Blood letting: Alucard can allow any humaniod to drink his blood to heal (3d10) health and cure disease and poisons (can be made into potions)
Unholy body: Alucard gains 10 hp each turn
Martial Mastery: Alucard can make two attacks with his sword at close range
Legendary Resistance (3/Day). If Alucard fails a saving throw, he can choose to succeed instead.
Limited Flight (Recharges after a Short or Long Rest). As a bonus action, Alucard begins to fly, gaining a fly (hover) speed of 30 feet for up to 10 minutes. If he is in mid air at the end of this duration, Alucard descends at a rate of 15 feet per round until he lands.
Bite (Bat or Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Alucard. Hit: 9 (1d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Alucard 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.
Charm. Alucard targets one humanoid he can see within 30 feet of him. If the target can see Alucard, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Alucard as a trusted friend to be heeded and protected. The target isn’t under Alucard’s control, but it takes Alucard’s requests and actions in the most favorable way and lets Alucard bite it.
Each time Alucard 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 Alucard is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Flying Sword. Melee Weapon Attack: +12 to hit, reach 5 ft Alucard creates a spectral shadowy greatsword to hover magically in an unoccupied space within 5 feet of him. If Alucard can see the sword, he can mentally command it as a bonus action to fly up to, 25 feet and make one attack against a target within 5 feet of it, which uses his attack bonus and deals 7 (5d6) necrotic damage on a hit and (3d8) Slashing damage.
Alucard can have up to two such swords present at a time, and command either one on his turns as a bonus action, or instead command them both independently as an action. Any hovering swords disappears if Alucard dies or is knocked unconscious.
Dark Metamorphosis (1/Day). Alucard invokes the darkness within his own blood, calling upon the power of the vampire lord he was intended to be. For the next 1 minute, or until he is knocked unconscious, Alucard's movement walking speed increases by 10 feet, and any time a living creature within 5 feet of him that has blood takes slashing damage, Alucard regains 1d4 hit points
Shapechanger. Alucard can use his bonus actionto polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in bat or wolf form, Alucard can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In 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, Alucard can’t take any actions, speak, or manipulate objects. 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, but he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage.
Azure flames of undeath: Alucard can take his bonus action to coat his swords in blue unholy fire which gives them flaming properties of (6d6) Fire damage and increases his attack range to 60 ft as he slices the air to hit his foes from afar
Dark Protector: Alucard can summon his arcane shield when a creature within his movement distance is attacked to add (1d8) to their armour class but if the protection save fails he takes half the damage of the full force attack while saving his target from any of it.
Alucard 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. Alucard regains spent legendary actions at the start of his turn.
Detect. Alucard makes a Wisdom (Perception) check.
Quick Strike. Alucard makes a melee weapon attack.
Spinning Blade (Costs 2 Actions). Each creature within 5 feet of Alucard must make a DC 20 Dexterity saving throw, taking 14 (4d6) slashing damage plus 18 (4d8) necrotic damage on a failed save, or half as much on a successful one.
Description
Alucard is the son of a human woman and one of the most powerful vampire lords ever to exist in the whole of the multiverse. His half-heritage not only grants him some of the most awesome powers of vampire kind, but his humanity even spares him from the weaknesses inherent to vampire kind.
He was raised by his father to be the most powerful demihuman ever known, but as he matured, Alucard began to see the evil of his father's ways. As a young adult, Alucard left his home, changing his name and vowing to forever oppose his father's brutal rule.
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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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Posted May 16, 2023This is my first creation i made for my personal campaign if it aids you as well feel free to use it ^^