Dark Blooded (template for fiends)

(this is edited to the the final version I prefer, based on the comments below. Still, comments are very welcome.)

This originally started out as a Noble Succubus template. A reply to that suggested that I made it into a more general template, that can be added to a variety of high-charisma fiends. I’ve tried to do this (although I retain a little bit of favour for the succubus, as will be seen, since that was my original idea). Anyway, here goes:

In the dark pits of the Lower Planes, a special kind of Fiend is working behind the scenes to spread as much evil, death and destruction as possible. These creatures are advisers, consorts and right-hands of the Lords and Princes of these planes of Despair. By manipulating and scheming throughout the ages, they have risen to positions of power. They are the Dark Blooded. Only the smartest and most influential of Fiends can hope to access this stage of might. By doing their Dark Lords’ bidding, they are awarded with forbidden knowledge and mighty powers. They start to draw power from the Lower Planes themselves, and become champions of their respective plane.

Creating a Dark Blooded

"Dark Blooded" is a template that can be added to any fiend (including Yugoloths and evil Slaadi) of at least 7 HD and Charisma 23 that doesn’t have a base negative-modifier intelligence score, i.e. 9 or lower (hereafter referred to as 'the fiend'). It uses the fiend's statistics and special abilities except as noted here.

Hit Dice: Unchanged.

Armor Class: The fiend gets a deflection bonus to AC equal to its Charisma modifier.

Special Attacks: The fiend gains the spell casting ability of a sorcerer of a level equal to its HD, to a maximum of one lower than its CR. After 20 HD, the fiend gets bonus feats as a spellcaster of an equal epic spellcasting level. Being powered by the dark evil of the lower planes themselves, the fiend can cast spells from the cleric list as arcane spells.
A rare few Dark Blooded are wizards or clerics instead. An even rarer few are multi-classed, splitting its caster levels between two or more spellcasting classes. Only sorcerous Dark Blooded can cast divine spells as arcane spells, unless its spellcasting class is divine. Cleric Dark Blooded have access to the Chaos, Darkness, Evil and Trickery domains.

The fiend’s Spell-like abilities are all at its regular caster level or its sorcerer casting level, whichever is higher.

The fiend gains the ability to Detect Thoughts as a constant Supernatural Ability (save DC 10+½ fiend’s HD + cha modifier) as an sorcerer of 20th level or its own caster level, whichever is highest. The fiend can suppress or resume this ability as a free action.
The Dark Blooded use this ability to spy and manipulate in the Dark Courts of the Lower Planes.

The fiend's chance to summon fiends increases by 2% pr. HD. If this puts the chance above 100% or the fiend already automatically can summon fiends, it gains a second similar summon attempt at the remaining percentage chance.

Special Qualities: Spell Resistance (Su):The fiend gains Spell Resistance equal to its CR +12.

If the fiend has the power to change form (through Polymorph, for example), it gains the Supernatural Ability to assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 20th level sorcerer, but the fiend can remain in the new form indefinitely. When using an alternate form, the fiend gains a +10 circumstance bonus to Disguise checks. If using detect Thoughts, it gains a further +4 circumstance bonus to disguise and Bluff checks.
The Dark blooded are often sent as couriers, spies, negotiators, assassins and tempers of mortals on behalf of their Dark Lords. This powerful ability makes them masters of disguise while still allowing the use of their abilities.

The fiends Damage Reduction increases by /+1 if final CR is 17 or lower and by 10/+2 if final CR is 18 or higher.

Abilities: The fiend is superior to its common cousins. Increase Dex by +2, Con by +2, Int by +4, Wis by +2 and Cha by +4.

Skills: The fiend gets its spellcasting class' skills as its own class skills.

Challenge Rating: As base fiend +1 CR per 3 HD up to and including the first 21 HD. Thereafter unchanged.
This gives:
7-8 HD: +2 CR
9-11 HD: +3 CR
12-14 HD: +4 CR
15-17 HD: +5 CR
18-20 HD: +6 CR
21+ HD: +7 CR


Treasure: Double Standard for the fiend’s final CR.

Advancement: As base creature. Succubi with this template can advance to 14 HD.
Furthermore, any fiend with this template that max out below 20 HD, can advance to 20 HD on a 1HD/+1 CR basis.


Sample Dark Blooded

This example uses Yilya, a 10 HD Succubus.

