Medium undead (shapechanger), lawful evil
Armor Class 22 (battlefield defense, Brooch of the Dragon, natural armor)
Hit Points 276 (24d8 + 168)
Speed 60 ft.
STR 26 (+8), DEX 21 (+5), CON 24 (+7), INT 16 (+3), WIS 15 (+2), CHA 25 (+7)
Saving Throws Dex +11, Con +13, Cha +13 (Brooch of the Dragon)
Skills Arcana +8, Athletics +13, Intimidate +12, Perception +7, Stealth +10
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., bloodscent 120 ft., passive Perception 17
Languages English, German, Hungarian, Romanian, Turkish; telepathy 120 ft.
Significant Possessions Brooch of the Dragon (+1 bonus on AC and saves), +1 Kilij
Challenge 15 (13,000 XP)
Battlefield Defense. As long as Dracula is not wearing armor or using a shield, his base AC equals 12 + his Dexterity modifier + his Wisdom modifier. In addition, when he has cover against an attack, if it still hits, he has resistance against that attack’s damage.
Blood Scent. Dracula can sense living creatures that have blood, or vital fluids similar to blood, within a radius of 120 feet.
Legendary Resistance (3/Day). If Dracula fails a saving throw, he can choose to succeed instead.
Magic Weapons. Dracula’s attacks are considered magical for overcoming resistances.
Misty Escape. When Dracula drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as per the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach a coffin filled with native soil from his homeland within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form and is paralyzed for 1 hour until he regains 1 hit point.
Monstrous Form. If Dracula isn’t in sunlight and if he has fewer than half of his hit points remaining, he immediately polymorphs into a Large monstrous form for 10 minutes. His statistics, other than his size and speed, are unchanged. Any objects he is wearing transform with him, but nothing else does. He reverts to his true form if he dies, or if there are no longer any active threats to hunt down. Dracula must rest for a full night after this transformation. While in monstrous form, Dracula has the following traits:
- Dracula gains an additional action on each of his turns. That action can be used only to take the Attack or Dash action.
- Dracula grows bat-like wings and gains a flying speed of 60 feet.
- Dracula has resistance to all damage.
- Dracula is under a blood frenzy. He has advantage on melee attack rolls against any creature that doesn’t have all its hit points, and he cannot cast spells with the ritual tag or use his other shapechanger features.
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 damage from holy water, this trait doesn’t function at the start of his next turn.
Rejuvenation. If Dracula is killed, he regains all his hit points at the next sunset unless his body was destroyed, his head was removed, or his heart was pierced with a wooden stake and the stake is not removed, in which case he will take 1d10 years to rejuvenate at the location of his death.
Shapechanger. If Dracula isn’t in running water or sunlight, he can use his bonus action to polymorph into a Tiny bat, a Medium or Large wolf, a Medium cloud of mist, or back into his true form. While in bat or wolf form, Dracula can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 80 feet. In wolf form, his walking speed is 80 feet. His statistics, other than 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, Dracula can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 120 feet, can hover, 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 he is immune to all non-magical damage.
Spider Climb. Dracula can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Dracula has the following flaws:
- Forbiddance. Dracula can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. Dracula takes 10 acid damage if he ends his turn in running water.
- Stake to the Heart. If a piercing weapon made of wood is driven into Dracula’s heart while he is incapacitated in his resting place, he is paralyzed until the stake is removed.
- Sunlight Hypersensitivity. During daylight hours, in addition to losing access to many of his supernatural abilities, Dracula suffers disadvantage on attack rolls and ability checks.
Multiattack (Vampire and Monstrous Forms Only). Dracula makes three attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., Hit: 18 (3d6+8) piercing damage plus 13 (3d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dracula regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Dracula’s control. *Dracula can use a bonus action to make a bite attack against a willing creature, or a creature that is grappled, incapacitated, or restrained.
+1 Kilij (Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) slashing damage, or 14 (1d10+11) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. Dracula impales the target on his sword, grappling the target if it is a Medium or smaller creature (escape DC 23). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and Dracula can’t use his sword to make attacks against other targets.
Unarmed Strike (Vampire and Monstrous Forms Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 12 (1d8+8) bludgeoning damage. Instead of dealing damage, Dracula can grapple the target (escape DC 23).
Channel Corruption (Recharge 5-6). If Dracula isn’t in sunlight, each living creature within 20 feet of him must make a DC 20 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Charm. Dracula targets one creature he can see within 60 feet of him. If the target can see Dracula, the target must succeed on a DC 20 Wisdom saving throw against this magic or be charmed. The charmed target regards Dracula as a trusted friend to be heeded and protected, by force if necessary. The target isn’t under Dracula’s control, but it will take his requests and actions in the most favorable way and allow him to bite it. 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, or he takes a bonus action to end the effect.
Children of the Night (1/Day). Dracula magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Dracula can call 3d6 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.
Summon Equipment. Dracula magically summons his magic sword.
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. If Dracula has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Dracula regains spent legendary actions at the start of his turn.
Attack. (Cost 1 Action). Dracula makes a +1 kilij or unarmed strike attack.
Move (Cost 1 Action). Dracula can move up to his speed without provoking opportunity attacks.
Bite (Costs 2 Actions). Dracula makes one bite attack.
Charm (Cost 2 Actions). Dracula makes a charm attack.
Frightening Gaze (Costs 2 Actions). Dracula fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wis saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.
FORBIDDEN LORE
Dracula’s recent defeats in London and San Francisco at the hands of vampire hunters and qabals such as Die Wachtern, have forced him to flee to Bran Castle, twenty five kilometers southwest of Brasov Transylvania. There on his home soil, he is preparing to counter-strike against his growing number of enemies, who now realize that he is not so easily destroyed. His plans are far ranging to put it mildly, and include building an infernal army of cultists, spies and assassins (mortal and otherwise). Once he has found out those who actively work to oppose him, he will destroy them all.