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Demon Spawn & Devil Children

Half-Fiend Templates for Dungeons & Dragons

I. Introduction

The half-fiend template presented in the Monster Manual only scratches the surface as to the myriad forms of fiendish crossbreeds that can wander the planes. The mere fact that in the Monster Manual there are over twenty different types of fiends between two overarching fiendish phylum, (demons and devils) indicates the genetic possibilities and greater variation than just the "fiend" half of the half-fiend template.

Below are alternate templates for the creation of half-fiends that are more like their lower planar parents. While the half-fiend presented in the Monster Manual is good for generic fiendish crossbreeds, sometimes a DM wishes for a more specific expression of fiendish genealogical heritage.

II.Possibilities of Procreation

While the Monster Manual states that a "Fiends" magical nature allows them to crossbreed with virtually any creature." (p 147) in this article we will look more closely at which fiends are more likely to reproduce and which ones most probably would not. The basis for this is each individual fiend's intelligence, wisdom and descriptive text. While intelligence and wisdom are not any requirement for the actual ability to reproduce (as can be seen in everyday insects and Californians) fiends do not necessarily need to reproduce unless they can perceive (wisdom) a better reason (intelligence) to crossbreed with another creature. Below is a list of the various fiends that would not be found to crossbreed with other creatures in the planes and a short explanation as to why.

Demon: Dretch. Because of their low intelligence Dretches would most likely not reproduce with other non-fiend entities. Add to this that they are violent, malicious, and spend most of their time fighting or wandering in great hordes a Dretch then is more likely to kill anything that it comes upon rather than mate with it.

Demon: Retriever. Retrievers are constructs. If it doesn't have any vital organs to hit there is good reason to believe that there are not any vital organs for reproduction.

Devil: Lemure. Lemure's have no intelligence, as the Monster Manual states, "Lemures are mindless" add to that Lemure's spend their lives much like Dretches; killing.

III. The Half-Fiends

When describing the statistics of each half-fiend the fiendish parent is always described as the "fiend" or as its type (Balor, Cornugon, etc) while the creature that the fiend mated with is referred to as the "base creature."


A. The Half-Demons
1/2 Balor1/2 Bebilith1/2 Glabrezu1/2 Hezrou1/2 Marilith1/2 Nalfeshnee1/2 Quasit1/2 Succubus1/2 Vrock
Size2 Large2 Huge1 Huge1 Large1 Large2 Huge1 Tiny1 Medium1 Large
Hit Dice+5+4+4+3+3+4+1+2+3
Speed+10' 90%w +10'g+10' 20'cl+10'as baseSpecial*as base 50%w +10'cas base 100%w 50'gas base 75%w 40'aas base 90%w 50'a
AC+5+4+5+4+5+5+1+3+4
AttacksBase+5
2 Slams +5
Base+4
Bite+4
2 Claws-1
Base+4
2 Claws+4
Bite+2
Base+3
Bite+3
2 Claws-2
Base+3
1st Weapon+3
2nd-4th Weapon+3
Tail Slam+1*
Base+4
Bite+4
2 Claws+2
Base+1
2 Claws+1
Bite-4
Base+2
2 Claws+2
Base+3
2 Claws+3
Bite+1
DamageBy sizeBy size, Poison BiteBy sizeBy sizeBy weapons. 2nd-4th weapon 1/2 str, Tail Slam 1/2 str*By sizeBy sizeBy sizeby size
Special AttacksSpell-Like Abilities, Heat FleshSpell-Like Abilities, Poison, Armor Damage, WebSpell-Like Abilities, Sneak AttackSpell-Like Abilities, Stench, Improved GrabSpell-Like Abilities, Improved Grab*, Constrict*Spell-Like Abilities, Orb of SmitingSpell-Like Abilities, PoisonSpell-Like Abilities, Energy DrainSpell-Like Abilities, Spores, Stunning Screech
Special QualitiesDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, Telepathy, Death ThrowsDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, Telepathy, ScentDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, Telepathy, Armor Specialization, Uncanny DodgeDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, TelepathyDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, TelepathyDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, TelepathyAlternate Form, RegenerationDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, Telepathy, Alternate FormDarkvision, Resistances, Immunity, Spell Resistance, Damage Reduction, Telepathy
Saves+4 Fort, Ref & Wil+4 Fort, Ref & Wil+4 Fort, Ref & Wil+3 Fort, Ref & Wil+3 Fort, Ref & Wil+4 Fort, Ref & Wil+2 Fort, Ref & Wil+3 Fort, Ref & Wil+3 Fort, Ref & Wil
AbilitiesStr +6, Dex +2, Con +4, Int +4, Wis +4, Cha +3Str +7, Dex +2, Con +4, Wis +2, Cha +2Str +6, Con +4, Int +3, Wis +3, Cha +6Str +5, Con +3, Int +2, Wis +2, Cha +2Str +5, Dex +3, Con +5, Int +4, Wis +4, Cha +3Str +5, Dex +2, Con +4, Int +5, Wis +5, Cha +3Str -2, Dex +3, Wis +2Str +2, Dex +2, Con +2, Int +3, Wis +2, Cha +5Str +4, Dex +3, Con +3, Int +2, Wis +2, Cha +2
Skills888888888
FeatsImproved Initiative. 1/3Alertness, Improved Initiative. 1/3Multiattack. 1/3Blind Fighting. 1/3Multiattack, Mulit-Weapon Fighting (B). 1/3Multiattack. 1/31/3Dodge. 1/3Multiattack. 1/3
Climate/ TerrainAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs Parents
OrginizationSolitarySolitarySolitarySolitarySolitarySolitarySolitarySolitarySolitary
CR+2/4+2/4+2/4+2/4+2/4+2/4+1/4+1/3+2/4
AlignmentChaotic EvilChaotic EvilChaotic EvilChaotic EvilChaotic EvilChaotic EvilChaotic EvilChaotic EvilChaotic Evil
TreasureDouble base1/2 baseDouble baseDouble baseDouble baseDouble baseAs baseDouble baseDouble base
AdvancementAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or class
Favored ClassFighterRogueRogue & WizardFighterWizardWizardRogueRogue or BardFighter

