Dhampir
“Meet the Dhampir: Half Vampire, All Hunter – Unearth the Dark Secrets of this Supernatural Hybrid!”
![Dhampir](https://spiralworlds.com/wp-content/uploads/2023/11/Dhampir-512x1024.png)
The Dhampir, a striking and enigmatic creature, is a hybrid born of both human and vampire lineage. With an appearance that stands at the crossroads between the living and the undead, Dhampirs possess a certain eerie charm that belies their supernatural origins.
These beings typically have the physical traits of humans, including well-defined features, pale skin, and an air of mysterious allure. Yet, there are subtle signs that hint at their vampire lineage. Dhampirs often sport slightly elongated canines, resembling those of their vampire ancestors, which they can extend at will. Their eyes, while human in shape, can manifest a distinctive crimson hue when their vampiric nature is aroused.
Dhampirs are known for their agility and grace. They move with a feline-like fluidity and possess strength beyond what their human appearance might suggest. They can swiftly adapt to low-light conditions, a trait inherited from their vampire lineage, which aids them in the hunt.
Intriguingly, Dhampirs often exude a captivating aura, drawing the attention and fascination of those they encounter. This charisma, reminiscent of vampires, can be both a blessing and a curse, as it allows them to manipulate and charm those around them. However, their existence is marked by the eternal struggle between their human and vampire sides.
The life of a Dhampir is a complex interplay of duality, teetering on the edge between the light of humanity and the darkness of vampirism. Born with the strengths and weaknesses of both lineages, they navigate a world where they do not entirely belong, seeking their own purpose and identity amidst the backdrop of the supernatural.
Dhampir 5e
Dhampir Pathfinder
Dhampir
![Dhampir 1](https://spiralworlds.com/wp-content/uploads/2023/11/Dhampir-1-512x1024.png)
Medium humanoid (dhampir), neutral
Armor Class 16 (natural armor) Hit Points 75 (12d8 + 20) Speed 30 ft.
Abilities
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 18 (+4) |
Skills Perception +4, Deception +7, Stealth +5
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Abyssal
Challenge 6 (2,300 XP)
Vampiric Heritage
- Elongated Canines. As a bonus action, the dhampir can extend their canines, transforming them into natural weapons. The dhampir can make a bite attack using these elongated canines.
- Charm Resistance. The dhampir has advantage on saving throws against being charmed.
Regeneration At the start of its turn, the dhampir regains 10 hit points if it has at least 1 hit point and isn’t in sunlight.
Actions
- Multiattack. The dhampir makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. The target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the target’s hit point maximum is reduced by 10 at the start of each of its turns. If the curse reduces the target’s hit point maximum to 0, the target dies, and its soul becomes trapped in the dhampir’s control. The curse lasts until removed with a remove curse spell or similar magic.
- Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Legendary Actions The dhampir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dhampir regains spent legendary actions at the start of its turn.
- Move. The dhampir moves up to its speed without provoking opportunity attacks.
- Bite (Costs 2 Actions). The dhampir makes one bite attack.
- Charm (Costs 2 Actions). The dhampir targets one creature it can see within 30 feet of it. If the target can see the dhampir, the target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the dhampir until the end of the target’s next turn. The charmed target is incapacitated and has a speed of 0.
Equipment
- Studded Leather Armor
- Dueling Sabre: A finely crafted weapon, excellent for close-quarters combat (Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage).
- Brass Knuckles: A brutal weapon for when things get up close (Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage).
![Dhampir](https://spiralworlds.com/wp-content/uploads/2019/03/429px-Andrea_del_Sarto_-_Portrait_of_Baccio_Bandinelli_-_WGA0378.jpg)
of Baccio Bandinelli
This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.
Vampires have a great sexual desire and will return to have intercourse with those they were attracted to in life. Dhampirs are beings that are half-vampire and half-human. Dhampirs, in comparison with normal human beings, are unusually adept at killing vampires. The dhampir is seen as the chief agent for dealing with undead the dhampir is always paid well for his services. The amount of money varies, but there is never bickering over the price.
False dhampirs
Charlatans claiming to be dhampirs put on elaborate shows and illusions for villages. Usually a dhampir would wait until there was a death in a village. As rural people tended to be more superstitious, unnatural explanations would be believed for unusual events, real or imagined (such as believing to have seen the dead walking the village at night). The belief was that the vampyr would take over the recently dead corpse, to invade villages, feasting on their blood. Once fear, grief and superstition took hold in a village following a recent death, the dhampir would “come to the rescue”.
Dhampir CR 1/2 |
XP 200 Dhampir fighter 1 CE Medium humanoid (dhampir) Init +3; Senses Darkvision 60 ft., Low-Light Vision; Perception +1 |
DEFENSE |
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dexterity) hp 13 (1d10+3) Fort +2, Ref +3, Will -1 (+2 vs. disease and mind-affecting effects) Defensive Abilities negative energy affinity, resist level drain Weakness light sensitivity |
OFFENSE |
Speed 30 ft. Melee rapier +4 (1d6+1/1820) Spell-Like Abilities (CL 1st) 3/day – Detect Undead |
STATISTICS |
Strength 13, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 8, Charisma 16 Base Atk +1; CMB +2; CMD 15 Feats Toughness, Weapon Finesse Skills Bluff +5, Intimidate +7, Perception +1, Ride +7, Survival +3; Racial Modifiers +2 Bluff, +2 Perception Languages Common |
ECOLOGY |
Environment any land Organization solitary, pair, or court (3-8 and 1 vampire) Treasure NPC gear (chain shirt, rapier, other treasure) |
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. |
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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.
- Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).