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<blockquote data-quote="TheBurnedMan" data-source="post: 1250455" data-attributes="member: 14604"><p>Thralls</p><p></p><p> Once the mist was released upon the world and the various fiends no longer had the war with the mortal races to keep them united, they broke down into fighting amongst themselves. This infighting nearly finished what the Celestial host and the mortal armies were unable to do, by the time the Fiend Lords were able to stop the fighting the number of fiends left on the world was a fraction of the original host that invaded the world. </p><p> So the fiends came to take advantage of the lands and the peoples that lived within them, making of them their slaves, their chattel, their Thralls.</p><p></p><p>The Broken Peoples – The Mortals</p><p></p><p> In the Broken lands untold millions of mortals toil as serfs, slaves and chattel under their fiendish masters, burned, chained and infested. </p><p> Promising specimens are given more preferential treatment but are never made to forget their place, these are the Corrupted. The twisted desires of the fiends also result in countless progeny, half-fiends, the Spawn and the Corrupted form a middle class within the fiendish societies.</p><p></p><p>The Burned </p><p></p><p> A burned is a mortal slave of the demon lords of the Burned Lands. As such they have all been branded with symbols of abyssal might, binding their flesh and souls to their master. The enchantments dulls the mind of the slave while increasing their endurance. The mind of the burned becomes corrupted and his baser instincts become stronger, while his morals and higher faculties are weakened.</p><p></p><p>Creating a Burned</p><p></p><p> Burned is a template which can be added to any humanoid creature (referred to hereafter as the “character”)</p><p></p><p>Special Attacks: A burned retains all the special attacks of the base creature and also gains the following.</p><p>Frenzy(Su): Can rage once per day as a 1st level barbarian</p><p>Special Qualities: A burned retains all the special attacks of the base creature and also gains the following.</p><p>Devotion (Su): Acts towards his master as if under the influence of a charm person spell.</p><p>Soul Skin (Su): Upon death the slaves soul is tied to its branding. The branding functions as a soulbind spell upon the soul of the deceased slave. The skin containing the branding can then be cut for easier transport. </p><p>Saves: as base character</p><p>Abilities: Con +2, Int –4, Wis –2, Cha -2</p><p>Skills: as base character</p><p>Feats: as base character.</p><p>Climate/Terrain: found throughout the Broken Lands, predominantly in the Burned Lands</p><p>Organisation: </p><p>Challenge Rating: </p><p>Alignment: Any Chaotic</p><p>Advancement: Same as the base creature</p><p></p><p>Sample Burned</p><p></p><p> Here is a sample Burned. A 1st level commoner armed with a club. They are used as expendable shock troops by the demon warlords. </p><p></p><p>Burned Human Commoner</p><p>Medium-Size Humanoid</p><p>Hit Dice: 1d4+1 (4 hp, 6 hp when raging)</p><p>Initiative: 0 </p><p>Speed: 30 ft</p><p>AC: 10 (8 when raging)</p><p>Attacks: Club +1 melee (+3 when raging) </p><p>Damage: Club 1d6 (1d6+2 when raging)</p><p>Face/Reach: 5 ft by 5 ft/5 ft.</p><p>Special Attacks: Frenzy</p><p>Special Qualities: Devotion, Soul Skin </p><p>Saves: Fort +1 , Ref 0 (+2 when raging), Will -1 (+1when raging)</p><p>Abilities: Str 11 (15 when raging), Dex 11, Con 13 (17 when raging), Int 7, Wis 9, Cha 9 </p><p>Skills: Climb +2, jump +2</p><p>Feats: Weapon Proficiency (club), Weapon Focus (club)</p><p>Challenge Rating:</p><p>Alignment: Chaotic Neutral</p><p></p><p>Combat</p><p> </p><p> The burned shock troops work themselves into a blinding rage and then storm the enemy.</p><p></p><p>Frenzy (Su): The entombed can rage once a day as a 1st level barbarian.</p><p></p><p>The Chained</p><p></p><p> The chained are the property of the devils of the Basalt Cities. All slaves have collars, either around their necks, ankles or wrists, all linked together with chains. These chains contain enchantments that make the slaves more obedient and efficient, and upon death they bind the soul of the slave. </p><p></p><p>Creating a Chained</p><p></p><p> Chained is a template which can be added to any humanoid creature (referred to hereafter as the “character”)</p><p></p><p>Special Attacks: A chained retains all the special attacks of the base creature. </p><p>Special Qualities: A chained retains all the special attacks of the base creature and also gains the following.</p><p>His Masters Voice (Su): Acts towards his master as if under the influence of a dominate person (DC 20).