| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 20 | +5 | +13 |
| CON | 22 | +6 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +5 |
| WIS | 17 | +3 | +11 |
| CHA | 22 | +6 | +14 |
Innate Spellcasting. Aedan’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At Will: Animate Dead, Command, Detect Magic, Detect Thoughts, Disguise Self, Fog Cloud, Gust of Wind, Mage Hand, Major Image, Prestidigitation, Searing Smite, Sleep
3/Day Each: Bestow Curse, Blight, Dispel Magic, Dominate Person, Find Steed, Greater Invisibility, Hold Person, Magic Circle, Mirror Image, Staggering Smite
1/Day Each: Banishing Smite, Banishment, Blade Barrier, Destructive Wave (Necrotic Damage Only), Nondetection
Legendary Resistance (3/Day). If Aedan fails a saving throw, he can choose to succeed instead.
Magic Resistance. Aedan has Advantage on saving throws against spells and other magical effects.
Magic Weapons. Aedan’s weapon attacks are considered magical.
Misty Escape. When Aedan drops to 0 Hit Points outside his resting place, Aedan transforms into a cloud of mist (as in the Shape-Shift trait) instead of falling Unconscious, provided that he is not in sunlight or running water. If Aedan can not transform, he is destroyed. While Aedan has 0 Hit Points in mist form, he can not revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, Aedan reverts to his vampire form. Aedan is then Paralyzed until he regains at least one Hit Points. After spending one hour in his resting place with 0 Hit Points, Aedan regains one Hit Points.
Regeneration. Aedan regains 30 Hit Points at the start of each of his turns if he has at least one Hit Points and is not in sunlight or running water. If Aedan takes Radiant damage or damage from Holy Water, this trait does not function at the start of Aedan’s next turn.
Special Equipment. Aedan wears a set of Plate, +3, a Brooch of Living Essence, a Ring of Mind Shielding, and a Warhammer, +2.
Spider Climb. Aedan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Turn Immunity. Aedan is immune to effects that turn undead.
Vampire Weaknesses. Aedan has the following flaws:
- Forbiddance. Aedan can not enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. Aedan 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 Aedan’s heart while he is Incapacitated in his resting place, Aedan is Paralyzed until the stake is removed.
- Sunlight Hypersensitivity. Aedan takes 20 Radiant damage when he starts his turn in sunlight. While in sunlight, he has Disadvantage on attack rolls and ability checks.
Multiattack (Vampire Form Only). Aedan can make three attacks: One with his Bite and two with his Warhammer. Aedan can replace any of his Warhammer attacks with an Unarmed Strike.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by Aedan, Incapacitated, or Restrained. Hit: 12 (2d4+7) Piercing damage plus 36 (8d8) Necrotic damage. The target's Hit Point Maximum is reduced by an amount equal to the Necrotic damage taken, and Aedan 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 Aedan's control.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 16 (2d8+7) Bludgeoning damage. Instead of dealing damage, Aedan can grapple the target (escape DC 23).
Warhammer (Vampire Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 22 (2d12+9) Bludgeoning damage plus 9 (2d8) Necrotic damage.
Children of the Night (1/Day). As an action, Aedan magically calls 3d4+3 Swarm of Bats or Swarm of Rats, provided that the sun is not up. While outdoors, Aedan can call 5d4+5 Wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Aedan and obeying his spoken commands. The Beasts remain for 8 hours, until Aedan dies, or until Aedan dismisses them as a bonus action.
Charming Gaze (Recharge 5–6). As a bonus action, Aedan looks into the eyes of one creature within 30 feet of him and casts the Charm Person spell, requiring no spell components, no Concentration required, the duration is 24 hours, and using Charisma as the spellcasting ability (spell save DC 22). The Charmed target is a willing recipient of Aedan’s Bite, the damage of which does not end the spell. When the spell ends, the target is unaware it was Charmed by Aedan.
Cunning Action. As a bonus action, Aedan can either Dash, Disengage, or Hide.
Shape-Shift. If Aedan is not in sunlight or running water, he can use a bonus action to Shape-Shift into a Tiny Bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium Cloud of Mist (Speed 5 ft., Fly Speed 20 ft. [Hover]), or he returns to its vampire form. Anything he is wearing transforms with him. While in Bat form, Aedan can not speak. His game statistics, other than his size and Speed, are unchanged. While in mist form, Aedan can not take any actions, speak, or manipulate objects. He is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can not pass through liquid. He has Resistance to all damage, except the damage he takes from sunlight.
Parry. When another creature attacks Aedan with a weapon attack, he can use his reaction to add +8 to his Armor Class against the triggering attack. To do so, Aedan must see the attacker and be wielding a melee weapon.
Aedan 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. Aedan regains spent legendary actions at the start of each of his turns.
Attack. Aedan makes a single attack with either his Unarmed Strike or Warhammer.
