Dragomir Vilanostra

Dragomir Vilanostra is a tall, well-built man with long black hair and a black mustache. He prefers noble clothes with an artificer styled design featuring intricate gears and locks woven with gold thread into his midnight blue jacket. He carries an ornate pocket watch and likes to wear a monocle that grants him truesight. He wields a mechanical rapier of his own design.

Medium Undead – Neutral Evil

Armor Class – 18

Hit Points – 144 (17d8 + 68)

Speed – 30 ft., hover 20 ft.

STR DEX CON INT WIS CHA

18 18 18 20 16 16

Saving Throws: Dexterity +9, Intelligence +9, Wisdom +7

Skills: Arcana +15, Medicine +15, Sleight of Hand +14

Damage Resistance: Cold; Bludgeoning, Piercing, and Slashing from non-magical attacks

Damage Immunity: Necrotic

Condition Immunity: Charmed

Senses: Darkvision 120 ft., (Truesight with monocle 30 ft.), passive perception 15

Languages: Common, Abyssal, Elvish, Dwarvish

Challenge 16 (15,000 exp)

Shapechanger: If Dragomir is not in sunlight or running water, he can use his action to polymorph into any humanoid, a tiny bat, a wolf, or a cloud of mist or back to his true form.

While in bat or wolf form, Dragomir cannot speak. Anything he was wearing transforms with him but nothing he is carrying. While in mist form, Dragomir can’t take any actions other than movement with a flying speed of 20 feet. He can enter a hostile creature’s space or move through any space that allows air. He can’t pass through water or force his way down a creature’s lungs. He has advantage on all saving throws and is immune to all damage except sunlight.

Legendary Resistance (3/Day): If Dragomir fails a saving throw, he can choose to succeed instead.

Regeneration: Dragomir regains 20 hit points at the start of his turn provided he has at least 1 hit point and isn’t in sunlight or running water.

Spiderclimb: Dragomir can climb any surface including upside down on ceilings without needing to make an ability check.

Vampire Weakness: Dragomir has the following flaws:

Forbiddance: He can’t enter a residence without an invitation from one of the occupants.

Running Water: He can’t regenerate or shape change if he starts or ends his turn in running water.

Holy Ground Aversion: Dragomir suffers from disadvantage on all attack rolls and ability checks if he starts or ends his turn in any building dedicated to any good or neutral deity.

Sunlight Hypersenstitivity: Dragomir takes 20 radiant damage when he starts his turn in sunlight. In addition, he has disadvantage on attack rolls and ability checks.

Actions:

Multiattack (Vampire or humanoid form only): Dragomir makes three attacks only one may be a bite.

Necrotic Rapier: Melee weapon attack: +12 to hit, reach 5 ft., one creature. Hit: 11 (1d8+6) piercing damage + 2d6 necrotic damage.

Bite (Vampire form only): Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature or a creature Dragmir has grappled, incapacitated, or restrained. Hit: 8 (1d8+4) piercing damage plus 12 (4d6) necrotic damage. Dragomir regains hit points equal to the amount of damage dealt up to where the target’s hit points are reduced to 0 at which point the target dies. A humanoid slain this way and buried will rise the following night as a vampire spawn under Dragomir’s control.

Children of the Damned (1/Day). Dragomir magically calls forth a swarm of (2d6) gibbering mouthers or (2d4) grell or 1 aboleth provided the sun isn’t up. The called creatures arrives in 1d4 rounds, acts as as an ally to Dragomir and follows his orders. The abberations remain for 1 hour, until Dragomir dies, or Dragomir dismisses them as a bonus action.

Spellcasting:

Dragomir can cast the following spells as a 16 level sorcerer.

At Will: Chill Touch, Mage Hand, Poison Spray, Ray of Frost

1st: Mage Armor, Magic Missile, Ray of Sickness

2nd: Darkness, Detect Thoughts

3rd: Dispel Magic, Stinking Cloud

4th: Blight, Greater Invisibility

5th: Cone of Cold, Insect Plague

6th: Disintegrate, True Seeing

7th: Finger of Death, Reverse Gravity

8th: Power Word Stun

Legendary Actions

Dragomir can take 3 legendary actions from the options below. Only one legendary action can be used at a time. Dragomir regains spent legendary actions at the start of his turn.

Master Riposte: If Dragomir misses on one of his attacks, he may make it again with advantage.

Counter Riposte: If an opponent misses Dragomir with a melee attack, Dragomir may make an attack with advantage against that opponent as a reaction.

Forceful Parry: If an opponent successfully hits Dragomir with a melee attack, Dragomir may push the opponent as a reaction. The opponent must make a Strength Save DC 18 or be pushed 10 ft. away. A pushed opponent loses any other attack actions that round.

Leave a comment