Legendary Resistance (3/Day). If Vampiric Count fails a saving throw, it can choose to succeed instead.
Turn Persistence. Vampiric Count is immune to effects that turn undead unless the Icons or The Holy Symbol was used to turn him. Vampiric Count has advantage on saving throws against any effect that turns undead.
Blood Frenzy. Vampiric Count has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Spider Climb. Vampiric Count can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Regeneration. Vampiric Count regains 45 hit points at the start of its turn if it has at least 1 hit point and isn’t in running water or sunlight. If it takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Dreadful Presence. Each creature of the Vampiric Count's choice that is within 120 feet of the Vampiric Count and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A 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 Vampiric Count's Dreadful Presence for the next 24 hours.
Misty Escape. Vampiric Count's connection with Dark Powers makes him truly immortal. When Vampiric Count drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious or dying. While he has 0 hit points in mist form, he is immune to all effects and attacks and must immediately travel to his coffin, where he reverts to his vampire form, unconscious and paralyzed. Vampiric Count wakes with full hit points the following dusk.
Shapechanger. If Vampiric Count isn’t in running water or sunlight, they can use its action to polymorph into a Tiny bat, a dire wolf, or a Medium cloud of mist, or back into its true form. While in bat or wolf form, Vampiric Count can’t speak. In bat form, its walking speed is 5 feet, and its has a flying speed of 40 feet. In wolf form, its walking speed is 40 feet. Vampiric Count statistics, other than its size and speed, are unchanged. Anything its wearing transforms with it, but nothing it is carrying does. Vampiric Count reverts to its true form if it dies.
While in mist form, Vampiric Count can’t take any speak or manipulate objects. Vampiric Count is weightless, has a flying speed of 30 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 it can’t pass through water. Vampiric Count has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Vampire Weaknesses. Vampiric Count has the following flaws:
- Forbiddance. Vampiric Count can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. Vampiric Count 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 Vampiric Count's heart while it is incapacitated in its coffin, it is paralyzed until the stake is removed.
- Sunlight Hypersensitivity. While in sunlight, Vampiric Count takes 20 radiant damage at the start of its turn, and it has disadvantage on attack rolls and ability checks. Note: If the Heart is still activate this weaknesses is negated.
Spellcasting. Vampiric Count is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:
- Cantrips (at will): Mage Hand, Mind Sliver, Toll the Dead, Prestidigitation, Message, Dancing Lights, Mold Earth, Thunderclap, Produce Flame, Sapping Sting, Thaumaturgy
- 1st level (5 slots): Comprehend Languages, Unseen Servant, Sleep, Silvery Barbs, Chaos Bolt, Command, Compelled Duel, Dissonant Whisper, Bane, Ice Knife, Inflict Wounds, Magnify Gravity, Ray of Sickness, Shield, Zephyr Strike
- 2nd level (4 slots): Antagonize, Tasha's Mind Whip, Crown of Madness, Mirror Image, Hold Person, Blur, Enthrall, Heat Metal, Mind Spike, Misty Step, Ray of Enfeeblement, Shatter, Wrack
- 3rd level (4 slots): Fireball, Counterspell, Summon Shadowspawn, Blink, Catnap, Haste, Hypnotic Pattern, Incite Greed, Lighting Bolt, Suffocate, Summon Undead
- 4th level (3 slots): Blight, Greater Invisibility, Vitriolic Sphere, Cloud of Daggers, Elemental Bane, Find Greater Steed, Ice Storm, Locate Creature, Phantasmal Killer, Shadow of Moil, Spirit of Death
- 5th level (3 slot): Animate Objects, Enervation, Synaptic Static, Cloud Kill, Contagion, Creation, Danse Macabre, Flame Strike, Hallow, Infernal Calling, Magic Mirror, Mislead, Modify Memory, Negative Energy Flood, Passwall, Seeming, Steel Wind Strike, Temporal Shunt
