Psychic Vampire – Psionic Horror for D&D 5th Edition

“The Darkness Comes!”

“Our knowledge of the universe is but an insignificant dot upon the bleak and endless canvas that is true reality.  That said, outside knowledge of realms beyond the veil of knowledge leak into our own mythology.  What we rationalize as ‘vampires’ is rooted in an ancient creature, far more insidious than anything we could ever comprehend.  Entities from beyond the stars that drain their victims into soulless husks have existed for unfathomable aeons before any of us could have existed.  In fact, you’ve all been an excellent audience for them.  They’re all yours, my eldritch friends!” – A Dread Cultist, posing as an Astronomer at a summit.


No one for certain knows what psychic vampires truly are.  Many theorize they’re the progenitors of the vampires we have grown accustomed to on the material plane.  Perhaps they’re created from a separate evolution of vampirism, changing drastically as it infects the cosmos beyond.  While these fiends are true undead creatures, their features and means of action are far too alien to relate to anything we know of.  However, their basic needs match much of what we know of the material plane vampire; they are parasitic horrors that leech off our life force to survive.  Whether through using their innate psychic talents to lure creatures into their grasp or using brute force to bend victims to their will, these creatures find ways to restrain a victim before draining them of all of their life.  Sometimes, victims are lucky enough to break free from the creature’s control before they are able to drain their victim to death.  However, these unfortunate souls are so badly scarred by mental trauma, they typically go insane.  Those unlucky enough to be slain by their power return as spawn under their control, exhibiting similar arrays of dark power.


Describing the psychic vampire is not an easy feat, as their shape is only barely humanoid in nature.  Its proportions are as ghastly as they are impossible, adding to the mystery of this strange beast.  However, it seems that a long tongue from its mouth analogue lashes against foes in an effort to hold them in place while their fangs channel draining powers.  Its gangly limbs suggest its capable of brisk sprints in order to track down and catch its foes with minimal effort.  However, several survivor accounts seem to suggest this creature is also highly intelligent, capable of crafting elaborate hunting strategies to weaken and eventually overpower its prey.  Creatures turned into psychic vampires look much like they did in life, save for a more pale and pallid skin tone and the slight crackling of psionic potential throughout their bodies.  In a sense, they look similar to the traditional vampire.

Author’s Note:  Here’s yet another contribution to my planar theme, this one blending lore from Lovecraft’s Star/Fire Vampires, Eternal Darkness Sanity’s Requiem, Doctor Who (Vampires of Venice, Curse of Fenric), Psychic Vampires and a handful of other influences to create a terrifying beasty.  With that, here’s a variant of my Vampyr I made back in October.  Enjoy!

Psychic Vampire

Medium aberrant undead (vampire), neutral evil

Armor Class 16 (natural armor)

Hit Points 125 (15d8+60)

Speed 30 ft.

STR 16 (+3) DEX 18 (+4) CON 18 (+4) INT 20 (+5) WIS 15 (+2) CHA 17 (+3)

Saving Throws.  STR +7, WIS +6, CHA +7

Skills. Deception +7, Stealth +8

Damage Resistances.  Necrotic; Bludgeoning/Piercing/Slashing damage from non-magical weapons

Damage Immunities.  Psychic.

Condition Immunities.  Charmed, Frightened, Sleep

Senses Blindsense 60 ft., Passive perception 12

Languages. Any it knew in life, plus Telepathy 120 ft.

Challenge 11 (7,200 XP)

Innate Psionics.  This creature is capable of channeling its psychic power in various ways.  Its saving throw is dictated by its intelligence modifier (DC 17)

At-Will: Armor of the Elder Plane*, Charm Person, Crown of Madness, Misty Step, Tongues

1/Day Each: Animate Dead, Fear, Hypnotic Pattern, Invisibility, Confusion

Shapechanger. If this vampire isn’t in sun light or running water, it can use its action to polymorph in to a whirling mass of psychic energy or back into its true form.

While in energy form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition , if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sun light or running water. lf the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn .

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Weakness. Despite not being a “true vampire”, it takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Poor Vision.  Psychic vampires have poor eye sight, unlike most actual vampires.  Any checks involving sight have disadvantage if outside of blindsight range.


Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a Drain Life attack.

Psi Strike (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) force damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).

Mental Shock (Vampire Form Only). Ranged Spell Attack (Recharge 5 or 6): +9 to hit, range 60  ft., one creature. Hit: 26 (5d8 + 4) psychic damage.  The hit creature must make a saving throw (DC 17) or become incapacitated until the start of the vampire’s next turn.

Drain Life (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (2d4 + 4) piercing damage plus 10 (3d6) psychic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.  A creature killed by this attack results in either becoming a psychic vampire 1d4 hours later or their essence restoring the vampire by 4d8 hit points.

*Functions as “Armor of Agathys”, but deals psychic damage instead.

Player Characters and NPCs as Psychic Vampires. 

Similar to the Monster Manual, you can apply the following to characters that are killed and resurrected as a result of a psychic vampire attack.  You gain the ability score bonuses listed below in addition to any abilities listed on the monster above (except Innate Psionics).  The following affects player characters in ways that might differ from the above stats.

  • Ability Scores: Intelligence is raised to 19 if it is not this high already.
  • Unarmed Strikes deal force damage instead of the regular damage and deal 1d8 each if they are not capable of reaching that high already.

Made by Doctor Necrotic, for Doctor Necrotic Media.  Eternal Darkness is a product of Nintendo and Silicon Knights.

Source: Mantorok Vampire – Halycon450


One thought on “Psychic Vampire – Psionic Horror for D&D 5th Edition

  1. Pingback: Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 4) – Pre-Existing Monsters and Custom Stuff | Daemons & Deathrays

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