B. The Half-Devils
1/2 Barbazu1/2 Cornugon1/2 Erinyes1/2 Gelugon1/2 Hamatula1/2 Hellcat1/2 Imp1/2 Kyton1/2 Osyluth1/2 Pit Fiend
Size1 Medium1 Large1 Medium1 Large1 Medium1 Large2 Tiny1 Medium1 Large2 Large
Hit Dice+2+4+2+5+3+1+1+2+2+5
Speed+10'-10' 75%w 50'aBase. 90%w 50'a+10'BaseBaseBase. 75%w 50'gBaseBase+10' 75%w 50'a
AC+2+4+2+5+3+1+1+2+2+5
AttacksBase +2
2 Claws +2
Base +4
2 Claws +4
Bite -1
Tail -1
Base +2
By Weapon +2
Base +4
2 Claws +4
Bite -1
Tail -1
Base +3
2 Claws +3
Base +2
2 Claws +2
Bite -3
Base +1
Sting +1
Base +3
By Weapon +3
Base +2
Bite +2
2 Claws -3
Sting -3
Base +5
2 Claws +5
Wings +0
Bite +0
Tail Slap +0
DamageBy SizeBy SizeBy WeaponBy SizeBy SizeBy SizeSting 1d3 (Poison)By WeaponBy SizeBy Size
Special AttacksSpell-Like Abilities, Battle FrenzySpell-Like Abilities,Spell-Like Abilities, Charm PersonSpell-Like Abilities, ColdSpell-Like Abilities, Improved Grab, ImpalePounce, Improved Grab, RakeSpell-Like Abilities, PoisonUnnerving GazeSpell-Like Abilities, PoisonSpell-Like Abilities, Poison, Improved Grab, Constrict
Special QualitiesDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, TelepathyDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, Telepathym, RegenerationDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, TelepathyDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, Telepathy, RegenerationDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, TelepathyDarkvision, Spell Resistance, Resistances, Damage Reduction, Scent, Near Invisible in LightPloymorph Self, Spell Resistance, RegenerationDarkvision, Resistances, Damage Reduction, Spell ResistanceDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, TelepathyDarkvision, Immunity, Resistances, Spell Resistance, Damage Reduction, Telepathy, Regeneration
Saves+3 Fort, Ref & Wil+4 Fort, Ref & Wil+3 Fort, Ref & Wil+4 Fort, Ref & Wil+3 Fort, Ref & Wil+2 Fort, Ref & Wil+2 Fort, Ref & Wil+3 Fort, Ref & Wil+3 Fort, Ref & Wil+4 Fort, Ref & Wil
AbilitiesStr +3, Con +2, Int -3Str +5, Dex +2, Con +3, Int +2, Wis +2, Cha +2Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +5Str +5, Dex +2, Con +5, Int +5, Wis +5, Cha +3Str +3, Con +2, Int +2, Wis +2Str +5, Dex +3, Con +3, Wis +2Dex +3, Wis +2Str +2, Con +2, Int -3, Cha +2Str +5, Con +3, Int +2, Wis +2, Cha +2Str +6, Dex +2, Con +5, Int +4, Wis +4, Cha +3
Skills8888888888
FeatsImproved Initiative. 1/31/3Dodge. 1/3Alertness, Dodge. 1/3Alertness. 1/3Dodge, Improved Initiative. 1/3Dodge. 1/3Alertness, Improved Initiative. 1/3Alertness, Improved Initiative. 1/3Improved Initiative. 1/3
Climate/ TerrainAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs ParentsAs Parents
OrginizationSolitarySolitarySolitarySolitarySolitarySolitarySolitarySolitarySolitarySolitary
CR+1/3+2/4+1/3+2/4+1/3+1/3+1/4+1/3+1/3+2/4
AlignmentLawful EvilLawful EvilLawful EvilLawful EvilLawful EvilLawful EvilLawful EvilLawful EvilLawful EvilLawful Evil
TreasureAs baseDouble baseDouble baseDouble baseDouble base1/2 base1/2 baseAs baseAs baseDouble base
AdvancementAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or classAs base or class
Favored ClassFighterFighterRogueFighterFighterRogueSorcererFighterRogueFighter, Wizard or Rogue

IV. Notes

Size & Type: The numerical value listed is the size category "shift" from the base creature's size towards the size category listed in the table. So, for example, if the table states "1 Small" and the base creatures was Large the half-fiend is a Medium sized creature (shifted once from Large down to Medium) and if the base creature was Diminutive then the half-fiend is a Tiny creature (shifted once from Diminutive up to Tiny). If the base creature is the same size as listed (regardless of steps) then the half-fiend is that size. In the example above where the shift is 1 Small and if the base creature is Small then the half-fiend is Small. If the shift would take the half-fiend over or under the listed size in the table above then the half-fiend stays at the above listed size. For example a half-bebilith has a size rating of "2 Huge." If the base creature is Large the half-fiend will not be Gargantuan but will simply stop at Huge. If the half-fiend's size changes from that of the base creature, the half-fiend gains the modifications to its abilities as listed on pages 291 and 314 of the Monster Manual. The creature's type changes to Outsider but do not recalculate the base creature's Hit Dice, base attack bonus, or saves. If the DM wishes to be specific, half-fiends born on the outer planes have the extraplanar subtype, while those born on the material plane are native outsiders.

