Nosferatu Carnifex (5e Creature)

From D&D Wiki

Jump to: navigation, search

Nosferatu Carnifex[edit]

Large undead, neutral evil


Armor Class 18 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 40 ft., burrow 10 ft., climb 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Dex +7, Con +8, Wis +6
Skills Perception +6, Stealth +7
Proficiency Bonus +4
Damage Vulnerabilities fire, radiant
Damage Resistances cold, poison, psychic
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages the languages it knew in life
Challenge 10 (5,900 XP)


Regeneration. The nosferatu regains 10 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.

Nosferatu Weaknesses. The nosferatu has the following flaws:
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 when it ends its turn in running water.
Stake to the Heart. The nosferatu is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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.

Standing Leap. The nosferatu's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Innate Spellcasting. The nosferatu's innate spellcasting ability is Wisdom (spell save DC 14). The nosferatu can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
1/day each: charm person, dimension door, gaseous form, sleep

ACTIONS

Multiattack. The nosferatu makes three attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage. Instead of dealing damage, the nosferatu can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the nosferatu, incapacitated, or restrained. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) 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.

Frightful Presence. Each creature of the nosferatu's choice that is within 120 feet of the nosferatu and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nosferatu's Frightful Presence for the next 24 hours.


The nosferatu carnifex though related and sharing similar features to the winged strigoi is far more powerful and massive in size but unable to fly. The nosferatu carnifex is a fearsome predator said to have skin as hard as stone as arrows and swords simply bounce off the creature's rock hard hide. Considered to be one of the most powerful atavistic forms of the vampire spawn and it was rumored that there once were more vampires but many of them fell before the fangs and swords of the vampire clans, hence in ancient times there might have been a clan nosferatu but they were cannibalized by the high clans so hence when a vampire or it's spawn succumbs to their inner beast they have a chance to morph into one of these fearsome killers.
These giant vampire spawn stand at 10 feet of height, their fingers generally fusing into two massive fingered claws with a powerful clawed thumb. They have features like a mix of a vampiric bat and a great artic wolf with a partial coat of fur, especially a mane on their backs that can range from silver, white or ebony black. They have powerful digitigrade feet connected to long and powerful legs so they can run quite quickly. Their massive chiropteran ears help them detect their enemies with accuracy in close range. With their powerful bodies and great limbs they can tunnel through clay, soil and sometimes sandstone.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: