Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
the languages it knew in life
Resistances & Immunities
Traits
Legendary Resistance (3/Day)
If the vampire fails a saving throw, it can choose to succeed instead.
Levitate
As a bonus action, the vampire can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the vampire doesn’t need to concentrate to continue levitating each round.
Regeneration
The vampire regains 20 hp at the start of its turn if it has at least 1 hp and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Spider Climb
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses
The vampire has the following flaws:
* Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
* Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
* Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
* Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
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.
Knowledge Keepers
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.
Multiattack
The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault.
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. |
Psychic Pulse (Costs 3 Actions)
The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn.
Legendary Actions
Move
The vampire moves up to its speed without provoking opportunity attacks. If it uses this legendary action while levitating, the vampire can move up to half its speed horizontally instead.
Psychic Pulse
The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn.
Unarmed Strike
+9 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 bludgeoning damage.
The vampire makes one unarmed strike.
About Psychic Vampire
Psychic Vampire is a medium undead with a Challenge Rating of 13. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 144 hit points (derived from 17d8+68).
Psychic Vampire has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Psychic Vampire
1 tips available
GM Tips: Using Psychic Vampire
When using Psychic Vampire in your D&D 5e campaign, consider these tactical approaches:
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Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.
Player Guide: Facing Psychic Vampire
1 strategies available
Player Guide: Facing Psychic Vampire
When your party encounters this creature, keep these strategies in mind:
-
Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 13.
Solo Encounter:
A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 18,200 XP
- Hard: 27,300 XP
- Deadly: 36,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Psychic Vampire?
- Psychic Vampire has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
- What type of creature is Psychic Vampire?
- Psychic Vampire is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Psychic Vampire speak?
- Psychic Vampire can communicate in the languages it knew in life.
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