Noble Succubus
Medium-size Outsider
Hit Dice: 10d8+20 (65 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30', Fly 50´(average)
AC: 34 (+2 dex, +3 bracers, +10 deflection, +9 Natural)
Attacks: 2 claws +8 melee
Damage: Claw 1d3+1
Face/Reach: 5ft. by 5ft./5 ft.
Special Attacks: Spell-like Abilities, Spells, Energy Drain, Detect Thoughts, Summon Tanar'ri
Special Qualities: Damage Reduction 20/+3, SR 25, Tanar'ri Qualities, Alternate Form, Tongues
Saves: Fort: +9, Ref +9, Will +10
Abilities: Str 13, Dex 15, Con 15, Int 20, Wis 16, Cha 27 (31 with cloak)
Skills: Bluff +20, Concentration +12, Disguise +20, Escape Artist +9, Hide +12, Knowledge (Arcana) +15, Listen +22, Move Silently +12, Scry +13, Search +15, Spellcraft +13, Spot +22
Feats: Dodge, Improved Initiative, Mobility
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 13
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: Up to 14 HD

Yilya the Dark Lady is a terrible agent of evil. Her current plans are the corruption and destruction of the noble and brave King-Priest of Tyr. Rumors say she is working on behalf of the legendary Zaenobia, the Queen of Succubi, who supposedly is a very advanced Dark Blooded succubus. Scolars scuff at such a creature existing, calling it the the ravings of madmen. But then who is Yilya working for...

Combat:

Spell-like Abilities: At will - charm monster, clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 pounds of objects only), suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day - unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 20 + spell level).
Energy Drain (Su): The Wisdom check to notice the negative level is DC 20 and to remove it is DC 23.
Summon Tanar'ri (Sp): Once per day, Yilya can attempt to summon a Balor with a 30% chance of success.
Detect Thoughts (Su): Yilya can constantly detect thoughts as a 20th level sorcerer (Save DC 25). She can suppress or resume this ability as a free action.
Tongues (Su): Yilya has a permanent tongues ability as the spell cast by a 12th level sorcerer. She usually use verbal communication with mortals and save telepathic communication for other fiends.
Tanar'ri Qualities: Poison and Electricity immunity; cold, fire and acid resistance 20; telepathy
Alternate Form (Su): Yilya can assume any humanoid form as an alter self spell.
Spells: Yilya can cast spells as a 10th level sorcerer, and can cast spells from the cleric list as arcane spells.
Spells Known: (6/9/9/8/7/5): 0th - Detect Magic, Read Magic, Mage Hand, Resistance, Ray of Frost, Flare, Arcane Mark, Dancing Lights, Ghost Sound; 1st - Mage Armor, Magic Missile, Shield, True Strike, Entropic Shield; 2nd - Endurance, Silence, Mirror Image, Summon Swarm; 3rd - Haste, Dispel Magic, Displacement; 4th - Fire Shield, Stone Skin; 5th - Slay Living
Save DC 20 + Spell Level

Possessions: Cloak of Charisma +4, 2 Potions of Cat's Grace, Ring of Mind Shielding, Bracers of Armor +3, Potion of Love, Scroll of Shield of Faith & Cure Light Wounds, Scroll of Hold Person.

Some people apparently thinks that the various Arch-Fiends in the BoVD are underpowered. Maybe this template also can be used to spice them up?

Comments and constructive critique is very welcome; flames are not ;)

Later,
Sorcica

Edit: Made final changes to CR and caster level. This IS the final version :)
 
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I don't quite follow the math for the CR's. Could you do the Gelugon and the Ultroloth in short, easy steps?

Most of the features of this template I like- the extra abilities, the boost in ability scores, the spellcasting- but I'm not sure I like the Rakhasa-style spell immunity.

Perhaps SR could be boosted instead, to CR + 11 or something.
 

Yeah, I know that the CR math is a bit 'contrived' and rather badly explained as well!
Here goes:

Gelugon : 12HD, CR 13
It is now considered a 7HD base monster, which means that its 12HD is a +1 CR increase from 7HD. With +4 more added in from the template, it becomes (13+1+4) CR 18. At 14 HD it becomes CR19, at 17HD it's CR 20 and at 21 HD it will be CR 21. after 21 HD, it uses the Gelugons normal hit die range for determining CR, so at 24 it will have double it's base HD for a further +2 CR or CR 23. At 30 HD it'll be CR 24.
I'm aware that at 21 HD it will have the spell casting of a 20th level sorcerer and 'only' be CR 21. I don't think this is a major problem, since a high-level party can destroy it before it gets to cast too many of its spells. (Compared to celestials and titans, it's no problem at all .)

