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SILVER MARCHES

A persistent world set in the Frozen North of The Forgotten Realms

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Outsiders

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1 Outsiders Empty Outsiders Mon Oct 25, 2010 8:18 am

jeffinak

jeffinak
DM
DM

Outsider

Unlike prime or planar races, Outsiders are typically not mortal and have never had any prime ancestors. Outsiders are formed entirely of the stuff of the other planes. They tend to alien in outlook and physiology, and are usually considered "monsters" by the less informed. Characters that are outsiders have all the advantages and disadvantages of planars, plus some additional qualities. The first is that all outsiders possess Darkvision with a 60' range. The other is that if slain, outsiders cannot be raised, resurrected, or reincarnated by normal means. However, this doesn't guarantee that the creature is snuffed out of existence. Some outsiders can only be permanently killed if they are slain on their home plane - otherwise, their spirit will just return to its home plane and reform a physical body from the surrounding landscape.


The following are examples of outsiders sometimes seen in Faerun.

* Alu-Fiends
* Bladelings
* Cambions
* Durzagons
* Draegloth
* Half-Celestials
* Lizard Kings/Queens
* Janni
* Sylph
* Mephits

2 Outsiders Empty Re: Outsiders Mon Oct 25, 2010 8:22 am

jeffinak

jeffinak
DM
DM

Bladeling

Bladelings are dangerous inhabitants of the Lower Plane of Acheron and most of them live in the city of Zoronor, on Ocanthus (the fourth layer of Acheron). Like their home plane, they seem to be made mostly of metal and share the alignment of Acheron; lawful evil. Bladelings do not trust outsiders, and are rarely found outside their home communities, but when they do leave they quickly come to be respected and feared.

Many bladelings are extremely xenophobic. Those who have traveled outside of Acheron often learn to deal with strangers, but they are always suspicious of anyone who is not a bladeling. Those who have not left their home plane are usually openly hostile to strangers and can be provoked to violence with little motivation. Unlike many Lower Planar races, bladeling society instills into all its members a strong sense of duty and community; as a result they think foremost of their community and only secondly of themselves. Nevertheless, they fit poorly in societies consisting of other races, as this respect for community does not extend toward them. Bladelings are also highly superstitious, and as their beliefs are passed on from one generation to the next the bladelings will not abandon them, even when presented with evidence that suggests that they are in the wrong.

Bladelings have a humanoid form, and stand on average 6 feet tall, but otherwise share few qualities with humans. Most noticeably different is that bladelings are covered with patches of metallic spines. Their skin also looks metallic, giving bladelings the appearance of animated constructs. Some scholars speculate that in their initial battles with rust dragons the bladelings developed their immunity to rust and corrosion in order to survive against these foes. Furthermore, their eyes, usually blue or purple, glow with a sinister light that unnerves anyone willing to meet their stare. Overall, this gives bladelings the appearance of being fiendish, which for many of their race is an accurate description. They have little interest in superficial clothing, and many rely on their natural armor for protection.


Racial Traits:

- Ability Adjustments: +2 Dexterity.

- Darkvision: Bladelings can see in the dark up to 60 feet.

- Weapon Proficiency: Bladelings are naturally proficient will all simple and martial weapons.

- Natural Armor: +3 Natural Armor Bonus.

- Acid Immunity: A bladeling takes no damage from acid.

- Resistance of Archeron: Bladelings possess resistance to fire and cold 5. They also have damage reduction 5/magic.

- Favored Class: Fighter. A multiclass bladeling's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Bladeling culture extols the virtues of battle, and the vocation comes easily to them.

- Level Adjustment +1: Bladelings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a bladeling to reach level 2 than it would for normal races, for example.

