Dracula
Vampires
170 lbs
54

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553 / 553
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18
39
30
26
30
150
120
9
5
5

  • Natural Armor:
  • Natural Armor +15
    0 gp


  • Natural Weapon(s):
  • Bite (3d6)
  • Claw (4d6)


  • Passive Abilities:
  • Blood Scent
    10000 gp
  • Evasive Speed
    3000 gp
  • Heart of Sorrow | The Real Devil
  • Legendary Movement
    5000 gp
  • Vampire Forbiddance
  • Vampire Misty Escape
    1000 gp
  • Vampiric Regeneration (+30)
    50000 gp
  • Wilderness Fanes (Forest Fane)
    1000 gp
  • Wilderness Fanes (Mountain Fane)
    20000 gp
  • Wilderness Fanes (Swamp Fane)
    10000 gp

  • Abilities:
  • Children of the Night
  • Feral Swarm
  • Nocturnal Shapeshift
  • The Devil's Frightening Gaze
  • Vampire Gaze
  • Legendary Defenses

  • Quick Abilities:
  • Beguiling Gaze
  • Summon Animated Armor of the Vampire

  • Attack Abilities:
  • Ancient Might
    10000 gp
  • Necrotic Attack (6d6)
    15300 gp
  • Vampiric Bite (3d8)
    14000 gp


  • Spellcasting |
  • | Arcane Barrier Cause Fear Fog Cloud Poison Bolt Slumberwave
  • | Darkness Sphere Ground Fog Gust of Wind Heat Metal Hold Person Mirror Image Misty Step Ray of Enfeeblement Summon Flame Sphere
  • | Aerial Ascendancy Counterspell Dispel Magic Haste Allies Hypnotic Pattern Lightning Bolt
  • | Bainful Attractor Dimension Door Invisibility, Adept Phantasmal Killer Wretched Wilt
  • | Animate Objects Cloudkill
  • | Circle of Death Disintegrate Guards and Wards
  • | Finger of Death Reverse Gravity

  • Lair:
  • Castle Ravenloft Lair - The Real Devil


  • Monster Bits:
  • 34 Animal Bone
    0.03 gp
  • 9 Necrotic Essence
    2 gp
  • 34 Rotten Flesh
    0.05 gp

Pale skin gleams like polished marble, red eyes burn with predatory hunger. Sharp fangs glint, cloak ripples like liquid shadow in moonlight, aristocratic suit pristine yet radiating a chilling, malevolent force.

Backstory for the Legendary Vampire Dracula

Origins in a Forgotten Age

Long before the mortal realms knew his name, the being who would become Dracula was a mortal warlord named Vlad Draculesti, born in a rugged, war-torn land shrouded in mist and superstition. In an age of endless strife, Vlad was a warrior of unmatched prowess, leading his people against invaders with a ferocity that earned him the moniker "The Dragon." But his ambition burned brighter than his victories, and his hunger for power drew the attention of forces far older and darker than any mortal foe.

In a desperate bid to save his kingdom from collapse, Vlad ventured into the forbidden Ashen Peaks, a jagged range said to house a temple to an ancient, nameless entity. There, in a cavern lit by veins of crimson crystal, he struck a bargain with a being that called itself The Bloodweaver, a primordial force of hunger and shadow. In exchange for eternal life and the strength to crush his enemies, Vlad offered his soul and the blood of his kin. The ritual was gruesome: his family was sacrificed, their lifeblood woven into a curse that bound Vlad to the Bloodweaver's will. As the final drop fell, Vlad's heart stopped, only to stir again with an unnatural rhythm. He was no longer human—he was the first vampire, a creature of night forged in betrayal and blood.

Rise of the Crimson Tyrant

Vlad returned to his kingdom not as a savior, but as a predator. His enemies fell before him, their armies drained of life and their banners soaked in red. His castle, perched atop a jagged cliff, became a place of dread, its halls echoing with the screams of those who fed his insatiable thirst. Yet the Bloodweaver's gift was a double-edged blade. Vlad's power grew, but so did his isolation. His humanity withered, replaced by a cold, calculating mind that saw mortals as little more than cattle. Those who once revered him now whispered his name in fear: Dracula, the Dragon of the Night.