</p><p>Work Ethic (Su): +2 racial bonus on one skill</p><p>Chained Soul (Su): Upon death the slaves soul is tied to its chains. The chains function as a soulbind spell upon the soul of the deceased slave. The chains and manacles can then be used to transport the soul or the body can be destroyed, most often by fire, and the chained spirit is forced to obey the owner.</p><p>Saves: as base character</p><p>Abilities: Cha -6</p><p>Skills: as base character</p><p>Feats: as base character.</p><p>Climate/Terrain: found throughout the Broken Lands, predominantly in the Land Of The Chained</p><p>Organisation: </p><p>Challenge Rating: </p><p>Alignment: any Lawful</p><p>Advancement: as base character</p><p></p><p>Sample Chained</p><p></p><p> Here is a sample Chained. A 1st level warrior. They are used as expendable shock troops by the Lords of the Basalt Cities.</p><p></p><p>Chained Human Warrior</p><p>Medium-Size Humanoid</p><p>Hit Dice: 1d8 (5 hp)</p><p>Initiative: 0 </p><p>Speed: 30 ft</p><p>AC: 11 (+1 padded armour)</p><p>Attacks: Spear +2 melee </p><p>Damage: Spear 1d8</p><p>Face/Reach: 5 ft by 5 ft/5 ft.</p><p>Special Attacks: --</p><p>Special Qualities: His Masters Voice, Work Ethic (climb), Chained Soul</p><p>Saves: Fort +2 , Ref 0, Will 0 </p><p>Abilities: Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 5 </p><p>Skills: Climb +5, jump +3, Swim +2</p><p>Feats: Weapon Focus (spear)</p><p>Challenge Rating:</p><p>Alignment: Lawful Neutral</p><p></p><p>Combat</p><p> </p><p> Chained warriors follow the orders of their masters to the death Which is often their fate.</p><p></p><p>The Many – Infested</p><p></p><p> The many are the obedient servants of the Queen Of The Rattling Races. They have been warped by the alien nature of their mistress, and are now more like insects than mortal. All of the many are infested with parasites, these parasites alters the bearer and upon the death of the slave store the soul of the deceased. Almost all infested are females, except for the male drones of the Matriarchs.</p><p></p><p>Creating an Infested</p><p></p><p> Infested is a template which can be added to any humanoid creature (referred to hereafter as the “character”). The characters type changes to “vermin”. </p><p></p><p>Special Attacks: An infested retains all the special attacks of the base creature and also gains the following.</p><p>Vermin: Immune to mind-influencing effects.</p><p>Hive Mind (Ex): All infested within 50 miles of their Matriarch or the Queen are in constant communication. If one is aware of a particular danger, they all are. In one in a group is not flat-footed, none of them are. No one in a group is considered flanked unless all of them are.</p><p>Poison (Ex): An infested produces a poison (DC 10+½ HD, 1d3 Dex) which it can apply to its weapons by cutting itself.</p><p>Special Qualities: An infested retains all the special attacks of the base creature and also gains the following.</p><p>Soul Parasite (Su): Upon death the infested soul is consumed by a parasite. The parasite function as a soulbind spell upon the soul of the deceased slave. The now fat parasite can be collected and stored.</p><p>Saves: as base character</p><p>Abilities: -2 Str, +4 Dex, -4 Con</p><p>Skills: as base character</p><p>Feats: as base character.</p><p>Climate/Terrain: found throughout the Broken Lands, predominantly in the Land Of The Many.</p><p>Organisation: </p><p>Challenge Rating: </p><p>Alignment: any Neutral</p><p>Advancement: as base character</p><p></p><p>Sample Infested</p><p></p><p> Here is a sample Infested. A 1st level rogue armed with a dagger and a . They are used as expendable shock troops by the Queen and her Matriarchs.</p><p></p><p>Infested Human Rogue</p><p>Medium-Size Humanoid</p><p>Hit Dice: 1d6+2 (2 hp)</p><p>Initiative: +4 (+4 improved initiative)</p><p>Speed: 30 ft</p><p>AC: 14 (+2 Dex, +2 Chitin Armour)</p><p>Attacks: Dagger +0 melee, shortbow +2 ranged </p><p>Damage: Dagger 1d4-2, Shortbow 1d6 </p><p>Face/Reach: 5 ft by 5 ft/5 ft.</p><p>Special Attacks: Hive Mind, Poison, Sneak Attack +1d6</p><p>Special Qualities: Vermin, Soul Parasite </p><p>Saves: Fort +2 , Ref 0, Will 0 </p><p>Abilities: Str 7, Dex 15, Con 7, Int 11, Wis 11, Cha 11 </p><p>Skills: Balance +6, Hide +6, Intuit Direction +4, Listen +4, Move Silently +6, Search +4, Spot +4, Tumble +6</p><p>Feats: Improved Initiative</p><p>Challenge Rating:</p><p>Alignment: Neutral Evil</p><p></p><p>Combat</p><p> </p><p> Strike from shadow. Leave only death. </p><p></p><p>Vermin: Immune to mind-influencing effects.</p><p>Hive Mind (Ex): All infested within 50 miles of their Matriarch or the Queen are in constant communication. If one is aware of a particular danger, they all are. In one in a group is not flat-footed, none of them are. No one in a group is considered flanked unless all of them are.</p><p>Poison (Ex): An infested produces a poison (DC 10+½ HD, 1d3 Dex) which it can apply to its weapons by cutting itself.