At-Will Spells. The following spells is the pool of spell that the Vampiric Count can choose from that it can cast at will. If the spell requires concentration, it follows the normal rules for maintaining concentration. The level of the spell cannot be changed. Vampiric Count can cast a total of 6/Day from the pool of spells and it resets at Sunset:
- Base Spell Level: Detect Magic, Animal Messenger, Compulsion, Control Winds, Destructive Wave, Scrying, Far Step, Fire Shield, Consume Mind, Freedom of the Waves, Gaseous Form, Grasping Vine, Immolation, Pass without Trace, Sending, Suggestion, Telepathic Bond, Wall of (Fire, Force, Light, Sand, Stone, Water)
- 2nd Spell Level: Absorb Elements, Arms of Hadar, Charm Person, Fog Cloud, Burning Hands, Scorching Ray, Vortex Warp, Wither and Bloom
- 3rd Spell Level: Blindness/Deafness, Catapult, Dust Devil, Flock of Familiars, Call Lighting, Motivational Speech
- 4th Spell Level: Animate Dead, Cause Fear, Darkness, Erupting Earth, Fast Friends, Glyph of Warding
- 5th Spell Level: Bestow Curse, Confusion, Dominate Beast, Dominate Person, Dream, Pulse Wave, Storm Sphere
Vampyr Form. When the Vampiric Count is at or has fewer than 1/3 of his hit points remaining, he may immediately polymorphs into a Large Monstrous form. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. Vampiric Count does gain a new health pool which starts at 150hp; once that is reduced to zero Vampiric Count will revert back to his humanoid form with his previous health pool. While in Vampyr form, Vampiric Count has the following traits:
- Blood Surge. Vampiric Count gains an additional action on each of his turns, however, this action can only be used for Vampiric Strike or the Dash action.
- Hellwings and Hellclaws. Vampiric Count grows batlike wings and talons and gains a flying speed and climbing speed of 60 feet.
- Vampiric Rage. Vampiric Count has resistance to all damage except radiant damage.
- Only This Form. Vampiric Count cannot use his shapechanger feature until he is out of this Vampyr Form.
- Bloodlust for the Weak. For 1d6 rounds after reverting to the Vampyr Form, the Vampiric Count is unable to control his rage and thirst. A Critical hit is now on a roll of 18-20; Vampiric Count MUST attack the nearest creature that is not an undead or construct with a Vampiric Bite or Strike attack. Once a target for this attack is determined the Vampiric Count MUST focus on this once creature until another creature enters its range with fewer hit points than the current target. If the Vampiric Count reduces a target to zero hit points during this form, the Vampiric Count will use any remaining actions for attacks on the target.
- Consume the Fallen. Vampiric Count can use a bonus action to consume a target that is within 5ft and is at zero hit points; upon doing so the target's body is shredded and any remaining death saving throws failed. Vampiric Count can regain 38 (5d10 + 10) hit points.
Calamitous Wrath (Recharges after a Short or Long Rest). If the Vampiric Count would be reduced to 0 hit points, its current hit point total instead resets to 200 hit points, it recharges any expended uses of Legendary Resistance. Additionally, the Vampiric Count can now use the options in the "Mythic Actions" section for 1 hour.
Multiattack (Vampire Form Only). Vampiric Count makes three attacks, only one of which can be a Bite attack and the Longsword attack.
Vampiric Strike (Vampire Form Only.) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 22 (5d6 + 5) necrotic damage. Vampiric Count regain hit points equal to half the amount of necrotic damage dealt.
Flying Longsword of the Dark Lord (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 16 (2d10 + 5) slashing damage plus 3 (1d6) Acid damage. Target must make a DC 16 Constitution saving throw, taking an additional 14 (3d6 + 4) necrotic damage on a failed save, or half as much damage on a successful one; Vampiric Count regains hit points equal to that amount.
