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Pathfinder

Compendium

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Dhampir

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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.

+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, 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.

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.

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

Attributes

AC
17, Touch 13, Flat-footed 14 (+4 Armor, +3 Dex)
Alignment
Ce
Base Atk
+1
CMB
+2
CMD
15
CR
1/2
Cha
16
Con
10
Creature Type
Humanoid (Dhampir)
Defensive Abilities
Negative Energy Affinity , Resist Level Drain
Dex
17
Environment
Any Land
Feats
Toughness , Weapon Finesse
Fort
+2
HP
13 (1d10+3)
Init
Dhampir Fighter 1 Ce Medium Humanoid (Dhampir) +3
Int
10
Languages
Common
Melee
Rapier +4 (1d6+1/18-20)
Monster Class
Dhampir fighter 1
Organization
Solitary, Pair, Or Court (3-8 And 1 Vampire)
Racial Modifiers
+2 Bluff , +2 Perception
Ref
+3
Senses
Darkvision 60 Ft., Low-light Vision; Perception +1
Size
Medium
Skills
Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3
Speed
30 Ft.
Spell-Like Abilities
(Cl 1st) 3/day— Detect Undead
Str
13
Treasure
Npc Gear (Chain Shirt, Rapier, Other Treasure)
Weakness
Light Sensitivity
Will
1 (+2 Vs. Disease And Mind-affecting Effects)
Wis
8
XP
200
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