b'Vampire, Psychic \n'b'  Family:   Vampires  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  144 (17d8 + 68)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  18 (+4)  CON:  18 (+4)  INT:  23 (+6)  WIS:  15 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Wis  +7,  Cha  +9  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  psychic  Senses   darkvision  120 ft., passive  Perception  12  Languages  the languages it knew in life  Challenge  13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary Resistance (3/Day) . If the vampire fails a saving throw, it can choose to succeed instead. \n'b'  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\xe2\x80\x99t need to concentrate to continue levitating each round. \n'b'  Regeneration . The vampire regains 20  hp  at the start of its turn if it has at least 1  hp  and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of its next turn. \n'b'  Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Vampire Weaknesses . The vampire has the following flaws:  Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b'  Harmed by Running Water . The vampire takes 20 acid damage if it ends its turn in running water. \n'b'  Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is  incapacitated  in its resting place, the vampire is  paralyzed  until the stake is removed. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault. \n'b'  Unarmed Strike .  Melee Weapon Attack : +9 to hit, reach 5 ft., one creature.  Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). \n'b'  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. \n'b'  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\xe2\x80\x99s control. The target\xe2\x80\x99s 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. \n'b'\n'b' d4 \n'b' Memory Loss \n'b'\n'b' 1 \n'b' 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. \n'b'\n'b' 2 \n'b' 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. \n'b'\n'b' 3 \n'b' The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. \n'b'\n'b' 4 \n'b' The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. \n'b'\n'b' ABOUT \n'b'  Knowledge Keepers (1/Day) . The vampire magically calls 2d4 swarms of ravens or 1d4 giant ravens (use giant vulture statistics). \n'b' 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. If using the Creature Codex, the vampire can call 2d4 inklings or 1 swarm of paper golems instead. \n'b' LEGENDARY ACTIONS \n'b' The psychic vampire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The vampire regains spent legendary actions at the start of its turn. \n'b'\n'b'  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. \n'b'  Unarmed Strike . The vampire makes one unarmed strike. \n'b'  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. \n'b'\n'b' Lair \n'b' Psychic vampires choose lairs similar to the lairs of standard  vampires , but psychic vampire lairs often include grand libraries, majestic ballrooms, or other rooms related to the cerebral pastime the vampire enjoyed in life. \n'b' REGIONAL EFFECTS \n'b' The region surrounding a psychic vampire\xe2\x80\x99s lair is warped by the creature\xe2\x80\x99s unnatural presence, creating any of the following effects: \n'b'\n'b' There\xe2\x80\x99s a noticeable increase in the populations of owls, ravens, and snakes within 5 miles of the lair. \n'b' Beasts with an  Intelligence  of 4 or lower are clever and more likely to avoid being caught in traps within 3 miles of the lair. \n'b' Humanoids with an  Intelligence  of 8 or higher within 1 mile of the lair experience mild headaches if they don\xe2\x80\x99t learn or experience something new every 24 hours. If the vampire is destroyed, these effects fade over the course of 1d10 days.'