Hit Dice: The value listed is added to the base creature's Hit Dice. All half-fiend's Fiendish Hit Dice are in d8 increments.

Speed: If there is a "+" value listed this is added or subtracted from the base creature's speed for each size increment away from the base creature's original size. If the half-fiend increases in size from the base creature then the speed value is added to the base creature's speed and if the half-fiend decreases in size from the base creature then the speed value is subtracted from the base creature's speed. For example if the value listed in the table is +10 and the base creature was Small with a speed of 20' but the half-fiend is Large (2 Size increments from Small) the half-fiend has a speed of 40'. If the base creature was Large with a speed of 50' and the half-fiend is Small then the half-fiend's speed is 30'. A "%w" indicates the percent chance the half-fiend has wings. The flying speed is listed after the "%w". As above, if the Flying speed has a "+" preceeding it this is added or subtracted to the base creature's speed depending on the Size difference. For Flying creatures, after the Fly Speed, "c"= clumsy maneuverability, "p"= poor maneuverability, "a"= average maneuverability, "g"= good maneuverability and "pf'= perfect maneuverability. A Speed number followed by "cl" indicates that the half-fiend can climb at that rate.

AC: The value listed is added or subtracted to the base creature's Armor Class as "Natural" AC bonuses.

Attacks: All bonuses listed for attacks are stacked with the base creature's attack bonuses and strength modifiers (if any). The 'Base' entry indicates the overall base attack bonus gained from the template. Modes of attack (2 Claw, Bite, etc.) are listed with the half-fiend's primary attack first and secondary attacks (if any) listed after. If the base creature's primary and secondary attacks differ from those listed above, the DM can choose which attacks are primary and which become secondary.

Damage: Most half-fiend's damage ratings are based off their Size (in addition to any strength modifier if applicable). See the individual half-fiend discriptions below for their damage ratings.

Special Attacks: Each of the half-fiends special attacks are described in their individual discriptions below.

Special Qualities: The discriptions of the half-fiend's special qualities are in their respective text below.

Saves: The modifiers listed in the table are in addition to the base creature's saves.

Abilities: The modifiers listed in the table are in addition to the base creature's abilties and any modifiers from Size category changes (see Monster Manual pg 291 for ability modifiers base on size changes).

Skills: Half-Fiends retain their base creature's skills (modified by changed ability scores) and the listed skills for the base creature are considered class skills for the half-fiend. If the half-fiends intelligence modifier has increased (or decreased) modify the base creature's skills appropriately. In addition, the numerical value in the table represents the Skill Points per total Hit Dice from the half-fiend bonus fiendish Hit Dice. Add the half-fiend's intelligence modifier to the value in the table for total Skill Points per HD. Skills listed in the Fiendish parent's statistics are also considered class skills for the half-fiend. The individual text for each half-fiend will list racial bonuses to specific skills (if any). Should the half-fiend have a character class the half-fiend then gains skills by class.

Feats: Listed is the half-fiends typical feat choices. After the typical feat choices is the abbreviated number of feats for every number of full Hit Dice the half-fiend has. For example a 1/3 indicates that the half-fiend gains one feat for every three full Hit Dice that it has. Should the half-fiend have a character class the half-fiend gains feats by its class as well. Feats listed with a (B) are bonus feats for the half-fiend.

Climate/ Terrain: Unless other wise noted the half-fiend can be found in the climates and terrains of either of its parents.

Orginization: A half-fiends list orginization is typical of its type, but because of the nature of half-fiends there is a chance that it can be found with any number of different types of creatures.

Challenge Rating: Listed is the amount by which the CR is increased (the number before the slash) for every number of total Hit Dice the creature has (the number after the slash).

Alignment: The alignment listed is the "usual" alignment for the half-fiend.

Treasure: The "modifier" listed is applied to the base creature's treasure.

Advancement: The half-fiend can also advance by character class should the half-fiend have one.

Favored Class: This is the half-fiends favored class for determining a multi-classed half-fiend.

* : There is a 50% chance that a half-marilith has a snake-like lower torso.

V. The Individuals

A. General Notes on Half-Fiends

i. Descriptions

Fiends, and the creatures that they choose to mate with, are as varied as the horrors and tortures that they inflict on mortals. The following descriptions are general at best. They describe the usual changes and appearances to the base creature's offspring but are by no means the only possibilities. The evil of all fiends lends to a myriad assortment of offspring, even within siblings of the same two parents.

ii. Damage

Due to the size modifiers on the half-fiends there are no documented accounts of Fine sized half-fiends. Although the size modifier does not usually allow for a Colossal sized half-fiend their advancement range may create one and so attack damage is often listed for Colossal sized half-fiends. If the base creature's attack damage is greater than listed for a half-fiend of equal size use the base creature's damage ratings and stage them up or down accordingly.

iii. Special Attacks

General: Half-Fiends retain all special attacks of the base creature. If both parents have the same type of special attacks these do not stack, use the better or stronger of the two special attacks for the half-fiend.

