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With
Fiends Like These...
Eberron's most ancient adversaries are
the Lords of Dust, native demons who once ruled the earth and are now
imprisoned within it. While the rakshasa rajahs may be trapped deep within
Khyber, their servants and proxies still roam the world above. These fiends
enlist mortal followers, gather powerful artifacts, and attack challengers
to their sovereignity as they unveil their scheme to create a second Age
of Demons.
This article presents three additions to
a fiend-oriented campaign. The bharaivya is a native fiend that makes
an excellent challenge for low-level parties or a foot soldier for higher-level
encounters. The half-fiend (native) template provides an option for creating
half-fiends tied to rakshasas rather than the demons of Shavarath. Finally,
thrall items are an example of how devious fiends can use adventurers'
treasure-hunting instincts against them.

New Creature: Bharaivya
This
being’s head is that of a lynx, though cunning intelligence gleams in
its narrowed eyes. Its humanoid body is covered in loose, exotic garments.
It crouches with coiled energy whenever it is not moving, emphasizing
the fact that each of its limbs are grotesquely double-jointed.
Eternal servants
to the rakshasa, bharaivya are fiends spawned to serve as foot soldiers
and spies in the war against light. At the dawn of time, rakshasa rajas
commanded entire armies of bharaivya, but now they are elite commandos
almost as rare as the rakshasas themselves. They fight unquestioningly
on behalf of their masters, providing a martial arm to their elders’ complex
schemes.
Bharaivya
often disguise themselves as experienced monks, creating schools that
teach martial arts while indoctrinating young monks as servants of the
fiend lords. While not as subtle as the rakshasa, they still prefer to
plan ahead and avoid revealing their supernatural identity.
BHARAIVYA
Small Outsider (Native)
HD: 6d8+18 (45 hp)
Initiative: +5
Speed: 50 ft
AC: 21 (+1 Size, +5 Dex, +5 Natural Armor)
Attacks: Unarmed strike +12 melee (1d8+3)
Full Attack: Flurry of blows +11/+11 melee (1d8+3)
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Flurry of blows, spell-like abilities,
sneak attack +1d6, stunning fist
Special Qualities: Damage reduction 5/good and
piercing, darkvision 60 ft., outsider traits, spell resistance 16
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 16, Dex 20, Con 16, Int 10, Wis
14, Cha 14
Skills: Balance +10, Bluff +10, Climb +6, Disguise
+6, Hide +14, Escape Artist +13, Jump +8, Listen +6, Move Silently
+14, Spot +6, Tumble +10
Feats: Combat Reflexes, Improved Natural Attack
(unarmed strike), Improved Unarmed Strike, Weapon Finesse (unarmed
strike)
Environment: Warm Marsh
Organization: Solitary, den (2-5), or company (20-50
plus 2-3 rakshasas)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +6
Bharaivya
stand about 3 feet tall and weigh about 35 pounds. Bharaivya speak
Common, Infernal, and Undercommon.
COMBAT
Bharaivya are clever fighters who use their considerable stealth
to fight on their own terms. They ambush foes when possible, attack
vulnerable threats first, and retreat when outmatched. In addition
to their basic combat skills, they have access to some monk and
spell-like abilities.
Evasion (Ex): If a bharaivya makes a successful
Reflex saving throw against an attack that normally deals half damage
on a successful save, it instead takes no damage. A helpless bharaivya
does not gain the benefit of evasion.
Sneak Attack (Ex): If a bharaivya can catch an
opponent when he is unable to defend himself effectively from its
attack, it can strike a vital spot for extra damage. The bharaivya's
attack deals 1d6 extra damage any time its target would be denied
a Dexterity bonus to AC (whether the target actually has a Dexterity
bonus or not), or when the bharaivya flanks its target. Should the
bharaivya score a critical hit with a sneak attack, this extra damage
is not multiplied.
Spell-Like Abilities: 2/day –- charm person
(DC 13), 1/day -- detect thoughts (DC 13), invisibility,
spider climb. Caster level 4th; save DC 10 + spell level.
The save DCs are Charisma-based.
Alternate Form (Su): A bharaivya can assume humanoid
form as though using the polymorph spell on itself, though
its gear is not affected, it does not regain hit points for changing
form and each bharaivya has only one humanoid identity that it may
assume. It may change to humanoid form or revert to its natural
form at will as a standard action. In humanoid form, a bharaivya
retains its unarmed strike attack and physical abilities. A change
in form cannot be dispelled, but the bharaivya reverts to its natural
form when killed. A true seeing spell reveals its natural form.
