Medium Undead (Shapechanger, Vampire), Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft., Fly 60 ft. (hover)
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +5, WIS +5, CHA +7
Skills Arcana +7, Deception +8, Insight +6, Perception +6
Damage Resistances Necrotic, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Gundarak, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Regeneration. The cerebral vampire regains 10 hit points at the start of its turn if it has at least 1 hit point.

Magic Resistance. The cerebral vampire has advantage on saving throws against spells and other magical effects.

Innate Hypnosis. A creature that is within 30 feet of the cerebral vampire and can see its eyes must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. The charmed creature regards the vampire as a trusted ally and is unaware that it has been charmed. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the vampire is incapacitated or if the target is attacked or harmed by a creature it can see.

Gaseous Form. When the cerebral vampire drops to 0 hit points, it assumes a gaseous form. It becomes immune to all damage, can pass through small openings, and cannot take actions. The vampire can return to its coffin to re-form in 8 hours. If it cannot reach its coffin in that time, it is destroyed.

Sunlight Sensitivity. The cerebral vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight, when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight.

Actions

Multiattack. The cerebral vampire makes two attacks: one with its Fangs and one with its Mind Blast.

Fangs. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) piercing damage plus 9 (2d8) psychic damage. The target must make a DC 16 Intelligence saving throw or be confused, as if under the effect of a confusion spell, for 1 minute, take 2d8 psychic damage, and the cerebral vampire regains hit points equal to half the damage dealt. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s Intelligence or Wisdom score is reduced to 0 by this attack, the target rises as a ghoul under the vampire's control at the next dawn. The ghoul remains under the vampire's control unless the vampire is destroyed, at which point the ghoul becomes self-willed.

Mind Blast (Recharge 5-6). The cerebral vampire releases a blast of psychic energy in a 60-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw or take 22 (4d10) psychic damage and become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Minions (1/Day). The cerebral vampire can summon 1d4wolves or 10d10 seagulls to aid it. The creatures arrive in 1d6 rounds and remain for 1 hour or until destroyed.

Legendary Actions

The cerebral vampire can take 2 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 cerebral vampire regains spent legendary actions at the start of its turn.

Mind Lash. The cerebral vampire targets one creature within 60 feet of it that it can see. The target must make a DC 16 Intelligence saving throw or take 13 (3d8) psychic damage.

Hypnotic Gaze. The cerebral vampire forces a creature it can see within 30 feet to make a DC 16 Wisdom saving throw. On a failed save, the target is charmed by the vampire for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Flee (Costs 2 Actions). The cerebral vampire disengages or takes the Dash action.

Description

Habitat/Society

Cerebral vampires are most often found on the island of Dominia, in the service of their dark master, Daclaud Heinfroth. They are typically used as enforcers or agents to carry out the lord’s bidding, often appearing in the guise of unassuming orderlies within his asylum. These creatures are cunning and manipulative, using their hypnotic powers to control and subjugate others.

They are solitary in nature but can sometimes be found in small groups of 1-4 cerebral vampires. These groups will often be dispatched on missions to hunt down those who might threaten Heinfroth's interests or to retrieve knowledge and secrets that Heinfroth desires.


Ecology

Cerebral vampires are an abomination to the natural order, feeding not on blood but on the cerebral fluids of their victims, draining their minds to the brink of madness and undeath. Their victims are transformed into ghouls under the vampire's control, which raises unsettling questions about the origins of this strange breed of vampire.

In the greater world, cerebral vampires have no ecological function, serving instead as agents of chaos and corruption. They exist solely to further the twisted schemes of Daclaud Heinfroth. However, their presence often has a destabilizing effect on the minds and societies they infiltrate, leaving behind madness and the decayed remnants of once-intelligent beings.

Those who have encountered them often describe the creatures' silent, oppressive nature—always present but never fully seen—leaving a sense of unease that lingers far longer than the vampire itself.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the cerebral vampire can take a lair action to cause one of the following effects; the vampire can't use the same effect two rounds in a row:

  • Psychic Rift. The cerebral vampire opens a rift in the air, causing 3d6 psychic damage to all creatures of its choice within 30 feet.
  • Dark Thought. The cerebral vampire invades the mind of a creature within 30 feet, forcing it to make a DC 16 Wisdom saving throw or take 2d8 psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Summon Ghouls. The cerebral vampire can summon 1d4 ghouls to fight on its behalf. These ghouls remain for 1 hour or until destroyed.

Monster Tags: Shapechangerundead

Habitat: ForestHillMountainUrban

Dracopolis

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