Monday, October 9, 2017

Only Those Weren't Cloaks: Cloakers

WizKids Flying Ray

The cloaker is a fairly interesting monster, an intelligent and alien creature with a striking visual image and a variety of abilities. The cloaker first appeared in the module Secret of the Slavers’ Stockade (1981) and was then collected in the Monster Manual II (1983). It has been included in every subsequent edition of D&D, with the more powerful variant cloaker lord debuting in the second edition Menzoberranzan boxed set (1992). Wolfgang Baur developed an entire cloaker city in his “Kingdom of the Ghouls” adventure from Dungeon 70 (1998).

Paizo appears to have adopted cloakers as a substitute for the closed-content ixitxachitl, which seems a decent enough re-purposing. For the Pathfinder game, Paizo subtly cleaned up the shadow shift ability and changed it to a free action, which is an idea well worth back-porting to 3.5e. As most combats only last only four rounds or so, monsters with many special abilities rarely get a chance to show them all off.

The inspiration for the cloaker is unclear, but it resembles some monsters from one of my favorite Fafhrd and the Gray Mouser stories, “The Sunken Land” (1942), which is in Swords Against Death. In this story, the Mouser glimpses a band of northmen being overwhelmed by black, cloak-like creatures. It's a great case of "less is more," as the terse, ambiguous description of the situation leaves much to the reader's imagination.

It is somewhat challenging in 3.5e to create advanced cloakers, despite their intelligence and array of special abilities—or perhaps it is more accurate to say because of these very traits. The cloaker special abilities are a bit of a hodgepodge, muddying the monster's role, and none scale well with additional hit dice or class levels. The aberration creature type is fairly weak, so advancing cloakers by HD does relatively little beyond increasing their size to Huge. Cloakers could certainly take levels in character classes, but many classes would be considered non-associated and thus have limited effect on the final challenge rating. In 2e or 5e, where monster design is far looser, one could just create a "master cloaker" with some new abilities. In 3.5e, a species-specific prestige class might be the best way to go, a class that enhanced and maybe expanded the moan and shadow shift abilities.

Surprisingly, there are very few cloaker miniatures available. The Reaper Bones II Kickstarter had one "cloak beast" as part of its Thank You pack add-on, but I don't believe that any of the DDM sets had a cloaker. Enter the Pathfinder Battles line of pre-painted miniatures and the "flying ray," a nice uncommon figure from the Deadly Foes set. I picked up several of these for the Great Dungeon. Very little is known about these monsters, other than they are said to inhabit the deep levels.

The following text is Open Game Content.

Cloaker

This shape, like a great black cloak, ripples and rises up into the air, opening up into a billowing sheet of darkness.

A Strange, Alien Race. The cloakers are most often found in the deep underground realms, where they are feared and avoided by the other races. The goals and motivations of the cloakers are largely unknown.

Deceptive Appearance. When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.

Weird and Unsettling Abilities. Cloakers emit an eerie moaning that can induce baleful effects in the listener. They are able to manipulate shadows to produce spell-like effects.

A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.

Cloaker CR 5

Usually CN Large aberration

Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Undercommon

Defense

AC 19, touch 12, flat-footed 16
(+3 Dex, +7 natural, -1 size)

hp 45 (6d8+18 HD)

Fort +5, Ref +5, Will +7

Special Defenses shadow shift

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +8 (1d6+5), bite +3 (1d4+2)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacks engulf, moan

Tactics

Before Combat Cloakers usually lie still, watching and listening for prey.

During Combat If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.

Morale Individual cloakers fight until brought to 20 hp or less; groups of cloakers retreat once half their number are slain.

Statistics

Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15

Base Atk +4; Grp +13

Feats Alertness, Combat Reflexes, Improved Initiative

Skills Hide +8, Listen +13, Move Silently +12, Spot +13

Ecology

Environment underground

Organization solitary, mob (3–6), or flock (7–12)

Treasure standard

Advancement 7–9 HD (Large); 10–18 HD (Huge)

Special Abilities

Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

Moan (Ex) A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.

Fear: Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds.

Nausea: Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds.

Stupor: A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.

Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.

Shadow Shift (Su) When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).

Variant Cloakers

While most cloakers have a fairly uniform appearance, there are several varieties that stand out from the norm.

Shadowbrood: Believed to be cloakers infused with the energy of the Plane of Shadow, these midnight-black cloakers are often mistaken for incorporeal undead. They can use their shadow shift ability to produce effects identical to darkness and dimension door (self only). Once per day they may use maze and shadow walk as spell-like abilities (caster level 8th). (CR +1)

Vampiric: These yellow-gray cloakers thrive on blood and attach themselves to their prey like leeches. Despite the name, most vampiric cloakers are not undead; however, explorers have reported vampiric cloakers that recoil from holy symbols and are damaged by water, so presumably they somehow can become true vampires, though the mechanics for this are unknown. In addition to the normal powers of cloakers, they have the following abilities. (CR +1)

Attach (Ex): If a vampiric cloaker hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached cloaker loses its Dexterity bonus to Armor Class and has an AC of 16. An attached cloaker can be struck with a weapon or grappled itself. To remove an attached cloaker through grappling, the opponent must achieve a pin against the creature. A vampiric cloaker can use this ability while it engulfs an opponent.

Blood Drain (Ex): A vampiric cloaker drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 10 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the cloaker’s appetite has been sated, the cloaker detaches and seeks a new target.

Advanced Cloakers

Cloaker guards are older, larger individuals assigned to protect important cloaker areas.

