Kazarov, Sengir Pureblood Species in Other Realms | World Anvil

Kazarov, Sengir Pureblood

Kazarov is a Sengir vampire from Dominaria. Stemming from the undead curse of a single progenitor, Baron Sengir, the line of Sengir vampires extends across multiple planes. Sengir vampires are the living dead, sustained in undeath by feeding on the blood of the living. Many of them can pass on the vampiric condition by biting but not killing other people, but the further removed they get from their vampire progenitor, the more degenerate and aberrant they become. Kazarov, though, is an aristocrat of the Sengir bloodline, no less monstrous than his kin, but capable of maintaining an illusion of civility and sophistication. He is the vampire responsible for transforming the Benalish knight Arvad.    

Kazarov, Sengir Pureblood

Kazarov is a Sengir vampire from Dominaria. Stemming from the undead curse of a single progenitor, Baron Sengir, the line of Sengir vampires extends across multiple planes. Sengir vampires are the living dead, sustained in undeath by feeding on the blood of the living. Many of them can pass on the vampiric condition by biting but not killing other people, but the further removed they get from their vampire progenitor, the more degenerate and aberrant they become. Kazarov, though, is an aristocrat of the Sengir bloodline, no less monstrous than his kin, but capable of maintaining an illusion of civility and sophistication. He is the vampire responsible for transforming the Benalish knight Arvad.


Armor Class17 (natural armor)
Hit Points 24d8+120
Speed30 ft.Fly 50 ft. (hover)
Strength20 (+5)
Dexterity20 (+5)
Constitution20 (+5)
Intelligence15 (+2)
Wisdom19 (+4)
Charisma15 (+2)
Saving ThrowsDexterity d20+11 Wisdom d20+10 Charisma d20+8
SkillsPerception d20+10 Stealth d20+11
Damage ResistancesNecrotic
Damage ImmunitiesBludgeoningPiercingSlashing from nonmagical attacks
SensesDarkvision 120 ft.Passive Perception 20
LanguagesCommon
Challenge17 (18,000 XP)
Special 1Legendary Resistance (3/Day)If Kazarov fails a saving throw,it can choose to succeed instead
Special 2Magical EscapeWhen he drops to 0 hit points outside his resting place,Kazarov is immediately teleported up to 10 miles to his resting place,
provided that he isn't in sunlight or running water,and wasn't reduced to 0 hit points as a result of radiant damage.Once in his resting place, Kazarov is 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
Special 3Psychic VampirismWhenever a creature within 30 feet of Kaxarov is reduced to 0 hit points,Kaxarov gains a cumulative +1 bonus to attack
and damage rolls until the start of his next turn
Special 4RegenerationKazarov regains 30 hit points at the start of his turn if he has at least 1 hit pointand isn't in sunlight or running water.
If Kazarov takes radiant damage or damage from holy water,this trait doesn't function at the start of his next turn
Special 5Vampire WeaknessesKazarov has the following flaws:
Vampire Weakness 1Harmed by Running WaterKazarov takes 20 acid damage if he ends his turn in running water
Vampire Weakness 2Stake to the HeartIf a piercing weapon made of wood is driven into Kazarov's heartwhile he is incapacitated in his resting place,
Kazarov is paralyzed until the stake is removed
Vampire Weakness 3Sunlight HypersensitivityKazarov takes 30 radiant damage when he starts his turn in sunlight.While in sunlight, he has the disadvantage on attack rolls and ability checks
Action 1MultiattackKazarov makes two attacks, only one of which can be a bite attack
Action 2ClawMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 2d6+5 slashing damage.Kazarov can choose to deal half damageand grapple the target (escape DC 19)
Action 3BiteMelee Weapon Attack d20+11 to hit
Reach 5 ft., one willing creature,or a creature that is grappled by Kazarov, incapacitated, or restrainedHit 1d10+5 piercing damageplus 5d60 necrotic damage.
The target's hit point maximum is reduced by an amount 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
Action 4Blood Gush (Recharge 3-6)Ranged Weapon Attack d20+11 to hit
Range 60/90 ft., one targetHit 3d6+5 acid damage,or 6d6+5 acid damage if Kazarov successfully hit with a bite attack since the start of his last turn.If the target is a creature it is blinded until it uses an action to wipe the blood from its eyes
Legendary ActionsKazarov, Sengir Pureblood 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.Kazarov regains spent legendary actions at the start of his turn
Legendary Action 1FlyKazarov takes flight, moving up to his flying speed without provoking opportunity attacks
Legendary Action 2Bite (Costs 2 Actions)Kazarov makes one bite attack
Legendary Action 3Blood Gush (Costs 3 Actions)If possible, Kazarov uses his blood Gush attack.Otherwise, Kaxarov's Blood Gush recharges

Comments

Please Login in order to comment!