Medium Undead (Human), Lawful Evil
Armor Class 16 Chain mail
Hit Points 119 (14d8 + 56)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +8, CON +8, WIS +7
Skills Perception +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Common Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Regeneration. The vampire regains 15 hit points at the of its turn if it isn't in sunlight or running water. If the vampire takes fire or radiant damage, this round this trait doesn't function until the vampire's next turn 

Vampire Weaknesses. This vampire is cursed with all typical vampire weaknesses.

Actions

Multiattack. Gergor can attack three times with his handaxes.

Cunning Action. The vampire can use a bonus action to Dash, Disengage, or Hide.

Handaxe. Melee  / Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 15 / 30 ft. (thrown), one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) necrotic damage; Constitution save (DC 15) or max HP is reduced by necrotic damage taken until long rest.

  •  Exploit Opening. Creatures struck by the vampire's melee attacks lose their reactions for the round.

Shadowmantle (1/Rest). As a bonus action, the vampire casts a shadowy veil around itself. It gains 20 temporary hit points. If a creature strike the vampire with a melee attack while it has these hit points, they take 20 necrotic damage. The veil lasts for 1 hour or until the temporary HP is reduced to 0. While the veil remains, the vampire is immune to the harmful effects of sunlight.

Steel Shadow (Recharge 6). Gregor may make up to five attacks rolls against separate creatures within 30 feet. On hit, creatures take 30 (6d10) necrotic damage.

Description

A powerful vampire that serves as a member of Strahd's personal guard.

Bloodguard. The Bloodguard are a group of elite soldiers and knights who served Strahd faithfully in life. Even in death, the members of the bloodguard to could not abide their lust for blood overruling their loyalty to the Lord of the Valley; each willingly sewed their mouths shut, preventing them from tasting the blood they so voraciously craved. Instead, members of the bloodguard channel this desirous impulse into battlefield savagery.

The Black. In life, Gregor was neither warrior nor knight: he was a criminal, and a vile one at that. After a lifetime of debauched murder, Gregor was arrested and sentenced to death. Sensing that he could be a useful agent, Strahd intervened and spared Gregor the hangman's noose. The agreement was mutually beneficial; Strahd gained an exceptionally skilled servant who could operate in a way his other knights could not: discreetly. And Gregor, for his part, got to keep killing; he never particularly cared who he happened to kill, so having his targets dictated troubled him little.

Guardian at His Majesty's Discretion. Of all the bloodguard, Gregor's duties have changed the least since his return from the grave; he serves Strahd now much in the manner he always has. While others are tasked with guarding specifics locations or people, Gregor's work is preemptive: he goes where he is needed, when he is needed, and nips problems in the bud with judicious application of his axe. When Strahd has tired of his guests, he often sends Gregor to greet them.

DoctorFeelbad

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