4.0 KiB
4.0 KiB
title, description, date_pub, section, subsection, content_type, short_code, hd
| title | description | date_pub | section | subsection | content_type | short_code | hd |
|---|---|---|---|---|---|---|---|
| Master Vampire Neurovore | The master vampire creature for OSR gaming. | 2025-10-26T19:21:55-04:00 | bestiary | vampires | feature | bvmn | 10 |
An ancient, undead creature that survives by drinking the blood of others, can cast spells with their blood, and is turning into a neurovore.
| Hit Dice | 10d10*** (55 hp) |
| Armor Class | 20 |
| Movement | 40' any direction |
| Attacks | 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze |
| Alignment | Chaotic |
| Save | 6 (10) |
| Morale | 12 |
!!!include(bestiary/vampire.md)!!!
- Must Save at the beginning of each round in direct sunlight or lose 2 HD.
- Partly blinded while in sunlight (disadvantage on attack).
Spellcasting
- Can cast any known spell by shedding blood (1 hp / spell level).
- Carries a spell book (or equivalent) with known spells in it.
Known Spells
-
First level:
-
Second level:
-
Third level:
-
Fourth level:
-
Fifth level
Transformation
The master vampire is transforming into a neurovore over the course of 3 "planar hours" (realtime gameplay hours, less time away from the table), gaining a new power at the end of each hour.
- At the end of hour 1, they gain telepathy out to 120 feet, the ability to levitate vertically at will 20' / round, and the following psionic power (which can be used 3x per day):
- Blast: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must Save or be paralyzed for 1d12 minutes.
- At the end of hour 2, they gain advantage on all saves vs magic and all saves vs psionic / mental powers, along with the following psionic power (which can be used 3x per day):
- Bolt: Target within 60' must Save vs Spells or take 3d6 damage.
- At the end of hour 3, they gain the ability to make an attack with each tentacle for 1d2 damage (plus the chance to perform a Brain Grab), and the following psionic power (which can be used 3x per day):
- Control: Target within 30' must Save or come under the mental control of the master vampire neurovore for 1d6 rounds.
- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
- Control: Target within 30' must Save or come under the mental control of the master vampire neurovore for 1d6 rounds.
Brain Grab
On a critical hit while attacking with a tentacle, it latches onto the target, preventing their escape and extracting (and devouring) the their brain in 1d4 rounds.