New Monsters (Cont.)
This is a remake of a monster appearing in the OD&D AC9 Creature Catalogue.
Size/Type: Huge Plant
Hit Dice: 16d8+96 (224 hp)
Initiative: -1 (-1 Dex)
Speed: 45' (9 squares)
AC: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +12/+34
Attack: Slam +20 melee (2d6 +10)
Full Attack: 2 Slams +20 melee (2d6 +10) or 4 thorn darts +20 (1d8 +10; 100' range increment) or 1 Stomp +20 (2d6 + 15)
Space/Reach: 15' /15'
Special Attacks: Animate trees, Entangle, Improved Grab, Plant Growth
Special Qualities: Anchored, Damage reduction 15/slashing, electricity immunity, fast healing 5, low-light vision, plant traits, teleport through vegetation, wooden weapon immunity
Saves: Fort +16, Ref +4, Will +7
Ability Scores: Str 31, Dex 9, Con 23, Int 10, Wis 15, Cha 10
Skills: Concentration +12, Intimidate +10, Knowledge (nature) +12, Listen +12, Search +12, Sense Motive +12, Spot +12, Survival +12
Feats: Brutal Throw (CAdv, p.106), Improved Bull Rush, Improved Grapple, Knockback (RoS, p.142), Multigrab (Serpent Kingdoms, p. 146), Greater Multigrab (Serpent Kingdoms, p. 146)
Environment: Any forests
Organisation: Solitary, or Brood (2-5)
Challenge Rating: 18
Alignment: Always Neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: ––
A gakarak is an 18'-tall bipedal entity that is often mistaken for a treant, although it is much darker in color and is usually shrouded in ancient, blackening mosses and lichens.
Gakaraks are some of the oldest living creatures on the Prime Plane. They dwell deep in the heart of ancient forests, where they brood on their eons-old hatred of humans and humanoids, all of whom they consider to be hateful tree-slayers. They resent incursions into their forests and will do their utmost to deter anyone from entering. The long-nurtured anger of a gakarak pervades the entire forest with an atmosphere of impending doom.
Gakaraks speak their own language (an ancient form of treant), plus Sylvan. Most also can manage a smattering of common and just about all other humanoid tongues
at least enough to say "Get away from my trees!"
Gakaraks prefer to avoid all contact with humans and other trespassers in their forests. Thus they will make liberal use of their plant growth ability to redirect intruders.
Should they have to fight, they will first animate trees and fire thorn darts at a distance. Should it be engaged in melee, it can make two slam attacks.
Anchored (Su): A gakarak cannot be teleported away from its forest. Any such attempt immediately fails.
Animate Trees (Sp): A gakarak can animate trees within 180' at will, controlling up to six trees at a time.
It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 30 feet and fights as a treant.
Animated trees lose their ability to move if the gakarak that animated them is incapacitated or moves out of range.
The ability is otherwise similar to liveoak (caster level 16th).
Entangle (Su): Any creature hit by the gakarak's slam attack must make a Ref save vs. DC 20 (Wis based) or become entangled by the grasses, weeds and vines that grow around it for 1d4 rounds. An entangled creature can take no other action, except for trying to break free. The creature can break free and move half its normal speed by using a full-round action and make a DC 20 Str check or a DC 20 Escape Artist check.
Stomp: If the target is smaller than the gakarak, it must succeed in an opposed check vs. Trip (no counter-Trip attempt allowed) or be rendered Prone.
Improved Grab (Ex): This ability is detailed here.
A gakarak's favored combat tactics, once melee commences, is to grab its opponents and use them as clubs or projectiles.
- If there's an opponent within reach, a gakarak will use a grabbed victim to whack it, dealing damage to both on a successful hit. In such case, the target that's not grabbed cannot be grabbed and is not subject to entanglement.
- If an opponent is out of reach, a gakarak may hurl its grabbed victim, with a range increment of 30'. Whether the attack hits or not, the thrown victim takes damage and is automatically prone. If the attack hits, the target takes damage and must make a Fort save vs. DC equal to the damage dealt or become prone as well.
