Blood Healing: After every turn, Vladimir will heal 5d6, halved if taken fire or radiant damage in the past 2 turns.
Night Testing: When in combat at night or in the dark, Vladimir will have increased healing by 5d6. After every attack at night or in the dark, Vladimir will heal 1/4 the damage dealt per attack rounded down.
Hemomancy: If any healing is used near 60 feet of Vladimir, he will heal 1/4th of healing that is used near him. He will not gain the healing if it is used on him.
Life Saving Recovery: When reduced to 20 or lower health, Vladimir will use Sanguine Pool (even while recharging) and heal 1/4 max health. After doing so, Sanguine Pool can no longer be used.
Crimson Pact: For every 100 health recovered, Vladimir will gain an extra 1d8 per attack
Multiattack: Vladimir will either make two melee attacks if within 5 feet of a character, or make two ranged attacks if 10-60 feet of a character
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage.
Sharp Blood. Ranged Attack: +4 to hit, range 10/90 ft., 1 target. Hit: 16 (2d8 + 8) Piercing damage.
Transfusion: Ranged Attack: +5 to hit, range 60 ft., 1 target Recharge (2/3). Hit: 20 (3d6 +5) Necrotic damage
Sanguine Pool: Makes Vladimir into a 15 ft. pool of blood, can be used while moving. Recharge (5/6). Hit: 10 (2d6). Heals 1d6 per enemy hit. Lasts two turns or if cancelled. Enemies still in the pool or entering the pool will take damage and heal Vladimir
Tides of Blood: Vladimir harms himself for 1d8, up to 5d8 and forms an aura of blood that can be released on his next turn. Dexterity Saving Throw: DC 18. Range 30 ft. Hit: 20 (4d6 + health lost). Halved on successful saving throw
Hemoplague: Vladimir casts a 10 ft. pool. Every person hit takes increased 2d8 damage. After 3 turns, Vladimir heals 4d10 per character affected. Recharge (4/5).
For bonus actions, Vladimir will always use Transfusion when available. If not, he will make a ranged/melee attack
Reaction Attack: If a character walks by, Vladimir will make a melee attack
Legendary Resistance (3/Day): If Vladimir fails a saving throw, he can choose to succeed instead.
Heal Self (Costs 3 Actions): The creature magically regains 11 (2d8 + 2) hit points.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Vladimir is a cunning hemomancer/vampire. He prefers to think about a solution rather than blindly following instinct. He usually has a group of followers near him that he has tricked into following his command.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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