Magic Items. Artor has Shoonfang and the Plate of the Dread Warden
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire 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, Artor 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, 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.
Legendary Resistance (3/Day). If the Artor fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside its resting place, Artor transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is 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.
Regeneration. Artor regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in direct sunlight. If Artor takes radiant damage or damage from holy water, this trait doesn't function at the start of Artor's next turn.
Spider Climb. Artor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Artor has the following flaws:
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. He takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). Artor makes two attacks with Shoonfang or his warhammer, only one of these attacks can be replaced with a bite
Shoonfang (Double-bladed Greatsword) (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) slashing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Artor regains hit points equal to that amount. The reduction lasts until the target finishes a long rest or until targeted by the greater restoration spell. The target dies if this effect reduces its hit point maximum to 0.
Warhammer (Vampire Form or Shadow Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 6) bludgeoning damage. If the attack roll succeeds by 5 or more, the target must make a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, stunned, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Artor 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. Artor targets one humanoid it can see within 30 feet of it. If the target can see Artor, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by him. The charmed target regards Artor as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes Artor's requests or actions in the most favorable way it can.
Each time the Artor or Artor's 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 Artor is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Manifest Shadow(1/Day). As a bonus action Artor can create a duplicate of himself out of shadow. This shadow rolls its own initiative, has half of Artor's maximum hp, has an AC of 14, is vulnerable to radiant damage, and only makes one attack per turn with the warhammer.
Shadow Step. If not in direct sunlight, Artor can magically teleport as a bonus action, along with any equipment he is wearing or carrying to an unoccupied space he can see within 30 feet.
Shield of Shadow (3/day). As a reaction Artor can summon a shadow for a brief moment in order to take an attack for him. The attacker has disadvantage on their attack. If the attack then misses Artor, the attacker hits the shadow instead and it vanishes.
Artor 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. Artor regains spent legendary actions at the start of his turn.
Shoonfang.(Costs 1 Action). Artor makes an attack with Shoonfang
Strike from Shadow. (Costs 2 Actions). Artor can use his shadow step and make one attack with shoonfang after he teleports, if a target is within range.
Storm of Shadow. (Costs 2 Actions). Artor summons the shadows around him to lash out at his enemies. Each creature within 30 feet of Artor must make a constitution saving throw DC 18 or take 4d6 necrotic damage and be pushed up to 10 feet away, if a creature succeeds on its saving throw it takes half of the necrotic damage and isn't pushed away.
Description
Vrylaska Artor Feybranche began life as a pawn in the battles of his drow clan, he fought for his matriarch with all of the fury of a man who was already dead. He did this for years and with all of the service that he gave his mistress when he needed her aid, she abandoned him to die on the battlefields of the Underdark. As Artor lay dying, his fury and lust for revenge called to something, who sent an emissary to him and she imbued his body with dark abyssal energy transforming him into something more powerful and fiendish than he could have ever imagined. Artor rose from the ground of the underdark, cast off his house name and marched back to his clan, drained all of his superiors of their life essence and set the warriors like himself free. Artor took his revenge on the matron who left him to die, but the pact he had made with someone made sure that his lust for death saw no end, as the decades wore on Artor discovered his powers while under the guise of Artor Fellbranch, the warden of secrets in the city of Lyrengorn.
Lair and Lair Actions
Artor's Lair
Artor has chosen the grand Castle Lyrengorn as his lair, its once gleaming and bright halls now sit dark as shadows creep through its halls reporting everything they see to their master.
Regional Effects
The region surrounding Artor’s lair is warped by his unnatural presence, creating any of the following effects:
- Artor knows everything that occurs within the halls of his castle and cannot be surprised while inside of it.
- Shadows cast within 500 feet of the castle seem abnormal and sometimes move as though alive.
- Creatures within 500ft of the castle feel as though they are being watched and experience severe anxiety and paranoia.
- Animals within 1 mile of the castle become shadow-touched versions of themselves and grow aggressive and territorial.
If Artor is destroyed, these effects end within 1d6 days.
Lair Actions
On initiative count 20 (losing initiative ties), Artor takes a lair action to cause one of the following effects; Artor can't use the same effect two rounds in a row:
- Magical darkness gathers in a 15-foot radius sphere centered on a point Artor can see within 60 feet of him. The darkness spreads around corners. It lasts until Artor dismisses it as an action, he uses this lair action again, or until he dies. 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.
- Bloodcurdling screams echo throughout the castle, coalescing around Artor. Each enemy of Artor within 100 feet of him and that can hear the cries must succeed on a DC 15 Wisdom saving throw or be frightened until initiative count 20 on the following round.
- A pulse of shadow bursts forth from a point actor can see within 60 feet of him, each creature in a 20 foot radius must succeed on a DC 15 Constitution saving throw or be unable to regain heath until initiative count 20 on the following turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/13/2021 6:17:10 PM
|
7
|
0
|
1.1
|
Coming Soon
|
|
|
2/8/2022 3:57:51 PM
|
13
|
3
|
--
|
Coming Soon
|
Comments