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Peoples · Nightline

Dhampirs

Night travelers trying to balance their extraordinary needs for blood, prey, and hunger with their own laws.

Canonical record

Dhampirs can appear as a result of a blood curse, parasite, ancient medical process, vampiric contact, or Stasis infection. They are not a single lineage or nation.

In the Copper Principalities, some Dhampir families hold respected positions in mourning, funerals, and custody of dangerous corpses. They may be hunted or recorded in other states.

Dhampir Mourner

Medium humanoid (Dhampir), any disposition

Defense 15

Hit Points 61 (11d8 + 11)

Speed 10.5 m., climbing 10.5 m.

POWER 14 (+2)
ENGLISH 17 (+3)
DAY 13 (+1)
ZEK 14 (+2)
COMP 16 (+3)
SNOW 15 (+2)

Saves Turn +5, Detect +5

Skills Perception +5, Stealth +7, Medicine +5

Senses darkvision 18 m., passive Perception 15

Languages Common Tongue and culture language

Threat 4 · Experience Award 1,100 • Proficiency Bonus +2

Features

Spider Climbing. Can move on difficult surfaces and ceilings without using his hands.

Breath of Death. Approximately knows how long a body has been dead within 30 feet.

Actions

Multi Attack. The attendant makes two strikes with the mourning knife or one stab and one bite.

Mourning Knife. Melee Weapon Attack: +5 to hit, range 1.5 m., one target. Hit: 7 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, range 1.5 m., one target. Hit: 7 (1d8 + 3) piercing damage; The attendant gains 5 hit points, not the amount of damage he deals.

Share the Grief (Recharge 5–6). Creatures within 30 feet take 18 (4d8) psychic damage if they fail a GM 13 Wisdom save; The officer's allies gain 5 temporary hit points in the same area.

# VII. UNDERGROUND PEOPLES