Dracula
Dracula
Dracula
Dracula
Medium undead (shapechanger), lawful evil
Life Stealer (5/Day). By spending an action and bonus action, Dracula breathes
inward, sucking away the life force of creatures within 40 feet of him. Creatures in the
area of effect must succeed on a DC 21 Constitution save or take 21 (6d6) necrotic
damage; half of this damage is granted to Dracula as temporary hit points. A
successful saving throw reduces the necrotic damage by half. Damage dealt this way
cannot be healed with the use of magic and is only restored when a creature takes a
short or long rest. Creatures reduced to 0 hit points from this trait die and rise the
next evening as a vampire spawn under Dracula’s control.
Master of Undeath. Dracula can use a bonus action to impose his will on an undead
creature he can see. The creature succeeds on a DC 21 Charisma saving throw or falls
under Dracula’s control (as dominate monster but does not require Dracula’s
concentration).
Misty Escape. When he drops to 0 hit points outside his resting place, Dracula
transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
unconscious, provided that he isn't in sunlight or running water. If Dracula can't
transform, he is destroyed.
While he has 0 hit points in mist form, Dracula can't revert to his vampire form, and
he must reach his resting place within 2 hours or be destroyed. Once in his resting
place, he reverts to his vampire form. Dracula is then paralyzed until he regains at
least 1 hit point. After spending 1 hour in his resting place with 0 hit points, Dracula
regains 1 hit point.
Regeneration. Dracula regains 20 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 Dracula takes radiant damage or
damage from holy water, this trait doesn't function at the start of his next turn.
Shapechanger. If Dracula isn't in sunlight or running water, he can use his action to
polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Dracula can't speak, his walking speed is 5 feet, and he has a flying
speed of 30 feet. Dracula’s statistics, other than his size and speed, are unchanged.
Anything he is wearing transforms with him, but nothing he is carrying does. Dracula
reverts to his true form if he dies.
While in mist form, Dracula can't take any actions, speak, or manipulate objects. He is
weightless, has a flying speed of 20 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. Dracula has advantage on
Strength, Dexterity, and Constitution saving throws, and he is immune to all
nonmagical damage, except the damage he takes from sunlight.
Spider Climb. Dracula can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
ACTIONS
Multiattack (Vampire Form Only). Dracula attacks once with his bite and three
times with unarmed strikes.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one
creature grappled by Dracula, incapacitated, or restrained. Hit: 13 (1d6+5) piercing
damage plus 21 (6d6) necrotic damage. Necrotic damage dealt this way cannot be
healed with the use of magic and is only restored when a creature takes a short or
long rest, and Dracula regains hit points equal to the necrotic damage dealt.
Creatures reduced to 0 hit points from this effect die and rise the next evening as a
vampire spawn under Dracula’s control.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 16 (2d10+5) bludgeoning damage. Dracula can choose to grapple
the target (escape DC 20) instead of dealing damage.
Charm. Dracula targets one humanoid he can see within 30 feet. If the target can see
Dracula, the target must succeed on a DC 21 Wisdom saving throw against this
magic or be charmed by him. The charmed target regards Dracula as a trusted friend
to be heeded and protected. Although the target isn't under his control, it takes
Dracula's requests or actions in the most favorable way it can, and it is a willing
target for his bite attack.
Each time Dracula or his 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 Dracula 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 (3/Day). Dracula magically calls 2d4 swarms of bats or rats
(swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, he can
call 3d6 wolves or 2d4 dire wolves instead. The called creatures arrive in 1d4 rounds,
acting as allies of Dracula and obeying his spoken commands. The beasts remain for
1 hour, until Dracula dies, or until he dismisses them as a bonus action.
LEGENDARY ACTIONS
Dracula 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. He regains spent legendary actions at the start of his turn.
REGIONAL EFFECTS
The areas around Dracula’s lair are corrupted by his primordial evil, generating one
(or more) of these effects.
Areas within 20 miles of Dracula’s lair are common with the whispers of spirits
and the slinking of shadows, giving rise to tall tales of haunted manors, ghost
ships, and unexplainable poltergeists.
Fonts of blood appear in random locations throughout rivers and lakes in a
10-mile radius around Dracula’s lair.
Illumination is subdued by the oppressive evil suffused in a 3-mile radius of
Dracula’s lair, reducing the range of light sources by 5 feet (including torches,
forever lanterns, the light cantrip, and similar effects).
Maladies of the mind are more pervasive within 20 miles of Dracula’s lair,
doubling the duration of all forms of madness.
Wounds fester as the vile energy suffusing areas within 10 miles of Dracula’s
lair, pulling at rent flesh, pressing on bruised muscles, and sucking at bleeding
veins. When creatures within the area spend Hit Dice to heal, any dice that roll
the highest possible number are treated as if a 1 was rolled instead (a
barbarian spending Hit Dice treats a 12 as a 1, a fighter treats a 10 as a 1, and
so on).