kreynolds
First Post
This is a template from one of the FR games I run, ongoing since level 1, now at level 25. Thought I would share this with you. Maybe you can find a use for it in your own games, or draw inspiration for it. Feedback is welcome. I'm particularly interested in how you would modify it for your own games. Hope you enjoy!
Note on LA/CR: These are approximate values, but so far, they have tested out well in my game. Surely these will vary, depending on how you run your games. I have not, however, ever applied this template to anything under 15HD, so I'm not entirely sure how well it would work on such creatures/characters.
Note on Servants of Fate and the template: This template is referenced below. If there is interest, I can post it. This ability can get way out of hand if you are not prepared for it, as it effectively allows a progeny to build a massive army, if they choose. There is no HD limitation on it in my games, but one can be imposed quite easily. I intentially imposed no limitations on it.
Progeny of Graz'zt
Renowned for his legendary sexual appetite, Graz’zt can lay claim to having fathered the greatest number of half-fiend offspring among all the planes. It is rumored that should all of his children unite as a single force, they could easily form a formidable host. Some rival demiurges believe that this is actually one of Graz’zt purposes for his children.
Surprisingly, the progeny of Graz’zt are not the result his infamous seductions. In fact, they are far more a part of their father than his offspring will ever be. The progeny hold a portion of Graz’zt’s very essence within them. This essence is bound to their soul, and while some have attempted to rid themselves of it, the essence can return over time. Graz’zt has bestowed this essence to creatures of all ages; adults, children, infants, and even through conception. To those he deems have great potential as his children, he has done so both knowingly and secretly.
As far as Graz’zt is concerned, his progeny are his true children. Known to treat his offspring as mere servants, he uncharacteristically cares for his progeny, fathering them and looking out for them in ways that defy the very nature of demons and the Abyss itself. Of course, what constitutes fatherly love in the heart of a demon is most certainly not something that most mortal creatures would consider the same.
The progeny of Graz’zt appear as normal creatures of their type, though their features are much more refined and their beauty and sexuality is greatly accentuated. They always show outward signs of their heritage. Their skin is flawless and their hair lustrous. Their eyes sparkle eerily and are unnaturally intense in color. Their skin is sometimes glossy and black, like Graz’zt himself. Canines are elongated, almost vampiric in appearance, fingernails can extend into claws suitable for weapons, and their eyes burn with an emerald light when their blood flows rapidly. Males are muscular with slightly pointed ears, females are lean and possess great wings of pure black feathers, and both are perfectly proportioned.
Creating a Progeny of Graz'zt
“Progeny of Graz’zt”, referred to as simply “progeny” from this point forward, is either an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature).
A progeny uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider, and it gains the chaotic subtype, evil subtype, and native subtype. Do not recalculate saves or skill points. Base attack bonus is recalculated as an outsider for the first 20 hit die. Size is unchanged.
Speed: Female progeny have wings of pure black feathers. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +2, plus 1 for every 4 hit die.
Attack: A progeny can extend its claws as a free action, gaining two claw attacks and supplementing its bite attack, with the claws as the primary natural weapon. If the base creature can use weapons, the progeny retains this ability. A progeny fighting without weapons uses both claws when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A progeny fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack at a -5 penalty. If it has a hand free, it uses a claw as an additional natural secondary attack, also at a -5 penalty.
Damage: Progeny have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Special Attacks: A progeny retains all the special attacks of the base creature.
Spell-Like Abilities: A progeny has a number of spell-like abilities equal to its hit die, and gains an additional spell-like ability with each advancing hit die. Each time a progeny gains a new spell-like ability, it chooses a spell—of a level indicated by the table below—from the sorcerer or cleric spell-list. Appropriate domain spells are also possible. When the progeny gains access to a higher level of spell-like abilities, it can choose from that level or below. For example, a 5HD progeny gain have two 1st-level, two 2nd-level, and one 3rd-level, or it can have two 1st-level, and three 2nd-level, or it can have four 1st-level and one 3rd-level, etc. Each spell-like ability is useable once per day, though the progeny can choose the same spell more than once to gain additional uses per day. Once chosen, a spell-like ability cannot be changed until a new hit die is gained. A progeny’s caster level is equal to its hit die.
