Alucard
Alucard — The Encounter
The dead son who hunts his father's blood · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Alucard
They tell of a son born to the blood that ruins kingdoms, and of the night he turned his father's gift against him. Whatever force dragged Alucard back from the grave did not restore him; it weaponized him, and in cruel mercy left enough of the man to hate what the corpse had become. He keeps no court and drinks no living throat. Instead he walks the roads where vampires feed, a half-living blade hunting his own kind, his coat hiding stakes and silver and a sword that bites the undead twice as deep. Those he saves rarely thank him, for his eyes are a corpse's eyes and they track movement long after a living man would tire. He asks only directions to the next nest. Where the bloodline that made him still festers, Alucard follows, patient as the grave and twice as patient as hate.
Run Alucard in Sixty Seconds
- Hold his Mist-Step Lunge for round one and open it on the backline caster or healer, not the front-liners.
- Radiant is the off-switch: any radiant damage or holy water that turn cancels his Regeneration, so spotlight a Cleric or Paladin as kill-priority.
- Riposte means missing him in melee is dangerous; tell martials to use their best to-hit or attack from outside reach.
- Bloodied he turns vertical, climbing walls or ceilings with Spider Climb and lunging down from cover.
- Three ways: a lone elite stalker on a road, a duelist pinning the party's caster while a vampire lord feasts, or a bound ally who fights beside the PCs against his own bloodline.
Alucard
Medium undead, lawful neutral
CR 6 · 2,300 XP · GUIDELINESundered Bloodline. Alucard is undead, yet his half-living heart resists his own kind. He has advantage on saving throws against the spells and abilities of vampires and other undead, and any creature that drains his life (necrotic or maximum-HP reduction) takes 7 (2d6) necrotic damage in recoil. He needs no air, food, or sleep.
Regeneration. Alucard regains 10 hit points at the start of his turn if he has at least 1 hit point and has not taken radiant damage or damage from holy water since his last turn. If reduced to 0 hit points by anything other than radiant damage, he is not destroyed but drops unconscious and begins to regenerate.
Spider Climb. Alucard can climb difficult surfaces, including upside down on ceilings, without an ability check.
Actions
Multiattack. Alucard makes three attacks with his slender blade.
Hunter's Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) necrotic damage. If the target is itself an undead or shapechanger, the necrotic damage increases to 13 (3d8).
Mist-Step Lunge (Recharge 5-6). Alucard dissolves to a streak of vapor, moves up to 30 feet without provoking opportunity attacks, and reforms beside a creature, making one Hunter's Longsword attack with advantage. On a hit, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Riposte (Reaction). When a creature Alucard can see misses him with a melee attack, he may make one Hunter's Longsword attack against that creature.
A pale duelist in a long traveling coat and a cloak that snaps like a banner, blade leveled in a dueling guard, fair hair streaming. He moves with the impossible ease of the dead and the discipline of a man who refuses to be one.
Alucard, Bound
Companion · acts on your initiative
Bound · GUIDELINEBlood Scent (signature). Alucard, a hound of grave-mist, can pinpoint the location of any undead or recently-fed vampire within 120 feet that is not behind total cover. Allies within 10 feet of Alucard cannot be surprised by such creatures.
Actions
Rending Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage, and if the target is undead it must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Interpose. When an ally within 5 feet is hit by an attack, Alucard may impose disadvantage on that attack roll, lunging into the blow.
A lean hound the color of cold ash, more memory than meat, that pads at the duelist's heel and growls only at the dead.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Mist-Step Lunge to isolate the squishiest PC, then carve with Multiattack. He fences one target at a time, Ripostes every miss, and disengages with his 40 ft. speed when bloodied. Pair him with a vampire spawn or zombie line so the party can't gang him.
Open with Mist-Step Lunge on a backline caster, knock them prone, then full Multiattack with Riposte punishing the melee that closes. Kill-priority is whoever can deal radiant damage or holy water, since that shuts off Regeneration. When bloodied he climbs a wall or ceiling and lunges from above; pair him with a stronger undead lord so the party divides its actions.
Run him as the elite duelist beside a flagship vampire or lich, not alone. Mist-Step Lunge to peel a healer, Multiattack plus Riposte to tax every melee turn, and use Regeneration to outlast non-radiant parties. Concentrate fire is wasted on him with minions around, so he holds the line while the bigger threat works.
Put Alucard on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Alucard?
His native build is CR 6 (about 2,300 XP), tuned for a level 5-10 party. Reskin the numbers to the level bands shown in the tiers table to drop him into a tier-1 or tier-3 fight without changing how he plays.
Can Alucard be a companion or ally?
Yes. He is a reluctant, lawful-neutral hunter of his own kind, which makes him a natural temporary ally against any vampire or undead lord. Run him as an NPC duelist who fights at the party's side, or use the Sable companion block to give him his grave-mist hound.
How do I stop his Regeneration?
Deal radiant damage or hit him with holy water at any point during the round. That suppresses his 10-HP-per-turn heal on his next turn, and reducing him to 0 with radiant damage is the only way to actually destroy him rather than knock him out to regrow.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
The Legend
In Your Campaign
CR Range: 5-15 (depending on undead type)
Encounter Design: Alucard creates encounters that blend combat with horror. Use dim lighting, environmental storytelling (scattered equipment of previous victims), and mechanics that emphasize the wrongness of undeath — resistance to pain, relentless pursuit, abilities that corrupt the living.
Campaign Hooks: A noble family's dark secret. A battlefield that won't stay quiet. A necromancer's masterwork that has developed independent will.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Frequently Asked Questions
What scale is the Alucard miniature available in?
Alucard is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Alucard STL file presupported?
Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.
Can I use Alucard in my D&D or tabletop RPG campaign?
Absolutely. Alucard is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.
Played Alucard at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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