- If no other opponents are available, the gakarak may simply whack the grabbed victim against the ground, dealing normal damage.
A gakarak may have up to 2 opponents grabbed simultaneously. If two opponents are grabbed, a gakarak may smash them against one another, dealing damage to both of them - twice in a single round.
Plant Growth (Sp): 3/day, a gakarak can use the plant growth ability. This ability is identical to the druid spell of the same name (caster level 16th) with the exception that the affected area is a 360' radius.
Teleport Through Vegetation (Su): A gakarak may, at will, as a standard action, teleport without error to any location within its home forest simply by touching a plant within the forest.
Damage Reduction (Su): A gakarak has damage reduction of 15/slashing.
Electricity Immunity (Ex): A gakarak is unaffected by electrical damage.
Fast Healing (Su): A gakarak has a fast healing rate of 5 HP per round.
Wooden Weapon Immunity (Ex): A gakarak cannot be damaged by wooden weapons (clubs, staves and other weapons composed entirely of wood).
Projectiles that have any wooden parts in them are simply repelled when they reach a distance of 5'.
Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry):
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
- Immunity to poison, sleep effects, paralysis, polymorph, and stunning
- Not subject to precision damage
- Plants breathe and eat, but do not sleep.
Small Outsider (Good, Extraplanar, Fire)
Hit Dice: 3d8+3 (27 hp)
Speed: 20' (2 squares), fly 60' (good)
Armor Class: 18 (+1 size, +2 dex, +5 Natural), touch 13, flat-footed 16
Base attack/Grapple: +3/-1
Attack: Talons +6 melee (1d4+1d4 fire)
Full attack: 2 talons +6 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
Special attacks: Burn, Spell-like abilities
Special qualities: darkvision 60', immunity to fire, vulnerability to cold, regeneration 5, Magic Circle Against Evil
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 12
Skills: Diplomacy +7, Heal +8, Knowledge (any two) +6, Listen +8, Sense Motive +8, Spot +8, Tumble +8
Feats: Flyby attack, Improved Initiative
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 3
Alignment: Always neutral good
Advancement: 4-6 HD (small)
Level adjustment: --
A phoenix appears as an eagle-like bird, with a body wreathed in gold, amber & crimson feathers that dance like fire when it takes flight.
A phoenix can speak common, auran, ignan, and celestial.
Alternate Form (Ex)
When a phoenix is slain it bursts into flames and reverts to this form of a diminutive egg, colored with flame patterns of the phoenix' colors.
The flames deal 3d8 fire damage to anyone within 10' radius and the egg appears in a small pile of ashes.
In this form the phoenix is treated as having Str & Dex of 0 and thus unable to move on its own power.
In addition, the phoenix loses access to its spell-like abilities.
The phoenix may still take damage in its egg form. If slain in egg form, a phoenix is truly dead and will not rise again.
Once fully healed, the egg bursts into flames again, this time dealing 1d4 damage, and the phoenix reclaims its bird form.
Once per 24 hours, a phoenix may voluntarily burst into flames to assume its egg form. A phoenix in voluntarily assumed egg form has darksight out to 10' and can hear, and it may reform as an immediate action.
A phoenix's natural attacks deal their normal damage plus fire damage from the phoenix’s flaming talons and beak. Those hit by a phoenix's natural attack must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is 12. A burning creature can take a move action to put out the flame. The save DC is Con-based.
Creatures hitting a phoenix with natural weapons or unarmed attacks take fire damage as though hit by the phoenix’s attack, and also catch on fire unless they succeed on a Reflex save. Merely touching the phoenix does not activate this ability, only violent action.
A phoenix takes lethal damage from Evil-aligned weapons, from attacks by creatures with the Evil subtype and from spells and effects with the Evil descriptor.
- Always active: Detect Evil, Detect Magic, See Invisibility, Magic Circle Against Evil.
- At will: Aid, Burning Hands, Color Spray.
- 1/day: Continual Flame, Invisibility.
Caster level 5th. The save DCs are Cha-based.
This is a remake of a monster appearing in the OD&D AC9 Creature Catalogue.
