Medium Undead (Vampire), Lawful Evil
Armor Class 18 Natural Armor
Hit Points 200 (30d8 + 80)
Speed 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws DEX +10, WIS +11, CHA +10
Skills Arcana +17, Athletics +10, Deception +10, History +17, Insight +8, Perception +14, Religion +11, Stealth +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 24
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. 

If Count Constantine isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, a Large abomination, or back into his true form.

While in bat or wolf form, Constantine can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.

While in mist form, Constantine can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.

While in abomination form, Constantine has advantage on Strength checks and saving throws, resistance to all damage types except fire, force, psychic, and radiant damage, as well as acid damage from holy water, and a fly speed of 40 feet. Anything he is wearing transforms with him, but nothing he is carrying does.

Spider-Climb

Constantine can climb on difficult surfaces like ceilings without needing to make an ability check.

Vampire Weaknesses

Constantine must ask permission before entering a house.

Constantine takes 20 acid damage in running water

If a Piercing weapon made of wood is driven into his heart while incapacitated inside his coffin, he is paralyzed until it is removed.

He takes 20 radiance damage while in sunlight.

 

Spellcasting. Constantine is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +6 to hit with spell attacks). Constantine has the following necromancy spells prepared:

2nd level (3 slots): 

Misty Step; Bonus Action, Brief silver mist surrounds you, instantly teleporting you up to 30 feet to an unoccupied space you can see

Darkness; Action, 60ft, Concentration (up to 10 mins), Magical darkness spreads from a point you choose, filling a 15-foot-radius sphere. Darkvision cannot see through this darkness, and non-magical light cannot illuminate it. If the point chosen is an object you are holding or wearing, the darkness emanates from it and moves with it. Covering the source object blocks the darkness.

3rd level (3 slots):

Animate Dead; 1 Minute, 10ft, Target the pile of bones or corpse of a Medium or Small humanoid within range. The spell imbues the target with foul mimicry of life, raising it as an undead creature (a skeleton from bones, a zombie from a corpse). You command it on your turn using a bonus action. Control lasts for 24 hours, after which you must cast the spell again on the creature to maintain dominance

Vampiric Touch; Action, Concentration (up to 1 minute), A shadow-wreathed hand makes a melee spell attack, dealing 3d6 necrotic damage on a hit and healing the caster for half that amount. This attack can be repeated on subsequent turns.

5th level (2 slots):

Dominate Person; Action, 60ft, Concentration (up to 1 min), You attempt to beguile a humanoid you can see. They must succeed on a Wisdom saving throw or become charmed by you. While charmed, you have a telepathic link with them. You can use your action to take total and precise control of their turn. Each time the target takes damage, it makes a new Wisdom saving throw to end the effect.

Negative Energy Flood; Action, 60 ft, You lance a target with a blast of negative energy. A living creature must make a Constitution saving throw, taking 5d12 necrotic damage on a failure (half on a success). If this damage kills a target, they rise as a zombie on their next turn. If targeted at an undead creature, it instead grants them temporary hit points equal to half the rolled total (up to a maximum of 30).

7th level (2 slots):

Finger Of Death; Action, 60ft, You send negative energy coursing through a creature you can see within range, causing searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command

Actions

Multiattack.  Constantine makes 3 attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only).  Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Constantine can grapple it (escape DC 18) instead of dealing the bludgeoning damage.

Bite (Vampire, Bat, Wolf, or Abomination Form Only).  Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Constantine. Hit: 8 (1d6 + 5) piercing damage, plus 14 (4d6) necrotic damage, or 14 (2d8 + 5) piercing damage, plus 21 (6d6) necrotic damage in abomination form. The target’s hit point maximum is reduced by a number equal to the necrotic damage taken, and Constantine regains an equal number of hit points. This reduction lasts until the creature finishes a long rest. If the creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A humanoid slain this way, and then buried in the ground, rises the following night as a vampire spawn under Constantine's control.

Claws. (Abomination Form Only) Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 20).

 

Reactions

Deflect Missile (Vampire Form Only). In response to being hit by a ranged weapon attack, Constantine deflects the missile. The damage he takes from the attack is reduced by 3d10 + 5. If the damage is reduced to 0, Constantine catches the missile, if it’s small enough to hold in one hand and the vampire has a hand free. If a missile Constantine caught this way is nonmagical, Constantine can then automatically break the missile, making it unusable.

 

Legendary Actions

(5/Day)

Unprovoked Movement. Count Constantine moves up to its speed, without provoking opportunity attacks.

Strike. Constantine makes an unarmed strike or claws attack.

Bite (Costs 2 Actions). Constantine makes a bite attack.

Change (Costs 2 Actions). Constantine uses his Shapechange ability.

Monster Tags: undead

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