Nosferatu (5e Creature)
Nosferatu
Medium undead, chaotic evil Armor Class 16 (natural armor)
Saving Throws Dex +8, Wis +6 Echolocation. The vampire can't use its blindsight while deafened. Keen Hearing. The vampire has advantage on Wisdom (Perception) checks that rely on hearing. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Regeneration. The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: ACTIONSMultiattack. The vampire makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 10 (3d6) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
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A nosferatu is a bestial variety of vampire, created when a vampire spawn loses itself to its thirst for blood. All remaining hints of the vampire's personality are lost, replaced with a craving for blood and murder, while its head becomes more bat-like and it grows black or brown fur over parts of its body, particularly its arms and back. Rarely, a nosferatu can even grow large bat wings. Undead Nature. A nosferatu doesn't require air. |
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