Spell-Like Abilities: As long as the half-fiend has an intelligence or wisdom score of 8 or above the half-fiend will have the listed spell-like abilities. Unless otherwise noted all spell-like abilities are cast as a sorcerer of level equal to the half-fiends Hit Dice and can be used once per day. The listings for most spell-like abilities are by the half-fiends range of Hit Dice.

iv. Special Qualities

General: Half-Fiends retain all special qualities of the base creature as well as the listed special qualities in the half-fiend's individual description. If both parents have the same type of special quality these do not stack, use the better or stronger of the two special qualities for the half-fiend.

B. The Half-Demons

i. Half-Balors

Description

A half-balor's skin or fur is usually a deep blood red and heat waves often distort the background to those who look upon them. Their eyes are often demonic in nature and their wings, when the have them, are large and broken in appearance but work all the same.

Attacks

Half-balor damage by size & Spell-like abilities
DamageSpell-like abilities
SizeSlamHDAbilities
FineNA6-7Darkness 3/day
Diminutive18-9Fear (by touch) 3/day, Greater Teleport 1/day
Tiny110-11Unholy Aura 3/day
Small1d212-13Blasphemy
Medium1d314-15Wall of Fire 1/day
Large1d416-17Telekinesis 1/day
Huge1d618-19See Invisibility 3/day, Telekinesis 3/day
Gargantuan2d420+Fire Storm 1/week
Colossal2d6

Special Attacks

Heat Flesh (Su): A Half-Balor also has the ability to heat up its flesh, as a heat metal spell, save that on the first round its body is considered "hot" (1d4 damage against creatures that use unarmed combat against the Half-Balor) and the "searing" heat (2d4) lasts for 10 rounds. A Half-Balor can use this ability a number of times per day as its HD divided by two. This heat does not damage the Half-Balor's personal belongings, but can conduct through metal objects (such as a sword). Conduction through metal objects are treated as one heat category lower than the body of the Half-Balor so that on the first round the metal weapon is only considered "warm" and on the following 10 rounds the weapon is only "hot" and deals 1d4 heat damage.

Death Throws (Ex): When a half-balor is slain it explodes in a blinding flash of light that deals 20 points of damage to everything within 50 feet (Reflex half DC 16).

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:

6-10: None
11-15: 5/good
16-20: 10/good
21+: 15/good
Telepathy 100 foot range.

Skills: Half-Balor's have a +6 bonus to Listen and Spot.

ii. Half-Bebiliths

Description

A half-bebilith is a horrid creature to behold. It's head and limbs most reflect it's fiendish origins. The head is spider-like in appearance with terrible mandibles that drip an oozing poison. It's forearms and legs are that of a giant spider with the "arms" ending in maliciously sharp blades. No matter what the crossbreed where the legs would be sprout three pairs of spider-like legs, if the base creature was a quadruped (such as a winter wolf) two pairs of legs sprout from where the hind legs would be while the forelegs contain the third pair of "walking" legs and the razor sharp pair of spider forelegs. If the base creatures are more along the lines of a centaur, the hind legs contain two pairs of the spider legs, the forelegs have the third "walking" pair and the razor forelegs replace the arms. Because of the half-bebilith's spider like head the only means of communication is by telepathy though they can understand several languages.

Attacks

Half-bebilith damage by size & Spell-like Abilities
DamageSpell-like abilities
SizeBiteClawHDAbilities
FineNANA5-8Darkness 3/day, Web 1/day
DiminutiveNANA9-14Magic Circle against Chaos, Evil, Good, or Law 3/day
Tiny1d31d215-18Plane Shift (half-bebilith only) 1/day
Small1d41d319+Plane Shift (half-bebilith only) 3/day
Medium1d61d4
Large1d81d6
Huge2d62d4
Gargantuan2d82d6
Colossal4d62d8

Special Attacks

Poison (Ex): The bite of a Half-Bebilith injects poison, Fortitude save (DC 10 + 2 for every size category above Tiny (i.e. Small half-bebiliths have a poison DC of 12 while Gargantuan half-bebiliths have a poison DC of 20); initial damage 1d4 temporary Constitution, secondary 2d4 temporary Constitution.

Armor Damage (Ex): A half-bebilith of large size of greater can use its claws to rip apart an enemies armor. It the opponent has both armor and shield roll a 1d6; on 1-4 the armor is attacked, on 5-6 it is the shield. If the half-bebilith hits with a claw make a grapple check adding in the opponents' armor's magical bonuses if any. If the half-bebilith wins the armor is torn away and ruined.

Web (Ex): As a bebilith save that the range is only 20 feet and the DC for evading or breaking free is 16.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
5-10: 5/good
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.
Scent (Ex).

Skills: A half-bebilith has a +8 racial bonus to climb and hide skills.

iii. Half-Glabrezu

Description

Unlike most other half-demons the half-glabrezu appears much like the original base creature save that it is usually larger. The flesh or fur of the half-glabrezu is that up a deep glossy black and those without fur often are covered in small scales giving the half-glabrezu a strange dark reflective pitted look. The eyes of a half-glabrezu almost always shine a penetrating violet and show no sign of irises or pupils. Half-Glabrezu do not have the four arms as a Glabrezu, where the great pincers seem to have been lost in the breeding. The only other remnant of the Glabrezu in its offspring is the dog-like serrated ears that most half-glabrezu portray. Being born of a creature whose focal point of existence is the seduction of mortals through power the half-glabrezu often seeks to become powerful leaders among their base creature brethren.

