Kazarov, Sengir Pureblood
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 Class | 17 (natural armor) | ||
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Hit Points | 24d8+120 | ||
Speed | 30 ft. | Fly 50 ft. (hover) | |
Strength | 20 (+5) | ||
Dexterity | 20 (+5) | ||
Constitution | 20 (+5) | ||
Intelligence | 15 (+2) | ||
Wisdom | 19 (+4) | ||
Charisma | 15 (+2) | ||
Saving Throws | Dexterity d20+11 | Wisdom d20+10 | Charisma d20+8 |
Skills | Perception d20+10 | Stealth d20+11 | |
Damage Resistances | Necrotic | ||
Damage Immunities | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Senses | Darkvision 120 ft. | Passive Perception 20 | |
Languages | Common | ||
Challenge | 17 (18,000 XP) | ||
Special 1 | Legendary Resistance (3/Day) | If Kazarov fails a saving throw, | it can choose to succeed instead |
Special 2 | Magical Escape | When 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 3 | Psychic Vampirism | Whenever 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 4 | Regeneration | Kazarov regains 30 hit points at the start of his turn if he has at least 1 hit point | and 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 5 | Vampire Weaknesses | Kazarov has the following flaws: | |
Vampire Weakness 1 | Harmed by Running Water | Kazarov takes 20 acid damage if he ends his turn in running water | |
Vampire Weakness 2 | Stake to the Heart | If a piercing weapon made of wood is driven into Kazarov's heart | while he is incapacitated in his resting place, |
Kazarov is paralyzed until the stake is removed | |||
Vampire Weakness 3 | Sunlight Hypersensitivity | Kazarov 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 1 | Multiattack | Kazarov makes two attacks, only one of which can be a bite attack | |
Action 2 | Claw | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 2d6+5 slashing damage. | Kazarov can choose to deal half damage | and grapple the target (escape DC 19) |
Action 3 | Bite | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one willing creature, | or a creature that is grappled by Kazarov, incapacitated, or restrained | Hit 1d10+5 piercing damage | plus 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 4 | Blood Gush (Recharge 3-6) | Ranged Weapon Attack | d20+11 to hit |
Range 60/90 ft., one target | Hit 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 Actions | Kazarov, 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 1 | Fly | Kazarov takes flight, moving up to his flying speed without provoking opportunity attacks | |
Legendary Action 2 | Bite (Costs 2 Actions) | Kazarov makes one bite attack | |
Legendary Action 3 | Blood Gush (Costs 3 Actions) | If possible, Kazarov uses his blood Gush attack. | Otherwise, Kaxarov's Blood Gush recharges |
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