3 Outsiders Empty Re: Outsiders Mon Oct 25, 2010 8:23 am

jeffinak

jeffinak
DM
DM

Durzagon

A durzagon is the result of secret crossbreeding between a devil and an unsuspecting duergar. From time to time, powerful devils disguised as gray dwarves infiltrate duergar society, seeking out the best mates to bear durzagon children. Most duergar are unaware that they have attracted the attention of diabolical forces. The birth of a half-fiend durzagon is cause for much celebration in the infernal realms. A durzagon is slightly taller and leaner than a gray dwarf, usually reaching a height of about 5 feet. The half-fiend is bald but sports a wiry, gray beard tinged with red streaks. Its rust-colored skin radiates a palpable heat, and its fingers end in wickedly sharp claws.

Durzagons almost always hold leadership positions in duergar society, and a large duergar city may have several durzagon residents. The gray dwarves revere these creatures as powerful leaders. Durzagons go to great lengths to keep the knowledge of their powers a secret from their enemies and their allies.


Racial Traits:

- Ability Adjustments: +4 Strength, +4 Dexterity, +4 Consitution, +4 Intelligence, -2 Charisma.

- Darkvision: Durzagons can see in the dark up to 120 feet.

- Fiendish Heritage: Durzagons are descendents from creatures native to the Lower Planes. These half-fiends share some of their parents' natural resistance to poison, and are resistant to the magic of good foes.

- Weapon Proficiency: Durzagons are naturally proficient will all simple and martial weapons.

- Weapon Familiarity: Dwarven waraxes are treated as martial weapons rather than exotic weapons.

- Spell Resistance: Durzagons have spell resistance 11+1 per character level.

- Infernal Resistance: Resistance to acid, cold, electricity and fire 25/-, as well as Damage reduction 5/magic.

- Stonecunning: +2 bonus to Search checks when inside.

- Immunity to Poison: Immunity to all poisons.

- Immunity to Phantasms: Immune to the spells phantasmal killer and weird.

- Immunity to Paralysis: Durzagon cannot be paralyzed.

- Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects.

- Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).

- Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).

- Stealthy: +4 racial bonus to Move Silently checks.

- Keen Senses: +1 racial bonus to Listen and Spot checks.

- Spell-Like Abilities:
1/day - Darkness as a wizard twice the durzagon's level (minimum 3rd level).
1/day - Enlarge as a wizard twice the durzagon's level (minimum 3rd level).
1/day - Invisibility as a wizard twice the durzagon's level (minimum 3rd level).

- Light Sensitivity: -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

- Favored Class: Cleric. A multiclass durzagon's cleric class does not count when determining whether
he takes an experience point penalty for multiclassing.

- Level Adjustment +4: Durzagons are much more powerful and gain levels very slowly. It will take a huge amount of experience for a durzagon to reach level 2 than it would for normal races, for example.

4 Outsiders Empty Re: Outsiders Mon Oct 25, 2010 8:23 am

jeffinak

jeffinak
DM
DM

Lizard King/Queen

Lizard kings (or lizard queens, as the females are called) result from breeding demons with lizardfolk. When a lizard king breeds with other lizardfolk, about 20% of the offspring are lizard kings; the rest are ordinary lizardfolk. When the young lizard kings in a tribe reach adulthood, all but the strongest are sacrificed.

Lizard kings are the direct results of the war between the sarrukh and the khaastas. The demon lord Sess'lnnek sent his demonic legion to Faerun to control the lizardfolk, hoping to weaken the sarrukh's base of support of their homeworld. The war fragged for centuries, and the demons were eventually recalled to the Barrens of Doom and Despair, leaving their offspring, the lizard kings, to rule in their stead. Only four out of ten lizardfolk tribes are ruled by lizard kings today. Such tribes are highly aggressive, often warring with cililized settlements as well as other lizardfolk, though they almost never battle other tribes under the control of lizard kings. While lizardfolk are normally not evil, those tribes undder the leadership of lizard kings are.