Cloaker Guard CR 7

Advanced cloaker

CN Huge aberration

Init +6; Senses darkvision 60 ft.; Listen +17, Spot +17

Languages Undercommon

Defense

AC 20, touch 10, flat-footed 18
(+2 Dex, +10 natural, -2 size)

hp 126 (12d8+72 HD)

Fort +10, Ref +6, Will +10

Special Defenses shadow shift

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +17 (2d6+10), bite +12 (1d6+5)

Space 15 ft.; Reach 15 ft. (10 ft. with bite)

Special Attacks engulf, moan

Statistics

Str 30, Dex 14, Con 22, Int 14, Wis 15, Cha 15

Base Atk +9; Grp +27

Feats Ability Focus (moan), Combat Reflexes, Flyby Attack, Improved Initiative, Improved Natural Attack (tail slap)

Skills Hide +9, Listen +17, Move Silently +17, Spot +17

Special Abilities

Moan (Ex) The DC for all effects is 20.

Shadow Shift (Su) DC 18 Will for silent image.

Lurking cloakers wait patiently in the darkness, seeking to catch and destroy stragglers.

Lurking Cloaker CR 8

Cloaker rogue 3

CN Large aberration

Init +10; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Undercommon

Defense

AC 23, touch 16, flat-footed 17
(+1 deflection, +6 Dex, +7 natural, -1 size)

hp 68 (6d8+18 plus 3d6+18 HD)

Fort +8, Ref +8, Will +8

Special Defenses evasion, shadow shift, trap sense +1

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +11 (1d6+6), bite +6 (1d4+3)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacks engulf, moan, sneak attack +2d6

Statistics

Str 23, Dex 22, Con 17, Int 12, Wis 16, Cha 14

Base Atk +6; Grp +16

Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative

Skills Hide +12, Listen +13, Move Silently +16, Search +5, Sense Motive +7, Spot +13, Use Magic Device +8

SQ trapfinding

Combat Gear oil of magic vestment +5, potion of greater magic fang +5, potion of resist energy (fire) 30; Other Gear ring of protection +1

Special Abilities

Moan (Ex) The DC for all effects is 15.

Shadow Shift (Su) DC 15 Will for silent image.

The mind of a cloaker is bizarre, and these creatures do not worship conventional gods, instead choosing to venerate aloof, extra-dimensional beings of mind-shattering power.

Cloaker Suppliant CR 9

Cloaker cleric 7

CN Large aberration

Init +8; Senses darkvision 60 ft.; Listen +12, Spot +12

Languages Undercommon

Defense

AC 22, touch 14, flat-footed 18
(+1 deflection, +4 Dex, +8 natural, -1 size)

hp 140 (6d8+36 plus 7d8+42 HD)

Fort +13, Ref +10, Will +13

Special Defenses shadow shift

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +12 (1d6+4), bite +7 (1d4+2)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacks engulf, moan, rebuke undead 7/day (+4, 2d6+11 HD, 7th)

Spells Prepared (CL 7th, 8th for Chaos spells)

4th—chaos hammer *D (DC 20), inflict critical wounds (+12 melee touch, DC 20), spell immunity

3rd—bestow curse (+12 melee touch, DC 19), deeper darkness, prayer, rage D (DC 19)

2nd—death knell (DC 18), hold person (DC 18), inflict moderate wounds (+12 melee touch, DC 18), resist energy, shatter (DC 18), touch of madness D (+12 melee touch, DC 18)

1st—bane (DC 17), cause fear (DC 17), command (DC 17), detect law *, doom (DC 17), entropic shield, lesser confusion D (DC 17)

0—detect magic (2), guidance (2), read magic, resistance (2)

D Domain spell, * chaos spell; Domains chaos, madness

Statistics

Str 18, Dex 18, Con 22, Int 14, Wis 20, Cha 18

Base Atk +9; Grp +17

Feats Ability Focus (moan), Combat Casting, Improved Initiative, Improved Natural Armor, Lightning Reflexes

Skills Concentration +16 (+20 casting defensively), Hide +9, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +12, Move Silently +13, Spellcraft +8, Spot +12, Survival +3 (+5 on other planes)

SQ spontaneous casting (inflict spells)

Combat Gear scroll of greater dispel magic and harm, wand of shatter (30 charges); Other Gear amulet of health +2, ring of protection +1

Special Abilities

Madness Domain For spellcasting (determining bonus spells and DCs), the cloaker suppliant uses its Wisdom score +3 (23) in place of Wisdom alone. For all other purposes, such as skills and saves, the cloaker suppliant uses its Wisdom score -3 (17) in place of Wisdom. (These modifiers are already included in the statistics block.) Once per day, the cloaker suppliant can see and act with the clarity of true madness. The suppliant gains a +3 bonus on a single roll involving Wisdom. The suppliant must choose to use this power before the roll is made.

Moan (Ex) The save DC for all effects is 19.

Shadow Shift (Su) DC 17 Will for silent image.

Vampiric cloakers are revered and feared by other cloakers as being marked with a special power.

Vampiric Cloaker CR 10

Vampiric cloaker fighter 4

CE Large aberration

Init +8; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Undercommon

Defense

AC 23, touch 14, flat-footed 19
(+1 deflection, +4 Dex, +9 natural, -1 size)

hp 102 (6d8+30 plus 4d10+20)

Fort +11, Ref +7, Will +9

Special Defenses shadow shift

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +15 (1d6+8), bite +11 (1d6+6/19-20)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacks attach, blood drain, engulf, moan

Statistics

Str 26, Dex 19, Con 20, Int 14, Wis 16, Cha 12

Base Atk +8; Grp +20

Feats Combat Expertise, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Improved Trip, Weapon Specialization (bite), Weapon Focus (bite)

Skills Hide +11, Listen +14, Move Silently +15, Spot +14

Gear amulet of natural armor +2, ring of protection +1

Special Abilities

Attach (Ex) If a vampiric cloaker hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached cloaker loses its Dexterity bonus to Armor Class and has an AC of 16. An attached cloaker can be struck with a weapon or grappled itself. To remove an attached cloaker through grappling, the opponent must achieve a pin against the creature. A vampiric cloaker can use this ability while it engulfs an opponent.

