Mystaran Nosferatu
CLIMATE/TERRAIN: Any
FREQUENCY: Rare (Glantri, Karameikos), else Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Blood
INTELLIGENCE: Average to Genius (10-18)
TREASURE: F
ALIGNMENT: Any
NO. APPEARING: 1
ARMOUR CLASS: 2
MOVEMENT: 12, Fl 18 (C)
HIT DICE: 7-9
THAC0: As per equivalent class & level
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 (bite) or by weapon/spell type
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: +1 or better to hit, regenerates
MAGIC RESISTANCE: See below
SIZE: M (5.5'-6.5')
MORALE: Champion (16)
XP VALUE: 8,000
Nosferatu is a powerful and fearsome undead creature strongly resembling the vampire.
Contrary to its dark cousin, Nosferatu neither drains levels nor fears sunlight. Common
people often fear Nosferatu, although some of its kin aren't evil. Nosferatu is the victim
of a dark fate, torn between pain, thirst, and disgust. Just like its cousin, Nosferatu
hungers for blood, but it does occasionally show compassion.
One must be very observant to recognize Nosferatu for what it truly is. It can easily pass
among mortals since it does not show any obvious clues to its true nature. It appears
monstrous only when it attacks. As quiet as a vampire, it also retains all the abilities
of its former class and level, in addition to its undead powers which helps further
disguising Nosferatu. Like its cousin, however, Nosferatu fails to cast either a shadow or
a reflection in a mirror.
Combat: Nosferatu is generally strong due to its undead nature. At worst, Nosferatu has a
Strength of 16. Its Strength may otherwise remain that of the former living character, up
to 18/00 (a warrior for example). Nosferatu often relies on weapons or spells for combat.
Nosferatu does not possess the ability to drain levels.
Nosferatu can charm anyone foolish enough to stare it in the eyes, as per the charm person
spell. Victims may roll a saving throw with a -2 penalty. This often allows Nosferatu to
get past guards without being detected.
Weapons of less than +1 enchantment remain harmless to Nosferatu. If wounded, Nosferatu
regenerates 1 hit point per round. If reduced to zero hit points, Nosferatu then adopts a
gaseous form and flees. After eight hours in its coffin, Nosferatu regains its corporeal
form. Nosferatu will meet its end if it fails to regain its coffin within 12 turns after
being defeated in combat.
Sleep, charm, and hold spells, along with poisons and paralysis do not affect Nosferatu.
Spells based upon cold or electricity only cause half damage.
Nosferatu can assume a gaseous form at will, which makes it immune to physical attacks. In
addition Nosferatu can also shape change into a large bat at night or into a raven during
daylight hours, thus the flying movement rate given in the statistics. Spider climb is
another ability Nosferatu shares with its vampire kin. Nosferatu can also summon animals,
more commonly 1-100 rats or bats in a subterranean environment, or 3-18 wolves in the
wilderness. Summoned animals arrive in 2-12 rounds.
A strong garlic smell will keep Nosferatu at bay. The undead casts neither a reflection in
a mirror or a shadow under the sun. The latter explains why Nosferatu finds mirrors
offending and bright lights distasteful. Nosferatu remains, however, immune from the sight
of clerical symbols, and only clerics of the opposite alignment or those specialized in
hunting undead can turn Nosferatu. The undead suffers no ill effect from contact with
clerical symbols or holy water.
Nosferatu generally avoids running water. Just like its vampire kin, it will be destroyed
after remaining three consecutive rounds immersed in running water. A wooden stake through
its heart will accomplish the same result, although if the stake is removed, Nosferatu can
begin regenerating hit points. One must behead the undead and stuff its mouth with dirt
taken from hallowed burial grounds to seal Nosferatu's fate forever. 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.
Nosferatu cannot enter a personal residence without a resident first inviting it in. Once
invited, Nosferatu may freely come and go. Magical charm, disguise, or any other trickery
used to obtain the invitation is enough to allow Nosferatu entrance to someone's home.
Human or humanoid may later become a Nosferatu only if the original undead 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 becomes self-willed.
Nosferatu always retains all the memories, abilities, skills, and restrictions of its
former character class for the level attained at the time of death, or the level
equivalent to the undead's Hit Dice. For example, a 12th-level wizard would return as a 9
Hit Dice Nosferatu with spells appropriate to a 9th-level wizard; likewise, a 5th-level
cleric would rise to a 7 Hit Dice undead with clerical spells equivalent to a 5th-level
cleric. Clerical spells no longer come from the original Immortal patron unless Nosferatu
has the same alignment. Ability scores remain the same (Intelligence, wisdom, dexterity,
and charisma). A constitution score is no longer required and the strength score should
remain at a minimum of 16. Clerical and warrior Nosferatu may wear armour, although it
will not improve armour class. Weapons used in combat must remain appropriate to the
former character class.
Habitat/Society: Nosferatu can dwell anywhere. Most often, it is a character of some
importance in the region (a dashing nobleman, a reclusive wizard, the laird of a domain,
etc). Nosferatu doesn't necessarily feel the morbid need of its vampire kin to dwell in
cemeteries and other sinister places of death. Nosferatu seeks the living whose blood it
thirsts.
Being somewhat closer to the world of the living compared to level-draining undead,
Nosferatu feels at ease with unsuspecting mortals. Nosferatu also tends to think less and
act more compared to the vampire ("think less" is said here in relative terms).
Where a vampire would spend a century brooding and scheming, Nosferatu might spend
"only" a decade. Nosferatu often needs to change identities, as the living pass
on and Nosferatu maintains its activity among the new comers. Clever disguises to modify
Nosferatu's apparent age or to impersonate progeny remain common tactics. If everything
fails, disappearing for a decade also remains a valid option.
Nosferatu enjoys the company of others of its kind, but most often will mingle with the
living. Evil or neutral Nosferatu and its lesser followers enjoy playing games with the
living even more. The rare Nosferatu of good alignment, however, will remain aloof, only
occasionally interfering with the affairs of the living as may be necessary to preserve
its existence or to save loved ones.
Ecology: Nosferatu has made itself a secret place among the living. It stands as a
transitory form of the vampire, between to totally twisted undead and the living. Evil
Nosferatu acts more like the vampire kin, while the good-aligned Nosferatu exists more as
an unfortunate victim. Good-aligned Nosferatu will only allow another to rise if the
victim consents (i.e. a loved one), in which case, the victim's original alignment is
preserved. Evil Nosferatu often choose to twist a victim's alignment to reflect
Nosferatu's own, but not always. Evil Nosferatu could decide to preserve a victim's
alignment as a way to torment the victim. Invariably, a good-aligned victim
seeks to destroy itself or cause the doom of its evil master. The living always fear
Nosferatu, regardless of its alignment.
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 hit-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.