This progression of spell-like abilities continues into epic levels, as indicated in the following table. These slots are typically used for spell-like abilities with metamagic effects applied to them, though true 10th+ level spells can also be used. For example, a 23HD progeny could choose an empowered polar ray spell, while a 29HD progeny could choose an empowered and widened hellfire spell. For every three Hit Die gained beyond 38, the progeny gains one additional spell-like ability of the next spell level. As before, it can instead select lower level spells if it so chooses.
A progeny can also use greater teleport at will.
Invoke Attraction (Su): Once per day, a progeny can replace any negative emotions a target has towards her with opposite positive emotions if the target fails a Will save (DC 10 + half the progeny’s Hit Die + Charisma modifier). Repulsion becomes attraction, hatred becomes love, etc. This also grants her a +6 enhancement bonus to Charisma for the duration of the effect, but only in regards to the affected target. The effects lasts a number of hours equal to the progeny’s hit die.
Know Desires (Su): A progeny learns a creature’s greatest desire by simply touching them. By concentrating and maintaining physical contact, the progeny learns the creature’s additional desires. The progeny can seek particular desires to discover, or discover them at random.
Smouldering Glance (Su): A progeny can cause an irrational sense of lust in another being simply by looking at them. This ability can be used a number of times per day equal to the progeny’s Charisma modifier. This is a gaze attack, so any creature looking at the progeny is susceptible. Activating this ability is an immediate action. The target must make a successful Will save (DC 10 + the progeny’s Hit Dice + her Charisma modifier) or become utterly captivated and overwhelmed with the desire to be near the progeny. This is a mind-affecting compulsion. The captivated target remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side.
The captivated target must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to the progeny’s position. It avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach the progeny’s side. If prevented from reaching the progeny, the target can do nothing but stand motionless and watch you in despair. Each round at the end of its turn, regardless of whether it reaches you or not, the captivated target can attempt a new saving throw to end the effect.
Once the target reaches a square adjacent to the progeny’s space, it stands motionless and can take no actions. If the progeny move, it moves to follow her. The subject is considered flat-footed against the progeny, but if she takes any obvious hostile actions against it, the spell ends at the start of its next turn. Thus, the progeny could use this ability to lure a creature to her side and gain a round’s worth of sneak attacks before the target comes to its senses.
The progeny can captivate only one target at a time. If it captivates a new target while already having captivated a previous target, the original target is immediately released.
Special Qualities: A progeny retains all the special qualities of the base creature and gains those described below.
Create Servant of Fate (Su): Any humanoid slain by a progeny becomes a servant of fate in 1d4 days. Its body remains intact and inanimate, but its spirit is torn free from its corpse and reborn with a new body. Servants of fate are under the command of the progeny that created them and remain enslaved until the progeny’s death or the progeny decides to free them. A freed servant of fate simply passes on to the afterlife. See the Servant of Fate template for further information.
Darkvision (Ex): A progeny has darkvision out to 120 feet.
Immunities (Ex): A progeny is immune to electricity, poison, and non-magical disease.
Resistances (Ex): A progeny has acid, cold and fire resistance 10.
Damage Reduction (Ex): A progeny has damage reduction x/good and magic, where x is equal to 5 plus half its hit die, rounded down to the nearest increment of 5. A progeny’s natural weapons are treated as magic and evil weapons for the purpose of overcoming damage reduction.
Spell Resistance (Ex): A progeny has spell resistance equal to its hit die + 10.
Superior Low-Light Vision (Ex): A progeny can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Fast Healing (Ex): A progeny heals 1 hit point per round. This increases by 1 for every 5 hit die the progeny possesses, rounded down to the nearest increment of 5. Unlike normal fast healing, severed limbs can be reattached by holding the appendage to the body for 2 rounds, and lost limbs and organs will regenerate over time (the process usually takes at least 3d10 minutes).
Alternate Form (Su): A progeny has the ability to hide their demonic heritage as a standard action. In effect, she appears as she would without this template. This ability is similar to the polymorph spell, except:
—The progeny retains her size, type, subtype, natural armor, special qualities, spell-like abilities, supernatural attacks, hit points, save bonuses, and ability scores.
—The progeny does not regain any hit points for changing her form. She loses her natural weapons and wings (and thus her ability fly).
—The progeny gains the natural weapons, movement modes, and extraordinary special attacks of her new form.
