Here comes the lord of darkness.
Lord Dracula, First Form Level 26 Solo Artillery
Medium natural humanoid (undead) XP -
HP 960; Bloodied 480, see dark metamorphosis
Initiative +17
AC 40, Fortitude 35, Reflex 39, Will 41
Perception +21, Darkvision
Speed 7, climb 4 (spider climb), fly 7 (altitude limit 2, hover), teleport 6
Immune disease, poison; Resist 20 necrotic
Vulnerable 10 radiant
Saving Throws +5; Action Points 2
Traits
Burned by Sunlight (radiant)
Whenever Dracula starts his turn in direct sunlight, he takes 5 radiant damage.
Bearer of the Crimson Stone
Whenever Dracula ends his turn, any effect on it ends. Whenever Dracula would be dominated, petrified or knocked unconscious, he is stunned instead.
Vampiric Speed
On an initiative count of 10 + his initiative check, Dracula takes a standard, a move, or a minor action of his choice as a free action. If Dracula cannot use a free action as a result of an effect, that effect ends immediately, instead of him taking the action.
Standard Actions
m
Blood Sword Slash  At-Will
Attack: Melee 1 (one creature); +31 vs. AC
Hit: 6d8 + 24 damage.
Miss: 15 damage.
r
Hellfire Projectiles (fire)  At-Will
Attack: Ranged 10 (one or two creatures); +31 vs. Reflex
Hit: 4d10 + 12 fire damage and Dracula can push the target 1 square.
C
Hellfire Blast (fire, necrotic)  At-Will
Attack: Close blast 5 (creatures in the burst); +31 vs. Reflex
Hit: 4d10 + 12 fire and necrotic damage, and Dracula pushes the target up to 3 squares.
A
Demonic Explosion (fire, necrotic)  Encounter
Attack: Area burst 3 within 20 (creatures in the burst); +31 vs. Will, +31 vs. Reflex, +31 vs. Fortitude; if any of the attacks hit, resolve them as a single hit;
Hit (Reflex): 3d12 + 6 fire damage, and the target takes ongoing 15 fire damage (save ends);
Hit (Fortitude): 1d10 + 7 necrotic damage, and the target is weakened (save ends);
Hit (Will): The target is stunned until the end of Dracula's next turn.
Move Actions
Dance of illusions (psychic, illusion, teleportation)  At-Will
Effect: Each enemy adjacent to Dracula takes 15 psychic damage, and he teleports up to 6 squares.
Minor Actions
C
Swarm of Bats (teleportation)  Recharge  5-6
Attack: Close Blast 5 (enemies in blast); +31 vs. Fortitude
Hit: 4d6 + 4 damage, and the target is blinded (save ends).
Miss: Half damage.
Effect: Dracula teleports to a square in the blast and is invisible until the start of his next turn.
Triggered Actions
Dark Metamorphosis  Encounter
Trigger: Dracula is first bloodied.
Effect (No Action): Dracula recharges demonic explosion and can use it immediately, if he wants to. He then turns into his second form. All damage taken carry over to the new form, but none of the harmful effects do.
Lord of Darkness  At-Will
Trigger: Dracula takes necrotic damage from an attack.
Effect (Immediate Reaction): Dracula can make a basic attack.
Skills Athletics +22, Arcana +28, Religion +28, Heal +21, Nature +21, Bluff +27, Dungeoneering +21, Insight +21, Diplomacy +27, History +28
Str 19 (+17) Dex 19 (+17) Wis 17 (+16)
Con 24 (+20) Int 30 (+23) Cha 28 (+22)
Alignment Evil Languages Romanian, French, Latin, German, Italian, Greek, Aramaic, Arabian, Draconic, Primordial, infernal, Supernal
Lord Dracula, Second Form Level 26 Solo Brute
Huge elemental beast (demon, undead) XP 45000
HP 980; Bloodied 490
Initiative +16
AC 40, Fortitude 41, Reflex 35, Will 39
Perception+16, Darkvision
Speed 7
Immune dominated, stunned, disease, poison; Resist 20 necrotic, 20 fire
Saving Throws +5; Action Points 2
Traits
Earthshaker (thunder)  Aura 3
While in the aura, squares of ground become difficult terrain. While Dracula is bloodied, any enemy that ends its turn in the aura takes 15 thunder damage.
Burned by Sunlight (radiant)
Whenever Dracula starts his turn in direct sunlight, he takes 5 radiant damage.
Bearer of the Crimson Stone
Whenever Dracula ends his turn, any effect on it ends. Whenever Dracula would be petrified or knocked unconscious, he is dazed instead.
Unstoppable
Dracula ignores difficult terrain. He can pass through blocking terrain, destroying the blocking terrain and turning it into difficult terrain. Each square of movement into blocking terrain costs 1 extra square of movement to enter.
Standard Actions
m
Slash  At-Will
Attack: Melee 3 (one creature); +31 vs. AC
Hit: 5d12 + 10 damage, and the target falls prone.
r
Fire Orb (fire)  At-Will
Attack: Ranged 10 (one creature); +29 vs. Reflex
Hit: 4d10 + 12 fire damage and Dracula can push the target 1 square.
M
Crush  Recharge  
Effect: Dracula jumps up to its speed. This movement does not provoke opportunity attacks. He can end the movement into enemy spaces. He makes the following attack against all enemies in his space at the end of the movement.
Attack: Melee 0; +29 vs. Reflex
Hit: 4d10 + 12 damage, and the target is knocked prone and grabbed. The target can’t stand up as long as it is grabbed. When the grab ends, the target is pushed out of Dracula’s square.
Miss: Half damage, and the target is pushed out of Dracula's square.
C
Storm Blade (thunder)  Encounter
Attack: Close blast 6 (creatures in the blast); +29 vs. Fortitude
Hit: 4d10 + 12 thunder damage, and the target is dazed and deafened (save ends both).
Miss: Half damage, and the target is dazed until the end of the Dracula's next turn.
Minor Actions
Frenzy  At-Will
Effect: Dracula can make a basic attack. Dracula sustains all his grabs, if any.
Triggered Actions
Throw Back  At-Will
Trigger: An enemy within 10 squares of the Dracula misses it with an area or a ranged attack.
Effect (Immediate Reaction): The triggering enemy must use the attack against itself.
Lord of Darkness  At-Will
Trigger: Dracula takes necrotic damage from an attack.
Effect (Immediate Reaction): Dracula can make a basic attack.
Skills Athletics +23, Endurance +22
Str 30 (+18) Dex 16 (+11) Wis 17 (+11)
Con 29 (+17) Int 19 (+12) Cha 27 (+16)
Alignment Chaotic Evil Languages -
Aaaaand that's all I can find. I love castlevania games and D&D, so making these monsters (ad testing them against my players) was a lot of fun to me. Hopefully someone else might find them useful.