Vampirate Mage: Monster Guide for 5th Edition

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

Medium Undead, Typically Lawful Evil

Proficiency Bonus: +3
Armor Class: 14 (natural armor)
Hit Points: 68 (8d8 + 32)
Speed: 30 ft.

STR – 12 (+1) • DEX – 14 (+2) • CON – 18 (+4) • INT – 13 (+1) • WIS – 14 (+2) • CHA – 15 (+2)

Saving Throws: Wis +5, Cha +5

Damage Vulnerabilities: radiant

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 5 (1,800 XP)

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.


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.

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.