Size/Type: Medium, Untyped Shapechanger (see below)
Hit Dice: 15d8 (120 hp)
Speed: Varies (see below)
AC: 15 (+5 Dex) and see below
Base Attack/Grapple: Varies (see below)
Attack: Varies (see below)
Full Attack: Varies (see below)
Space/Reach: Varies (see below)
Special Attacks: Varies (see below)
Special Qualities: Change shape, DR: 10/magic, SR: 26, Nature Sense, spells-like abilities
Saves: Fort +9, Ref +14, Will +14
Abilities: Str 13, Dex 20, Con 10, Int 14, Wis 16, Cha 13
Skills: Balance +13, Bluff +11, Diplomacy +11, Disguise +19, Gather Information +13, Hide +13, Intimidate +9, Knowledge (local) +10, Listen +15, Move Silently +13, Search +13, Sense Motive +11, Spot +15
Feats: Alertness, Combat Reflexes, Investigator, Improved Initiative, Iron Will, Track
Treasure: Double Standard
Alignment: Always neutral evil
Advancement: by character class
Randara are evil beings of legendary power. They delight in using their shapeshifting to trap innocent folks as food.
Randara are true shapeshifters. They have no natural form and their origin is completely unknown.
Randara use the traits of whatever creature they turn into, as detailed below.
Randara most often appear as humans or humanoids, but can also take the shapes of small, cuddly animals.
Randara are very fond of human flesh. They often take forms designed to catch humans off-guard. Usually, a randara seeks out a human settlement and looks for someone with modest power and respect. After stalking the victim for weeks, learning as much about the individual as possible, the randara murders its prey and impersonates the victim. Once established in a respectable position, the randara can use its new identity to lure more prey.
Randaras are voracious hunters of human and humanoid flesh.
A randara's attack varies with its chosen form; for example, in human form, it uses weapons, but in the form of a dog, it bites. The above stats assume a human form w/o equipment.
Randara are patient and subtle hunters, but strike quickly and violently when they have decided to finish off their prey.
Change Shape (Su): A randara can change shape an unlimited number of times per day as a standard action.
A randara has the ability to assume the form of any of the following:
- Humanoid (even duplicating the appearance of a specific individual)
- Monstrous Humanoid
A randara may assume the form of creatures ranging from Tiny to Large size.
A randara can stay in a particular shape indefinitely, given that after transformation is complete, the chosen form represents the monster's true type and size (in addition to being a shapechanger)... meaning that when killed, a randara maintains its form, and True Seeing reveals nothing interesting about it.
Changing shape results in the following changes to the randara:
• A randara acquires the type, subtype and size of its chosen form.
• A randara acquires the natural weapons, movement modes, and extraordinary special attacks and qualities of its chosen form.
• A randara's physical ability scores change according to the chosen form's ability-shift from 10. A randara's mental ability scores remain unchanged.
• A randara retains its hit points and saves, modified according to the chosen form's ability-shift from 10.
• A randara's AC changes according to its current Dex-mod and natural armor.
• A randara retains any spellcasting ability, provided it assumes humanoid or monstrous humanoid form.
• A randara is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to disguise itself as a particular individual.
Nature Sense (Ex): Same as the Druid's ability of the same name, restricted to the material prime. Randara are masters of adapting to various environments.
Spell-like Abilities (Sp): At will: Detect Thoughts; 1/day: Charm Person. (CL 15)
This is a remake of a monster appearing in the OD&D AC9 Creature Catalogue.
Medium Construct-like Alien Humanoid (Extraplanar)
Hit Dice: 6d10+30 (90 hp)
Initiative: +4 (+4 Dex)
Armor Class: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +6/+14
Attack: Fist +10 (1d8+4)
Full Attack: 2 Fists +10/+5 (1d8+4)
Space/Reach: 5' /5'
Special Attacks: Energy Blast (6d6)
Special Qualities: Alien Mind, Bio-Isolated, DR 10 / adamantine + B or S, Spell Deflection, Spell Immunity, Energy Immunity, Extra Fast Healing, Superior Vision
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 18, Dex 18, Con 20, Int 15, Wis 14, Cha 10
Skills: Balance +5, Climb +8, Disable Device +9, Escape Artist +5, Hide +9, Jump +7, Listen +9, Move Silently +9, Search +9, Spot +9, Survival +5
Feats: Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Trip
Environment: Any land, Unknown planar origin
Organization: Solitary, or Crew (2-5)
Challenge Rating: 8
Treasure: Standard coins, Triple items
Alignment: Neutral Good
Advancement: (see below)
Level Adjustment: —
Reflecters appear as mobile human statues made of perfectly reflective silvery metal. They wear no garb and use no weapons, though they may employ mechanical tools.
