Page 192 - Monster Manual Expanded III Dragonix
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Nosferatu
Nosferatu Alpha
An alpha is the leader of a nosferatu pack and
is often the progenitor of its members. The
alpha exhibits greater cunning, strength, and
resilience. The alpha, unlike its kind, is capable
of prolonged lucid thinking and can keep its
bloodthirsty urges in check long enough to have
a decent conversation.
Nosferatu Master
The master rules over all nosferatu in a given
region. It is an ancient, malevolent, and powerful
undead being. It is the oldest of all nosferatu,
often the blood parent or origin of the alphas that
serve it, and is revered by its kind. Unlike other
nosferatu, the master is fully lucid, can control its
feral instincts, and has bat-like wings, making it
very dangerous.
Nosferatu Alpha Spider Climb. The nosferatu can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Medium undead, chaotic evil
Sunlight Hypersensitivity. The nosferatu takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, it has
Armor Class 18 (natural armor)
disadvantage on attack rolls and ability checks.
Hit Points 126 (12d8 + 72)
Speed 40 ft. Unusual Nature. The nosferatu doesn’t require air.
Actions
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 8 (-1) 18 (+4) 15 (+2) Multiattack. The nosferatu makes two Claw attacks followed by one
Bite attack. If both Claw attacks hit the same creature, the Bite attack
is made with advantage.
Saving Throws Dex +8, Con +10, Wis +8
Skills Intimidation +10, Perception +8, Stealth +12 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10
Damage Resistances necrotic (1d8 + 6) slashing damage.
Condition Immunities charmed, frightened
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Senses darkvision 120 ft., passive Perception 18
Hit: 10 (1d8 + 6) piercing damage plus 7 (2d6) necrotic damage. If
Languages the languages it knew in life
the target is missing any of its hit points, it instead takes 11 (2d10)
Challenge 10 (5,900 XP) Proficiency Bonus +4
necrotic damage.
The target’s hit point maximum is reduced by an amount equal
Pack Tactics. The nosferatu has advantage on an attack roll against to the necrotic damage taken, and the nosferatu regains hit points
a creature if at least one of the nosferatu's allies is within 5 feet of equal to that amount. The reduction lasts until the target finishes a
the creature and the ally isn't incapacitated. long rest. The target dies if its hit point maximum is reduced to 0. A
Packmaster. An allied nosferatu that starts its turn within 30 feet Humanoid slain in this way and then buried in the ground rises as a
of this nosferatu that can see or hear this nosferatu gains Pack nosferatu after 1d10 days.
Tactics until the start of its next turn, provided this nosferatu isn't Blood Disgorge (Recharge 5–6). The nosferatu vomits blood in
incapacitated. a 15-foot cone. Each creature in that area must make a DC 18
Regeneration. The nosferatu regains 10 hit points at the start of Constitution saving throw. On a failed save, a creature takes 22 (5d8)
each of its turns if it has at least 1 hit point and isn’t in sunlight. If necrotic damage, and it can’t regain hit points for 1 minute. On a
the nosferatu takes radiant damage, this trait doesn’t function until successful save, the creature takes half as much damage with no
the start of the nosferatu’s next turn. additional effects.
191
Bestiary

