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 each round to attack while nearby.
  • 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 (disadvantage on attack).
  • Burned by holy water (1d6+1 damage per vial).
  • Loses 1 hp per round and cannot regenerate while completely submerged in water.
    • Destroyed if reduced to 0 hp while submerged.
  • While exposed to direct sunlight, must Save at the beginning of each round or lose 2 HD (along with an equivalent number of hit points) and become frightened of the sun.
    • If unable to move, no saving throw can be made, damage is automatic.
    • Partly blinded while in sunlight (disadvantage on attack).
  • If heart is punctured by a wooden stake, loses 8 HD (along with an equivalent number of hit points).
    • If stake is removed, damage is recovered as above.
  • If heart is punctured by a silver blade, loses 1 HD per round while blade remains (along with an equivalent number of hit points).
    • If silver blade is removed, damage is recovered as above.
  • If head is removed, loses 7 HD (along with an equivalent number of hit points).
    • If decapitated head is replaced, reattaches during long rest in coffin.
    • Once head is reattached, subsequent long rests in coffin can recover damage as above.
    • If decapitated head is stuffed with garlic, loses additional 1 HD.
    • Head cannot be re-attached while stuffed with garlic.
  • If buried face-down at a crossroads, any HD and hit point loss is doubled.
  • While head is missing and/or heart is punctured by a stake or silver blade:
    • Cannot regenerate, and
    • Must Save at the beginning of each round or be stunned until the end of the round.

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.