For centuries, Dracula ruled from the shadows, amassing a court of lesser vampires—those he sired in moments of fleeting mercy or cruel experimentation. He became a legend, a specter that haunted the edges of mortal history. Villages vanished in his wake, their inhabitants either slaughtered or transformed into thralls. Yet the Bloodweaver's curse ensured he could never be satisfied. The more he fed, the deeper his hunger grew, and the more his mind fractured under the weight of his eternal existence.

The Betrayal and the Long Sleep

Dracula's reign might have continued unchecked, but his ambition drew the ire of an unlikely coalition: a cabal of mortal sorcerers, celestial champions, and even a rogue vampire who had broken free of his sire's control. In a cataclysmic battle beneath a blood-red moon, they sealed Dracula within a sarcophagus of obsidian and silver, inscribed with runes to bind his essence. The Bloodweaver, amused by the mortals' defiance, did nothing to intervene, leaving its champion to languish in a dreamless slumber.

For over a millennium, Dracula remained entombed in a forgotten crypt beneath the ruins of his castle. The world moved on, and his name faded into myth, a cautionary tale told to frighten children. But the Bloodweaver's curse could not be undone so easily. Cracks began to form in the sarcophagus as the runes weakened, and whispers of Dracula's return spread across the land. Cults dedicated to his name emerged, offering blood sacrifices to hasten his awakening. The ground trembled, and the skies darkened, signaling that the Dragon was stirring once more.

Dracula in the Modern Age

In the world, Dracula has awakened in a time vastly different from the one he knew. The industrial sprawl of cities, the hum of arcane technology, and the rise of new gods challenge his ancient dominion. Yet Dracula is no relic; he is a predator adapting to a new hunt. He moves among the shadows of sprawling metropolises, charming nobles and commoners alike with his hypnotic gaze and aristocratic guise. His goal is no longer mere conquest but something far grander: to unravel the Bloodweaver's curse and ascend as a true god of blood, free from his creator's leash.

Dracula's presence is a blight on the world. Where he walks, crops wither, and nightmares plague the living. His thralls—vampires, ghouls, and twisted mortal worshippers—form a secret empire, infiltrating courts, guilds, and even churches. Yet his immortality comes at a cost. The Bloodweaver whispers in his dreams, demanding ever-greater sacrifices, and Dracula knows that his freedom will come only through a ritual that could shatter the world itself.

Personality and Motivations

Dracula is a creature of contradictions: a charismatic nobleman who masks a ravenous beast, a strategist who plans centuries in advance yet succumbs to fits of primal rage. He is driven by a desperate need to reclaim his agency, to break the chains of the Bloodweaver's curse. He sees mortals not as equals but as tools or obstacles, though he occasionally develops a twisted fondness for those who amuse him. His interactions with adventurers might range from offering alliances (with inevitable betrayal) to unleashing his full wrath upon those who dare defy him.

Dracula's ultimate goal is to perform the Crimson Apotheosis, a ritual that would sever his tie to the Bloodweaver and elevate him to godhood. This requires the blood of a thousand innocents, the heart of a celestial being, and a relic known as the Sanguine Crown, lost to time. The players might encounter Dracula as he pursues these components, either as a shadowy manipulator or a direct, terrifying foe.

Encountering Dracula

In a campaign, Dracula is a multifaceted antagonist. He could be a recurring villain, orchestrating events from the shadows, or a climactic boss whose defeat requires unraveling his ancient curse. His abilities reflect his vampiric nature: supernatural strength, shape-shifting into mist or a monstrous bat-like form, hypnotic charm, and the power to drain life with a touch. Yet his greatest weapon is his mind—centuries of cunning make him a master manipulator, always three steps ahead of his enemies.

Adventurers might face Dracula in his gothic castle, a labyrinth of traps and undead horrors, or in a bustling city where he poses as a charismatic noble. His weaknesses, tied to his curse, include an aversion to consecrated ground, an inability to cross running water under his own power, and a vulnerability to relics imbued with celestial light. Yet these are mere inconveniences to a being who has survived millennia.

