CREATURE 2
Perception +4; darkvision
Languages Common, Necril
Skills Acrobatics +7, Arcana +8, Deception +5, Intimidation +5, Society +8, Stealth +7, Vampire Lore +8
Str +2 Dex +3 Con +0 Int +4 Wis +0 Cha +1
Items dagger, spellbook containing their prepared spells, staff
AC 17; Fort +4, Ref +7, Will +6; +2 circumstance to all saves vs. disease
HP 22, negative healing
Blood of the Night The dhampir's penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower.
Speed 25 feet
Melee dagger +7 (agile, finesse, versatile s), Damage 1d4+2 piercing
Melee staff +6 (two-handed d8), Damage 1d6+2 bludgeoning
Melee fist +7 (agile, finesse, nonlethal), Damage 1d4+2 bludgeoning
Ranged dagger +7 (agile, thrown 10 feet, versatile s), Damage 1d4+2 piercing
Arcane Prepared Spells DC 18, attack +8; 1st command, grim tendrils (×2), magic missile; Cantrips (1st) chill touch, detect magic, prestidigitation, ray of frost, shield
Bestiary, page 95.
Open Dhampir Wizard in the interactive creatures list or browse all creatures starting with D.