Vampirate Mage

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 63

Size
Medium
Type
undead
Alignment
typically lawful evil
AC
14 (natural armor)
Hit Points
68 (8d8+32)
Speed
walk 30 ft.
Saving Throws
wis +5, cha +5
Senses
darkvision 120 ft.
Passive Perception
12
Languages
the languages it knew in life
Challenge
5
STR
12
+1
DEX
14
+2
CON
18
+4
INT
13
+1
WIS
14
+2
CHA
15
+2

Traits

Proficiency Bonus

+3

Explode

When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) necrotic damage.

Spider Climb

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

Unusual Nature

The mage doesn't require air or drink.

Spellcasting

The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

  • At will: mage hand, message
  • 1/day: darkness, dimension door, fly, hypnotic pattern

Actions

Multiattack

The mage makes two Ray of Cold attacks.

Energy Drain

Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control.

Ray of Cold

Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) cold damage.

Spells

mage hand, message, darkness, dimension door, fly, hypnotic pattern

Spell Slots

Other data

description

Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path.

A vampirate appears as a gaunt figure with milky white eyes and skin as dry as parchment. Some have a peg leg or a hook in place of a hand-mementos of a life of misadventure. A vampirate has fangs like a vampire's but doesn't use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive.

Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship's hold as one big coffin and sleep amid their cargo. When they're not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.

A ship crewed by vampirates usually has one or more shadows aboard-the Undead remains of some of the vampirates' victims.

A ship of vampirates needs a spellcaster to operate the spelljamming helm. A vampirate mage rarely, if ever, leaves the helm.