Cerebral Vampire (5e Creature)

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Cerebral Vampire[edit]

Medium undead (shapechanger), lawful evil


Armor Class 15 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 15 (+2)

Saving Throws Dex +8, Int +7, Wis +6
Skills Medicine +10, Perception +6, Stealth +8
Proficiency Bonus +4
Damage Resistances necrotic, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 16
Languages the languages it knew in life
Challenge 10 (5,900 XP)


Shapechanger. Shapechanger. If the vampire isn't in sunlight, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (1/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. This restriction does not apply to public buildings and places of business.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Repelled by Alcohol. The scent of alcohol repels the vampire and it cannot approach within 20 feet of it.

ACTIONS

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature or a creature confused by the vampire, incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) psychic damage and the target must make a DC 15 Intelligence saving throw or gain a form of short-term madness. Creatures repeatedly driven mad by this attack might instead gain a form of long-term or indefinite madness at the DM's discretion. The vampire regains hit points equal to the psychic damage dealt.
A humanoid creature slain by this attack and then buried into the ground rises the following night as a ghoul under the vampire's control.

Confusing Strike (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Wisdom saving throw or it can't take reactions until the end of its next turn. On its turn, the target can't move and it uses its action to make a melee or ranged attack against a randomly determined creature within its range. If the target can't attack, it does nothing on its turn.

Hypnotic Gaze. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the vampire. While charmed, the creature is incapacitated and has a speed of 0 feet. Each time the vampire or the vampire's allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed.

Children of the Coast (1/Day). While outside, the vampire magically calls 3d8 seagulls (use the hawk statistics) or 3d6 wolves. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its commands. The beasts remain for 1 hour, until the vampire dies or until the vampire dismisses them as a bonus action.


Of all the evil, undead creatures that stalk the world, few are more terrible than the dread cerebral vampires of Dominia. They do not feed upon blood, but sustain themselves by absorbing the mental energies of their victims. Only the lord of Dominia, Doctor Daclaud Heinfroth, knows the secret behind their creation. Cerebral vampires share similarities with the standard vampire: The creatures appear as normal human beings but cast no reflection in a glass, throw no shadows, and move about in complete silence. However, holy water, running water and garlic have no effect on them.
Cerebral vampires are found almost exclusively on the island of Dominia. When encountered elsewhere, they are always on some mission for their master, Daclaud Heinfroth.
All of Heinfroth's minions are young men and women. Because of their role as orderlies and nurses in his asylum, they move among the patients in gray robes and wearing masks painted with unfeelingly happy faces. They never go armed, depending upon their vampiric powers and abilities to overcome their enemies. Cerebral vampires do not have the ability to turn people into vampire spawn, as only Heinfroth knows the secret of how to create more cerebral vampires. People killed by cerebral vampires rise as ghouls instead.

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