Villains of Gothic Earth 5e

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Nemesio
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Villains of Gothic Earth 5e

Post by Nemesio »

DRACULA (aka Vlad III “Tepes” Basarab)
Medium undead (shapechanger), lawful evil
Armor Class 22 (battlefield defense, Brooch of the Dragon, natural armor)
Hit Points 276 (24d8 + 168)
Speed 60 ft.

STR 26 (+8), DEX 21 (+5), CON 24 (+7), INT 16 (+3), WIS 15 (+2), CHA 25 (+7)

Saving Throws Dex +11, Con +13, Cha +13 (Brooch of the Dragon)
Skills Arcana +8, Athletics +13, Intimidate +12, Perception +7, Stealth +10
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., bloodscent 120 ft., passive Perception 17
Languages English, German, Hungarian, Romanian, Turkish; telepathy 120 ft.
Significant Possessions Brooch of the Dragon (+1 bonus on AC and saves), +1 Kilij
Challenge 15 (13,000 XP)

Battlefield Defense. As long as Dracula is not wearing armor or using a shield, his base AC equals 12 + his Dexterity modifier + his Wisdom modifier. In addition, when he has cover against an attack, if it still hits, he has resistance against that attack’s damage.

Blood Scent. Dracula can sense living creatures that have blood, or vital fluids similar to blood, within a radius of 120 feet.

Legendary Resistance (3/Day). If Dracula fails a saving throw, he can choose to succeed instead.

Magic Weapons. Dracula’s attacks are considered magical for overcoming resistances.

Misty Escape. When Dracula drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as per the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach a coffin filled with native soil from his homeland within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form and is paralyzed for 1 hour until he regains 1 hit point.

Monstrous Form. If Dracula isn’t in sunlight and if he has fewer than half of his hit points remaining, he immediately polymorphs into a Large monstrous form for 10 minutes. His statistics, other than his size and speed, are unchanged. Any objects he is wearing transform with him, but nothing else does. He reverts to his true form if he dies, or if there are no longer any active threats to hunt down. Dracula must rest for a full night after this transformation. While in monstrous form, Dracula has the following traits:
  • Dracula gains an additional action on each of his turns. That action can be used only to take the Attack or Dash action.
  • Dracula grows bat-like wings and gains a flying speed of 60 feet.
  • Dracula has resistance to all damage.
  • Dracula is under a blood frenzy. He has advantage on melee attack rolls against any creature that doesn’t have all its hit points, and he cannot cast spells with the ritual tag or use his other shapechanger features.
Dracula can assume his monstrous form once every 24 hours.

Regeneration. Dracula regains 20 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 Dracula takes damage from holy water, this trait doesn’t function at the start of his next turn.

Rejuvenation. If Dracula is killed, he regains all his hit points at the next sunset unless his body was destroyed, his head was removed, or his heart was pierced with a wooden stake and the stake is not removed, in which case he will take 1d10 years to rejuvenate at the location of his death.

Shapechanger. If Dracula isn’t in running water or sunlight, he can use his bonus action to polymorph into a Tiny bat, a Medium or Large wolf, a Medium cloud of mist, or back into his true form. While in bat or wolf form, Dracula can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 80 feet. In wolf form, his walking speed is 80 feet. His statistics, other than size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Dracula can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 120 feet, can hover, 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 he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all non-magical damage.

Spider Climb. Dracula can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Vampire Weaknesses. Dracula has the following flaws:
  • Forbiddance. Dracula can’t enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. Dracula takes 10 acid damage if he ends his turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into Dracula’s heart while he is incapacitated in his resting place, he is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. During daylight hours, in addition to losing access to many of his supernatural abilities, Dracula suffers disadvantage on attack rolls and ability checks.
ACTIONS
Multiattack (Vampire and Monstrous Forms Only). Dracula makes three attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., Hit: 18 (3d6+8) piercing damage plus 13 (3d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dracula regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Dracula’s control. *Dracula can use a bonus action to make a bite attack against a willing creature, or a creature that is grappled, incapacitated, or restrained.

+1 Kilij (Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) slashing damage, or 14 (1d10+11) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. Dracula impales the target on his sword, grappling the target if it is a Medium or smaller creature (escape DC 23). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and Dracula can’t use his sword to make attacks against other targets.

Unarmed Strike (Vampire and Monstrous Forms Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 12 (1d8+8) bludgeoning damage. Instead of dealing damage, Dracula can grapple the target (escape DC 23).

Channel Corruption (Recharge 5-6). If Dracula isn’t in sunlight, each living creature within 20 feet of him must make a DC 20 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Charm. Dracula targets one creature he can see within 60 feet of him. If the target can see Dracula, the target must succeed on a DC 20 Wisdom saving throw against this magic or be charmed. The charmed target regards Dracula as a trusted friend to be heeded and protected, by force if necessary. The target isn’t under Dracula’s control, but it will take his requests and actions in the most favorable way and allow him to bite it. Each time Dracula or his 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 Dracula is destroyed, or he takes a bonus action to end the effect.

Children of the Night (1/Day). Dracula magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Dracula can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Dracula and obeying his spoken commands. The beasts remain for 1 hour, until Dracula dies, or until he dismisses them as a bonus action.

Summon Equipment. Dracula magically summons his magic sword.

LEGENDARY ACTIONS
Dracula 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. If Dracula has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Dracula regains spent legendary actions at the start of his turn.

Attack. (Cost 1 Action). Dracula makes a +1 kilij or unarmed strike attack.

Move (Cost 1 Action). Dracula can move up to his speed without provoking opportunity attacks.

Bite (Costs 2 Actions). Dracula makes one bite attack.

