Medium Undead, Lawful Evil
Armor Class 22 half plate
Hit Points 600 (40d20 + 186)
Speed 45 ft., Fly 60 ft.
STR
26 (+8)
DEX
22 (+6)
CON
22 (+6)
INT
20 (+5)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws STR +17, DEX +15, WIS +16
Skills Acrobatics +15, Athletics +17, Insight +16, Perception +25, Sleight of Hand +15
Damage Resistances Force; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic, Poison, Psychic
Senses Blindsight 60ft, Tremorsense 100ft, Truesight 100ft, Passive Perception 25
Languages all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Blood moon veil: Carmilla doesn`t provoke opportunity attacks when leaving an enemies space. Sunlight ends this effect. 

Vampiric Fortitude: Carmilla has resistance to Radiant Damage while in dim light or Complete Darkness. When in Direct sunlight, she looses her resistance to Radiant damage.   

Blood sense: Creatures attempting to hide from Carmilla do so at Disadvantage While she has Advantage on checks to find said creatures. Creatures attacking Carmilla do not gain advantage while attacking her from being hidden. 

Blood Queen`s Armament: Carmilla`s weapon attacks are magical. Carmilla is immune to critical hits. Both of these effects end in direct sunlight. 

Vampiric Thirst: Carmilla regains a number up hit points equal to half the damage dealt by her Melee attacks. This effect is halved in direct sunlight 

Legendary resistance (3/day): If Carmilla fails a saving throw, she can choose to succeed instead. 

Kneel before the Blood Queen:  When Carmilla reaches 0 hit points, she does not die but instead Doubles her base hp, gains +3 to her AC and gains Blood magic.

Feast of Blood:  When Carmilla deals Damage with a Melee attack While Kneel Before the Blood Queen is active she applies a curse upon that creature. When dealt damage by Carmilla They begin to bleed and take an additional 1d6 Damage a creature also makes a DC 20 Constitution saving throw or gain a stack of bleed. When a creature has 3 stacks of bleed They take 3d6 Damage at the beginning of their turn, additionally that creature has disadvantage on any Con based saving throws. A creature can use their turn to make a DC 20 Medicine check to end this effect (giving advantage if they have a healers kit) or make a DC 20 constitution saving throw at the end of their turn. 

Sunlight Hypersensitivity. Carmilla takes 20 radiant damage when she starts her turn in sunlight. 

Unnatural Composure: Carmilla dose not gain disadvantage on attack rolls and ability checks, while in direct sunlight. 

Actions

Multiattack: Carmilla attacks with her sword 3 times and uses her thrust. When Kneel before the Blood Queen is active she may replace her thrust with Blood Magic

Scarlet Sabre: Melee weapon attack: +15 to hit, reach 10ft,. one target. Hit 13(2d10+8) Slashing damage plus 9 (3d6) necrotic damage 

Thrust: Carmilla may thrust her sword towards the closest target within 30ft of her. The targeted creature must make a DC 22 Dexterity saving throw or take 4d10+8 Piercing damage. 

Blood Harvest (recharge 6 [ 5-6 if mythic]):  Blood begins to creep up Carmilla`s sword as she targets up to 5 creatures within 50ft of her making ranged attacks with devastating force. She may choose the same target more then once making any attack after the first against that target at disadvantage. Ranged weapon attack: +15 to hit, on hit the creature takes 4d12 slashing damage and crystalized blood seems to shoot out of her sword cutting anything in its path. 

Blood Magic: When Carmilla Is in her Mythic state she gains the ability to wield special magics that she can use by replacing her thrust attacks. She may not use the same Blood magic twice in a row, unless using a secondary ability. Recasting the same Blood magic that has already active effects, ends the previous effect. Blood magic is cast as though it was cast subtlety. 

Blood wall:  Carmilla creates a wall of blood that is 60ft long 10ft tall and 5ft thick within 50ft of herself. When the wall appears, each creature in its area must make a Constitution saving throw (DC 19). On a failed save, a creature takes 4d8 bludgeoning damage. On a successful save, it takes half as much damage 

A creature ending its turn in the wall takes 4d8 Bludgeoning damage. 

As another action with Blood magic Carmilla may fire a blood spear at an enemy that is within 60ft of the wall. Ranged spell attack: +15 to hit, on hit the target takes 4d8 Piercing damage. When this trait is used the wall reduces in length by 10ft until the wall reaches 0ft. 

Blood hold: Carmilla chooses a creatures within 60ft of her and takes hold of their blood. That creature must make a DC 21 constitution saving throw or be Paralyzed for 1 min. A creature can make the save again at the end of their turn to end the effect. 