Stunning Fist: 6/day; Fortitude DC 15.
Outsider
Traits (Native): A bharaivya can be raised, reincarnated,
or resurrected.
Skills: A bharaivya has a +4 racial bonus to Bluff
and Disguise checks, and a +8 racial bonus to Escape Artist checks.
Feats: A bharaivya receives bonus feats, and meets
feat prerequisites, as though it were a 1st level rogue/5th level
monk.
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New Template: Half-Fiend (Native)
While traditional
half-fiends certainly appear on Eberron, half-fiends with rakshasa heritage
are more common. Rakshasas are shapeshifters with schemes that unfold
over a matter of centuries, and often use their offspring as servants.
Some "half-rakshasas" may even be created as part of foul rituals
within the depths of Khyber.
A creature
with the half-fiend (native) template gains catlike features: a broad,
leonine muzzle and eyes with slit pupils. If they have natural body hair,
it grows thicker and covers the creature's body. Most half-rakshasas have
orange-tinted flesh and tiger-like stripes, though some have the dusky
or pale coloration of nazathrune and ak'chazar rakshasas. While some half-rakshasas
take after the physically powerful zakyas, most are plotters and conspirators
who prefer to fight through their minions.
CREATING
A HALF-FIEND (NATIVE)
“Half-fiend (native)” is an inherited template that can be added
to any living, corporeal creature with an Intelligence score of
6 or more and nongood alignment (referred to hereafter as the base
creature).
A half-fiend
(native) uses all the base creature’s statistics and special abilities
except as noted here.
Size
and Type: The creature’s type changes to outsider (native).
Do not recalculate Hit Dice, base attack bonus, or saves. Size is
unchanged. Half-fiends are normally native outsiders.
Speed:
Use the base creature's speed. (Unlike a traditional half-fiend,
the native half-fiend does not gain wings or a fly speed.)
Armor
Class: Natural armor improves by +1 (this stacks with any
natural armor bonus the base creature has).
Attack:
A half-fiend (native) has two claw attacks and a bite attack, and
the claws are the primary natural weapon. If the base creature can
use weapons, the half-fiend (native) retains this ability. A half-fiend
(native) fighting without weapons uses a claw when making an attack
action. When it has a weapon, it usually uses the weapon instead.
Full
Attack: A half-fiend (native) 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. If it has a hand free,
it uses a claw as an additional natural secondary attack.
Damage:
Native half-fiends 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.
| Size |
Bite
Damage |
Claw
Damage |
| 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 half-fiend (native) retains all the special
attacks of the base creature and gains the following special attack.
Smite
Good (Su): Once per day the creature can make a normal
melee attack to deal extra damage equal to its HD (maximum of +20)
against a good foe.
Spell-Like
Abilities: A half-fiend (native) with an Intelligence or
Wisdom score of 8 or higher has spell-like abilities depending on
its Hit Dice, as indicated on the table below. The abilities are
cumulative. Unless otherwise noted, an ability is usable once per
day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD |
Abilities |
1-2 |
Detect
thoughts 3/day |
3-4 |
Suggestion |
5-6 |
Unholy
blight |
7-8 |
Charm
monster 3/day |
9-10 |
Bestow
curse |
11-12 |
Blasphemy |
13-14 |
Spell
turning 3/day, unhallow |
15-16 |
Horrid
wilting |
17-18 |
Summon
monster IX (fiends only) |
19-20 |
Destruction |
Special
Qualities: A half-rakshasa has all the special qualities
of the base creature, plus the following special qualities.
— Darkvision out to 60 feet.
— Immunity to poison.
— Damage reduction: 5/good (if HD 11 or less) or 10/good (if HD
12 or more).
— A native half-fiend’s natural weapons are treated as magic weapons
for the purpose of overcoming damage reduction.
— Spell resistance equal to creature’s HD + 12 (maximum 37).
—
Alternate Form (Su): A half-fiend (native) can assume humanoid form
as though using the polymorph spell on itself, though its
gear is not affected, it does not regain hit points for changing
form and each half-fiend (native) has only one humanoid identity
that it may assume. It may change to humanoid form or revert to
its natural form at will as a standard action. In humanoid form,
a half-fiend (native) retains its mental ability scores but not
its phsical ability scores. A change in form cannot be dispelled,
but the half-fiend (native) reverts to its natural form when killed.