Ultroloth: 13HD, CR 16
It is now considered a 7HD base monster, which means that its 13HD is a +1 CR increase from 7HD. With +4 more added in from the template, it becomes (16+1+4) CR 21. At 14 HD it becomes CR22, at 17HD it's CR 23 and at 21 HD it will be CR 24. after 21 HD, it uses the Ultroloth's normal hit die range for determining CR, so at 26 it will have double it's base HD for a further +2 CR or CR 26. At 32 HD it'll be CR 25. (and would rival the Arch-Fiends from BoVD, I think).

As for the Spell Immunity, I originally designed this template for succubi only (see my 'Noble Succubi' thread on this board) and it was meant to be a 'Rakshasa add-on' for a succubus. They have so lousy a SR, that it's useless. It's a CR 9 creature, a level 9 spellcaster has a 90% chance of overcoming the SR...
But when I made it into a more general template, the spell-immunity might not have been the best idea. Maybe X+CR is better. But maybe CR becomes too high, then? I would say that SR should be CR+12 (at least, maybe +13?) If we use +12, the succubi gets SR 24, The Gelugon SR 37 and the Ultroloth SR 37.

Hmm...it actually makes the creatures much more powerful against lower level parties, while allowing high-level parties to conserve their 9th level spells. I like it!

Thanks for your comments, feel very welcome to add more.

Sorcica
 

Sorcica said:
Gelugon: 12HD, CR 13
It is now considered a 7HD base monster, which means that its 12HD is a +1 CR increase from 7HD.

Stop right there! If a 7HD monster is advanced to 12HD, its CR increases by +1? I'm not familiar with the rule behind this. Is it in the MM?


Originally posted by Sorcica
As for the Spell Immunity, I originally designed this template for succubi only (see my 'Noble Succubi' thread on this board) and it was meant to be a 'Rakshasa add-on' for a succubus.

If it's a rakshasa add-on, there should be a major weakness associated with it. Like how a blessed crossbow bolt is bane to rakshasas.
 

Cheiromancer said:


Stop right there! If a 7HD monster is advanced to 12HD, its CR increases by +1? I'm not familiar with the rule behind this. Is it in the MM?

It's in the errata for the MM, which says: "p. 14, Replace the Challenge Rating note with:
Each 50% increase to the creature's original HD increases the CR of a monster by 1. Doubling the HD raises the CR
by 2. Tripling the HD raises the CR by 4."

Also, it's stated in the DMG (though it's well hidden) under 'Tougher Monsters', p.102.


If it's a rakshasa add-on, there should be a major weakness associated with it. Like how a blessed crossbow bolt is bane to rakshasas.

Well, I suppose you're right. I found it difficult to come up with a major weakness that could be general to a lot of different fiends, so I just skipped it :cool:
Maybe some attack form could work as an arrow of slaying, major on a Dark Blooded. Maybe Holy weapons (any kind) that's been blessed, would force a fortitude save a la Arrow of Slaying.

Maybe that's the last tweaking it needs ;) , thanks for your fine comments.

Sorcica
 

You know, this reminds me of the Demons & Devils Counter pack by Fiery Dragon, inside there is a set of abilities called "Demonic additions" which you can simply add on a demon.

Instead of fooling around with a whole template, just add some related abilties in. For example, you can add "Fire Breed" to a demon (let's say a succubus). The succubus now do an additional 1d6 fire damage with her claws, a breath weapon, and she also gains the Fire subtype. This addition increase her CR by +1. Thus all demons from a fiery layer of the Abyss has the "Fire breed" addition: dretches, mariliths, bar-lguras, etc.
 


I really like the revisions!

The /+1 increase to DR is very elegant. With it a succubus leaves the ranks of the 20/+2 demons (which is most of them) and attains the approximate status of a Balor. Very nice.

And finally succubi get a respectable SR. And some sorcerous abilities with very difficult save DC's.

The description of how to determine CR's still leavest my brain in knots. Would it be too horribly inaccurate to say that it gets +1 CR for every 7 hit dice?
 

Thanks for the kind words!

A +1 CR pr 7HD would leave CR too low IMO.

For a run-through of the CR calculation, see a previous post in this tread (the third, I think). But why bother? Here's all the calculations done for you!

HD 7-9: +4 CR
HD 10-13: +5 CR
HD 14-16: +6 CR
HD 17-20: +7 CR
HD 21+: +8 CR

Notice that up to and including 21 HD, the base fiend does not use its own advancement range to determine CR.

