Medium Undead (Shapechanger), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 200 (17d8 + 85)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +10, WIS +9, CHA +10
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Count Albescu 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, Count Albescu 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, Count Albescu 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 Count Albescu fails a saving throw, it can choose to succeed instead.

Balor Escape. When it drops to 0 hit points outside its resting place, Count Albescu transforms into a Balor (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.

Regeneration. Count Albescu 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 Count Albescu takes radiant damage or damage from holy water, this trait doesn’t function at the start of Count Albescu's next turn.

Spider Climb. Count Albescu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Bat Swarm. Every time it is Count Albescu's turn, it summons three swarms of bats automatically.

Vampire Weaknesses. Count Albescu has the following flaws:

Sunlight Hypersensitivity. Count Albescu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Spellcasting: Count Albescu is a 12th-level spellcaster.

Cantrips (at will): Chill Touch, Message, Minor Illusion, Prestidigitation, Toll the Dead

1st level (4 slots): Shield, Alarm, Detect Magic

2nd level (3 slots): detect thoughts, Hideous Laughter, Sleep, Darkness

3rd level (3 slots): Animate Dead, Counterspell, Fly, Fear, Passwall

4th level (3 slots): Blight

5th level (2 slots): Arcane Hand, Hold Monster

6th level (1 slot): Eyebite

Actions

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

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (3d8) bludgeoning damage. Instead of dealing damage, Count Albescu can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Count Albescu, incapacitated, or restrained. Hit: 15 (3d6 + 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 Count Albescu 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 Count Albescu's control.

Charm. Count Albescu targets one humanoid it can see within 30 feet of it. If the target can see Count Albescu, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Count Albescu. The charmed target regards Count Albescu as a trusted friend to be heeded and protected. Although the target isn’t under Count Albescu's control, it takes Count Albescu's requests or actions in the most favorable way it can, and it is a willing target for Count Albescu's bite attack.

Each time Count Albescu or Count Albescu'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 Count Albescu is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

Count Albescu 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. Count Albescu regains spent legendary actions at the start of its turn.

Move. Count Albescu moves up to its speed without provoking opportunity attacks.

Unarmed Strike. Count Albescu makes one unarmed strike.

Bite (Costs 2 Actions). Count Albescu makes one bite attack.

Lair and Lair Actions

Count Albescu's Lair

Count Albescu lives in its castle. 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 Count Albescu'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 Count Albescu is destroyed, these effects end after 2d6 days.

Monster Tags: Shapechanger

Habitat: Urban

omphtl

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes