Medium Undead, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 204 (17d8 + 68)
Speed 40 ft., Climb 40 ft. Can walk on any surface with just his feet
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +10, WIS +9, CHA +12
Skills Acrobatics +10, History +9, Intimidation +12, Perception +9, Sleight of Hand +10, Stealth +10
Damage Resistances Cold, Poison, Psychic
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 30 ft, Darkvision 120 ft., Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Infernal, Telepathy
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Alucard isn’t in running water or 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 60 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him as well as anything he is carrying. He reverts to his true form if he dies.

While in mist form, Alucard can’t take any actions 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 while in sunlight.

Legendary Resistance (4/Day). If Alucard 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 (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or 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 running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

Black Magic. Alucard's consumption of souls over the years has granted him innate magical powers he can call upon. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): mage hand, prestidigitation, vicious mockery

1st level (4 slots):silvery barbs, fog cloud, sleep

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

3rd level (3 slots): summon undead, fear, vampiric touch

4th level (3 slots): blight, confusion, freedom of movement

5th level (1 slot): cloudkill, destructive wave

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

Vampire Weaknesses. Alucard has the following flaws:

Hates getting wet. He takes 20 acid damage if he ends his turn in running water. This includes rain.

Shot through the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.

That annoying sun thing. While in sunlight, Alucard cannot heal at all and he has disadvantage in perception and investigation checks.

Endless Arrogance. If a creature openly mocks or wounds your pride while in combat, you have +2 to all attacks on that creature and -2 to all other creatures until they are incapacitated or killed. Multiple creatures can become the target of your ire and last until the end of combat. 

True Form (1/Day). When Alucard drops below 100 hit points, he turns into a swirling void of carnage and dark magic. He instantly gains 100 temp hit points and the use of his mythic actions for the next hour.

Actions

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

Casull (Right Hand Gun). Ranged Weapon Attack: +10 to hit, range 50/150 ft., one target. Hit: 10 (2d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 6 (2d6) fire damage and gain disadvantage on their next attack on a failed save, or half as much damage on a successful one from the exploding rounds.

Jackal (Left Hand Gun). Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 8 (2d8) force damage and fall prone on a failed save, or half as much damage on a successful one from the stopping rounds.

Touch of Death (Vampire or Wolf Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Alucard can grapple it (escape DC 18) instead of dealing the slashing damage. but must have a free hand.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Alucard, incapacitated, or restrained. Hit: 7 (1d6 + 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 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 under Alucard's control.

Command. Alucard targets one humanoid he can see within 30 feet of him. If the target can see Alucard, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Alucard as a trusted friend and master to be heeded and protected. The target IS under Alucard’s control and will do whatever he commands (as a Bonus Action) including harming themselves or allies. 

Moonlit Walk (1/Day). Alucard darkens the sky and summons a blood moon that calls for the spirits he's killed to join him on a moonlit walk and have some fun. A sea of souls rise from the ground at a point Alucard can see and create a 50ft radius circle of the damned and black fog that attacks and feasts on any other creature in the area. Any creature that starts their turn in the area must make a DC 20 CON save. On a failed save, the creature's speed becomes 0ft and they are grappled and restrained which requires an action and a DC 15 Athletics or Acrobatics check to escape both conditions. Additionally, any creature that ends their turn in the area takes 4d10 necrotic damage. This area also counts as difficult terrain. 

The souls remain for 1 hour, until Alucard dies, or until he dismisses them as a bonus action. He can also move the area by 15ft as a bonus action.

Bonus Actions

Limited Teleportation. Alucard can teleport 15ft as a bonus action.

 

Legendary Actions

Alucard can take 5 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. Alucardmoves up to his speed without provoking opportunity attacks.

Unarmed Strike. Alucard makes one unarmed strike. This includes his Touch of Death.

Gun Shot. Alucard makes one attack with either gun but each gun can only be used once as a legendary action per round of combat.

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

Mythic Actions

When Alucard's True Form is activated, his legendary actions are replaced by 5 mythic actions from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. Alucard regains spent mythic actions at the start of his turn.

Speed Demon. Alucard moves up to double his speed without provoking opportunity attacks and ignores difficult terrain.

Rapid Strikes. Alucard can make 1 unarmed strike on each character within reach. This includes his Touch of Death.

Unload. Alucard makes an attack with both guns on any target he can see in range in any order.

Bite (Costs 1 Actions). Alucard makes one bite attack with advantage.

Shadow Realm (Costs 2 Actions). Alucard drags another creature into his demi-plane that runs parrel to the current one. Alucard can target any creature he sees (including himself) to make a DC 20 CHA saving throw. On fail, they are dragged into his personal demi-plane of darkness. The realm looks exactly the same as the current space except for creatures other than Alucard cannot see or hear between realities. As an action, the creature may attempt to leave the plane by succeeding a DC 20 CHA saving throw as an action. If Alucard dies while creatures are still in his realm, they are sent back to the real-world counterpart of the plane.

 

 

 

Lair and Lair Actions

Lair Actions


While Alucard's coffin is within 1000ft of him, he can take lair actions as long as he isn’t incapacitated.

On initiative count 20 (losing initiative ties), Alucard can take one of the following lair action options, or forgo using any of them in that round:

  • Until initiative count 20 of the next round, Alucard can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
  • Alucard summons the angry spirit of one who has died to him or in his lair. The apparition appears next to a hostile creature that Alucard can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.
  • Alucard targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Alucard and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Alucard’s commands, acting on initiative count 20.
  • Alucard disolves his body into an undead mist, until the end of his next turn, he is resistant to all damage except force.
  • Alucard moves up to his speed in the blink of an eye and can make 1 attack on another creature. This attack has advantage and counts as a critical attack on a hit.

Previous Versions

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Monster Tags: NPCShapechanger

JayAwesomeMaster

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