Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, Treedag can't speak, his walking speed is 5 feet, and it has a flying speed of 240 feet. His statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to its true form if he dies.
While in mist form, Treedag can't take any actions, speak, or manipulate objects. Treedag is weightless, has a flying speed of 240 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 Treedag can’t pass through water. Treedag has advantage on Strength, Dexterity, and Constitution saving throws, and Treedag is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If Treedag fails a saving throw, he can choose to succeed instead. This does not apply to Unconscious Resolve.
Misty Escape. When Treedag drops to 0 hit points outside his resting place, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While Treedag has 0 hit points in mist form, he 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. Treedag regains 25 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 Treedag takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spider Climb. Treedag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Treedag has the following flaws:
Forbiddance. He can't enter a residence without an invitation from one of the occupants.
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 Treedag's heart while the he is incapacitated in his resting place, Treedag is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Treedag takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). The vampire makes four 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: 18 (3d8 + 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: 17 (3d6 + 6) piercing damage plus 21 (6d6) 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, radiant damage does halves this healing effect. 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). Treedag magically calls 5d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 6d6 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 2 hours, until the vampire dies, or until the vampire dismisses them as a bonus action.
Screech (1/hour). Treedag makes a loud screech that deafens all creatures within a 60 foot 180 degree frontal cone. All creatures within the cone must make a DC 18 Constitution saving throw to not be deafened.
Time Stop (1/week). Treedag may 'stop time' and make 12 attack actions. Treedag cannot Bite more than once during this action. All attacks have a -5 modifier added to their hits during this action, a +9 to hit would now be a +4. No creature may be the target of a non-bite attack more than once in this flurry of attacks. Treedag does may move unhindered and without provoking attacks of opportunity during this action.
Unconscious Resolve: If Vampire Lord Treedag is sleeping and an attack is made against him, he can make a dex saving throw with disadvantage and +5 modifier. A successful dex saving throw is a 18 or higher.
Unnatural Armor: Once per long rest, Treedag may reduce damage from a critical attack, that he does not have resistance to, by half.
Curse of the Unholy: (3/day) When harmed by radiant damage, Treedag may make a counter-attack at disadvantage. This disadvantage attack uses 3d20.
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.
Charm Swap. Treedag may swap the targets of his charm. The new target must make a DC 17 Wisdom saving throw to not be affected by the charm.
Description
Vampire Lord Treedag is wanting to legally acquire a kingdom via the massive amounts of riches he and his servants have stored away over the centuries.
Treedag does not wish direct harm on humanoids unless aggravated or is in need of food.
Treedag openly welcomes visitors to schedule a visit of his lair and meet with him in hopes of finding someone that is able to assist him in acquiring/finding a kingdom for purchase.
Lair and Lair Actions
Treedag's Lair
Treedag's Lair is an inhabited Dwarven coal mine, fortified by the mountain itself and maze like mine shafts and floors. Treedag hides his coffin on the bottom floor in his grand room guarded by his vampire spawn, beast pets, and two loyal companions Enadez and Laredef.
Regional Effects
The region surrounding a Treedag's lair is warped by his presence, creating all of the following effects:
- There’s a noticeable increase in the populations of bats and wolves in the region.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- Sunlight does not enter with 500 feet of entrance to this location.
- Plant growth is more than doubled in size and number.
- Eerie music is heard at random times and intervals.
- The undead gain the appearances they had while alive.
- Holy men are at a constant state of unease when entering the lair.
If Treedag is destroyed, these effects end after 7d6 days.
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Posted Sep 11, 2019Please be kind, this is my very 1st creation and as such I am sure it is littered with typos and areas that can be easily misunderstood.