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Duvall

(a.k.a. The Nightstalker)

Physical Description

General Physical Condition

Duvall is lanky and gaunt, his unnatural height lends to his almost skeletal appearance. He has the dusky skin of a native of Dornica. He looks unhealthy and his movements have an unearthly grace.

Identifying Characteristics

Duvall's height, pointed ears, his red eyes and the slight fangs that protrude under his upper lip. He can also be identified by the long dreadlock his hair is style in.

Special abilities

Duvall can drain the blood from his victims and heal minor wounds and invigorate himself. He also has special abilities that often gets confused with magic spells, though he does possess the ability to cast minor protective wards and summon animal spirits from the jungle that he likely learned from Kassady. He can move quietly like a ghost, leaving no trace where he stepped. He can move with blinding speed. He can see in the darkness and scale walls and upside down surfaces like a spider.

Specialized Equipment

Duvall carries all the gear a monster hunter would be equipped with; stakes, holy water, holy symbols, etc. He also carries a silvered katana.

Mental characteristics

Personal history

50 years ago, on a miserable and stormy night in the pirate isles of Dornica, also known as The Pirate Isles, a strange elderly woman entered the bustling pub, The Salty Dawg. Many pirates and other ne’er do wells sought shelter from the storm that evening, so the strange woman went largely unnoticed amongst the Dawg’s drunken and bawdy customers. The Dawg’s lone barmaid, Abigay, her belly swollen with child, approached the table of the strange woman to take her order of food and drink. Abigay noticed the stranger’s brown skin that had a washed out, or pale, tone to it as if the woman suffered from an illness. Her features were gaunt, her wild dreadlocks grey-ish white, her clothes were bedraggled and unkempt.

The strange woman ordered an ale. When Abigay returned with her tankard, the woman locked eyes with the young barmaid, trapping her in a steely gaze. Abigay noticed a fire burning within the sickly old woman. Hours seemed to pass as Abigay was entranced by the old woman’s gaze, but in truth it was only mere seconds. The night passed and the storm raged, and the patrons of the Salty Dawg staggered out of the pub, one by one, to their lodgings. Once all had left, only the old woman and a well-dressed older gentleman remained. He looked to be of Lumenian descent, and sat on the far side of the taproom, his table facing the eerie woman’s; and like the old hag, his drink and supper remained untouched. Sully Snape, the proprietor of the Salty Dawg announced that the pub had closed with his usual rhyme,
"Enough, ye bilge rats! The barrels be dry! Ye’ve pissed on me floor and run out me rye! If ye ain't out when I’m dousing the light, Ye’ll wake in the surf with the sharks fer a bite!"

And with that, the last two strange visitors to the Salty Dawg, had wandered out into the stormy night. Abigay tired by the long busy night, as well as shaken from the frightening encounter with the old woman, Abigay retired to her room at the far rear of the pub. She shed her working clothes and donned a nightshirt, extinguished her lantern and laid down in her straw filled bed. She then heard a knock at the window’s shudders. The rapping was faint and could be barely heard over the tropical storm raging outside. As if no longer in command of her own body, the young Dornican woman arose from her bed and slowly walked to the lone window in her room and opened the shudders.

There stood the old woman, now looking more like a ghost than a living being. Her hair and clothes hung loosely on her form, drenched by the torrential rain outside.
  “Please child, let me in, I am but a poor old woman stranded here at the port and I have nowhere to go. I humbly beg of you to shelter me from this accursed rain.”
  Abigay agreed to let the old hag into her room with the promise that she would only stay til the storm had stopped. The woman did not climb through the pub’s window but instead floated. A gnarled clawed hand reached out for Abigay and seized her by the throat. A soft moan, which sounded almost like a moan of pleasure, emanated from the crone as she opened her mouth revealing two oversized sharp front teeth, like those of a rat. Now more monster than old woman, the creature sank her teeth into Abigay’s neck and began draining her victim of her blood.