They communicate amongst themselves via telepathy. Although no real communication has ever been established with them beyond rudimentary gestures, these odd creatures are rumored to be visitors from the far future, "time travelling" to collect valuables.
Reflecters come from a far off world that was almost obliterated by magical wars. To guarantee their long term survival, they have spent centuries in research for augmenting their biology to resist magic and other hazards. They were too successful. In doing so, they over-compensated, rendering themselves restricted in their potential to explore and evolve. Since then, they've unsuccessfully spent eons in an attempt to regain some access to magic. They travel the multiverse, collecting magical items and dead magical creatures, researching them in an attempt to break the glass ceiling they have imposed upon themselves.
Treasure collected by reflecters is always neatly stored in chests and sacks, all tied together with rope. Once a large amount of treasure has been collected, all reflecters in a lair will gather during the next full moon, when they and the treasure all vanish at midnight.
If magical treasure is stolen from them, reflecters will track the thieves and try to regain the items. However, if offered any book, map, or scroll (magical or otherwise) in exchange for a stolen magic item, reflecters may accept the substitution(s). They will not, however, accept such a trade for items already in their possession.
Reflecters are quite non-aggressive - their vast array of immunities keeps them well protected. They will only attack to defend themselves and their treasure. They do not use weapons, armor or shields.
Reflecters never acquire treasure through violence, though scholars say they are not above theft. They will, however, use any means available to reacquire their treasure from thieves, including violence.
Reflecters prefer to first subdue their opponents, wresting from their possession whatever treasure was stolen from them. If they have an option of leaving with their collected treasure, reflecters will choose retreat over killing their opponents or fighting to the death.
If slain, a reflecter is found (if it can be opened!) to be a hard shell filled with brain-like material, but no other organs of any sort. The outer shell remains perfectly intact until it dies; however, another 60 points of sundering damage must be inflicted before the shell can be opened (treat a reflecter's body as having a hardness of 10).
Should reflecters find themselves in combat with opponents that are too tough to subdue without significant risk, they resort to using their energy blast. When their energy blast is not available to them, reflecters strike with their powerful fists.
Alien Mind (Ex): A reflecter's alien mind and adaptable senses make it immune to all mental manipulations, with the exception of the use of Bluff, Diplomacy and Sleight of Hand.
Bio-Isolated (Ex): Reflecters are immune to poison, paralysis, stunning, disease, death effects, necromancy effects, and energy drain. Furthermore, reflecters are not subject to precision damage, nonlethal damage, ability damage, ability drain, polymorph, petrifaction, fatigue, exhaustion, sickness, and nausea. Reflecters do not need to breathe, eat, or sleep though they may eat if they so choose.
Damage Reduction: A reflecter has DR 10/ adamantine and either Bludgeoning or Slashing. Piercing attacks are always partially blocked.
Energy Blast (Su): A reflecter may make one Energy Blast attack as a standard action that doesn't provoke AoOs. This blast may either appear as a 60' bolt, which acts as a lightning bolt originating from the reflecter's body, or as a 120' ray attack, which is a ranged touch attack. The attacks deal 1d6 points of damage per Hit Die of the reflecter. Half the damage dealt is Force damage; the other half is Cold, Fire or Electricity (DM's choice). The bolt allows a Reflex save (DC 15) for half damage. The ray allows no save. The save DC is Wis-based. Once used, a reflecter's Energy Blast requires 1d4 rounds to recharge.