Legacy of the Dragon

Dracula is more than a monster; he is a force of nature, a living legend whose shadow stretches across history. To face him is to confront the consequences of unchecked ambition and the price of immortality. Whether the players seek to destroy him, redeem him, or steal his power for themselves, their encounter with Dracula will leave the world forever changed.

Vampires
Creature Sub Type

🖤🩸 Greater Vampires: Sovereigns of Eternal Night

Greater Vampires are the pinnacle of undead horror, embodying the essence of darkness, dread, and immortality. 🦇 These ancient sires are apex predators of the night, their crimson gazes weaving terror and domination across centuries. Born from profane rituals and sustained by the lifeblood of their victims, they manipulate the world with a predator’s cunning, their influence as subtle as a whisper and as crushing as a storm. To confront a Greater Vampire is to challenge a being that has defied death itself, a force whose power and malice can reshape the fate of entire realms.

🌑 Origins: A Pact Forged in Blood

The genesis of Greater Vampires lies in a forbidden act, a ritual so blasphemous it binds the soul to eternal darkness. 🕳️ Legends speak of the First Vampire, a figure who struck a covenant with a Dark Power—be it a demon, a god, or something older still—trading their humanity for unmatched might. To become a Greater Vampire, one must follow a similar path, often slaying a loved one to seal the pact, their blood a sacrifice that drowns the initiate in shadow. This transformation is both a gift and a curse, granting immortality but chaining the vampire to an unending hunger and a soul forever marked by betrayal.

Each Greater Vampire carries the weight of this ancient sin, their origins a dark mirror to the world they prey upon. Game Masters can tailor their genesis to fit their setting—perhaps a pact with a fallen deity, a cursed artifact, or a rift to a plane of endless night—ensuring their vampires resonate with the lore of their campaign.

🩸 Immortality and Unrelenting Power

Greater Vampires are ageless, their forms untouched by time’s decay. 🕰️ Centuries of existence sharpen their vampiric gifts to a lethal edge, their strength capable of rending steel, their speed a blur that defies the eye. Their cunning grows with each era, weaving plans that span generations. In combat, they are nigh-unstoppable, their wounds closing with a sip of blood, their resilience shrugging off all but the most hallowed or arcane assaults. A Greater Vampire’s presence alone can cow armies, their aura of dread a weapon as potent as their fangs.

Their immortality fuels both their ambition and their torment. While they wield godlike power, their endless hunger drives them to ever darker acts, making them as tragic as they are terrifying. GMs can decide how this longevity shapes their vampires—perhaps they are melancholic schemers, haunted by lost loves, or revel in their eternity, drunk on power.

🕸️ The Blood Bond: Masters of Dominion

Greater Vampires are not lone hunters but sires of a dark lineage, their blood forging a psychic bond that enslaves lesser vampires and spawn. 🧠 This Blood Bond grants them absolute control, their will bending thralls to serve as spies, assassins, or soldiers in their unholy crusades. Beyond their kind, they charm or terrify mortals, creating networks of unwitting pawns or devoted cultists. A single Greater Vampire can command a hidden empire, their influence threading through cities, courts, and temples like a venomous vine.

GMs can customize the scope of this bond—perhaps it’s a telepathic leash that spans continents, or a subtle influence that sows discord among allies. The vampire’s court could be a decadent masquerade of enthralled nobles or a savage horde of feral spawn, tailored to the campaign’s tone and stakes.

🗡️ Nefarious Schemes: Architects of Deceit

Greater Vampires are masters of subterfuge, their minds as deadly as their claws. 🧙‍♂️ They infiltrate societies under guises of mortal lords, merchants, or mystics, their true nature veiled by charm or illusion. Their schemes unfold over decades, toppling kingdoms, corrupting faiths, or amassing forbidden knowledge. They are chessmasters of the night, moving pawns—mortal and undead alike—with chilling precision, striking only when their plans demand it. Their patience is a weapon, their every act a step toward dominion.

