Dhampir
Description
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.
Combat Stats
- Melee
- rapier +4 (1d6+1/18-20)
- Defensive Abilities
- negative energy affinity, resist level drain
- Racial Modifiers
- +2 Bluff, +2 Perception
Ability Scores
Proficiencies
Weapons: Simple
Feats
Special Abilities
Universal Monster Rules
Feats, Traits & Items
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).
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.
Skills
Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3
Spells
- 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