Medium Undead, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 90 (10d8 + 45)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
6 (-2)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws DEX +8, CON +9, WIS +7
Skills Perception +6, Stealth +10
Damage Resistances Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 16
Languages the languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Regeneration. The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the nosferatu takes radiant damage, this trait doesn’t function until the start of the nosferatu’s next turn.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

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

Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Unusual Nature. The nosferatu doesn’t require air.

Spellcasting. The vampire is a spellcaster.

Innate Spellcasting. Adem’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion

1st–5th level (4 5th-level slots): banishment, burning handsdetect thoughts, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of firegust of wind, mirror image  animate dead, bestow curse, nondetection  blight, greater invisibility  dominate person

1/day: circle of death

 

Actions

Multiattack. The nosferatu makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10) necrotic damage.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10 days.

Blood Disgorge (Recharge 5–6). The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.

Legendary Actions

The vampire can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Description

Adem began his long and terrible life as a half elf roughly 800 years ago. He was converted at the age of 75, and after many years of unlife began to take on the form of a nosferatu

Vicious, undead hunters, nosferatu possess the endless thirst of vampires but none of their grace. For them, existence is nothing more than an everlasting string of cold, desperate nights punctuated by crimson splashes of momentary warmth and lucidity. These joys are fleeting, as their blood addiction can never be quelled.

Nosferatu feed on anything with blood. Heaps of mutilated rats and stables turned into slaughterhouses are typical first signs of a nosferatu’s predation. When the sun interrupts their hunts, nosferatu retreat to favored ruins, sewers, or caves, caring nothing for their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.

For a few moments after feeding, nosferatu are lucid and capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead.

Adem has regained some of his spellcasting ability and attempts to reign in his feral side constantly. His capability for violence has allowed him to rise to the rank of General in the Freyan army.

Lair and Lair Actions

Adem’s Lair

Adem has chosen the mayor's manor as it's Lair.

 

Regional Effects

The region surrounding a vampyre’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If Adem is destroyed, these effects end after 2d6 days.

On initiative count 20 (losing initiative ties), Adem can take one of the following lair action options, or forgo using any of them in that round:

  • Until initiative count 20 of the next round, Adem can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
  • Adem targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Adem chooses to end the effect, or until Adem uses this lair action again.
  • Adem summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Adem can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.
  • Adem targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Adem and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Adem’s commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2021 11:16:48 PM
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Monster Tags: undead

Habitat: MountainUrban

FaerieGothfather

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