Medium Undead (Shapechanger, Vampire), Lawful Evil
Armor Class 22 (Natural Armour)
Hit Points 437 (46d8 + 230)
Speed 40 ft.
STR
22 (+6)
DEX
22 (+6)
CON
20 (+5)
INT
22 (+6)
WIS
21 (+5)
CHA
23 (+6)
Saving Throws DEX +14, INT +14, WIS +13, CHA +14
Skills Arcana +14, Deception +14, Insight +13, Intimidation +14, Perception +13, Persuasion +14, Religion +14, Stealth +14
Damage Resistances Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 120 ft., Passive Perception 23
Languages Abyssal, Common, Celestial, Draconic, Elvish, Giant, Infernal, Primordial, Sylvan, Telepathy 200 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Dracula's Weaknesses. Dracula has the following flaws:

Lesser Forbiddance. Unless he succeeds on a DC 20 Wisdom saving throw when he first tries after a Long Rest, Dracula cannot 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 through 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. However, for the first minute of being staked, Dracula can make a DC 20 Constitution saving throw at the start of his turns to temporarily end the paralysis until the start of his next turn. In addition, Dracula can attempt to remove the stake as an action, requiring a DC 20 Strength check to succeed.

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.

Legendary Resistance (5/Day). If Dracula fails a saving throw, he can choose to succeed instead.

Lord of Shadows. When Dracula is in darkness, he is invisible to creatures that rely on darkvision to see him unless he allows them to see him.

Magic Resistance. Dracula has advantage on saving throws against spells and other magical effects.

Misty Escape. When Dracula drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed.

While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 24 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.

Prince of Darkness (Mythic Trait; Recharges after a Short or Long Rest). If Dracula would be reduced to 0 hit points, his current hit point total instead resets to 437 hit points, and he uses Children of the Night without expending a charge. In addition, all light sources within 300 feet of Dracula are extinguished unless they are from a spell of 6th level or higher. Also, Dracula's damage resistance become immunities. Additionally, Dracula can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 75,000 XP (150,000 XP total) for defeating Dracula after his Prince of Darkness activates.

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.

Spider Climb. Dracula can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Spellcasting. Dracula can cast one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):

At will: detect thoughts, fly, fog cloud, mage hand, silent image, prestidigitation, thaumaturgy

5/day each: animate dead (as an action), arcane lock, gust of wind, knock, mirror image

3/day each: arcane eye, banishment, blight, dispel magic, nondetection, scrying, sending

1/day each: animate objects, circle of death, control weather, create undead (as an action), danse macabre, disintegrate, finger of death, soul cage

Actions

Multiattack (Vampire Form Only). Dracula makes four Vampiric Strike, Hellfire attacks, or a combination of the two. He can forgo one Vampiric Strike/Hellfire attack to make one Bite attack and he can forgo three Vampiric Strike/Hellfire attacks to use Children of the Night or Spellcasting.

Bite (Bat, Vampire, or Wolf Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dracula, incapacitated, or restrained. Hit: 13 (2d6 + 6) piercing damage plus 17 (5d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dracula regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Dracula’s control.

Hellfire (Vampire Form Only). Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 27 (6d6 + 6) fire damage, and the target takes 7 (2d6) fire damage at the start of its turn. This effect cannot stack.

Vampiric Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 21 (6d6) necrotic damage. If the target is a creature, Dracula can grapple it (escape DC 22) instead of dealing damage.

Children of the Night (5/Day). Dracula magically calls 3d6 swarms of bats, swarms of rats, or wolves provided that the sun isn’t up. The called creatures arrive in 1d4 rounds, acting as allies of Dracula and obeying his spoken commands. The beasts remain for 1 hour, until Dracula dies, or until he dismisses them as a bonus action.

Shapechange. If Dracula isn’t in running water or sunlight, he polymorphs into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.

While in bat or wolf form, Dracula can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 40 feet. In wolf form, his walking speed is 50 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.

While in mist form, Dracula can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 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 he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Bonus Actions

Charm. Dracula targets one humanoid he can see within 30 feet of him. If the humanoid can see Dracula, the target must succeed on a DC 22 Wisdom saving throw against this magic or be charmed. The charmed creature regards Dracula as a trusted friend to be heeded and protected. The creature isn’t under Dracula’s control, but it takes Dracula’s requests and actions in the most favourable way and lets Dracula bite it.

Each time Dracula or his companions do anything harmful to the creature, 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 creature, or takes a bonus action to end the effect.

Master of Undeath. Dracula imposes his immortal will over one Undead creature he can see, forcing it to succeed on a DC 22 Wisdom saving throw or fall under Dracula's control (as if under the effects of dominate monster without requiring concentration) for 1 hour or until Dracula uses Master of Undeath again. Undead with a challenge rating equal to or higher than Dracula automatically succeed.

Legendary Actions

Dracula can take 5 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. Dracula regains spent legendary actions at the start of his turn.

Move. Dracula moves up to his full movement speed without provoking opportunity attacks.

Strike. Dracula makes one Vampiric Strike attack.

Bite (Costs 2 Actions). Dracula makes one Bite attack.

Burn (Costs 2 Actions). Dracula makes one Hellfire attack.

Meld into Shadows (Costs 3 Actions). Dracula takes the Hide action, having advantage on his Dexterity (Stealth) check if in dim light or darkness.

Mythic Actions

If Dracula's Prince of Darkness trait has activated in the last hour, he can use the options below as legendary actions.

Furious Swipes. Dracula takes two Vampiric Strike attacks.

