Dhampir
The child of a vampire and a living parent inherits the sight and, in the mountain districts, the trade with it. He walks the churchyard in his shirt and performs the examination where the whole village can watch, because a village that has paid wants to see the work. The registers list the fees and the families, and the families have not changed in four hundred years.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 35 ft.
- Armor class
- 16
- Hit points
- 97 (15d8 + 30)
- Proficiency
- +3
- STR 15 +2 save +2
- DEX 18 +4 save +7
- CON 15 +2 save +2
- INT 13 +1 save +1
- WIS 16 +3 save +6
- CHA 14 +2 save +2
- Skills
- Insight +6 , Investigation +4 , Perception +6 , Stealth +7 , Survival +6
- Passive Perception
- 16
- Senses
- darkvision 120 ft.
- Languages
- Common, Old Valar
- Damage resistances
- necrotic
Equipment
Traits
-
Undead Sight
Detects any undead within 120 feet, through walls, and knows what kind it is. A vampire cannot hide from him by any means.
-
Dhampir Blood
Has advantage on saving throws against being Charmed, and against any ability used by an undead.
-
Public Examination
Will not perform the work in private, and charges double if asked to.
Actions
-
Multiattack
Makes three stake attacks, or two stake attacks and one shot.
-
Whitethorn Stake
+7 to hit · reach 5 ft.
1d8 + 4 piercing damage
Against an undead, deals an extra 2d8 damage.
-
Hand Crossbow
+7 to hit · medium range
1d6 + 4 piercing damage
-
Expose Undead
One undead within 60 feet makes a DC 15 Charisma save. On a failure it is Frightened of him for 1 minute and cannot use any ability that conceals it.