Energy Immunity(Ex): Reflecters are immune to acid, cold and electricity damage, and have fire resistance 30.
Extra Fast Healing (Ex): As Fast Healing 1 but reflectors automatically stabilize when at negative hit points.
Shattering Fists (Ex): A reflecter's fists strike like sledgehammers, ignoring DR and hardness, and dealing full damage to objects. Furthermore, each of its fist attacks (or mere touch) may be accompanied by a non-magical Shatter effect vs. the struck (or touched) object or creature.
Spell Deflection (Su): Spells and spell-like abilities cast directly at a reflecter are deflected away, striking the nearest creature within line of effect – including the caster – for full effect (as if the caster was standing in place of the reflecter when casting the spell). Gaze attacks in specific are always reflected back at the originator.
Spell Immunity (Ex): A reflecter ignores the effects of spells and spell-like abilities that directly target it. This works exactly like SR, except that it cannot be overcome. Despite being alive, a slain reflecter cannot be brought back from the dead and cannot be raised, reincarnated or resurrected. The spells below can directly affect reflecters as follows:
· Limited wish removes a reflecter's DR for 1 minute. Wish and miracle remove a reflecter's DR for 10 minutes or their spell immunity for 1 minute, making it possible to bring them back from the dead.
· A gate spell affects them normally.
· Spells that change the environment affect reflecters normally – provided that the environmental augmentation is not magical in and on itself. For example, a transmute rock to mud affects them normally, but they ignore solid fog.
Superior Vision (Ex): Reflecters' sensory capabilities are beyond the understanding of most mortals. Reflecters' sight stretches 4 times farther than that of humans, and they see in perfect darkness (including magical darkness) just as they would in full daylight. Their sight is not impaired by bright light (e.g. staring at the sun).
If a reflecter ever takes levels in a class, it is either in the Mirror Dancer and/or Time Bender classes. Each 2 class levels count as 1 HD for determining their Energy Blast damage and Shatter damage, as well as increasing their fire resistance by +5.
Reflecters cannot take the Diehard feat. They are incapable of overcoming their body's tendency to shut down when below 0 HP.
This is my translation of the 5e Revenant – a concept that was badly missing from RPG all these years.
Medium, undead-possessed corpse
Hit Dice: 12d8+48 (198 hp)
Speed: by creature type (usually 30’)
Armor Class: 12 or better (by equipment)
Base Attack/Grapple: +6/+10
Attack: Slam +10 (1d6 + 4)
Full Attack: 2 Slams +10 (1d6 + 4)
Space/Reach: 5' /5'
Special Attacks: Vengeful Strike (4d6), Vengeful Glare
Special Qualities: Alive, Turn Immunity, Darkvision 60’, Regeneration 10, Rejuvenation, Vengeful Track,
Saves: Fort +8, Ref +6, Will +12
Abilities: STR 18, DEX 14, CON 18, INT 13, WIS 16, CHA 18
Skills: Balance +6, Climb +10, Diplomacy +10, Disable Device +9, Escape Artist +10, Hide +10, Intimidate +9, Jump +12, Listen +13, Move Silently +10, Spot +13 and Swim +10
Feats: Alertness , Improved Initiative, Great Fortitude, Iron Will, Lightning Reflexes, Toughness
Environment: Any land
Languages: the ones it knew in life
Challenge Rating: 9
Advancement: (see below)
Level Adjustment: —
A revenant forms from the soul of a mortal who met a cruel and undeserving fate (betrayal in most cases). It claws its way back into the world to seek revenge against the one who wronged it.
The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body is destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.
Hunger for Revenge: A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest.
Divine Justice: No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow.
If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.
Regeneration (Ex): The revenant regains 10 HP at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn.
The revenant's body is destroyed only if it starts its turn with 0 or less HP and doesn't regenerate to positive HP.
Rejuvenation (Su): When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity: Revenants are immune to effects that turn/rebuke undead.
Vengeful Tracker: The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
Vengeful Glare: The revenant targets one creature it can see within 30' of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with a cumulative -2 if it can see the revenant, ending the frightened condition on itself on a success.