Blood Drain (Ex) A vampiric cloaker drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 10 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the cloaker’s appetite has been sated, the cloaker detaches and seeks a new target.

Moan (Ex) The DC for all effects is 14.

Shadow Shift (Su) DC 14 Will for silent image.

Elder cloakers are some of the largest and oldest cloakers known, generally found only in the deepest and darkest parts of the earth and occasionally on the Plane of Shadow.

Elder Cloaker CR 12

Advanced elite shadowbrood cloaker

Usually CN Huge aberration

Init +7; Senses darkvision 60 ft.; Listen +22, Spot +22

Languages Undercommon

Defense

AC 21, touch 11, flat-footed 18
(+3 Dex, +10 natural, -2 size)

hp 228 (18d8+144 HD)

Fort +14, Ref +9, Will +12

Special Defenses shadow shift

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +22 (2d6+11), bite +17 (1d6+5)

Space 15 ft.; Reach 15 ft. (10 ft. with bite)

Special Attacks engulf, moan

Spell-Like Abilities (CL 8th)

1/day—maze, shadow walk

Statistics

Str 32, Dex 17, Con 26, Int 14, Wis 12, Cha 18

Base Atk +13; Grp +32

Feats Ability Focus (moan), Combat Reflexes, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Improved Natural Attack (tail slap)

Skills Hide +16, Listen +22, Move Silently +24, Spot +22

Special Abilities

Moan (Ex) The DC for all effects is 25.

Shadow Shift (Su) When in dim illumination, an elder cloaker can manipulate shadows as a free action to create one of five effects: blur (lasts 1d4 rounds, self only), darkness (CL 6th), dimension door (self only, up to 640 ft.), mirror image (CL 6th), silent image (DC 23, CL 6th).

Cloaker Shadow Weavers use arcane magic to tap into the mysterious power of the Plane of Shadow.

Cloaker Shadow Weaver CR 13

Cloaker sorcerer 11

CN Large aberration

Init +9; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Undercommon

Defense

AC 26, touch 17, flat-footed 21
(+3 deflection, +5 Dex, +9 natural, -1 size)

hp 143 (6d8+30 plus 11d4+55 HD)

Fort +8, Ref +8, Will +14

Special Defenses shadow shift

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +12 (1d6+4), bite +7 (1d4+2)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacks engulf, moan

Spells Known (CL 11th)

5th (5/day)—shadow evocation (DC 22), waves of fatigue

4th (7/day)—crushing despair (DC 19), enervation (+13 ranged touch), shadow conjuration (DC 21)

3rd (7/day)—dispel magic, lightning bolt (DC 18), ray of exhaustion (+13 ranged touch, DC 18), slow (DC 18)

2nd (7/day)—blindness/deafness (DC 17), darkness, scare (DC 17), touch of idiocy (+12 melee touch)

1st (8/day)—disguise self, mage armor, ray of enfeeblement (+13 ranged touch), shield, shocking grasp (+12 melee touch)

0 (6/day)—daze (DC 15), detect magic, ghost sound (DC 17), mage hand, ray of frost (+13 ranged touch), prestidigitation, read magic, resistance, touch of fatigue (+12 melee touch, DC 15)

Statistics

Str 18, Dex 20, Con 20, Int 14, Wis 16, Cha 21

Base Atk +9; Grp +17

Feats Alertness, Eschew Materials, Greater Spell Focus (illusion), Improved Initiative, Spell Focus (illusion), Still Spell

Skills Concentration +19, Hide +11, Knowledge (arcana) +16, Listen +14, Move Silently +14, Spellcraft +18, Spot +14

SQ summon familiar

Combat Gear scroll of deep slumber and suggestion, wand of major image (30 charges); Other Gear amulet of natural armor +2, ring of protection +3

Special Abilities

Moan (Ex) The DC for all effects is 18.

Shadow Shift (Su) DC 18 Will for silent image.

Shadow Lord cloakers are often the rulers of large cloaker communities deep beneath the earth.

Shadow Lord Cloaker CR 15

Advanced cloaker shadowdancer 10

CN Large aberration

Init +6; Senses darkvision 60 ft.; Listen +23, Spot +23

Languages Undercommon

Defense

AC 25, touch 18, flat-footed 19
(+3 deflection, +6 Dex, +7 natural, -1 size)

hp 148 (7d8+28 plus 10d8+40 HD)

Fort +9, Ref +15, Will +11

Special Defenses defensive roll, improved evasion, improved uncanny dodge, shadow shift, slippery mind; Resist fire 10

Offense

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +18 (1d8+4), bite +12 (1d4+2)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacks engulf, moan, shadow illusion

Statistics

Str 19, Dex 22, Con 18, Int 18, Wis 16, Cha 18

Base Atk +12; Grp +20

Feats Combat Reflexes, Dodge, Flyby Attack, Improved Natural Attack (tail slap), Weapon Finesse, Weapon Focus (tail slap)

Skills Bluff +14, Decipher Script +14, Diplomacy +6, Disguise +14 (+16 acting), Escape Artist +16, Hide +22, Intimidate +6, Listen +23, Move Silently +26, Perform (dance) +19, Search +19, Sleight of Hand +8, Spot +23, Survival +3 (+5 to follow tracks), Use Rope +6 (+8 to bind)

SQ hide in plain sight, summon shadow, shadow jump 160 ft.

Combat Gear eyes of doom; Other Gear amulet of health +2, minor ring of energy resistance (fire), ring of protection +3

Special Abilities

Defensive Roll (Ex) Once per day, when a shadow lord cloaker would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), it can attempt to roll with the damage. It makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. It must be aware of the attack and able to react to it in order to execute its defensive roll. If it is in a situation that would deny it any Dexterity bonus to AC, it can’t attempt a defensive roll.

