Kern, Ever Drinker | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Kern, Ever Drinker CR: 27

Gargantuan ancient red vampire dragon, undead, chaotic evil
Armor Class: 22
Hit Points: 546 28d20+252
Speed: 40 ft , fly: 80 ft , burrow: 30 ft , swim: 10 ft

STR

30 +10

DEX

10 +0

CON

29 +9

INT

18 +4

WIS

15 +2

CHA

23 +6

Saving Throws: Dex +12, Con +17, Wis +8, Cha +12
Skills: Athletics +24, Intimidation +12, Perception +8, Stealth +12
Damage Vulnerabilities: Radiant
Damage Resistances: Non-Silvered: Bludgeoning, Piercing, Slashing
Damage Immunities: Fire, Necrotic
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Blindsight 60ft, Thermalvision 120ft
Languages: Common, Draconic
Challenge Rating: 27 ( 105,000 XP)

Charisma Spellcasting, +12 bonus, Save DC 25

At will: Scorching Ray


Regeneration: regain 60 hit points at the start of his turn if he has at least 1 hit point. If Kern takes radiant damage or damage from holy water, those hit points cannot be regained.   Reflective Carapaces: Any time Kern is targeted by a magic missile spell, a line spell, an area effect spell, or a spell that requires a ranged attack roll, roll a d6 . On a 4 or 5, Kern is unaffected. On a 6, Kern is unaffected, and the effect is reflected back at the caster as though it originated from Kern, turning the caster into the target.   Charge. If Kern moves at least 30 feet straight toward a target and then hits it with a Horn attack on the same turn, the target takes an extra 8d10 piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.   Legendary Resistance (3/Day): If Kern fails a saving throw, it can choose to succeed instead.   Misty Escape: If he drops to 0 hit points away from his hoard, Kern transforms into a cloud of mist (in mist form, Kern can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 40 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 it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage) instead of falling unconscious. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its hoard within 2 hours or be destroyed. Once on its hoard, it reverts to its dragon form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour on its hoard with 0 hit points, it regains 10 hit point.   Spider Climb: Kern can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Vampiric Weaknesses: Kern has the following flaws:

  1. Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart, the vampire is paralyzed until the stake is removed.
  2. Sunlight Hypersensitivity: While in sunlight, it has disadvantage on attack rolls and ability checks.
Bound to the Necropolis: If Kern is away from his lair, make a DC20 roll d20 at the end of any interaction, at the end of any turn of combat where he took damage, and the start of his turn in combat. On a success, Kern and his entourage are removed from the area and return to his Necropolis. The DC of this check is reduced by 1 for every 50 damage Kern has taken. (A PC with Divine Sense active will see the hands of 4 Gods reach through unseen portals and pull the Undead through.)

Actions

Multiattack. Kern can use his Frightful Presence or Charm. He then makes three attacks: one with his Bite or Horns and two with his Claws.   Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 2d10+10 piercing damage plus 4d6 necrotic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Kern can’t bite another target. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kern regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Creatures slain in this way rise the following night as a vampire spawn under the vampire's control.   Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 2d6+10 slashing damage.   Horns. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 4d10+10 piercing damage.   Tail Sweep. Melee Weapon Attack: Each creature in a 20-foot cone, must make a DC 22 Dexterity saving throw. They take 2d8+10 bludgeoning damage and are pushed to an edge of the cone on a failed save, and take no damage on a success.   Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 22d6 fire damage on a failed save, or half as much damage on a successful one.   Charm. Kern targets one creature it can see within 60 feet of it. If the target can see the vampire, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by Kern. The charmed target regards him as a trusted friend to be heeded and protected. Although the target isn't under his control, it takes his requests or actions in the most favorable way it can, and it is a willing target for his Bite attack. Each time Kern 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 Kern 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 (1/Day). Kern shakes 2d8 swarms of bats from his back, provided that the sun isn't up. If Kern can slam the club of his tail on the ground, 6 wolves are summoned as well. The creatures act as allies of Kern and obeying his spoken commands. The beasts remain for 1 hour, until he dies, or until he dismisses them as a bonus action.

Bonus Actions

Fangs of the Shadows. Kern switches positions with an undead Kobold of his choice in the area.  

Reactions

Fangs of the Shadows. Kern switches positions with an undead Kobold of his choice in the area.  

Legendary Actions

Kern 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. The dragon regains spent legendary actions at the start of its turn.   Detect. Kern makes a Wisdom (Perception) check.   Tail Attack. Kern makes a tail attack.   Wing Attack (Costs 2 Actions). Kern beats its wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 2d6+10 bludgeoning damage and be knocked prone. Kern can then fly up to half its flying speed.   Exsanguinate (Cost 2 Actions). Target a creature that is grappled by Kern. The target has more of its blood drained for a further 8d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kern regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Creatures slain in this way rise the following night as a vampire spawn under the vampire's control.   Fangs of the Shadows. Kern switches positions with an undead Kobold of his choice in the area.   Sanguine Black-Fire Breath (3/day). Kern belches a flaming torrent of rotten blood in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 12d6 magical fire damage & 10d6 necrotic damage on a failed save and take a level of exhaustion, or half as much damage on a successful one.

The Necropolis of Kern is a Ziggurat scaled to his massive bulk. It sits amid a blackened field, beneath a blanket of soot and smog clouds, encircled by an everflowing moat of blood. The moat is fed by 8 sanguine rivers that flow uphill from the castles of his thralls.

Motivation/Compulsion

Seeks Immortality. Compelled to eat new creatures.

Usual Tactics

Charge single targets in melee and harrass them. When a kobold gets near a target staying at range, switch places with it and incapacitate the pest. Always place an Ever-Burning Ebony Flame!

16 feet tall at the shoulder, Kern stands as a truly imposing Ancient Red Dragon. Having narrowly escaped death in his early years, vampirism has offered a taste of immortality to this ancient being. The hunger of this curse is distasteful, so Kern samples the flavors of universe seeking something to overpower it. One such flavor he has discovered, the Tarrasque, mutates his hide in ways that remediate some of the failings of his curse.

Created by

Dreycari.

Statblock Type

Monster

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