Legendary Resistance (1/Day). If the count fails a saving throw, it can choose to succeed instead.
Night's Eye. The count can see 120 ft. through magical and regular darkness.
Regeneration. The count regains 10 hitpoints at the start of its turn. If it is dealt a critical hit and/ fire or radiant damage, this trait does not work until the count's next turn.
Misty Escape. When he drops to 0 hit points outside his resting place, the count transforms into a cloud of mist (as in the Shapechanger trait) instead of falling [Tooltip Not Found], provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While has has 0 hit points in mist form, he can't revert to his ghoulish form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his ghoulish form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point (unless he has not eaten for a week; see Weaknesses).
Shapechanger. If the count isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the count can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, the count can't take any actions, speak, or manipulate objects. He 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, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Turning Immunity. The count cannot be turned. Any of his spawn within 30 feet of it gains advantage on saving throws against turning undead.
Ghoul Lord Weaknesses. The count has the following flaws:
Hunger for Flesh. The count's ability to regain hitpoints is halted if he cannot consume the flesh of humanoids for a day. If he goes without humanoid flesh for three days, his hunger causes him to have disadvantage on Wisdom, Intelligence and Charisma saving throws and his priority will become to consume flesh at any cost or risk.
Soulless Body. The count's body does not reside in his body, but in the Shadowfell. The count cannot regain hitpoints if his body does not reside close to a connection to the Shadowfell. If the count has 0 hitpoints and resides in his resting place, the count will remain unconscious in his resting place until a connection to his soul's resting place is re-established.
Sunlight Hypersensitivity. The count takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack. The Count makes two melee attacks; one of these attacks can be a Bite attack.
Mace (+1). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1D6 + 5) magical bludgeoning damage. On a 19 or 20 to hit, the target must roll a Dexterity saving throw of DC 15 or be slammed 10 ft away from the Count and be knocked prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature, it must make a Dexterity saving throw of DC 16 or be grappled.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the count, incapacitated, or restrained. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the count 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 [Tooltip Not Found] under the count's control.
Withering Breath (Recharge 5-6). The count exhales cold, blighted mist from his maw in a 15 ft cone. Any non-undead creature within the cone must succeed on a DC 15 Constitution saving throw or be dealt 12 (3d6 + 2) cold damage and become poisoned, or take half as much damage without becoming poisoned on a successful save. The creature can repeat the saving throw at the end of its turns. If successful, the creature is immune to being poisoned by withering breath, but not the damage effect, for 24 hours.
The count can take 3 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. The count regains spent legendary actions at the start of its turn.
Maul. The count makes a Maul attack.
Bite. (Costs 2 Actions): The count makes a Bite attack.
Mirror Walk. If the count is within 10 ft of a Mirror, he disappears into it and becomes un-targetable. He reappears at the start of the Lair turn in within 5 ft of another Mirror. If no Mirror is available, the count is trapped in the Shadowfell, and is defeated. Any creature grappled by the count are left behind where they are.
Lair and Lair Actions
The ruined city of Bachsburg and the rest of the Deepwood has been irrevocably corrupted by necrotic energies, called into the forest by the Carrion Count and his many allies with profane rituals. Myriads of souls are bound to the soil, unable to find rest and living beings feel the ever-present feeling of dread and hopelessness that the Shadowfell imposes in mortals. The Carrion Count is bound to the ground, the trees and the mires of the Deepwood, while his body rests in the catacombs of the old Bachsburg Manor.
Lair Actions
On initiative count 20 (losing initiative ties), the count takes a lair action to cause one of the following effects; the count can’t use the same effect two rounds in a row:
- A cloud of freezing fog fills a 20-foot-radius sphere centered on a point the count chooses within 120 feet of him. The cloud spreads around corners and remains until the count dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears or who starts their turn within the cloud must make a DC 16 Constitution saving throw; on a failed save, the creature loses its bonus action and reaction until the beginning of its next turn.
- Magical darkness spreads from a point the count chooses within 60 feet of it, filling a 15-foot-radius sphere until the count dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Otherworldly, ethereal screams fills the halls of manor. The count can target a creature he has knowledge of within the walls of the manor. The target must succeed on a DC 16 Wisdom saving throw or take 3 (1d6) psychic damage and be frightened for three rounds. The creature can repeat the saving throw at the end of each of its turns. If the creature is successful on its saving save then, or if the effect runs out, the creature is immune to its effect for the next 24 hours.
The region surrounding Bachsburg Manor is warped by the count and his allies' rituals, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. The land has a way of allowing the count's spawn to move through the thickets and shadows, letting them move at normal pace.
- Water sources within 1 mile of the lair are supernaturally fouled. Any creatures that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair. Unless the destination is known within this area, the fog causes them to walk in circles and end up back where they started after 1D4 hours of wandering. Before then, the travelers walk a strange middle-plane between the Material Plane and the Shadowfell.
If the count's Mirrors are destroyed, vegetation remains as it has grown and the water remains fouled but other the disorienting fog fades within an hour.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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11/1/2020 1:33:53 PM
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1.3
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Coming Soon
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