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Ok this one uses Traianus's Nosferatu template.

Lord Zemiros Sulescu

by Gary Davies

Lord Zemiros Sulescu CR 11
Male Nosferatu Wizard 9
N Medium Undead (Augmented humanoid)
Init: +8; Senses: Listen +7, Spot +10; Darkvision 60 ft.
Languages: Alphatian, Elvish (Callarii dialect), Dwarvish, Thyatian, Traladaran
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AC: 20 Touch 14 Flat-footed 16
Hp: 64 (9d12 HD)
Immune: Poison, sleep effects, paralysis, stunning, disease, death effects, and all mind-affecting effects
Resist: Cold 10, Electricity 10
Fort: +5, Ref: +9, Will: +9
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Speed: 30 ft.
Melee: Slam +10 melee (1d6+6)
Ranged: +8
Base Atk: +4; Grp: +10
Atk Options: Blood Drain
Spells Prepared: (CL 9th, Ranged Touch Attack +8)
5th Level: Cone of Cold, Feeblemind
4th Level: Charm Monster, Lesser Globe of Invulnerability, Wall of Ice
3rd Level: Blink, Dispel Magic, lightning Bolt, Slow
2nd Level: Arcane Lock, Detect Thoughts x2, Fog Cloud x2, Protection from Arrows
1st Level: Mage Armour, Magic Missile x2, Shield, Sleep, Ventriloquism
0 Level: Daze x2, Detect Magic, Resistance
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Abilities: Str 22, Dex 19, Con --, Int 22, Wis 16, Cha 23
SQ: Alternate Form, Damage Reduction 10/Silver & Magic, Fast Healing (5), Gaseous Form, Spider Climb, Turn Resistance +15, Undead traits
Feats: Ability Focus (Dominate), Alertness(B), Combat Casting, Combat Expertise, Combat Reflexes(B), Craft Wand, Dodge(B), Improved Initiative(B), Lightning Reflexes(B), Scribe Scroll(B), Spell Mastery (Blink, Charm Monster, Cone of Cold, Dispel Magic, Mage Armour,
Skills: Bluff +19, Concentration +12, Decipher Script +12, Diplomacy +8, Disguise +10, Hide +12, Knowledge (Arcane) +18, Knowledge (History) +18, Knowledge (Local) +12, Knowledge (Nobility & Royalty) +12, Listen +15, Move Silently +13, Search +14, Sense Motive +11, Spellcraft +18, Spot +18

Spellbook:
0 Level: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1st level: Alarm, Burning Hands, Feather Fall, Mage Armour, Magic Missile, Shield, Silent Image, Sleep, Unseen Servant, Ventriloquism
2nd level: Arcane Lock, Detect Thoughts, Fog Cloud, Knock, Locate Object, Protection from Arrows, Scare
3rd level: Blink, Clairaudience/clairvoyance, Dispel Magic, Lightning Bolt, Slow
4th level: Charm Monster, Minor Creation, Lesser Globe of Invulnerability, Wall of Ice
5th level: Cone of Cold, Contact Other Plane, Feeblemind.

Rat Familiar: +2 to Fortitude saves.
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Children of the Night (Su): Sulescu can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the nosferatu for up to 1 hour.
Dominate (Su): Sulescu can charm an opponent just by looking onto his or her eyes. This is similar to a gaze attack, except that Sulescu must use a standard action, and those merely looking at it are not affected. Anyone Sulescu targets must succeed on a Will save (DC 22) or fall instantly under Sulescu's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A human or humanoid monstrous humanoid slain by Sulescu's Blood Drain rises as a nosferatu only if Sulescu wishes it. If so, the victim rises from the dead three days later, unless its body was burned or totally destroyed. The victim remains under its killer's control. If the latter is killed, all the victims become self-willed.
At any given time a nosferatu may have enslaved creatures totalling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed nosferatu. A nosferatu that is enslaved may create and enslave spawn of its own, so a master nosferatu can control a number of lesser nosferatu in this fashion. A nosferatu may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a nosferatu cannot be enslaved again.
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Nosferatu Weaknesses
For all their power, nosferatu have a number of weaknesses, although they are less restricted than a vampire.

Blood Thirst: Nosferatu craves the blood of the living. It can go no more than a week without blood before pain begins to twist its body. The pain causes all of Nosferatu's ability scores (ignore constitution) to drop 1 point per day after the first week of fasting, down to a minimum of 9. Nosferatu requires enough blood for 9 points of damage per week to avoid the pain. To recover each lost point of ability score due to the pain, Nosferatu requires another 1-4 Con points-worth of fresh blood. Non-human or non-humanoid blood only serves to numb the pain for a day. It cannot restore lessened ability scores.
Repelling a Nosferatu: Nosferatu cannot tolerate the strong odour of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or bright sources of light. These things don't harm the nosferatu
they are merely things to be avoided if at all possible. Unlike a vampire, a nosferatu has no fear of a holy symbol, in fact some nosferatu are quite fond of holy symbols.
Nosferatu are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Nosferatu: Reducing a Nosferatu's hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on fast healing). However, certain attacks can slay Nosferatu. Unlike a vampire, exposing any nosferatu to direct sunlight does not harm it in any way. But like a vampire, immersing it in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a Nosferatu's heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. If staked, a nosferatu may be permanently killed by behead the undead and stuff its mouth with dirt taken from hallowed burial grounds. The definition of "hallowed burial grounds" varies with Nosferatu's own alignment. Burial grounds must be for a kind of people or creature whose alignment is as far removed from Nosferatu's as possible. For a neutral undead, any non-neutral alignment will do.