I fabricated the following template for making a half-erinyes character.  The erinyes is listed on p.54 of Monster Manual; I simply extracted the applicable ability bonuses based on the erinyes' abilities, and assigned spell-like abilities per HD based on the erinyes' various qualities and attacks.  I've tried to keep the half-erinyes comparable in level adjustment to the half-fiend listed on p.147-148 of Monster Manual, though with different emphases as far as areas of strengths and weaknesses.  Challenge ratings listed for the half-erinyes may or may not be entirely accurate, as they're so far untested.



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Half-erinyes look very much like half-celestials; they are quite attractive, their wings are feathered (not leathery), and they have no scales, horns, or natural weapons to mark them as the offspring of an evil outsider.  They do, however, often bear some subtle hint of their not-exactly-celestial origins, such as feathers that are a bit ratty, eyes that glow faintly reddish in the dark and/or when angry, a certain indefinable quality that makes people near them uneasy, etc.  They tend to be slightly on the tall side for their non-erinyes race.  A half-erinyes may be born as the result of unwanted attentions, or from a pairing in which the non-erinyes parent was willing and knew the evil nature of the erinyes, or even from what was assumed to be a "celestial visitation" (since erinyes look so much like celestials, and are not above taking advantage of that fact).


CREATING A HALF-ERINYES

"Half-erinyes" is an inherited template that can be added to any Medium-size living, corporeal, humanoid-shaped creature with an Intelligence score of 4 or more (referred to hereafter as the base creature).
       A half-erinyes uses all the base creature's statistics and special abilities except as noted here.

       Size and Type:  The creature's type changes to outsider.  Do not recalculate Hit Dice, base attack bonus, or saves.  Size is unchanged.  Half-erinyes are normally native outsiders.

       Speed:  A half-erinyes has feathered wings and can fly at 50 feet or the base creature's land speed, whichever is greater (good maneuverability).  If the base creature has a better fly speed, use that instead.

       Armor Class:  +4 natural armor, despite the lack of scales.  Erinyes are tough buggers.

       Attack:  A half-erinyes has no natural weapons unless the base creature has natural weapons.  If the base creature has natural weapons, those weapons are now treated as magic weapons for the purpose of overcoming damage reduction, but otherwise do damage as the base creature.

       Special Attacks:  A half-erinyes retains any special attacks of the base creature.  It also gains spell-like abilities.

       Spell-like Abilities:  A half-erinyes 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.  Uses per day are as noted below.  Caster level equals the half-erinyes' HD (or the minimum level of the spell, whichever is higher) unless otherwise noted below, and the save DC is Charisma-based.

HD
1-4....true seeing (1 minute/HD, and minutes don't have to be continuous), minor image (3/day)
5-8....charm monster (1/day), entangle (3/day, as animate rope spell)
9-12....unholy blight (3/day)
13-16....greater teleport (1/day, self + 50 lbs. of gear only)
17-20....summon Baatezu (1/day, attempt to summon 2d10 lemures or 1d4 bearded devils with 25% chance of success; equivalent of 3rd level spell)

Entangle:  Requires a nonliving ropelike object, and functions just like the animate rope spell for entanglement (enwrap) purposes only.  A half-erinyes can hurl its rope 30 feet with no range penalty, a racial specialization carried over from its erinyes heritage.


       Special Qualities:
       ---Darkvision out to 60 ft., see in darkness (see normally even in magical darkness).
       ---Resistance to fire 20.
       --- +15 racial bonus to all saves against poison.
       ---Resistance to acid 10 and cold 10.
       ---Telepathy to 50 ft. (this is for deliberate communication only, as described on p.316 of Monster Manual)
       ---Damage reduction 5/good.
       ---If the base creature has natural weapons, they are treated as magic weapons for the purpose of overcoming damage reduction.
       ---Spell resistance equal to the half-erinyes' HD + 11 (maximum SR 20).

       Abilities:  Str +4, Dex +4, Con +4, Int +2, Wis +4, Cha +4.

       Skills:  A half-erinyes 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-erinyes gains outsider skill points only for its racial HD, 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 8 or less, as base creature +1; HD 9 to 16, as base creature +2; HD 17 or more, as base creature +3.

       Alignment:  Usually evil (any).

       Level Adjustment:  +4.



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