Wrath of Blood: Carmilla strikes the ground, creating a Wave of Blood and necrotic energy that ripples outward from you. Each creature she chooses within 30 feet of her must succeed on a Dexterity saving throw: DC 21 or take 5d6 thunder damage. The creature then makes a Constitution saving throw: DC 21 as well or take 5d6 necrotic damage , and be knocked prone. A creature that succeeds on its saving throws takes half as much damage and isn’t knocked prone

Vampiric Transformation: Carmilla engulfs herself with the blood of her fallen comrades and takes on a more monstrous form and gains the following effects 

  • she gains 50 temporary hit points and becomes resistant to all damage types.
  • She has advantage on attack rolls 
  • When she hits a target with a weapon attack, that target takes an extra 2d12 force damage.
  • Carmilla Cannot heal from attacks made while this spell is active. 

The spell ends either when a minute goes by or when the temp hp runs out, in which she makes a Con save ( DC 19) or suffer a point to exhaustion as if she was not immune to the condition . 

Blood Ravage: Carmilla Forces The blood of a single target she can see within 90ft of her to boil, forcing it out of their body and into her very being he target must make a Constitution saving throw (DC 21) , taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. For every 5 off the saving throw (min of 1) the target was from passing the save that creature gains a point of exhaustion. If a creature dies from exhaustion this way, they are instantly revived as a Vampire with 50 hit points. If Carmilla were to die within 24 hours of this happening the creature reverts back to normal at 0 hp but stable. 

Bonus Actions

Kick: Melee attack: +15 to hit, reach 5ft, one target. Hit: 13 (1d8+8) bludgeoning damage and the creature is knocked back 5ft 

Reactions

Carmilla can take up to 3 reactions per round and can only take one reaction on another creatures turn. If in Direct sunlight Carmilla only gets 2 reactions per round. 

Parry:  Carmilla Makes a contested attack roll against another creatures attack she can see that is not a spell attack. If her attack roll is higher then the creatures, the attack fails regardless of it being a critical hit or not. This can be done with ranged attacks at disadvantage. 

Legendary Actions

Carmilla can take 4 Legendary actions choosing from the options bellow. Only one legendary action can be used at a time and only at the end of another creature`s turn. She regains these actions at the start of her turn. 

Quick charge (1 action): Carmilla dashes towards a target (regardless of distance) and makes one Prothesis rapid attack. 

Blood Harvest (4 actions) : Carmilla will either recharge her Blood Harvest or use it. 

Mythic Actions

Blood Phantoms (2 actions): Carmilla flys 30ft in the air and releases 4 phantoms of herself that attack up to 4 targets she can see within 60ft of herself. Each Phantom makes exactly 1 attack dealing an additional 2d6 Slashing damage ignoring resistances or immunities to such damage. Once the Phantoms have dealt their attack they vanish. 

Blood Blossom Strike (4 actions): Carmilla may fly into the air and then move towards a single target within 60ft of herself sweeping her sword at that target with incredible force. That Creature makes a DC 24 Dexterity saving throw or take 33 (6d10) slashing damage and then make a DC 24 Constitution saving throw or take 33 (6d10) necrotic damage ignoring resistances or immunities. On a successful save no damage is taken (from either source). If a creature fails the constitution save by more than 5 they apply 3 stacks of Feast of Blood. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Carmilla takes a lair action to cause one of the following effects; Carmilla can’t use the same effect two rounds in a row:

  • Carmilla forms a bloody mist around her forcing creatures to attack her at Disadvantage. 
  • Carmilla sinks into the floor and appears in another spot 60ft from her original location. 
  • Blook seeps through the walls and covers Carmilla granter her +1 to her AC until the next layer action 
  • The moon begins to shine brightly as all but Carmilla must make a DC 20 constitution saving throw, or become blinded until the end of their turn 

When Carmilla becomes mythic the following effects may occur 

-  Chains of blood lash out to the closest creature to Carmilla they attack with a +15 to hit and restrain the target dragging them 30ft away from Carmilla. The creature can spend their turn attacking the chains (AC 10 hp 1) to be freed. If the creature does not free themselves from the chains they are dragged an additional 30ft away from Carmilla at the end of their turn. 

- Blood rains the the sky engulfing the area and making it difficult terrain for everyone but Carmilla. 

Regional Effects

The Area around the castle counts as though the sun never shines. within the area creatures of Darkness roam free under the Rule of Carmilla and her sisters. 

while in the area creatures under Carmilla`s rule have the following 

- Advantage on stealth checks 

- Darkvision up to 300ft 

The Effects of Her lair do not necessarily come from just Carmilla and the rest of her sisters may have to die for the regional effects to end. 

 

Habitat: Arctic

Randallj

Comments

Posts Quoted:
Reply
Clear All Quotes