Mind Flayer, Vampire (CR 9)

Medium Undead
Alignment: Always chaotic evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +20, and Spot +22
Languages: telepathy 100 ft.


AC: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Hit Dice: 8d12 (52 hp); DR: 10/magic and silver
Fort +2, Ref -, Will -
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Tentacle +10 melee or slam +10 melee
Full Attack: Tentacle +10 melee and 3 tentacles +10 melee and slam +8 melee
Damage: Tentacle 1d4+4 and energy drain, Slam 1d6+2
Special Attacks/Actions: Blood drain, energy drain, extract, improved grab, mind blast
Abilities: Str 18, Dex 22, Con -, Int 17, Wis 15, Cha -
Special Qualities: fast healing 5, resistance to cold 10, resistance to electricity 10, SR 25, turn resistance +4, undead traits
Feats: Alertness; Improved Initiative; Multiattack; Weapon Finesse
Skills: Bluff +21, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting in character), Hide +21, Intimidate +13, Knowledge (any) +14, Listen +20, Move Silently +22, Search +8, Sense Motive +16, and Spot +22
Advancement: 9-24 HD (Medium)
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: None

Source: Lords of Madness

Blood Drain (Ex): A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution damage and gaining S temporary hit points per point drained during each round that it keeps at least one tentacle attached.

Energy Drain (Su): Living creatures hit by a vampiric mind flayer's tentacles or slam attack gain two negative levels. For each negative level bestowed, the vampiric illithid gains 5 temporary hit points. This energy drain ability can be used once per round.

Extract (Ex): An illithid vampire that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads.

Improved Grab (Ex): To use this ability, an illithid vampire must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold, attaches the tentacle to the opponent's head, and drains blood (see below). A vampiric illithid can grab a Huge or larger creature only if it can somehow reach the foe's head.

If an illithid vampire begins its turn with at least one tentacle attached, it drains blood and can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the illithid vampire gets a +2 circumstance bonus on the grapple check for every tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp): A vampiric illithid can discharge a devastating psionic attack in the form of a 60-foot cone. Anyone caught in this cone must succeed on a DC 16 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.

Fast Healing (Ex): A vampiric mind flayer heals 5 points of damage per round as long as it has at least 1 hit point. If reduced to 0 or fewer hit points, it is destroyed.

An illithid vampire uses every conceivable trick and power at its disposal when confronting prey. Although they are not patient creatures by temperament, they can stalk victims for days before striking. Once combat is joined, a vampire quickly seeks to disable as many foes as possible. If necessary, it strikes and then retreats, hoping to burden its prey with wounded or incapacitated figures before making its final assault.

A vampiric illithid's natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.

Vampiric mind flayers are enigmas. Their origins are unknown, as they cannot spawn other vampires. They need both fresh blood and fresh brains to survive. Furthermore, they are feral, unreasoning killers, with no hint of the formidable intellect they possessed in life. Whatever process transforms a mind flayer into a vampiric state also destroys its rationality.

An illithid vampire presents a dire threat to any living thing it encounters. Its hunger for blood and brains is limitless and beyond reason. While it lacks the cold genius it once possessed, the creature is astoundingly cunning, and its inventiveness is marched only by its savagery.

A vampire mind flayer is a unique and specific form of undead more like a wight or a wraith than a vampire. It is not derived from adding the vampire template to a mind flayer.