Hmm...Think I'll just write this in as standard in the template...

-Sorcica
 
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Well, I figured that since you were kind enough to review my templates, I'd extend the same favor.

Let's see...

Sorcica said:
In the dark pits of the Lower Planes, a special kind of Fiend is working behind the scenes to spread as much evil, death and destruction as possible. These creatures are advisers, consorts and right-hands of the Lords and Princes of these planes of Despair. By manipulating and scheming throughout the ages, they have risen to positions of power. They are the Dark Blooded. Only the smartest and most influential of Fiends can hope to access this stage of might. By doing their Dark Lords’ bidding, they are awarded with forbidden knowledge and mighty powers. They start to draw power from the Lower Planes themselves, and become champions of their respective plane.
Nice flavor text.

Sorcica said:
Hit Dice: The fiend is now a 7HD base creature, and uses 7 as base for calculating advancement and CR etc., up to and including 21 HD. Thereafter, the fiend uses it regular advancement range.
Okay... call me stupid (well, don't call me stupid. It would hurt my feelings...), but what is this about the fiend now being "a 7 HD base creature? I don't understand this.

Sorcica said:
Special Attacks: The fiend gains the spell casting ability of a sorcerer of a level equal to its HD, to a maximum of one lower than its CR or 21, whichever is lowest. Being powered by the dark evil of the lower planes themselves, the fiend can cast spells from the cleric list as arcane spells.
What's the rationale behind having arcane caster levels in exclusion to other class options? And, are these integrated class levels, or true class levels (which would allow for additional Feats, Attk bonus progression, save progression, etc)?

Sorcica said:
The fiend gains the ability to Detect Thoughts as a constant Supernatural Ability (save DC 10+½ fiend’s HD + cha modifier) as an 18th level sorcerer. The fiend can suppress or resume this ability as a free action.
Is there a detect thoughts spell anymore? I thought there was only ESP...

Again, what's the rationale for this ability? Additionally, I would recommend increasing this to 20th level since Balor's cast all spells at 20th already and seems a little silly for this one ability to be lower than all others. In fact, you may want to consider having the caster level for this equal to whatever existing (improved) caster level the Fiend already possesses.

Sorcica said:
The fiend's chance to summon fiends increases by 2% pr. HD. If this puts the chance above 100% or the fiend already automatically can summon fiends, it gains a second similar summon attempt at the remaining percentage chance.
Nice.

Sorcica said:
If the fiend has the power to change form (through Polymorph, for example), it gains the Supernatural Ability to assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 18th level sorcerer, but the fiend can remain in the new form indefinitely. When using an alternate form, the fiend gains a +10 circumstance bonus to Disguise checks. If using detect Thoughts, it gains a further +4 circumstance bonus to disguise and Bluff checks.
Nice... although I'm curious as to the rationale for this. It helps (IMO) to explain why the ability exists as it creates a better grasp of the intent behind the Template. I would guess this is here to help these advanced Fiends further trick mortals.... but if this is the case, why are they consorts to Dukes of Hell and Demon Lords that dwell in the Lower Planes?

Sorcica said:
The fiends Damage Reduction increases by /+1
Nice... although I'd be attempted to increase it to 10/+2... This would really put these Fiends just shy of really powerful beings.

Sorcica said:
Abilities: The fiend is faster and tougher than its common cousins. Increase Dex by +2 and Con by +4.
I would also recommend increasing their Charisma and Intelligence. Afterall, how does a Fiend typically see an increase in their Charisma? Furthermore, based upon your description, both of these abilities are directly related to the template... while Dex and Con aren't.

Sorcica said:
Challenge Rating: As fiend’s modified CR+4. For the first 21 HD, the fiend is considered a 7HD creature, which means it uses this range for determining CR. After 21 HD, the fiend uses its regular HD range to determine CR.
This gives:
7-9 HD: +4 CR
10-13 HD: +5 CR
14-16 HD: +6 CR
17-20 HD: +7 CR
21+ HD: +8 CR

Notice that up to and including 21 HD, the base fiend does not use its own advancement range to determine CR.

Treasure: Double Standard for the fiend’s CR.

Advancement: As base creature, but see above. Succubi with this template can advance to 14 HD.
Furthermore, any fiend with this template that max out below 20 HD, can advance to 20 HD on a 1HD/+1 CR basis.

Looks good!
 

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