Glimpse of the Future (Su): Once per day, a progeny can experience a fragmented and brief vision of an event due to happen to her soon. At any time during the next 24 hours, she can choose to add an insight bonus—equal to her hit die—to an attack roll, saving throw, or check she makes (she must announce her intention before the die roll).
Grant Wish (Su): A progeny that can use wish as a spell-like ability can grant the wish to another creature. Doing so requires the recipient of the wish to pay the experience point cost, unless a bargain is made. If the progeny and recipient agree to a method of payment, generally in the form of a service to the progeny, the recipient is affected by geas, except that spell resistance does not apply. If the recipient dies before completing the service, or dies while attempting to complete the service but fails, their soul belongs to the progeny. Unlike a usual geas spell, the progeny can cause the damage to the creature to cease for a time, such as if the creature is unable to carry out the service. The amount of damage continues to accumulate, however. The progeny can allow the accumulated damage to manifest at any time, causing the creature to take all of the accumulated damage at once.
Seductive (Ex): A progeny possesses an otherworldly allure that few creatures can resist. She gains a +4 bonus on Charisma-based skills and ability checks against intelligent (minimum 3) living creatures of a chosen gender.
Abilities: Increase from the base creature as follows: Int +2, Cha +6.
Skills: A progeny gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). If the base creature gained bonus skill points for its original race, it continues to do so. Do not include Hit Dice from class levels in this calculation—the progeny gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: Any.
Challenge Rating: HD 1 to 5, +7; HD 6 to 10, +8; HD 11 to 16, +9; HD 17 to 25, +10; HD 26 to 32, +11
Level Adjustment: HD 1 to 5, +12; HD 6 to 10, +13; HD 11 to 16, +14; HD 17 to 25, +15; HD 26 to 32, +16
EDIT: Corrected the CR for 11 to 16 HD.
Note on LA/CR: These are approximate values, but so far, they have tested out well in my game. Surely these will vary, depending on how you run your games. I have not, however, ever applied this template to anything under 15HD, so I'm not entirely sure how well it would work on such creatures/characters.
Note on Servants of Fate and the template: This template is referenced below. If there is interest, I can post it. This ability can get way out of hand if you are not prepared for it, as it effectively allows a progeny to build a massive army, if they choose. There is no HD limitation on it in my games, but one can be imposed quite easily. I intentially imposed no limitations on it.
Progeny of Graz'zt
Renowned for his legendary sexual appetite, Graz’zt can lay claim to having fathered the greatest number of half-fiend offspring among all the planes. It is rumored that should all of his children unite as a single force, they could easily form a formidable host. Some rival demiurges believe that this is actually one of Graz’zt purposes for his children.
Surprisingly, the progeny of Graz’zt are not the result his infamous seductions. In fact, they are far more a part of their father than his offspring will ever be. The progeny hold a portion of Graz’zt’s very essence within them. This essence is bound to their soul, and while some have attempted to rid themselves of it, the essence can return over time. Graz’zt has bestowed this essence to creatures of all ages; adults, children, infants, and even through conception. To those he deems have great potential as his children, he has done so both knowingly and secretly.
As far as Graz’zt is concerned, his progeny are his true children. Known to treat his offspring as mere servants, he uncharacteristically cares for his progeny, fathering them and looking out for them in ways that defy the very nature of demons and the Abyss itself. Of course, what constitutes fatherly love in the heart of a demon is most certainly not something that most mortal creatures would consider the same.
The progeny of Graz’zt appear as normal creatures of their type, though their features are much more refined and their beauty and sexuality is greatly accentuated. They always show outward signs of their heritage. Their skin is flawless and their hair lustrous. Their eyes sparkle eerily and are unnaturally intense in color. Their skin is sometimes glossy and black, like Graz’zt himself. Canines are elongated, almost vampiric in appearance, fingernails can extend into claws suitable for weapons, and their eyes burn with an emerald light when their blood flows rapidly. Males are muscular with slightly pointed ears, females are lean and possess great wings of pure black feathers, and both are perfectly proportioned.
Creating a Progeny of Graz'zt
“Progeny of Graz’zt”, referred to as simply “progeny” from this point forward, is either an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature).
