Deminfernus

(Half-Lich)

 

 The Deminfernus is an inherited template that can be added to any living creature. Deminfernus are among the more horrific of creatures,  they are the result of butchered attempts to become a lich, create zombies or ghouls, or one of a million different things which can go wrong with necromancy.  Such unions are very rare, yet there is a small but notable population of these creatures in Derkholm.  These abominations have deep connection to the arcane magic requisite to their life.  These creatures look like emaciated humanoids with dried tough skin.

Age:  once a Deminfernus has lived a number of years to be half way between Adulthood and Middle Age they no longer age physically, however as they pass through the age categories of Middle Age, Old, and Venerable his Int, Wis, and Cha still increase.  When a Deminfernus without the Endurance or Die Hard feat reachs middle age he gains light sensitivity, when he becomes old he will become exhausted if exposed to 1hr of sunlight and may only perform one action per round sunlight exposure and when he becomes venerable he only perform move and move equivalent actions, while exposed to sunlight.  Those with the Endurance feat never gain light sensitivity, it takes 12 hrs for them to become exhausted, and those with the Die Hard Feat take Non-lethal damage at a rate of 1 per hr.

Size and Type: Sub-type becomes Augmented Humanoid Monstrous Humanoid. Size and BAB, saves, and skill points do not increase. 

Hit Dice: Recalculate health using one HD larger to a maximum of d12 this does not affect hit dice from classes.

Speed: remains unchanged .

Attacks: A Deminfernus’s natural attacks are treated as Magic for DR purposes.  A deminfernus gains two claw attacks and a bite attack.  The bite attack is considered a secondary attack.

Hit Dice

Abilities

1

Weakness of Mixed Blood, Arcane Blood, Natural AC +1, Rend

2

DR 1/ bludgeoning, slashing, magic or Adamantine; Cannibalize

3

Aura of Fear

4

DR 1/ bludgeoning, slashing, or magic; Chilling touch; Natural AC +1

5

Dead Body

6

Immunity to cold; DR 3/ bludgeoning, slashing, or magic

7

Taint of Mixed Blood, Natural AC +1

8

DR 3/ bludgeoning or slashing

9

Dead Mind

10

DR 5/ bludgeoning or slashing; Natural AC +1

11

Fire resistance 5, Absorb the Fallen

12

Immunity to electricity, DR 5/ bludgeoning and magic or slashing and magic

13

Necronic Blood, Natural AC +1

14

Strength of Mixed Blood

15

DR 10/ bludgeoning and magic or slashing and magic

16

Natural AC +1

17

Hardened Life-force

18

DR 15/ bludgeoning and magic or slashing and magic

19

Natural AC +1

20

DR 15/ bludgeoning and magic

 

Ability Score: Str+8 Dex+2 Con–6 Wis+2 Cha6

 

Attack: a Deminfernus gains a claw attack and a bite attack.  A medium Deminfernus gains a bite attack as its primary attack which deals 1d6, and his claws (which are secondary attack) deal 1d3 points of damage. 

 

Unless otherwise noted the DC of the saves of 10+ ½ Creature’s HD+ Cha Mod

 

Weakness of Mixed Blood: The Deminfernus is harmed by both Positive Energy damage and Negative Energy damage, He can be turned and rebuked by both those who channel positive and those who channel Negative Energy

Arcane Blood: The Deminfernus a gains a +1 effective caster level to all arcane spells.

Rend: If a Deminfernus hits with both claws and its bite attack, latches on to its prey and tears the flesh.  A medium creature that uses this attack automatically deals 2d6 points of damage plus 1½ times his strength bonus.

Cannibalize: The Deminfernus can eat flesh, living or dead, whenever his rend attack deals lethal damage, healing a number of hit points equal to the damage dealt.  The Hit points take 1d4 rounds before they are restored.

Fear Aura (Su): A deminfernus can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC is 10+ ½ HD+ Cha Mod Will save or be affected as though by a fear spell (caster level equal to HD). A creature that successfully saves cannot be affected again by the same deminfernus’s aura for 24 hours. The save DC is Spirit-based

Chilling Touch: A Deminfernus’s claws deal a mild poison which can paralyze anyone attacked by his claws for 1d8+2 minutes, Fort save DC 10+1/2 HD+Con Mod.

Dead Body: A Deminfernus gains immunity to all diseases including magical diseases.

Taint of Mixed Blood: The Half-Vampire is no longer harmed or healed by Positive Energy damage and Negative Energy damage, He can be turned and rebuked by both those who channel positive and those who channel Negative Energy, but they most have a clericals level = to twice the deminfernus HD

Dead Mind: A Deminfernus gains immunity to Mind Affects.

Absorb the Fallen: If the Deminfernus takes permanent damage to con, dex, or str or should he lose a limb, eye or some other body part, he can replace these loses with pieces of the dead.  These pieces (eyes, organs, arms etc.) last for only 1d4 days per HD of the creature from which they are taken.  If these part have any special powers these powers are granted to the Deminferus.

Necronic Blood: The Deminfernus a gains a +1 effective caster level to all spells from the school of necromancy, this stacks with similar affects.

Strength of Mixed Blood: The Deminfernus is healed by both Positive Energy damage and Negative Energy damage; A Deminfernus can not be turned.  Deminfernus with the ability to turn or rebuke undead can now do so at their option do either. 

Hardened Life-force: A Deminfernus gains a plus +4 to saves against, stunning, paralysis, death effects,  and poisons as well as immunity to sleep effect.


 

Skills: Half lich gain a +4 racial bonus on Climb, Intimidate, and Knowledge (arcane) checks. Otherwise same as the base creature.

Alignment: Usually Evil (any), often lawful

Level Adjustment: +3                     

Treasure: Standard

Challenge Rating: +2                      

Environment: Same as base creature

            Daniel John Malone © 2005-2007

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