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Nosferatu MalefactorCreature 10


UncommonMediumUndeadUnholyVampire
Source Pathfinder Monster Core 2
Perception +19 (darkvision)
Languages Aklo, Common, Necril, Telepathy 60 Feet
Skills Acrobatics +21, Arcana +21, Athletics +19, Deception +17, Intimidation +19, Stealth +23
Str +5, Dex +7, Con +3, Int +7, Wis +5, Cha +3

AC 30; Fort +17; Reflex +21; Will +19;
HP 135
Speed 30 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep

Claw One Action +23 (+19, +15) to hit (agile, finesse) 2d10+11 Piercing
Fangs One Action +23 (+18, +13) to hit (finesse) 2d12+11 Piercing

Telepathy 60 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Fast Healing 10

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Change Shape One Action (concentrate, divine, polymorph)

The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. In this swarm form, the nosferatu can take an action to deal each enemy in the swarm's space 2d10 piercing damage with a DC 29 reflex save. A creature that fails its save is also exposed to plague of ancients.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Command Thrall Free Action (auditory, divine, mental)

Requirements One of the nosferatu's thralls is present and can hear the nosferatu


Effect The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn.

Dominate Two Actions (divine, incapacitation, mental, visual)

The nosferatu can cast Dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell.

Drink Blood One Action (divine)

Requirements The nosferatu's last action was a successful fangs Strike


Effect The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an athletics check against the creature's Fortitude DC. On a success, the creature becomes Drained 1, and the nosferatu regains 13 healing13 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu but increases the creature's drained condition value by 1, killing the victim when it reaches Drained 5. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so.

The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.

Nosferatu VulnerabilitiesPlague of Ancients (disease, virulent)

Saving Throw DC 29 fortitude


Onset 1 day

Stage 1 Drained 1 (1 day)

Stage 2 Drained 2 and Enfeebled 2 (1 day)

Stage 3 Doomed 1, Drained 3, and Enfeebled 3 (1 day)

Stage 4 Doomed 2, drained 3, and enfeebled 3 (1 day)

Stage 5 Unconscious (1 day)

Stage 6 death

Plagued Coffin Restoration (divine, void)

Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature that died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing.


Divine Innate Spells (DC 29, +21 to hit)

5th Level: Telekinetic Haul
6th Level: Dominate (At-Will)


Nosferatu malefactors spread plague in their wake and yearn for mortal blood.


Nosferatus are ancient vampires born of mortals who died in great plagues of old. Perhaps because of their old age, nosferatus can't create more of their kind.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Vampire

Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.