Innate Spellcasting. Aedan casts one of his “At Will” spells, from his Innate Spellcasting list that has a casting time of one action.
Move. Aedan moves up to his speed without provoking Opportunity Attacks.
Bite (Costs 2 Actions). Aedan makes a single Bite attack.
Description
Aedan Von Baire is a Vampire Lord, pale white skin, jet black faded hair, piercing blue eyes, and a deep polite voice. Aedan stands over 6 feet tall with a strong athletic build.
Combat. Aedan never fights fairly, overwhelming his enemies with waves of undead, turning allies against one another before he enters the fight with his wife Leah Baire.
Family. Aedan Von Baire is married to his one true love Leah Baier. They have an adopted daughter named Lilliana Baier.
Undead Army. Aedan and Leah Baier have full control over all of their undead forces. There are 36 (8d8) Frost Giant Zombies and 55 (10d10) Vampire Spawn that wander the streets of Morstone, enforcing fear and obedience. Aedan and Leah also have an army of 1,500 Skeletons, and 1,500 Zombies. This army of Undead is led into battle by 2 (1d4) Death Knight, 7 (2d6) Vampire Spellcasters, and 7 (2d6) Vampire Warriors.
Well Guarded. Aedan Von Baire is always protected by an entourage of undead minions that protect him, roll a d20 twice (reroll duplicates), and consult the Aedan’s Minions table to determine what creatures he brings with him.
Aedan's Minions Table
- 1–2. 10 (3d6) Skeleton
- 3–4. 10 (3d6) Zombie
- 5–6. 7 (2d6) Shadow
- 7–8. 7 (2d6) Ghoul
- 9–10. 7 (2d6) Specter
- 11–12. 7 (2d6) Ghast
- 13–14. 5 (2d4) Wight
- 15–16. 3 (1d6) Ghost
- 17. 2 (1d4) Shadowghast
- 18. 2 (1d4) Skeletal Juggernaut
- 19. 2 (1d4) Vampire Spawn
- 20. 2 (1d4) Wraith
Lair and Lair Actions
Baier Estate
The Baier Estate is a huge gothic castle with several floors and towers. The castle stands at the top of a solid granite plateau at the center of Morstone. Morstone is a large northern city with a population of about 50,000 humanoids. The residents of Morstone are imprisoned within the city and forced to work in the mines and fields.
Storming the Castle. The walls of the castle are under constant guard by about 100 Skeleton archers. The main gate is always watched by 2 (1d4) Death Knights. There are only three ways into the castle.
Front Entrance. The main entrance is a long roadway that travels in a zigzag up the front of the plateau to the castle. There are four large gate houses along the main road, one at each turn, and it has no cover from the many archers and turrets on the walls. Each gate house has a portcullis and 10 (3d6) Skeletons firing arrows from atop. The road is about 20 feet wide and is fortified with bricks.
Side Entrance. The side path is a narrow path that has many twists and turns. The path is only 3 to 5 feet wide, is made of packed dirt, and does have some cover with natural stones and trees. There are only two gate houses on this path. Each gate house has a hard wooden door and 5 (2d4) Skeletons defending it.
Hidden Passage. The secret entrance is a door at the base of the plateau. The door is hidden by illusionary magic, requiring a DC 20 Intelligence (Investigation) check to notice the illusion. The door is magically trapped with a Symbol set to Death (spell save DC 20). The Symbol will trigger if the door is opened or damaged without saying the password first. The door is also locked, requiring a DC 20 Thieves’ Tools check to unlock it. Beyond the door is a tunnel made of worked stone leading up to the lower dungeons beneath Baier Castle. To the GM’s discretion, this tunnel can be laid with traps.
Lair Actions
On Initiative count 20 (losing Initiative ties), Aedan takes a lair action to cause one of the following effects: Aedan can not repeat an effect until they have all been used, and he can not use the same effect two rounds in a row:
- Charm. Magical energy spirals around one creature Aedan can see within 120 feet of him. The creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature is Charmed by Aedan until the start of the next lair action (Initiative count 20).
- Cold Winds. Freezing wind blows in a Line 40–feet long and 10–feet wide originating from a point Aedan can see within 60 feet of him. All creatures within the area must succeed on a DC 16 Strength saving throw. On a failure, the creature is pushed the full distance of the affected area falling Prone.
- Ethereal Walk. Aedan can pass through solid walls, doors, ceilings, and floors as if they were not there, until the start of the next lair action (Initiative count 20).
- Necrotic Bomb. Dark energy envelopes a point Aedan can see within 60 feet of him, creating a 10–foot–radius Sphere of Necrotic energy. Each creature in the area must succeed on a DC 16 Constitution saving throw. On a failed save, a target takes 14 (4d6) Necrotic damage. On a successful save, a creature takes half damage.
- Trapped With Me. Aedan targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 22 Strength (Athletics) check to force open) until Aedan chooses to end the effect, or until Aedan uses this lair action again.
Previous Versions
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