| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +23 |
| DEX | 24 | +7 | +21 |
| CON | 26 | +8 | +24 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +26 |
| WIS | 25 | +7 | +23 |
| CHA | 27 | +8 | +24 |
Legendary Resistance (5/Day). If Aldeo fails a saving throw, he can choose to succeed instead. Magic Overload. Aldeo is immune to spells of 4th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.
Regeneration. Aldeo regains 40 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water.
Mythic Trait: Sovereign’s True Form (Recharges after a Short or Long Rest). When Aldeo is reduced to 0 hit points, he does not die. Instead, his hit points reset to 550, he recharges all abilities, and a pillar of crimson light deals 22 (4d10) necrotic damage to all creatures within 20 feet. Aldeo can now use his Mythic Actions.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Silver Stake to the Heart. If a specialized silver weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Multiattack. Aldeo makes three Abyssal Blade attacks and one Bite attack.
Abyssal Blade. Melee Weapon Attack: +17 to hit, reach 10 ft. Hit: 19 (2d10 + 8) slashing damage plus 18 (4d8) necrotic damage.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. 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 the vampire 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 the vampire’s control.
Heart-Stun Gaze. Aldeo targets one creature he can see within 60 ft. The target must succeed on a DC 25 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the save at the end of each of its turns.
Black Lightining. Aldeo targets one creature and blasts evil black lightning at it for a short duration. Deals 24 (4line">d12) lightning damage to target on hit as well as 12 (4d6) necrotic damage. Range is 30ft.
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Sanguine Command (Recharge 5–6). Aldeo targets one creature he has Charmed. The target must use its reaction to make one weapon attack against a creature of Aldeo's choice.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts 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 it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It 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’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Abyssal Step. Aldeo magically teleports up to 60 feet to an unoccupied space he can see.
Causality Break. When Aldeo is hit by a spell of 6th level or lower, he can roll an Intelligence (Arcana) check against the caster’s Spell Save DC. On a success, the spell is negated and Aldeo teleports 30 feet.
Vampiric Parry. Aldeo adds 8 to his AC against one melee attack that would hit him. To do so, Aldeo must see the attacker and be wielding a melee weapon.
Legendary Action Uses: 5 (6 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next turn.
Deathless Strike. The vampire moves up to double its Speed, and it makes one Abyssal Blade attack or a Bite attack.
Aldeo can take 3 special 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. Aldeo regains spent legendary actions at the start of every other turn.
Advanced Teleport (Doesn't take up a Legendary Action unless paired with another). Aldeo magically teleports himself or a creature up to 60 feet radius to an unoccupied space he can or cannot see. Can be used once every 4 turns. Can be used in combination with another Legendary Action.
Blood Syphon (Costs 2 Legendary Actions). Aldeo drains the life from those nearby. Each creature within 20 feet must make a DC 25 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. Aldeo regains hit points equal to half the total necrotic damage dealt.
Gaze of the Abyss (Costs 2 Legendary Actions). Aldeo uses his Heart-Stun Gaze on everyone in a 60ft radius.
Demonic Flash (Costs 2 Legendary Actions). Aldeo lands a powerful unarmed strike dealing (2d20) necrotic damage and a bonus (2d15+10) elemental damage of choice. Cannot be used for 3 turns after use. Can't be limited by any resistances. Range of 10 feet.
If Aldeo’s Sovereign’s True Form trait is active, he can use the options below as legendary actions:
Reality Rend (Costs 2 Actions). Aldeo strikes the air, cracking the fabric of the plane. Each creature in a 60-foot line that is 10 feet wide must make a DC 25 Dexterity saving throw, taking 55 (1[rollable]0d10 force damage on a failed save, or half as much on a successful one. Can't be used for 4 turns after use.
Command the Blood (Costs 2 Actions). Aldeo targets one creature he can see within 60 feet. The target must succeed on a DC 25 Constitution saving throw or Aldeo takes control of their body. The target immediately uses its reaction to make a weapon attack against a target of Aldeo’s choice.
Domain of the Bloodmoon King (Costs 3 Actions). A dark disparity washes over all creatures in a 90 feet radius. All creatures in this radius must cast a DC 20 Dexterity saving throw. Those who roll poorly will be hit with 5 Abyssal Blade Attacks and become paralyzed regardless of resistances or immunities. Those who roll well will have to roll a DC 30 Dexterity saving throw. Those who succeed in both throws are unaffected. Those who fail the second will take (1d20+15) damage and become stunned regardless of immunities. During this action Aldeo is immune to all forms of attacks/spells. Can't be used for 8 turns after use.
Description
Aldeo is an ancient monarch who views combat as a tedious chore unless the opponent is powerful. He speaks with refined arrogance and only stands from his throne when a player manages to land a hit. He stands at an impressive 6'8" and weirdly seems taller to even those who are physically taller than him.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Aldeo takes a lair action to cause one of the following effects; Aldeo can’t use the same effect two rounds in a row:
Blood Tide. The blood in the room rises, turning the floor into difficult terrain for 1 round. Additionally, each creature on the floor must succeed on a DC 25 Strength saving throw or be knocked prone.
Grasp of the Abyss. Shadows reach out from the walls. Two targets of Aldeo's choice must succeed on a DC 25 Strength saving throw or be Restrained by the shadows. A creature can escape this effect by succeeding on a DC 25 Strength check as an action.
Magicule Dampening. A 20-foot radius sphere of "Dead Magic" appears, centered on a point Aldeo can see. Within this sphere, spells cannot be cast, and magical effects are suppressed until the next lair action.
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Posted Feb 26, 2026This is meant to be an extremely OP final boss. I am an amateur DM and made this for fun. However, I eventually plan to use him in my campaign so if you have any balancing recommendations please feel free to let me know.