Sources
CR
Type
Size
Alignment
Movement

Vampirate Mage

Medium Undead, Lawful Evil

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)

Traits

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

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.

Lore

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