</p><p></p><p>The Corrupted</p><p></p><p> Apply the fiendish template in the MM page 213-214.</p><p></p><p>The Spawn</p><p></p><p> Apply the half-fiend template in the MM page 215-216.</p><p></p><p>The Soulless</p><p></p><p> Without the energies from their native plane, the fiends had no way to rebuild their numbers, but they still had access to the same thing that created new fiends in the first place, souls. Using the souls of their dead slaves they found a way to replenish their numbers. These souls could in some cases be corrupted and transformed, purified from all morality and “goodness”, until only pure evil remained.</p><p> Once the receptacle had been purified, it could then be placed inside a either specially prepared crafted body or that of a corpse allowing the now fiendish soul to animate and take over the body. Because the purification ritual involves places rich with the essence of the Dying Gods, once inserted the new fiend mutated and the body it was placed in changes to match it's new fiendish nature. No two of the soulless have the same features, but they all are roughly humanoid in shape. </p><p></p><p> Soulless Qualities:</p><p></p><p>Deathless (Ex): Because of how the soulless are created, when reduced to 0 hp, they do not die. Instead they become exhausted and at -5 hp they become disabled. It is not uncommon to see masses of twitching, writhing bodies of the soulless on the battlefield after a battle waiting for a fiend to come by and collect their souls. The receptacle has 5 hp. </p><p>Darkvision (Ex): 60 ft.</p><p>Resistances (Ex): Cold and Fire resistance 5</p><p></p><p>Combat</p><p></p><p> The soulless are rather unimaginative fighters, their favourite tactic is to swarm over their foes attempting to defeat them with sheer numbers, rather than any combat tactic of their own design. The soulless can be somewhat effect at simple group tactics when commanded by a more powerful fiend. </p><p> The soulless themselves will fight to the death, they have been dead once and it holds no fear for them. Ironically, many believe part of the soulless mindless lack of fear is that they wish to die again, hopefully this time to be freed from the eternal nightmare the fiends have placed them in. </p><p> </p><p> Soulless, Generic </p><p></p><p> A generic soulless from the Border.</p><p> </p><p>Medium Outsider (Evil)</p><p>Hit Dice: 2d8 (9)</p><p>Initiative: +0</p><p>Speed: 30ft</p><p>AC: 15 (+5 natural)</p><p>Attacks: 2 claws +2 melee.</p><p>Damage: claw 1d4</p><p>Face/Reach: 5 ft x 5 ft/ 5ft </p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Soulless qualities, damage reduction 5/silver, SR 5, deathless</p><p>Saves: Fort +3 Ref +3 Will +3 </p><p>Abilities: Str 10, Dex 10, Con 10, Int 11 , Wis 10, Cha 5</p><p>Skills: - </p><p>Feats: - </p><p>Climate/Terrain: Any land or underground</p><p>Organisation: Solitary, gang (2-4), swarm (6-15), or mob (10-40)</p><p>Challenge Rating: 2</p><p>Treasure: none</p><p>Alignment: Any Evil</p><p>Advancement: 3-6 HD (medium)</p><p></p><p> Although they posses several spell-like abilities, the soulless in their never ending lust for combat and death, often forget they have the abilities to use.</p><p></p><p>Spell-Like abilities (Sp): At will - darkness, scare and telekinesis; 1/day - stinking cloud. These abilities are as the spells cast by a 2nd level sorcerer (save DC10 + spell level). </p><p></p><p>Soulless, Burning</p><p></p><p> The Burning soulless of the Burned Lands. They mimic their Burning God in shape and nature. Burning flesh in tatters, ever healing only to serve as fuel for an endless fire anew. Metal shrapnel nailed to the flesh serves as protection.</p><p></p><p>Medium Outsider (Evil, Fire)</p><p>Hit Dice: 2d8 (9)</p><p>Initiative: +0 (+2 when raging)</p><p>Speed: 30ft</p><p>AC: 15 (+5 natural), 13 (when raging)</p><p>Attacks: 2 claws +2 melee. (+4 melee when raging)</p><p>Damage: claw 1d4 (1d4+2 when raging) and 1d4 fire damage</p><p>Face/Reach: 5 ft x 5 ft/ 5ft </p><p>Special Attacks: Spell-like abilities, heat, frenzy</p><p>Special Qualities: Soulless qualities, SR 5, fast healing 2, deathless</p><p>Saves: Fort +3 Ref +3 Will +3 </p><p>Abilities: Str 11(15 when raging), Dex 11, Con 11 (15 when raging), Int 11 , Wis 11, Cha 5</p><p>Skills: - </p><p>Feats: -</p><p>Climate/Terrain: Any land or underground</p><p>Organisation: Solitary, gang (2-4), swarm (6-15), or mob (10-40)</p><p>Challenge Rating: 2</p><p>Treasure: none</p><p>Alignment: Always Chaotic Evil</p><p>Advancement: 3-6 HD (medium)</p><p></p><p>Combat</p><p></p><p> The burning soulless will first pummel their foes with produce flame. Following this initial assault they will cast fire shield and work into a rage before engaging their enemy hand to hand.