b'Vampire, Nosferatu \n'b'  Family:   Vampires  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  19 (Natural Armor)  Hit Points  76 (17d8)  Speed  30 Ft., Climb 30 Ft.\n'b' STATS STR: 16 (+3) DEX:  20 (+5)  CON:  10 (+0)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   Deception  +3,  History  +8,  Insight  +7,  Intimidation  +3,  Investigation  +8,  Perception  +6,  Stealth  +9  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Vulnerabilities  psychic  Senses   darkvision  60 ft., passive  Perception  16  Languages  Common  Proficiency Bonus  +4  Challenge  11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Frenzy . The nosferatu has advantage on  melee attack  rolls against any creature that doesn\xe2\x80\x99t have all its  hit points . \n'b'  Undead Nature . The nosferatu doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Innate Spellcasting . The nosferatu\xe2\x80\x99s innate spellcasting ability is  Intelligence . It can innately cast  mage hand  at will (the hand is  invisible ), requiring no components. \n'b'  Keen Smell . The nosferatu has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Legendary Resistance (3/Day) . If the nosferatu fails a saving throw, it can choose to succeed instead. Nosferatu Weaknesses. The nosferatu has the following flaws: \n'b'  Beauty Attraction . The nosferatu must make a DC 15  Wisdom  saving throw upon feeding on a good-aligned humanoid with a  Charisma  of 18 or higher. If it fails, it is magically  charmed  for 1 day. While  charmed , the nosferatu is  incapacitated  and has a speed of 0. The effect ends for the nosferatu if it takes any damage or if someone else uses an action to shake it out of its stupor. If the nosferatu successfully saves against the effect, or if the effect on it ends, it is immune to Beauty Attraction for the next 24 hours. \n'b'  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. \n'b'  Pack Tactics . The nosferatu has advantage on an  attack  roll against a creature if at least one of the nosferatu\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Silent . The nosferatu makes no sound, regardless of the surface it is moving across. It also has advantage on  Dexterity  ( Stealth ) checks that rely on moving silently. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The nosferatu makes two attacks, only one of which can be a bite  attack . \n'b'  Claws .  Melee Weapon Attack : +9 to hit, reach 5 ft., one creature.  Hit : 9 (1d8 + 5) slashing damage. Instead of dealing damage, the nosferatu can grapple the target (escape DC 17). \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature, or a creature that is  grappled  by the nosferatu,  incapacitated , or  restrained .  Hit : 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s 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. If the necrotic damage reduces the target to  0 hit points , the target is stable but  poisoned  for 1 hour, even after regaining  hit points , and is  paralyzed  while  poisoned  in this way. \n'b'  Plague Mist (1/Day) . The nosferatu releases a plague in a mist that bursts out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12  Constitution  saving throw. On a successful save, the creature can\xe2\x80\x99t be infected by the mist for 24 hours. On a failed save, the creature is infected with the plague. The plague infects the creature, killing the creature in a number of hours equal to 1d12+the creature\xe2\x80\x99s  Constitution  score, unless the disease is removed. In half that time, the creature becomes  poisoned  for the rest of the duration. Creatures immune to the  poisoned  condition are immune to this disease. \n'b'  Psychic Lure . The nosferatu psychically calls to a target. Every humanoid and giant within 300 feet of the nosferatu must succeed on a DC 15  Wisdom  saving throw or be  charmed  until the psychic lure ends. The nosferatu must take a bonus action on its subsequent turns to continue its lure. It can stop the lure at any time. The lure ends if the nosferatu is  incapacitated . While  charmed  by the nosferatu, a target is  incapacitated  and ignores the lure of other nosferatu. If the  charmed  target is more than 5 feet away from the nosferatu, the target must move on its turn toward the nosferatu by the most direct route. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the nosferatu, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nosferatu\xe2\x80\x99s lure for the next 24 hours. \n'b'  Sleep Gaze . The nosferatu gazes at one creature it can see within 30 feet of it. The target must make a DC 15  Wisdom  saving throw. On a failed save, the target succumbs to a magical slumber, falling  unconscious  for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this nosferatu\xe2\x80\x99s gaze for the next 24 hours. Undead and creatures immune to being  charmed  aren\xe2\x80\x99t affected by it. \n'b'  Summon Rats (1/Day) . The nosferatu magically calls 2d4 swarms of rats, provided that the sun isn\xe2\x80\x99t up. The rats arrive in 1d4 rounds, acting as allies of the nosferatu and obeying its spoken commands. The rats remain for 1 hour, until the nosferatu dies, or until the nosferatu dismisses them as a bonus action.. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The nosferatu can take 3 legendary  actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The nosferatu regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Move . The nosferatu moves up to its speed without provoking opportunity attacks. \n'b'  Unarmed Strike . The nosferatu makes one unarmed strike. \n'b'  Bite (Costs 2 Actions) . The nosferatu makes one bite  attack . \n'b'\n'b' ABOUT \n'b' This bald rat-like figure stalks forward silently with malign intent. \n'b' The first nosferatu were inspired by Count Orlok, but there have been many more since his debut. Nosferatu are utterly silent and  attack  in packs; whether that was due to the original Count or a result of the legend that has since sprung up around him is a question for scholars. \n'b' Nosferatus are powerful opponents in their own right, but even more dangerous if undetected. A nosferatu will spread a plague through its mist and rats, preying on any attractive humanoids it can find. It captures its prey by its lure, using its  sleep  gaze to  knock  them out and then drain their blood.'