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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