</p><p></p><p>Spell-Like abilities (Sp): At will – burning hands and produce flame; 1/day – fire shield. These abilities are as the spells cast by a 2nd level sorcerer (save DC10 + spell level). </p><p>Frenzy (Ex): The soulless can rage as a 2nd level barbarian. </p><p>Heat (Su): The soulless generates an internal heat causing its mere touch to deal 1d4 additional fire damage. Its metallic weapons will also conduct this heat. </p><p></p><p></p><p>Soulless, Chained</p><p></p><p> The Chained soulless of the Basalt Cities. Covered by swirling chains and sharp hooks they seek to bind their enemies and then tear them apart, flesh and soul.</p><p></p><p>Medium Outsider (Evil, Law)</p><p>Hit Dice: 2d8 (9)</p><p>Initiative: +0</p><p>Speed: 30ft</p><p>AC: 18 (+8 natural)</p><p>Attacks: 2 chain rakes +2 melee. </p><p>Damage: Chain rake 1d8 </p><p>Face/Reach: 5 ft x 5 ft/ 10ft </p><p>Special Attacks: Spell-like abilities, twirling chains</p><p>Special Qualities: Soulless qualities, damage reduction 5/+1, SR 5, deathless</p><p>Saves: Fort +3 Ref +3 Will +3 </p><p>Abilities: Str 11, Dex 11, Con 11, Int 11 , Wis 11, Cha 5</p><p>Skills: - </p><p>Feats: -</p><p>Climate/Terrain: Any land or underground</p><p>Organisation: Solitary, gang (2-4), swarm (6-15), or mob (10-40)</p><p>Challenge Rating: 2</p><p>Treasure: none</p><p>Alignment: Always Lawful Evil</p><p>Advancement: 3-6 HD (medium)</p><p></p><p>Combat</p><p></p><p> The Chained soulless will cast true strike, followed by a twirling chains assault on a target. It will then cast hypnotic pattern with its chains, followed by a melee. </p><p></p><p>Spell-Like abilities (Sp): At will – true strike and hypnotic pattern; 1/day – black tentacles. These abilities are as the spells cast by a 2nd level sorcerer (save DC10 + spell level). </p><p>Twirling chains (Ex): once a day the chained soulless can extend his reach to 30 ft or he can perform an attack on all within 5 f of him.</p><p></p><p>The Mandible Lords</p><p></p><p> Unlike the fiends of the West and the South, or even the lesser fiends of the Border, the insect-like daemons of the North use the souls of the dead for a quite different purposes. They use them to create insects with souls. The new race of the Queen which shall replace that the mortals as the dominant form of life.</p><p></p><p> Larvae Qualities:</p><p></p><p>Vermin: Immune to mind-influencing effects.</p><p>Hive Mind (Ex): All mandible lords and other members of the hive within 50 miles of their Matriarch or the Queen are in constant communication. If one is aware of a particular danger, they all are. In one in a group is not flat-footed, none of them are. No one in a group is considered flanked unless all of them are.</p><p>Inhuman Speed (Ex): The mandible lord functions as under the influence of a haste spell.</p><p>Pre-natural awareness (Ex): The mandible lord gains a +2 insight bonus to his AC and reflex saving throws, and a +4 racial bonus to spot and listen checks.</p><p>Scent (Ex): can detect creatures by scent</p><p></p><p>Mandible Lord, Larvae</p><p></p><p> The new-born larvae of the Matriarch, or of the Queen herself, have a vaguely humanoid shape. Their body is covered with a larvae like skin and they are yet to form an exoskeleton. </p><p></p><p>Medium-Size Vermin (Evil)</p><p>Hit Dice: 2d8 (15 hp)</p><p>Initiative: +3</p><p>Speed: 30ft</p><p>AC: 19 (+3 Dex, +4 haste, +2 insight)</p><p>Attacks: 2 claws +4 melee. </p><p>Damage: Claw 1d4+3 </p><p>Face/Reach: 5 ft x 5 ft/ 5ft </p><p>Special Attacks: Spell-like abilities </p><p>Special Qualities: Larvae qualities </p><p>Saves: Fort +8 Ref +5 Will 0 </p><p>Abilities: Str 17, Dex 17, Con 17, Int 7 , Wis 13, Cha 13</p><p>Skills: - </p><p>Feats: -</p><p>Climate/Terrain: Any land or underground</p><p>Organisation: Solitary with retinue of 4-10 of 1st level infested warriors or group of 2-3 of giant soldier ants.</p><p>Challenge Rating: </p><p>Treasure: none</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 3-6 HD (medium)</p><p></p><p>Combat</p><p></p><p> When engaged in combat with lesser forms of life, the mandible lord will summon swarms and unleash an insect plague. If forced into melee, it will use contagion and poison, and its claws.</p><p> </p><p>Spell-Like abilities (Sp): At will – summon swarm, contagion and poison; 1/day – insect plague. These abilities are as the spells cast by a druid of the equivalent level (save DC 10 + HD + wisdom bonus) </p><p></p><p>Mandible Lord, Mature</p><p></p><p> The mature mandible lords are truly fearsome creatures, their presence fills mortals with fear, the fear of the prey before the predator. </p><p></p><p>Large Vermin (Evil)</p><p>Hit Dice: 7d8+42 (74 hp)</p><p>Initiative: +7 (+4 improved initiative) </p><p>Speed: 40ft. fly 40 ft</p><p>AC: 30 (+12 natural, +3 Dex, +4 haste, +2 insight, -1 size)</p><p>Attacks: 2 claws +4 melee. </p><p>Damage: Claw 1d4+3 </p><p>Face/Reach: 5 ft x 5 ft/ 5ft </p><p>Special Attacks: Spell-like abilities </p><p>Special Qualities: Larvae qualities; lord of vermin </p><p>Saves: Fort +11, Ref +7, Will +5 </p><p>Abilities: Str 27, Dex 17, Con 23, Int 13 , Wis 17, Cha 15</p><p>Skills: - </p><p>Feats: Improved Initiative</p><p>Climate/Terrain: Any land or underground</p><p>Organisation: Solitary with retinue of 6-12 of 2nd level infested barbarians or group of 3-6 of giant soldier ants.