Attacks

Half-glabrezu damage by size & Spell-like Abilities
DamageSpell-like abilities
SizeClawBiteHDAbilities
FineNANA5-6Alter Self 3/day (as spell but can alter up to one size category different), Darkness 3/day, Detect Magic 1/day
DiminutiveNone17-8Confusion 3/day
Tiny119-10Greater Teleport 1/day
Small11d211-12Mirror Image 3/day
Medium1d21d213-14Greater Teleport 3/day
Large1d21d315-16Unholy Bligh 1/day
Huge1d31d417-18Reverse Gravity 1/day
Gargantuan1d41d619+Power Word Stun 1/day, True Seeing 3/day
Colossal1d62d4

Special Attacks

Sneak Attack (Ex): Half-Glabrezu have the rogues sneak attack based on their Hit Dice -4. (i.e. A 5 HD half-glabrezu has a +1d6 sneak attack, while an 18 HD half-glabrezu has a sneak attack damage of +7d6.

Uncanny Dodge (Ex): Half-Glabrezu have the Uncanny Dodge extraordinary ability as a Rogue of 6th level and there for cannot be flanked.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
5-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.
Armor Specialization (Ex):
The half-glabrezu can don any type of armor and not be subject to the arcane spell failure of that armor. The half-glabrezu is still subject to the skill check modifiers of that armor, except for Hide and Move Silently, if it is not proficient with the armor.

Skills: Half-Glabrezu have a +6 racial bonus to listen and spot checks and a +10 racial bonus to Hide and Move Silently.

iv. Half-Hezrou

Description

A half-hezrou's appearance is much like the base creature from which it was spawned. Its mouth and eyes however betray its origins as its mouth is wide and frog like, almost splitting its head it two, with hundreds of small sharp teeth and its eyes bulge out and appear amphibian.

Attacks

Half-hezrou damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeBiteClawHDAbilities
FineNANA4-7Darkness 3/day
Diminutive1d418-11Greater Teleport 3/day
Tiny1d61d212-13Summon Swarm 1/day
Small2d41d314-15Greater Teleport 3/day
Medium2d61d416-17Gaseous Form 1/day
Large2d81d618-19Unholy Blight 1/day
Huge2d122d420+Blasphemy 1/day
Gargantuan4d82d6
Colossal4d122d8

Special Attacks

Stench (Ex): Like its parent the half-hezrou's skin produces a foul toxic liquid whenever the half-hezrou begins combat. All creatures (except other Tanar'ri) within 10 feet must succeed on a Fortitude save (DC 14) or be overwhelmed by the stench. On a failed save the creature is helpless as it vomits and gags for as long as they remain in the area and for 1d3 rounds after. Those who successfully save are at a -2 moral penalty to attack rolls but cannot be affected by the same half-hezrou's stench for one day. The spells delay poison and neutralize poison remove the effects from one creature.

Improved Grab (Ex): To use this ability the half-hezrou must succeed in both claw attacks against a single opponent. This ability only works on creatures that are 2 or more size categories smaller than the half-hezrou.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
4-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.

Skills: A half-hezrou has a +6 racial bonus to Listen and Spot.

v. Half-Mariliths

Description

A half-marilith resembles the base creature from which it was birthed save that from where the arms or forelegs would be on the base creature two pairs of humanoid arms sprout. Unlike the marilith the half-marilith can appear as a male or a female, the face of which is usually far more comely than the average of the base creature's species. The half-marilith's eyes usually glow but there is a wide variety as to what color.

Attacks

Half-marilith damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeTail SlamHDAbilities
FineNA4-5Darkness 3/day, Detect Magic 3/day
Diminutive1d46-7Magic Weapon 3/day
Tiny1d68-9Align Weapon 3/day
Small2d610-11Greater Teleport 3/day
Medium3d612-13See Invisibility 3/day
Large4d614-15Greater Teleport 5/day
Huge5d616-17Telekinesis 3/day
Gargantuan6d618-19Polymorph Self 1/day, Unholy Blight 1/day
Colossal7d620+Inflict Serious Wounds 3/day

A half-marilith's favored mode of attack is with four weapons, one in each hand. Damage is base as a two-weapon fighter save that the first weapon is the half-marilith's favored hand while the other three are her "off hands." Because of the half-marilith's bonus fear it can attack with all four arms at no penalty.

Special Attacks

Improved Grab (Ex): On a successful Tail Slam attack against creatures two size categories smaller than the half-marilith it can attempt a grapple. If the grapple succeeds the half-marilith can constrict.

Constrict (Ex): A half-marilith deals 2d6 plus strength modifiers with a successful grapple check and must succeed on a Fortitude check (DC 15) or loose consciousness for as long as it remains in the coils and for 1d4 rounds there after.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
4-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.

Skills: A half-marilith has a +6 racial bonus to Listen and Spot.

vi. Half-Nalfeshnee

Description

Half-Nalfeshnee appear as their base creature parentage save they are usually larger, with stooping backs, and their heads are like that of malignant boars with intelligent, glowing red, eyes. Half of the time a half-nalfeshnee has wings that appear to small to carry it aloft.

