AC 20 Infernal-Enhanced Studded Leather, Cloak of Protection    Initiative +4 (14)
HP 220 (20d8 + 130)
Speed 40 ft., Fly 40 ft., Climb 40 ft.
Mod Save
STR 20 +5 +10
DEX 18 +4 +9
CON 22 +6 +11
Mod Save
INT 19 +4 +9
WIS 14 +2 +7
CHA 18 +4 +4
Skills Athletics +10, Insight +7, Perception +10, Stealth +11
Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Charmed, Frightened, Poisoned, Restrained
Senses Darkvision 120; Passive Perception 20
Languages None
CR 15 (XP 13,000; PB +5)
Traits

Infernal Possession. Zazzirith inhabits Alucard's body. While he does so, he has advantage on all saving throws vs. spells and he cannot be banished unless reduced below 50 HP.

Contract-Bound Predator. Zazzirith gains advantage on attacks vs. spellcasters. On a hit against a spellcaster, the target must succeed a DC 17 Constitution saving throw or lose their highest level spell slot.

Infernal Hunter. Once per turn, when Alucard hits he deals an additional 2d8 force damage and 2d8 fire damage.

Aura of Binding Flame (10 ft.). Creatures that start their turn in the aura take 3d6 fire damage and must succeed on a DC 17 Charisma save or not be able to take reactions until their next turn. Spellcasters who fail their save also cannot cast leveled spells until the end of their turn.

Shadowsteel Integration. The shadowsteel that infuses Alucard's body grants him special traits. He is immune to polymorph or other shape changing effects. He is immune to forced teleportation or banishment.

Actions

Multiattack. Alucard makes 3 attacks with Crimson Eclipse or Shadowsteel Claw in any combination.

Crimson Eclipse (Infernal Longsword). Melee Weapon Attack: +11 to hit, reach 5ft. Hit: 1d8 + 6 slashing and 2d6 fire. If the target is concentrating on a spell, they gain disadvantage on their concentration save.

Shadowsteel Claw. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit: 2d10 + 5 slashing and 2d8 necrotic damage.

Infernal Contract Brand (Recharge 5-6). One creature within 60 ft. that Alucard can see must make a DC 17 Charisma save. On a failure they are restrained by burning strips of runic parchment, taking 4f6 fire damage at the start of their turn. Additionally they cannot willingly target Alucard or include him in a harmful area of effect. The target can repeat this save at the end of each of its turns to end all effects.

Bonus Actions

Hellfire Shadowstep (Recharge 4-6). Alucard teleports anywhere within 60ft that he can see. Creatures adjacent to the space of origin take 3d8 force damage and 3d8 fire damage and the area become difficult terrain until the start of Alucard's next turn.

Hunter's Compulsion (At will). One target within 60 ft. of Alucard has to make a DC 18 Charisma saving throw or must move as close to him as it can on its next turn.

Reactions

Mage Slayer Reflex. When a creature within 5 ft of Alucard casts a spell, he may make a weapon attack against that creature. Additionally to the damage from the hit, the spell has disadvantage if it is an attack roll spell, or creatures have advantage against the spell if it is a spell save.

Legendary Actions

Alucard gains 3 legendary actions per round. He cannot take them immediately after his own turn, and they recharge at the start of his turn each round.

Planar Shift. Teleport 30 ft.

Infernal Strike. Make one Crimson Eclipse attack.

Burn the Oath (Costs 2 Actions). Target creature within 30 ft. of Alucard takes 3d8 fire and 3d8 psychic damage. If under any magical effect, positive or negative, the target takes an additional 1d8 of each type of damage.

Mythic Actions

When Alucard is reduced to 0 hit points for the first time he enters his Mythic Phase. While in this phase:

  • His armor is increased by 1 (total of 21).
  • His HP returns to 150
  • His aura increases range increases to 30 ft.
  • He gains the Whirlwind legendary action: every creature within 10 ft. of Alucard must make a DC 18 Dex save or take damage as if hit by his shadowsteel claw.

Description

Enter a general description for your monster here.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2026 11:36:57 PM
7
1
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Coming Soon
SirGredvig

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