</p><p>Challenge Rating: </p><p>Treasure: none</p><p>Alignment: Always Neutral Evil</p><p>Advancement: by fighter class.</p><p></p><p>Combat</p><p></p><p> When engaged in combat with lesser forms of life, the mandible lord will summon swarms and unleash an insect plague. If forced into melee, it will use contagion and poison, and its claws.</p><p> </p><p>Spell-Like abilities (Sp): At will – summon swarm, contagion and poison ; 3/day – insect plague and giant vermin; 1/day – creeping doom . These abilities are as the spells cast by a druid of the equivalent level (DC 10 + HD + wisdom bonus) </p><p>Lord Of Vermin (su): Can command all insects within 300 ft. All insects must succeed with a will save (DC 10 + HD + wisdom bonus) or obey the mental commands of the mandible lord.</p></blockquote><p></p>
[QUOTE="TheBurnedMan, post: 1250455, member: 14604"] Thralls Once the mist was released upon the world and the various fiends no longer had the war with the mortal races to keep them united, they broke down into fighting amongst themselves. This infighting nearly finished what the Celestial host and the mortal armies were unable to do, by the time the Fiend Lords were able to stop the fighting the number of fiends left on the world was a fraction of the original host that invaded the world. So the fiends came to take advantage of the lands and the peoples that lived within them, making of them their slaves, their chattel, their Thralls. The Broken Peoples – The Mortals In the Broken lands untold millions of mortals toil as serfs, slaves and chattel under their fiendish masters, burned, chained and infested. Promising specimens are given more preferential treatment but are never made to forget their place, these are the Corrupted. The twisted desires of the fiends also result in countless progeny, half-fiends, the Spawn and the Corrupted form a middle class within the fiendish societies. The Burned A burned is a mortal slave of the demon lords of the Burned Lands. As such they have all been branded with symbols of abyssal might, binding their flesh and souls to their master. The enchantments dulls the mind of the slave while increasing their endurance. The mind of the burned becomes corrupted and his baser instincts become stronger, while his morals and higher faculties are weakened. Creating a Burned Burned is a template which can be added to any humanoid creature (referred to hereafter as the “character”) Special Attacks: A burned retains all the special attacks of the base creature and also gains the following. Frenzy(Su): Can rage once per day as a 1st level barbarian Special Qualities: A burned retains all the special attacks of the base creature and also gains the following. Devotion (Su): Acts towards his master as if under the influence of a charm person spell. Soul Skin (Su): Upon death the slaves soul is tied to its branding. The branding functions as a soulbind spell upon the soul of the deceased slave. The skin containing the branding can then be cut for easier transport. Saves: as base character Abilities: Con +2, Int –4, Wis –2, Cha -2 Skills: as base character Feats: as base character. Climate/Terrain: found throughout the Broken Lands, predominantly in the Burned Lands Organisation: Challenge Rating: Alignment: Any Chaotic Advancement: Same as the base creature Sample Burned Here is a sample Burned. A 1st level commoner armed with a club. They are used as expendable shock troops by the demon warlords. Burned Human Commoner Medium-Size Humanoid Hit Dice: 1d4+1 (4 hp, 6 hp when raging) Initiative: 0 Speed: 30 ft AC: 10 (8 when raging) Attacks: Club +1 melee (+3 when raging) Damage: Club 1d6 (1d6+2 when raging) Face/Reach: 5 ft by 5 ft/5 ft. Special Attacks: Frenzy Special Qualities: Devotion, Soul Skin Saves: Fort +1 , Ref 0 (+2 when raging), Will -1 (+1when raging) Abilities: Str 11 (15 when raging), Dex 11, Con 13 (17 when raging), Int 7, Wis 9, Cha 9 Skills: Climb +2, jump +2 Feats: Weapon Proficiency (club), Weapon Focus (club) Challenge Rating: Alignment: Chaotic Neutral Combat The burned shock troops work themselves into a blinding rage and then storm the enemy. Frenzy (Su): The entombed can rage once a day as a 1st level barbarian. The Chained The chained are the property of the devils of the Basalt Cities. All slaves have collars, either around their necks, ankles or wrists, all linked together with chains. These chains contain enchantments that make the slaves more obedient and