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Star Vampire

An otherworldly chittering tickles your ears, sending chills down your spine. Slowly, a swollen creature with huge talons and covered in masses of sucker-like proboscises comes into view, redly, for only where the blood inside of it sloshes around its form can you make out its shape.

Large aberration, chaotic evil

Armor Class 16 (natural armor)

Hit Points 133 (14d10 + 56)

Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 9 (–1) 16 (+3) 12 (+1)

Damage Resistances poison, thunder

Damage Immunities cold

Condition Immunities poisoned, prone

Senses blindsight 120 ft., passive Perception 13

Languages Aklo

Challenge 8 (2,300 XP)

Special Traits

  • Accelerated Star Travel. The star vampire can survive and fly in space at incredible speeds. Travel times vary, but it can generally arrive within the same solar system in 3d20 hours, or to another star system within 3d20 days.
  • Amorphous. The star vampire can move through a space as narrow as 1 foot wide without squeezing.
  • Bloodless Invisibility. The star vampire is constantly, naturally invisible except when it contains undigested blood.
  • Tittering. The star vampire constantly emits a sound that seems to come from all directions at once. This sound does not automatically give away the star vampire’s location. As an action or a passive check, a creature that can hear the star vampire can make a DC 15 Intelligence (Investigation) check or a DC 18 Wisdom (Perception) check. On a success, the creature learns the star vampire’s current location but still cannot see the creature.
  • Unbreathing. The star vampire doesn’t need to breathe.

Actions

  • Multiattack. The star vampire makes three attacks: two with its claws and one blood drain.
  • Blood Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage and a Large or smaller target is grappled (escape DC 15). The star vampire cannot feed on a construct, elemental, or undead, and usually does not bother grappling them. Until this grapple ends, the target is restrained and the star vampire can’t use Blood Drain to make an attack roll. When the creature begins its turn grappled by the star vampire, the creature loses 19 (4d6 + 5) hit points from blood loss and the star vampire’s Bloodless Invisibility trait is suppressed until it uses Digest Blood. If the creature loses hit points this way and has spell slots, it loses a randomly chosen spell slot unless it succeeds on a DC 16 saving throw with its spellcasting ability.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
  • Digest Blood. If the star vampire has drained blood in its body, it metabolizes all that blood (regardless of how much it drank) to regain 40 hit points. Its Bloodless Invisibility trait resumes.

About

Naturally invisible, the first sign of these creatures is typically a strange, high-pitched tittering sound that seems to come from everywhere and nowhere. As they feed upon the blood of their victims, the blood itself remains visible and gives the creatures a perceivable form. Since each star vampire is effectively covered in mouths, any part of a star vampire’s body can drain vitality and magic from its victims. One end of the creature may protrude in a sort of head-like mass, but it has no visible sense organs or emblems of its status.

Star vampires are completely invisible in the normal visible spectrum and can walk on the ether of space.

They are 10 to 16 feet in length, and gravity does not seem to affect them.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.