Attacks

Half-nalfeshnee damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeBiteClawHDAbilities
FineNANA5-6Darkness 3/day
DiminutiveNANA7-8Desecrate 1/day, Mirror Image 3/day
Tiny1d219-10Greater Teleport 3/day, Web 3/day
Small1d3111-12Feeblemind 3/day
Medium1d41d213-14Invisibility 3/day, Greater Teleport 5/day
Large1d61d315-16Call Lightning 1/day, See Invisibility 3/day
Huge2d41d417-18Unholy Blight 1/day
Gargantuan2d61d619+Raise Dead 1/week
Colossal2d81d8

Special Attacks

Orb of Smiting (Su): Three times per day a half-nalfeshnee can concentrate for one full round and on the following round release a orb of unholy light. The orb, like magic missile, automatically hits its target causing 10 points of damage (Reflex half DC 16). The victim must also succeed at a Will save (DC 16) or be in a stupor for 1d4 rounds. While in this state they are subject to hallucinations of their worse phobias and fears. The victim still is allowed full dexterity and shield bonuses (if any) while in this state but cannot take any actions. Tanaríri are not subject to the Orb.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
5-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 300 foot range.

Skills: A half-nalfeshnee has a +6 racial bonus to Listen and Spot.

vii. Half-Quasits

Description

Half-Quasits appear as hairless forms of their base creature along with a fanged maw and clawed hands that drip poison. If the base creature is a quadruped the half-quasit appears as a roughly mutated biped that resembles the base creature. Bat-like wings sprout from the half-quasits shoulders and small horns grow from its brow.

Attacks

Half-quasit Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawBiteHDAbilities
FineNANA2-3Detect Magic 1/day
Diminutive1d21d34-5Detect Good 1/day
Tiny1d31d46-7Invisibility 3/day
Small1d41d68+Cause Fear 1/day
Medium1d61d8
Large1d82d6
Huge2d62d8
Gargantuan3d63d8
Colossal4d64d8

Special Attacks

Poison (Ex): On a successful claw attack the victim must make a Fortitude save (DC 12) or suffer initial 1d3 dexterity damage. Secondary damage is at 1d6 dexterity damage.

Special Qualities
Spell Resistance: Half-Quasits have a SR equal to their Hit Dice.

Alternate Form (Su): A half-quasit can assume one additional form at will as a standard action. It functions as a polymorph self cast by a 12th level sorcerer, except that any individual quasit can assume only one form of the half-quasitís size category. Rarely does the alternate form take the shape of anything other than an animal, or dire animal in the case of larger half-quasits.

Regeneration (Ex): Half-Quasits take normal damage from acid and from holy or blessed weapons.

viii. Half-Succubi

Description

In their natural form half-succubi always appear as the most attractive of their species. It is only their glowing eyes and demonic smiles that give them away for what they are.

Attacks

Half-succubus Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawHDAbilities
FineNA3-4Darkness 3/day, Detect good 1/day
Diminutive15-6Suggestion 3/day
Tiny17-8Clairaudiance/Clairvoyance 1/day
Small1d29-10Charm Monster 1/day
Medium1d311-12Greater Teleport 3/day
Large1d413-14Detect Thoughts 1/day
Huge1d615-16Greater Teleport 5/day
Gargantuan2d417-18Unholy Blight 1/day
Colossal2d619+Ethereal Jaunt 1/day

Special Attacks

Energy Drain (Su): A half-succubus can, 1/day, drain the life force of those that it lures into acts of passion. To even be aware that he or she has gained a negative level the victim must succeed at a Wisdom check (DC 14) to notice. The Fortitude save to remove the negative level is a DC of 16.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
3-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.

Alternate Form (Su): Once per day a half-succubus can assume a similar shape, of the same size category, for a duration equal to polymorph self cast as a sorcerer of level equal to twice its Hit Dice.

Skills: A half-succubus has a +6 racial bonus to Listen and Spot. The use of alternate form gives the half-succubus a +10 circumstance bonus to disguise checks.

ix. Half-Vrock

Description

Despite the base creature's appearance the half-vrock will always have talon like claws and the head of a malicious vulture.

Attacks

Half-vrock Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeBiteClawHDAbilities
FineNANA4-5Darkness 3/day
Diminutive11d26-7Desecrate 1/day
Tiny1d21d38-9Mirror Image 1/day
Small1d31d410-11Greater Teleport 3/day
Medium1d41d612-13Mass Charm 1/day
Large1d61d814-15Greater Teleport 5/day
Huge1d82d616-17Telekinesis 1/day
Gargantuan2d62d818+Unholy Blight 1/day
Colossal2d82d10

Special Attacks

Spores (Ex): There is a 50% chance that a half-vrock will have Spores like their Vrock parent.

Stunning Screech (Su): Once per day a half-vrock can let loose a deafening screech where every creature within a 20 foot radius must succeed at a Fortitude save (DC 15) or be stunned for 1 round.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Fire and Acid resistance 5. Electricity 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
4-10: None
11-15: 5/good
16-20: 10/good
21+: 15/good
Telepathy 100 foot range.

Skills: A half-vrock has a +6 racial bonus to Listen and Spot.

C. The Half-Devils

i. Half-Barbazu

Description

Most half-barbazu appear as their base creature parent though scales often replace fur and flesh and from their chins grow a tuft of scraggly beard. Their hands and feet become clawed and hardened while a slim scaled tail protrudes from the hind sides.