Charm (Cost 2 Actions). Dracula makes a charm attack.

Frightening Gaze (Costs 2 Actions). Dracula fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wis saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.

FORBIDDEN LORE
Dracula’s recent defeats in London and San Francisco at the hands of vampire hunters and qabals such as Die Wachtern, have forced him to flee to Bran Castle, twenty five kilometers southwest of Brasov Transylvania. There on his home soil, he is preparing to counter-strike against his growing number of enemies, who now realize that he is not so easily destroyed. His plans are far ranging to put it mildly, and include building an infernal army of cultists, spies and assassins (mortal and otherwise). Once he has found out those who actively work to oppose him, he will destroy them all.
Last edited by Nemesio on Sun Apr 17, 2022 10:01 pm, edited 20 times in total.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

Hello there shadow folks! I'm back to share some more obsessive non-player character adaptions with y'all! This time I'm trying to flesh out a few of the big baddies for use with the 5e Masque of the Red Death Player's Guide. I highly recommend it to fans of the setting and 5th edition D&D!

Those of you who are into this kind of thing may notice that I don't really reinvent the wheel, as much as I mix and match existing stat-blocks from various sources. This version of Dracula is a mix of Strahd from the Mistfactor Press books, the Vampire Knight from Kobold Press's Creature Codex, and pre-5e versions of Dracula from old Gothic Earth source material (Especially the Sword & Socrcery/Arthaus stuff)...
Last edited by Nemesio on Sun Apr 17, 2022 8:20 am, edited 2 times in total.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

DR. MOREAU
Medium humanoid (human), neutral evil
Armor Class 17 (forceful prowess)
Hit Points 78 (12d8 + 24)
Speed 50 ft.

STR 19 (+4), DEX 16 (+3), CON 14 (+2), INT 20 (+5), WIS 13 (+1), CHA 12 (+2)

Saving Throws Str +8, Dex +7, Con +6, Int +9, Wis +5, Cha +6
Tools Alchemist’s Supplies, Carpenter’s Tools, Gunsmith’s Kit, Healer’s Kit, Microscope, Sewing Kit
Skills Animal Handling +6, Athletics +6, Deception +6, Intimidation +6, Investigation +9, Medicine +9, Nature +9, Perception +5, Science +13, Survival +5
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 15
Languages English, French, German
Challenge 7 (2,900 XP)

Blasphemous Vivisection. Dr. Moreau’s supernatural surgical skills mirror the abilities of a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has mastered the following techniques/spells:
Cantrips (at will): friends, poison spray, primal savagery, shocking grasp, spare the dying​
1st level (4 slots): cure wounds, detect poison and disease, healing elixir, purify food and drink
2nd level (3 slots): calm emotions, enhance ability, lesser restoration
3rd level (3 slots): fear, revivify, water breathing
4th level (3 slots): death ward, freedom of movement, polymorph
5th level (2 slots): greater restoration, modify memory
6th level (1 slot): heal
Dr. Moreau casts the listed spells as rituals, adding 1 hour per level of the spell to their casting time. He uses surgical tools as his spellcasting focus, and his laboratory supplies replace any material component cost of the spells:

Blessing of the Red Death. Dr. Moreau is shielded against divination magic, as though protected by a nondetection spell.

Create Broken Ones. Dr. Moreau can transform any Medium-size or Large animal, beast or humanoid into a broken one. The creature must be helpless, and Markov must devote at least eight hours a day to the meticulous surgeries that the transformation requires. The process takes 3d6 days, after which the creature emerges as a broken one. Creatures rescued after the transformation has begun but before it is complete suffer 1d4 permanent Constitution drain each day they are out of Dr. Moreau’s care.

Focused Expertise. Dr. Moreau gains expertise with the following skills: Medicine (Wisdom) and Science (Intelligence).

Forceful Prowess. Dr. Moreau has learned to rely on his own personal mettle and endurance in moments of difficulty, granting him the following benefits:
  • Dr. Moreau’s AC can’t be less than 12 + his Dexterity modifier + his Constitution modifier, regardless of what kind of armor he may or may not be wearing.
  • While Dr. Moreau isn’t wearing medium or heavy armor, his speed increases by a number of feet equal to 5 times his proficiency bonus.
  • Dr. Moreau adds half his proficiency bonus (rounded up) to any Strength or Constitution check he makes that doesn’t already include his proficiency bonus.
  • Dr. Moreau can roll a d4 in place of normal damage of his unarmed strike.
Hypnotist. Dr. Moreau has received extensive training in the new science of post-hypnotic suggestion. He automatically succeeds on ability checks to counsel a character afflicted with Red Death Madness, and if he speaks to a creature for 10 minutes while he has its undivided attention, he can make an Intelligence (Science) check. The creature must then make a Wisdom saving throw against a DC equal to his check result. If the saving throw fails, the creature is affected as if Dr. Moreau had cast the suggestion spell on it (though this is not a magical effect). While a creature is under these effects, it has disadvantage on all Wisdom saving throws Dr. Moreau forces it to make. Once a creature has failed a Wisdom saving throw against this effect, it will always have at least a small vulnerability to Dr. Moreau’s hypnotism. If such a creature can hear or see him, Dr. Moreau can use an action to grant the creature confidence, as if it has benefitted from a guidance spell cast by him. While such a creature can hear Dr. Moreau and is within 30 feet of him, if he can see it, Dr. Moreau can also give it a one word command, and the creature must make a Wisdom saving throw (DC 17). On a failure, it must obey the command, as if it had failed a saving throw against a command spell cast by him. None of the spell-like abilities granted by this feat are actual magical effects. They do not require a Dark Powers check, and are not affected by the casting of counterspell or dispel magic.

