Page 225 - Guildmasters' Guide to Ravnica
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MIND DRINKER VAMPIRE
Medium undead, neutral evil
Armor Class 14
Hit Points 55 (10d8 + 10)
Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 19 (+4) 13 (+1) 14 (+2)
Saving Throws Dex +6, Int +6, Wis +3
Skills Deception +4, Insight +3, Perception +3, Stealth +6
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 4 (1, 100 X P)
Innate Spe//casting (Psionics). The vampire's innate spellcast-
ing ability is Intelligence (spell save DC 14). It can innately cast
the following spells, requiring no components:
At will: message
3/day each: charm person, hold person, mirror image, sleep
l/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire
can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the vampire has dis-
advantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Multiattack. The vampire makes two attacks, only one of which
can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire, incapac-
MIND DRINKER VAMPIRE itated, or restrained. Hit: 7 (ld6 + 4) piercing damage plus 7
(2d6) necrotic damage.
When vampires join House Dimir, they can learn to si- The target's hit point maximum is reduced by an amount
phon mental energy and memories along with the blood
equal to the necrotic damage taken, and the vampire regains hit
of their victims. They also study the magic favored by points equal to that amount. The reduction lasts until the tar·
Dimir mind mages, giving them a powerful combination get finishes a long rest. The target dies if its hit point maximum
of abilities ideal for espionage and infiltration. is reduced to 0.
Szadek's Heirs. The founder of House Dimir, Szadek,
was the first of the so-called mind drinkers. His secrets Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
are passed on only to other members of his guild, and one target. Hit: 8 (ld8 + 4) bludgeoning damage. The vampire
mind drinkers who leave House Dimir become enemies can also grapple the target (escape DC 13) if it is a creature and
of the guild-the only exceptions to a rule that prohibits the vampire has a hand free.
mind drinkers from feeding on others of their kind. Mind Siphon (Recharge 5-6). The vampire targets a creature
CeJJ Leaders. Thanks to their particular gifts. mind it can see within 30 feet of it. The target must make a DC 14
drinkers are often placed as leaders of small cells of Intelligence saving throw, with disadvantage if the vampire
covert Dimir operatives. They rarely trust their own has previously consumed the target's blood. On a failed save,
agents, though, and often follow their cell members to the target takes 28 (8d6) psychic damage, and the vampire
make sure those members carry out missions as or- discerns the target's surface emotions and thoughts. On a
dered. The most suspicious vampires might even siphon successful save, the target takes half as much damage, and the
thoughts from their subordinates to detect any hint vampire discerns the target's general emotional state but not
of betrayal. its thoughts.
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