Grappling Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Target must make a DC 16 Constitution saving throw, taking an additional 14 (3d6 + 4) necrotic damage on a failed save, or half as much damage on a successful one. If the target is a creature, Vampiric Count can grapple it (escape DC 18) instead of dealing the slashing damage.
Bite (Vampire, Bat, or Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vampiric Count, incapacitated, or restrained. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampiric Count 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 Vampiric Count's control.
Familiar Swarm (Recharge 5-6). A giant swarm of bats gather around Vampiric Count and descend upon a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage plus 10 (4d4) piercing
damage. On a successful save, the creature takes only half the damage and isn't knocked prone.
Crimson Mist (1/Day - Mist Form Only). The Vampiric Count's Mist Form expands and the air begins to feel thicker as the mist turns to blood. Each creature in a 20-foot-radius sphere centered on the Vampiric Count's starting point must make a DC 22 Constitution saving throw. On a failed save, the target takes 22 (4d6+8) necrotic damage, Vampiric Count regains hit points equal to that amount. After this attack the Vampiric Count can appear/stop anywhere within the 20ft radius sphere.
Children of the Night (1/Day). Vampiric Count magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, Vampiric Count can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Vampiric Count and obeying its spoken commands. The beasts remain for 1 hour, until Vampiric Count dies, or until it dismisses them as a bonus action.
Shadow Stealth Mastery. While in dim light or darkness, the Vampiric Count can take the Disengage or Hide action as a bonus action on each of its turns.
Charm. As an bonus action, Vampiric Count targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed. The charmed target regards Vampiric Count as a trusted friend to be heeded and protected. The target isn’t under its control, but it takes Vampiric Count's requests and actions in the most favorable way and lets Vampiric Count bite it. Each time Vampiric Count 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 Vampiric Count is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Animated Armor of the Vampiric Count. Vampiric Count may use a bonus action to magically summon his armor. The armor magically replaces the armor, clothing that Vampiric Count was wearing. The Vampiric Count's AC goes to 21, he gains 28 (4d8 + 10) temporary health points, and gains resistance to silvered weapons. He can dismiss it as a bonus action.
Counterattack. In response to taking damage, the Vampiric Count can take the Attack action, one attack, and move up to half its speed without provoking opportunity attacks.
Parry. The Vampiric Count can use its reaction to add 4 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
Cunning Speed. Vampiric Count can use a bonus action to take the Dash or Disengage action.
Close to Fear. As an reaction, the Vampiric Count moves up to its full movement speed if it moves towards a frightened or charmed creature and is unimpeded by terrain. It also does not provoke attacks of opportunity from frightened or charmed creatures.
Vampiric Count 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. Vampiric Count regains spent legendary actions at the start of its turn.
Move. Vampiric Count moves up to its speed without provoking opportunity attacks.
Unarmed Strike. Vampiric Count makes one Vampiric or Grappling strike.
Force Blast (Vampire Form Only w/ Armor). Vampiric Count can call upon the ancient enchantment within its armor. Vampiric Count chooses a point within 60ft, where it then explodes in a 15 foot radius sphere. Each creature in the radius takes 33 (5d8+10) Thunder damage and is deafened for one minute, or takes half damage and is not deafened with a successful constitution saving throw.
Bite (Costs 2 Actions). Vampiric Count makes one Bite attack.
Sword (Costs 2 Actions). Vampiric Count makes one Flying Longsword of the Dark Lord attack.
Cast a Spell (Costs 2 Actions). The Vampiric Count casts a spell from its spell list.
Undead Restraint (Costs 2 Actions). Vampiric Count commands the legions of the dead to aid him. Rotten, skeletal hands erupt from the earth in a 20 foot radius and grasp at their surroundings. This area becomes difficult terrain and each creature that starts its turn within this area or that enters this area during its turn must succeed on a DC 18 Dexterity saving throw or be restrained as long as it remains within this area or until it breaks free. A creature restrained by the grasping hands can use its Action to make a Strength check against DC 18. If it succeeds, it is no longer restrained. The hands have AC 12 and 40 HP. This last until the start of the Vampiric Count's next turn.
