Damage Immunity
cannot be damaged by any manmade weapons only silver weapons and crucifix's ,cross or stake to the heart can hurt or kill dracula
Sword Slash a sharp slash of a sword roll a d4 for dmg roll a d20 if higher than 15 their is +5 bleeding until healed .
Bite 2 sharp fang bare into your neckroll a d4 for dmg, roll a d 20 if the roll is 19 or 20 only the defender is poisoned.
Bat Swarm. a swarm of bats comes flying out with razor blade like wings. roll a d20 and on that number is how many bats cut +1 dmg for each hit. (defender has 1 chance to use a save roll before attack)
Summon Creature
summon a Hellbat a demonic, flaming looking beast of 15 hit points and does a roll of a D4 for damage wen attack is successful
Sence of Blood
is able to sense if a player is bleeding from 100 feet away and know the players conditions i.e (if poisoned or hurt)
if players are not bleeding then they remain undetected while out of sight
HYPNOTIZEM
"you are getting very sleepy"
Is able to stun,stop or put to sleep any humanoid or creature for one round
if another player or creature interacts with the defender of being hypnotized the wake up right away and no effect takes place
if used on one player multiple times (3 times) cannot be woken or stopped
Vampiric Blood Control
Blood Weapon,
can drain a human or creature and once completed can create any weapon with the blood (once the blood has made a weapon blood healing cant be used) roll a d4 for damage if hit
Blood Healing
can drain a human or creature and once completed can heal 10 hit points cannot use blood weapon while doing so , if interrupted or forced to move blood healing stops and 0 hit points are restored
Description
Change Form
Spellcasting. Lord Dracula is able to change form from a humanoid to a beast giving him a +5 to his armor rating and a +d4 for his attacks, (Healing and spellcasting cant be used while in beast form
BAT WINGS can fly up to 80 feet anywhere around him but cant stay in flight for more than 2 turns
Lair and Lair Actions
vampre nest
Lair Actions
our monster's lair here.
On initiative count # (losing initiative ties), the [vampire] 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.
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