Medium Undead (Vampire), Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 345 (30d8 + 210)
Speed 50 ft., Fly 30 ft. (hover)
STR
28 (+9)
DEX
26 (+8)
CON
24 (+7)
INT
20 (+5)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws DEX +17, CON +16, WIS +17, CHA +18
Skills Acrobatics +17, Arcana +14, Athletics +18, History +14, Intimidation +18, Perception +17, Religion +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Dawnfather's Blessing (Mythic Trait; Recharges After a Short or Long Rest). If Vladimr is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, Vladimr's blood burn's with the power of the Dawn. He regains 200 hit points and all of his melee weapon attacks deal an extra 7 (2d6) radiant damage and 7 (2d6) fire damage. This ability lasts for one hour, at the end of which Vladimr turns into a fogcloud and returns to his lair, where he is unconscious for (1d6) days as he recovers his strength.

Daywalker's Blood. Vladimr is immune to Sunlight Hypersensitivity.

Grappler. Vladimr has advantage on attack rolls against any creature grappled by him.

Limited Magic Immunity. Vladimr can't be affected or detected by spells of 5th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Shapechanger. Vladimr can use his action to polymorph into a black dire wolf, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true from when he dies.

Weakness. Vladimr has the following flaws:

  • Forbiddance. Vladimr can't enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. Vladimr takes 20 acid damage if he ends his turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into Vladimr's heart while he is incapacitated in his resting place, Vladimr is paralyzed until the stake is removed.

Innate Spellcasting. Vladimr's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Vladimr can cast the following spells innately, requiring no material components:
At will: chill touch, mind sliver, ray of frost, toll the dead, arms of hadar, cause fear, hunter's mark, inflict wounds, blur, crown of madness, hold person, nystul's magic aura
5/day each: antagonize, bestow curse, life transference, vampiric touch, blight, raulothim's psychic lance, shadow of moil
3/day each: antilife shell, mislead, eyebite, word of recall, etherealness, regenerate
1/day each: dominate monster, feeblemind, maddening darkness, psychic scream, true resurrection

Actions

Multiattack. Vladimr makes three attacks: two attacks with his sword Duskmourn and one attack with his claws. He can replace the claw attack with his bite if he has a creature grappled.

Duskmourn. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 21 (2d8 + 12) slashing damage plus 7 (2d6) necrotic damage and 7 (2d6) cold damage. A creature hit by this weapon must make a DC 20 Constitution saving throw or become paralyzed.

Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage. Instead of dealing damage, Vladimr can grapple the target (Escape DC 26).

Progenitor Vampire Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by Vladimr, Incapacitated, or RestrainedHit: 16 (2d6 + 9) 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 Vladimr 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. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under Vladimr's control.

Bonus Actions

Mist Walk. Vladimr can use his bonus action to turn into a cloud of mist and teleport to an unoccupied space within 30 feet that he can see.

Legendary Actions

Vladimr 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. Vladimr regains spent legendary actions at the start of its turn.

Duskmourn (Costs 1 Action). Vladimr can make one attack with his Duskmourn.

Spellcasting (Costs 2 Actions). Vladimr can cast one of his At will spells.

Summon Household (Costs 3 Actions).  Vladimr calls to the dawn shadows, summoning (4d4) dire wolves and (6d4) swarms of bats. This legendary action can't be used again until the previous creatures have been killed.

Mythic Actions

While Vladimr's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Dawnfather's Blessing.

Summon Greater Household (Costs 2 Actions). Vladimr calls forth his spawn from the dawn's light, summoning (3d6) Vampire Spawn. Each of the Vampire Spawn summoned in this way possess the Daywalker's Blood trait. This legendary actions can't be used again until the previous creatures have been killed.

Dawn's Light (Costs 3 Actions). Vladimr's Dawn blood burns with the light of the sun. All creatures of Vladimr's choice within 60 feet of himself must make a DC 24 Constitution saving throw, taking 33 (6d10) radiant damage plus 33 (6d10) fire damage and is blinded for 1 hour. A creature blinded in this way can repeat the saving throw at the end of each of their turns to end the effect. On a successful saving throw, the creature only takes half of the damage and isn't blinded.

Gingr96

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