Dhampir

Medium humanoid (dhampir), Any alignment

Armor Class

15 (leather armor, shield)

Hit Points

32 (5d8+10)

Speed

walk 30 ft.

Saves

Dex +4, Cha +5

Skills

Athletics +3, Deception +5, Persuasion +5, Stealth +4

Damage Resistances

necrotic

Senses

darkvision 60 ft.

Languages

Common

Challenge

1

Undead Resistance

The dhampir has advantage on saving throws against disease.

Actions

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. 1 piercing damage plus 3 (1d6) necrotic damage.

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.