Shapechanger. If Dracula isn't in sunlight or running water, it can use its action to polymorph into a Tiny or Hugebat or a Medium cloud of mist, or back into its true form.
While in bat form, Dracula can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, Dracula can't take any actions, speak, or manipulate objects. It 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, It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all damage, except the damage it takes from sunlight.
Regeneration. Dracula regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Legendary Resistance (5/Encounter). If Dracula fails a saving throw, he can choose to succeed instead. he cannot use this trait if the savings throw is an attack from the vampire killer
Spider Climb. Dracula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Turn Immunity. Dracula is immune to any effect that turns undead.
Vampire Weaknesses
Harmed by Running Water. He 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 his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, Dracula takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). Dracula makes three 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: 11 (1d10 + 8) bludgeoning damage. Instead of dealing damage, Dracula 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 (1d10 + 8) piercing damage plus 16 (3d8) 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. Dracula targets one humanoid it can see within 30 feet of it. If the target can see Dracula, the target must succeed on a DC 18 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 Dracula or Dracula's allies 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 Dracula 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 (10/Day). Dracula magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Dracula can call 3d6 wolves (wolf) 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 Dracula dismisses them as a bonus action.
Teleport. Dracula magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Body shield. (Costs 1 Action) While Dracula has a creature grappled, he can use his victim to catch a single attack. When he does so, the damage he takes from the attack is reduced by 2d10 + 5, and the grappled creature takes that damage instead.
Fly (Costs 2 Actions) Dracula flies for 1d4 rounds with a fly speed of 60 feet.
Control Weather (Costs 4 Actions) If outside, Dracula can manipulate the weather and cause either a storm, heavy fog, or mist, which decreases visibility for any players.
Forced Charm. (Cost 5 Actions) If a creature Dracula has grappled manages to resist his Charm effect, he can forcefully feed his blood to it, turning it into a thrall. As a thrall, the creature can only take actions if directed by Dracula. This effect only ends if the vampire is destroyed or if the player succeeds on a DC 30 charisma saving throw.
Lair and Lair Actions
Lair Actions
On initiative count 20, Dracula takes a lair action to cause one of the following effects; Dracula can’t use the same effect two rounds in a row:
- Dracula targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 17 Strength check to force open) until Dracula chooses to end the effect, or until Dracula uses this lair action again.
- Dracula targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Dracula and within 120 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Dracula’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.
- All light sources within 120 feet of Dracula are suppressed, plunging the area in magical darkness that Dracula can see through. All light suppression ends on initiative count 20 before the next lair action.
- The shadows cling to Dracula's form, granting him 25 temporary hit points until initiative count 20.
Regional Effects
The region surrounding Dracula’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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