Medium Undead (Sorcerer), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 345 (32d8 + 210)
Speed 40 ft., Climb 40 ft.
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
22 (+6)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws CON +15, INT +14, WIS +11
Skills Arcana +22, History +14, Insight +15, Perception +15
Damage Resistances Cold, Lightning, Necrotic, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Unknown Alucard can see anything that is in his mists, Passive Perception 25
Languages Common, Draconic, Elvish, Infernal
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (5/Day). If Alucard fails a saving throw, he can choose to succeed instead.

Shapechanger. If Alucard 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.

Immutable Form. Alucard is immune to any spell or effect that would alter its form.

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

Unusual Nature. Alucard doesn’t require air, food, drink, or sleep.

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

Vampire Weaknesses. Alucard has the standard vampire weaknesses. refer to vampire stat block for full details

Actions

 Multiattack. Alucard uses Torrential Fog or Misty Emotions (if available), Rotten Fog, or Spellcasting. He then makes two Melee attacks, only one of which can be a bite attack.

Punch. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points. If the target is a creature, Alucard can grapple it (escape DC 25) instead of dealing the nectrotic damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Alucard, incapacitated, or restrained. Hit: 16 (3d6 + 8) piercing damage plus 28 (8d6) 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.

Charm. 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 25 Wisdom saving throw against this magic or be charmed. The charmed target regards Alucard as a trusted friend to be heeded and protected. The target isn't under Alucard's control, but it takes Alucard's requests and actions in the most favorable way and lets Alucard bite it. Repeat save if harmed.

Misty Emotions (Recharge 5-6) Alucard summons a sorrowsworn for each enemy he can see within 120ft. The creatures remain for 1 hour, until Alucard dies, or until he dismisses them as a bonus action.

Torrential Mist (Recharge 5–6) Alucard conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rotten Fog. Alucard causes necrotic fog to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 46 (8d8 + 10) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Alucard’s next turn and acts immediately after Alucard in the initiative order. The zombie is under Alucard’s control.

Spellcasting: Alucard is an 18th-level Spellcaster. Its Spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Alucard has the following spells prepared:

• Cantrips (at will): Chill Touch, lighting lure
• 1st Level (4 slots): False Life, Shield, Ray of Sickness, Absorb Elements
• 2nd Level (3 slots): Vortex Warp, Wither and bloom, hold person
• 3rd Level (3 slots): Slow, Lightning Bolt
• 4th Level (3 slots): Banishment, blight, polymorph
• 5th Level (3 slots): Cone of Cold
• 6th Level (1 slot): Magic Jar, disintegrate
• 7th level (1 slot): finger of death
• 8th level (1 slot): Horrid Wilting
• 9th level (1 slot): (no spell)

Bonus Actions

Fog Teleport. Alucard creates a patch of fog in a 5ft radius in a space he can see upto 30ft away. He teleports into that fog, along with any equipment he is wearing or carrying. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Alucard regains 40 hit points.

Reactions

Alucard can take up to three reactions per round but only one per turn.

Dread Counterspell. Alucard utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Alucard makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.

Fell Rebuke. In response to being hit by an attack, Alucard utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Alucard  teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Lair and Lair Actions

Inside Castle Untinari

Alucard lives in Castle Untinari, protected by his crones. Whilst he is there, 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 objects as if they weren’t there.
  • Alucard targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Alucard chooses to end the effect, or until Alucard uses this lair action again.
  • Alucard can request aid from one of the spectating crones in the form of a spell that they can cast.
  • 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 24 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Alucard's commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
FraserConnell

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