Divine Awareness. Alacard knows if he hears a lie.
Devil’s Sight. Magical darkness doesn’t impede Alacard's darkvision.
Fallen Angelic Weapons. Alacard weapon attacks are magical. When Alacard hits with any weapon, the weapon deals an extra 4d8 radiant damage and 4d8 necrotic damage (included in the attack).
Legendary Resistance (3/Day). If Alacard fails a saving throw, he can choose to succeed instead.
Magic Resistance. Alacard has advantage on saving throws against spells and other magical effects.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (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.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Alacard regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of her next turn. Alacard dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. Alacard makes three Heaven's Longsword or Dual Hellsing Arms attacks. he can replace one attack with a use of Horrid Touch, if available.
Heaven's Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage, or 19 (2d10 + 8) radiant damage when used with two hands, plus 36 (8d8) fire damage.
Dual Hellsing Arms .454 Auto. Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 15 (4d8 + 16) piercing damage plus 27 (8d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Spellcasting. Alacard casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: darkness, detect evil and good, [Tooltip Not Found], fireball, invisibility (self only), major image, wall of force
3/day each: darkness, dominate person, telekinesis, teleport, finger of death
1/day each: dominate monster, greater invisibility
Teleport. Alacard teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 25 (3d6 + 16) piercing damage plus 10 (6d6) 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. Alacard 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 25 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.
Children of the Night (1/Day). The vampire magically calls 4d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 6d6 wolves instead. The called creatures arrive in 2d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Change Shape. transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Negate Spell (Recharge 5–6). Alacard tries to interrupt a spell he sees a creature casting within 120 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Alacard makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.
Alacard 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. Alacard regains spent legendary actions at the start of his turn.
Fallen Angelic Magic. Alacard uses Spellcasting or Teleport.
Mass Charm. Alacard weaves charming words into the hearts of all creatures charmed within 30 feet of him. All creatures must make a DC 18 Wisdom saving throw, or be charmed for one minute.
Mass Attack (Costs 2 Actions). Alacard makes one Dual Hellsing Arms .454 Auto attack to all enemies within range.
Description
Once a mighty plantar charged with protecting mortal life on Faerûn from evil, Alacard came across a Greater Succubus named Lady Mara who was on a quest to tempt moral souls and bring them to the Abyss, and something unimaginable happened - they fell in love. Lady Mara fought against this alien emotion for a long time but finally realized she had to embrace it, finally she confronted him confessing her feelings for him.
Alacard at first also denied his feelings as it was impossible for a Demon to love and even more so for an angel to love a demon. He was the first to accept his feelings and during one of their many confrontations he declared his feelings to her. From the first time he interceded in her attempt to take a mortal soul the interaction was more a clash of cunning than the traditional clash of sword and claw. They felt a connection from the start.
The two spent more and more time together exploring their relationship growing closer and closer as they worked to kept both good and evil at bay from the City they meet in and made home the Eladrin city of Cendriane. When the hosts of the Abyss and Heaven found out they both sought to end the relationship. When Alacard refused reason he was cast out of heaven and became one of the fallen as Lady Mara in turn was banished and hunted by her kin.
After multiple raids from the Abyss and a few from the heavens they retreated into a tomb. The final assault over ten thousand years ago lead by a abyssal soldiers found them in the tomb of ancient eladrin. Alacard fell taking a blow meant for Mara and as she held him the attackers agents of Graz'zt left saying, "Lady Mara this is on you." With the sounds of their footfalls fading she held him and cried. His body dying his soul was strong and she had a flash of remembrance, a lore of old among her kin. If a soul was strong enough to survive the kiss of a succubus who loved the person that they would rise so at that moment she gave him her kiss. At first it didn't seem to work but after a long agonizing moment he came back altered, a true vampire and what would be called a day walker.
It is said that the ruins of Cendriane in Faerûn remain their home although it appears to have been reclaimed by the forests it was once in from the right vantage point one can see the silver spiral towers jetting out of the Border Forest.
Lair and Lair Actions
Alacard’s Lair
Alacard makes his lair in a citadel in Cendriane. From nearly a mile away, one can hear the screams coming from the 80,000 impelled victims (Drow being over represented) lining both sides of the road leading to and surrounding the stronghold’s wall—the dying remains of those who dared to invade his lands. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils and Fallen Angles of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions
On initiative count 20 (losing initiative ties), Alacard can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Command. Alacard casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
Darkness. Alacard casts the darkness spell four times, targeting different areas with the spell. Alacard doesn’t need to concentrate on the spells, which end if he uses this action again.
Regional Effects
The region containing Alacard's lair is warped by his magic, which creates one or more of the following effects:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of the impaled.
Impale. Once every 60 feet within 1 mile of the lair, 12-foot-high pikes shot up from the ground to impale intruders. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 [rollable](1d10 + 8);{"diceNotation":"1d10+8", "rollType":"damage". Anyone dropped to zero hit points or lower are impaled, their hitpoint's are brought to 1, and they are permanently trapped withering in pain. Remove curse or similar spell can release them DC 20.
Beguiling Realm. Within 6 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage.
Fog. The area within 2 miles of the lair, but no closer than 500 feet, is filled with fog, which causes the area to be lightly obscured. The fog can’t be cleared away.
If Alacard dies, these effects fade over the course of 1d10 days.
Cultists of Alacard
Alacard grants special abilities to his most loyal cultists. They can gain the bite trait, and his cult’s leaders can also gain the Celestial Insight trait.
Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Celestial Insight. Immediately after rolling initiative, this creature can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.
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