Large Undead (Vampire), Chaotic Evil
AC 23 Natural armor    Initiative +8 (18)
HP 300 (50d6)
Speed 40 ft., Fly 50 ft.
Mod Save
STR 30 +10 +19
DEX 26 +8 +17
CON 28 +9 +9
Mod Save
INT 30 +10 +19
WIS 18 +4 +4
CHA 20 +5 +5
Vulnerabilities Psychic, Radiant; Bludgeoning, Piercing, and Slashing by Silvered Weapons
Resistances Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Prone, Stunned, Unconscious
Senses Darkvision, Truesight; Passive Perception 22
Languages None
CR 30 (XP 155,000; PB +9)
Traits

Legendary resistance (3/day) if Dracula fails a saving throw, he can choose to succeed it instead

Innate Spellcasting Dracula can cast the following spells innately at 6th level or higher for extra cost.

Fireball, Lightning bolt, call lightning, Misty Step, control weather. (At Will)

Summon Greater Demon (2/day)

Infernal Calling (2/day)

Gate (2/day)

Project Image (1/day)

Delayed Blast Fireball (3/day)

Lords Antithesis All fiends, devils, demons, undead and Yugolths within 500 feet of Dracula must succeed on a DC 20 wisdom saving throw, or immediately become charmed by him. Following his orders without question so long they remain on the same plane.

Shapechanger If Dracula isn't in sun light or running water, he can use his action to Polymorph into a bat swarm, a winter wolf, or a Medium cloud of mist, or back into his true form. While in bat form, Dracula can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. his Statistics, other than its 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 20 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.

Regeneration So long as Dracula has at least 1 hit point, he regenerates 50 health at the start of his turn. (Did not do this against you all, you are welcome lmao)

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

Old Weakness If Dracula's heart is pierced with a piercing weapon made of wood, while he is incapacitated or unconscious, he takes 50 Necrotic damage, and another 50 on the start of every one his turns the stake remains in place. While staked Dracula can not use his actions, bonus actions, or regenerate health. He loses all damage immunities and resistances while staked. He must spend 1 turn removing the stake if conscious and has advantage against all attacks made against him when in this state.

Devour if a creature falls to 0 health from the necrotic damage on Dracula's bite, it falls dead immediately. 

Summon Death  - Dracula summons his most powerful minion, Death itself to the field to assist him in summoning more minions. Death will obey all orders from its lord, but will prioritise summoning more minions to assist in the battle. If not given an order, one of the selected minions will be summoned per round. (1 doppelganger, 2 gargoyles or 1 cyclops) Death can summon up to 1 doppelganger, 4 gargoyles and 2 cyclops' in this form. If Death is defeated, anything that was summoned by it will perish alongside it. However, it shall keep fighting if Dracula is killed. Upon Dracula being killed, Death will prioritise resurrecting Dracula at all costs throughout the span of 3 turns.

death in this form has 200 hit points and a AC of 20. 

Actions

Multi attack: Dracula may make 3 claw attacks, or substitute one of his claw attacks for a bite attack.

Claw Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 28 (4d8 + 10) magical slashing damage. The target must make a DC 20 constitution saving throw or take an additional 17 (2d6+10) saving throw. 

Bite: Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 26 (4d12). the target must make a DC 20 constitution saving throw or take an additional 24 (4d6+10) necrotic damage. recover half of the necrotic damage to his health. If it is full, add it as temporary hit points. 

Throw: A creature within 5 feet of Dracula must make a DC 23 strength saving throw, or be thrown 15 feet in a direction of Dracula's choice.

Reactions

Dracula can take up to three reactions per round but only one per turn.

Opportunity of Attack. Bite.

Devour.
 Upon causing a enemy to drop to 0 hit points with the action bite, use a reaction to devour the target, killing them immediately with no saving throw.

Legendary Actions

Dracula has 5 Legendary Actions, choosing from the actions below. Only one legendary action option can be chosen at a time, and only at the end of another creature's turn. Dracula regains spent legendary actions at the beginning of his turn.

Detect: Dracula makes a Wisdom (perception) check to sense all who are around him whether invisible or hidden.

Claw: Dracula makes a Claw attack.

Bite: Dracula makes a Bite attack.

Spell (1-5 depending on the spell): He casts one of his many spells.

Throw: (Costs two actions). A creature within 5 feet of Dracula must make a DC 23 dexterity saving throw, or be thrown 15 feet in a direction of Dracula's choice.

Mythic Actions

True form. When all must be let go of, his true form shall awaken and slay any who dare stand in the way of his revenge. 

Description

Vlad Tepez, also known as Dracula is a evil that humanity compares to the devil itself. But in actuality, whether the devil, or death, they both equally fear what this being is capable of. 

Far beyond his times capabilities, Vlad lives deep in his castle locked away and always trying to destroy humanity for taking the one who he loved most from him. The only good that was in his life and best of humanity was burnt at a stake, accused of witchcraft. So in return, Dracula has no mercy for any others.

His usual look is that of the regal kind. Dark elegant cloaks, robes and suits. His finely aged hair shines in the moons light, and his eyes shimmer with feint lust for blood.

Beware all who oppose him, for if you are unlucky enough to meet this being in battle in the pale blue moonlight, the odds are that you will not live to tell the tale or see the sun rise.

Lair and Lair Actions

  • 3 of Dracula's soldiers join the fight at the beginning of the battle. These soldiers use the Vampire Spawn stat block, and are armed with longswords.

  • A thick mist fills a 30 foot radius area, which Dracula can see inside of, until the next initiative count 20. This mist blinds all other creatures within it.

  • The inner mechanisms of the castle begin shifting. All creatures that are not flying, other than Dracula, in the castle must succeed on a DC 15 dexterity saving throw or be knocked prone.

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