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====Ravenloft Dhampir Template==== ::Available Creatures: Humanoid or Monstrous Humanoid. ::Type changes to Monstrous Humanoid. ::Hit Dice: Increase by one die type, to a maximum of D12. ::Speed: Unchanged ::Armor Class: +4 natural armor. ::Attack: Gain a Slam attack. ::Full Attack: An unarmed dhampir can fight with its slam attack or its natural weapons (if any). An armed dhampir typically uses its weapon as its primary attack and follows up with a slam/natural weapon as a natural secondary attack. ::Damage: A dhampir's slam attack uses either the damage values for a vampire or the base creature's own, whichever is higher. ::Special Attacks: Gain the following, all of which have a Save DC of 10 + 1/2 dhampir's Hit Dice + dhampir's Charisma modifier unless noted otherwise. :::Domination (Su): A dhampir that meets the gaze of a creature within 30 feet (treat as gaze attack, except dhampir must take a standard action and it does not affect those looking at the dhampir) can afflict them with a Dominate Person (caster level 12). :::Blood Drain (Ex): By successfully grappling and pinning a foe, a dhampir can inflict 1d4 points of Constitution damage each round they maintain the grapple. :::Children of the Night (Su): Once per day, a dhampir can call forth either a pack of 4d8 [[Giant Rat|Dire Rats]], a swarm of 10d10 Bats, or a pack of 3d6 Wolves. The summoned animals arrive in 2d6 rounds and serve the dhampir for up to 1 hour. ::Special Qualities: Gain the following bonus SQs. :::[[Damage Reduction]] (Su): 10/Magic :::Resistance (Su): Cold 10, Electricity 10. :::Spider Climb (Ex): A dhampir can scale sheer surfaces as if under a Spider Climb (caster level 12th) spell. :::Fast Healing (Ex): A dhampir regains 1 hit point per round so long as it has not been reduced to -10 hit points. :::Blood Requirement (Ex): A dhampir must consume humanoid blood at least once per week or it cannot use its supernatural special attacks or special qualities until it does. :::Vulnerability to Sunlight (Su): A dhampir in natural sunlight cannot its supernatural special attacks or special qualities. :::Restless (Su): Unless its body is destroyed as per vampire methodology, a dhampir will rise from its grave 1d4 days later as either a vampire spawn (if Hit Dice were less than 5) or a vampire. ::Saves: As base creature plus character class. ::Abilities: +4 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma ::Skills: +6 racial bonus on BLuff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot. ::Feats: If it meets the prerequisites, a dhampir gains Alertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes. ::Environment: Any land. ::Organization: Solitary ::Treasure: Double standard ::Alignment: Any ::Advancement: By character class
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