Regeneration. The vampire illithid regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire illithid takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Spider Climb. The vampire illithid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the vampire illithid has disadvantage on attack rolls and ability checks.
Multiattack. The vampire illithid makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage and the target must succeed on a DC 17 Constitution saving throw or lose 1d4 points of Intelligence and 1d4points of Wisdom. The vampire illithid regains hit points equal to the necrotic damage dealt.
Mind Blast (Recharge 5–6). The vampire illithid emits a wave of psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 27 (6d8) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Shapechanger. The vampire illithid can use its action to transform into a cloud of mist or back into its true form. While in mist form, the vampire illithid can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can pass through any space as narrow as 1 inch without squeezing.
The vampire illithid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The vampire illithid regains spent legendary actions at the start of its turn.
Detect. The vampire illithid makes a Wisdom (Perception) check.
Tentacle Attack. The vampire illithid makes a tentacle attack.
Mind Feed (Costs 2 Actions). The vampire illithid chooses a creature it has grappled. The creature must make a DC 17 Intelligence saving throw or take 21 (6d6) psychic damage. The vampire illithid regains hit points equal to half the damage dealt.
Description
The twisted result of an ill-fated experiment, vampire illithids are a fusion of vampiric essence and mind flayer heritage. Insane and utterly malevolent, they combine the cunning of their illithid progenitors with the unholy power of vampirism.
These horrors stalk the shadows of the Underdark, seeking both blood and brain matter to sustain their existence. Their undead nature has severed their connection to the elder brain, but their hunger drives them to instinctively seek out and destroy life wherever it hides.
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