Vampire, Nosferatu

Family: Vampires

Medium undead, chaotic evil

Armor Class 19 (Natural Armor)
Hit Points 76 (17d8)
Speed 30 Ft., Climb 30 Ft.

16 (+3) 20 (+5) 10 (+0) 18 (+4) 16 (+3) 8 (-1)

Senses Deception +3, History +8, Insight +7, Intimidation +3, Investigation +8, Perception +6, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 16
Languages Common
Proficiency Bonus +4
Challenge 11 (7,200 XP)


  • Blood Frenzy. The nosferatu has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Undead Nature. The nosferatu doesn’t require air, food, drink, or sleep.
  • Innate Spellcasting. The nosferatu’s innate spellcasting ability is Intelligence. It can innately cast mage hand at will (the hand is invisible), requiring no components.
  • Keen Smell. The nosferatu has advantage on Wisdom (Perception) checks that rely on smell.
  • Legendary Resistance (3/Day). If the nosferatu fails a saving throw, it can choose to succeed instead. Nosferatu Weaknesses. The nosferatu has the following flaws:
  • Beauty Attraction. The nosferatu must make a DC 15 Wisdom saving throw upon feeding on a good-aligned humanoid with a Charisma of 18 or higher. If it fails, it is magically charmed for 1 day. While charmed, the nosferatu is incapacitated and has a speed of 0. The effect ends for the nosferatu if it takes any damage or if someone else uses an action to shake it out of its stupor. If the nosferatu successfully saves against the effect, or if the effect on it ends, it is immune to Beauty Attraction for the next 24 hours.
  • Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
  • Pack Tactics. The nosferatu has advantage on an attack roll against a creature if at least one of the nosferatu’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Silent. The nosferatu makes no sound, regardless of the surface it is moving across. It also has advantage on Dexterity (Stealth) checks that rely on moving silently.


  • Multiattack. The nosferatu makes two attacks, only one of which can be a bite attack.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) slashing damage. Instead of dealing damage, the nosferatu can grapple the target (escape DC 17).
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the nosferatu, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu 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. If the necrotic damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Plague Mist (1/Day). The nosferatu releases a plague in a mist that bursts out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can’t be infected by the mist for 24 hours. On a failed save, the creature is infected with the plague. The plague infects the creature, killing the creature in a number of hours equal to 1d12+the creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. Creatures immune to the poisoned condition are immune to this disease.
  • Psychic Lure. The nosferatu psychically calls to a target. Every humanoid and giant within 300 feet of the nosferatu must succeed on a DC 15 Wisdom saving throw or be charmed until the psychic lure ends. The nosferatu must take a bonus action on its subsequent turns to continue its lure. It can stop the lure at any time. The lure ends if the nosferatu is incapacitated. While charmed by the nosferatu, a target is incapacitated and ignores the lure of other nosferatu. If the charmed target is more than 5 feet away from the nosferatu, the target must move on its turn toward the nosferatu by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the nosferatu, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nosferatu’s lure for the next 24 hours.
  • Sleep Gaze. The nosferatu gazes at one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this nosferatu’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.
  • Summon Rats (1/Day). The nosferatu magically calls 2d4 swarms of rats, provided that the sun isn’t up. The rats arrive in 1d4 rounds, acting as allies of the nosferatu and obeying its spoken commands. The rats remain for 1 hour, until the nosferatu dies, or until the nosferatu dismisses them as a bonus action..


The nosferatu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The nosferatu regains spent legendary actions at the start of its turn.

  • Move. The nosferatu moves up to its speed without provoking opportunity attacks.
  • Unarmed Strike. The nosferatu makes one unarmed strike.
  • Bite (Costs 2 Actions). The nosferatu makes one bite attack.


This bald rat-like figure stalks forward silently with malign intent.

The first nosferatu were inspired by Count Orlok, but there have been many more since his debut. Nosferatu are utterly silent and attack in packs; whether that was due to the original Count or a result of the legend that has since sprung up around him is a question for scholars.

Nosferatus are powerful opponents in their own right, but even more dangerous if undetected. A nosferatu will spread a plague through its mist and rats, preying on any attractive humanoids it can find. It captures its prey by its lure, using its sleep gaze to knock them out and then drain their blood.

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