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Dhampir

CR 1/2 Humanoid CE Medium HD 1
This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.

Cursed from birth, dhampirs result from the rare and unnatural union of vampires and humans. Although not driven to consume blood for survival as their undead progenitors are, dhampirs nonetheless know a lifelong desire for blood that nothing else can truly sate. Those who survive their early years face a life of fear and mistrust, their unnatural beauty and incredible reflexes marking them as scions of the night just as surely as their sensitivity to light. Although polluted by undeath, dhampirs do grow old and die, aging at a rate similar to elves.

Dhampirs are defined by class levels—they don't possess racial Hit Dice. All dhampirs have the following racial traits.

HP
13 (1d10+3)
AC
17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Init
+3
Speed
30 ft.
Fort
+2
Ref
+3
Will
-1 (+2 vs. disease and mind-affecting effects)
BAB
+1
CMB
+2
CMD
15
Melee
rapier +4 (1d6+1/18-20)
Defensive Abilities
negative energy affinity, resist level drain
Racial Modifiers
+2 Bluff, +2 Perception
str
13
+1
dex
17
+3
con
10
+0
int
10
+0
wis
8
-1
cha
16
+3

Weapons: Simple

Universal Monster Rules

Negative Energy Affinity Ex from Universal Monster Rule
The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature.
Resistance (level drain) Ex from Universal Monster Rule
A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, electricity, or fire). The entry indicates the amount and type of damage ignored.

Feats, Traits & Items

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3

spell-like abilities:
3/day—Detect Undead
Details
Type
Humanoid
Alignment
CE
Size
Medium
Environment
any land
Organization
solitary, pair, or court (3-8 and 1 vampire)
Treasure
NPC gear (chain shirt, rapier, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +1
Languages
Common
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Undead (Spell) — core content under OGL 1.0a
View references and cross-links for Dhampir

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