Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., Climb 16 ft. Wolfram climbs like this only when he is going down a wall, not up. When he climbs up, he does it like any mortal human would., Fly 10 ft. Wolfram can only fly when he is in bat form.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +11, WIS +9, CHA +11
Skills Acrobatics +16, Intimidation +2, Perception +7, Stealth +9, Survival +12
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages Common Jan Wolfram knows only the languages of Bulgarian, Russian, Japanese, and English, the languages he knew while he was still mortal.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Shape shifter Wolfram can shape shift into a cloud of mist but he can only travel through there, a bat, or a large werewolf like creature but only at night time or in darkness.

Wolfram is incapable of speech while in any of his four forms he can take except for his true Vampire Form. He however can choose how slow or how fast he goes in any form but his vampire form unless sunlight is what he is in during an action and/or at the end of his turn in which he becomes a mortal human until darkness is what he ends his turn in and/or night time happens during his turn.

When Wolfram has taken the form of mist in moonlit areas only, he can phase through any area he chooses to unless it so happens to contain a garlic wreath nailed on the front of the door and/or it contains a relic of Christendom such as a Crucifix/Cross, etc., or Christian Flag in said room.

Legendary Resistance (3/Day). If Wolfram fails a saving throw, he can choose to succeed instead.

Vampiric Baptism Of Blood- Count Wolfram can choose to make someone drink his blood while he drinks his own blood as well, which curses them with a telepathic link Wolfram has to their thoughts and the weaknesses of vampirism without said victim ever becoming a vampire. The only way to reverse this is for Wolfram to be killed.

Wolfram can only pass through a body of water if he is carried in a mahogany coffin buried in his native Bulgarian soil and he must be on a boat. But, he may get out of his coffin to feed only if the ship it is carried on is on a sea or an ocean only during night.

Superhuman Agility-Wolfram can climb or walk up any surface as a gecko would, but he only can do it quickly if he is climbing not walking down, not any other direction.

Weaknesses Of The Count- He has the following flaws:

Christian Forbiddance-Count Wolfram can not enter a building if it is, a church and/or someone hangs an element of Communion (Full Wine Cup or Bread), places a copy of the Holy Bible, or a crucifix at the main entrance of said building.

Hurt by Holy Water-Wolfram takes 10 damage if that is thrown on him.

. While Wolfram is within contact with the rays of the sun, he loses all abilities beyond that of which a normal human being can do, he becomes as mortal as anyone else in sunlight.

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 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 the vampire 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 the vampire’s control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

Each time the vampire or the vampire’s 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 the vampire 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). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire 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. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Description

Take away all of these abilities if Wolfram ends his turn in daytime or sunlight. Instead make him as dangerous as a normal human boss, which is when the party should kill him to make the final battle much easier.

Lair and Lair Actions

Замъкът Волфрам/Castle Wolfram

Wolfram has chosen to build a castle for himself located in
Владивосток, Россия (Vladivostok, Russia) on the ruins of the former Vladivostok Botanical Garden-Institute. He has gathered an unnaturally big amount of night creatures to guard the place from anyone stupid enough to enter it and the recently cleared out Vladivostok Fortress Museum. His coffin is hidden somewhere in the nearby Vladivostok Fortress Museum of which he cleared out of people by the time the party arrives there from the areas surrounding the fortress and nearby his castle as well.
 
 

Castle Effects

Castle Wolfram and the surrounding area has been made into an unnatural place with all of these effects happening:

  • Creatures such as bats, wolves, bears, and rats have gathered in this area in huge amounts
  • Plants within 1000 feet of the castle die, and their stems and branches become twisted and thorny.
  • Shadows cast within 10000 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 20000 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

All of these effects vanish upon Jan Alba Wolfram ´ s death

Monster Tags: Shapechangerundead

Habitat: Urban

RadiantWarrior2030

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