mouth that explodes when hitting the ground, into a wave of flame 10 ft wide and with a range of 60 ft. all in its way must make a dexterity save or take 7d10 fire damage.
Ghost Chaser. Dracula launches red-purple souls that seek out opponents like a homing missile. the target of this attack must make a dexterity save of 20 or else will be hit. those who are hit must make a wisdom savings throw or be paralyzed for the remainder of the round.
Fearsome retaliation. when hit by a critical hit, Dracula may instantly spend 5 legendary actions to retaliate with any attack
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
Shock wave pound. (costs 5 actions). Dracula leaps into the air and smashed the ground, creating a devastating shock wave. all within the radius must make and succeed at a DC 20 Dexterity Saving Throw or take 2d10 Bludgeoning damage.
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.
Soul Steal. (costs 3 actions) Dracula Uses his Dark Magic and siphons the souls of all around him, those within 60 ft. must make a Willpower Savings throw. those who succeed, take only half damage, those who fail 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
A Towering Menace, this giant form of Dracula is when he is pushed to desperate measures or when he simply wishes to drop all technique in favor of Brute force.
(improvements will come in time, i need inspirations and ideas for new attacks, reactions and features based on the games as well as ideas for balancing)
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