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Mind Flayer, Vampire

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The Topaz Order

The Topaz Order

Illus. by J. Nelson

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MIND FL AY ER , VAMPIRE

Medium Undead Hit Dice: 8d12 (52 hp) Initiative: +10 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 23 (+6 Dex, +7 natural), touch 16, fl at-footed 17 Base Attack/Grapple: +4/+8 Attack: Tentacle +10 melee (1d4+4 and energy drain) or slam +10 melee (1d6+6 and energy drain) Full Attack: Tentacle +10 melee (1d4+4 and energy drain) and 3 tentacles +10 melee (1d4+4) and slam +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast Special Qualities: Damage reduction 10/ magic and silver, darkvision 60 ft., fast healing 5, resistance to cold 10, resistance to electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits Saves: Fort +2, Ref +8, Will +9 Abilities: Str 18,

Dex 22, Con —, Int 7, Wis 17, Cha 15 Skills: Bluff +21,

Concentration +17,

Diplomacy +9, Disguise +5 (+7 acting in character), Hide +21,

Intimidate +13, Knowledge (any) +14, Listen +20,

Move Silently +22, Search +8,

Sense Motive +16, Spot +22 Feats: Alertness, Improved Initiative, Multiattack, Weapon FinesseB Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always chaotic evil Advancement: 9–24 HD (Medium) Level Adjustment: —

Vampire illithid

Humanoid in shape, this gaunt, hairless creature has mottled gray skin, a hunched posture, and long, dangerous-looking talons for hands. Its face is a thing out of a nightmare, a fl attened octopoid head with four long, writhing tentacles where the mouth should be. Its colorless eyes glitter with feral hunger. Vampiric mind fl ayers are enigmas. Their origins are unknown, as they cannot spawn other vampires. They need both fresh blood and fresh brains to survive. Furthermore, they are feral, unreasoning killers, with no hint of the formidable intellect they possessed in life. Whatever process transforms a mind fl ayer into a vampiric state also destroys its rationality. An illithid vampire presents a dire threat to any living thing it encounters. Its hunger for blood and brains is limitless and beyond reason. While it lacks the cold genius it once possessed, the creature is astoundingly cunning, and its inventiveness is matched only by its savagery.

A vampiric mind fl ayer is a unique and specifi c form of undead, more like a wight or a wraith than a vampire. It is not derived from adding the vampire template to a mind fl ayer.

COMBAT

An illithid vampire uses every conceivable trick and power at its disposal when confronting prey. A lt hough they are not patient creatures by temperament, they can stalk victims for days before striking. Once combat is joined, a vampire quickly seeks to disable as many foes as possible. If necessary, it strikes and then retreats, hoping to burden its prey with wounded or incapacitated fi gures before making its fi nal assault. A vampiric illithid’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Blood Drain (Ex): A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution damage and gaining 5 temporary hit points per point drained during each round that it keeps at least one tentacle attached. Energy Drain (Su): Living creatures hit by a vampiric mind fl ayer’s tentacles or slam attack gain two negative levels. For each negative level bestowed, the vampiric illithid gains 5 temporary hit points. This energy drain ability can be used once per round. Extract (Ex): An illithid vampire that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs,

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