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Noble Resurrection. When the Duke enters the battlefield, he can target one Vampire creature in the graveyard (fallen in combat). That creature immediately returns to life in an unoccupied space within 30 feet in a defensive stance (granting it +2 to AC until the start of its next turn).
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Resource Depletion. Once per turn, when the Duke is summoned or special abilities are used near him, he can declare a type of resource (such as a specific martial technique or a character's internal energy). An opponent within 60 feet must succeed on a DC 15 Intelligence saving throw or immediately lose one use of that resource.
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Fragile Core. Despite his high offensive presence, the Duke has significant physical vulnerabilities if his guard is broken. If he is knocked prone, attacks against him have advantage and deal an extra 1d6 damage.
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Multiattack. The Duke makes two attacks with his Blood-Stained Rapier.
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Blood-Stained Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 ($2d8 + 4$) piercing damage plus 4 ($1d8$) necrotic damage.
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Call to the Grave (Recharge 5–6). The Duke channels the power of the dark moon. Each enemy within 30 feet must make a DC 15 Charisma saving throw. On a failure, they are cursed; any time they expend a resource (such as a feature use) before the end of their next turn, they take 10 ($3d6$) necrotic damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Vampire Duke is a glass cannon with high offensive output but non-existent physical defense. In the Vampire Kingdom, he should be kept in the backline, using his Noble Resurrection to bring back the Vampire Retainer or Shadow Vampires as fast as the players can kill them.
His Resource Depletion makes him a priority target for players, as he can systematically strip away their best moves before they can even use them.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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