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 |
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Can levitate vertically at 20’ / round.
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Can read thoughts of any creatures within 90’.
- Blocked by thin layer of lead or 2’+ rock.
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Has advantage on all saves vs magic, and all saves vs psionic / mental powers.
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Only communicates in strong emotions projected empathically.
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Immune to damage from non-magical weapons.
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Regenerates 3 hp at the start of each round until destroyed.
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At 0 hp, changes into cloud of mist and flees to coffin.
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Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
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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.