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Ghost in the Shell

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Site Title

Fiends' magical nature allows them to crossbreed with virtually any creature. Spawned deep in the dark, nether planes, these fiendish offspring are abominations that plague mortal creatures.
Demons and devils bring their progeny along to the Material Plane and loose them upon the world. Sometimes, however, fiends force themselves upon mortal creatures to create evil half-breeds. The more depraved creatures are sometimes even willing to participate. Although half-fiend offspring are usually destroyed at birth, some survive to become grotesque mockeries of their mortal parents. All too rarely, though, one learns from and takes on the characteristics of its nonfiendish parent, turning from it's evil heritage.
No matter the form, half-fiends are always hideous to behold, having dark scales, horns, glowing red eyes, batwings, a fetid odor, or some other obvious sign that they are tainted with evil.
Never truly fitting into any mortal society, half-fiends are usually loners. In the infernal planes, they are mistreated and derided for their impure nature. Among nonfiends, they are outcasts, hated corruptions of the natural order. Humanoid half-fiends are sometimes called "cambions". They often serve more powerful fiends or lead evil creatures on the Material plane.

Half-fiend Creation

Half-fiend is a template that can be added to any corporeal creature (referred to hereafter as the Base Creature). The creature's type changes to Outsider. It uses the entire base creature's statistics and special abilities except as noted below: Speed
There is a 50% chance that a half-fiend has bat wings. The creature can fly at the base creature's normal speed (average maneuverability).

AC
Natural Armor improves by 1.

Attacks
A half-fiend gains bite and claw attacks in addition to the base creature's attacks, if it did not already have them.

Damage
If the base creature does not have bite and claw attacks, use the damage values in the table below. Otherwise, use the values below, or the base creatures damage, whichever is greater.

Size
Fine
Diminuitive
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Bite Dmg
1
1d2
1d3
1d4
1d6
1d8
2d6
2d8
4d6
Claw Dmg
--
1
1d2
1d3
1d4
1d6
2d8
2d6
2d8

Special Attacks
A half-fiend retains all the special attacks of the base creature. Half-fiends with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise specified, the ability is usable once per day.

Character Level
1-2
3-4
5-6
7-8
9-10
11-12
13-14
15-16
17-18
19+
Abilities
Darkness 3/day
Desecrate
Unholy Blight
Poison 3/day
Contagion
Blasphemy
Unholy Aura 3/day; Unhallow
Horrid Wilting
Summon Monster IX (fiends only)
Destruction

Special Qualities
A half-fiend has all the special qualities of the base creature, plus Darkvision with a range of 60 feet. Half-fiends are immune to poison, and have Acid, Cold, Electricity, and Fire Resistance of 20.

Abilities
Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +2, Intelligence +4, Wisdom +0, Charisma +2. Half-fiends also gain a bonus combat maneuver, feat, or option every four levels.

Page Last Updated Feburary 24th, 2005

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