A lizard king resembles a lizardfolk, although its scales are a darker shade of green, and it always has distinct demonic features, such as glowing red eyes, extra spines, extra-long arms, long fangs, or additional scaly frills. The typical lizard king leads his own tribe of lizardfolk.


Racial Traits:

- Ability Adjustments: +6 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Charisma.

- Darkvision: Lizard kings/queens can see in the dark up to 120 feet.

- Fiendish Heritage: Lizard kings/queens are descendents from creatures native to the Lower Planes. These half-fiends share some of their parents' natural resistance to poison, and are resistant to the magic of good foes.

- Spell Resistance: Lizard kings/queens have spell resistance 11+1 per character level.

- Smite Good: Once per day, a lizard king/queen may attempt to smite good with one normal melee attack.

- Abyssal Resistance: Resistance to acid 10/-, cold 10/-, electricity 10/-, and fire 15/-, as well as damage reduction 5/magic.

- Spell-Like Abilities:
1/day - Darkness as a wizard twice the lizard king's level (minimum 3rd level).

- Natural Armor: +3 Natural Armor Bonus.

- Immunity to Poison: Immunity to all poisons.

- Wings: Due to their wings, lizard kings/queens move 20% faster than other races.

- Armor, Weapon & Shield Affinity: Lizard kings/queens are naturally proficient with all simple and martial weapons, and shields, except tower shields.

- Favored Class: Druid. A multiclass lizard king/queen's druid class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +4: Lizard kings/queens are very powerful and gain levels slowly than other races. It will take much experience for a lizard king/queen to reach level 2 than it would for normal races, for example.

5 Outsiders Empty Re: Outsiders Mon Oct 25, 2010 8:24 am

jeffinak

jeffinak
DM
DM

Cambion

In the event that a tanar'ri mates with a human female, the resulting offspring is a cambion (KAM-bee-on). The type sired depends on its parentage: a lesser or greater tanar'ri fathers a major cambion, whereas a true tanar'ri fathers a Baron/marquis. In either case, the mother does not survive the birth. Cambions are ugly and terrifying demonspawns. Humanoid in shape but have pitch-black, slightly scaly skin covered with pock-marks, sharply pointed ears and mouths filled with crooked, sickly fangs. Cambions often adorn themselves with spiked armor and weapons. They can communicate using telepathy and are always male.

Cambions, like their alu-fiend sisters, are freaks and outcasts. Never accepted in human society and only poorly tolerated in the Abyss, they feel bitter and hateful towards all things. The balors use them as personal bodyguards and advisors. Most cambions overcome their bitterness and take pride in serving so high a power.

One in ten cambions is not chaotic evil, but neutral or even good, because its deceased human mother was of good alignment. These wretched creatures are doomed to a miserable existence as lone wolves because they are never accepted by a good-aligned community. Evil cambions serve in the Blood War as assassins. In Faerun, most cambions serve as ambassadors of an Abyssal lord (most often Graz'zt, Orcus, Lolth, or Demogorgon) to demonic cultists on the Material Plane. Some, however, simply take up residence on the Material Plane and never return to their Abyssal homes.


Racial Traits:

- Ability Adjustments: +6 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, -4 Wisdom, -4 Charisma.

- Darkvision: Cambions can see in the dark up to 60 feet.

- Fiendish Heritage: Cambions are descendents from creatures native to the Lower Planes. These half-fiends share some of their parents' natural resistance to poison, and are resistant to the magic of good foes.

- Natural Armor +2: The scaled, leathery hide of cambions makes them more resistant to physical attacks.

- Damage Reduction: Cambions abyssal heritage grants them damage reduction 5/magic.

- Tanar'ri Subtype: Immunity to electricity and poison; resistance to acid 10, cold 10, and fire 15; summon tanar'ri.

- Spell-like Abilities 1/day:
Cause Fear as a sorcerer of equal level.
Invinsibility as a sorcerer of equal level.

- Skill Affinities: +3 racial bonus to Move Silently and Hide checks.

