Armor Class 22
Hit Points 512 (32d12 + 300)
Speed 40 ft., Fly 60 ft.
STR
24 (+7)
DEX
22 (+6)
CON
28 (+9)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws STR +15, DEX +14, CON +17, WIS +13, CHA +16
Skills Arcana +10, History +12, Nature +13, Perception +12, Persuasion +15, Stealth +13
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Darkvision 150, Truesight 60, Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Amethyst Progenitor’s Blessing (+2 to All Scores): Vlad benefits from enhanced physical and mental attributes, gaining a permanent +2 to all ability scores.

Regeneration: Vlad regains 30 hit points at the start of his turn if he has at least 1 hit point.

Mist Form: When reduced to 0 hit points outside his lair, Vlad transforms into a mist cloud instead of falling unconscious. He cannot revert to his vampire form, and he must reach his lair within 1 hour or be destroyed.

Crimson Sacrifice (1/Long Rest): Vlad can sacrifice 20% of his current hit points to cast a spell of up to 5th level. If the spell deals damage, it deals an additional 2d8 necrotic damage. (Cannot use below 25% HP.)

Vampiric Absorption (Passive): Vlad absorbs the life essence of creatures he damages. Whenever Vlad deals necrotic damage, he regains hit points equal to 25% of the necrotic damage dealt. This cannot exceed his maximum hit points but grants temporary hit points if it does. Does not work on undead or constructs.

Actions

Shapechanger: As an action, Vlad can transform into a medium cloud of mist, a large bat, or a wolf, or back into his true form. His statistics, other than his size and speed, remain the same in each form. He reverts to his true form if he dies.

Multiattack: Vlad makes three attacks: two with The Impaler, and one with his fangs or claw.

The Impaler (Spear): Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 19 (2d8 + 10) piercing damage plus 14 (4d6) necrotic damage.
Impaling Strike: The target must succeed on a DC 23 Strength save or be restrained by the spear, taking 2d6 necrotic damage each turn. Vlad cannot use The Impaler again until the creature is freed.

Bite (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vlad, incapacitated, or restrained. Hit: 18 (3d10 + 5) 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 Vlad regains hit points equal to that amount.

Claw (Wolf or Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 7) slashing damage.

Legendary Actions

Vlad Tepesh 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. Vlad Tepesh regains spent legendary actions at the start of his turn.

  • Move. Vlad moves up to his speed without provoking opportunity attacks.

  • Unholy Grasp. Vlad makes one unarmed strike.

  • Summon Shadows (Costs 2 Actions). Vlad conjures shadowy tendrils. Creatures in a 20-foot-radius sphere must make a DC 22 Constitution saving throw or take 32 (8d8) necrotic damage. Half damage on success.

  • Blood Sacrifice (Costs 3 Actions). Target a creature bitten by Vlad within the last minute. The target makes a DC 24 Wisdom saving throw or becomes charmed by Vlad for 1 hour. Vlad also gains temporary hit points equal to the damage dealt by his bite.

Description

The undisputed ruler of the Tepesh Clan and the Progenitor of the Amethyst Vampires, Vlad Dracul Tepesh is the very embodiment of vampiric supremacy. Having existed for countless centuries, he is both a warlord and a scholar, a master of blood magic, necrotic energy, and psionic domination. His very presence bends the world to his will, twisting reality within his domain and making him nearly invulnerable within his fortress. He does not merely rule his kin—he created them, binding them in an eternal blood oath that ensures their unwavering loyalty. With his legendary spear, The Impaler, he pierces foes with a crimson stake of pure amethyst energy, draining them of their life force in mere moments.

Despite his terrifying power, Vlad is not without heart. His children, born of his bloodline, are precious to him, and among them are two beings unlike any other—his familiars, the Blood Bat and Soul Bat. These creatures are not merely pets; they are as dear to him as his own flesh and blood, bound to him through his essence and soul. The Blood Bat, infused with his lifeblood, can manipulate blood itself, tearing foes apart with razor-thin crimson whips. The Soul Bat, linked to Vlad’s very spirit, wields terrifying psionic might, capable of freezing both body and soul in unbreakable permafrost.

To harm Vlad is to invoke their wrath, for these bats do not merely follow their master—they love him as a father, just as he treats them as his daughters. If any dare to raise a hand against him, they will find themselves not only facing Vlad’s fury but also the unrelenting vengeance of the Blood and Soul Bats, whose rage is as eternal as their master’s dominion.

Legends say that Vlad is not just immortal—he is eternal, his soul forever intertwined with the Amethyst Isle’s fate. And should he ever fall, the land itself will weep in blood and shadows, for there shall never be another like him.

Lair and Lair Actions

If Vlad Tepesh is in his Castle/ City, he can invoke the island’s ancient magic. On initiative count 20 (losing initiative ties), he can take a lair action to cause one of the following effects:
  • Amethyst Pulse. All enemies within 120 feet must make a DC 24 Dexterity saving throw or take 28 (8d6) radiant damage. Those that succeed take half damage.
  • Empower Progeny. Vampires loyal to Vlad within 120 feet gain +2 to their Strength, Constitution, and Charisma scores for 1 minute.
  • Summon Shadows. Shadows and specters rise from the floor to attack foes. These shadows act immediately after Vlad in the initiative order.

Regional Effects

The region surrounding Vlad’s lair is suffused with powerful magic, which creates the following effects:

  • Darkened Sky: Sunlight is dimmed within 5 miles of Vlad's lair, making it appear as though it is always twilight.
  • Vampiric Domain: Small animals and weak-willed creatures within 1 mile of the lair are Under Vlad's control.
  • Mists of the Amethyst Isle: Once per day, Vlad can summon an ethereal mist to blanket the land within 6 miles of his lair, providing cover and allowing him to move undetected.
GeralTheLag

Comments

Posts Quoted:
Reply
Clear All Quotes