Dhampir

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

Dhampir (CR 1/2)

Dhampir Fighter 1
Medium Humanoid (dhampir)
Alignment: Chaotic Evil
Initiative: +3
Senses: Darkvision 60 feet, Low-Light Vision; Perception +1
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Hit Points: 13 (1d10+3)
Saving Throws: Fort +2, Ref +3, Will -1 (+2 vs. disease and mind-affecting effects)
Negative Energy Affinity, resist level drain
Weaknesses: light sensitivity
 

Offense

Melee: rapier +4 (1d6+1/18-20)
Reach: 5 feet
  Spell-Like Abilities (CL 1st):

Statistics

StrDexConIntWisCha
13 (+1) 17 (+3) 10 (+0) 10 (+0) 8 (-1) 16 (+3)
Base Attack Bonus: +1
CMB +2
CMD 15
  Feats: Toughness, Weapon Finesse
  Skills: Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3 Languages: Common
 

Special Abilities

Resist Level Drain (Ex)

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.
 

Ecology

Environment: Any Land
Organization: solitary, pair, or court (3-8 and 1 vampire)
Treasure: NPC gear (chain shirt, rapier, other treasure)

  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 CHARACTERS
  Dhampirs are defined by class levels-they don't possess racial Hit Dice. All dhampirs have the following racial traits. 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, Negative Energy Affinity: See universal monster rules.
  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 above.
  Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

Comments

Please Login in order to comment!