Legendary Resistance (3/Day). If Dr. Moreau fails a saving throw, he can choose to succeed instead.

Magic Resistance. Dr. Moreau has advantage on saving throws against spells and other magical effects.

Physician. As a bonus action, Dr. Moreau can expend one use of a healer’s kit to cause a creature he can touch to regain 1 hit point. If he continues tending to the creature’s wounds for 10 minutes while taking no other actions, he can make a DC 15 Wisdom (Medicine) check to allow the creature to spend up to 4 Hit Dice to regain hit points, as if at the end of a short rest.

Precision Damage. Dr. Moreau can leverage his powers of observation to land precise strikes. Once per turn, he can deal an extra 14 (4d6) damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. If Dr. Moreau has succeeded on a Wisdom (Insight) check against a creature within the last minute; he can inflict his precision damage on that creature, even if he does not have advantage on the attack roll. However, Dr. Moreau can never inflict precision damage if he has disadvantage on the attack roll.

Rejuvenation. If Dr. Moreau is killed, after his corpse has been reduced to bare bones, he is restored to life as if by a true resurrection spell. If his “House of Pain” hasn’t been burned to the ground by his enemies, he reappears there, apparently out of nowhere. Otherwise he similarly reappears in the lush rainforests of his remote island in the Pacific Ocean.

ACTIONS
Pocket Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 piercing damage.

Lever Action Rifle. Ranged Weapon Attack: +7 to hit, range 80/240 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

Navy Pistol. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

LEGENDARY ACTIONS
Dr. Moreau 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. He regains spent legendary actions at the start of his turn.

Move. Dr. Moreau moves up to his speed.

Pocket Knife Attack. Dr. Moreau makes an attack with his pocket knife.

Frightening Gaze (Costs 2 Actions). Dr. Moreau fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 14 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Dr. Moreau’s gaze for the next 24 hours.

FORBIDDEN LORE
The Island of Dr. Moreau rests upon ley lines that have gradually been corrupted by the Red Death to serve its evil will. The Red Death uses the vast magical power of the ley lines to distort time and distance, allowing it to draw victims to the island from anywhere in the Pacific Ocean. Dr. Moreau has no idea that supplies and test subjects are brought to the island in such a way, just as he has no idea that supernatural forces similarly drew him there. He is aware of various inexplicable phenomena that occur on the island and within its vicinity, much as he is aware of many other strange sea tales.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BROKEN ONES (aka BEAST MEN)
Broken ones are twisted fusions of people and animals who live on the Island of Dr. Moreau, but they can also be found in other regions of Gothic Earth. They are also dubbed as “beast men” and “animal men.” Broken ones are extraordinarily resilient and regenerate wounds at a rapid rate, despite their misshaped form. A broken one’s food and behavioral patterns are usually related to its animal origin. A broken one may also have a single exceptional skill gained from their animal ancestors.

BROKEN ONE
Medium monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 26 (4d8+8)
Speed 30 ft.

STR 16 (+3), DEX 12 (+1), CON 15 (+2), INT 6 (-2), WIS 10 (+0), CHA 6 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive perception 10
Languages English and one other language
Challenge 2 (450 XP)

Beast Features. The broken one has one of the following features, determined randomly by rolling a d10 or chosen by the DM:

Amphibious. The broken one can breathe both water and air, and has a swimming speed of 30 ft.
Beast Speech. The broken one can speak to and understand a particular type of beast.
Constrict. The broken one has advantage on Strength (Athletics) checks made to grapple, and can grapple one creature without needing a free hand.
Darkvision. The broken one has darkvision with a range of 60 ft.
Keen Hearing. The broken one has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Sight. The broken one has advantage on Wisdom (Perception) checks that rely on sight.
Keen Smell. The broken one has advantage on Wisdom (Perception) checks that rely on smell.
Gliding. The broken one descends 60 ft. per round rather than falling, as long as its movement speed isn't zero.
Standing Leap. The broken one can long jump up to 30 ft. with or without a running start.
Wall Crawling. The broken one has a climbing speed of 30 ft.

Frenzy 1/Day. Once per day the broken one can go into a frenzy, giving it a +2 bonus to Strength and Constitution, and a -2 penalty on its AC. It remains in a frenzy until it or its opponent is slain.

Regeneration. The broken one regains 2 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS
Multiattack. The broken one makes two attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning, piercing or slashing damage.

GREATER BROKEN ONE
Medium monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.

STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 13 (+1), WIS 15 (+2), CHA 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive perception 12
Languages English and one other language
Challenge 3 (700 XP)

Brute. The broken one's melee weapon attacks deal an additional die of damage (included in the attack).

Greater Beast Features. The broken one has one of the following features, determined randomly by rolling a d10 or chosen by the DM:

Amphibious Strikes. The broken one can breathe both water and air, and has a swimming speed of 30 ft. It has advantage on melee attack rolls against creatures in water that don't have a swimming speed.
Beast Tactics. The broken one can speak to and understand a particular type of beast. It has advantage on attack rolls against targets within 5 ft. of such a beast if the beast can hear it.
Blindsight. The broken one has blindsight with a range of 30 ft.
Carapace. The broken one has resistance to bludgeoning, piercing, and slashing damage from ranged attacks.
Constricting Coils. The broken one can use its bonus action to attempt to grapple a creature, and if it succeeds the creature is restrained as long as it's grappled. It can grapple one creature with this trait without needing a free hand.
Flyby. The broken one has a flying speed of 40 ft. and doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pounce. The broken one can long jump up to 30 ft. with or without a running start. If it jumps at least 15 ft. towards a creature and hits it with a melee weapon attack on its turn, the creature takes an additional 7 (2d6) damage.
Spider Climb. The broken one has a climbing speed of 30 ft. and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it falls towards a creature and targets the creature with a melee weapon attack on its turn, the attack has advantage and the broken one takes no falling damage if it hits.
Quills. Any creature that touches the broken one or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) piercing damage.
Venomous. The broken one's claw attack deals an additional 9 (2d8) poison damage.