efficient, and upon death they bind the soul of the slave. Creating a Chained Chained is a template which can be added to any humanoid creature (referred to hereafter as the “character”) Special Attacks: A chained retains all the special attacks of the base creature. Special Qualities: A chained retains all the special attacks of the base creature and also gains the following. His Masters Voice (Su): Acts towards his master as if under the influence of a dominate person (DC 20). Work Ethic (Su): +2 racial bonus on one skill Chained Soul (Su): Upon death the slaves soul is tied to its chains. The chains function as a soulbind spell upon the soul of the deceased slave. The chains and manacles can then be used to transport the soul or the body can be destroyed, most often by fire, and the chained spirit is forced to obey the owner. Saves: as base character Abilities: Cha -6 Skills: as base character Feats: as base character. Climate/Terrain: found throughout the Broken Lands, predominantly in the Land Of The Chained Organisation: Challenge Rating: Alignment: any Lawful Advancement: as base character Sample Chained Here is a sample Chained. A 1st level warrior. They are used as expendable shock troops by the Lords of the Basalt Cities. Chained Human Warrior Medium-Size Humanoid Hit Dice: 1d8 (5 hp) Initiative: 0 Speed: 30 ft AC: 11 (+1 padded armour) Attacks: Spear +2 melee Damage: Spear 1d8 Face/Reach: 5 ft by 5 ft/5 ft. Special Attacks: -- Special Qualities: His Masters Voice, Work Ethic (climb), Chained Soul Saves: Fort +2 , Ref 0, Will 0 Abilities: Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 5 Skills: Climb +5, jump +3, Swim +2 Feats: Weapon Focus (spear) Challenge Rating: Alignment: Lawful Neutral Combat Chained warriors follow the orders of their masters to the death Which is often their fate. The Many – Infested The many are the obedient servants of the Queen Of The Rattling Races. They have been warped by the alien nature of their mistress, and are now more like insects than mortal. All of the many are infested with parasites, these parasites alters the bearer and upon the death of the slave store the soul of the deceased. Almost all infested are females, except for the male drones of the Matriarchs. Creating an Infested Infested is a template which can be added to any humanoid creature (referred to hereafter as the “character”). The characters type changes to “vermin”. Special Attacks: An infested retains all the special attacks of the base creature and also gains the following. Vermin: Immune to mind-influencing effects. Hive Mind (Ex): All infested within 50 miles of their Matriarch or the Queen are in constant communication. If one is aware of a particular danger, they all are. In one in a group is not flat-footed, none of them are. No one in a group is considered flanked unless all of them are. Poison (Ex): An infested produces a poison (DC 10+½ HD, 1d3 Dex) which it can apply to its weapons by cutting itself. Special Qualities: An infested retains all the special attacks of the base creature and also gains the following. Soul Parasite (Su): Upon death the infested soul is consumed by a parasite. The parasite function as a soulbind spell upon the soul of the deceased slave. The now fat parasite can be collected and stored. Saves: as base character Abilities: -2 Str, +4 Dex, -4 Con Skills: as base character Feats: as base character. Climate/Terrain: found throughout the Broken Lands, predominantly in the Land Of The Many. Organisation: Challenge Rating: Alignment: any Neutral Advancement: as base character Sample Infested Here is a sample Infested. A 1st level rogue armed with a dagger and a . They are used as expendable shock troops by the Queen and her Matriarchs. Infested Human Rogue Medium-Size Humanoid Hit Dice: 1d6+2 (2 hp) Initiative: +4 (+4 improved initiative) Speed: 30 ft AC: 14 (+2 Dex, +2 Chitin Armour) Attacks: Dagger +0 melee, shortbow +2 ranged Damage: Dagger 1d4-2, Shortbow 1d6 Face/Reach: 5 ft by 5 ft/5 ft. Special Attacks: Hive Mind, Poison, Sneak Attack +1d6 Special Qualities: Vermin, Soul Parasite Saves: Fort +2 , Ref 0, Will 0 Abilities: Str 7, Dex 15, Con 7, Int 11, Wis 11, Cha 11 Skills: Balance +6, Hide +6, Intuit Direction +4, Listen +4, Move Silently +6, Search +4, Spot +4, Tumble +6 Feats: Improved Initiative Challenge Rating: Alignment: Neutral Evil Combat Strike from shadow. Leave only death. Vermin: Immune to mind-influencing effects. Hive Mind (Ex): All infested within 50 miles of their Matriarch or the Queen are in constant communication. If one is aware of a particular danger, they all are. In one in a group is not flat-footed, none of them are. No one in a group is considered flanked unless all of them are. Poison (Ex): An infested produces a poison (DC 10+½ HD, 1d3 Dex) which it can apply to its weapons by cutting