Monstros

Psychic Vampire

Medium Undead

Classe de Armadura:17
Pontos de Vida:144
Índice de Desafio:13

Atributos

FOR18+4
DES18+4
CON18+4
INT23+6
SAB15+2
CAR18+4

Ações

Multiattack

The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault.

Unarmed Strike

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Imprison Mind

The vampire chooses one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor.

Psychic Assault

The vampire chooses one creature it can see within 30 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and suffer memory loss, and the vampire regains hp equal to the psychic damage dealt. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. The target's memory loss can manifest in a variety of ways. Roll a d4 and consult the table below. If the target is already affected by one of these options, roll again, unless otherwise noted. The memory loss lasts until it is cured by a greater restoration spell or similar magic. | d4 | Memory Loss | |----|-------------| | 1 | The target forgets how to use a particular skill or tool. It has disadvantage on one random skill or tool proficiency. If the target is already affected by this memory loss, randomly choose an additional skill or tool proficiency to also be affected. | | 2 | The target forgets one of its current allies and now views the ally as hostile. If the target is already affected by this memory loss, choose an additional ally. | | 3 | The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. | | 4 | The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. |

Knowledge Keepers (1/Day)

The vampire magically calls 2d4 inklings or 1 paper golem swarm. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.