Spawn of Lazarus
Although Lazarus has spawned many vampires and ghouls throughout his life, yet there are three of his minions that hold a strong position in his current army. These three are Lazarus' trusted vampire spawn: Scala the Blood Queen, Gidbo the Frightful, and Darus the Lightning Priest.
The tree vampire spawn are functionally equal to standard vampire spawn (without the vampire weakness trade), but with increased stats and special abilities.
Scala the Blood Queen
Traits
- Blood Weapons: Scala can coat her weapons in blood or even create new ones given she has enough blood available. Damaging a creature with these weapons causes them to be affected by corrupted blood.
- Corrupted blood: When affected by corrupted blood, the target must succeed on a Constitution DC 14 saving throw at the start of their next turn. Upon a fail, it takes 2d6 poison damage. When succeeding, the effect will end. At the start of the creature's next turn, it must redo the save. Each time the save is failed the DC is increased by 2 as the corrupted blood spreads through the creature's body.
- Aura of blood loss: Any creature around Scala that lost 15hp in one round will begin to bleed. If the creature losses 15hp again during a subsequent round, it must immediately make the Constitution save associated with its current level of bleeding.
- Multiattack: makes three attacks, only one of which can be a bite attack.
Actions
- Blood axe: Scala can spend a bonus action to conjure up a great axe made of blood.
- Axe strike: Scala strikes with her great axe, dealing 1d12 +5 slashing damage. If the axe is a blood weapon, it will inflict the target with corrupted blood if the strike deals damage.
- Blood claws: Scala coats her claws in blood and makes an attack. This works as a normal claw attack, dealing an additional 1d4 damage and applying corrupted blood upon dealing damage.
- Crimson dive: As a bonus action, Scala can dive into a pool of blood and reappear from a different pool within 50 feet.
- Corpse Bomb: Using her control over blood, Scala magically lifts up a fresh corpse she can see within 20 feet of her and throws it at another creature. The corpse travels in a straight line for at most 30 feet. Upon reaching the target, it will explode dealing 3d6 force damage to any creature within a 10 feet radius. Any creature that is not a fiend or undead and has line of sight on the corpse as it explodes must make a Wisdom DC 10 saving throw or take 2d8 psychic damage.
- Shadow Dash: When Scala is not exposed to direct sunlight, she can spend a bonus action to briefly transform into a dark mist and move 10 feet in a straight line. This does not provoke an attack of opportunity. Cooldown 1 turn.
Gidbo the Frightful
Traits
- Curse of the Avenger: Whenever Gidbo drops to 0 hit points, the curse that lingers within him activates. This forces Gidbo to make one last Paralyzing shriek as a miasmic mist burst out of him, spreading in a circular area of 30 feet around him. For each turn a creature is stuck in the mist, they take 3d6 poison damage.
- Multiattack: Gidbo makes two attacks, a claw attack or a bite attack, only one of which can be a bite attack.
Actions
- Paralyzing Shriek: Gidbo lets out of piercing shriek that chills the bones of anyone who hears it. Any creature within 60 feet and can hear Gidbo must make a Constitution DC 15 saving throw or be paralyzed for 1 turn. Cooldown 1d4+1 turns.
- Dreadful Glare: Gibdo targets a creature it can see within 60ft. The target must succeed on a DC 16 Wisdom saving throw against this magic or take 3d6 psychic damage and become feared until the end of the Gibdo's next turn. If a target succeeds against this save, they are immune to this Gibdo's dreadful Glare for the next 24 hours.
- Slam: Gidbo raises his hands into a joined fist and brings them down on his target with overwhelming force dealing 2d10 +6 bludgeoning damage plus 1d6 necrotic damage. Gidbo has disadvantage on this attack unless the target's movement is restricted. Hit creatures become prone.
Darus the Lightning Priest
Traits
- Lightning Rod: Any ranged lightning spell made within a 20 feet radius of Darus will automatically be directed at him, hitting automatically.
- Lightning Absorption: Any lightning damage Darus takes is converted into healing.
Spell Casting
Darus can cast spells using Intelligence as his spell modifier. Darus can cast the following spells:- Lightning Orb; 1 time a day; cast time 1 bonus action: Darus creates an orb of lightning that slowly moves forward up to 20 feet. At the end of Darus' turn, any creature within 5 feet of the orb will take 1d6 lightning damage. Any turn after the orb was first cast, the orb will move 10 feet towards the nearest enemy creature before dealing damage.
- Repel; 3 times a day: Darus points his staff towards an enemy creature within 5 feet of him and creates an eclectic blast, pushing the creature back 15 feet and dealing 1d8 lightning plus 1d4 force damage.
- Lightning Armor; 1 time a day; cast time 1 bonus action: Darus coats himself in a protective layer of lightning, increasing his AC by 1. Additionally, any creature that hits Darus with a melee attack will take 1d4 lightning damage. This effect triggers up to 3 times a round.
- Static Mist; 1 time a day; cast time 1 bonus action: Darus creates a faint mist of electrically charged dust in a 20 by 20 feet area at any place he can see. Creatures starting their turn in the mist will have their movement speed reduced by 5 and as long as they remain in the mist, any roll they make will be reduced by 1. This effect does not apply to creatures with lightning resistance or immunity. Additionally, if a creature that enters the mist was concentrating on a spell, it must make a concentration saving throw in order to keep its concentration.
- Unlimited Power; 1 time a day: Darus electrocutes a creature within 5 feet of him, dealing 2d10 +5 lightning damage. The creatures must succeed on a DC 16 Constitution saving throw or be stunned for 1d4 turns. At the end of the creature's turn, it can attempt a DC 16 Constitution check to snap out of the stun.
Actions
- Charged Strike: Darus swings his staff at a creature, discharging strong electric energy upon hitting, dealing 1d4 bludgeoning damage plus 1d6 +5 lightning damage.
- Zap: Darus shoots out a small stream of lightning from his staff with a range of 60 feet, dealing 1d6 +5 lightning damage.
Scala the Blood Queen
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 13 (+1) | 18 (+4) | 11 (+0) | 14 (+2) | 12 (+1) |
Armor Class: 17
Hit Points: 235
Speed: 30 ft.
Proficiency Bonus: +4 Saving Throws STR +9, CON +8
Skills: Athletics +9, Intimidation +5
Damage Resistance: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Sight 120 ft, darkvision 60 ft
Languages: Common
Challenge: 11
Gidbo the Frightful
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 7 (-2) | 23 (+6) | 9 (-1) | 10 (+0) | 9 (-1) |
Armor Class: 11
Hit Points: 256
Speed: 20 ft.
Proficiency Bonus: +4 Saving Throws STR +10, CON +10
Skills: Athletics +10
Damage Immunities: Necrotic
Condition Immunities: Charmed, Frightened
Senses: Blind Sight 120 ft
Languages: Common, Deep Speech
Challenge: 11
Darus the Lightning Priest
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 10 (+0) | 21 (+5) | 18 (+4) | 18 (+4) |
Armor Class: 14
Hit Points: 146
Speed: 30 ft.
Proficiency Bonus: +3 Saving Throws INT +8, WIS +7
Skills: Arcana +8, History +8, Religion +8
Damage Resistance: Necrotic
Damage Immunities: Lightning
Condition Immunities: Frightened
Senses: Sight 120 ft, darkvision 60 ft
Languages: Common, Celestial
Challenge: 7
Children
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