Medium undead (shapechanger), neutral evil
Armor Class 17 (natural)
Hit Points 136 (13d8 + 78)
Speed 30 ft.
STR 14 (+2) DEX 18 (+4) CON 22 (+6) INT 17 (+3) WIS 19 (+4) CHA 18 (+4)
Saves Dex +8, Wis +8, Cha +8
Skills Perception +12, Stealth +12
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 22
Languages same as life, telepathy 60 ft.
Challenge 10 (5,900 XP)
Shapechanger: If the nosferatu isn’t in sunlight or running water, it can use its action to polymorph into a swarm of bats, rats, spiders, or back into its true form. While in swarm form, the nosferatu can’t speak, it gains resistance to bludgeoning, piercing and slashing damage and it gains the attack and speed of the swarm it changed to. Its other statistics are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
Regeneration: The nosferatu regains 20 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 nosferatu takes radiant damage or damage from holy water, this trait doesn’t function at the start of the nosferatu's next turn.
Spider Climb: The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm Escape: When it drops to 0 hit points outside its resting place, the nosferatu transforms into a swarm instead of falling Unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in swarm form, it can’t revert to its nosferatu form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its nosferatu form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Nosferatu Weaknesses: The nosferatu has the following flaws:
[i]Forbiddance: The nosferatu can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The nosferatu takes 20 acid damage if it ends its turn in running water.
Stake to the Heart: If a piercing weapon made of wood is driven into the vampire’s heart while the nosferatu is Incapacitated in its resting place, the nosferatu is Paralyzed until the stake is removed.
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.
Multiattack (Nosferatu Form Only): The nosferatu makes two attacks, only one of which can be a bite attack.
Claws (Nosferatu Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage. Instead of dealing damage, the nosferatu can grapple the target (escape DC 16).
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the nosferatu, Incapacitated, or Restrained. Hit: 5 (1d6 + 2) 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. A humanoid slain in this way and then buried in the ground rises the following night as a wight under the nosferatu's control.
Bites (Swarm Form only) Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.
Charm: The nosferatu targets one humanoid it can see within 30 feet of it. If the target can see the nosferatu, the target must succeed on a DC 16 Wisdom saving throw against this magic or be Charmed by the nosferatu. The Charmed target regards the nosferatu as a trusted friend to be heeded and protected. Although the target isn’t under the nosferatu's control, it takes the nosferatu's requests or actions in the most favorable way it can, and it is a willing target for the nosferatu's bite attack. Each time the vampire or the nosferatu's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the nosferatu is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Telekinesis: Ranged Spell Attack: +8 to hit, range 60 ft., one creature or object weighting less than 1000 lbs. The nosferatu can move an object or creature of 1000 lbs or less up to 30 ft., but not out of range of the spell. A creature may oppose the nosferatu's telekinesis with a Strength check. This is otherwise identical to the telekinesis spell.