Legendary Resistance (3/Day, or 4/Day in Lair). If Varrus fails a saving throw, he can choose to succeed instead.
Misty Escape. If Varrus drops to 0 Hit Points outside his resting place, he uses Shape-Shift to become mist (no action required). If he cannot use Shape-Shift, he is destroyed. While he has 0 Hit Points in mist form, he cannot return to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he returns to his vampire form and is paralyzed until he regains any Hit Points. He regains 1 Hit Point after spending 1 hour there.
Spider Climb. Varrus can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. Varrus has these weaknesses:
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Forbiddance. He cannot enter a residence without an invitation from an occupant.
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Running Water. He takes 20 Acid damage if he ends his turn in running water.
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Stake to the Heart. If a weapon that deals Piercing damage is driven into Varrus's heart while he is incapacitated in his resting place, he is paralyzed until the weapon is removed.
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Sunlight. He takes 20 Radiant damage if he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). Varrus makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it is grappled (escape DC 14) from one of Varrus's two hands.
Bite (Bat or Vampire Form Only). Varrus targets one creature within 5 feet that is willing or that is grappled, incapacitated, or restrained. The target must succeed on a DC 17 Constitution saving throw. Failure: 6 (1d4+4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and Varrus regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under Varrus’s control.
Charm (Recharge 5–6). Varrus casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The duration is 24 hours. The charmed target is a willing recipient of Varrus’s Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by Varrus.
Shape-Shift. If Varrus is not in sunlight or running water, he shape-shifts into a Tiny bat (Speed 5 ft., Fly 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly 20 ft. with hover), or he returns to his vampire form. Anything he is wearing transforms with him.
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Bat form: Varrus cannot speak. His statistics (other than size and speed) are unchanged.
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Mist form: Varrus cannot take any actions, speak, or manipulate objects. He is weightless and has Resistance to all damage, except the damage he takes from sunlight.
Varrus can take 3 Legendary Actions (4 in his lair), 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. Varrus regains all expended uses at the start of each of his turns.
Beguile. Varrus casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). Varrus cannot take this action again until the start of his next turn.
Deathless Strike. Varrus moves up to half his Speed, and he makes one Grave Strike attack.
Lair and Lair Actions
Count Varrus's lair is the luxurious, hidden vault and cellar beneath the Crimson Coin casino. It is filled with expensive, gothic-styled furniture, hidden escape routes, and blood-soaked trophies.
Lair Actions
On Initiative count 20 (losing initiative ties), Varrus can take one lair action, which cannot be the same action two rounds in a row.
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Bloody Mist. Varrus causes the air in a 10-foot radius sphere within the lair to fill with a cloud of reddish, intoxicating mist. Any creature that starts its turn in the mist must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn.
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Shadowed Exit. Varrus magically seals one exit (doorway or archway) with a shadowy, illusory wall until the next Initiative count 20. A creature can attempt to break through the wall by using an action to make a DC 15 Strength check. This is primarily used to isolate a target or block escape.
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Draining Luxuries. Varrus focuses on one creature he can see. Phantom ropes of shadow emerge from the opulent furniture (like a velvet-draped table or large mirror) near the target. The creature must succeed on a DC 15 Dexterity saving throw or be restrained until the end of its next turn. Varrus typically uses this to set up a Bite attack.
Regional Effects (Lair Proximity)
The region containing Varrus's lair is warped by his presence, manifesting in one or more of the following ways:
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Illusionary Wealth. Within 500 feet of the lair, nonmagical items of worth (gold, jewels, paintings) occasionally shimmer and shift, appearing slightly more valuable than they actually are (requiring a DC 15 Wisdom (Perception) check to notice the illusion).
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Unsettling Calm. All natural shadows within 1 mile of the lair seem unusually deep and still, sometimes moving against the direction of the light. Creatures making Wisdom (Perception) checks that rely on sight have disadvantage when looking for hidden creatures or objects in dim light or darkness.
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Insomnia. Creatures attempting to take a long rest within 1 mile of the lair have unsettling dreams and only recover a maximum of three-quarters of their expended Hit Dice.
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