Mind Drinker Vampire Species in The True Dark Ages | World Anvil

Mind Drinker Vampire

Mind Drinker Vampire CR: 4

Medium undead, neutral evil
Armor Class: 14
Hit Points: 55 10d8+10
Speed: 30 ft , fly: 30 ft , can hover

STR

16 +3

DEX

18 +4

CON

12 +1

INT

19 +4

WIS

13 +1

CHA

14 +2

Saving Throws: Dex +6, Int +6, Wis +3
Skills: Deception +4, Insight +3, Perception +3, Stealth +4
Damage Resistances: Necrotic
Senses: Darkvision 60 ft, passive Perception 13
Languages: The languages it knew in life
Challenge Rating: 4

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.

At will: Message

1/day: Gaseous Form, Major Image

3/day: Charm Person, Hold Person, Mirror Image, Sleep


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.

Mind Drinker Vampires are a type of vampire that had originally crossed from one world to ours. They can trace their ancestry to the world of Ravnica, and a group called House Dimir. The first was a creature called Szadek, who proceeded to teach the rest. They monitor other Dimir groups and can wipe the minds of those who know too much about the House in general.   After a time, a blood drinker vampire found an indebted individual had crossed over a portal threshold from Ravnica to Earth. The blood drinker crossed too, along with a Mind Drinker Vampire. One to kill the mark, and the other to wipe the minds of those who encountered the mark or themselves. Unfortunately both fed on locals, and before leaving had left traces of themselves behind. The mind drinker was sent to also prevent all involved finding out about House Dimir in particular, especially with the blood drinker.   They are known to have less of the strengths of vampire lords, and some of the weaknesses too. They hate the sun and are affected by it when in the presence of it. Nearly all have some type of innate spellcasting that aids them on their tasks.

Suggested Environments

Any settlement, and Ravnica.

Related Organizations

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