Lazarus
The demon Lazarus is an old vampire who lived long before Arenez was imprisoned. During the old demon god’s rule, Lazarus was but a lesser class demon, condemned to be part of the lower class, enslaved by a tyrannical demon lord. During the 7th war of the twin deities, Lazarus was able to escape his pitiful circumstances and began to wander Asmodeus, slowly gaining strength. Sometime after Arenez’s 9th imprisonment, Lazarus happened to stumble upon a way out of the underworld. Taking the chance that was given to him, he escaped the underworld, ending up somewhere in The Ashlands. It would be a few centuries before Lazarus left these horrid lands. Just like a handful of other demons, Lazarus sensed the beginnings of Arenez’s reawakening; an event that rekindled his ambition to take his place at the top of the demonic order, yet to do so he required more power. To achieve this he ventured to the secluded wilds in search of a certain creature, Camazotz the Great Bat. Camazotz is one of the ancient origins of vampirism, because of this, Lazarus intends to absorb the great bat’s power to elevate himself to the class of greater-demon, possibly even arch-demon.
Lazarus spent a few decades wondering The Secluded Wilds in search of Camazotz, eventually finding signs of him over in the far west of the jungle, near the border of Meydia. Once he stumbled on the abandoned Sanctum of the Bat God and confirmed that Camazotz resided nearby, he began raiding nearby tribes in order to collect sacrifices for a ritual to bind the vampiric ancestor.
The final years of his journey were not spend alone. After having encountered a druidic tribe deep in the jungle, Lazarus stroke a deal with a sinister tabaxi named J’Zargo. The feline man wished to become a true vampire in order to gain more power. Lazarus, seeing J’Zargo as a follower to use for his own ambitions, accepted the deal. In exchange for transforming and training him, J’Zargo would follow Lazarus until the demon sought to release the tabaxi. Despite this, J’Zargo was never told the reason why Lazarus wished to scour the dense jungle.
In a false overestimation of his own powers, Lazarus mistakenly believed that he could control another true vampire and so, eventually J’Zargo rebelled. When the pair snuck into a tribe to feet off some of its members, J’Zargo became fed up with Lazarus’ unwillingness to leave the Secluded Wilds. Being so close to a land beyond the jungle, the tabaxi vampire planned to take his leave, a plan that was unacceptable to Lazarus. The two ended up fighting each other, destroying the tribe in the process. In all the chaos, J’Zargo managed to escape Lararus’ grasp and flat to Meydia. Not long after, Lazarus discovered the sanctum.
Appearance
Lazarus has pale slightly purple skin, black eyes with blood-red irises, and long fangs. His long hair is silver and a pair of horns protrude from the front of his head. He wears a metal chest plate with chainmail beneath it. A dark, scruffy cloak is wrapped around his waist. Dark red clothes are wrapped around his lower arms. He carries with him a rapier that hangs on his side.Character Sheet
Traits
- Multiattack: Lazarus can make two actions on his turn.
- Phantom Blade: Lazarus can creature a blade from darkness as a free action. This blade has the properties of a saber with the wither property.
Spell Casting
Lazarus can cast spells using his Charisma as his spell modifier. Spell DC 18, spell attack modifier +8. Lazarus can cast the following spells:- Misty Step; at will, bonus action, recharge 1 turn.
- Wither and Bloom; 3 times a day, 3th level.
- Animate Dead; 2 times a day
- Shadow Of Moil; 1 time a day.
- Dominate Monster; 1 time a day.
Actions
- Multiattack: Lazarus may make up to 2 attacks on his turn, one of which must be a claw or stab
- Claw: Bonus action; Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Stab: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Bite: Lazarus bites a willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Dealing 13 (2d8 +4) 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 Lazarus regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
- Cleaving Darkness (Recharge 2-3 turns): Melee Weapon Attack: +8 to hit, reach: 10 ft. cone, up to 3 targets. Hit: 9 (1d10 + 4) piercing damage and 7 (2d6) necrotic damage.
- Shadow wolfs (Recharge 2-3 turn): Lazarus makes two dire wolfs manifest next to him created from shadows. The beast will dash forward, each attacking a creature with a bite attack. The wolfs do not count as beasts, but instead as undead and will take their turns after Lazarus. A shadow wolf will disappear after landing 2 attacks on its target.
- Choke: Lazarus attempts to grapple a creature by grabbing it by its throat (escape DC 18). A creature may attempt to escape from this grapple at the start of its turn or it can use its reaction to do so whenever Lazarus takes damage. Lazarus automatically succeeds in hitting the creature with a claw, unarmed strike, or bite attack, however, he cannot target the creature with any attack that has a cooldown. Due to Lazarus' choking hold, the creature will begin suffocating and Lazarus can use the creature for his meatshield reaction.
- Grasp of Dusk (Recharge 10-12 turns): Lazarus manifests a stream of darkness that engulfs a creature. The creature's mind will be transported to a plane of eternal dusk. The creature will fall to its knees and remain irresponsive until its mind returns from the dusk plane. While its consciousness is in the dusk plane, the creature will find itself sitting on its knees in the middle of a black sea of shallow water, the sky is in a state of eternal dusk with a giant blood-red moon dominating the scene. From the murky waters, shadow beasts will emerge that attack the creature. The creature can fight back but to do so it must first succeed on a DC 14 Constitution saving throw to release itself from the paralyzing fear that has beset it. Initially, 1d4 beasts will emerge from the depths. The beasts will go down in a single strike, however, at the start of the creature's turn 1-3 new beasts will appear. The beasts each have an AC of 14. At the end of the creature's turn, the beasts attack. For each beast that attacked the creature 1d6 psychic damage. At the start of its turn, the creature must succeed on a DC 18 Wisdom saving throw to escape the duck realm.
- Dark Transformations (Recharge 20 turns): Lazarus transforms into creatures of the night, such as a bat, hound, or wolf. He does not take on the exact form of the beast, instead, Lazarus turns into a shadowy image of the creature. While in this form Lazarus' creature type is monstrosity and he's vulnerable to radiant damage. Lazarus takes on all physical statistics of the beast you transform into, but keeps his own mental stats. Being defeated in this form causes Lazarus to transform back straight away to his humanoid form, with access damage carrying over.
Reactions
- Meatshield: If Lazarus is holding a creature as a result of his choke action, the demon can spend a reaction to use the creature as a meatshield. When doing so, ranged attacks against Lazarus will be made with disadvantage and any attack that fails with 5 or less below Lazarus' AC will instead hit the grasped creature.
Legendary Actions
Lazarus take make up to 2 legendary actions each round- Disengage (1 action): disengage and move up to 15 ft.
- Claw (1 action)
- Stab (1 action)
- Bite (2 actions)
- Shadow wolfs (2 actions)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 16 (+3) | 17 (+3) | 19 (+4) | 19 (+4) |
Armor Class: 16
Hit Points: 171
Speed: 30 ft.
Proficiency Bonus: +4 Saving Throws: STR +8, WIS +8, CHA +8
Skills: Athletics +8, Arcana +8, Arcana +7, Investigation +8
Damage Vulnerabilities: Radiant
Damage Resistance: Fire, Necrotic; non-magical Bludgeoning, Piercing, and Slashing
Condition Immunities: Charmed, Frightened
Senses: Sight 120 ft, darkvision 120 ft, Blindsight 60 ft
Languages: Infernal, Abyssal, Common
Challenge: 10
Children
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