Dread Mason. Gargoyles within 20ft from Vlad deal an extra 5 damage.
Barovio´s Apprentice. Vlad hast vast knowledge over the shadowfell and shadow-magic. He can cast shadow versions of the following spells, which deal necrotic damage. His Shadow-Spell DC is 17, and his attack bonus is +13.
At Will: Sword Burst, Lightning Lure, Chill Touch.
2/day: Vampiric Touch, Bestow Curse
1/day: Confusion
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
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. The vampire 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). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 5) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (2d6 + 4) 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. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, 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 the vampire or the vampire’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 the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Bloody Tears 1-5. You shoot pressurized blood from your eyes in a 30ft line. Enemies in the lane must make a DC 17 Dex save. On a failed save, they take 10d4 necrotic damage and are restrained as the blood solidifies into a spear, tethering them to the neares surface, until they succeed in a DC 17 Str check. On a successful save, the enemy takes half damage rolled, but in psychic damage, as they realize the horror of your power.
Ghoul´s Visage. 1-3. You transform into your vampire form for an instant, jumping up to your movement speed at an enemy and making a melee attack. An enemy hit by this attack takes 3d10 cold damage and has it´s speed reduced by half. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 15 (3d10)
Blood Mirror. 1/day Set a barrier made out of your own blood. Non-magical attacks made at you must pass a CON DC 15 saving throw or have the attack reflected. If the attacker succeeds, the attack hits as normal. The blood mirror lasts for 3 turns.
Expunge Magic. As a reaction when targeted by an enemy spell, Vlad can can cause the caster to make a DC 15 CON saving throw. On a failure, the caster´s spell fails, and blood pours from their pores, purging one random magical effect or condition.
Retribution fot The Maker. When Vlad recieves over 25 damage from a single melee attack, he can use his reaction to order 3 gargoyle attacks against the attacker.
The vampire 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 vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Stone-Father. Vlad summons a Gargoyle to attack and then leave.
When below 150 HP, Vlad heals 50 hp and gains the abiliity to take 3 mythic actions. from the options below.
Hive Frenzy. For the next 5 rounds, all melee, ranged, and spell attack rolls against Vlad are made with disadvantage, as Gargoyles from the hive start throwing themselves before the attacks. Gargoyles also deal an extra 1d8 damage while this power is active.
Vlad also gains the following traits:
Stone-Clad. Vlad destroys multiple Gargoyles and reshapes their stone flesh into an armor for himself. His AC increases to 22 and gains immunity to nonmagical piercing, slashing, and bludgeoning damage, but both his movement speed and dexterity score are decreased to 10. He also loses his flying speed.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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