A true seeing spell reveals its natural form.
Abilities:
Increase from the base creature as follows: Str +2, Dex +4, Con
+2, Int +4, Cha +4.
Skills:
A half-fiend (native) gains skill points as an outsider and has
skill points equal to (8 + Int modifier) x (HD + 3). Do not include
Hit Dice from class levels in this calculation—the half-fiend (native)
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.
Challenge
Rating: HD 4 or less, as base creature +1; HD 5 to 10,
as base creature +2; HD 11 or more, as base creature +3.
Alignment:
Usually evil (any).
Level
Adjustment: +4
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Thrall Items
Rakshasas
are rarely taken by surprise. They know their enemies and understand the
mindsets of the adventurers and paladins who seek to infiltrate their
layers. They know their opponents will be armed, and competent foes will
carry powerful magic items designed to overcome a rakshasa's damage resistance.
But a rakshasa also knows that if it can choose its enemies'
weapons, it will have a deadly advantage.
Put simply,
thrall items are pairs of items that recognize each other. A primary item,
usually a weapon or other offensive item, is keyed to a secondary item.
Anyone wearing the secondary item cannot be harmed by the primary item.
Creating a pair of thrall items is just like creating a single magic item,
but the requirements are more stringent (see below).
Creating
Thrall Items:
A primary
thrall item may be any magic weapon, wand, staff, rod or scroll
with a market price of 5,000 gp or more that. The item creation
process links it to a secondary item, which may be a helmet, amulet,
belt or ring. To create a thrall item, a creator must fulfill the
following requirements in addition to the primary item's base requirements:
—
Additional cost: 1,000 gp per 5,000 gp in base cost of primary item
— Caster level: primary item CL +2
— Spells known: as
required for primary item, plus suggestion and nondetection
Once
a thrall item pair is created, the wearer of the secondary item
cannot be harmed by the primary item to which it is linked. If the
linked item is a weapon, any attempt to hit the wearer automatically
fails. If the linked item is a spell trigger or spell completion
item, its spells appear to target the wearer of the secondary item,
but no actual damage is dealt (even for area-effect spells such
as fireball).
The
function of the secondary item may be revealed through use of identify,
but the true nature of the primary item cannot be discovered by
any effect short of an informed legend lore.
If
the secondary item is destroyed, the primary item is also destroyed.
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Thrall items
serve several purposes. Most are the products of cautious creators who
simply don't wish their powerful items to be used against them. But some
thrall items are created by those who actually intend for the primary
item to fall into the hands of an enemy. A thrall item is more subtle
than a cursed item, but can just as effectively take its wielder out of
a fight. By the time the wielder of the primary item realizes that he's
missing what should be certain shots, the battle has often been decided.
If an adventurer manages to survive such a battle and retrieve
the secondary item, however, he has a powerful weapon to carry into future
conflicts.
Sample
Thrall Item: Fiendslayer Longbow
This
ancient longbow glows with silver radiance. It is crafted from polished
wood and inlayed with silver verdigree. Just above the grip, a single
cat's eye gem gleams with its own inner light.
The fiendslayer
longbow is clearly a powerful magic item, and casting an identify
spell will reveal that it is a +3 flaming burst longbow
that sheds light equivalent to a light spell (bright light in
a 20-foot radius, shadowy light in a 40-foot radius).
The fiendslayer
longbow functions normally in almost all situations, but it is actually
a thrall item linked to a thrall amulet worn by a powerful rakshasa
sorcerer. (The amulet is made of gold and set with a large cat's eye gem.)
Though the bearer of the fiendslayer longbow makes attack rolls
as normal against the wearer of the thrall amulet, any attempt
to hit the wearer of the thrall amulet automatically fails.
The rakshasa
has hidden this bow within its lair, seemingly well-secured but placed
conspicuously so that any formidable intruder is likely to find it. The
rakshasa will allow the weapon to be used against his own minions in order
to prove its worth, and will react with feigned fear if the longbow appears
during a battle.
The thrall
amulet's nature (and connection to the fiendslayer longbow)
can be revealed through use of identify, but no effect short
of a legend lore will reveal the fiendslayer longbow's
true nature.
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flaming burst longbow and thrall amulet pair
Strong
evocation; CL12; Craft Magic Arms and Armor, fireball,
suggestion, and nondetection; Price: 60,375 gp.
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This
article was written by Johnny "Jhonen Olain" O'Neal.
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