Legendary Resistance (3/Day). If Dario fails a saving throw, he can choose to succeed instead.
Regeneration. Dario regains 20 hit points at the start of its turn if he has at least 1 hit point and isn’t in sunlight or running water. If the Dario takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Dario’s next turn.
If Dario dies outside his resting place, he revives in 1d4 days. However, if he is killed in his resting place, or if his body is burned by sunlight, or if his body is destroyed by running water, then this trait does not function
Spider Climb. Dario can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Danger Sense: Dario cannot be surprised by targets he is aware of and has advantage on dexterity saving throws.
Vampire Weaknesses. The Dario has the following flaws:
Forbiddance. Dario can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Dario takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while Dario is sleeping in his resting place, Dario is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The Dario takes 20 radiant damage when it starts his turn in direct sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Dario uses his Necrotic Laser Eyes and then makes 2 attacks (only 1 of which can be a bite attack)
Necrotic Laser Eyes (Recharge 5-6): Targets within a 5 by 90 ft line must succeed on a DC: 18 Dexterity Saving Throw. A target takes 6d10 necrotic damage and 6d10 force damage on a failed save or half as much on a success
Black Dragon's Wrath: (Khopesh) +12 to hit, deals 1d10+ 8 slashing damage on a hit, + 2d6 acid damage on a hit.
As an action, Dario can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
Unarmed Strike (Vampire Form Only). +10 to hit, deals 1d0+6 bludgeoning damage on a hit
Bite. (Bat or Vampire Form Only). +10 to hit, on a hit deals 1d10+6 piercing damage. The targets must succeed on a DC: 18 Constitution saving throw, taking 4d10 necrotic damage on a failed save or half as much on a success. If the save is failed, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dario 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 zombie under the vampire’s control.
Charm. The vampire 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 18 Wisdom saving throw against this magic or be charmed by the vampire. The 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.
The Dario 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. The Dario regains spent legendary actions at the start of its turn.
Move (Costs 1 action). Dario moves up to its speed without provoking opportunity attacks.
Unarmed Strike (Costs 1 action). Dario makes one unarmed strike.
Bite/ Black Dragon's Wrath/ Necrotic Laser Eyes (Costs 2 Actions). Dario uses one of the listed actions
Lair and Lair Actions
Dario’s Lair
Dario's lair is located on an island on the Shadowfell. It is protected by his loyal servants, and is often used for Dario to practice fighting. It hosts a grand stone castle surrounded by black water
Lair Actions
On initiative count 20 (losing initiative ties), Dario takes a lair action to cause one of the following effects; Dario can’t use the same effect two rounds in a row:
- Dario shoots the ceiling of his castle in a space he can see within 90 feet of himself. Creatures within a 5ft square must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- One of the 4 knight statues turns into a huge animated statue. It lasts for 1 minute or until it drops into 0 hitpoints.
- A swarm of bats swarm around 1 creature Chancellor Dario can see. The creature must succeed on a DC:15 Constitution saving throw or has disadvantage on all attack rolls and saving throws until the beginning of its next turn
Regional Effects
The region surrounding a vampire’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 the vampire is destroyed, these effects end after 2d6 days.
Comments