Turning Immunity. The Count cannot be turned. Any of his spawn within 30 feet of it gains Advantage on Saving Throws against turning undead.
Legendary Resistance (1/Day). If the count fails a saving throw, it can choose to succeed instead.
Night's Eye. The count can see 120 ft. through magical and regular darkness.
Soulless. The count's body does not host its soul; it is long bound to the Shadowfell and the presence that resides there. If the count is reduced to 0 hitpoints, he is not considered dead unless his soul has been destroyed. The count cannot be resurrected or reanimated by any means or ritual unless a connection is made through the Dark Mirrors of Kiefenwald; should they be broken, the count's body is stranded with no soul.
Multiattack. The Count makes three melee attacks; one of these attacks can be a Bite attack.
Mace (+1). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2D6 + 5) magical bludgeoning damage. On a 19 or 20 to hit, the target must roll a Dexterity saving throw of DC 15 or be slammed 10 ft away from the Count and be knocked prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is a creature, it must make a Dexterity saving throw of DC 16 or be grappled.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the count, incapacitated, or restrained. Hit: 6 (1d4 + 4) piercing damage plus 4 (1d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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 [Tooltip Not Found] under the vampire's control.
Withering Breath (Recharge 4-6). The count exhales cold, blighted mist from his maw in a 15 ft cone. Any non-undead creature within 10 feet of the Count must succeed on a DC 15 Constitution saving throw or be dealt 12 (3d6 + 2) cold damage and become poisoned. The creature can repeat the saving throw at the end of its turns. If successful, the creature is immune to being poisoned by withering breath, but not the damage effect, for 24 hours.
The count 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 count regains spent legendary actions at the start of its turn.
Mirror Walk. If the count is within 10 ft of a Mirror, he disappears into it and becomes un-targetable. He reappears at the start of the Lair turn in within 5 ft of another Mirror. If no Mirror is available, the count is trapped in the Shadowfell, and is defeated. Any creature grappled by the count are left behind where they are.
Bite. (Costs 2 Actions): The count makes a Bite attack.
Terrifying Shriek (Costs 2 Actions). The count targets a creature it can see. The target must succeed on a DC 15 Wisdom save or be frightened for three rounds. The creature can repeat the saving throw at the end of each of its turns. If the creature is successful on its saving save then, or if the effect runs out, the creature is immune to its effect for the next 24 hours.
Lair and Lair Actions
Regional Effects
The region surrounding Bachsburg Manor is warped by the Mirrors' magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. The land has a way of allowing the count's spawn to move through the thickets and shadows, letting them move at normal pace.
- Water sources within 1 mile of the lair are supernaturally fouled. Any creatures that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair. Unless the destination is known within this area, the fog causes them to walk in circles and end up back where they started after 1D4 hours of wandering. Before then, the travelers walk a strange middle-plane between the Material Plane and the Shadowfell.
If the count's Mirrors are destroyed, vegetation remains as it has grown, but other effects fade over 1d10 days.
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