A lithe being of dark beauty appears human, though its movements, intensity, and charm are so powerful and coordinated it seems almost supernatural.

Dhampirs are the half-living children of vampires and living mothers, born into a world that fears and rejects them. Thanks to their human-like appearance, many dhampirs hide in plain sight, spending their lives concealing their identities.

Blood Ties. For most dhampirs, their mother’s family is all they have since even those who do not know of a dhampir’s true nature are generally put off by their supernatural presence. As a result, families with a dhampir withdraw from the world, becoming reclusive. Most dhampirs strike out on their own when they mature to spare their families further burden, but the half-living remember what their loved ones sacrificed. Dhampirs will return to aid their families at a moment’s notice.

Inner Darkness. Dhampirs constantly struggle with their vampiric heritage. They thirst for blood and experience a disturbing urge to control others. Many fight these desires by focusing on other all-consuming pursuits, like adventuring, military, or religious service. Others give in and become children of the night.


Medium humanoid (dhampir), any alignment
Armor Class 15 (leather, shield)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
12 (+1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)

Saving Throws Dex +4, Cha +5
Skills Athletics +3, Deception +5, Persuasion +5, Stealth +4
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Undead Resistance. The dhampir has advantage on saving throws against disease.


Multiattack. The dhampir makes two rapier or two shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dark Thirst. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapacitated, or restrained. Hit: 1 piercing damage plus 3 (1d6) necrotic damage. The dhampir regains hp equal to the amount of necrotic damage dealt.

Predatory Charm. The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target’s saving throw is successful or the effect ends, the target is immune to this dhampir’s Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.

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