New Monster Feats
Prerequisite: Multisnatch (Drac, p. 72)
Benefits: The penalty for maintaining a hold is removed entirely.
You may wield your natural attack like a blade.
Requirements: At least one natural weapon.
Benefits: Choose one of your natural weapons. You attack with that weapon as though it were a manufactured weapon (e.g. you may make iterative attacks with that weapon during a full attack, it may benefit from Two-Weapon Fighting/Multiweapon Fighting, and so forth).
Special: If you possess multiple natural weapons of the same type (e.g. two claws), the benefits of this feat apply to only one of them.
You may select this feat more than once, choosing a different weapon each time.
Prereqs: Bite attack that deals piercing damage, on character creation
Benefit: The creature’s bite attack also counts as slashing damage.
Prereqs: Bite attack that deals slashing damage, on character creation
Benefit: The creature’s bite attack also counts as piercing damage.
Anthropomorphic Creature: (monstrous humanoid)
You’re blessed with unnatural intuition and mental empathy.
Requirements: on character creation only
Benefits: You gain a +2 Wis increase, as well as the following 3 benefits:
1. As a move action, you may concentrate to feel the mental state of an individual creature within 30’ (doesn’t provoke AoOs). You may tell if the creature is happy, worried, anxious, fascinated, amused, angry, depressed and so on. You may even tell whatever mixed emotions the creature is experiencing.
2. As a free action, you may converse telepathically with a creature within 30’. This form of telepathy is language-based.
3. Your intuition grants you +2 on all opposed Wis-vs.-Cha and Cha-vs.-Wis skill checks.
Nosferatu: (monstrous humanoid)
Nowadays, many vampire sagas regard vampires as a biological anomaly.
I first came upon the name "Nosferatu" (a vampire with character class features) in the very 1st OD&D gazetteer "Grand Duchy of Karameikos" and was fascinated with the idea ever since, even though I was never really a necro-freak.
For a long time I've been toying with this concept, trying to concoct something that would be both playable and as close as possible to modern days folklore.
Powers, Abilities & Special Properties
HD: A Nosferatu has +2 racial HD (+16HP; 1:1 BAB progression; Good Fort & Ref)
Abilities: STR +6, DEX +2, CON +2 & CHA +4
Skills: +8 racial bonus to Climb, Hide, Jump, Listen Move Silently & Spot; +4 racial bonus to Bluff & Intimidate.
Fast Moving: All Nosferatu gain +10’ increase to their land speed.
Climbing Speed: 20' or equal to ground speed (whichever is lower).
Natural Attack: 2 Claws (1d4 + STR-mod), 1 Bite (1d3) - modify appropriately for small/large Nosferatu.
Pounce: When charging, a Nosferatu can make full natural attack.
Blood Drain: Same mechanics as given for the Vampire, but dealing 1d3 CON damage per round (modify CON damage according to size, the same as for weapons' damage).
Terrifying Transformation: The Nosferatu may demoralize (see Intimidate for details) a single opponent that witnesses his transformation to monstrous form (see details in the spoiler below). If the opponent has seen such a transformation in the past, it gains a +4 bonus to resist the effect. If the opponent is aware of the Nosferatu's nature, it gains an additional +4 bonus to resist.
Darkvision: 60', or 30' increase (up to 120')
Lowlight Vision: As Elves, or +1 range multiplier (up to *4)
Scent: See the DMG for more details
Natural Armor: The base creature's natural armor is improved by +2.
Cold & electricity Resistance: 5
Immunities: Nosferatu are immune to all non-magical poisons and diseases, to non-lethal damage and to aging attacks & magical effects (limitless lifespan).
Non-Fatality: While Nosferatu take full precision damage, they can only be coup-de-graced with slashing weapons (decapitated) and they automatically stabilize.
While equipped with all their combat faculties, Nosferatu have a frightening monstrous appearance.
