Nosferatu
These vampires have foregone feeding and become bestial monsters who act as vampires do but without a vampire's sanity.
Nosferatu
Intensity: 1.1 (Powerful Human)
Unholy Disorder; Medium; Undead (Vampire)
Defense
Fortitude Defense: 23 ; Reflex Defense: 20 ; Will Defense: 4
HP: 84 (40 + 4 (Inte) + 5d8 + 20) ; Damage Threshold: 23
DR: DR 10/Silver
Offense
Speed 6 sq., 6 sq. (Fly)
Melee Bite +8 (1d6+5 and Sire Spawn)
Space 1 sq. ; Reach 1 sq.
Statistics
STR 5, Dex 5, Inte 2, Int -6, Wis -6, Cha 4
Attack Bonus +3 ; Casting Stat: Charisma ; MP: 18
Feats Spellcasting (Arcane and Divine), Fabulous Mind, Resilient Body, Dodge V, Combat Reflexes
Skills Deception +9, Persuasion +9; Racial Modifiers +4 Deception and Persuasion
Language Necril
Special Sire Spawn, Dominating Presence
Sire Spawn (Su)
Just like a Vampire, the Nosferatu's bite possesses the Blood Drain ability. In addition, enemies slain by their bite are raised as a vampire 1d4+1 days later. Vampires are immune to this aspect (but are still affected by Blood Drain). In addition to this - Vampires, Plants, and Oozes are immune to this. Those raised as a vampire by the Nosferatu are loyal to whatever they say, and only effects which break mind control can stop this.
Dominating Presence (Ex)
All enemies within 6 squares of the Nosferatu take a -2 penalty to their Will Defense. In addition, the Nosferatu receives a +5 circumstance bonus on all Persuasion checks made to Intimidate.
Spells
Arcane Illusory, Laughing Fits, Blood Splinter, Repel Beasts
Divine Necrotic Touch (Mk. III)
Miscellaneous Information
Environment any
Organization solitary or clan (2 nosferatu + 1d8+1 vampires)
Universe any
Treasure Dead Man's Blood
Dead Man's Blood: Nosferatu blood is notoriously browned, clotted, and old. The older the blood is, the more valuable and the more potent it is. Nosferatu have 1d4 jars of this thick and congealed blood within them, and upon drinking a jar of this blood a user gains a +1 to their Charisma. However in doing this they have the chance of taking a -1 to their Constitution if a successful +8 attack against their Fortitude Defense is made. One jar of Dead Man's Blood can be drank per day, however for each drink beyond the first the attack is increased by +2 and the penalty by 1. Upon reaching a -10 in Constitution, the drinker dies. People can become addicted to this substance, using the same addiction rules as drugs.