Death Throes. When Bathory dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) rot damage on a failed save, or half as much damage on a successful one. The Gas us highly flammable and explodes on contact with flame.
Rotting aura. At the start of each of Bathory's turns, each creature within 20 feet of it takes 10 (3d6) rot damage as they breathe in the gas eminating from it. Downed enemies inside of the range recieves an automatic failure.
Magic Resistance. Bathory has advantage on saving throws against spells and other magical effects.
Look at me, I am beautiful. Upon reaching half hit points, Bathory will attempt to charm everyone within 500 feet. They will have to succeed a DC 19 wisdom saving throw or be charmed by him, and fight all who attempts to hurt him. They can repeat the saving throw upon being damaged.
Nihil. Upon reaching half health, all rot damage done by Bathory increases with 4d4.
Multiattack. Bathory makes two attacks: Two with his claws and one with his cloud.
Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) rot damage. If Bathory scores a critical hit, it rolls damage dice three times, instead of twice.
Rotting Breath ( {"diceNotation":"1d6","rollType":"recharge","rollAction":"Rotting Breath"}. Bathory shoots a cloud of rotting gas in a 60-foot cone. Each creatire in that area mist make a DC 21 dexterity saving throw, taking 63 (18d6) rot famage on a failed save, or half as much damage on a successful one.
Teleport. Bathory magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
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