Frenzy 1/Day. Once per day the broken one can go into a frenzy, giving it a +2 bonus to Strength and Constitution, and a -2 penalty on its AC. It remains in a frenzy until it or its opponent is slain.

Keen Hearing and Smell. The broken one has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Regeneration. The broken one regains 5 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS
Multiattack. The broken one makes three attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning, piercing or slashing damage.
Last edited by Nemesio on Sun Apr 17, 2022 11:11 pm, edited 14 times in total.
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Re: Villains of Gothic Earth 5e

Post by SkiBird »

I'm loving these write ups, Nemesio.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

Thanks sooo much for the feedback SkiBird!!! I just figured if I'm going all nuts, I may as well share in case others could make use of my efforts! LOL

I have a few sources to thank for this one...
  • The Masque of the the Red Death Player's Guide by Jeremy Forbing on DMs Guild.
  • EN Publishing's: Mythological Figures & Maleficent Monsters
  • Mistfactor Press's Dr. Frantisek Markov, from the Van Richten's Encyclopedia of Darklords & Domains
  • Other, older Gothic Earth source material (Especially the Sword & Socrcery/Arthaus stuff)...
...and of course all their Ravenlofty predecessors dating back to the likes of Bram Stoker, Mary Shelley, and H.G. Wells, etc., etc. :wink:
Last edited by Nemesio on Wed Apr 13, 2022 7:46 pm, edited 2 times in total.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

FRANKENSTEIN’S MONSTER
Medium construct, neutral evil
Armor Class 23 (natural, forceful prowess)
Hit Points 209 (22d8 + 110)
Speed 50 ft.

STR 23 (+6), DEX 18 (+4), CON 20 (+5), INT 14 (+2), WIS 12 (+1), CHA 9 (-1)

Saving Throws Str +10, Dex +8, Con +9, Int +6
Skills Arcana +6, Athletics +10, Insight +5, Perception +5, Stealth +8, Survival +5
Damage Immunities cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages English, French, German, Italian
Challenge 12 (8,400 XP)

Aversion of Fire. If Frankenstein’s Monster takes fire damage, he has disadvantage on Attack rolls and Ability checks until the end of his next turn.

Berserk. Whenever Frankenstein’s Monster starts his turn with 40 hit points or fewer, roll a d6. On a 6, he goes berserk. On each of his turns while berserk, he attacks the nearest creature he can see. If no creature is near enough to move to and attack, Frankenstein’s Monster attacks an object, with preference for an object smaller than himself. Once Frankenstein’s Monster goes berserk, he continues to do so until he is destroyed or he regains all his hit points.

Evasive Footwork. Frankenstein’s Monster can take the Hide action as a bonus action, and climbing no longer costs him extra movement. When he makes a running jump, the distance he can cover increases by a number of feet equal to his Dexterity modifier. In addition, when Frankenstein’s Monster hits a creature with a melee attack during his turn, that creature can’t make opportunity attacks against him for the rest of his turn.

Forceful Prowess. Frankenstein’s Monster has learned to rely on his own personal mettle and endurance in moments of difficulty, granting him the following benefits:
  • Frankenstein’s Monster’s AC can’t be less than 14 + his Dexterity modifier + his Constitution modifier, regardless of what kind of armor he may or may not be wearing.
  • While Frankenstein’s Monster isn’t wearing medium or heavy armor, his speed increases by a number of feet equal to 5 times his proficiency bonus.
Immutable Form. Frankenstein’s Monster is immune to any spell or effect that would alter his form.

Lightning Absorption. Whenever Frankenstein’s Monster is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. Frankenstein’s Monster has advantage on saving throws against spells and other magical effects.

Magic Weapons. The weapon attacks of Frankenstein’s Monster’s are magical.

Otherworldly Brute. Frankenstein’s Monster has advantage on attack rolls made against objects and deals double damage when using Strength to damage an object.

Regeneration. Frankenstein’s Monster regenerates hit points at a rate of 20 per hour. If he is reduced to zero hit points, he can regenerate back to full health from the smallest remaining piece of flesh in 1d10+2 hours. Should his body be destroyed outright, his spirit will seek out the body of another flesh golem, gradually transforming it into Frankenstein’s Monster over 1d6 days.

Strangulation. If Frankenstein’s Monster hits with both slam attacks, he grapples the target and starts strangling it (escape DC 20). Until the grapple ends, the target is restrained, the strangulation deals 18 (4d8) bludgeoning damage at the start of the Monster’s turn, and the target cannot breath.

ACTIONS
Multiattack. Frankenstein’s Monster makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

LEGENDARY ACTIONS
Frankenstein’s Monster 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. Frankenstein’s Monster regains spent legendary actions at the start of his turn.

Move. Frankenstein’s Monster moves up to his speed without provoking Opportunity Attacks.

Slam Attack. Frankenstein’s Monster makes one slam attack.

