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Nosferatu Malefactor

Creature 10 (uncommon) — undead, unholy, vampire

WeaverShadeLANDVERTICALundeadunholyvampire

Nosferatu malefactors spread plague in their wake and yearn for mortal blood. Nosferatus are ancient vampires born of mortals who died in great plagues of old. Perhaps because of their old age, nosferatus can't create more of their kind.

Source: pathfinder-monster-core-2

Perception +19; darkvision
Languages aklo, common, necril; Telepathy 60 feet
Skills acrobatics +21, arcana +21, athletics +19, deception +17, intimidation +19, stealth +23
Str
+5
Dex
+7
Con
+3
Int
+7
Wis
+5
Cha
+3
AC 30 Fort +17 Ref +21 Will +19
HP 135
Immunities death-effects, disease, paralyzed, poison, sleep
Speed 30 feet, climb 25 feet

Offense

Melee Claw (agile, finesse) +23, Damage 2d10+11 piercing plus Vampire Nosferatu Plague Of Ancients
Melee Fangs (finesse) +23, Damage 2d12+11 piercing plus Vampire Nosferatu Drink Blood

Abilities

Telepathy 60 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Fast Healing 10 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Change Shape (concentrate, divine, polymorph) — The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. In this swarm form, the nosferatu can take an action to deal each enemy in the swarm's space 2d10 piercing damage with a DC 29 Reflex save. A creature that fails its save is also exposed to plague of ancients.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Command Thrall (auditory, divine, mental) —
Dominate (divine, incapacitation, mental, visual) — The nosferatu can cast Dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell.
Drink Blood (divine) — The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
Nosferatu VulnerabilitiesRevulsion A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).

Stake A magical wooden stake (such as one affected by a weapon potency rune , Runic Weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is Unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with Holy Water while the stake is in place, the nosferatu is destroyed.

Sunlight If exposed to direct sunlight, a nosferatu immediately becomes Slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed.
Plague of Ancients (disease, virulent) — Saving Throw DC 29 Fortitude
Onset 1 day

Stage 1 Drained 1 (1 day)

Stage 2 Drained 2 and Enfeebled 2 (1 day)

Stage 3 Doomed 1, Drained 3, and Enfeebled 3 (1 day)

Stage 4 Doomed 2, drained 3, and enfeebled 3 (1 day)

Stage 5 Unconscious (1 day)

Stage 6 death
Plagued Coffin Restoration (divine, void) — Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature that died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing.
Divine Innate Spells DC 29, attack +21
6th Dominate (At-Will) (×99)
5th Telekinetic Haul (×3)

WORKS WELL WITH

AnvilLAND / VERTICALA durable frontline ally keeps pressure off the nosferatu while it works a dominated party member against their own allies.
CrasherLAND / VERTICALA heavy melee threat capitalizes on the confusion and repositioning caused by a successful Dominate.
SnareLAND / VERTICALA controller that isolates a single target increases the odds Dominate lands on someone cut off from immediate aid.

PUNISHES

✖ low Will✖ isolated targets✖ sustained melee without burst
Avoid stacking with another Weaver relying on Will saves; redundant mind-control effects make the encounter swingy against a single defense.
Works well with · Punishes · Pairing advice Unlock with Tactics

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