Page 161 - Lords of Madness: The Book of Aberrations
P. 161

Vampiric mind flayers are enigmas. Their origins are unknown,

                    MIND FLAYER, VAMPIRE                         as they cannot spawn other vampires. They need both fresh
               Medium Undead                                     blood and fresh brains to survive. Furthermore, they are feral,
               Hit Dice: 8d12 (52 hp)                            unreasoning killers, with no hint of the formidable intellect
               Initiative: +10                                   they possessed in life. Whatever process transforms a mind

               Speed: 30 ft. (6 squares), climb 20 ft.           flayer into a vampiric state also destroys its rationality.

               Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed     An illithid vampire presents a dire threat to any living thing
                 17                                              it encounters. Its hunger for blood and brains is limitless and
               Base Attack/Grapple: +4/+8                        beyond reason. While it lacks the cold genius it once possessed,
                                                                 the creature is astoundingly cunning, and its inventiveness is
               Attack: Tentacle +10 melee (1d4+4 and energy drain) or slam
      CHAPTER 8  NEW   MONSTERS  Full Attack: Tentacle +10 melee (1d4+4 and energy drain) and   matched only by its savagery.    A vampiric mind
                 +10 melee (1d6+6 and energy drain)
                 3 tentacles +10 melee (1d4+4) and slam +8 melee (1d6+2)

                                                                                                 flayer is a unique

               Space/Reach: 5 ft./5 ft.
                                                                                                   and specific form
               Special  Attacks:  Blood  drain,  energy  drain,  extract,
                                                                                                   of undead, more
                 improved grab, mind blast                                                         like  a  wight  or
               Special  Qualities:  Damage  reduction  10/                                        a  wraith  than  a
                 magic and silver, darkvision 60 ft., fast                                      vampire.  It  is  not
                 healing 5, resistance to                                                     derived  from  adding
                 cold  10,  resistance                                                        the vampire template

                 to  electricity  10,                                                         to a mind flayer.
                 spell resistance 25,
                 telepathy  100  ft.,                                                         COMBAT
                 turn resistance +4,                                                         every  conceivable  trick
                                                                                              An illithid vampire uses
           Illus. by J. Nelson  Saves: Fort +2, Ref                                        and power at its disposal
                 undead traits
                 +8, Will +9
                                                                                               when  confronting
                                                                                                 prey.  Although
               Abilities: Str 18,
                                                                                                 they  are  not  pa-
                 Dex  22,  Con
                 —,  Int  7,  Wis                                                                tient  creatures  by
                 17, Cha 15                                                                     temperament, they
               Skills:  Bluff  +21,                                                           can  stalk  victims  for
                 Concentration +17,                                                        days before striking. Once
                 Diplomacy +9, Dis-                                                      combat  is  joined,  a  vampire
                 guise  +5  (+7  acting                                               quickly seeks to disable as many
                 in character), Hide +21,                                         foes as possible. If necessary, it strikes
                 Intimidate  +13,  Knowl-                                    and then retreats, hoping to burden its prey
                 edge (any) +14, Listen +20,                              with  wounded  or  incapacitated  figures  before

                 Move Silently +22, Search +8,                            making its final assault.

                 Sense Motive +16, Spot +22                                 A vampiric illithid’s natural attacks are treated
               Feats: Alertness, Improved Initia-   Vampire illithid      as magic weapons for the purpose of overcoming
                 tive, Multiattack, Weapon Finesse B             damage reduction.
               Environment: Underground                            Blood  Drain  (Ex):  A  vampiric  illithid  that  attaches  a
               Organization: Solitary                            tentacle to its foe drains blood, dealing 1d4 points of Consti-
               Challenge Rating: 9                               tution damage and gaining 5 temporary hit points per point
               Treasure: None                                    drained during each round that it keeps at least one tentacle
               Alignment: Always chaotic evil                    attached.
               Advancement: 9–24 HD (Medium)                       Energy Drain (Su): Living creatures hit by a vampiric mind
               Level Adjustment: —                               flayer’s tentacles or slam attack gain two negative  levels. For

                                                                 each negative level bestowed, the vampiric illithid gains 5
               Humanoid in shape, this gaunt, hairless creature has mottled   temporary hit points. This energy drain ability can be used
               gray skin, a hunched posture, and long, dangerous-looking talons   once per round.
               for hands. Its face is a thing out of a nightmare, a fl attened octo-    Extract (Ex): An illithid vampire that begins its turn with
               poid head with four long, writhing tentacles where the mouth   all four tentacles attached and that makes a successful grapple
               should be. Its colorless eyes glitter with feral hunger.  check automatically extracts the opponent’s brain, instantly
                                                                 killing that creature. This power is useless against constructs,
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