Frightening Gaze (Costs 2 Actions). Frankenstein’s Monster fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 11 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the gaze of Frankenstein’s Monster for the next 24 hours.
Last edited by Nemesio on Wed Apr 13, 2022 10:07 pm, edited 3 times in total.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

OK..Good Old Frankie is not so nice in Gothic Earth as in some of his theatrical renditions, but he is just as pitiable...and he has always been one of my all time favorite characters in fiction!
Thanks again to:
  • The Masque of the the Red Death Player's Guide by Jeremy Forbing on DMs Guild.
  • EN Publishing's: Mythological Figures & Maleficent Monsters
  • Mistfactor Press's Adam (aka Mordenheim's Monster), from the Van Richten's Encyclopedia of Darklords & Domains
  • Other, older Gothic Earth source material (Especially the Sword & Socrcery/Arthaus stuff)...
...and of course all their Ravenlofty predecessors dating back to the likes of Bram Stoker, Mary Shelley, and H.G. Wells, etc. etc. :wink:
Last edited by Nemesio on Wed Apr 13, 2022 7:44 pm, edited 3 times in total.
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Re: Villains of Gothic Earth 5e

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LAWRENCE “LARRY” TALBOT (aka The Wolfman)
Medium humanoid (human, shapechanger), chaotic good (chaotic evil as The Wolfman)
Armor Class 18 (forceful prowess) in humanoid form, 19 (forceful prowess, natural armor) in wolf or hybrid form
Hit Points 170 (20d8 + 80)
Speed 55 ft. (65 ft. in wolf from)

STR 18 (+4), DEX 16 (+3), CON 18 (+4), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)

Saving Throws Dex +7, Con +8, Wis +6, Cha +7
Tools Mechanic’s Tools, Microscope, Playing Card Set
Skills Arcana +5, Athletics +5, Perception +6, Deception +7, Insight +6, Persuasion +7, Stealth +7
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages English, Latin, Romani (can't speak in wolf form)
Challenge 10 (5,900 XP)

Appraising Eye. Larry Talbot has advantage on rolls to determine the monetary value of antiques and luxury items.

Blood Frenzy. Larry Talbot has advantage on attack rolls against a creature that doesn't have all its hit points.

Cover Identity. Larry has created an alternate identity for himself that include documentation, established acquaintances, and disguises that allow him to assume that persona. He can also forge documents including official papers and personal letters, as long as he has seen an example of the kind of document or the handwriting he is trying to copy.

Evasive Footwork. Larry Talbot can take the Hide action as a bonus action, and climbing no longer costs him extra movement. When he makes a running jump, the distance he can cover increases by a number of feet equal to his Dexterity modifier. In addition, when Larry hits a creature with a melee attack during his turn, that creature can’t make opportunity attacks against him for the rest of his turn.

Forceful Prowess. Larry Talbot has learned to rely on his own personal mettle and endurance in moments of difficulty, granting him the following benefits:
  • Larry Talbot ’s AC can’t be less than 12 (13 in wolf or hybrid form) + his Dexterity modifier + his Constitution modifier, regardless of what kind of armor he may or may not be wearing.
  • While Larry Talbot isn’t wearing medium or heavy armor, his speed increases by a number of feet equal to 5 times his proficiency bonus.
  • Larry Talbot adds half his proficiency bonus (rounded up) to any Strength or Constitution check he makes that doesn’t already include his proficiency bonus.
  • Larry Talbot can roll a d4 in place of normal damage of his unarmed strike.
Forbidden Lore. On his search for a cure to his lycanthropic affliction, Larry Talbot has learned the following fragments of Forbidden Lore:
  • Rituals. Larry Talbot’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has collected and deciphered the following ritual fragments: augury, detect magic, identify
  • Spellcasting Focus. Larry Talbot can use a crystal, orb, or wand as a spellcasting focus for any spells he casts.
  • Trained Ritualist. Whenever Larry Talbot makes an Intelligence (Arcana) check to cast a spell as a ritual, he has advantage on that roll.
Keen Hearing and Smell. Larry Talbot has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (2/Day). When Larry Talbot fails a saving throw, he can choose to succeed instead.

Regeneration. Larry Talbot regains 5 hit points at the start 1 of each of its turns. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Larry dies only if he starts his turn with 0 hit points and doesn't regenerate.

Rejuvenation. Larry Talbot has discovered that he cannot be killed by any conventional means. Even a well aimed silver bullet won’t do the trick. The Red Death has other plans for him. If his earthly remains aren’t adorned with a sprig of wolfsbane before the rising of the next full moon, he is restored to life, as if by a true resurrection spell.

Shapechanger. Larry Talbot can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. His statistics, other than its AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

ACTIONS
Multiattack. Larry Talbot makes two attacks: two in any combination with his +1 Silver Cane and Unarmed Strikes (humanoid form), or one with his Bite and one with his Claws (hybrid form).

Bite (Wolf or Hybrid Form or Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

+1 Silver Wolf-Head Cane (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

LEGENDARY ACTIONS
Larry Talbot 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. Larry regains spent legendary actions at the start of his turn .

Swipe. Larry Talbot makes one Claws attack (hybrid form only) or one +1 Silver Wolf-Head Cane attack (humanoid form only).

Mauling Pounce (Costs 2 Actions). Larry Talbot moves up to his speed without provoking opportunity attacks, and he can make one Claws attack (hybrid form only) or one +1 Silver Wolf-Head Cane attack (humanoid form only) against each creature he moves past.

Bite (Costs 3 Actions). Larry Talbot changes into hybrid form and then makes one Bite attack.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

Now I understand that Larry Talbot (from the original 1941 movie) wasn't even born yet in the 1890s...but he could be, for anybody who wants to spin tales of monster mashups like the ones in the Abbot and Costello movies, the Penny Dreadful TV series, and the Monster Squad. I know I do!

Theoretically all the characters could meet up in a 1940s noir Gothic Earth, or even the modern day.

