Mind Drinker Vampire
Mind Drinker Vampire CR: 4
STR
16 +3
DEX
18 +4
CON
12 +1
INT
19 +4
WIS
13 +1
CHA
14 +2
Innate Spellcasting (Psionics). It vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components.
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action. Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The vampire makes two attacks, only one of which can be its bite attack. Bite. Melee Weapon Attack +6 to hit, reach 5 ft, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit 7 1d6+4 piercing damage plus 7 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. Unarmed Strike. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit 8 1d8+4 bludgeoning damage. The vampire can also grapple the target (escape DC 13), if it is a creature and the vampire has one hand free. Mind Siphon (Recharges 5-6). The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 8d6 psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the targets general emotional state but not it's thoughts.
Suggested Environments
Any settlement, and Ravnica.
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