Ravnican blood drinker vampires are creatures of the night—primarily. It’s not because they have to be: They lack the Sunlight Sensitivity and trait of off-the-rack Dungeons & Dragons vampires. It’s simply that their darkvision makes it advantageous for them to operate after sundown, so they prefer to do so. In theory, however, they might be encountered anytime. Mind drinker vampires, on the other hand, do have Sunlight Sensitivity, along with Shadow Stealth (like the shadow horrors I examined last time). They’re strictly nocturnal.
With extraordinary Intelligence and exceptional Dexterity, mind drinker vampires are psionic spellslingers, capable of melee (they also have very high Strength) but somewhat averse to it, preferring to strike physically only when they’re fairly sure they can finish an enemy off in one strike, two at most. They’re proficient in Perception and Stealth, the skills of an ambush attacker, and it’s worth noting that their Mind Siphon action is neither an attack nor a spell, so a hidden mind drinker vampire can use it without immediately giving its position away. In fact, since only spells with a verbal component give away a hidden creature’s position, the mind drinker vampire can use any of its psionic “spells”—even message!—without making itself a target. Consequently, if a mind drinker vampire can accomplish its mission without ever coming out of hiding, it does.
Mind Siphon is the mind drinker vampire’s key ability, combining the more superficial portion of detect thoughts with a jolt of psychic damage. It can’t be used to dig deeper, the way detect thoughts can, so it’s not especially useful as an interrogation tool. By House Dimir’s standards, this feature is a very blunt instrument. So what’s it for? Clandestine commando raids, basically. Rapid operations in which the guild’s agents must physically penetrate a location, are using the mind drinker vampire to tell them where to go and what to watch out for, and aren’t concerned about whether they leave a trail of bodies behind them.
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