- They have sharp and protruding canines and fingernails
- Their irises are colored pale blue
- Their skin turns pale gray
- Their facial features become sharp and rough
To go about in civilization, Nosferatu hide their true nature, which hinders their combat prowess as follows:
- They lose their natural form of attack and Pounce
- They lose their climbing speed
- They lose their skill modifiers
- They lose their movement increase
- Their STR bonus degrades to +2
- Natural armor, DR and Resistances are suppressed
Changing to/from monstrous form is a move action that doesn't provoke AoOs.
Fire Sensitivity: A Nosferatu takes 50% more damage from fire-based attacks. Fire-based damage does not regenerate. Fire damage is healed only by feeding or with spells (rest and natural means have no effect).
Light Sensitivity: Blinded for the 1st round of exposure and dazzled for the time it remains in bright light. Within sunlight or Daylight effect, Nosferatu take 1HP/min fire-equivalent damage and they don't regenerate.
Silver: Affects Nosferatu just as Dark Reaver Powder would affect humans on specific cases (solution, powder, etc).
Garlic: Causes Nosferatu to be sickened (a very large amount would make a Nosferatu nauseated)
Wooden Stake: A wooden stake through the heart (Coupe-de-Grace / attack roll exceeds AC by +10) paralyses a Nosferatu
An Xth level Nosferatu needs to drain X/2 CON points a day (not enough to kill a victim).
Draining blood from non-sentient mammals: The CON of these creatures only counts 1/2 for the Nosferatu's requirements.
Draining blood from non-mammals: counts 1/4 for the Nosferatu's requirements.
A dose of blood heals a Nosferatu of 2d3 points of damage and a single physical ability damage (the one most severely drained, in case of multiple ability damage).
Draining the blood of a Nosferatu yields no feeding reward for the attacker, but it does cause CON damage to the target.
A Nosferatu that has not fed for 48 hours must succeed Fort & Will saves (DC 10) to avoid bloodlust. With each passing 6 hours thereafter, make another check with a cumulative +1 DC increase.
A failed save also does 1d3 points of ability damage to STR / DEX / AGI / CON and 1 point of ability damage to INT / WIS / PER / CHA (cycle on both cases).
Covering one's identity
A Nosferatu's bite contains a powerful sedative that acts on the target as Deep Slumber spell (single target; DC +4; Fort save instead of Will) and causes amnesia regarding the last 5 minutes. After 4 hours there's no evidence of the bite, making it harder to determine what happened to the victim (note that the sedating saliva has no affect on 11+ HD creatures).
Nosferatu have an unusual ability of assessing their potential victim's level of power and its chances of becoming an easy meal (is it alive... can it be sedated... how physically strong is it...)
When feeding, Nosferatu go to great lengths not to harm their meal, since too many bodies leave a hot trail to follow.
Becoming a Nosferatu
The process of becoming a Nosfertu is the same for all.
1. The target of a Nosfertu's bite must be brought from perfect health to CON=0 by blood drain.
2. Then the Nosfertu cuts-open a vain (standard action) and feeds the target (which dies if not fed within 1 minute), taking 2d3 blood-drain damage itself (when feeding a medium sized victim). The victim falls into a coma.
3. Finally, the target must make a successful Fort save against DC 13 or remain comatose (curable by Restoration/Heal in case of failure).
4. 8 hours later, the "victim" wakes up as a Nosferatu.
Nosferatu don't breed – not with non-Nosferatu and not amongst themselves. There's no "next generation" for a Nosferatu.
Their affliction renders them forever sterile, and there's no known method of reversal for being a Nosferatu, short of a Miracle (not even Reincarnation does the trick).
Nosferatu groupings beyond mates are extremely rare, as they rival one another on feeding grounds and need to maintain low profile.
With the passing of the years, Nosferatu evolve in power as follows:
Elder (10-99 years):
- Racial HD: +1 (+3 total)
- Feeding: The Nosferatu only needs X CON-points per week and the bloodlust check durations are doubled.
- Terrifying Transformation: Affects all opponents within 30' that witness the Nosferatu's transformation.
- Regeneration: 3
- Fire Sensitivity: Diminishes to +20%.
- Silver: No longer has secondary effect.
- Cold & electricity Resistance: 10.
- Sunlight / Daylight: No longer cause continual damage, but still suppresses regeneration.
