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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