ASHURAN CREATURE
Ashuran creatures dwell on
the outer planes, the realms of willful, although they resemble beings found on
the Material Plane. They are more fearsome in appearance than their earthly
counterparts.
CREATING A ASHURAN CREATURE
“Ashuran” is an inherited
template that can be added to any corporeal aberration, animal, dragon, fey,
giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of
nondharmic alignment (referred to
hereafter as the base
creature).
An ashuran creature uses all
the base creature’s statistics and abilities except as noted here. Do not
recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points
if its type changes.
Size and Type: Animals or vermin with this template become magical
beasts, but otherwise the creature type is unchanged. Size is unchanged.
Ashuran creatures encountered on the Material Plane have the extraplanar
subtype.
Special Attacks: An ashuran creature retains all the special attacks of
the base creature and also gains the following special attack.
Smite Dharmic (Su): Once per
day the creature can make a normal melee attack to deal extra damage equal to
its HD total (maximum of +20) against a dharmic foe.
Special Qualities: An ashuran creature retains all the special qualities
of the base creature and also gains the following.
—Darkvision out to 60 feet.
—Damage reduction (see the
table below).
—Resistance to cold and fire
(see the table below).
—Spell resistance equal to
the creature’s HD + 5 (maximum 25).
If the base creature already
has one or more of these special qualities, use the better value.
If an ashuran creature gains
damage reduction, its natural weapons are treated as magic weapons for the
purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at
least 3.
Environment: Any willful-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or
more, as base creature +2.
Alignment: Always willful (any).
Level Adjustment: Same as the base creature +2.
|
Hit Dice |
Resistance to Acid, Electricity, Fire,
Sonic |
Damage Reduction |
|
1–3 |
5 |
— |
|
4–7 |
5 |
5/magic |
|
8–11 |
10 |
5/magic |
|
12 or more |
10 |
10/magic |
Celestial creatures dwell on
the upper planes, the realms of good, although they resemble beings found on
the Material Plane. They are more regal and more beautiful than their earthly
counterparts.
Celestial creatures often
come in metallic colors (usually silver, gold, or platinum). They can be
mistaken for half-celestials, more powerful creatures that are created when a
celestial mates with a non-celestial creature.
CREATING A CELESTIAL CREATURE
“Celestial” is an inherited
template that can be added to any corporeal animal, aberration, animal, dragon,
fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of
good or neutral alignment (referred to hereafter as the base creature).
A celestial creature uses all
the base creature’s statistics and abilities except as noted here. Do not recalculate
the creature’s Hit Dice, base attack bonus, saves, or skill points if its type
changes.
Size and Type: Animals or vermin with this template become magical
beasts, but otherwise the creature type is unchanged. Size is unchanged.
Celestial creatures encountered on the Material Plane have the extraplanar
subtype.
Special Attacks: A celestial creature retains all the special attacks
of the base creature and also gains the following attack.
Smite Evil (Su): Once per day a celestial creature can make a normal
melee attack to deal extra damage equal to its HD (maximum of +20) against an
evil foe.
Special Qualities: A celestial creature retains all the special
qualities of the base creature and also gains the following qualities.
—Darkvision out to 60 feet.
—Damage reduction (see the
table below).
—Resistance to acid, cold,
and electricity (see the table below).
—Spell resistance equal to HD
+ 5 (maximum 25).
|
Hit Dice |
Resistance to Cold, Electricity, Fire,
Sonic |
Damage Reduction |
|
1–3 |
5 |
— |
|
4–7 |
5 |
5/magic |
|
8–11 |
10 |
5/magic |
|
12 or more |
10 |
10/magic |
If the base creature already
has one or more of these special qualities, use the better value.
If a celestial creature gains
damage reduction, its natural weapons are treated as magic weapons for the
purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at
least 3.
Environment: Any good-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base
creature +1; HD 8 or more, as base creature +2.
Alignment: Always good (any).
Level Adjustment: Same as the base creature +2.
Deval creatures dwell on the
upper planes, the realms of dharmic, although they resemble beings found on the
Material Plane. They are more regal and more beautiful than their earthly
counterparts.
Deval creatures often come in
metallic colors (usually silver, gold, or platinum). They can be mistaken for
half-Devals, more powerful creatures that are created when a Deval mates with a
non-Deval creature.
CREATING A DEVAL CREATURE
“Deval” is an inherited
template that can be added to any corporeal animal, aberration, animal, dragon,
fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of
dharmic or neutral alignment (referred to hereafter as the base creature).
