Medium Humanoid (Vampire), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 133 (14d8 + 70)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +8, CON +9, CHA +8
Skills Deception +7, Insight +5, Persuasion +7, Stealth +7
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion
Senses Darkvision 120 ft., Passive Perception 12
Languages Common, Falkovnian; can understand and speak fragments of Mordentish, Darkonese, and Lamordian
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Blood Frenzy. Ludzig has advantage on melee attack rolls against any creature that is charmed or below its hit point maximum.

Charming Bite. When Ludzig hits a creature with his bite attack, it must make a DC 16 Constitution saving throw. On a failed save, the creature takes 3 (1d6) additional poison damage per point of damage inflicted by the bite and becomes charmed for 24 hours or until it takes damage from Ludzig or his allies. While charmed in this way, the creature views Ludzig as a trusted ally and is unwilling to attack him.

Master of the Pack. Ludzig can communicate telepathically with any vampyre within 120 feet of him and can issue commands to them as a bonus action.

Regeneration. Ludzig regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If Ludzig takes radiant damage or damage from holy water, this trait doesn’t function until the start of his next turn.

Sunlight Sensitivity. While in sunlight, Ludzig has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Ludzig makes three attacks: two with his claws and one with his bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing, charmed, or grappled creature. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.

Gaze of Domination (Recharge 5–6). Ludzig targets one creature he can see within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature obeys Ludzig’s verbal commands to the best of its ability. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

Ludzig 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. Ludzig regains spent legendary actions at the start of his turn.

Move. Ludzig moves up to his speed without provoking opportunity attacks.

Claw Attack. Ludzig makes one claw attack.

Vampyric Glare (Costs 2 Actions). Ludzig forces a creature within 30 feet of him that can see him to make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened of him for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Ludzig can take one of the following lair actions:

  • Crimson Fog. A blood-red mist fills a 20-foot radius centered on a point Ludzig can see within 120 feet. The area is heavily obscured, and any creature other than a vampyre that starts its turn in the fog takes 5 (1d10)  necrotic damage.
  • Feeding Grounds. Ludzig chooses a 30-foot square of his lair that becomes difficult terrain for non-vampyres until initiative count 20 on the following round.

Monster Tags: NPChumanoid

Habitat: ForestHillMountainUrban

Dracopolis

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