Nosferatu OverlordCreature 15
Source Pathfinder Monster Core 2
Perception +27 (darkvision)
Languages Aklo, Common, Necril, Telepathy 60 Feet
Skills Acrobatics +29, Arcana +31, Athletics +27, Deception +25, Intimidation +27, Stealth +31
Str +6, Dex +8, Con +4, Int +8, Wis +6, Cha +4
AC 37; Fort +23; Reflex +27; Will +29;
HP 215
Speed 30 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Claw
+30 (+26, +22) to hit (agile, finesse) 3d10+12 BludgeoningFangs
+30 (+25, +20) to hit (finesse) 3d12+12 BludgeoningTelepathy 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 15A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Air of Sickness (aura)30 feet. A creature entering or starting its turn in the aura must attempt a DC 33 fortitude save. On a failure, the creature is Sickened 1 and takes a –2 status penalty to saves made to resist diseases and remove the sickened condition for 1 hour.
Effect: Air of Sickness
Void HealingA 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
(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 36 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
(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
(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
(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 21 healing21 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 Vulnerabilities- Revulsion A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
- Stake A magical wooden stake (such as one affected by a weapon potency rune, Runic Weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is Unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with Holy Water while the stake is in place, the nosferatu is destroyed.
Sunlight If exposed to direct sunlight, a nosferatu immediately becomes Slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed.
(divine, emotion, fear, incapacitation, mental)Requirements The nosferatu overlord's last action was a successful claw Strike
Effect The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a DC 33 will save with a moderate DC for the nosferatu's level.
Critical Success The target is unaffected.
Success The target is Immobilized by fear until the end of the nosferatu's next turn.
Failure The target is Restrained and takes a –2 circumstance penalty to its Fortitude DC against the nosferatu's Drink Blood ability until the end of the nosferatu's next turn.
Critical Failure As failure, and the target is Frightened 2.
Plague of Ancients (disease, virulent)Saving Throw DC 36 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 36, +28 to hit)
5th Level: Telekinetic Haul
6th Level: Dominate (At-Will), Vampiric Exsanguination
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
UndeadOnce 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.
UnholyEffects 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.
VampireUndead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.