Doctor Daclaud Heinfroth (5e Creature)

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Medium undead (shapechanger), chaotic evil


Armor Class 13 (natural armor)
Hit Points 127 (15d8+60)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 18 (+4) 16 (+3) 16 (+3)

Saving Throws Int +9, Wis +8, Cha +8
Skills Deception +8, History +9, Insight +8, Medicine +13
Damage Resistances necrotic, poison, bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, poisoned
Senses Darkvison 60 ft., passive Perception 13
Languages Common, Balok, Mordentish
Challenge 13 (10,000 XP)


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

Misty Escape. When Heinfroth drops to 0 hit points outside his resting place, Heinfroth transforms into a cloud of mist (as in the Shapechanger action) instead of falling unconscious, provided that he isn't in 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 his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.

Regeneration. Heinfroth regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Heinfroth takes radiant damage or damage from alcohol, this trait doesn't function at the start of Heinfroth's next turn.

Shapechanger. If Heinfroth isn't in sunlight, he can polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form. While in bat form, Heinfroth can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his 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, Heinfroth can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 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 he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Spider Climb. Heinfroth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Heinfroth has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. This restriction does not apply to public buildings and places of business.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Repelled by Alcohol. The scent of alcohol repels the vampire and it cannot approach within 20 feet of it.

ACTIONS

Multiattack. Heinfroth makes two melee attacks, only one of which can be a bite attack.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature or a creature confused by the vampire, incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) psychic damage and the target must make a DC 16 Intelligence saving throw or gain a form of short-term madness. Creatures repeatedly driven mad by this attack might instead gain a form of long-term or indefinite madness at the DM's discretion. The vampire regains hit points equal to the psychic damage dealt. A humanoid creature slain by this attack and then buried into the ground rises the following night as a ghoul under the vampire's control.

Confusing Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 16 Wisdom saving throw or it can't take reactions until the end of its next turn. On its turn, the target can't move and it uses its action to make a melee or ranged attack against a randomly determined creature within its range. If the target can't attack, it does nothing on its turn.

Hypnotic Gaze. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by the vampire. While charmed, the creature is incapacitated and has a speed of 0 feet. Each time the vampire or the vampire's allies 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 the vampire is destroyed.

Children of the Coast (1/Day). Heinfroth magically calls 3d6 wolves or 1d6 ghouls. The called creatures arrive in 1d4 rounds, acting as allies of Heinfroth and obeying his spoken commands. The beasts remain for 1 hour, until Heinfroth dies, or until Heinfroth dismisses them as a bonus action.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

Confusing Strike. Heinfroth makes one attack with his Confusing Strike.

Move. Heinfroth moves up to his speed without provoking opportunity attacks.

Bite(Costs 2 Actions). Heinfroth makes one bite attack.

Also known by the alias "Dr. Dominiani", this former servant of Duke Gundar betrayed his master and was rewarded with his own land, the island of Dominia. Heinfroth accidentally became the first cerebral vampire after transfusing himself with the cerebrospinal fluid of one of Gundar's would be brides. For a brief moment after the death of Duke Gundar, Heinfroth assumed command over his land. But the Dark Powers had other plans, and the doctor found his asylum moved to an island in the sea. He is obsessed with the concept of madness and he is as interested in making brutal experiments on his patients as treating their mental illnesses, but much of the other domains believe the doctor is a medical genius and that his treatments are effective. (Or simply an effective means of relieving themselves of inform relations).

The Doctor is in. The doctor currently resides in the his Asylum for the Mentally Disturbed, one of the few structures on his small island. Having learned medicine in order to seek a cure for his family's hereditary madness, Heinfroth experiences haunting laughter each night, reminding him he may never remedy his family's illness and that one day he will inevitably succumb.

Closing the Borders. A wall of absolute blackness covers the sea. Creatures in the wall are blinded and take 11 (2d10) necrotic damage at the start of each of their turns. The borders remain closed so long as Heinfroth maintains his concentration, as if he were concentrating on a spell.

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