A progeny uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider, and it gains the chaotic subtype, evil subtype, and native subtype. Do not recalculate saves or skill points. Base attack bonus is recalculated as an outsider for the first 20 hit die. Size is unchanged.
Speed: Female progeny have wings of pure black feathers. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +2, plus 1 for every 4 hit die.
Attack: A progeny can extend its claws as a free action, gaining two claw attacks and supplementing its bite attack, with the claws as the primary natural weapon. If the base creature can use weapons, the progeny retains this ability. A progeny fighting without weapons uses both claws when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A progeny fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack at a -5 penalty. If it has a hand free, it uses a claw as an additional natural secondary attack, also at a -5 penalty.
Damage: Progeny have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Code:
[b][u]Size Bite Damage Claw Damage[/u][/b]
Fine 1 —
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6
Special Attacks: A progeny retains all the special attacks of the base creature.
Spell-Like Abilities: A progeny has a number of spell-like abilities equal to its hit die, and gains an additional spell-like ability with each advancing hit die. Each time a progeny gains a new spell-like ability, it chooses a spell—of a level indicated by the table below—from the sorcerer or cleric spell-list. Appropriate domain spells are also possible. When the progeny gains access to a higher level of spell-like abilities, it can choose from that level or below. For example, a 5HD progeny gain have two 1st-level, two 2nd-level, and one 3rd-level, or it can have two 1st-level, and three 2nd-level, or it can have four 1st-level and one 3rd-level, etc. Each spell-like ability is useable once per day, though the progeny can choose the same spell more than once to gain additional uses per day. Once chosen, a spell-like ability cannot be changed until a new hit die is gained. A progeny’s caster level is equal to its hit die.
Code:
[b] [u]Spell Levels Allowed[/u]
HD 1 2 3 4 5 6 7 8 9[/b]
1 +1*
2 +1*
3 +1*
4 +1*
5 +1*
6 +1*
7 +1*
8 +1*
9 +1*
10 +1*
11 +1*
12 +1*
13 +1*
14 +1*
15 +1*
16 +1*
17 +1*
18 +1*
19 +1*
20+ +1*
*Of this Spell Level or Lower
This progression of spell-like abilities continues into epic levels, as indicated in the following table. These slots are typically used for spell-like abilities with metamagic effects applied to them, though true 10th+ level spells can also be used. For example, a 23HD progeny could choose an empowered polar ray spell, while a 29HD progeny could choose an empowered and widened hellfire spell. For every three Hit Die gained beyond 38, the progeny gains one additional spell-like ability of the next spell level. As before, it can instead select lower level spells if it so chooses.
Code:
[b] [u]Spell Levels Allowed[/u]
HD 10 11 12 13 14 15 16 17 18[/b]
21
22
23 +1*
24
25
26 +1*
27
28
29 +1*
30
31
32 +1*
33
34
35 +1*
36
37
38 +1*
*Of this Spell Level or Lower
A progeny can also use greater teleport at will.
Invoke Attraction (Su): Once per day, a progeny can replace any negative emotions a target has towards her with opposite positive emotions if the target fails a Will save (DC 10 + half the progeny’s Hit Die + Charisma modifier). Repulsion becomes attraction, hatred becomes love, etc. This also grants her a +6 enhancement bonus to Charisma for the duration of the effect, but only in regards to the affected target. The effects lasts a number of hours equal to the progeny’s hit die.
Know Desires (Su): A progeny learns a creature’s greatest desire by simply touching them. By concentrating and maintaining physical contact, the progeny learns the creature’s additional desires. The progeny can seek particular desires to discover, or discover them at random.
Smouldering Glance (Su): A progeny can cause an irrational sense of lust in another being simply by looking at them. This ability can be used a number of times per day equal to the progeny’s Charisma modifier. This is a gaze attack, so any creature looking at the progeny is susceptible. Activating this ability is an immediate action. The target must make a successful Will save (DC 10 + the progeny’s Hit Dice + her Charisma modifier) or become utterly captivated and overwhelmed with the desire to be near the progeny. This is a mind-affecting compulsion. The captivated target remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side.
The captivated target must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to the progeny’s position. It avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach the progeny’s side. If prevented from reaching the progeny, the target can do nothing but stand motionless and watch you in despair. Each round at the end of its turn, regardless of whether it reaches you or not, the captivated target can attempt a new saving throw to end the effect.