itself. The Corrupted Apply the fiendish template in the MM page 213-214. The Spawn Apply the half-fiend template in the MM page 215-216. The Soulless Without the energies from their native plane, the fiends had no way to rebuild their numbers, but they still had access to the same thing that created new fiends in the first place, souls. Using the souls of their dead slaves they found a way to replenish their numbers. These souls could in some cases be corrupted and transformed, purified from all morality and “goodness”, until only pure evil remained. Once the receptacle had been purified, it could then be placed inside a either specially prepared crafted body or that of a corpse allowing the now fiendish soul to animate and take over the body. Because the purification ritual involves places rich with the essence of the Dying Gods, once inserted the new fiend mutated and the body it was placed in changes to match it's new fiendish nature. No two of the soulless have the same features, but they all are roughly humanoid in shape. Soulless Qualities: Deathless (Ex): Because of how the soulless are created, when reduced to 0 hp, they do not die. Instead they become exhausted and at -5 hp they become disabled. It is not uncommon to see masses of twitching, writhing bodies of the soulless on the battlefield after a battle waiting for a fiend to come by and collect their souls. The receptacle has 5 hp. Darkvision (Ex): 60 ft. Resistances (Ex): Cold and Fire resistance 5 Combat The soulless are rather unimaginative fighters, their favourite tactic is to swarm over their foes attempting to defeat them with sheer numbers, rather than any combat tactic of their own design. The soulless can be somewhat effect at simple group tactics when commanded by a more powerful fiend. The soulless themselves will fight to the death, they have been dead once and it holds no fear for them. Ironically, many believe part of the soulless mindless lack of fear is that they wish to die again, hopefully this time to be freed from the eternal nightmare the fiends have placed them in. Soulless, Generic A generic soulless from the Border. Medium Outsider (Evil) Hit Dice: 2d8 (9) Initiative: +0 Speed: 30ft AC: 15 (+5 natural) Attacks: 2 claws +2 melee. Damage: claw 1d4 Face/Reach: 5 ft x 5 ft/ 5ft Special Attacks: Spell-like abilities Special Qualities: Soulless qualities, damage reduction 5/silver, SR 5, deathless Saves: Fort +3 Ref +3 Will +3 Abilities: Str 10, Dex 10, Con 10, Int 11 , Wis 10, Cha 5 Skills: - Feats: - Climate/Terrain: Any land or underground Organisation: Solitary, gang (2-4), swarm (6-15), or mob (10-40) Challenge Rating: 2 Treasure: none Alignment: Any Evil Advancement: 3-6 HD (medium) Although they posses several spell-like abilities, the soulless in their never ending lust for combat and death, often forget they have the abilities to use. Spell-Like abilities (Sp): At will - darkness, scare and telekinesis; 1/day - stinking cloud. These abilities are as the spells cast by a 2nd level sorcerer (save DC10 + spell level). Soulless, Burning The Burning soulless of the Burned Lands. They mimic their Burning God in shape and nature. Burning flesh in tatters, ever healing only to serve as fuel for an endless fire anew. Metal shrapnel nailed to the flesh serves as protection. Medium Outsider (Evil, Fire) Hit Dice: 2d8 (9) Initiative: +0 (+2 when raging) Speed: 30ft AC: 15 (+5 natural), 13 (when raging) Attacks: 2 claws +2 melee. (+4 melee when raging) Damage: claw 1d4 (1d4+2 when raging) and 1d4 fire damage Face/Reach: 5 ft x 5 ft/ 5ft Special Attacks: Spell-like abilities, heat, frenzy Special Qualities: Soulless qualities, SR 5, fast healing 2, deathless Saves: Fort +3 Ref +3 Will +3 Abilities: Str 11(15 when raging), Dex 11, Con 11 (15 when raging), Int 11 , Wis 11, Cha 5 Skills: - Feats: - Climate/Terrain: Any land or underground Organisation: Solitary, gang (2-4), swarm (6-15), or mob (10-40) Challenge Rating: 2 Treasure: none Alignment: Always Chaotic Evil Advancement: 3-6 HD (medium) Combat The burning soulless will first pummel their foes with produce flame. Following this initial assault they will cast fire shield and work into a rage before engaging their enemy hand to hand. Spell-Like abilities (Sp): At will – burning hands and produce flame; 1/day – fire shield. These abilities are as the spells cast by a 2nd level sorcerer (save DC10 + spell level). Frenzy (Ex): The soulless can rage as a 2nd level barbarian. Heat (Su): The soulless generates an internal heat causing its mere touch to deal 1d4 additional fire damage. Its metallic weapons will also conduct this heat. Soulless, Chained The Chained soulless of the Basalt Cities. Covered by swirling chains and sharp hooks they seek to bind their enemies and then tear them apart, flesh and soul. Medium Outsider (Evil, Law) Hit