Half-Infernal
No matter its form,
a half-infernal is always hideous to behold, having dark scales, horns, glowing
red eyes, bat wings, a fetid odor, or some other obvious sign that it is
tainted with evil.
CREATING A HALF-INFERNAL
“Half-infernal” is
an inherited template that can be added to any living, corporeal creature with
an Intelligence score of 4 or more and nongood
alignment (referred to hereafter as the base creature).
A half-infernal
uses all the base creature’s statistics and special abilities except as noted
here.
There are four kinds of Half Infernal, some have wings some have none,
some have retractable bat wings, and some can fully suppress their infernal
side. Those who suppress their
infernal said gain control shape as a class skill. Changing form is a full round action. While in humanoid form you do not suffer a
plus three level adjustment.
|
Chance |
Half Infernal type |
|
1-20 |
No wings/ No flight, +10ft and +5 to jump
and climb check |
|
21-45 |
Bat wings |
|
46-70 |
Retractable bat wings (while retracted
only a spot check 20 can identify) |
|
71-100 |
Full changing |
Check (Involuntary Change): An affected character that can suppress his
infernal side must make a check at a special time this may be on a specific day
of the week or month, perhaps during the day or on a full moon, each time this special
time come resist involuntarily assuming infernal form. An injured character
must also check for an involuntary change after accumulating enough damage to
reduce his hit points by one-quarter and again after each additional
one-quarter lost. Each time the DC
increases by +5.
|
Involuntary Change |
Control |
|
Resist involuntary change |
30 |
|
Resist involuntary change (when injured) |
20 |
On a failed check, the character must remain
in infernal form until the next dawn, when he automatically returns to his base
form. A character aware of his condition may make one attempt to return to
humanoid form (see below), but if he fails, he remains
in infernal form until the next dawn.
Retry (Involuntary Change): Check to resist an involuntary change once
each time a triggering event occurs.
Check (Voluntary Change): In addition, an afflicted lycanthrope aware
of his condition may attempt to use this skill voluntarily in order to change to
infernal form or return to humanoid form, regardless of the state of the moon,
the sun, when he has been injured, or whatever.
|
Voluntary Change |
Control
|
|
Return to humanoid form (Infernal form time) |
25 |
|
Return to humanoid form (Not infernal form time) |
20 |
|
Voluntary change to infernal form (Infernal form time) |
15 |
|
Voluntary change to infernal form (Not infernal form time) |
20 |
|
* For game purposes |
|
Retry (Voluntary Change): A character can retry voluntary changes to
infernal form or humanoid form as often as he likes. Each attempt is a standard
action. However, on a failed check to return to humanoid form, the character
must remain in infernal or hybrid form until the next dawn, when he
automatically returns to humanoid form.
Retractable Wings: A character with retractable wings must
make a special check to extend or retract the wings. Extending or retracting wings is a Standard
action.
|
Voluntary Change |
Control |
|
Retract Wings |
15 |
|
Extend Wings |
10 |
Size and Type: The creature’s type changes to outsider. Do
not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-infernals are normally native outsiders.
Speed: A half-infernal has a chance of having bat
wings. Unless the base creature has a better fly speed, the creature can fly at
the base creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks
with any natural armor bonus the base creature has).
Attack: A half-infernal has two claw attacks and a
bite attack, and the claws are the primary natural weapon. If the base creature
can use weapons, the half-infernal retains this ability. A half-infernal fighting
without weapons uses a claw when making an attack action. When it has a weapon,
it usually uses the weapon instead.
Full Attack: A half-infernal fighting without weapons
uses both claws and its bite when making a full attack. If armed with a weapon,
it usually uses the weapon as its primary attack and its bite as a natural
secondary attack. If it has a hand free, it uses a claw as an additional
natural secondary attack.
Damage: Half-infernals
have bite and claw attacks. If the base creature does not have these attack
forms, use the damage values in the table below. Otherwise, use the values
below or the base creature’s damage values, whichever are greater.
|
Size |
Bite Damage |
Claw Damage |
|
Fine |
1 |
— |
|
Diminutive |
1d2 |
1 |
|
Tiny |
1d3 |
1d2 |
|
Small |
1d4 |
1d3 |
|
Medium |
1d6 |
1d4 |
|
Large |
1d8 |
1d6 |
|
Huge |
2d6 |
1d8 |
|
Gargantuan |
3d6 |
2d6 |
|
Colossal |
4d6 |
3d6 |
Special Attacks:
A half-infernal retains all
the special attacks of the base creature and 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 (maximum of
+20) against a good foe.
Spell-Like
Abilities: A half-infernal with an Intelligence or Wisdom score of 8 or higher
has spell-like abilities depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative. Unless otherwise noted, an ability
is usable once per day. Caster level equals the creature’s HD, and the save DC
is Charisma-based.
|
HD |
Abilities |
|
1–2 |
Darkness 3/day |
|
3–4 |
Desecrate |
|
5–6 |
Unholy blight |
|
7–8 |
Poison 3/day |
|
9–10 |
Contagion |
|
11–12 |
Blasphemy |
|
13–14 |
Unholy aura 3/day, unhallow |
|
15–16 |
Horrid wilting |
|
17–18 |
Summon monster
IX (infernals
only) |
|
19–20 |
Destruction |
Special
Qualities: A half-infernal
has all the special qualities of the base creature, plus the following special
qualities.
—Darkvision out to 60 feet.
—Immunity to
poison.
—Resistance to acid
10, cold 10, electricity 10, and fire 10.
—Damage reduction:
5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-infernal’s natural weapons are treated as magic weapons for
the purpose of overcoming damage reduction.
—Spell resistance
equal to creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as follows:
Str +4, Dex
+4, Con +2, Int +4, Spi +6,
App –4.
Skills: A half-infernal gains skill points as an
outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do
not include Hit Dice from class levels in this calculation—the half-infernal
gains outsider skill points only for its racial Hit Dice, and gains the normal
amount of skill points for its class levels. Treat skills from the base
creature’s list as class skills, and other skills as cross-class.
Challenge
Rating: HD 4 or less, as
base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base
creature +3.
Alignment: Always evil (any).
Level
Adjustment: +3.