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Baron Sengir

Across the planes, conventional wisdom for many holds that the fearsome Count Strahd von Zarovich is the original progenitor of all vampires, and that through his curse all vampires were born. True planar historians, however, can isolate several varying sources of the vampiric curse. Strahd von Zarovich is only one among many, including the bloodthirsty Edgar Markov, and the ruthless Baron Sengir.   Curse in the Family The current Baron Sengir, unlike other vampiric progenitors, did not actively seek his transformation. Instead, it was forced upon him by his father, in an attempt to save his son's life. For his efforts, his father was killed by a swarm of carnivorous rats, and the current Baron was brought back from death with a thirst for blood and a fear of the sun.   Left to Fester Unable to rejoin society, and repair the damage his father had done to the surrounding lands as he had intended, Baron Sengir grew callous, angry and hateful as the centuries slowly passed. Whiling away his time in isolation, forced to survive by feeding on those who served him, the Baron would eventually discard the moral compass which led him to betray his father's efforts. As his tyranny grew more oppressive, the Baron's methods for taking blood grew more volatile, and he would turn to hunting humans like prey for his nightly meals.   New World, New Start The Baron would eventually find himself forcibly pulled to another world altogether, the plane of Ulgortha, and stranded there once his summoner was killed. Turning a nearby dwarven stronghold into his own castle, the Baron set out to conquer Ulgortha, kidnapping the people of other lands and forcing them to live in the shadowy swamps under his rule. Plotting through centuries, Baron Sengir's plans were foiled time and again by the presence of Serra and Ferozz, two indredibly powerful planeswalkers who repelled the Baron and disrupted his schemes. Eventually Feroz would die, causing Serra to forever leave Ulgrotha, soon after meeting her own end. With no true opposition, the Baron slowly took hold of the rest of Ulgortha, crafting an enormous army to send through the planar portal below his castle, intent on using it to take control of other new worlds.   Castle Sengir, Bridge to Elsewhere The Baron Sengir still makes his home in the dwarven fortress which he conquered hundreds of years ago, after first arriving on Ulgrotha. Renaming it Castle Sengir, after the manor he left behind, the Baron has transformed the once glimmering halls into shadowed corridors more fitting his moods and personality. While inside the Castle Sengir, the Baron's own powers are greatly enhanced, and while the Baron does occasionally cross the portal to other worlds to lead his armies, he prefers to face his greatest threats from within the comfort of his home.   Lair Actions On initiative count 20 (losing initiative ties), Baron Sengir takes a lair action to cause one of the follow effects; Baron Sengir can't sue the same effect two rounds in a row:
  • The very walls of the castle obey the Baron's commands, twisting and shaping to his desires. The Baron casts the wall of stone spell. The walls created by this spell remain for 1 minute, or until the Baron dies or uses this action again.
  • Shadows stir in the corners of Castle Sengir, growing thick and moving at the Baron's will, allowing him to cast the darkness spell. The Baron can see through this magical darkness as if it were nonmagical, and the spell's effects last for 1 minute, or until the Baron dies or uses this action again.
  • Castle Sengir's menagerie is the Baron's pride and joy, filled with dozens of bloodthirsty predators, each of them perfectly trained to heed Baron Sengir's every command. The Baron summons 1d4 swarm of bats or rats and 1d6 wolves, which arrive immediately, bursting forth from the castle's myriad shadows. The called creatures act as allies of the baron and obey his spoken commands, remaining until the baron dies or dismisses them as a bonus action.
  • Baron Sengir has learned to make the most the planar portal's unusual effects, allowing him to cast the dimension door spell using this action. To do so, the Baron must be in an area of dim light or darkness, and the spell can transport the Baron only to another area within the castle.
Regional Effects Beneath Castle Sengir sits an abandoned dwarven city, with a functioning planar portal as its centerpiece. The constant opening of this portal to accommodate the Baron's armies has begun to fray the planar boundary, creating distortions in the area surrounding Castle Sengir, and resulting in the following effects:
  • Spells cast within 5 miles of Castle Sengir which teleport creatures, such as misty step or dimension door, do not function unless cast by Baron Sengir.
  • Within 10 miles of Castle Sengir, the land stretches and warps at random intervals, impossible to predict. When a creature travels within 10 miles of Castle Sengir, roll a d20. On a 10 or less, the distance traveled takes 1d4 additional hours; on an 11 or above the distance traveled takes 1d4 fewer hours.
  • Undead within 1 mile of Castle Sengir have advantage on saving throws made to resist being turned or rebuked.
 

Baron Sengir

Across the planes, conventional wisdom for many holds that the fearsome Count Strahd von Zarovich is the original progenitor of all vampires, and that through his curse all vampires were born. True planar historians, however, can isolate several varying sources of the vampiric curse. Strahd von Zarovich is only one among many, including the bloodthirsty Edgar Markov, and the ruthless Baron Sengir.


