Dio Brando

Medium undead, chaotic evil

Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 210 (28d8 + 84)

210 (28d8 + 84) Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 26 (+8)

Skills Athletics +11, Arcana +9, History +9, Perception +10, Persuasion +14

Athletics +11, Arcana +9, History +9, Perception +10, Persuasion +14 Saving Throws Dex +10, Con +9, Wis +10, Cha +14

Dex +10, Con +9, Wis +10, Cha +14 Damage Resistances Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Poisoned

Poisoned Senses Darkvision 120 ft., passive Perception 20

Darkvision 120 ft., passive Perception 20 Languages Common, Abyssal, Infernal

Common, Abyssal, Infernal Challenge 20 (25,000 XP)

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

Stand Power. When The World is summoned, Dio's AC becomes 24. Dio must concentrate to keep the World on this plane of existence. If he loses concentration, The World is banished to the Lower Planes until Dio summons it again.

Regeneration. Dio 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 Dio takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.

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

Sunlight Hypersensitivity. Dio takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on Attack rolls and Ability Checks.

Actions

Multiattack. Dio makes four weapon attacks, only one of which may be a bite attack.

Knife. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 13 (2d8 + 4) slashing damage and target is grappled (escape DC 18).

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dio or by The World, incapacitated, or restrained. Hit 13 (2d8 + 4) piercing damage plus 22 (4d10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dio 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 given Dio's blood rises the following night as a vampire spawn under Dio’s control.

Vampiric Allure. Dio targets one humanoid he can see within 30 ft. of him. If the target can see Dio, the target must succeed on a DC 22 Wisdom saving throw or be charmed or frightened (Dio's choice). The charmed/frightened target regards Dio as a trusted friend to be heeded and protected. The target isn’t under Dio’s control, but it takes Dio’s requests and actions in the most favorable way and lets Dio bite it.

The World. Dio summons The World to a space within 15 feet. The World shares Dio's hit points, initiative, and Legendary Resistance. Dio can choose whether The World acts before or after his turn.

Legendary Actions

Dio 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. Dio regains spent legendary actions at the start of his turn.

Temporal Step (must have summoned The World). Dio teleports up to his movement speed.

Attack. Dio makes one knife attack or commands The World to make a fist attack.

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