I just couldn't resist creating stats for THE WOLFMAN (based primarily off the Lon Chaney Jr. depiction, but with some of the Victorian flair and ferocity of the 2010 Benicio del Toro version).

He's a bit Monster Manual Werewolf, and a bit Van Ricthen's Guide to Ravenloft Loup Garou, with a dash of Masque of the Red Death Player's Guide flavor thrown in.
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Re: Villains of Gothic Earth 5e

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WHITE FELL
Medium humanoid (shapechanger), chaotic evil
Armor Class 20 in humanoid form, 21 (natural armor) in wolf or hybrid form
Hit Points 180 (24d8 + 72)
Speed 50 ft. (60 ft. in wolf form)

STR 20 (+5), DEX 20 (+5), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Saving Throws Str +9, Con +7
Skills Athletics +7, Insight +6, Nature +5, Perception +6, Performance +5, Stealth +9, Survival +6
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered or blessed
Condition Immunities charmed, paralyzed
Senses darkvision 60 ft., passive Perception 16
Languages Danish, Norwegian, Swedish (can’t speak in wolf form)
Challenge 11 (7,200 XP)

Brute. A melee weapon deals one extra die of its damage when White Fell hits with it (included in the attack).

Forceful Prowess. White Fell has learned to rely on her own personal mettle and endurance in moments of difficulty, granting her the following benefits:
  • White Fell’s AC can’t be less than 12 + her Dexterity modifier + her Constitution modifier, regardless of what kind of armor she may or may not be wearing.
  • While White Fell isn’t wearing medium or heavy armor, her speed increases by a number of feet equal to 5 times her proficiency bonus.
  • White Fell adds half her proficiency bonus (rounded up) to any Strength or Constitution check she makes that doesn’t already include her proficiency bonus.
  • White Fell can roll a d4 in place of normal damage of her unarmed strike.
Keen Hearing and Smell. White Fell has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. Whit Fell has advantage on saving throws against spells and other magical effects. However, dousing her with holy water strips her of this trait until the start of her next turn.

Magic Wolfskin. Nonmagical weapons that are not silvered or blessed break after striking White Fell.

Rejuvenation. If White Fell is killed, she reincarnates in the next litter of wolf pups that is born within one hundred miles of where she was struck down. Within 1 year, she is back to her old tricks again. The only way to be rid of her for good, is to cast bless on her magic wolfskin after she doffs it, and then kill her.

Shapechanger. White Fell can use her action to polymorph into a humanoid by doffing her magic wolfskin, or back into her true form (that of a powerful wolf), by dawning it. Her statistics remain the same (besides AC, speed, and attack options), in her humanoid form. Any equipment she is wearing or carrying isn’t transformed. White Fell must always assume her true form for one hour at midnight. She also reverts to her true form if she dies.

Unnatural Aura. All animals, whether wild or domesticated, can sense the unnatural presence of White Fell at a distance of 30 feet. They do not willingly approach nearer than that and are frightened if forced to do so, and they remain frightened as long as they are within that range.

Vicious Jaws. White Fell’s bite attack scores a critical hit on a roll of 18-20. 

White Fell’s Bane. If White Fell is splashed with the blood of a martyr, or someone who has sacrificed themselves for another, she must succeed on a DC 20 Dexterity saving throw, taking 210 (20d20) radiant damage on a failed save, or half as much damage on a successful one.

ACTIONS
Multiattack. In humanoid form, White Fell makes two handaxe attacks or two unarmed strikes. In wolf form, she makes two bite attacks.

Bite (Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage and the target must succeed a DC 17 Strength saving throw or be knocked prone. On a natural 20, White Fell tears out the victim’s throat, dealing 18 (4d8) bleeding damage to the target at the start of each of its turns until a creature takes an action to bind the wound or the target receives magical healing.

Handaxe (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Unarmed Strike (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 7 (1d4 + 5) slashing damage.

Howl. White Fell emits a blood curdling howl. Each creature within 30 ft. of her that can hear the howl must succeed on a DC 17 Constitution saving throw or be stunned until the end of White Fell’s next turn. On a successful save, the creature is frightened until the end of its next turn.

LEGENDARY ACTIONS
White Fell 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. White regains spent legendary actions at the start of her turn.

Move. White Fell moves up to her speed without provoking opportunity attacks.

Unarmed Strike (Humanoid Form Only). White Fell makes one unarmed strike.

Handaxe (Humanoid Form Only - Costs 2 Actions). White Fell makes one handaxe attack.

Bite (Wolf Form Only - Costs 3 Actions). White Fell makes one bite attack.
Last edited by Nemesio on Fri Jun 03, 2022 8:08 pm, edited 5 times in total.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

After posting the Wolfman I realized that all the statblocks I've been making were male, so I began researching female Victorian gothic horror villains, and it turns out there are some REALLY GOOD ones!

https://www.spookyisles.com/10-great-wo ... ic-horror/

My favorite being White Fell, a lesser known werewolf character, that has obviously influenced many in the genre. How had I not heard of Clemense Housman (https://en.wikipedia.org/wiki/Clemence_Housman) and her Were-Wolf (http://www.revenantjournal.com/contents ... new-woman/)?

