Shapechanger. If Dracula isn’t in running water or sunlight, he can use his bonus action to polymorph into a Tiny bat, a Large dire wolf, or a Medium cloud of mist, or back into his true form.
While in bat or dire wolf form, Dracula can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In dire wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Dracula can’t speak or manipulate objects, and Blood Drain is the only action he can take. 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 bludgeoning, piercing, and slashing damage.
Symphony of the Night. If Dracula would be reduced to 0 hit points, he instead transforms into a monstrous demonic bat. Dracula's game statistics are replaced by the statistics of Dracula (Beast Form), and he assumes the hit points of his new form. If Dracula was concentrating on a spell, he may continue concentrating on it in his new form. The transformation lasts for 1 hour or until Dracula's new form is reduced to 0 hit points.
Arcane Recovery (1/Day). When he finishes a short rest, Dracula recovers all his spell slots of 5th level or lower.
Contingency. Dracula is under the effect of a contingency spell that triggers when he is incapacitated. When this occurs, a dimension door spell activates, teleporting Dracula to his coffin.
Dancing Sword. As a bonus action, Dracula can mentally command his nine lives stealer to fly up to 50 feet to a space Dracula can see and either make one attack against a target or return to his hand. If the hovering nine lives stealer is targeted by any effect, Dracula is considered to be holding it. The nine lives stealer falls if Dracula dies or if Dracula is ever more than 50 feet away from it.
Legendary Resistance (4/Day). If Dracula fails a saving throw, he can choose to succeed instead.
Preternatural Speed: Dracula can take the Disengage or Dash action as a bonus action on his turn.
Regeneration. Dracula 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.
Secure the Castle. As a bonus action, Dracula can place his entire castle under the effects of a guards and wards spell.
Spellcasting. Dracula is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, shocking grasp, toll the dead
1st level (4 slots): fog cloud, magic missile, shield
2nd level (3 slots): hold person, mirror image, misty step, phantasmal force
3rd level (3 slots): counterspell, dispel magic, enemies abound, fireball
4th level (3 slots): fire shield, greater invisibility, polymorph, raulothim's psychic lance
5th level (3 slots): animate objects, far step, mislead, telekinesis
6th level (2 slots): chain lightning, disintegrate, soul cage, tenser's transformation
7th level (2 slots): finger of death, reverse gravity, symbol
8th level (1 slot): maddening darkness, maze
9th level (1 slot): meteor swarm, psychic scream
Spider Climb. Dracula can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Telepathic Bond. Dracula ignores the range restriction on his telepathy when communicating with a creature he has charmed.
Turn Immunity. Dracula and undead creatures of his choice within 60 feet of him are immune to any effect that turns undead.
Vampire Weaknesses. Dracula has the following flaws:
Forbiddance. He can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water.
Stake to 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.
Sunlight Hypersensitivity. While in sunlight, Dracula takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). Dracula can use his Monstrous Visage. He then makes two attacks.
Nine Lives Stealer (Vampire Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) slashing damage. If Dracula scores a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune).
Unarmed Strike (Vampire or Dire Wolf Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage plus 21 (6d6) necrotic damage, and the target is grappled (escape DC 20). If Dracula scores a critical hit against a creature, that creature suffers a lingering injury.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dracula, incapacitated, or restrained. Hit: 10 (1d6 + 7) piercing damage plus 21 (6d6) necrotic. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dracula 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 Dracula's control.
A creature bitten by Dracula has disadvantage against his charm attack for 1 minute. If the creature is already charmed by Dracula, Dracula can assert complete control over it. While the creature remains charmed, it must obey Dracula's verbal and telepathic commands to the best of its ability.
Blood Drain (Mist Form Only). One creature in Dracula's space must make a DC 23 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 28 (6d6 + 7) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dracula regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.
Charm. Dracula targets one humanoid he can see within 30 feet of him. If the target can see Dracula, it must succeed on a DC 23 Wisdom saving throw against this magic or be charmed. The charmed target regards Dracula as a trusted friend to be heeded and protected. The target isn’t under Dracula's control, but it takes Dracula's requests and actions in the most favorable way and lets Dracula bite it. Dracula can also command the charmed target to fall asleep (no action required). If the target can hear Dracula, it falls unconscious and cannot be roused until the charm is broken.