Hide in Plain Sight (Su) A shadow lord cloaker can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Improved Evasion (Ex) If a shadow lord cloaker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A shadow lord cloaker takes only half damage even if it fails its saving throw. A helpless shadow lord cloaker does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex) A shadow lord cloaker retains its Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. A shadow lord cloaker cannot be flanked except by a rogue of 14th or higher level. (It still loses any Dexterity bonus to AC if immobilized.)

Moan (Ex) The DC for all effects is 17.

Shadow Illusion (Sp) A shadow lord cloaker can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Shadow Jump (Su) A shadow lord cloaker can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shadow Shift (Su) DC 17 Will for silent image.

Slippery Mind (Ex) If the shadow lord cloaker is affected by an enchantment and fails its saving throw, 1 round later it can attempt its saving throw again. It only gets this one extra chance to succeed at its saving throw. If it fails as well, the spell’s effects occur normally.

Summon Shadow (Su) A shadow lord cloaker can summon a 7 HD shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadow lord cloaker, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadow lord cloaker and can communicate intelligibly with the shadow lord cloaker.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, September 25, 2017

Variant Tiefling for 3.5e

Both 4e and 5e editions of D&D tweak tieflings from 3.5e, powering down and adjusting the racial abilities. I have developed a 3.5e back-conversion of these changes to create a +0 Level Adjustment variant, suitable as a player character race.

The following text is Open Game Content:

Planetouched, Tiefling

This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.

Tiefling CR 1/2

Tiefling warrior 1

Often LE Medium outsider (native)

Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1

Languages Common, Infernal

Defense

AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)

hp 4 (1d8 HD)

Fort +2, Ref +1, Will -1

Resist fire 5

Offense

Spd 30 ft.

Melee rapier +3 (1d6+1/18–20)

Ranged light crossbow +2 (1d8/19–20)

Spell-Like Abilities (1st)

1/day—prestidigitation

Statistics

Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 10

Base Atk +1; Grp +2

Feats Weapon Focus (rapier)

Skills Bluff +4, Hide +3, Move Silently +0, Sleight of Hand +0

Gear studded leather armor, light wooden shield, rapier, light crossbow with 40 bolts

Ecology

Environment temperate plains

Organization solitary, pair, or gang (3–4)

Treasure standard

Advancement by character class; Favored Class rogue

Level Adjustment +0

Special Abilities

Prestidigitation (Sp) A tiefling can use prestidigitation once per day (caster level equal to class levels).

Skills A tiefling has a +2 racial bonus on Bluff and Hide checks. The skill modifiers given in the statistics block include a -1 armor check penalty for wearing studded leather armor and a -1 armor check penalty for carrying a light shield.

The tiefling warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.

Tieflings as Characters

Tieflings have the following racial traits:

  • +2 Charisma.
  • Outsider Type: Tieflings are native outsiders. Tieflings are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium Size: As Medium creatures, tieflings have no special bonuses or penalties due to their size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function just fine with no light at all.
  • Prestidigitation (Sp): The tiefling may use prestidigitation (caster level equals tiefling's class levels) once per day. This ability is the equivalent of a 0-level spell.
  • Special Qualities: Resistance to fire 5.
  • Weapon Proficiency: Unlike other outsiders, tieflings are not automatically proficient with all simple and martial weapons.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level Adjustment: +0

Tieflings are treated as humans for purposes of determining starting age and aging, as well as height and weight.

Variant Tiefling Feats

Greater Tiefling Heritage [General]

Prerequisite: Tiefling Heritage

Benefit: You can use darkness as a spell-like ability once per day. Your caster level is equal to your class levels. This ability is the equivalent of a 2nd-level spell.


Tiefling Heritage [General]

Prerequisite: Tiefling, Cha 13

Benefit: You can use burning hands as a spell-like ability once per day. Your caster level is equal to your class levels. This ability is the equivalent of a 1st-level spell.

Advanced Tieflings

Tiefling Cutpurse CR 3

Tiefling rogue 3

Often LE Medium outsider (native)

Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5

Languages Common, Infernal

Defense

AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)

hp 19 (3d6+6 HD)

Fort +2, Ref +5, Will -1

Special Defenses evasion, trap sense +1; Resist fire 5

Offense

Spd 30 ft.

Melee mwk short sword +5 (1d6+1/19–20)

Ranged mwk shortbow +5 (1d6/x3)

Spell-Like Abilities (3rd)

1/day—burning hands (DC 13, 3d6 fire), prestidigitation

Special Attacks sneak attack +2d6

Statistics

Str 14, Dex 15, Con 12, Int 10, Wis 8, Cha 15

Base Atk +2; Grp +4

Feats Tiefling Heritage, Weapon Finesse

Skills Balance +10, Bluff +10, Diplomacy +4, Disguise +2 (+4 acting), Hide +10, Intimidate +4, Jump +4, Listen +5, Move Silently +8, Open Lock +8, Sleight of Hand +4, Spot +5, Tumble +8

SQ trapfinding

Combat Gear elixir of hiding, potion of reduce person; Other Gear +1 studded leather armor, masterwork light steel shield, masterwork short sword, masterwork shortbow with 20 arrows


Tiefling Sorcerer CR 6

Tiefling sorcerer 6

Often LE Medium outsider (native)

Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Infernal

Defense

AC 12, touch 11, flat-footed 11
(+1 Dex, +1 natural)

hp 28 (6d4+12 HD)

Fort +3, Ref +2, Will +6

Resist fire 5

Offense

Spd 30 ft.