Allure Prey (Costs 3 Actions). Vampiric Count can give orders to one charmed creature it can see and the creature can hear Vampiric Count. The creature can move its movement towards the Vampiric Count with if it is within range Vampiric Count can make a bite attack or move its movement to a different creature. If the charmed creature reaches the target it can make one attack action.
If the Vampiric Count's Calamitous Wrath trait has activated in the last hour, it can use the options below as legendary actions.
Mythical Resistance (3/Day). If Vampiric Count fails a saving throw, it can choose to succeed instead. This stacks with Legendary Resistance.
Mythical Unholy Fortitude. If damage reduces Vampiric Count to 0 hit points, unless the damage is radiant or from a critical hit, Vampiric Count drops to 1 hit point instead.
Banished to the Dungeons (Costs 2 Actions). The Vampiric Count targets a creature its grappling. The creature must succeed on a DC 20 Charisma saving throw or take 27 (6d6 + 6) psychic damage and be banished to a torture chamber within its castle filled with pure horror imagery. At the start of the Vampiric Count's next turn, the creature reappears in an unoccupied space within 10 feet of the Vampiric Count.
Necrotic Rift (Costs 3 Actions). The Vampiric Count flares with negative undead energy that attempts to rip the life out of the creatures nearby. Each creature of the Vampiric Count's choice in a 60-foot-radius sphere centered on it must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) necrotic damage. On a successful save, the creature takes half as much damage.
Description
As this enemy is meant to be a flexible, complex, foreboding, and adaptable BBEG that is present throughout the entire campaign there will be A LOT to use within this stat block. The Vampiric Count is also a BBEG until this point has face many adventurers and NPCs adversaries and has not yet been defeated. Some of the abilities and/or spells will be on the stat block for more theatrical than combat uses. The Vampiric Count was also a conquer of its land before its time as a vampire. The Vampiric Count has also stolen more power than it original acquired when it turned into a vampire by defeating the Fangs and gaining their domain abilities, which includes, Elemental forces, Natural/Arcane Forces, and Time Forces. This means that the Vampiric Count has the tactics and "smarts" during the campaign to pose a serious challenge to the players and should feel at times "out of their league." before they are ready to face it for the final battle. There will also be things within the campaign to "weaken" the Vampiric Count so please make adjustments that is fitting for your campaign. Please be aware of this and review the stat block before sessions to remind yourself of important skills and spells as well as different lair actions that might be useful for that session. We recommend creating "Event Stat Blocks" for different scenarios within your session to make a quick reference sheet for abilities and/or spells that could be needed for those scenarios.
Example would be if the Vampiric Count is meeting your players for dinner, then most likely the combat abilities and/or spells will mostly likely not be need but those of a theatric/mind/role playing could be needed, i.e. Charm Person, Silvery Barbs, Suggestion, Command, Compel Duel, Fast Friends, Unseen Servant etc. Thanks and enjoy.
With his mind sharp and his heart dark, Vampiric Count of Dreadfulness is a formidable foe. Courage and lives beyond measure have been lost to him. Although Vampiric Count of Dreadful can be encountered almost anywhere in its domain causing fear and despair where it goes. The Vampiric Count of Dreadfulness feels neither pity nor remorse, neither love nor hate. The Vampiric Count of Dreadfulness doesn’t suffer anguish or wallow in indignation; it believes, and has always believed, that it is the master of its own fate. When you run an encounter with Vampiric Count of Dreadfulness, keep the following facts in mind:
- Vampiric Count of Dreadfulness attacks at the most advantageous moment and from the most advantageous position. In dangerous fights it will take out its longsword that flies around him to protect his sides and back.