Each time Dracula or his 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 Dracula is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Monstrous Visage. Dracula's features contort into a monstrous appearance. Each creature of Dracula's choice within 30 feet of him that he can see and that can see him must succeed on a DC 23 Wisdom saving throw or become frightened of Dracula for 1 minute. While frightened, a creature must spend its turns trying to move as far away from Dracula as it can. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If the creature ends its turn in a location where it doesn't have line of sight to Dracula, it can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends on it, the creature is immune to Dracula's Monstrous Visage for the next 24 hours.
Children of the Night (Recharge 5-6). Dracula magically calls 2d12 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Dracula can call 3d6 dire wolves instead. The called creatures arrive in the next round, acting as allies of Dracula and obeying his telepathic commands. The beasts remain for 1 hour, until Dracula dies, or until he dismisses them as a bonus action.
Alternatively, Dracula can magically raise up to five Small or Medium corpses he can see as skeletons or zombies under his control. The undead roll initiative and act in the next available turn, remaining until destroyed.
Curse of the Red Death (1/Day). Dracula extends his hand while uttering foul incantations in Abyssal. Each creature of Dracula's choice in a 30-foot cube centered on a point within 150 feet of him must make a Constitution saving throw as it begins to bleed from every orifice. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw gain one level of exhaustion.
Elusive Mist. When Dracula is hit by an attack, or grappled, he can use his reaction to teleport up to 10 feet to an unoccupied space he can see. If his new position is out of range of the attack, it misses.
Dracula can take 3 legendary actions, choosing from the options below.
Attack. Dracula makes one unarmed strike or one attack with his nine lives stealer.
Move. Dracula moves up to his speed without provoking opportunity attacks.
Play with the Food. Dracula casts a cantrip.
Shapechange. Dracula changes to a form of his choice.
Children of the Night. Dracula uses his Children of the Night ability.
Charm (Costs 2 Actions). Dracula makes a charm attack.
Vile Darkness (Costs 2 Actions). Dracula extinguishes every source of natural light within 120 feet of him, filling that area with magical darkness that lasts until the start of his next turn. Magical sources of light within the area are automatically dispelled if they were created by a spell of 5th level or lower, and sunlight is suppressed.
Spellcasting (Costs 3 Actions). Dracula casts a spell.
Swarm of Bats (Costs 3 Actions). Dracula transforms into a Huge swarm of bats, moves up to 60 feet without provoking opportunity attacks, and reverts to his true form. Each creature whose space he enters must make a DC 23 Dexterity saving throw or take 27 (8d4+7) damage and be knocked prone. Creatures that pass the saving throw take half the damage and are not knocked prone. The swarm can move through any opening large enough for a Tiny bat.
Lair and Lair Actions
While Dracula is in his castle, he can take lair actions as long as he isn’t incapacitated.
On initiative count 20 (losing initiative ties), Dracula 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, Dracula can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
- Dracula 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 23 Strength check to force open) until Dracula chooses to end the effect, or until Dracula uses this lair action again.
- Dracula summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Dracula can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a wraith.
- Dracula targets up to 5 Medium or smaller creatures that cast a shadow. The target’s shadow must be visible to Dracula and within 30 feet of him. If the target fails a DC 23 Charisma saving throw, its shadow detaches from it and becomes a shadow demon that obeys Dracula'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 fiendish shadow has been destroyed.
- Dracula causes stony hands to sprout from the walls, floors, and ceiling in a 30-foot square centered on a point within 90 feet of him. Until initiative count 20 of the next round, creatures of Dracula's choice that enter the area or start their turn there must make a DC 23 Strength saving throw or be restrained by the grasping hands until this effect ends. For the duration, the area counts as difficult terrain.
- Dracula causes the screams of his innumerable victims to echo inside the minds of his foes. Each creature of Dracula's choice within 120 feet of him that isn't protected by a mind blank spell must succeed on a DC 23 Wisdom saving throw or become deafened for 1 minute. While deafened in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
- Dracula summons a black, deathly mist that fills a 60-foot cube centered on a point within 90 feet of him. Until initiative count 20 of the next round, living creatures in the mist can't regain hit points and have vulnerability to necrotic damage, while undead in the mist have resistance to radiant damage. The area within the mist is lightly obscured.
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