This statblock is all over the place (meaning I took bits of inspiration from a lot of homebrew stuff online) but the 5e version of the Ravenloft Loup De Noir from Mistfactor Press's Van Richten's Encyclopedia to Darklords and Domains II was my primary source.
*Based off my researching the Were-Wolf, I decided to reduce the size of her beast form, as well reverse her shapechanging ability, so that her true form is actually that of a wolf.
Last edited by Nemesio on Sun Apr 17, 2022 8:29 am, edited 3 times in total.
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Re: Villains of Gothic Earth 5e

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LADY ARABELLA MARCH
Medium humanoid (human), neutral evil
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR 16 (+3), DEX 16 (+3), CON 15 (+2), INT 15 (+2), WIS 14 (+2), CHA 16 (+3)

Saving Throws Con +6
Skills Arcana +8, Stealth +9, Survival +5
Damage Resistances poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Draconic, English
Challenge 5 (1,800 XP)

Astute Expertise. Arbella March gains expertise with the following skills: Arcana (Intelligence) and Stealth (Dexterity).

Brute. A melee weapon deals one extra die of its damage when Arabella March hits with it (included in the attack).

Nimble Escape. On each of her turns, Arabella March can use a bonus action to take the Disengage or Hide action.

Dark Devotion. Arabella March has advantage on saving throws against being charmed or frightened.

Relentless. If Arabella March drops to 0 hit points and doesn’t die outright, she must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, she drops to 1 hit point instead.

Spellcasting. Arabella March is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has following cleric spells prepared:
Cantrips (at will): blade ward, chill touch, frostbite, mending, true strike
1st level (4 slots): charm person, detect magic, id insinuation, mage armor
2nd level (3 slots): alter self
3rd level (2 slots): vampiric touch

Surprise Attack. If Arabella March surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS
Multiattack. Arabella March uses her Frightful Presence. She then makes two Dagger attacks or two Navy Pistol attacks.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Navy Pistol. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Frightful Presence. Each creature of Arabella March’s choice that is within 60 feet of her and aware of her must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Arabella March’s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). Arabella March exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Psychic Assault. Arabella March forces a creature within 60 feet of her to roll a DC 14 Charisma saving throw. On a failure, it takes 9 (2d8) psychic damage, and cannot take reactions until the end of its next turn. When a creature succeeds on its Charisma saving throw, it still takes half the normal damage, but suffers no additional effect.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
THE LAMBTON WORM (aka The White Worm or Lyngormr)
Gargantuan dragon, neutral evil
Armor Class 19 (natural armor)
Hit Points 348 (17d20 + 85)
Speed 60 ft., climb 50 ft., swim 50 ft.

STR 30 (+10), DEX 16 (+3), CON 30 (+10), INT 20 (+5), WIS 17 (+3), CHA 19 (+4)

Saving Throws Dex +11, Con +18, Wis +11, Cha +12
Skills Arcana +13, Deception +12, History +13, Insight +11, Perception +11, Persuasion +12, Stealth +11
Damage Immunities poison
Condition Immunities poisoned, prone
Senses blindsight 20 ft., darkvision 120 ft., passive Perception 21
Languages Draconic, English, Old Icelandic (can’t speak)
Challenge 26 (90,000 XP)

Amphibious. The Lambton Worm can breathe air and water.

Contamination. The Lambton Worm emits an aura of corruption 60 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 26 Constitution saving throw or take 22 (4d10) poison damage. A creature that succeeds on the save is immune to the Lambton Worm’s Contamination for 24 hours.

Legendary Resistance (3/Day). If the Lambton Worm fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack. The Lambton Worm can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail. It can use Swallow instead of bite.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage and the target must make a DC 26 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the Lambton Worm’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Lambton Worm’s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The Lambton Worm exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Swallow. The Lambton Worm makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Lambton Worm, and it takes 56 (16d6) acid damage at the start of each of the dragon’s turns. If the Lambton Worm takes 60 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Lambton Worm. If the Lambton Worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

LEGENDARY ACTIONS
The Lambton Worm 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. The Lambton Worm regains spent legendary actions at the start of its turn.

Detect. The Lambton Worm makes a Wisdom (Perception) check.

Tail Attack. The Lambton Worm makes a tail attack.

Chomp (Costs 2 Actions). The Lambton Worm makes one bite attack or uses its Swallow.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

Arabella March is another great villain for the Masque of the Red Death setting! An evil monster worshipping cultist with a cold reptilian vibe! The White Worm is pretty cool too!

The Lair of the White Worm: Bram Stoker's far less popular tale got a lot of bad reviews apparently. I personally haven't read it yet, but I'm meaning to. I did see the 1988 film, which was quite a trip! Then again, I'm a fan of obscure horror movies and stories of all kinds...

https://en.wikipedia.org/wiki/The_Lair_ ... White_Worm
https://en.wikipedia.org/wiki/The_Lair_ ... orm_(film)

I basically just tweaked two creatures to make them more in line with each other.

For Arabella, I added spellcasting, the half-dragon template, and some Masque of the Red Death flavor to the cult killer statblock, and for the Lambton Worm I used the Lyngormr statblock, with the addition of 120 ft. blindsight, to line up with the half-dragon template of Arabella, so in short, I got inspiration from the following:
  • 5e version of Sandy Petersen’s Cthulhu Mythos
  • 5e Viking Adventures from Mal and Tal, LLC
  • Masque of the Red Death Players' Guide
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Re: Villains of Gothic Earth 5e

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COUNTESS MIRCALLA KARNSTEIN (aka Carmilla, Millarca, etc.)
Medium undead (shapechanger), lawful evil
Armor Class 17 (natural armor)
Hit Points 229 (27d8 + 108)
Speed 90 ft.

STR 19 (+4), DEX 19 (+4), CON 19 (+4), INT 17 (+3), WIS 15 (+2), CHA 19 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Athletics +9, Deception +14, Perception +7, Stealth +14
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages Austro-Bavarian, English, German, Greek, Hungarian, Latin
Challenge 15 (13,000 XP)

Astute Expertise. Arbella March gains expertise with the following skills: Deception (Charisma) and Stealth (Dexterity).