Suddenly the door to Abigay’s room was kicked open, almost off its hinges, and standing in the door way bearing a holy symol of Revanna- the goddess of death in one hand, was the middle-aged stranger from earlier in the taproom.
  “Relinquish your victim, unclean vermin of the night, and face the power of the Twelve and return to the hells that spawned you!” the stranger shouted.
  The monster released her grip of Abigay and hissed at the man that was there to do battle with the hag.
 Behold the holy power of the Twelve, Soucouyant bitch! I rebuke you!” the man exclaimed.
The vile monster that once had the guise of a decrepit old woman, her form had hunched over, her knobby long fingers ended in yellowed claws, and her eyes became two fiery orbs that glowed in the sockets of her skull. She slunk towards the open window, backing away from the holy symbol of Revanna clenched in the man’s fist. With a final growl, the monster’s shape changed once more; now in the form of a large bat, the beast flew out the window and into the stormy night.

The man rushed to Abigay's side, and inspected the gash upon her neck. The young woman was still alive, her breathing shallow. The man reached inside his long coat and produced a vial and poured its liquid contents into the woman’s mouth. The wound on her neck closed quickly.
  “Ahoy scallywag! No one’s shaggin’ the wench without payin’ me first!”
Sully, the Salty Dawg’s proprietor appeared in the doorway Abigay’s room, battle axe in hand. Deciding discretion being the better part of valor, the stranger also leapt through the window, disappearing quickly in the rain.

In the following months Abigay had giving birth to a boy, but had died during childbirth. Her last words were christening the infant with the name, Duvall. The babe possessed a few unnatural qualities such as a lightened pallor to his brown skin along with red eyes and slightly pointed ears. The orphaned infant came to be cared for by women of a brothel in Port Regency. It is said that the madam of the establishment bought the babe from Sully for 500 silver dragons. There the boy worked in the brothel while stories and legends of a blood sucking creature with the shape of an old woman fed on those who were unlucky enough to wander into the jungle at night. With the tale of the attack on Duvall’s mother becoming public knowledge, many of the superstitious residents of Port Regency looked upon young Duvall with fear and suspicion.

The young man began feeling an uncontrollable thirst for the blood of the living. His lust for blood consumed him one night and resulted in the young boy being discovered sucking on the blood of a prostitute in the brothel while she lay unconscious in her bed. Duvall was driven out of his former home and fled into the filthy alleyways of the port city. He quenched his thirst for the blood of the living, draining drunken sailors and other unsavory inhabitants of their blood in the port city.

A superstitious mob, complete with torches and pitchforks, sought out the afflicted boy and meant to kill the boy ending the menace of the vampire child who stalked the streets of Port Regency. He was chased and cornered by the mob, but he was saved by a strange man dressed in the clothes of nobility. The man fought off the crowd and hurried Duvall away to a docked ship that was set to sail to the Kingdom of Galador.

On the voyage at sea, the man told Duvall that his name was Sir Cyruss Kassady Montclare. He was indeed a rich and minor noble. He explained to Duvall that he was on a holy mission to rid the kingdoms of the fiends who would prey on the innocent under the cover of night. He also explained to Duvall that the thirst he was feeling came from being born a Dhampir, a being that was half-human and half-vampire. In exchange for saving Duvall’s life, Cyruss would train the lad to become a monster hunter, so he may hopefully retain his humanity by slaying fell beasts. Seeing his need to feed on the living as a curse, Duvall agreed, hoping that if he could someday find the vampire that had bitten his mother he could free himself from his curse.

In the following years in Galador, Cyruss taught him to read and write in several different languages. Cyruss being a minor noble paid swordmasters to train Duvall in the art of sword fighting and combat. He also taught Duvall to use his burgeoning unnatural abilities and educated him in the occult and on lore of creatures from the netherworld. Duvall began to loathe his monstrous nature, and that loathing turned to anger towards vile monsters that could do the same to others. Cyruss fanned those flames of anger, and turned them into a burning need for vengeance.

Upon reaching adulthood, Cyruss turned his protégé’ loose on Galador, while Duvall searched for the vampire that created the monster within the man. He had become legend himself as a killer of evil monsters that hunted under the light Obscura the moon. No vampire, werewolf, devil, or demon would be safe from Duvall, who was dubbed by the underworld as the Nightstalker.