Melee mwk morningstar +3 (1d8-1)

Ranged mwk light crossbow +5 (1d8/19-20)

Spell-Like Abilities (CL 6th)

1/day—burning hands (DC 15, 3d6 fire), darkness (DC 16), prestidigitation

Spells Known (CL 6th)

3rd (4/day)—summon monster III

2nd (6/day)—scorching ray (2 rays, +4 ranged touch, 4d6 fire), web (DC 16)

1st (7/day)—charm person (DC 15), mage armor, obscuring mist, shield

0 (6/day)—acid splash (+4 ranged touch, 1d3 acid), daze (DC 14), detect magic, flare (DC 15), ghost sound (DC 15), mage hand, resistance

Statistics

Str 8, Dex 12, Con 14, Int 10, Wis 13, Cha 18

Base Atk +3; Grp +2

Feats Alertness, Greater Tiefling Heritage, Tiefling Heritage

Skills Bluff +8, Concentration +11, Hide +8, Knowledge (arcana) +4, Listen +3, Spellcraft +4, Spot +3

Combat Gear necklace of fireballs (type I), potion of invisibility, scroll of lightning bolt and fly; Other Gear amulet of natural armor +1, masterwork morningstar, masterwork light crossbow with 40 bolts

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, September 18, 2017

The Fraternity: A Cult of Asmodeus

When I began developing the Great Dungeon, I wanted to emphasize OD&D and the Holmes/Moldvay basic sets over the much more popular AD&D game. One of the biggest things I wanted to do was restrict the extreme complexity of the great planar wheel and focus on the simpler, more elemental conflict of Law versus Chaos.

One problem, though: I just couldn’t quit devils, those lawful evil fiends first introduced in AD&D. Try as I might, every time I chopped a devil entry out of a random table, I ended up coming back and putting it back in. Eventually I stopped worrying about it and flung open the gates of the Nine Hells to the Great Dungeon, and I’ve never looked back.

The Cult of Asmodeus in the Great Dungeon

It is a bitter paradox that the same Southrons who introduced the great Church into the North also brought with them the vile practice of devil-worship, which had been hitherto unknown to the region. In the mighty cities of the Southern Empires, the cruel and ambitious have long resorted to infernal powers to achieve their darkest desires. There open veneration of archdevils is discouraged but ultimately permitted, and entire temples to the Asmodeus operate freely. In the North, devil-worship is forbidden by the Church and is largely unknown to the general populace, though rumors of secret cults persist.

The Friends, a lawful evil faction of tieflings, sponsors a secret society known only as the Fraternity, which in turn supports numerous charities and holds exclusive events for members such as masked balls and feasts. Fraternity halls are fairly common in larger towns and cities. Membership in the Fraternity is by invitation only and highly coveted by social climbing merchants and nobles. Members are said to stick together and support each other’s interests outside the Fraternity. While there is much speculation as to who might or might not belong to the society, the membership rolls are closely guarded secrets.

The Fraternity is tiered into nine ascending levels; each new level is said to unlock additional privileges and secrets for attaining members. Rumors abound of decadent rituals performed by high level members, though these are wholly unsubstantiated. Advancement is achieved only through dedication of significant time and coin to the Fraternity.

The Fraternity, of course, is a front for the Cult of Asmodeus, who is known to Fraternity members as Osmoday, a divine spirit associated with leadership and prosperity. The Friends faction contains numerous human diabolic clerics who work closely with the tieflings on expanding the faction’s influence in the Great Dungeon. These clerics wear horned masks and helmets to conceal their identities; each is dedicated to an archdevil patron. In Delvetown the Fraternity maintains a small but reportedly active chapter hall on the outskirts of the village.

The following text is Open Game Content:

Infernal Patrons

Diabolic clerics may choose one of several archdevils as an infernal patron, though of course all ultimately serve Asmodeus.

Infernal Patrons
DeityAlignmentAreas of ConcernDomainsFavored Weapon
AsmodeusLEpride, slavery, tyrannyEvil, Law, Trickerylight mace
BaalzebulLEarrogance, flies, liesAir, Death, Evilspear
BarbatosLEanimals, corruption, gatewaysLaw, Magic, Travelquarterstaff
BelialLEadultery, deception, desireCharm, Destruction, Evilranseur
DispaterLEcities, prisons, rulershipEvil, Law, Nobilityheavy mace
GeryonLEforbidden knowledge, heresy, snakesEvil, Strength, Waterheavy flail
MammonLEavarice, watchfulness, wealthArtifice, Earth, Lawshortspear
MephistophelesLEcontracts, devils, secrets Knowledge, Law, Runetrident
MolochLEfire, obedience, warEvil, Fire, Warwhip

Sample Diabolic Clerics

Diabolic acolytes are newer initiates into the infernal cult, and are often assigned to dangerous or tedious duties.

Diabolic Acolyte CR 1

Human cleric 1

LE Medium humanoid (human)

Init -1; Senses Listen +2, Spot +2

Languages Common, Infernal

Defense

AC 17, touch 9, flat-footed 17
(+6 armor, -1 Dex, +2 shield)

hp 13 (1d8+5 HD)

Fort +4, Ref +1, Will +4

Offense

Spd 20 ft.

Melee mwk heavy mace +2 (1d8+1)

Special Attacks rebuke undead 4/day (+1, 2d6+2, 1st)

Spells Prepared (CL 1st, 2nd for law or evil spells)

1st—command (DC 13), protection from good D, sanctuary (DC 13)

0—detect magic, resistance, virtue

D domain spells; Domains law, evil

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12

Base Atk +0; Grp +1

Feats Lightning Reflexes, Toughness

Skills Concentration +5, Knowledge (religion) +4, Speak Language (Infernal), Spellcraft +4

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of endure elements (fire), oil of magic weapon, scroll of cure moderate wounds; Other Gear masterwork splint mail, masterwork heavy steel shield, masterwork heavy mace

Diabolic underpriests are often accompanied by 1d3 acolytes.

Diabolic Underpriest CR 3

Human cleric 3

LE Medium humanoid (human)

Init -1; Senses Listen +2, Spot +2

Languages Common, Infernal

Defense

AC 18, touch 9, flat-footed 18
(+7 armor, -1 Dex, +2 shield)

hp 26 (3d8+9 HD)

Fort +5, Ref +2, Will +5

Offense

Spd 20 ft.

