Neurovore Vampire

An undead feral, psionic, bipedal cephalopod from another universe, cursed with vampirism.

Hit Dice 8**** (36 hp)
Armor Class 15
Attacks 4 (+7) @ 1d2 + energy drain + brain grab (tentacle) or 1 psionic power
Movement 40’ any direction / 20’ levitate
Save 8 (8)
Morale 7
Alignment Any
  • Can levitate vertically at 20’ / round.

  • Can read thoughts of any creatures within 90’.

    • Blocked by thin layer of lead or 2’+ rock.
  • Has advantage on all saves vs magic, and all saves vs psionic / mental powers.

  • Only communicates in strong emotions projected empathically.

  • Immune to damage from non-magical weapons.

  • Regenerates 3 hp at the start of each round until destroyed.

  • At 0 hp, changes into cloud of mist and flees to coffin.

  • Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.

  • Despises light sources, must attack any creature holding a light if possible (disadvantage if attacking others).

Brain Grab

On a critical hit while attacking with a tentacle, it latches onto the target, preventing their escape and extracting (and devouring) the their brain in 1d4 rounds.

Psionic Powers

Each of the following may be used up to 3 times per day.

  • Control: Target within 30’ must Save vs Paralyze or come under the mental control of the neurovore for 1d6 rounds.
    • Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
  • Blast: All targets in 60’ cone (5’ wide at the mouth, 20’ wide at far end) must Save vs Paralyze or be paralyzed for 1d12 minutes.
  • Bolt: Target within 60’ must Save vs Spells or take 3d6 damage.

Energy Drain

Damage inflicted by this attack reduces the target’s maximum HP.

  • A humanoid killed by this ability becomes a vampire in 3 days.
  • The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

Shapeshift

Can change into other forms at will.

  • Each change takes 1 round.
  • Can take humanoid form, or form listed below.
  • Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.

Cloud of Mist

Hit Dice 7** (31 hp)
Armor Class 17
Movement 60’ flying
Attacks None
Saving Throws D8 W9 P10 B10 S12 (7)
Morale 11
  • Immune to all weapons while in this form.
  • Unable to attack while in this form.

Weaknesses

  • Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
    • Cannot rest in a blessed coffin.
  • Repelled by odor of garlic, must Save vs Death each round to attack.
  • Unable to come within 10’ of a wielded holy symbol.
    • May attack wielder from another angle, if possible.
  • Unable to cross running water except via a bridge or while carried inside coffin.
  • Unable to enter a private residence without being invited.
  • Does not cast a reflection or shadow.
    • Tends to avoid mirrors.
  • Partly blinded by light from Continual Light spell (-4 to attack).
  • Burned by holy water (1d6+1 damage per vial).
  • May be permanently killed by:
    • a stake in the heart,
    • being immersed in water for 1 turn, or
    • being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).

Notes

  • The process of becoming a vampire shatters the neurovores sanity, limiting access to certain vampiric abilities (ex: Charming Gaze).
  • Prefers to hide in shadows, paralyzing victims with psionic blast before leaping on them and using their tentacles to devour their victim’s brain.