Armor Class16 (natural armor)
Hit Points 25d8+125
Speed30 ft.Fly 40 ft.
Strength20 (+5)
Dexterity20 (+5)
Constitution20 (+5)
Intelligence18 (+4)
Wisdom20 (+5)
Charisma18 (+4)
SavesDexterity d20+10 Wisdom d20+10 Charisma d20+9
SkillsDeception d20+9 Perception d20+10 Stealth d20+10
Damage ImmunitiesNecroticBludgeoningPiercing
Slashing from nonmagical weapons
SensesDarkvision 120 ft.Passive Perception 20
LanguagesCommonDraconicDwarven
Infernal
Challenge16 (15000 XP)
Special 1Legendary Resistance (3/day)If the baron fails a saving throw,he can choose to succeed instead
Special 2RegenerationThe baron regains 25 hit points at the start of its turnif it has at least 1 hit point and isn't in sunlight or running water.
If the baron takes radiant damage ordamage from holy water,this trait doesn't function at the start of the baron's next turn
Special 3SpellcastingThe baron is a 16th- level spellcaster.His spellcasting ability is Intelligence
(spell save DC 17, d20+9 to hit with spell attacks).He has the following Wizard spells prepared
Spells 1Cantrips (at will)Acid splashChill touch
InfestationRay of frostShocking graspThunderclap
Spells 21st level (4 slots)Fog cloudRay of sickness
Magic missileTasha's hideous laughter
Spells 32nd level (3 slots)BlurInvisibility
Misty step
Spells 43rd level (3 slots)BlinkFear
Haste
Spells 54th level (3 slots)ConfusionDimension door
Sickening radiance
Spells 65th level (2 slots)Cone of coldTelekinesis
Spells 76th level (1 slot)EyebiteMass suggestion
Spells 87th level (1 slot)Prismatic sprayReverse gravity
Spells 98th level (1 slot)Maddening darkness
Special 4Vampire WeaknessesThe baron has the following flaws
Flaw 1ForbiddanceThe baron can't enter a residence he doesn't ownwithout an invitation from one of the occupants
Flaw 2Harmed by Running WaterThe baron takes 20 acid damage ifhe ends his turn in running water
Flaw 3Stake to the HeartIf a piercing weapon made of wood is driven into the baron's heartwhile the baron is incapacitated in his resting place,
the baron is paralyzed until the stake is removed
Flaw 4Sunlight HypersensitivityThe baron takes 20 radiant damage whenhe starts his turn in sunlight.
While in sunlight, he has a disadvantageon attack rolls and ability checks
Special 5Vampiric ThirstWhen the baron hits a creature with his bite attack,instead of regaining hit points,
he can choose to gain a cumulative +1 bonus to his Strengthand Dexterity scores until the end of his next long rest.When he does so, the target's Strengthand Dexterity scores both decrease by 1
until the end of their next long rest
Action 1MultiattackThe baron makes three attacks,only one of which can be a bite attack,
or makes one attack and casts a cantrip
Action 2Unarmed StrikeMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 2d8+5 bludgeoning damage.Instead of dealing damage,the baron can grapple the target
Action 3BiteMelee Weapon Attack d20+10 to hit
Reach 5 ft., one willing creature,or a creature that is grappled by the baron,incapacitated, or restrainedHit 1d6+5 piercing damage
plus 4d6 necrotic damage.The target's hit point maximum is reduced by an amount equal to the necrotic damage taken,and the baron regains hit points equal to that amount.this 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 wayand then buried in the ground rises the following nightas a vampire spawn under the baron's control
Action 4CharmThe baron targets one humanoid it can see within 30 ft. of it.If the target can see the baron,
the target must succeed ona DC 17 Wisdom saving throw against this magicor be charmed by the baron.The charmed target regards the baron as a trusted friend
to be heeded and protected. Although the target isn't under the baron's control,it takes the baron's requests or actions in the most favorable way it can,and it is a willing target for the baron's bite attack.Each time the baron or the baron's 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 the baron is destroyed,is on a different plane of existence than the target,
or takes a bonus action to end the effect
Action 5Children of the Night (2/day)The baron magically calls 2d4 swarms of bats,or rats, provided that the sun isn't up.
While outdoors, the baron can call 3d6 wolves instead.The called creatures arrive in 1d4 rounds,acting as allied of the baron and obeying his spoken commands.The beasts remain for 1 hour until the baron dies,
or until the baron dismisses them as a bonus action
Legendary ActionsBaron Sengir 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 baron regains spent legendaryactions at the start of his turn
Legendary Action 1MoveThe baron moves up to his speed withoutprovoking opportunity attacks
Legendary Action 2Raise to Battle (Cost 2 Actions)The baron causes a creature within 30 ft. that he can seeand that has died in the last minute to rise as a vampire spawn
under the baron's control. A creature raised in this waythat dies disintegrates into ash,and can not be resurrectedexcept through a wish spell
Legendary Action 3Cast a Spell (Costs 3 Actions)The baron casts a spell he has prepared,expanding a spell slot as normal

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