Attacks

Half-barbazu Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawHDAbilities
FineNA3-8Command 1/day
Diminutive19-10Fear (by touch) 3/day
Tiny1d211-12Greater Teleport 3/day
Small1d313-14Produce Flame 1/day
Medium1d415+Greater Teleport 5/day
Large1d6
Huge1d8
Gargantuan2d6
Colossal2d8

Special Attacks

Battle Frenzy (Ex): Half-Barbazu inherit their devil-parentís emotional instability. This works exactly like the barbarianís rage including the negative side effects according to the half-barbazuís total Hit Dice and/or level.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Acid resistance 15. Fire resistance 25.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
3-10: None
11-15: 5/good
16-20: 5/good
21+: 10/good
Telepathy 100 foot range.

ii. Half-Cornugons

Description

Half-Cornugons appear much like their non-fiendish parent though more gargoylish in appearance often with large wings, scales and a barbed prehensile tail.

Attacks

Half-cornugon Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawBiteTailHDAbilities
FineNANANA5-6Charm Person 1/day
Diminutive11None7-8Desecrate 1/day
Tiny1119-10Suggestion 1/day, Produce Flame 3/day
Small1d21d2111-12Greater Teleport 3/day
Medium1d31d31d213-14Pyrotechnics 1/day
Large1d41d41d315-16Greater Teleport 5/day
Huge1d61d61d417-18Major Image 1/day
Gargantuan1d81d81d619+Fire Ball 1/day, Lightning Bolt 1/day, Wall of Fire 1/week
Colossal2d62d61d8

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Acid resistance 5. Fire resistance 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
5-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.

Regeneration (Ex): Takes normal damage from acid, and from holy and blessed weapons.

iii. Half-Erinyes

Description

Like the half-succubus the half-erinyes appear in their natural form as attractive members of their non-fiendish parent's race. Most half-erinyes have huge feathery wings that give less-knowledgeable mortals the impression of a celestial heritage rather than fiendish.

Attacks

Half-Erinyes' attacks and damage are by weapon type.

Special Attacks
Half-erinyes Spell-like Abilities
HDAbilities
3-6Charm Monster 1/day
7-10Desecrate 1/day
11-14Suggestion 1/day, Greater Teleport 3/day
15-18Invisibility 1/day
19+Polymorph Self 1/day, Greater Teleport 5/day

Charm Person (Su): A half-erinyes can use this ability (as spell cast by a sorcerer of level equal to the half-fiendís HD) against one humanoid at a time.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Acid resistance 5. Fire resistance 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
3-10: None
11-15: 5/good
16-20: 5/good
21+: 10/good
Telepathy 100 foot range.

iv. Half-Gelugons

Description

Horrific in appearance, terrible in nature, the half-gelugon is baleful creature to behold. While only slightly resembling its non-fiendish parent, upon the creature's visage sprouts two mandibles that seem to tear painfully through the cheeks of the half-gelugon. Most half-gelugons loose all hair and fur that their non-fiendish parents might possess and their bodies, arms, hands and feet take on an insect-like appearance. The tail of the half-gelugon is long and covered in spikes.

Attacks

Half-gelugon Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawBiteTailHDAbilities
FineNANANA5-6Fly 1/day
Diminutive1d21d21d27-8Persistant Image 1/day
Tiny1d31d31d39-12Greater Teleport 3/day
Small1d41d41d413-14Wall of Ice 1/day
Medium1d61d62d415-16Greater Teleport 5/day
Large1d81d83d417-18Cone of Cold 1/day
Huge2d62d62d819+Ice Storm 1/day
Gargantuan2d82d82d10
Colossal2d102d102d12

Special Attacks

Cold (Su): A half-gelugon tail is freezing to the touch. A successful hit with its tail causes the victim to make a Fortitude save (DC 16) or be affected as if by a slow spell.

Special Qualities
Darkvision 60 feet.
Resistances: Fire, Acid resistance 5. Cold resistance 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
6-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Telepathy 100 foot range.

Regeneration (Ex): Takes normal damage from acid, and from holy and blessed weapons.

v. Half-Hamatulas

Description

Half-Hamatula inherit very little from their fiendish parents when it comes to appearance. The only signs of its fiendish nature are the sharp claws at the ends of its hands and small barbs that cover its entire body. If the half-hamatula has fur these barbs are often concealed until it is to late. Like the hamatula, its offspring have shifty eyes that are constantly darting about.

Attacks

Half-hamatula Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawHDAbilities
FineNA4-6Hold Person 1/day
Diminutive1d37-9Produce Flam 1/day
Tiny1d410-12Greater Teleport 3/day
Small1d613-15Pyrotechnics 1/day, Greater Teleport 5/day
Medium2d416-18Major Image 1/day
Large2d619+Order's Wrath 1/day
Huge2d8
Gargantuan2d10
Colossal2d12

Special Attacks

Improved Grab (Ex): To use this ability the half-hamatula must hit with a claw attack. Should the half-fiend get a hold it may impale the victim on its barbed body.

Impale (Ex): An impaled victim suffers 2d4 points of piercing damage.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Acid resistance 5. Fire resistance 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
4-10: None
11-15: 5/good
16-20: 5/good
21+: 10/good
Telepathy 100 foot range.

vi. Half-Hellcats

Description

Half-Hellcats resemble near perfect cross between its parents appearances. Like the hellcat the half-hellcat is hard to see in the light and no matter what the non-fiendish parentage the half-hellcat has powerful legs.

Attacks

Half-hellcat Damage by size
SizeClawBite
FineNANA
Diminutive11d3
Tiny11d4
Small1d21d6
Medium1d32d4
Large1d42d6
Huge1d62d8
Gargantuan2d42d10
Colossal2d63d8

Special Attacks

Pounce (Ex): Leaping upon a foe on the first round of combat allows the half-hellcat to make a full attack even if it has already taken a move action.