Once the target reaches a square adjacent to the progeny’s space, it stands motionless and can take no actions. If the progeny move, it moves to follow her. The subject is considered flat-footed against the progeny, but if she takes any obvious hostile actions against it, the spell ends at the start of its next turn. Thus, the progeny could use this ability to lure a creature to her side and gain a round’s worth of sneak attacks before the target comes to its senses.
The progeny can captivate only one target at a time. If it captivates a new target while already having captivated a previous target, the original target is immediately released.
Special Qualities: A progeny retains all the special qualities of the base creature and gains those described below.
Create Servant of Fate (Su): Any humanoid slain by a progeny becomes a servant of fate in 1d4 days. Its body remains intact and inanimate, but its spirit is torn free from its corpse and reborn with a new body. Servants of fate are under the command of the progeny that created them and remain enslaved until the progeny’s death or the progeny decides to free them. A freed servant of fate simply passes on to the afterlife. See the Servant of Fate template for further information.
Darkvision (Ex): A progeny has darkvision out to 120 feet.
Immunities (Ex): A progeny is immune to electricity, poison, and non-magical disease.
Resistances (Ex): A progeny has acid, cold and fire resistance 10.
Damage Reduction (Ex): A progeny has damage reduction x/good and magic, where x is equal to 5 plus half its hit die, rounded down to the nearest increment of 5. A progeny’s natural weapons are treated as magic and evil weapons for the purpose of overcoming damage reduction.
Spell Resistance (Ex): A progeny has spell resistance equal to its hit die + 10.
Superior Low-Light Vision (Ex): A progeny can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Fast Healing (Ex): A progeny heals 1 hit point per round. This increases by 1 for every 5 hit die the progeny possesses, rounded down to the nearest increment of 5. Unlike normal fast healing, severed limbs can be reattached by holding the appendage to the body for 2 rounds, and lost limbs and organs will regenerate over time (the process usually takes at least 3d10 minutes).
Alternate Form (Su): A progeny has the ability to hide their demonic heritage as a standard action. In effect, she appears as she would without this template. This ability is similar to the polymorph spell, except:
—The progeny retains her size, type, subtype, natural armor, special qualities, spell-like abilities, supernatural attacks, hit points, save bonuses, and ability scores.
—The progeny does not regain any hit points for changing her form. She loses her natural weapons and wings (and thus her ability fly).
—The progeny gains the natural weapons, movement modes, and extraordinary special attacks of her new form.
Glimpse of the Future (Su): Once per day, a progeny can experience a fragmented and brief vision of an event due to happen to her soon. At any time during the next 24 hours, she can choose to add an insight bonus—equal to her hit die—to an attack roll, saving throw, or check she makes (she must announce her intention before the die roll).
Grant Wish (Su): A progeny that can use wish as a spell-like ability can grant the wish to another creature. Doing so requires the recipient of the wish to pay the experience point cost, unless a bargain is made. If the progeny and recipient agree to a method of payment, generally in the form of a service to the progeny, the recipient is affected by geas, except that spell resistance does not apply. If the recipient dies before completing the service, or dies while attempting to complete the service but fails, their soul belongs to the progeny. Unlike a usual geas spell, the progeny can cause the damage to the creature to cease for a time, such as if the creature is unable to carry out the service. The amount of damage continues to accumulate, however. The progeny can allow the accumulated damage to manifest at any time, causing the creature to take all of the accumulated damage at once.
Seductive (Ex): A progeny possesses an otherworldly allure that few creatures can resist. She gains a +4 bonus on Charisma-based skills and ability checks against intelligent (minimum 3) living creatures of a chosen gender.
Abilities: Increase from the base creature as follows: Int +2, Cha +6.
Skills: A progeny gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). If the base creature gained bonus skill points for its original race, it continues to do so. Do not include Hit Dice from class levels in this calculation—the progeny gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: Any.
Challenge Rating: HD 1 to 5, +7; HD 6 to 10, +8; HD 11 to 16, +9; HD 17 to 25, +10; HD 26 to 32, +11
Level Adjustment: HD 1 to 5, +12; HD 6 to 10, +13; HD 11 to 16, +14; HD 17 to 25, +15; HD 26 to 32, +16
EDIT: Corrected the CR for 11 to 16 HD.