- Garlic: Can no longer cause a Nosferatu to become nauseated.
- STR-Boost: +2 increase (in both forms)
- Alternate Form (Su): The nosferatu can assume the shape of a dire bat, giant rat, wolf or dire wolf as a standard action. While in its alternate form, the nosferatu loses its natural attacks and any supernatural special abilities it has, but it gains the natural weapons and (Ex) abilities of its new form. It can remain in that form until it assumes another or until the next sunrise.
- Children of the Night (Su): Once per day, the nosferatu can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the nosferatu for up to 1 hour.
- Enlarge Person (Sp): As the 1st level spell of the same name, applied to self only.
- LA: +4
Ancient (100-999 years):
- Racial HD: +1 (+4 total)
- Feeding: The Nosferatu only needs X*2 CON-points per month and the bloodlust durations are doubled again.
- Terrifying Transformation: Opponents that are overcome become Frightened for 2d4 rounds.
- Regeneration: 5
- Fire Sensitivity: Gone.
- Silver: No longer has effect.
- Cold & electricity Resistance: 15.
- Sunlight / Daylight: No longer suppresses regeneration.
- Garlic: No longer has any effect.
- STR-Boost: +2 increase (in both forms)
- Drain Thoughts (Su): For every CON-point you drain from a victim, you may probe their memories for any specific fact in their lives or use Knowledge check of which they're capable.
- Inhuman Speed (Ex): As a swift action, the nosferatu may move up to its move speed plus 15 ft. Once it has used this ability, it must wait 5 rounds before it can use it again.
- Wings (Ex): double land speed, avg maneuverability.
- LA: +5
Eternal (1000+ years):
- Racial HD: +1 (+5 total)
- Feeding: The Nosferatu regains the ability to consume normal food, but needs negligible amounts.
- Terrifying Transformation: Opponents that are overcome become Panicked for 3d6 rounds.
- Regeneration: 10
- Cold & electricity Resistance: 20.
- Non-Fatality: Absolute – a severed extremity (including the head) reattaches immediately. In order to kill an eternal nosferatu, one must use Disintegrate or similar spells, or burn to death's threshold and beyond - until the entire body is totally incinerated.
- Fire Damage: Is now also regenerated
- Wooden Stake: No longer paralyses
- STR-Boost: +4 increase (in both forms)
- Dominate (Sp): The nosferatu can crush an opponent's will just by looking onto its eyes. This is a gaze attack that requires a standard action. This power otherwise functions as Dominate Person spell, with the CL equals the nosferatu's ECL.
- Wracking Pain (Ex): Whenever the nosferatu drains blood from a creature, that creature must make a Fort save vs. DC [10 + ½ the nosferatu's total HD + STR-mod] or be overcome by pain, becoming nauseated for 2d4 rounds.
- Shout (Sp): As the spell, usable 1 / 5 rounds. At ECL 15 and on, an eternal nosferatu can use this ability #3/day to produce the effect of Greater Shout.
- LA: +6
Gift of Antiquity:
By volunteeringly allowing a younger nosferatu to feed directly from its neck, an Elder/Ancient/Eternal nosferatu can bestow the power of antiquity upon them. This essentially “ages” the younger nosferatu as follows:
- Elder/Ancient/Eternal nosferatu may bestow this gift upon Novice nosferatu once every 10 years. This essentially “ages” the younger nosferatu by 10 years.
- Ancient/Eternal nosferatu may bestow this gift upon Elder nosferatu once every 100 years. This essentially “ages” the younger nosferatu by 100 years.
- Eternal nosferatu may bestow this gift upon Ancient nosferatu once every 1000 years. This essentially “ages” the younger nosferatu by 1000 years.
The above are all separate gifts. However, an individual nosferatu may not grant or receive a gift of antiquity more than once between two full moons.
Note: Nosferatu are fierce competitors and would normally not give others the slightest edge. Nevertheless, sometimes, personal interest of alliance or a powerful friendship encourage them to go against that instinct. Ironically, though very rare, it is not unheard of that a recipient of such a gift eventually betrays its benefactor.
This template is detailed here.