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Dhampir Commander

Size
Medium
Type
Humanoid
Challenge Rating
7
Source
Creature Codex
Alignment
Any
Armor Class
17
Speeds
30
Walking Speed
30
Strength Score
14
Dexterity Score
17
Constitution Score
16
Intelligence Score
14
Wisdom Score
12
Charisma Score
19
Saving Throws
Strength, Dexterity, Wisdom, Charisma
Skill Proficiencies
Athletics, Deception, Intimidation, Persuasion, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common
Hit Points
97
Resistances
Resistant to Necrotic Damage
Languages
Aethyrian Common

Medium humanoid (dhampir), any alignment


Armor Class 17 (studded leather, shield)

Hit Points 97 (13d8+39)

Speed 30 ft.


STR
14 (+2)
DEX
17 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
19 (+4)

Saving Throws Str +5, Dex +6, Wis +4, Cha +7

Skills Athletics +5, Deception +7, Intimidation +7, Persuasion +7, Stealth +6

Damage Resistances necrotic

Senses darkvision 60 ft., passive Perception 11

Languages Common

Challenge 7 (2,900 XP)

Inspiring Savagery. Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.

Undead Resistance. The dhampir has advantage on saving throws against disease.

Actions

Multiattack. The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dark Thirst. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.

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 15 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.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.