Legendary Resistance (3/Day). If Vladus fails a saving throw, he can choose to succeed instead.
Regeneration. Vladus 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 Vladus takes radiant damage or damage from holy water, this trait doesn't function at the start of Vladus's next turn.
Spider Climb. Vladus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. Vladus makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vladus, incapacitated, or restrained. Hit: 15 (1d10 + 6) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vladus 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.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 6) slashing damage.
Vampiric Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 19 (2d10 + 6) necrotic damage. Vladus regains hit points equal to the necrotic damage dealt.
Shadow Cloak. As a bonus action, Vladus can blend into the shadows, gaining advantage on Dexterity (Stealth) checks until the start of his next turn.
Shadow Parry. When Vladus is hit by a melee attack, he can use his reaction to impose disadvantage on the attack roll, causing the attack to miss if it hits.
Evasion: When Vladus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and half damage on a failure.
Shadow Step Counter (Costs 1 Reaction): When a creature misses Vladus with a melee attack, he can use his reaction to teleport up to 30 feet to an unoccupied space he can see, evading the attack.
Vladus 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. Vladus regains spent legendary actions at the start of his turn.
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Dark Whispers (Costs 2 Actions): Vladus targets a creature he can see within 60 feet. The targeted creature must succeed on a DC 18 Wisdom saving throw or be paralyzed with fear until the end of its next turn.
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Sudden Vanish (Costs 2 Actions): Vladus magically turns invisible until the start of his next turn. During this time, he can move freely without provoking opportunity attacks.
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Nocturnal Assault (Costs 3 Actions): Vladus chooses a point he can see within 60 feet. Shadows coalesce, and a swarm of bats or rats (Vladus's choice) emerges from that point, attacking all creatures in a 15-foot cone originating from that point. Each creature in that area must make a DC 18 Dexterity saving throw, taking 4d8 piercing damage on a failed save or half as much on a successful one.
Once per round, at the end of another creature's turn, Vladus can take a Mythical Action, choosing from the options below:
- Darkened Aegis (Costs 2 Actions). Vladus summons a shadowy shield, gaining temporary hit points equal to his Charisma modifier. He can use this shield to absorb damage until the start of his next turn.
- Necrotic Eruption (Costs 3 Actions). Vladus releases a burst of necrotic energy in a 20-foot radius. Creatures in the area must make a DC 18 Constitution saving throw, taking 4d8 necrotic damage on a failed save or half as much on a successful one.
Description
Vladus appears as an imposing figure, tall and regal, with an aristocratic air about him. He his pale as snow and his claws are big and sharp as razors. Moreover, his piercing red eyes betray an otherworldly presence, hinting at the dark power within. Clad in shadow-infused attire, he moves with an unnatural grace, his form occasionally flickering with shadows that seem to dance around him. Vladus is shor tempered, lives in isolation and doesn't like to be bothered. He has a very powerful presence and aura around him, even the strongest members of dark guilds avoid to mess with him.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Vladus takes a lair action to cause one of the following effects; Vladus can't use the same effect two rounds in a row:
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Shroud of Shadows: The lair becomes shrouded in impenetrable darkness, creating an area of magical darkness in a 30-foot radius that lasts until initiative count 20 of the next round. Within this darkness, Vladus has advantage on attacks, and creatures without darkvision suffer disadvantage on attacks.
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Grasping Shadows: Shadows within the lair come to life, creating a network of tendrils. Each creature of Vladus's choice in the lair must succeed on a DC 18 Strength saving throw or be restrained until the start of Vladus's next turn.
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Necrotic Pulse: The lair pulses with dark energy. Each creature within 60 feet of Vladus must make a DC 18 Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw also have their hit point maximum reduced by the amount of necrotic damage taken. This reduction lasts until the creature finishes a long rest.







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