Special Equipment. Vandrick wields a frost brand longsword.
Enhanced Attacks. Vandrick's unarmed strike and bite attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
Evasion. If Vandrick is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Magic Resistance. Vandrick has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Vandrick is incapacitated, he and undead creatures of his choice within 60 feet of him have advantage on saving throws against features that turn undead.
Shapechanger. If Vandrick isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Vandrick can't speak, his walking speed is 5 feet, and he has a flying speed of 30 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, Vandrick 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, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If Vandrick fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Vandrick transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, Vandrick can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.
Regeneration. Vandrick regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Vandrick takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spider Climb. Vandrick can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Vandrick has the following flaws:
Forbiddance. Vandrick can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Vandrick 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 Vandrick's heart while he is incapacitated in his resting place, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Vandrick takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Spellcasting. Vandrick is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Vandrick has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): bestow curse, vampiric touch
4th level (3 slots): blight, greater invisibility
5th level (3 slot): dominate person, hold monster
6th level (2 slot): eyebite, mental prison, scatter
7th level (2 slot): finger of death, reverse gravity, teleport
8th level (1 slot): dominate monster
9th level (1 slot): blade of disaster
Multiattack (Vampire Form Only). Vandrick makes three attacks, only one of which can be a bite attack.
Frost Brand Longsword (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage when used with two hands, plus 3 (1d6) cold damage.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 11 (1d8 + 7) bludgeoning damage. Instead of dealing damage, Vandrick can grapple the target (escape DC 21).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vandrick, incapacitated, or restrained. Hit: 21 (4d6 + 7) piercing damage plus 35 (10d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vandrick 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 vampire spawn under Vandrick's control.
Charm. Vandrick targets one humanoid he can see within 30 feet of him. If the target can see Vandrick, the target must succeed on a DC 21 Wisdom saving throw against this magic or be charmed by the him. The charmed target regards Vandrick as a trusted friend to be heeded and protected. Although the target isn't under Vandrick's control, it takes his requests or actions in the most favorable way it can, and it is a willing target for the Vandrick's bite attack.
Each time Vandrick 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 Vandrick is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Vandrick magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, Vandrick can call 2d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Vandrick and obeying his spoken commands. The beasts remain for 1 hour, or until Vandrick dismisses them as a bonus action.
Exsanguinate (Recharge 5–6). Vandrick targets one humanoid he can see within 30 feet of him. The target must succeed on a DC 21 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.
Shadow Blend. While in dim light or darkness, Vandrick becomes invisible, along with anything he is wearing or carrying. The invisibility lasts until Vandrick uses a bonus action to end it or until he attacks, is in bright light, or is incapacitated.
Parry. Vandrick adds 5 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Vandrick 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. Vandrick regains spent legendary actions at the start of his turn.
Move. Vandrick moves up to his speed without provoking opportunity attacks.
Melee Attack. Vandrick makes one melee attack with his unarmed strike or frost brand.
Bite (Costs 2 Actions). Vandrick makes one bite attack.
Description
Vandrick Volkov, better known as The Crimson King, is a vampire lord who is regarded by many as the world's most powerful vampire. Most vampires owe Vandrick some form of fealty, or at least, they do their best to avoid being in conflict with him. Vandrick lives in Castle Sanguine, a large and imposing fortress who's exact location is shrouded in mysterious ways. From there, Vandrick plots of ways to further his wealth, influence, and power.
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