Melee mwk heavy mace +4 (1d8+1)

Special Attacks rebuke undead 8/day (+3, 2d6+4, 3rd)

Spells Prepared (CL 3rd, 4th for law or evil spells)

2nd—desecrateD, silence (DC 14), hold person (DC 14)

1st—command (DC 13), divine favor, protection from goodD, sanctuary (DC 13)

0—detect magic, guidance, resistance, virtue

D domain spells; Domains evil, law

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12

Base Atk +2; Grp +3

Feats Extra Turning, Lightning Reflexes, Toughness

Skills Concentration +7, Knowledge (religion) +6, Speak Language (Infernal), Spellcraft +6

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of cure serious wounds, scroll of summon monster III; Other Gear+1 splint mail, masterwork heavy steel shield, masterwork heavy mace

Diabolic priests often head up small cells of devil worshipers and may report directly to an Evil High Priest.

Diabolic Priest CR 5

Human cleric 5

LE Medium humanoid (human)

Init -1; Senses Listen +3, Spot +3

Languages Common, Infernal

Defense

AC 19, touch 9, flat-footed 19
(+7 armor, -1 Dex, +3 shield)

hp 39 (5d8+13 HD)

Fort +7, Ref +3, Will +8

Offense

Spd 20 ft.

Melee mwk heavy mace +5 (1d8+1)

Special Attacks rebuke undead 8/day (+3, 2d6+5, 4th)

Spells Prepared (CL 5th, 6th for law or evil spells)

3rd—blindness/deafness (DC 16), deeper darkness, magic circle against good D

2nd—bear’s endurance, desecrate D, silence (DC 15), hold person (DC 15)

1st—bless, command (DC 14), divine favor, protection from good D, sanctuary (DC 14)

0—detect magic, guidance, resistance, virtue

D domain spells; Domains evil, law

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12

Base Atk +3; Grp +4

Feats Extra Turning, Lightning Reflexes, Toughness

Skills Concentration +9, Knowledge (religion) +8, Speak Language (Infernal), Spellcraft +8

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of cure serious wounds, scroll of flame strike; Other Gear +1 splint mail, +1 heavy steel shield, cloak of resistance +1, masterwork heavy mace

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, September 11, 2017

Such Friends are Thine Enemies: Tieflings

From Bacchante, Jean-Léon Gérôme

It is nigh impossible to predict just what new ideas will or won’t gain traction in Dungeons and Dragons. For every githyanki there are probably dozens of also-rans, interesting monsters that for one reason or another just never take hold. But when something really has traction, it becomes hard to imagine the game without this new element.

Tieflings, a humanoid race descended from fiends, are a prime example. At a Renaissance Fair a couple of years ago I was struck by the number of attendees sporting costume devil horns—and how seamlessly they blended in with the elf ears, wizard staves, and plastic longswords. Created by Zeb Cook for the second edition Planescape setting, tieflings became such a popular variant player character race in 3e that they were made a core PC race in 4e. So it was natural to include them in 5e—and in the Great Dungeon.

In 2e and 3e, tieflings could have abyssal or infernal bloodlines and their appearances varied widely; in 4e their origins were tied more closely to the Nine Hells and their appearance was more standardized, with prominent horns and tails.

For the Great Dungeon, I have stuck with the 3.5e convention, allowing for tieflings with a wide range of appearances and backgrounds. That said, the most commonly encountered group of tieflings resemble 4e/5e tieflings, and are associated with the Friends faction. The Friends are a well-organized group of lawful evil tieflings who share a common culture and a diabolic bloodline.

Given the popularity of tieflings, there are a lot of d20 system options for 3.5e and Pathfinder. The first place to start is Green Ronin’s excellent Aasimar & Tiefling: A Guidebook to the Planetouched. The Pathfinder Roleplaying Game: Advanced Race Guide also has some great options, along with Kobold Press’s Advanced Races Compendium for Pathfinder RPG.

Below I have collected and developed several tiefling goodies for 3.5e, including stat blocks for some advanced NPCs. Given their fiendish heritage, tieflings would seem likely to be natural sorcerers from a flavor perspective. But mechanically, in both 3.5e and Pathfinder they have a -2 penalty on their Charisma score, and Charisma is of course the most important ability for sorcerers. Pathfinder compensates for this by giving tieflings the “Fiendish Sorcery” special ability, which effectively negates the penalty. For 3.5e, I think this probably works best as a feat. Both 4e and 5e avoid this problem by giving tieflings a Charisma bonus.

Tieflings in the North

In the North, tieflings are fairly rare and most belong to a particular line originating from the Southern Empires. Derisively called hellborn or hellions or even worse by others, these tieflings prefer to be known simply as “the Friends of Men” or “the Friends.” The Friends tend to appear as very attractive, slender humans with fair skin and red hair. They wear distinctive robes of purple and gold, with birettas on their heads. The Friends are famed purveyors of all manner of goods and practitioners of all sorts of services—eager to assist with any need or desire, but rather insistent about contracting. They are great patrons of art, particularly art that pushes the boundaries of social convention.

The Friends do not frequent the Church, but are rumored to worship their own, secret powers. Many say they are descended from devils and are aligned with the Hells. The Friends, for their part, never talk of such personal matters publicly.

The Friends are an active faction in the Great Dungeon and are rumored to have established a stronghold somewhere on the lower levels. While the Friends are always on the lookout for caches of treasure and magic, they are primarily interested in the Dungeon because of the many convenient portals to the lower planes found there. Infernal counselors regularly move back and forth between the Dungeon and the Hells, and many tieflings see the Dungeon as a destination for pilgrimages or vacations.

The following text is Open Game Content.

Planetouched, Tiefling

This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.

Netherworld Origins. Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon.

An Array of Fiendish Traits. 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.

