Spellcasting. Count Draynor is a third level spellcaster (wizard). His spells are based on Intelligence. He has a spell attack modifier of +5 and a saving throw of DC 13. He has the following spells prepared:
Cantrips: Minor Illusion, Chill Touch, Mage Hand
1st level spells (4 slots): Fog Cloud, Ray of Sickness, Shield
2nd level spells (2 slots): Darkness, Suggestion, Invisibility
Misty Escape. When Draynor has been reduced to 0 hitpoints, he falls to 1 hitpoint instead. He turns into a cloud of mist, which can move at a rate of 30 ft per round (flying). This cloud is immune to all damage and conditions. He will return to his coffin, where he will re-coalesce into physical form and receive the incapacitated condition for 1 hour. After that, he will regain all of his hitpoints and spell slots.
If he is attacked while in his coffin and damaged, he will be permanently slain.
His misty escape ability will be negated if he has taken damage from holy water within the past minute. In this case, if he drops to 0 hitpoints, he will simply die.
Unholy Resistance. Count Draynor is resistant to all damage that is not dealt by a silvered weapon or by a spell cast through a silvered spellcasting focus.
Holy Vulnerability. In spite of not technically being undead, Count Draynor takes damage from Holy Water as if he were undead.
Sunlight Vulnerability. When in direct sunlight, Draynor has disadvantage on attacks and ability checks and takes 10 radiant damage at the start of his turn.
Spellcasting. Draynor casts one of his prepared spells.
Multiattack. The count makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Draynor can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Draynor, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Draynor 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.
Hide. Count Draynor can take the hide action as a bonus action.
Lair and Lair Actions
Count Draynor's Manor
Draynor's Manor is protected by all sorts of unholy curses and abjurative spells.
Regional Effects
The region surrounding Draynor's lair is warped by his power, creating the following effects:
- The sun rarely shines in the town of Draynor. Clouds cover the sky more often than the surrounding areas by a noticeable amount.
- The trees around Draynor's manor appear dead and shriveled. In spite of their appearance, some of them are not only alive but animate and will defend Draynor's manor.
- Draynor's manor itself is haunted. Doors will shut behind intruders, separating intruders if they can. Intruders will also be attacked by animated furniture, such as chairs, tables, candlesticks, brooms, etc. Strange noises such as whispered voices or screams of pain sound throughout the manor, trying to separate intruders or distract them.
- Draynor's manor is impervious to scrying or other divining magic. No one can teleport into or out of the manor.
If Draynor is destroyed, these effects end after 2d6 days.
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