Mind Flayer, Vampire

A vampiric 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.

Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +10
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Tentacle +10 melee (1d4+4 and energy drain) or slam +10 melee (1d6+6 and energy drain)
Full Attack: Tentacle +10 melee (1d4+4 and energy drain) and 3 tentacles +10 melee (1d4+4) and slam +8 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, energy drain, extract, improved grab, mind blast
Special Qualities: Damage reduction 10/ magic and silver, darkvision 60 ft., fast healing 5, resistance to cold and electricity 10, spell resistance 25, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +2, Ref +8, Will +9
Abilities: Str 18, Dex 22, Con —, Int 7, Wis 17, Cha 15
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, Spot +22
Feats: Alertness, Improved Initiative, Multiattack, Weapon Finesse [bonus]
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 9–24 HD (Medium) ♊
Level Adjustment: —

Humanoid in shape, this gaunt, hairless creature has mottled gray skin, a hunched posture, and long, dangerous-looking talons for hands. Its face is a thing out of a nightmare, a flattened octopoid head with four long, writhing tentacles where the mouth should be. Its colorless eyes glitter with feral hunger.

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 matched only by its savagery.

Combat

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.

Blood Drain (Ex): A vampiric illithid that attaches a tentacle to its foe drains blood, dealing 1d4 points of Constitution damage and gaining 5 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. 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.

Source: Lords of Madness, page 160. Placed the fourth paragraph of the description above the statistics block and emphasized its most important point.