Nosferatu Alchemist 4/Wizard 9

Nosferatu Alchemist 4/Wizard 9 CR 14

XP 38,400
Male human nosferatu alchemist 4/wizard 9
LE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +24

DEFENSE

AC 25, touch 13, flat-footed 22 (+4 armor, +3 Dex, +8 natural)
hp 126 (13 HD; 9d6+4d8+74); fast healing 5
Fort +13, Ref +12, Will +14; +2 vs. poison
Defensive Abilities channel resistance +4; DR 5/wood and piercing; Immune undead traits; Resist cold 10, electricity 10, sonic 10
Weaknesses vampire weaknesses

OFFENSE

Speed 30 ft.
Melee 2 claws +7 (1d6)
Special Attacks blood drain, bomb 9/day (2d6+5 fire, DC 17), dominate (DC 20), hand of the apprentice (8/day), metamagic mastery (1/day), telekinesis (DC 20)
Alchemist Extracts Prepared (CL 4th)

2ndresist energy, see invisibility
1stdetect undead, disguise self, expeditious retreat, shield, true strike

Wizard Spells Prepared (CL 9th; concentration +14)

5thcone of cold (DC 20), hold monster (DC 21)
4thcrushing despair (DC 20), detonate (DC 19), phantasmal killer (DC 19)
3rddeep slumber (DC 19), dispel magic, lightning bolt (DC 18), stinking cloud (DC 18)
2ndinvisibility, scorching ray, summon swarm, touch of idiocy, web (DC 17)
1stmage armor, magic missile, memory lapse (DC 17), ray of enfeeblement (DC 16), shocking grasp, silent image (DC 16)
0 (at will)detect magic, ghost sound (DC 15), mage hand, message

TACTICS

Before Combat He casts mage armor before combat, using his Spell Mastery feat.

During Combat If pressed into combat, he uses his dominate ability to gain an ally to defend him. He uses his spells to hold off opponents as long as possible, but only so long as he is winning.

Morale He has no interest in fighting the PCs. If unable to defeat them, he casts detonate, followed by quickened invisibility (using metamagic mastery) to make his escape, in swarm form if possible.

STATISTICS

Str 10, Dex 16, Con —, Int 21, Wis 20, Cha 18
Base Atk +7; CMB +7; CMD 20
Feats AlertnessB, Brew Potion, Combat Casting, Eschew Materials, Improved InitiativeB, Iron Will, Lightning ReflexesB, Master Alchemist, Persuasive, Quicken Spell, Scribe Scroll, Skill Focus (Craft [alchemy])B, Skill Focus (Heal)B, Spell Focus (enchantment), Spell Mastery (dispel magic, hold monster, invisibility, mage armor, magic missile), Throw Anything, Toughness
Skills Craft (alchemy) +31, Diplomacy +20, Fly +10, Heal +17, Intimidate +20, Knowledge (arcana) +20, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +10, Perception +24, Sense Motive +20, Spellcraft +20, Stealth +20, Use Magic Device +10; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Common, Draconic, Infernal, Necril, +3 additional; telepathy 60 ft.
SQ alchemy (alchemy crafting +4, identify potions), arcane bond (rat), discoveries (precise bombs [5 squares], smoke bomb), mutagen (+4/–2, +2 natural, 40 minutes), poison use, spider climb, swarm form, swift alchemy
Gear none

SPECIAL ABILITIES

Blood Drain (Su)

A nosferatu can suck blood from a grappled opponent; if the nosferatu establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The nosferatu heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Damage Reduction (Su)

A nosferatu has damage reduction 5/wood and piercing (this includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon’s head is made of another material.

Dominate (Su)

A nosferatu can crush a humanoid opponent’s will as a standard action. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some nosferatu might be able to affect different creature types with this power.

Spider Climb (Ex)

A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.

Swarm Form (Su)

As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the nosferatu, and any damage done to the swarm affects the nosferatu. A nosferatu in swarm form is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the nosferatu itself, which treat the nosferatu as one single creature if it so chooses. While in swarm form, a nosferatu cannot use its natural claw attacks or any of its special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed into. It also retains all of its usual special qualities. While in swarm form, a nosferatu is still considered an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form, retakes its original form as a standard action, or until the next sunrise.

Telekinesis (Su)

As a standard action, a nosferatu can use telekinesis, as the spell (caster level 12th).

Section 15: Copyright Notice

Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.
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