Bestiary 2 | Monsters | Dhampir

Dhampir

Level: fighter 1. Cr: 1/2. Xp: 200. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: dhampir.
Init: +3. Senses: darkvision 60 ft., low-light vision; Perception +1. Ac: 17, touch 13, flat-footed 14 (+4 armor, +3 Dex).
Hp: 13 (1d10+3).
Fortitude: +2. Reflex: +3. Will: -1 (+2 vs. disease and mind-affecting effects). Defensive Abilities: negative energy affinity, resist level drain. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: rapier +4 (1d6+1/18-20). Strength: 13. Dexterity: 17. Constitution: 10. Intelligence: 10. Wisdom: 8. Charisma: 16.
Base Attack: +1. Cmb: +2. Cmd: 15.
Feats: Toughness, Weapon Finesse.
Skills: Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3. Racial Modifiers: +2 Bluff, +2 Perception.
Languages: Common.
Environment: any land. Organization: solitary, pair, or court (3-8 and 1 vampire). Treasure: NPC gear (chain shirt, rapier, other treasure).
spell-like abilities: (CL 1st)

3/day-detect undead


Description: This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.

Special Abilities

Resist Level Drain

A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

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.

Dhampir

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

+2 Dexterity, +2 Charisma, -2 Constitution

Dhampirs are fast and seductive, but closer to death than most mortals.

Senses

Low-light vision and darkvision 60 feet.

Manipulative

+2 racial bonus on Bluff and Perception.

Undead Resistance

Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Light Sensitivity

See Universal Monster Rules/Light Sensitivity

Negative Energy Affinity

See Universal Monster Rules/Negative Energy Affinity

Spell-Like Ability

A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Resist Level Drain

See Dhampir/Special Abilities/Resist Level Drain

Languages

Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

See Also

Dhampir Monster Entry