A Deval creature uses all the
base creature’s statistics and abilities except as noted here. Do not
recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points
if its type changes.
Size and Type: Animals or vermin with this template become magical
beasts, but otherwise the creature type is unchanged. Size is unchanged. Deval
creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A Deval creature retains all the special attacks of
the base creature and also gains the following attack.
Smite Willful (Su): Once per day a Deval creature can make a normal melee
attack to deal extra damage equal to its HD (maximum of +20) against an willful
foe.
Special Qualities: A Deval creature retains all the special qualities of
the base creature and also gains the following qualities.
—Darkvision out to 60 feet.
—Damage reduction (see the
table below).
—Resistance to acid, cold,
and electricity (see the table below).
—Spell resistance equal to HD
+ 5 (maximum 25).
|
Hit Dice |
Resistance to Acid, Cold, Electricity,
Sonic |
Damage Reduction |
|
1–3 |
5 |
— |
|
4–7 |
5 |
5/magic |
|
8–11 |
10 |
5/magic |
|
12 or more |
10 |
10/magic |
If the base creature already
has one or more of these special qualities, use the better value.
If a Deval creature gains
damage reduction, its natural weapons are treated as magic weapons for the
purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at
least 3.
Environment: Any dharmic-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base
creature +1; HD 8 or more, as base creature +2.
Alignment: Always dharmic (any).
Level Adjustment: Same as the base creature +2.
INFERNAL CREATURE
Infernal creatures dwell on the
lower planes, the realms of evil, although they resemble beings found on the
Material Plane. They are more fearsome in appearance than their earthly
counterparts.
CREATING A INFERNAL CREATURE
“Infernal” is an inherited
template that can be added to any corporeal aberration, animal, dragon, fey,
giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of
nongood alignment (referred to
hereafter as the base
creature).
An infernal creature uses all
the base creature’s statistics and abilities except as noted here. Do not
recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points
if its type changes.
Size and Type: Animals or vermin with this template become magical
beasts, but otherwise the creature type is unchanged. Size is unchanged.
Infernal creatures encountered on the Material Plane have the extraplanar
subtype.
Special Attacks: A infernal creature retains all the special attacks of
the base creature and also gains the following special attack.
Smite Good (Su): Once per
day the creature can make a normal melee attack to deal extra damage equal to
its HD total (maximum of +20) against a good foe.
Special Qualities: A infernal creature retains all the special qualities
of the base creature and also gains the following.
—Darkvision out to 60 feet.
—Damage reduction (see the
table below).
—Resistance to cold,
electric, and fire (see the table below).
—Spell resistance equal to
the creature’s HD + 5 (maximum 25).
If the base creature already
has one or more of these special qualities, use the better value.
If an infernal creature gains
damage reduction, its natural weapons are treated as magic weapons for the
purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at
least 3.
Environment: Any evil-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or
more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: Same as the base creature +2.
|
Hit Dice |
Resistance to Acid, Cold, Fire, Sonic |
Damage Reduction |
|
1–3 |
5 |
— |
|
4–7 |
5 |
5/magic |
|
8–11 |
10 |
5/magic |
|
12 or more |
10 |
10/magic |
Planetouched is a general
word to describe someone who can trace his or her bloodline back to an
outsider, usually a fiend or celestial.
The effects of having a
supernatural being in one’s heritage last for many generations. Although not as
dramatically altered as a half-celestial or a half-fiend, planetouched still
retain some special qualities.
The two planetouched
varieties described here are the most common. Aasimars are humans with some
trace of celestial blood in their veins, and tieflings have some fiendishness
in their family tree.
AASIMAR
|
|
Aasimar, 1st-Level Warrior |
|
|
Medium Outsider (Native) |
|
Hit Dice: |
1d8+1 (5 hp) |
|
Initiative: |
+4 |
|
Speed: |
20 ft. in scale mail (4
squares); base speed 30 ft. |
|
Armor Class: |
16 (+4 scale mail, +2 heavy
shield), touch 10, flat-footed 16 |
|
Base Attack/Grapple: |
+1/+2 |
|
Attack: |
Longsword +2 melee
(1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) |
|
Full Attack: |
Longsword +2 melee
(1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) |
|
Space/Reach: |
5 ft./5 ft. |
|
Special Attacks: |
Daylight |
|
Special Qualities: |
Darkvision 60 ft.,
resistance to acid 5, cold 5, and electricity 5 |
|
Saves: |
Fort +3, Ref +0, Will +0 |
|
Abilities: |
Str 13, Dex 11, Con 12, Int
10, |
|
Skills: |
Heal +4, Knowledge (religion)
+1, Listen +3, Ride +1, Spot +3 |
|
Feats: |
Improved Initiative |
|
Environment: |
Temperate plains |
|
Organization: |
Solitary, pair, or team
(3–4) |
|
Challenge Rating: |
1/2 |
|
Treasure: |
Standard |
|
Alignment: |
Usually good (any) |
|
Advancement: |
By character class |
|
Level Adjustment: |
+1 |
Aasimars are usually tall,
good-looking, and generally pleasant. Some have a minor physical trait
suggesting their heritage, such as silver hair, golden eyes, or an unnaturally
intense stare.