- Spell Resistance: A cambion has spell resistance 11 + class levels.

- Armor, Weapon & Shield Affinity: Cambions are naturally proficient with all simple and martial weapons.

- Favored Class: Rogue. A multiclass cambion's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +4: Cambions are powerful and gain levels slowly. It will take much experience for a cambion to reach level 2 than it would for normal races, for example.

6 Outsiders Empty Re: Outsiders Mon Oct 25, 2010 8:25 am

jeffinak

jeffinak
DM
DM

Alu-Fiend

An alu-fiend (AL-oo-feend), or alu-demon, is the female offspring of a succubus tanar'ri and a human male. They are very attractive with some of the features of their fiendish heritage, such as small wings or a tail. They are generally evil and may be thought of as the female equivalent to a cambion. Alu-fiends are born as any other human, though the wings they are born with give them away. Once she completes puberty (roughly age 15 to 17) she simply stops aging and becomes as immortal as her Abyssal mother. Other than her wings an alu-fiend's actual physical characteristics are typical for a lithe young female human of her father's society, though an alu-fiend's features are always patrician with sharp upsloping eyebrows and she carries herself with an inherent noble bearing.

Alu-fiends tend to be hateful, even by tanar'ri standards, because of their dual nature. They view themselves as outcasts, neither human or tanar'ri. Other tanar'ri view them the same way, as lowly and without purpose. Only the alu-fiends' power keeps them in contention as a lesser tanar'ri race. In the Abyss they will generally carve out a community of just alu-fiends and succubi, violently resistant of the encroachment of other fiends. Liltu are welcomed as well, but their own nature keeps most of them away. A rare few alu-fiends undertake great rituals to advance themselves to full succubi or even lilitu; as such actions are simply another path to power, alu-fiends that take such a path are accepted as any other succubi or lilitu would.

Amongst mortals, alu-fiends know their tanar'ri nature will eventually outlast even their strongest supporters, causing them to be feared and reviled by the next generation. For this reason, alu-fiends trying to live amongst mortals will hide their nature, moving as tide and time require. All this presupposes that the alu-fiend is not there to cause trouble, feed, and flee. If an alu-fiend can somehow hide her wings, she is mistaken for a human 70% of the time. Interestingly, about 20% of alu-fiends are chaotic neutral or true neutral in alignment. This usually occurs when a succubus mates with a non-evil human male and the offspring retains a hint of her father's morality.


Racial Traits:

- Ability Adjustments: +2 Strength, +2 Dexterity, +4 Intelligence, +2 Wisdom, +10 Charisma.

- Darkvision: Alu-fiends can see in the dark up to 60 feet.

- Fiendish Heritage: Alu-fiends are descendents from creatures native to the Lower Planes. These half-fiends share some of their parents' natural resistance to poison, and are resistant to the magic of good foes.

- Spell Resistance: An alu-fiend has spell resistance 11 + class levels.

- Tanar'ri Subtype: Immunity to electricity and poison; resistance to acid 10, cold 10, and fire 15; summon tanar'ri.

- Wings: Due to their wings, alu-fiends move 20% faster than other races.

- Natural Armor +3: The leathery hide of alu-fiends makes them more resistant to physical attacks.

- Spell-like Abilities 1/day:
Charm Person as a sorcerer of equal level.

- Skills: Alu-fiends have a +3 racial bonus on Listen and Spot checks.

- Damage Reduction: Alu-fiends abyssal heritage grants them damage reduction 5/magic.

- Armor, Weapon & Shield Affinity: Alu-fiends are naturally proficient with all simple and martial weapons.

- Favored Class: Warlock. A multiclass alu-fiend's warlock class does not count when determining whether she takes an experience point penalty for multiclassing.

- Level Adjustment +4: Alu-fiends are powerful and gain levels slowly. It will take much experience for a alu-fiend to reach level 2 than it would for normal races, for example.

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