Shunned by Civilization. Tieflings face a significant amount of prejudice from most other races, who view them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world.

A Capacity for Choice. Despite their fiendish heritage and the insidious influence of prejudice, tieflings can be of any alignment.

Tiefling CR 1/2

Tiefling warrior 1

Often NE Medium outsider (native)

Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1

Languages Common, Infernal

Defense

AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)

hp 5 (1d8+1 HD)

Fort +3, Ref +1, Will -1

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee rapier +3 (1d6+1/18–20)

Ranged light crossbow +2 (1d8/19–20)

Spell-Like Abilities (1st)

1/day—darkness

Tactics

Before Combat Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

During Combat Tieflings usually attempt to separate and flank opponents in melee.

Morale Tieflings flee if faced with overwhelming odds.

Statistics

Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Base Atk +1; Grp +2

Feats Weapon Focus (rapier)

Skills Bluff +4, Hide +5, Move Silently +0, Sleight of Hand +0

Gear studded leather armor, light wooden shield, rapier, light crossbow with 40 bolts

Ecology

Environment temperate plains

Organization solitary, pair, or gang (3–4)

Treasure standard

Advancement by character class; Favored Class rogue

Level Adjustment +1

Special Abilities

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 skill modifiers given in the statistics block include a -1 armor check penalty for wearing studded leather armor and a -1 armor check penalty for carrying a light shield.

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

Tieflings make skilled rogues and powerful wizards. Those who succumb to the evil within often become powerful clerics of fiendish powers.

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 and Abyssal or Common and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.

Tiefling Feats

Tieflings have access to the following feats.

Armor of the Pit [General]

Prerequisite: Tiefling.

Benefit: Your fiendish traits take the form of a protective scaly skin. You gain a +2 natural armor bonus.


Champion of Hell [General]

Prerequisite: Tiefling, evil alignment, base attack bonus +6.

Benefit: Once per day, you may reroll the damage you cause to a good-aligned creature with a single target attack, ability, or effect and choose the higher result.


Expanded Fiendish Resistance [General]

Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire.

Prerequisite: Tiefling.

Benefit: You gain resistance 5 to the selected energy type.

Special: You can take this feat multiple times. Each time you do, pick another energy type you do not have resistance to. You gain resistance 5 to that energy type.


Fiend Sight [General]

Prerequisites: Darkvision 60 ft., tiefling.

Benefit: You gain low-light vision and your darkvision improves to 120 ft.

Special: You can take this feat twice. When you take it a second time, you gain the see in darkness ability, which allows you to see perfectly in darkness of any kind, even that created by a deeper darkness spell.


Fiendish Sorcery [General]

Prerequisites: Tiefling.

Benefit: You treat your Charisma score as 2 points higher for all sorcerer class abilities.


Fiendish Speed [General]

Prerequisite: Tiefling.

Benefit: Once per day, as a swift action, you can take an additional move action to move on your turn.

Advanced Tieflings

The Tiefling Captain will use the Bluff skill and the Improved Feint feat to attempt to make sneak attacks against melee opponents. The captain presented below had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Tiefling Captain CR 5

Tiefling rogue 3/fighter 2

NE Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Draconic, Dwarven, Infernal

Defense

AC 20, touch 13, flat-footed 17
(+5 armor, +3 Dex, +2 shield)

hp 29 (3d6+3 plus 2d10+2 HD)

Fort +5, Ref +6, Will +0

Special Defenses evasion, trap sense +1; Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk rapier +8 (1d6/18–20)

Ranged light crossbow +7 (1d8/19–20)

Special Attack sneak attack +2d6

Spell-Like Abilities (5th)

1/day—darkness

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 8, Cha 14

Base Atk +4; Grp +4

Feats Combat Expertise, Improved Feint, Persuasive, Weapon Finesse

Skills Bluff +13, Climb +0, Diplomacy +7, Disguise +9 (+11 acting), Hide +10, Intimidate +13, Jump +4, Listen +5, Move Silently +8, Search +8, Sense Motive +5, Spot +5, Survival -1 (+1 following tracks), Use Magic Device +9

SQ trapfinding

Combat Gear potion of cat’s grace; Other Gear +1 chain shirt, +1 light steel shield, masterwork rapier, light crossbow with 20 bolts

The Tiefling Conjurer will typically summon a fiendish boar (summon monster III), a fiendish Medium monstrous scorpion (summon monster II), or a fiendish dire rat (summon monster I). The Conjurer presented below had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12.

Tiefling Conjurer CR 6

Tiefling conjurer 6

NE Medium outsider (native)

Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Common, Draconic, Dwarven, Gnome, Goblin, Infernal

Defense

AC 12, touch 11, flat-footed 12
(+1 deflection, +1 natural)

hp 28 (6d4+12 HD)

Fort +4, Ref +2, Will +6

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk dagger +4 (1d4/19–20)

Ranged light crossbow +3 (1d8/19–20)

Spell-Like Abilities (6th)

1/day—darkness

Spells Prepared (6th)

3rd—gaseous form, slow (DC 17), suggestion (DC 17), summon monster III

2nd—alter self, daze monster (DC 16), invisibility, mirror image, summon monster II

1st—color spray (DC 15), mage armor, shield, sleep (DC 15), summon monster I

0—acid splash (+3 ranged touch), detect magic, ghost sound (DC 14), mending, read magic

Prohibited Schools evocation, necromancy

Statistics

Str 10, Dex 10, Con 14, Int 18, Wis 13, Cha 10

Base Atk +3; Grp +3

Feats Augment Summoning, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)

Skills Bluff +2, Concentration +11, Decipher Script +13, Hide +2, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (the planes) +13, Spellcraft +15

SQ summon familiar

Combat Gear scroll of dimension door, wand of dispel magic (10 charges); Other Gear amulet of natural armor +1, ring of protection +1, masterwork dagger, light crossbow with 20 bolts, spellbook (containing all spells prepared)