Cast (Costs 2 Actions). Dracula uses Spellcasting but must use a spell with a casting time of 1 action.

Summon Horrors (Costs 3 Actions). Dracula uses Children of the Night if he has at least one use left. After using this action he must roll a d4 and on a 4, the charge isn't expened.

Form Shift (Costs 3 Actions). Dracula uses Shapechange.

Empowered Stare (Costs 5 Actions). Dracula uses Charm.

Description

"I am no ordinary vampire, to be killed by your mortal magics. I am Count Dracula, AND I HAVE HAD ENOUGH!" - Count Dracula

Deathless. As a vampire, Dracula is immortal but he is not invulnerable. Stories claim that Dracula was slain long ago by a force of holy warriors and all that remains is his legend. One such story claims Dracula was prepared for this demise and is waiting for a time when his servants perform the true rites to return him to the mortal realm. If Dracula is dead and is resurrected, the world he awakes on will know no salvation.

King of Vampires. Count Dracula is a legendary figure across the multiverse. Many stories cite him as the first true vampire, older and stronger than even Strahd von Zarovich himself. Whether he is real or not, most vampires see him as the peak of their kind, stronger than any vampire to ever exist.

Master of the Dark. Dracula is said to be able to assert control over lesser undead with but a glance. This great power has allowed him to amass a following of minions who will aid him without question, knowing he can bend them to his will with his eyes alone. The undead are not the only creatures of darkness sworn to Dracula as cultists and fiends bend the knee to the immortal Dracula.

Wisdom of Immortals. Dracula has seemingly roamed the world since mortals first stepped into the sun. Whilst he requires blood like any other vampire, stories claim Dracula can go on for vast lengths of time without consuming a drop of blood. His lifetimes of undeath has granted him abilities and knowledge that even the gods don't know for Dracula is said to be as old as the gods if not older. One story claims that if Dracula chose to share his knowledge, death itself would become extinct.

Cultists of Dracula

Dracula’s followers are typically those who wish to tamper with the fundamentals of life. His most blessed followers gain the Agent of Death trait.

Agent of Death. Unless this creature is killed with radiant damage or damage from holy water, it has a 25% chance it returns to life with 1 hit point after the next sunset.

Lair and Lair Actions

Dracula's Castle

Dracula, like most vampires, lives in a castle. Dracula's castle is famous, however, for being unlike any other castle owned by a vampire as it is said to contain the wonderous and unholy knowledge accumulated across the untold lifetimes Dracula has lived. Ancient enchantments were weaved into the very brickwork, spells so ancient and powerful that only Dracula himself knows the secrets of the castle. Not even the gods can pierce past the protections strewn across the castle, and the details of what happens within the stone halls are a subject of endless speculation.

Some view the contents of the castle as a treasure trove of information but only the bravest fools would dare to trespass the halls of Count Dracula. Stories claim the very walls of the castle bend to Dracula's will, the entire superstructure almost being alive and subservient to its one, true master. Untold horrors exist within the castle said to be so profane even the gods have their stomachs turned. None live to tell the tale of what resides within the unholy halls of Dracula's castle and the wise know that to be a merciful kindness for even a whisper of the truth is enough to drive men mad. The truly insane and evil may be invited into the halls of Dracula but an invitation from the Count himself is rarely a gift.

One of the few known abilities of the castle is its ability to move. Specifically, it can magically teleport. The method of how this is achieved can only be guessed but this form of teleportation is so strong that the castle can teleport not just between locations, not just across planes, but across entire worlds. This may be why Dracula is a widespread myth across countless worlds as at one point, the towers of Dracula's castle cursed the horizon of those worlds with its presence. The castle is so infused with darkness that it taints the land around it with just its presence, Dracula's presence infecting the land like a cancer.

Lair Actions

While Dracula is in his castle, he can take lair actions as long as he isn’t incapacitated.

On initiative count 20 (losing initiative ties), Dracula can take one of the following lair action options, or forgo using any of them in that round:

  • 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 into darkness. All light suppression ends on initiative count 20 before the next lair action.
  • Shadows cling to Dracula's body and twist into armour, granting him 25 temporary hit points until the next initiative count 20.

Regional Effects

The land around Dracula’s castle is corrupted by his primordial evil, generating one (or more) of these effects.

  • The land within 20 miles of the castle becomes rife with the whispers of spirits and the slinking of shadows, giving rise to tales of supernatural forces afoot.
  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 5 miles of the castle wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 5 miles of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 1 mile of the castle. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • Light sources are suppressed within 3 miles of the castle, reducing the range of bright light by 5 feet.
  • Whispers of madness are pervasive within 20 miles of the castle, doubling the duration of any madness effects.
  • Whilst within the castle, Dracula can spend 10 minutes performing a secretive ritual to smother the sun in darkness for the next 8 hours. Once Dracula performs this ritual, he can not do so again until he finishes a Long Rest.
  • Whilst within the castle, Dracula can spend 1 hour performing a secretive ritual to cast Plane Shift on the castle and those inside of it. Once Dracula performs this ritual, he can not do so again until he finishes a Long Rest.
  • Wounds fester within 10 miles of Dracula’s castle. When a creature within the area other than Dracula spends Hit Dice to heal, the total value healed is halved (minimum of 1).

Previous Versions

Name Date Modified Views Adds Version Actions
10/31/2021 11:48:41 PM
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1
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10/22/2024 10:40:00 AM
92
10
1.1
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Monster Tags: Shapechangerundead

Habitat: HillMountainUnderdarkUrban

TomTedH

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