Dracula (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow (Anime Supplement) class and Noble (5e Background) background, and as such does not follow traditional CR.

Dracula[edit]

Medium undead (Vampire), lawful evil


Armor Class 23 (Natural Armor)
Hit Points 117 (26d8)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 11 (+0) 14 (+2) 10 (+0) 14 (+2)

Saving Throws Con +8, Cha +10
Skills History +10, Insight +8, Intimidation +10, Perception +8, Persuasion +10
Damage Vulnerabilities Radiant
Senses passive Perception 18
Languages English, Turkish, German
Challenge 26 (90,000 XP)


Spirit Points. Dracula has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest.

Daywalker. Dracula does not age or need to sleep, and counts as one size larger for the sake of how much he can push, pull, or lift.

Endurance. When Dracula is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Brainstorm. When Dracula is targeted by a feature in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

I'm not afraid of anything anymore. While Dracula has at least 1 spirit point, he is aware of any creatures within 5 feet and are immune to illusions.

Aestivation. When Dracula would die from lack of food, water, or sleep, he instead becomes paralyzed and unconscious. Dracula automatically drains any viable creatures as per Blood Drain while in this state, ending it instantly.

Well of Souls. Dracula may use Bloody Summoning at will for 0 spirit points 10,000 times.

ACTIONS

Multiattack. Dracula makes 3 attacks with his unarmed strike or greatsword.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

+2 Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Your human eyes are not to be trusted, all they'll do is lie to you (1 Spirit Point). As a bonus action, Dracula's ranged attacks no longer have disadvantage from their target being in their long range, he gains advantage on Perception and Investigation checks, and he can see invisible creatures for 1 minute.

Blood Drain (1 Spirit Point). As a bonus action, Dracula gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he deals unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When he reduces a creature within 60 feet to 0 hit points and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Dracula. Alternatively, he may increase his Well of Souls feature by 1, allowing him to transform into them visually and gain their movement speeds at will.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Dracula's reach that is not an elemental, construct, or undead is killed instantly and he regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling his daily requirement of food and water.

He believes it, too! (2 Spirit Points). One creature within 30 feet to attempt a DC 17 Charisma saving throw. On a failure, they are charmed for 1 minute or until they take any radiant damage.

It's just such a nice night out (2 Spirit Points). Until the end of his next turn, Dracula can move through objects, but not creatures. If this feature ends while he is within an object, he is shunted to the nearest open space.

Guns won't do a thing to a vampire! (1 Spirit Point). As a bonus action Dracula becomes red mist for 1 minute with concentration, causing as any damage he takes and deals to be halved.

Telekinesis. Dracula moves one object with a weight up to twice his lifting capacity within 60 feet of him up to 60 feet in one direction.

Teleportation (3 Spirit Points). Dracula teleports to one location he can visualize. If traveling normally to this location would require crossing any body of water at least 5 cubic feet in size, this feature fails.


Vladst.jpg
[Source]

Enslaved as a small child by Ottoman warlords and sodomized for almost all of his early life, Vlad III Dracula clung to a silver cross, hoping and praying for deliverance. After becoming a man, he rose to the rank of Voivode, or warlord, of Wallachia, he waged a bloody war on the Turks that left both sides in ruin, granting his his enemy's respect as the feared Kazıklı Bey (lit. "Impaling Prince"). Eventually being defeated, his country was set ablaze, and his men executed. At the moment of his own execution, he fell to the deepest depths of despair, denouncing all that God was and accepting the powers of darkness, shattering the silver cross he once held dear.

466 years later in 1897, in his time as the great Count Dracula of Transylvania, Dracula's intelligent mind was like that of a child, unaware of the immense power hidden within him. After his defeat at the hands of the great Professor Abraham Van Hellsing, he was sealed away in the basement of what would become the Hellsing Organization Headquarters, sealing his newly awakened immense power with the Cromwell Invocation, only to be released when the Bureau Director allowed it.


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