Medium Swarm of Medium undead, Any Alignment
Armor Class 18 Natural Armor
Hit Points 175 (14d10 + 276)
Speed 65 ft., Fly 120 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
21 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +11, DEX +11, CON +11, INT +11, WIS +8, CHA +10
Skills Intimidation +25, Sleight of Hand +30
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 500 ft, Truesight 250 ft, Passive Perception 12
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Alucard isn’t in sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.

While in bat or wolf form, Alucard can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 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, Alucard 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 he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.

Misty Escape. When Alucard drops to 0 hit points outside his coffin, he transforms into a cloud of mist instead of falling unconscious, provided that he isn’t in sunlight. If he can’t transform, he is destroyed.

While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.

Regeneration. Alucard regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in direct sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

Spellcasting. Alucard is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): comprehend languages, fog cloud, sleep

2nd level (3 slots): detect thoughts, gust of wind, mirror image

3rd level (3 slots): animate dead, fireball, nondetection

4th level (3 slots): blight, greater invisibility, polymorph

5th level (1 slot): animate objects, scrying

Spider Climb. Alucard can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Vampire Weaknes. Alucard has the following flaw:

Sunlight Hypersensitivity. While in sunlight, Alucard takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). Alucard makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 6) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Alucard can grapple it (escape DC 22) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 18 (4d6 + 6) 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 Alucard regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn or a bezerker Vampire Spawn under Alucard’s control.

Charm. Alucard targets one createur he can see within 30 feet of him. If the target can see Alucard, the target must succeed on a DC 20 Wisdom saving throw against this magic or be charmed. The charmed target regards Alucard as a trusted friend to be heeded and protected. The target isn’t under Alucard’s control, but it takes Alucard’s requests and actions in the most favorable way and lets Alucard bite it.

Each time Alucard or his companions 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 Alucard 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 (1/Day). Alucard magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Alucard can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Alucard and obeying his spoken commands. The beasts remain for 1 hour, until Alucard dies, or until he dismisses them as a bonus action.

Legendary Actions

Alucard can take 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. Alucard regains spent legendary actions at the start of his turn.

Move. Alucard moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Alucard makes one unarmed strike.

Bite (Costs 2 Actions). Alucard makes one bite attack.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

With his mind sharp and his heart dark, Alucard lord of frozen lake town is a formidable foe. Courage and lives beyond measure have been lost to him.

Although Alucard can be encountered almost anywhere in his domain, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

RedStar69

Comments

Posts Quoted:
Reply
Clear All Quotes