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Niccola de Calvio

Medium Vampire Lord Duke , Neutral Evil

Armor Class 20
Hit Points 480
Speed 50ft

STR
22 +6
DEX
22 +6
CON
22 +6
INT
20 +5
WIS
18 +4
CHA
25 +7

Saving Throws Dex +14, Wis +12, Cha +15
Skills Deception +15, Intimidation +15, Perception +12, Persuasion +15, Stealth +14
Damage Vulnerabilities Radiant
Damage Resistances bludgeoning, piercing and slashing from non-magical attacks that are silvered
Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from non-magical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Truesight 120 feet, Passive Perception 22
Languages Common, Elvish
Challenge 25


Description

Niccola de Calvio is the Duke of Sinesperenza


At will:

Absolute Loyalty: If a creature swears either an oath or allegiance to Niccola de Calvio freely, he can magically bind them to that oath or allegiance. The creature must uphold the oath or pledge of allegiance that cannot be altered with anything less than a [spell: Wish] spell. Any notion of going against the letter of the oath or allegiance is quickly removed from the creature's thoughts. However, this does not forbid the creature for acting against Niccola if doing so does not violate the oath or allegiance.   Unseen Strike: Niccola can teleport up to 10 feet away, without provoking an Attack of Opportunity and the make two melee attacks ( 1d20 +13 ) 1d20+13 for 1d8+8 1d8+8 slashing damage.   Sunder: Niccola focuses his vampiric rage into a single blow (1d20+15) 1d20+15 that does 1d8+8 damage and reduces the target's AC by 3. The target must then make a Con save at DC 15 or be at disadvantage on all Dexterity-based saves and checks. The AC reduction and Dex disadvantage lasts 1d4 1d4 rounds.

2/day:

Blood Drain: The vampire makes a single melee attack ( 1d20+13 ) 1d20+13 that does 2d12 + 8 2d12+8 damage, the target gains 1 level of Exhaustion unless they make a successful Con save at DC 17. At each subsequent round, the target can attempt the save again. The vampire lord also regains 46 hit points and advantage against that target for 1 round. This ability is recharged when a target within 5 feet of the vampire is reduced to half hit points or lower for the first time in the encounter.

3/day: Blood Drain:



 

Legendary Actions

If the vampire fails a saving throw, it can choose to succeed instead.   Misty Escape. When the vampire drops to 0 hit points outside of its resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then forced to remain in its resting place until it regains at least 1 hit point. After spending 1 minute in its resting place with 0 hit points, it regains 1 hit point.   Regeneration. The vampire lord regains 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire lord's next turn.   Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Death Warden. When casting the animate dead or create undead spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting animate dead or create undead once on creatures, it no longer needs to be cast on those creatures to retain its control over them.   Turn Immunity. The vampire is immune to effects that turn undead.   Marshal Undead. Undead creatures within 60 feet of the vampire have advantage on saving throws against effects that turn undead.   Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects.   Enhanced Attacks. The vampire's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.   Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:   At will: animate dead, blight, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis 5/day each: create undead, eyebite, dominate person, fear 3/day each: finger of death, circle of death (cast using a 7th level spell slot), waves of exhaustion 1/day each: dominate monster (cast using a 9th level spell slot), power word kill


Created by

dlamana.

Statblock Type

NPC

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