Queen Callidora Von Constantine | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Queen Callidora Von Constantine

Medium Vampire, Queen, Neutral

Armor Class 18
Hit Points 200
Speed: 30 ft Fly: 60 ft

STR

20
( +5 )

DEX

18
( +4 )

CON

18
( +4 )

INT

22
( +6 )

WIS

15
( +2 )

CHA

18
( +4 )

Saving Throws DEX +10, WIS +8, CHA +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Blinded, Charmed, Restrained
Senses Darkvision 120 ft. Passive perception 21
Languages common, Abyssal, deep speach
Challenge Rating 20
Proficiency Bonus 6

Description

The Queen is a formidable force, feared by all who know of her reputation as a warrior and spell caster. She is the sole reason why any kingdom has avoided confrontation with Hexa Landing, for no one wants to face her in battle. Despite her prowess on the battlefield, she holds no interest in the political tensions brewing between The Empire and Brensistria. However, she dutifully follows the Emperor's commands to maintain peace within her own kingdom. Queen Callidora Von Constantine is an enigmatic figure, appearing ageless with her jet black hair cascading down her back in sleek, straight locks. Her skin is pale and flawless like smooth marble, giving rise to rumors and whispers among the common folk that she may be one of the undead. Yet despite these murmurs, the citizens of Hexa Landing have few complaints about their ruler. Taxes are fair and crime rates are average, thanks to the strict but just city guards who enforce the law. Under Queen Callidora's rule, order reigns in her kingdom.   For a hundred years, Queen Callidora has ruled alone since the passing of both her parents. But it is said that she does not age, leading some to believe that she may indeed be a vampire, while others dismiss such claims as mere ghost tales. Rumors also circulate that she may possess elf blood, like other rulers of the Ebonclaw Conclave. However, those close to her know the truth - Queen Callidora is a true vampire and Hexa Landing Castle serves as her regal lair. Perched atop a high cliff in the southern outskirts of the city, its black walls blend seamlessly into the shadows of night. And aside from her impressive fighting skills, Queen Callidora also wields powerful magic and surrounds herself with a dozen loyal vampire Royal Guards.

Ideals

I shall create a strong Kingdom where I can live in peace with the people

Bonds

I shall protect my Kindom and the citizens within

Flaws

Make war with me and I shall burn you and all your city down

Suggested Environments

Urban

Queen Callidora a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The vampire has the following wizard spells prepared:     Cantrips (at will): Eldritch Blast, prestidigitation, ray of frost 1st level (4 slots): magic missile, fog cloud, sleep, Callidora's Thorns   2nd level (3 slots): detect thoughts, gust of wind, mirror image, Callidora's Instiable Thirst, Callidora's Blood Motes, Callidora's Slowspell, Callidora's Ambush   3rd level (3 slots): fireball, melf's minute meteors, lightning bolt, Callidora's Blood Armor, Callidora's Slow Attacks   4th level (3 slots): blight, greater invisibility, Callidora's Shadow Cloak, Callidora's Fatigue, Callidora's Blood Sphere, Callidora's Wounds Exchange   5th level (2 slot): dominate person, antilife shell,   6th level (1 slots): chain lightning, Callidora's Whip of Pain   7th level (1 slots): delayed blast fireball, teleport, Callidora's Pain Blood, Callidora's Spell Sphere,   8th level (1 slots): abi-dalzim's horrid wilting, Callidora's Lightning Storm, Callidora's Spell Earaser, Callidora's Death Teather   9th level (1 slot): meteor swarm, Callidora's Life Blood


Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.   While in mist form, the vampire can't take any actions, speak, or manipulate objects. It 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.   Legendary Resistance (4/Day). If the vampire fails a saving throw, it can choose to succeed instead.   Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.   While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.   Regeneration. The vampire regains 50 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. While she wears her ring Callidora is immune to sunlight and radiant damage.   Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Callidora's Ring of Sunlight Immunity: The ring gives undead immunity to sunlight and radiant damage. If Callidora is slain, who ever wears the ring gains control of Hexa Castle and its army.   Vampire Weaknesses. The vampire has the following flaws:   Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.   Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.   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. If Callidora is wearing her ring Sunlight Hypersensitivity is negated with all its effects.

Actions

Multiattack. (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15(1d8 + 11) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).   Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 16 (2d6 + 11) slashing damage.   Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 13 (1d6 + 11) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.   Charm. 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 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.   Each time the vampire or the vampire's 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 the vampire 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). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Reactions

Chain Contingency - Upon being damaged by spell - [spell]Globe of Invulnerability[/spell] 8th, [spell]feeblemind[/spell], [spell]Fireball[/spell] 8th level. Contingency - Upon being physically attacked - [spell]wall of force[/spell] sphere.

Legendary Actions

The vampire can take 5 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 vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks.   Unarmed Strike. The vampire makes one unarmed strike.   Greatsword. The vampire makes one attack with her Greatsword.   Bite (Costs 2 Actions). The vampire makes one bite attack.

Lair Actions

A Vampire’s Lair   A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.   While Callidora is in Castle Landing, she can take lair actions as long as she isn’t incapacitated.   On initiative count 20 (losing initiative ties), Callidora can take one of the following lair action options, or forgo using any of them in that round:  

  • Cancel all healing effects for one target until the end of their next turn.
  • Gain immunity to all spells targeting Callidora until the end of her next turn.
  • Until the end of her next turn, Callidroa can pass through, solid walls, doors, ceilings, and floors as if they weren't there.
  • The castle shakes, everyone must roll DEX save DC 21 or be knocked prone.
  • Lightning bounces from the walls, characters must roll DEX DC 21 or take 10d6 damage.
  • Once per day summon 1 pit fiend or up to CR 16 worth of devils.
  • Callidora can move up to her movement speed without provoking opportunity attacks.
  • Callidora regains 80 hit points.
        Regional Effects   The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:   There’s a noticeable increase in the populations of bats, rats, and wolves in the region. Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.   If the vampire is destroyed, these effects end after 2d6 days.   Castle Hexa:   Walls and doors heal 50 hp per turn and are immune to all spell effects.

The castle sits high above the city in the southern most outskirts, its black walls melding into the night. The castle is blanketed by mists that imbue the castle walls with resistances and immunities to magical effects and attacks.

Regional Effects

There’s a noticeable increase in the populations of bats, rats, and wolves in the region. Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.   If the vampire is destroyed, these effects end after 2d6 days.


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