Improved Grab (Ex): On a successful bite attack the half-hellcat can attempt to grapple. If the opponent is grappled the half-hellcat can attempt to rake.

Rake (Ex): Against a held creature the half-hellcat can attempt two rake attacks (+2) where the damage is equal to the half-hellcatís claw damage.

Special Qualities
Darkvision 60 feet.
Spell Resistance: The half-fiendís SR is its Hit Dice plus 4.
Resistances: Fire resistance of 10.
Damage Reduction as follows per Hit Dice:
4-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good
Scent

Near Invisible in Light (Ex): The half-hellcat is nearly invisible in any amount of light. If there is enough light for a human to see the half-hellcat has 1/2 concealment.

Skills: The half-hellcat has a +2 racial bonus to Listen and Move Silently checks.

vii. Half-Imps

Description

Half-Imps look like thiner, sicker, versions of their non-fiendish parents. They all have tails that end in a sharp stinger and are 75% of the time to have bat-like wings. They have sharp, white, horns sprouting from their foreheads. Most half-imps have a flesh or fur coloration of dark red or sickly yellow.

Attacks

A half-imp's sting damage is 1d3 + poison regardless of size.

Special Attacks

Spell-Like Abilities: Invisibility at will, Suggestion 1/day.

Poison (Ex): The sting of a half-imp forces the victim to make a Fortitude save (DC 11) where the initial damage is 1d2 temporary dexterity and the secondary damage is 1d4 temporary dexterity damage.

Special Qualities
Darkvision 60 feet.
Spell Resistance: The half-fiendís SR is its Hit Dice.

Polymorph Self (Su): Once per day a half-imp can change its form into one pre-determined form no larger or smaller than the half-imps size category.

Regeneration (Ex): Half-Imps take normal damage from acid and from holy and blessed weapons (if silver or enchanted).

viii. Half-Kytons

Description

Half-Kyton's resemble their non-fiendish parents almost perfectly. The only things that set the half-kyton apart is its gray, death-like, flesh and its yellow, pupil-less, eyes.

Attacks

Half-Kytons' damage is by weapon type.

Special Attacks

Unnerving gaze (Su): A half-kyton can change the appearance of its face so that it resembles the face of an opponentís loved one. The opponent must make a Will save (DC 13) or suffer a -1 moral penalty to all attack rolls for 1d2 rounds.

Special Qualities
Darkvision 60 feet
Resistance: Half-Kytonís have cold resistance at 15.
Spell Resistance: The half-fiendís SR is its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
4-10: None
11-15: 5/good
16-20: 10/good
21+: 10/good

ix. Half-Osyluths

Description

A half-osyluth appears as its non-fiendish parent save that it looks as if it has lost all of its internal organs and the flesh clings to its bony structure. It has a tail that resembles a scorpion.

Attacks

Half-osyluth Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeBiteClawStingHDAbilities
FineNANANA3-6Invisibility 1/day
Diminutive1d211d47-10Fly 1/day
Tiny1d311d611-14Greater Teleport 3/day
Small1d41d21d815-18Greater Teleport 5/day
Medium1d61d31d1019+Wall of Ice 1/day
Large1d81d43d4
Huge2d61d63d6
Gargantuan2d82d44d6
Colossal2d122d65d6

Special Attacks

Poison (Ex): Fortitude save (DC 12); initial damage 1d4 strength, secondary damage 2d4 strength.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Acid resistance 5. Fire resistance 10.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
3-10: None
11-15: 5/good
16-20: 5/good
21+: 10/good
Telepathy 100 foot range.

x. Half-Pit Fiends

Description

Although resembling its non-fiendish parent the half-pit fiend is covered in blood red scales and has devilish yellow eyes. Most of the time half-pit fiends have huge bat-like wings and all have long, thick, tails. The mouth of the half-pit fiend appears as its non-fiendish parent only larger with dangerous fangs.

Attacks

Half-pit fiend Damage by size & Spell-like Abilities
DamageSpell-like Abilities
SizeClawWingBiteTailHDAbilities
FineNANANANA6-7Fireball 1/day
Diminutive111d31d28-9Hold Person 1/day
Tiny1d211d41d310-11Produce Flame 1/day, Greater Teleport 3/day
Small1d31d21d61d412-13Invisibility 1/day
Medium1d41d32d41d614-15Pyrotechnics 1/day, Teleport w/o Error 5/day
Large1d61d42d62d416-17Blasphemy 1/day, Unholy Aura 1/day
Huge1d81d62d82d618-19Create Dead 1/day, Fireball 3/day
Gargantuan2d62d42d102d820+Mass Hold Monster 1/day, Wall of Fire 1/day
Colossal2d82d62d122d10

Special Attacks

Poison (Ex): Bite, Fortitude save (DC 16) with initial damage of 1d4 temporary Constitution and secondary damage 2d6 Constitution.

Improved Grab (Ex): Hitting a creature one size category smaller or more with its tail the half-pit fiend can attempt a grapple.

Constrict (Ex): On a successful grapple the half-pit fiend can deal 1d4+ Ĺ strength modifier in damage.

Special Qualities
Darkvision 60 feet.
Resistances: Cold, Acid resistance 10. Fire resistance 15.
Immunities: Poison.
Spell Resistance: SR equal to its Hit Dice plus 4.
Damage Reduction as follows per Hit Dice:
6-10: None
11-15: 5/good
16-20: 10/good
21+: 15/good
Telepathy 100 foot range.

Regeneration (Ex): Takes normal damage from acid, and from holy and blessed weapons.