Game Masters can craft these plots to suit their world, from a vampire orchestrating a war to claim a sacred relic to one posing as a savior to subvert a holy order. Their disguises and manipulations offer endless hooks for intrigue, betrayal, and discovery.

🪄 Supernatural Abilities: Lords of the Unreal

The powers of Greater Vampires transcend mortal limits, blending primal terror with otherworldly might. 🦋 They can summon fog to cloak their lairs, shift into forms of bat, wolf, or monstrous hybrids, and raise the dead as shambling minions. Their gaze enslaves minds, their touch saps life, and their voices weave enchantments that shatter resolve. Some wield elemental forces—flames that burn cold, shadows that bind—or wield necromantic rites to summon horrors from beyond. Their speed and strength make them whirlwinds of death, their resilience a wall against all but the mightiest foes.

GMs can imbue their vampires with unique gifts to reflect their origins or personality: a sire who breathes pestilence, another whose blood summons spectral hounds. These abilities elevate Greater Vampires to mythic threats, each one a bespoke challenge for heroes to unravel.

☀️ Weaknesses: A Fragile Hope

Even Greater Vampires bear vulnerabilities, though they are guarded secrets. 🌞 Sunlight burns their flesh, though the eldest may endure fleeting exposure. Holy symbols, wielded with true faith, repel them, while silver or blessed weapons pierce their defenses with agonizing clarity. Yet, these weaknesses wane with age, forcing heroes to seek esoteric means—a stake carved from a sacred tree, a ritual tied to the vampire’s creation, or a relic forged by their ancient foes. Each vampire may have a unique flaw, hidden in lore or prophecy, waiting to be uncovered.

Game Masters can tailor these weaknesses to their campaign, perhaps tying them to the vampire’s Dark Power or a forgotten betrayal. This customization ensures that defeating a Greater Vampire feels like a triumph of wit and perseverance, not mere chance.

⚔️ The Quest to Slay the Night

To face a Greater Vampire is to embark on an epic quest, one that tests courage, cunning, and sacrifice. 🗝️ Heroes must unravel the vampire’s schemes, navigate their web of thralls, and unearth the lore needed to exploit their weaknesses. This journey may lead to forgotten crypts, alliances with rival monsters, or the forging of artifacts imbued with divine light. The final confrontation is a battle of legend, where strategy and resolve determine whether the vampire’s reign ends or the world falls deeper into shadow.

GMs can craft this quest as the heart of their campaign, weaving side adventures—rescuing thralls, thwarting plots, or seeking lost tomes—that build toward the climactic showdown. The stakes are as grand or intimate as the world demands, from saving a village to preserving the cosmos.

🌌 Apex of Vampiric Terror

Greater Vampires are the ultimate challenge, their ancient power and insidious cunning a crucible for heroism. 🖤 In worlds like Zin, where shadows pool in forgotten ruins and blood stains the annals of history, they are whispered legends, their names synonymous with doom. Elsewhere, they adapt to any setting—a gothic tyrant in a storm-wracked castle, a decadent lord in a bustling city, or a spectral warlord haunting a blasted waste. They are the embodiment of vampiric horror, their presence a call to adventure that can define a campaign. Only the boldest heroes, armed with knowledge and resolve, can hope to end their eternal night and restore light to a world under siege. 🩸

  • Special Senses:
  • Nightsight: +60

  • Damage Type Resistances(s):
  • Necrotic

  • Persistant/Permanent Status Effect:
  • Ageless
  • Spider Climb Effect

  • Damage Mitigation: +2

  • Passive Abilities:
  • Blood Kiss
  • Chained to the Grave
    100 gp
  • Flesh of Darkness
    0 gp
  • Stake to the Heart
    -1000 gp
  • Sunlight Hypersensitivity
    -1500 gp
  • Thirst of Isha
  • Vampire Blood Effects
  • Vampire Forbiddance
  • Water of Life

  • Skill Tier 7:
  • Balance
  • Fortitude
  • Willpower

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