- Vampiric Count of Dreadfulness knows when its in over his head. If it begins taking more damage than it can regenerate, it moves beyond the reach of melee combatants and spellcasters, or it flies away (using summoned wolves or swarms of bats or rats to guard its retreat).
- Vampiric Count of Dreadfulness observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, it can order a charmed character to guard it against other members of the adventuring party.
A Heart Removed
Vampiric Count of Dreadfulness can afford to be bold in its tactics, for it has additional protection in the form of a giant crystal heart hidden inside its castle.
Any damage that Vampiric Count of Dreadfulness takes is transferred to the heart. If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Vampiric Count of Dreadfulness takes any leftover damage. The heart has 80 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Vampiric Count of Dreadfulness can, as a bonus action on its turn, break its link to the heart so that it no longer absorbs damage dealt to it. Vampiric Count of Dreadfulness can reestablish its link to the heart as a bonus action on its turn, but only while in its castle. The ability of the heart to absorb damage is suppressed if it or Vampiric Count of Dreadfulness is fully within an anti-magic field. If the heart is destroyed then Vampiric Count of Dreadfulness will have to part take in a ritual to create a new one from innocent souls.
Lair and Lair Actions
Vampiric Count has two lairs, its domain it controls and its castle lair. The domain actions do not have to be limited to the following list; it is more of a deus ex machina to create more tension and fear into the campaign/setting/combat; to be used to make this Vampiric Count feel like it controls every aspect of its domain and it could turn the very landscape against the players.
DOMAIN ACTIONS
While Vampiric Count is outside the castle in its domain, it can take lair actions as long as it isn’t incapacitated. On initiative count 20 (losing initiative ties), Vampiric Count can take one of the following domain action options, or forgo using any of them in that round:
- Call the Dead. Skeleton hands with grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the Vampiric Count can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the hands, roots, and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away and the skeleton hands go limp when the Vampiric Count dismisses it as an action, uses this domain action again, or when the it flees/dies.
- Something in the Fog. Magical fog billows around one creature the Vampiric Count can see within 120 feet of it. The sounds and fast moving shadows begin to play tricks on the creature causing confusion. The creature must succeed on a DC 15 Wisdom saving throw or take disadvantage on all checks and saves until initiative count 20 on the next round as the magical fog will follow the creature around.
- Swarming Pest. A cloud of swarming insects or bats fills a 20-foot-radius sphere centered on a point the Vampiric Count chooses within 120 feet of it. The cloud swarm spreads around corners and remains until the Vampiric Count dismisses it as an action, uses this domain action again, or flees/dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Darkness Comes. Magical darkness spreads from a point the Vampiric Count chooses within 60 feet of it, filling a 15-foot-radius sphere until the Vampiric Count dismisses it as an action, uses this domain action again, or flees/dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Torches and Pitchforks. Vampiric Count can choose any amount of creatures (not characters or summons) that do not have a soul that it can see within 120ft to be charmed by it. Vampiric Count floods the emotion of anger into their heads to cause them to be commanded as a angry mob. The angry mob will listen to any spoken command from the Vampiric Count until the Vampiric Count dismisses it as an action, uses this domain action again, or flees/dies.
- It Moves. The walls or the ground within 120 feet of the Vampiric Count sprout grasping shadowy appendages until initiative count 20 on the round after next. Each creature of the Vampiric Count's choice that starts its turn within 10 feet of such a appendages must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
CASTLE ACTIONS
While Vampiric Count is in castle, it can take lair actions as long as it isn’t incapacitated. On initiative count 20 (losing initiative ties), Vampiric Count 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, Vampiric Count can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
- Vampiric Count targets any number of doors and windows that he can see, causing each one to either open or close as it wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Vampiric Count chooses to end the effect, or until it uses this lair action again.
- Vampiric Count summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Vampiric Count can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.
- Vampiric Count targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Vampiric Count and within 30 feet of it. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Vampiric Count'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 undead shadow has been destroyed.
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