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by Angry-Gibbon

Nosferatu are a type of undead unique to Mystara. In many respects they resemble Vampires and many a would-be vampire hunter has been taken by surprise for they have features that set them apart from their undead brethren. The Nosferatu clings to some remnants of his humanity, his undead nature held barely in check by the willpower of his former, living, self.

The origin of this unusual breed of undead remains unclear. They are found rarely and then only in a few areas. Hunters claim to have encountered them in Karameikos and Glantri. Several Immortals of the sphere of entropy, including Thanatos and Nyx, have been blamed as their creator.

Creating a Nosferatu

"Nosferatu" is a template that can be added to any humanoid or monstrous humanoid creature. The creatures type changes to "Undead". It retains its race or class base abilities and statistics, with the exceptions as noted here.

Hit Dice: increase to d12
Speed: same as base creature
AC: The base creatures natural armour improves by +2
Attacks: The Nosferatu retains all of the base creatures attacks and gains a slam attack if it didn't already have one.
Damage: Creatures with natural attacks retain those damage ratings. Those without gain slam damage according to size. Tiny 1d3; Small 1d4; Medium 1d6; large 1d8
Special Attacks: As those for base creature plus those listed below. Saves for these attacks are DC 10 +1/2 Nosferatu hit dice plus Charisma modifier.
Domination (Su): The Nosferatu can charm victims with his gaze. This is a standard action and the target gets a Will save. Those effected are as if under a dominate person spell at 12th level. The ability has a range of 30 feet and can only affect one target at a time.
Blood Drain (Ex): By making a successful grapple check the Nosferatu can suck blood from a foe. Once the victim is pinned it drains blood, inflicting 1d4 hit points of damage per round the pin is maintained.
Lesser Children of the Night (Su): Nosferatu command the vermin of the night and once per day may summon 10d10 rats or bats. These creatures arrive in 2d6 rounds and serve for up to 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by blood drain by the Nosferatu may rise again 1d4 days later, if the Nosferatu wishes. If the victim had 4 or less HD they rise as a zombie, those with more rise as Nosferatu. Either rises initially under the command of the Nosferatu as if under the effects of the dominating gaze.
Special Qualities:
Undead: Immune to mind influencing effects (charms, compulsions, phantasms, patterns and morale effects), poison, sleep, paralysis, stunning, disease and death effects. They are not subject to critical hits, sub dual damage, ability damage or drain and energy drain. They have no Constitution score and so are immune to any effect requiring a fort save (unless it affects objects). Undead use Charisma modifiers for Concentration checks. Undead are healed by negative energy but harmed by positive energy (e.g. healing spells). Whilst not at risk from massive damage, when reduced to 0 or less hit points it is destroyed immediately. Undead cannot be raised. Undead have dark vision 60ft.
Blood Healing (Ex): Nosferatu do not heal normally. Instead the blood form victims are used to regenerate the body. Any hit points drained from victims beyond the first one will heal an equal number of hit points from the Nosferatu.
Damage Reduction (Su): The undead body is tough giving damage reduction 15/silver.
Turn Resistance (Ex): A Nosferatu has +4 turn resistance.
Resistance (Ex): Cold and electricity resistance 20.
Gaseous Form (Su): As a standard action the Nosferatu may assume gaseous form once per day, and only at night. This is as the spell, cast at 5th level, with a fly speed of 20 and perfect manoeuvrability. The duration is 10 minutes per hit dice or until dawn.

Saves: same as base creature.
Abilities: Increase as follows: Str+4, Cha+2.
Skills: a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot.
Feats: No bonus Feats

Special Weaknesses
Nosferatu have a number of weaknesses.
The Nosferatu can be held at bay by the strong odour of garlic or a mirror. They must make a Will (DC 10+ Nosferatu hit dice) save to approach either of these. Unlike Vampires they are unharmed by holy symbols, unless used by a cleric in the act of Turning.
They are utterly unable to enter a home or occupied building unless invited.
Unlike vampires they can tolerate the sun. However daylight disorientates them resulting in -2 penalty to all checks, rolls and saves.
The Nosferatu must drink fresh blood daily. This both sustains the undead body and maintains the link to the world of the living. Should a Nosferatu go a night without feeding he suffers a penalty as if shaken until he feeds. A second night without blood results in an additional loss of all Supernatural abilities and a -4 Charisma penalty. The third night without blood results in a vulnerability to sunlight - exposure will now destroy the Nosferatu. If the Nosferatu survives another night he will either crumble to dust or must become a true vampire (becoming an evil NPC in the process).

Effective Character Level: +3