Dracula (The Monsters Are Our Heroes Villain)

This Dracula build is for "The Monsters Are Our Heroes" rpg by Bloat Games.

The true origins of the vampire known as Count Dracula are lost to history. Many claim the monster to be the undead reincarnation of the Transylvanian Prince Vlad Tepes (aka Vlad the Impaler). Dracula has never confirmed nor denied this claim.

Dracula possesses many magical powers and abilities far and above other vampires. He learned magical spells and rituals while studying at the hidden school of Scholomance; learning the mystic arts to control the weather and summon dragons as his steed.

In the world of TMAOH, Dracula appeared in London, England during the late 1800s. only to be driven out of London, hunted down, and destroyed by Dr. Van Helsing, the Harkers, and their allies. Mina Harker would latter collect all the letters and newspaper articles she could find and presented them to the author Bram Stoker in the hopes of warning the world against future vampire threats. While those individuals who had direct encounters with the vampire in London during this time took the book and its warnings to heart, the general public considers the novel to be a work of fiction.

Despite Dracula being destroyed in 1893 by Quincy Morris, the legacy of the legendary vampire continues. Many other vampires have arisen throughout history, each claiming to be Dracula himself. Some -- but not all -- of these vampires possessed the additional magical powers of Dracula, lending credit to their claims.



Dracula

Evade 22

Hit Points 85 (10 HD)

Armor Points 5 (undead flesh)

Str 4, Dex 4, Con 4

Int 5, Wis 2, Cha 4

Luck 15

ATTACKS

Bite: +4 melee attack (2d12+4 piercing damage). Dracula can only use this attack against a Grappled or Helpless target. If Dracula uses this attack against a living creature, he heals a number of Hit Points equal to the damage dealt.

Unholy Strength: +4 melee attack (2d12+4 bludgeoning damage). Dracula can choose to Grapple the target (escape DC 14) instead of dealing damage.

Vampire Gaze: Dracula can dominate the will of another who meets his gaze. The creature must succeed on a DC 14 Charisma saving throw or become charmed by Dracula. A charmed creature can repeat the saving throw at the end of their turn, removing the charmed condition on a successful save. Creatures that successfully save against Dracula’s Vampire Gaze are immune to his Gaze for 24 hours.

ABILITIES

Children of the Night: As an Action, Dracula can summon a swarm of bats, a swarm of rats, or 4 wolves. These creatures are charmed by Dracula and obey his commands.

Magical Powers: As an Action, Dracula can spend a Luck Point and perform the following spells:

* Control Weather: Dracula can change the weather for 1 hour; including creating fog, storm clouds, any form of seasonal-appropriate precipitation, and even summon lightning bolts from the sky (+4 ranged attack; 2d12+4 lighting damage)

* Summon Dragon: Dracula summons a dragon for 1 hour to serve as his steed.

Transformation: As an Action, Dracula can assume the form of a cloud of mist, a giant bat, a swarm of bats or rats, a wolf, or back into his true form. While in his mist form, Dracula is immune to all damage from a physical source, can fly at his normal speed, and pass through porous objects. 

Vampire Immunities: Dracula is immune to necrotic and poison damage. As an undead creature, Dracula does not need to breathe, eat, or drink (other than living blood to sustain his form).

Wall Crawling: Dracula can climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Weaknesses: Dracula has the following weaknesses:

Dracula cannot enter a residence without permission from one of the occupants.

Dracula does not cast a shadow or a reflection in a mirror. If presented with a mirror, Dracula must make a DC 15 Wisdom saving throw to resist smashing the mirror.

Once per day, Dracula must take a Long Rest while in a container (usually a coffin) filled with the soil of his homeland (Transylvania). If prevented from accessing his coffin, Dracula gains a rank of Exhaustion.

If a creature presents a holy symbol against Dracula, the vampire must make an opposed Charisma check against the creature or be Frightened of the creature. Dracula can repeat the saving throw at the end of each of his turns, removing the Frightened condition on a success.

Dracula cannot cross running water under his own power. He takes 2d12 acid damage each round he is immersed in running water.

Dracula is Paralyzed if a wooden stake is driven through his heart. For the first minute of being staked, once per round, Dracula can attempt a Strength saving throw to remove the wooden stake (DC 10 + Strength of stake-driving creature)..

Dracula takes 2d12 radiant damage per round exposed to direct sunlight. While in direct sunlight, Dracula has Disadvantage on attack rolls and ability checks.

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