Education

Duvall was trained by a minor noble and monster hunter named Kassady. Kassady educated Duvall on the occult, and the legend of lore of monsters, as well as taught him the skills to hunt and kill such creatures.

Mental Trauma

Duvall has seen death and darkness since birth. In his studies and his lifelong quest, he has seen the atrocities that the monsters of the night and the netherworlds have committed. His own nature and bloodthirst have darkened his soul and he sees himself as bad as the monsters he hunts.

Personality Characteristics

Motivation

Duvall desires ultimately to find the vampire that fed on his mother and cursed him with a form of undeath. He believes that slaying this vampire will fee him of his bloodthirst. He considers it his mission to hunt and kill the otherworldly evil beings that would prey on mortals thus hopefully keeping his own soul out of the lower planes upon his own death.

Social

Religious Views

Duvall does not worship The Twelve despite having firsthand knowledge that they exist. However, he is convinced that they are indifferent to the realm of mortals since they allow abominations to prey, feed, and corrupt on the innocent.

Speech

Duvall speaks with the accent of an inhabitant of Dornica.
Alignment
Neutral
Current Status
On a quest to find the vampire who sired him
Species
Ethnicity
Date of Birth
7th of Solara
Year of Birth
3200 C.R. 50 Years old
Circumstances of Birth
Mother died during childbirth
Birthplace
Port Regency, the Isles of Dornica
Children
Sex
Male
Eyes
Red irises with black pupils.
Hair
Black hair in dreadlocks
Skin Tone/Pigmentation
Dusky
Height
6'7"
Weight
150 lbs
Known Languages
Duvall can speak and is literate in Imperial, the vile tongues of Abyssal and Infernal, the angelic speech of the Celestial.


Cover image: by Generated by Malekoth using Image Creator from Microsoft Designer via Bing

Homebrew

Dhampir

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters.Their reasons are often deeply personal. Some seek danger, imagining monsters as personifi cations of theirown hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who would tempt their hunger.
ability score increase: Increase one ability score by 2 and increase a different one by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
age: Dhampirs can live several hundred years.
alignment: Any
Size: Medium
speed: 35
Languages: You can speak, read, and write Trade (Common) and one other language that you and your DM agree is appropriate for your character.
race features:
Creature Type A dhampir is considered a humanoid, though detects as undead for spells and effects. This only counts for spells that detect undead.
Size You are Small or Medium (your choice).
Speed Your base walking speed is 35 feet.
Spider Climb You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down alongceilings, while leaving your hands free.
Darkvision You gain darkvision with a range of 60 feet and can see in dim light as if it were bright light and in darkness as if it were dim light. You discern colors in thatdarkness as shades of gray.
Languages You can speak, read, and write Trade (Common) and one other language that you and your DM agree is appropriate for your character.
Vampire Fangs
  • Vampiric Bite.
    Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are profi cient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. The target must be a willing creature, grappled by the vampire, incapacitated, or restrained. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
  • As a bonus action, when you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of thefollowing ways of your choice:
    • You regain hit points equal to the piercing damage dealt by the bite.
    • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a longrest.

Dhampirs are typically gaunt figures with ashen or pale skin. Their eyes are not of typical colors of the speciesthey were born as, but instead the irises are blood red, black, or some other unusual color. They move with anotherworldly grace and their voice is said to chill others to the bone. Their fangs can be seen uponinvestigation, but most are not comfortable enough to want to get a closer look.

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those whoresist might fi nd exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation hauntsdhampirs, and circumstances conspire to give them endless reasons to indulge.

A dhampir can go without feeding on the living (size small creature or larger) for a number of days equal to 3 + his or her Constitution modifier (minimum 1).At the end of each day beyond that limit, the dhampir automatically suffers one level of exhaustion. The dhampir can extend the limit by a day and preventexhaustion by feeding on a creature of Tiny size that is not undead or a construct, but cannot use its Vampire's Hunger ability.

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