Regeneration. The dhampir regains 5hit points at the start of its turn if it has at least 1 hit point and isn’t dead.
Multiattack. The dhampir makes two attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the dhampir can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage.
Longsword. MeleeWeapon Attack: +4 to hit, reach 5 ft. Hit: 9(1d6 + 5) slashing damage.
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Description
Dhampir are the spawn of mortals and vampires, and some of them across the multiverse willingly serve vampires as soldiers and servants. Most of these specific dhampir serve a cult to Kanchelsis, god of vampires. This cult is led by a charismatic and extremely tactical vampire named Greilek who ruled a kingdom and gained a power to convert his kingdom into vampires in exchange for serving Kanchelsis. Greilek accepted because he sees vampires as the next generation of humans, and wishes to establish a society vampires can purely survive in. How he does this is by using magic and draining people of blood until they almost die and then restoring their health and repeating this process until vats of blood have been filled. He has a massive armada made up mostly of dhampir and some vampires. The empire is called Curlansix, and it means Haven in Vampire speech. It has a caste system which has gold coins with rubies engraved inside as currency. The dhampir gather people and fresh blood to grow the population.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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