Legendary Resistance (3/Day)
If Armand fails a saving throw, he can choose to succeed instead.
Regeneration
Armand regains 30 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If Armand takes radiant damage, this trait doesn’t function at the start of his next turn.
Blood Charm
When Armand targets a creature with his charm abilities, the target has disadvantage on the saving throw if it is missing any hit points. A creature charmed by Armand is incapacitated and visibly entranced, its eyes turning crimson.
Mist Form
When Armand drops to 0 hit points, he transforms into a swirling mass of crimson mist instead of falling unconscious. While in this form, he has resistance to all damage except radiant and force, and he cannot be grappled or restrained. If he ends his turn with 0 hit points while in mist form, he triggers his Blood Ascendant mythic transformation.
Shadow Slip
While in dim light or darkness, Armand can take the Hide action as a bonus action. If he is hidden when he makes an attack, the attack deals an extra 14 (4d6) necrotic damage.
Spider Climb
Armand can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Crimson Majesty
Creatures within 10 feet of Armand have disadvantage on saving throws against being charmed or frightened. When a creature starts its turn in this aura, it must succeed on a DC 20 Wisdom saving throw or have its speed reduced to 0 until the start of its next turn as dread overwhelms it.
Multiattack.
Armand makes two attacks: one with his Crimson Blade and one with Life‑Draining Bite.
Crimson Blade.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing + 14 (4d6) necrotic.
Life‑Draining Bite.
Melee Weapon Attack: +13 to hit, reach 5 ft., one grappled or willing creature.
Hit: 22 (4d6 + 6) piercing + 21 (6d6) necrotic.
The target’s hit point maximum is reduced by the necrotic damage taken.
Blood Wave (Recharge 5–6).
Armand unleashes a 30‑foot cone of crimson energy.
Creatures in the area must make a DC 22 Constitution save or take 45 (10d8) necrotic damage and be pushed 20 feet.
On a success, they take half damage and aren’t pushed.
Summon Shadows (1/Day).
Armand summons 1d4 shadows or 1 shadow demon (your choice).
They act on initiative count 20.
Blood Charm (Recharge 4–6)
Armand targets one creature he can see within 30 feet. The target must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is incapacitated and stands motionless, entranced by Armand’s presence. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Shadow Step
While in dim light or darkness, Armand teleports up to 30 feet to an unoccupied space he can see. His next melee attack before the end of his turn has advantage and deals an extra 10 (3d6) necrotic damage on a hit.
Crimson Recovery
Armand absorbs the lingering blood in the air. He regains 20 hit points. If any creature within 10 feet is below half its hit point maximum, Armand instead regains 30 hit points.
Vampiric Lunge
Armand moves up to half his speed without provoking opportunity attacks and makes one Life‑Draining Bite attack against a creature he is grappling or adjacent to.
Crimson Reversal
Trigger: A creature hits Armand with a melee attack.
Effect: Armand twists unnaturally fast, turning the attacker’s momentum against them.
The attacker must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) necrotic damage and have their speed reduced to 0 until the end of their turn.
Blood Shield
Trigger: Armand takes damage from a ranged attack or spell.
Effect: A burst of swirling blood forms a momentary barrier.
Armand reduces the damage by 20 and the attacker must succeed on a DC 20 Constitution saving throw or take 10 (3d6) necrotic damage.
Shadow Counterstep
Trigger: A creature moves within 5 feet of Armand.
Effect: Armand slips into the shadows and reappears behind the creature.
He teleports up to 10 feet to an unoccupied space he can see and makes one Crimson Blade attack against the triggering creature.
Vampiric Retaliation
Trigger: A creature within 5 feet hits Armand with an attack.
Effect: Armand lashes out with unnatural speed.
He makes one Life‑Draining Bite attack against the attacker.
Mist Escape
Trigger: Armand would be hit by an attack while in dim light or darkness.
Effect: He dissolves into crimson mist, causing the attack to miss.
Armand moves up to 20 feet without provoking opportunity attacks and reforms in an unoccupied space he can see.
Armand can take 3 legendary actions, choosing from the options below.
Move.
Armand moves up to his speed without provoking opportunity attacks.
Crimson Slash.
Armand makes one Crimson Blade attack.
Blood Step (Costs 2 Actions).
Armand teleports up to 30 feet to a space containing a blood pool or bloodstain.
Charm Glare (Costs 3 Actions).
One creature Armand can see within 30 feet must succeed on a DC 22 Wisdom save or be charmed for 1 minute.
BLOOD ASCENDANT (Triggers at 0 HP)
When Armand is reduced to 0 hit points, he collapses into a pool of blood and reforms as a Blood Elemental Lord.
He regains 200 hit points, his size becomes Large, and he gains the following:
Blood Form.
Armand can move through creatures and objects as if they were difficult terrain.
A creature he passes through takes 14 (4d6) necrotic damage.
Blood Flood (Recharge 5–6).
Armand creates a 20‑foot‑radius wave of blood.
Creatures must make a DC 22 Strength save or take 36 (8d8) bludgeoning damage and be knocked prone.
Life Torrent.
Whenever Armand deals necrotic damage, he regains the same amount of hit points.
Description
Armand, Vampire Lord of the Bloodkeep — Monster Characteristics
Armand is the embodiment of refined cruelty — a nobleman turned tyrant, a scholar turned predator, and a ruler who governs through fear, seduction, and blood. Once a celebrated aristocrat known for his charm and intellect, Armand embraced undeath centuries ago to preserve his beauty, power, and influence. The transformation twisted his heart into something cold and calculating, but his charisma only sharpened.
Armand does not rage.
He does not roar.
He conquers with a whisper.
He moves with the grace of a dancer and strikes with the precision of a duelist, every motion deliberate and elegant. His voice can soothe or terrify, and his presence alone bends weaker wills. Even in battle, he treats combat as a performance — a stage upon which he is always the star.
Within the Bloodkeep, Armand is more than a ruler; he is a living curse. The walls pulse with his influence, shadows obey his commands, and the very air tastes of iron when he draws near. His mastery over blood magic allows him to reshape his body into a crimson elemental horror when pushed to the brink, a monstrous reflection of the hunger he keeps tightly leashed.
Armand views mortals as pieces on a board — tools, toys, or meals depending on their usefulness. Yet he is not mindless in his cruelty. He admires strength, despises cowardice, and respects those who defy him… even as he tears them apart.
Most terrifying of all is his patience.
Armand has waited centuries for the perfect moment to expand his dominion, and the gem he guards is the final key to a future he believes he alone deserves to shape.
To face Armand is to confront a predator who has perfected the art of killing — beautifully, efficiently, and without remorse.
Lair and Lair Actions
LAIR ACTIONS (Initiative Count 20)
Blood Fountains Erupt.
A geyser of blood erupts from the floor.
Creatures in a 10‑foot radius must make a DC 20 Dex save or take 18 (4d8) necrotic damage.
Shadow Grasp.
Shadowy hands rise from the floor.
Up to 3 creatures must succeed on a DC 20 Strength save or be restrained until the next round.
Crimson Fog.
A 20‑foot‑radius fog cloud appears, heavily obscuring the area.
Regional Effects
The region within 1 mile of the Bloodkeep is warped by Armand’s presence:
- Shadows move independently of their owners.
- Wolves and bats become unnaturally aggressive.
- Fresh blood never dries.
- Humanoid creatures dream of Armand’s voice calling to them.
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