Shadow of Richter Belmont (5e Creature)

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Shadow of Richter Belmont[edit]

Medium humanoid (Human), lawful good


Armor Class 14 (natural armor)
Hit Points varies (see "Level Playing Field")
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 17 (+3) 17 (+3)

Condition Immunities Charmed.
Senses passive Perception 15
Languages Common, and Native language of Opponent
Challenge Varies (enough to gain 1 level XP)


Bound. The Shadow of Richter Belmont can only be fought by each creature once. If it is reduced to 0 hit points, the creature that did so loses all levels of exhaustion, regains their maximum hit points, and becomes unable to deal damage to the shadow, and the shadow can not deal damage to the creature.

Level Playing Field The Shadow of Richter Belmont's maximum hit points are equal to (1d10 + 2) x the number of hit dice each hostile creature attacking it has combined.

ACTIONS

Whip Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Thrown Knives Ranged Weapon Attack: +1 to hit, range 20 ft., one target. Hit: 3 (1d4 + 1) Piercing damage

LEGENDARY ACTIONS

The Shadow of Richter Belmont can take 1 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 Shadow of Richter Belmont regains spent legendary actions at the start of its turn.

Grand Cross. All creatures within a 20 ft. radius of the shadow must attempt a DC 15 Dexterity saving throw. On a failure, they take 11 (2d10) radiant damage. On a success, they take half as much damage.

Richter_HOD.png
Richter Belmont, [Source].

The Shadow of Richter Belmont is the spitting image of the legendary Richter Belmont. He stands at a little over 6 feet tall. Wears an athletic build, blue tunic, brown hair, and white pants.

Richter Belmont is extremely powerful, fast, spry and dangerous. He attacks relentlessly with his whip and sub-weapons (daggers, axes, holy water, crosses, bible and thunder). Alucard must target the Orb to destroy it and free the Belmont. Using the Holy Rod is useful here, since Richter is impervious to holy-based attacks, and using Holy resist and Mist transformation is advised to escape his attacks. Richter must not be harmed, otherwise he might become even more dangerous, attacking with extremely damaging dashes, jumping uppercuts, "Hydro Storm" (downpour of Holy Water), "Holy Cross" (giant cross of energy around him), a giant beam from his Bible, circle of axes or lightning fields around him, onslaughts of daggers, and more...



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