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.
- 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 Class | 16 (natural armor) | ||
---|---|---|---|
Hit Points | 25d8+125 | ||
Speed | 30 ft. | Fly 40 ft. | |
Strength | 20 (+5) | ||
Dexterity | 20 (+5) | ||
Constitution | 20 (+5) | ||
Intelligence | 18 (+4) | ||
Wisdom | 20 (+5) | ||
Charisma | 18 (+4) | ||
Saves | Dexterity d20+10 | Wisdom d20+10 | Charisma d20+9 |
Skills | Deception d20+9 | Perception d20+10 | Stealth d20+10 |
Damage Immunities | Necrotic | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Senses | Darkvision 120 ft. | Passive Perception 20 | |
Languages | Common | Draconic | Dwarven |
Infernal | |||
Challenge | 16 (15000 XP) | ||
Special 1 | Legendary Resistance (3/day) | If the baron fails a saving throw, | he can choose to succeed instead |
Special 2 | Regeneration | The baron regains 25 hit points at the start of its turn | if it has at least 1 hit point and isn't in sunlight or running water. |
If the baron takes radiant damage or | damage from holy water, | this trait doesn't function at the start of the baron's next turn | |
Special 3 | Spellcasting | The 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 1 | Cantrips (at will) | Acid splash | Chill touch |
Infestation | Ray of frost | Shocking grasp | Thunderclap |
Spells 2 | 1st level (4 slots) | Fog cloud | Ray of sickness |
Magic missile | Tasha's hideous laughter | ||
Spells 3 | 2nd level (3 slots) | Blur | Invisibility |
Misty step | |||
Spells 4 | 3rd level (3 slots) | Blink | Fear |
Haste | |||
Spells 5 | 4th level (3 slots) | Confusion | Dimension door |
Sickening radiance | |||
Spells 6 | 5th level (2 slots) | Cone of cold | Telekinesis |
Spells 7 | 6th level (1 slot) | Eyebite | Mass suggestion |
Spells 8 | 7th level (1 slot) | Prismatic spray | Reverse gravity |
Spells 9 | 8th level (1 slot) | Maddening darkness | |
Special 4 | Vampire Weaknesses | The baron has the following flaws | |
Flaw 1 | Forbiddance | The baron can't enter a residence he doesn't own | without an invitation from one of the occupants |
Flaw 2 | Harmed by Running Water | The baron takes 20 acid damage if | he ends his turn in running water |
Flaw 3 | Stake to the Heart | If a piercing weapon made of wood is driven into the baron's heart | while the baron is incapacitated in his resting place, |
the baron is paralyzed until the stake is removed | |||
Flaw 4 | Sunlight Hypersensitivity | The baron takes 20 radiant damage when | he starts his turn in sunlight. |
While in sunlight, he has a disadvantage | on attack rolls and ability checks | ||
Special 5 | Vampiric Thirst | When 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 Strength | and Dexterity scores until the end of his next long rest. | When he does so, the target's Strength | and Dexterity scores both decrease by 1 |
until the end of their next long rest | |||
Action 1 | Multiattack | The baron makes three attacks, | only one of which can be a bite attack, |
or makes one attack and casts a cantrip | |||
Action 2 | Unarmed Strike | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 2d8+5 bludgeoning damage. | Instead of dealing damage, | the baron can grapple the target |
Action 3 | Bite | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one willing creature, | or a creature that is grappled by the baron, | incapacitated, or restrained | Hit 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 way | and then buried in the ground rises the following night | as a vampire spawn under the baron's control |
Action 4 | Charm | The baron targets one humanoid it can see within 30 ft. of it. | If the target can see the baron, |
the target must succeed on | a DC 17 Wisdom saving throw against this magic | or 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 5 | Children 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 Actions | Baron 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 legendary | actions at the start of his turn | |
Legendary Action 1 | Move | The baron moves up to his speed without | provoking opportunity attacks |
Legendary Action 2 | Raise to Battle (Cost 2 Actions) | The baron causes a creature within 30 ft. that he can see | and that has died in the last minute to rise as a vampire spawn |
under the baron's control. A creature raised in this way | that dies disintegrates into ash, | and can not be resurrected | except through a wish spell |
Legendary Action 3 | Cast a Spell (Costs 3 Actions) | The baron casts a spell he has prepared, | expanding a spell slot as normal |
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