Dice: 2d8 (9) Initiative: +0 Speed: 30ft AC: 18 (+8 natural) Attacks: 2 chain rakes +2 melee. Damage: Chain rake 1d8 Face/Reach: 5 ft x 5 ft/ 10ft Special Attacks: Spell-like abilities, twirling chains Special Qualities: Soulless qualities, damage reduction 5/+1, SR 5, deathless Saves: Fort +3 Ref +3 Will +3 Abilities: Str 11, Dex 11, Con 11, Int 11 , Wis 11, Cha 5 Skills: - Feats: - Climate/Terrain: Any land or underground Organisation: Solitary, gang (2-4), swarm (6-15), or mob (10-40) Challenge Rating: 2 Treasure: none Alignment: Always Lawful Evil Advancement: 3-6 HD (medium) Combat The Chained soulless will cast true strike, followed by a twirling chains assault on a target. It will then cast hypnotic pattern with its chains, followed by a melee. Spell-Like abilities (Sp): At will – true strike and hypnotic pattern; 1/day – black tentacles. These abilities are as the spells cast by a 2nd level sorcerer (save DC10 + spell level). Twirling chains (Ex): once a day the chained soulless can extend his reach to 30 ft or he can perform an attack on all within 5 f of him. The Mandible Lords Unlike the fiends of the West and the South, or even the lesser fiends of the Border, the insect-like daemons of the North use the souls of the dead for a quite different purposes. They use them to create insects with souls. The new race of the Queen which shall replace that the mortals as the dominant form of life. Larvae Qualities: Vermin: Immune to mind-influencing effects. Hive Mind (Ex): All mandible lords and other members of the hive within 50 miles of their Matriarch or the Queen are in constant communication. If one is aware of a particular danger, they all are. In one in a group is not flat-footed, none of them are. No one in a group is considered flanked unless all of them are. Inhuman Speed (Ex): The mandible lord functions as under the influence of a haste spell. Pre-natural awareness (Ex): The mandible lord gains a +2 insight bonus to his AC and reflex saving throws, and a +4 racial bonus to spot and listen checks. Scent (Ex): can detect creatures by scent Mandible Lord, Larvae The new-born larvae of the Matriarch, or of the Queen herself, have a vaguely humanoid shape. Their body is covered with a larvae like skin and they are yet to form an exoskeleton. Medium-Size Vermin (Evil) Hit Dice: 2d8 (15 hp) Initiative: +3 Speed: 30ft AC: 19 (+3 Dex, +4 haste, +2 insight) Attacks: 2 claws +4 melee. Damage: Claw 1d4+3 Face/Reach: 5 ft x 5 ft/ 5ft Special Attacks: Spell-like abilities Special Qualities: Larvae qualities Saves: Fort +8 Ref +5 Will 0 Abilities: Str 17, Dex 17, Con 17, Int 7 , Wis 13, Cha 13 Skills: - Feats: - Climate/Terrain: Any land or underground Organisation: Solitary with retinue of 4-10 of 1st level infested warriors or group of 2-3 of giant soldier ants. Challenge Rating: Treasure: none Alignment: Always Neutral Evil Advancement: 3-6 HD (medium) Combat When engaged in combat with lesser forms of life, the mandible lord will summon swarms and unleash an insect plague. If forced into melee, it will use contagion and poison, and its claws. Spell-Like abilities (Sp): At will – summon swarm, contagion and poison; 1/day – insect plague. These abilities are as the spells cast by a druid of the equivalent level (save DC 10 + HD + wisdom bonus) Mandible Lord, Mature The mature mandible lords are truly fearsome creatures, their presence fills mortals with fear, the fear of the prey before the predator. Large Vermin (Evil) Hit Dice: 7d8+42 (74 hp) Initiative: +7 (+4 improved initiative) Speed: 40ft. fly 40 ft AC: 30 (+12 natural, +3 Dex, +4 haste, +2 insight, -1 size) Attacks: 2 claws +4 melee. Damage: Claw 1d4+3 Face/Reach: 5 ft x 5 ft/ 5ft Special Attacks: Spell-like abilities Special Qualities: Larvae qualities; lord of vermin Saves: Fort +11, Ref +7, Will +5 Abilities: Str 27, Dex 17, Con 23, Int 13 , Wis 17, Cha 15 Skills: - Feats: Improved Initiative Climate/Terrain: Any land or underground Organisation: Solitary with retinue of 6-12 of 2nd level infested barbarians or group of 3-6 of giant soldier ants. Challenge Rating: Treasure: none Alignment: Always Neutral Evil Advancement: by fighter class. Combat When engaged in combat with lesser forms of life, the mandible lord will summon swarms and unleash an insect plague. If forced into melee, it will use contagion and poison, and its claws. Spell-Like abilities (Sp): At will – summon swarm, contagion and poison ; 3/day – insect plague and giant vermin; 1/day – creeping doom . These abilities are as the spells cast by a druid of the equivalent level (DC 10 + HD + wisdom bonus) Lord Of Vermin (su): Can command all insects within 300 ft. All insects must succeed with a will save (DC 10 + HD + wisdom bonus) or obey the mental commands of the mandible lord. [/QUOTE]
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