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Dhampir WizardCreature 2

Source Pathfinder Bestiary
Perception +4 (darkvision)
Languages Common, Necril
Skills Acrobatics +7, Arcana +8, Deception +5, Intimidation +5, Society +8, Stealth +7, Lore +8
Str +2, Dex +3, Con +0, Int +4, Wis +0, Cha +1

AC 17; Fort +4; Reflex +7; Will +6; +2 circumstance to all saves vs. disease
HP 22 (negative healing)
Speed 25 feet

Dagger One Action +7 (+3, -1) to hit (agile, finesse, versatile s) 1d4+2 Piercing
Staff One Action +6 (+1, -4) to hit (two hand d8) 1d6+2 Bludgeoning
Fist One Action +7 (+3, -1) to hit (agile, finesse, nonlethal) 1d4+2 Bludgeoning
Dagger One Action +7 (+3, -1) to hit (agile, thrown 10, versatile s) 1d4+2 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

+2 Circumstance to All Saves vs. DiseaseNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

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.

Arcane Prepared Spells (DC 18, +8 to hit)

Cantrips (1st Level): Chill Touch, Detect Magic, Prestidigitation, Ray of Frost, Shield
1st Level: Command, Grim Tendrils, Magic Missile

This dhampir is a svetocher, the child of a moroi vampire.

As the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them elongated incisors, an unearthly beauty and physical grace, a ghostly pallor, and a piercing gaze. Perhaps their most distinctive feature, however, is their connection to negative energy, which heals them, leaving them as vulnerable to positive energy as any undead creature. Though they don't suffer the full range of a vampire's vulnerabilities, they do share certain characteristics with their vampire parent, leading to several distinct dhampir heritages across Golarion. By far the most common dhampirs are svetocher, the children of the more common moroi vampires.

Many dhampirs lived their childhoods as orphans, often because their mortal parents believed their child to be cursed and abandoned them, or perished as a result of a difficult childbirth. Often outcast, some dhampirs leverage their charisma and personal magnetism to manipulate those around them, while others struggle to form relationships. Frequent mistrust of a dhampir's parentage present further challenges when dhampirs attempt to integrate into mortal society. Those who seek out their vampiric parent instead often find themselves considered inferior, rejected as they were with regular mortals but for different reasons. But in regions like Nidal, Geb, and Ustalav, where vampires themselves carry some degree of respect, dhampirs can sometimes find their heritage empowering.

Dhampirs fill countless roles within many communities. Some prefer to blend in as best they can, holding regular jobs and building families (most children born to dhampirs share an ancestry with the dhampir's mortal parent, but a rare few are born as dhampirs themselves). Those who learn to make the most of their inherited charm can achieve a high societal status, whether leveraging traditional avenues of power or gathering followers enamored by the dhampir's abilities. With a lifespan rivaling that of an elf, a dhampir can develop extensive influence and engage in long-reaching schemes of massive scope. Further, their ancestry lends them a proclivity to necromancy and the occult arts.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


A creature with this trait is a member of the dhampir ancestry. These humanoids are the mortal offspring of vampires and members of other ancestries.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.