Dematerialize. When Mircalla Karnstein drops to 0 hit points, she appears to dematerialize as she is teleported to her resting place instead of falling unconscious, provided that she isn’t in sunlight. If she can’t dematerialize, she is destroyed. Once in her resting place, she reverts to her vampire form. Mircalla is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she regains 1 hit point.

Moonlight Spellcasting. Mircalla's spellcasting ability is Charisma (spell save DC 17). As long as she is illuminated by the light of the moon, Mircalla Karnstein can innately cast the following spells, requiring no material components:
At will: calm emotions, enhance ability, invisibility
3/day each: etherealness, haste

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Magic Weapons. Mircalla’s attacks are considered magical for overcoming resistances.

Regeneration. Mircalla Karnstein regains 20 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight. If she takes damage from holy water, this trait doesn’t function at the start of her next turn. If Mircalla’s body is soaking in an inch or more of fresh blood, the rate of her regeneration is doubled.

Rejuvenation. If Mircalla Karnstein is killed, she regains all her hit points at the next sunset unless she is impaled through the heart, then decapitated, then burned, and her ashes are thrown into a river, in which case she will take 10 years to rejuvenate at the location of her death.

Shapechanger. If Mircalla Karnstein isn’t in sunlight, she can use her action to polymorph into a monstrous black cat (Medium leopard), or back into her true form. Her statistics, other than speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. Mircalla reverts to her true form if she dies.

Vampire Weaknesses. Mircalla Karnstein has the following flaws:
  • Impalement. If a piercing weapon is driven into Mircalla Karnstein’s heart while she is incapacitated in her resting place, she is paralyzed until the weapon is removed.
  • Sunlight Hypersensitivity. During daylight hours, in addition to losing access to many of her supernatural abilities, Mircalla suffers disadvantage on attack rolls and ability checks.
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: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 19).

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Mircalla Karnstein, incapacitated, or restrained. Hit: 9 (1d10 + 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 Mircalla 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 Mircalla’s control.

Claws (Monstrous Black Cat Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage

Blood Disgorge (Recharge 5-6). Mircalla Karnstein vomits blood in a 15-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 22 (5d8) necrotic damage, and it can't regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.

Charm. Mircalla Karnstein targets one humanoid she can see within 30 feet of her. If the target can see the Mircalla, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Mircalla. The charmed target regards Mircalla as a trusted friend to be heeded and protected. Although the target isn’t under Mircalla’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for her bite attack. Each time Mircalla or her 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 Mircalla is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Sleep Gaze. Mircalla Karnstein gazes at one creature she can see within 30 feet of her. The target must make a DC 17 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to Mircalla’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.

LEGENDARY ACTIONS
Mircalla Karnstein 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. She regains spent legendary actions at the start of its turn.

Move. Mircalla moves up to her speed without provoking opportunity attacks.

Claws Attack (Monstrous Black Cat From Only). Mircalla makes one claws attack.

Unarmed Strike. Mircalla makes one unarmed strike.

Bite (Costs 2 Actions). Mircalla makes one bite attack.

FORBIDDEN LORE
There are whispers that Mircalla Karnstein is none other than Countess Erzsébet (Elisabeth) Báthory de Ecsed, returned from beyond the grave. Certainly, rumors that the deceased Hungarian noblewoman could have risen as a horrifying servant of the Red Death, aren’t easily dismissible, as in life she allegedly killed more than 600 women, and bathed in blood to preserve her own beauty.
Last edited by Nemesio on Tue Apr 19, 2022 10:39 am, edited 6 times in total.
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Re: Villains of Gothic Earth 5e

Post by Nemesio »

Just Wow! Carmilla (https://en.wikipedia.org/wiki/Carmilla) is such an interesting study! Not only did Sheridan Le Fanu's vampire tale
predate Dracula by 26 years, but he was another Irish writer! I'm definitely interested in reading up on this guy some more, as he was apparently well known for his Gothic tales and ghost stories. The clincher though for me is that the character of Carmilla appears heavily based on history's Elizabeth Bathory, much as Dracula was loosely based on a real historical figure.
  • First off, At the climax of Carmilla, the vampire is found soaking in a coffin full of blood before she is staked and summarily destroyed in the graphic vampire slayer fashion.
  • Second, Bathory was alleged to have killed a whole lot of women, so if the horror stories are true, she had a preference for female victims just as "Countess Mircalla Karnstein" did.
  • Third, and three clues is enough to convince me personally, her character takes the form of a monstrous black cat...well check out the letter below, which was apparently written by Bathory after she was doomed to live the rest of her life walled up in her own castle...
https://bathory.org/erzspray.html#:~:te ... ray%20you.

THE PRAYER OF ERZSEBET
Help me, O Clouds.
O Clouds, stay by me.
Let no harm come to me.
Let me remain healthy and invincible.

Send, O send, you powerful Clouds, ninety cats.
I command you, O King of the Cats, I pray you.
May you gather them together,
even if you are in the mountains,
or on the waters,
or on the roofs,
or on the other side of the ocean.
May these ninety cats appear to tear and destroy
the hearts
of kings and princes,
And in the same way
the hearts
of teachers and judges,
so they shall harm me not.

Holy Trinity, protect me.


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I'm proud to say I did most of the heavy lifting with this character's abilities, but I did borrow the blood disgorge ability from the Nosferatu in the Van Richten's Guide to Ravenloft. Other than that, and a little Masque of the Red Death flavoring, she is just a customized version of the 5e Monster Manual vampire, with abilities tailored to fit the vampire from the novel.

https://tvtropes.org/pmwiki/pmwiki.php/ ... e/Carmilla
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