Guildmasters Guide To Ravnica

(Jeff_L) #1
MIND DRINKER V AMPIRE

Whe n vampires join House Dimir, they can learn to si-
phon mental energy and memories along with the blood
of their victims. They also study the magic favored by
Dimir mind mages, giving them a powerful combination
of abilities ideal for espionage and infiltration.
Szadek's Heirs. The founder of House Dimir, Szadek,
was the first of the so-called mind drinkers. His secrets
are passed on only to other members of his guild, and
mind drinkers who leave House Dimir become enemies
of the guild-the only exceptions to a rule that prohibits
mind drinkers from feeding on others of their kind.
CeJJ Leaders. Thanks to their particular gifts. mind
drinkers are often placed as leaders of small cells of
covert Dimir operatives. They rarely trust their own
agents, though, and often follow their cell members to
make sure those members carry out missions as or-
dered. T he most suspicious vampires might even siphon
thoughts from their subordinates to detect any hint
of betrayal.

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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
16 (+3)

DEX
18 (+4)

CON
12 (+1)

INT
19 (+4)

Saving Throws Dex +6, Int +6, Wis +3

WIS
13 (+1)

CHA
14 (+2)

Skills Decept ion +4, Insight +3, Perception +3, Stealth +6
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages t he 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-
itated, or restrained. Hit: 7 (ld6 + 4) piercing damage plus 7
(2d6) necrotic damage.
The target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the vampire regains hit
points equal to that amount. The reduction lasts until the tar·
get finishes a long rest. The target dies if its hit point maximum
is reduced to 0.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (ld8 + 4) bludgeoning damage. The vampire
can also grapple the target (escape DC 13) if it is a creature and
the vampire has a hand free.

Mind Siphon (Recharge 5-6). The vampire targets a creature
it can see within 30 feet of it. The target must make a DC 14
Intelligence saving throw, with disadvantage if the vampire
has previously consumed the target's blood. On a failed save,
the target takes 28 (8d6) psychic damage, and the vampire
discerns the target's surface emotions and thoughts. On a
successful save, the target takes half as much damage, and the
vampire discerns the target's general emotional state but not
its thoughts.
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