Most aasimars are decidedly
good-aligned. They fight against evil causes and attempt to sway others to do
the right thing. Occasionally they take on the vengeful, judgmental aspect of
their celestial ancestor, but this is rare. Combat
Aasimars usually like a fair,
straightforward contest. Against a particularly evil foe, however, they fight
with utter conviction and to the death.
Daylight (Sp): An
aasimar can use daylight once per day as a 1st-level caster
or a caster of his class levels, whichever is higher.
Skills: An aasimar has a +2 racial bonus on Spot and Listen
checks.
The aasimar warrior presented
here had the following ability scores before racial adjustments: Str 13, Dex
11, Con 12, Int 10, Wis 9, Cha 8.
Aasimar as Characters
Aasimar characters possess
the following racial traits.
— +2 Wisdom, +2 Charisma.
—Medium size.
—An aasimar’s base land speed
is 30 feet.
—Darkvision: Aasimars can see
in the dark up to 60 feet.
—Racial Skills: Aasimars have
a +2 racial bonus on Spot and Listen checks.
—Racial Feats: An aasimar
gains feats according to its class levels.
—Special Attacks (see above):
Daylight.
—Special Qualities (see
above): Resistance to acid 5, cold 5, and electricity 5.
—Automatic Languages: Common,
Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,
Sylvan.
—Favored Class: Paladin.
—Level adjustment +1.
TIEFLING
|
|
Tiefling,
1st-Level Warrior |
|
|
Medium
Outsider (Native) |
|
Hit
Dice: |
1d8+1 (5
hp) |
|
Initiative: |
+1 |
|
Speed: |
30 ft. (6
squares) |
|
Armor
Class: |
15 (+1
Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
|
Base
Attack/Grapple: |
+1/+2 |
|
Attack: |
Rapier +3
melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) |
|
Full
Attack: |
Rapier +3
melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) |
|
Space/Reach: |
5 ft./5
ft. |
|
Special
Attacks: |
Darkness |
|
Special
Qualities: |
Darkvision
60 ft., resistance to cold 5, electricity 5, and fire 5 |
|
Saves: |
Fort +3,
Ref +1, Will –1 |
|
Abilities: |
Str 13,
Dex 13, Con 12, Int 12, |
|
Skills: |
Bluff +4,
Hide +5, Move Silently +1, Sleight of Hand +1 |
|
Feats: |
Weapon
Focus (rapier) |
|
Environment: |
Temperate
plains |
|
Organization: |
Solitary, pair,
or gang (3–4) |
|
Challenge
Rating: |
1/2 |
|
Treasure: |
Standard |
|
Alignment: |
Usually
evil (any) |
|
Advancement: |
By
character class |
|
Level
Adjustment: |
+1 |
Many tieflings are
indistinguishable from humans. Others have small horns, pointed teeth, red
eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings
are the same.
Combat
Tieflings are sneaky, subtle,
and generally conniving. They prefer to strike from ambush and usually avoid a
fair fight if they can.
Darkness (Sp): A
tiefling can use darkness once per day (caster level equal to class
levels).
Skills: A tiefling has a +2 racial bonus on Bluff and Hide
checks.
The tiefling warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Tieflings as Characters
Tiefling characters possess
the following racial traits.
— +2 Dexterity, +2
Intelligence, –2 Charisma.
—Medium size.
—A tiefling’s base land speed
is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: Tieflings
have a +2 racial bonus on Bluff and Hide checks.
—Racial Feats: A tiefling
gains feats according to its class levels.
—Special Attacks (see above):
Darkness.
—Special Qualities (see
above): Resistance to cold 5, electricity 5, and fire 5.
—Automatic Languages: Common,
Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling,
Orc.
—Favored Class: Rogue.
—Level adjustment +1.