The Tiefling Cutter presented below had the following ability scores before racial adjustments: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Tiefling Cutter CR 1

Tiefling rogue 1

NE Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Draconic, Dwarven, Infernal

Defense

AC 16, touch 13, flat-footed 13
(+3 armor, +3 Dex)

hp 7 (1d6+1 HD)

Fort +1, Ref +5, Will -1

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee rapier +3 (1d6/18–20)

Ranged light crossbow +3 (1d8/19–20)

Special Attack sneak attack +1d6

Spell-Like Abilities (1st)

1/day—darkness

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 8, Cha 13

Base Atk +0; Grp +0

Feats Weapon Finesse

Skills Bluff +7, Disguise +5, Hide +9, Intimidate +5, Listen +3, Move Silently +7, Search +6, Sense Motive +3, Spot +3, Use Magic Device +5

SQ trapfinding

Gear studded leather armor, rapier, light crossbow with 20 bolts

The Tiefling Greater Conjurer will typically summon a fiendish dire wolf (summon monster IV), a fiendish boar (summon monster III), a fiendish Medium monstrous scorpion (summon monster II), or a fiendish dire rat (summon monster I). The Greater Conjurer presented below had the following ability scores before racial adjustments, Hit Dice ability score increases, and equipment bonuses: Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12.

Tiefling Greater Conjurer CR 8

Tiefling conjurer 8

NE Medium outsider (native)

Init +4; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Common, Draconic, Dwarven, Gnome, Goblin, Infernal

Defense

AC 12, touch 11, flat-footed 12
(+1 armor, +1 deflection)

hp 45 (8d4+16 HD)

Fort +6, Ref +3, Will +9

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk dagger +5 (1d4/19–20)

Ranged light crossbow +4 (1d8/19–20)

Spell-Like Abilities (8th)

1/day—darkness

Spells Prepared (8th)

4th—charm monster (DC 18), solid fog, stoneskin, summon monster IV

3rd—arcane sight, gaseous form, slow (DC 17), suggestion (DC 17), summon monster III

2nd—alter self, daze monster (DC 16), invisibility, mirror image, summon monster II

1st—color spray (DC 15), expeditious retreat, mage armor, shield, sleep (DC 15), summon monster I

0—acid splash (+4 ranged touch), detect magic, ghost sound (DC 14), mending, read magic

Prohibited Schools evocation, necromancy

Statistics

Str 10, Dex 10, Con 14, Int 18, Wis 14, Cha 10

Base Atk +4; Grp +4

Feats Augment Summoning, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)

Skills Bluff +2, Concentration +14, Decipher Script +14, Hide +2, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (the planes) +14, Spellcraft +16

SQ summon familiar

Combat Gear scroll of teleport, wand of dispel magic (10 charges); Other Gear amulet of health +2, bracers of armor +1, cloak of resistance +1, ring of protection +1, masterwork dagger, light crossbow with 20 bolts, spellbook (containing all spells prepared)

The Tiefling Lesser Conjurer will typically summon a fiendish Medium monstrous scorpion (summon monster II), or a fiendish dire rat (summon monster I). The Lesser Conjurer presented below had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12.

Tiefling Lesser Conjurer CR 4

Tiefling conjurer 4

NE Medium outsider (native)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Common, Draconic, Dwarven, Gnome, Goblin, Infernal

Defense

AC 11, touch 10, flat-footed 11
(+1 armor)

hp 19 (4d4+8 HD)

Fort +4, Ref +2, Will +6

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk dagger +3 (1d4/19–20)

Ranged light crossbow +2 (1d8/19–20)

Spell-Like Abilities (4th)

1/day—darkness

Spells Prepared (4th)

2nd—alter self, daze monster (DC 16), mirror image, summon monster II

1st—color spray (DC 15), mage armor, shield, sleep (DC 15), summon monster I

0—acid splash (+2 ranged touch), detect magic, ghost sound (DC 14), mending, read magic

Prohibited Schools evocation, necromancy

Statistics

Str 10, Dex 10, Con 14, Int 18, Wis 13, Cha 10

Base Atk +2; Grp +2

Feats Augment Summoning, Scribe Scroll, Spell Focus (conjuration)

Skills Bluff +2, Concentration +9, Decipher Script +11, Hide +2, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (the planes) +11, Spellcraft +13

SQ summon familiar

Combat Gear scroll of dimension door, wand of acid arrow (10 charges); Other Gear bracers of armor +1, cloak of protection +1, masterwork dagger, light crossbow with 20 bolts, spellbook (containing all spells prepared)

The Tiefling Slayer will use the Bluff skill and the Improved Feint feat to attempt to make sneak attacks against melee opponents. The Slayer presented below had the following ability scores before racial adjustments: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Tiefling Slayer CR 3

Tiefling rogue 1/fighter 2

NE Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Draconic, Dwarven, Infernal

Defense

AC 19, touch 13, flat-footed 16
(+5 armor, +3 Dex, +1 shield)

hp 20 (1d6+1 plus 2d10+1 HD)

Fort +4, Ref +5, Will -1

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk rapier +6 (1d6/18–20)

Ranged light crossbow +5 (1d8/19–20)

Special Attack sneak attack +1d6

Spell-Like Abilities (3rd)

1/day—darkness

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 8, Cha 13

Base Atk +2; Grp +2

Feats Combat Expertise, Improved Feint, Persuasive, Weapon Finesse

Skills Bluff +9, Climb +0, Disguise +5, Hide +8, Intimidate +9, Jump +4, Listen +3, Move Silently +6, Search +6, Sense Motive +3, Spot +3, Use Magic Device +5

SQ trapfinding

Combat Gear potion of cat’s grace; Gear +1 chain shirt, masterwork light steel shield, masterwork rapier, light crossbow with 20 bolts

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.