Shapechanger. If Vlad "Dracula" Tepes isn't in sunlight or running water, it can use its action to polymorph into a Giant/Tiny bat, wolf or a Giant cloud of mist, or back into its true form.
While in bat form, Vlad "Dracula" Tepes can speak, its walking speed is 15 feet, and it has a flying speed of 60 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, and can carry items with him carrying does. It reverts to its true form if it dies.
While in mist form, Vlad "Dracula" Tepes can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 50 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If Vlad "Dracula" Tepes fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, Vlad "Dracula" Tepes transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its humanoid form, and it must reach its resting place within 11 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Vlad "Dracula" Tepes regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. Vlad "Dracula" Tepes can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Vlad "Dracula" Tepes has the following flaws:
Forbiddance. Vlad "Dracula" Tepes can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Vlad "Dracula" Tepes takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. Vlad "Dracula" Tepes takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. (Humanoid Form Only). Vlad "Dracula" Tepes makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Vlad "Dracula" Tepes can grapple the target (escape DC 18).
Bite. (Bat or Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vlad "Dracula" Tepes, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vlad "Dracula" Tepes regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Vlad "Dracula" Tepes's control.
Charm. Vlad "Dracula" Tepes targets one humanoid it can see within 45 feet of it. If the target can see Vlad "Dracula" Tepes, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Vlad "Dracula" Tepes. The charmed target regardsVlad "Dracula" Tepes as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the Vlad "Dracula" Tepes's requests or actions in the most favorable way it can, and it is a willing target for Vlad "Dracula" Tepes bite attack.
Each time Vlad "Dracula" Tepes companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Vlad "Dracula" Tepes magically calls 4d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Vlad "Dracula" Tepes can call 6d6 wolves (wolf) instead. The called creatures arrive in 1d6 rounds, acting as allies ofVlad "Dracula" Tepes and obeying its spoken commands. The beasts remain for 1 hour, until Vlad "Dracula" Tepes dies, or until the vampire dismisses them as a bonus action.
Vlad "Dracula" Tepes can take 3 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. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite.(Costs 2 Actions). The vampire makes one bite attack.
Description
"Once I was Strong, powerful beyond measure, beyond imagine. It's been ages since i've last fed. But i will return. I will live again. I will have my vengeance. Nothing will stand in my way. They will pay... Even if it takes an eternity. They will pay."
"For i am the Dragon, Dracul. I am The Prince Of Darkness. That is my vengeance."
"All Shall Come to Fear Me"
- Vlad "Dracula" Tepes
Also know as Vlad the Impaler, Son Of the Devil, Son of the Demon, Son of the Dragon.
Lair and Lair Actions
Dracula's Castle
Dracula's Castle, also known as Demon Castle or Castlevania, is Count Dracula's lair and symbol of his magic. It houses an army of his supernatural minions, and tends to collapse when Dracula is defeated. Yet, it is able to restore itself and reappears intact in later games, even the ones where Dracula has not yet revived himself.
The exact location of the castle is impossible to determine. Being an entity of Chaos, it has the ability to reemerge in different places whenever it revives. Still, the vast majority of times it has reappeared.
History:
Dracula returned to Castlevania to summon an army. He dueled with his son Adrian "Alucard" Tepes within the castle and then gathered an army of demons. Vlad "Dracula" Tepes teleported Castle Dracula directly where his anger was sighted. He unleashed his army of demons and chaos, and destroyed many city's.
Castlevania is the home of Vlad "Dracula" Tepes. It is strongly implied that the castle was built by Dracula himself. The castle is both a technological and supernatural marvel. From its exterior, the castle can be seen to incorporate electricity and advanced mechanics in its workings. The Belmont family has noted that it also uses steam power and electric powered lights. Not including technology that is centuries beyond what the outside world possesses, Castlevania is also operated with supernatural elements. Dracula's study is shown to have glass that reacts to his magical abilities. Also, the whole castle is capable of teleportation; a "traveling machine" as Dracula puts it. Dracula can make Castlevania teleport to any location. This teleportation can be done softly or in an explosion of fire.
During peacetime, Castlevania is Dracula's home and laboratory. In wartime, it is a weapon of such danger and potency as to be legend. It has seen before, when Dracula's his castle teleported, it was like dropping a bomb on a city, destroying the city instantly.
Castlevania's Interior can be counted up as followed:
- Entrance
- Castle Keep
- Clock Tower
- Great Stairway
- Marble Corridor
- Outer Wall
- Hall of wolves
Recreation:
- Art Tower
- Colosseum
- Dance Hall
- Long Library
- Observation Tower
- Royal Chapel
Research:
- Alchemy Laboratory
- Tower of Science
Underground:
- Abandoned Pit to the Catacomb
- Arms Depot
- Buried Chamber
- Catacombs
- Nest of Evil
- Tunnel
- Underground Labyrinth
- Underground Waterway
- Cells
- The Blood Tree
Regional Effects
The region surrounding a Dracula's Castle is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of Castlevania The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the Dracula is destroyed, these effects end after 2d12 days.
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