Fell by Chris Nichols
Medium Humanoid (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: 0/+1
Attack: Longsword +3 (melee), composite longbow +1 (ranged)
Full Attack: Longsword +3 (melee) or composite longbow +1 (ranged)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite good
Special Qualities: Darkvision 60 ft., cold and fire resistance 5, spell resistance 2
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 10
Skills: Balance -1, Climb 0, Escape Artist -1, Hide -1, Intimidate +3, Jump 0, Knowledge (the planes) +2, Move Silently -1, Search +1, Sleight of Hand -1, Spot +2, Swim -1, Tumble -1
Feats: Weapon Focus(Longsword)

Environment: Any land
Organization: Solitary or party (2-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +1


A man of fiendish mien approaches. A pair of small flesh-colored horns rises from his brow. He give an intimidating grin filled with pointed teeth as he unsheathes his sword with one clawed hand.

The fell are fiendish versions of humans found throughout the lower planes. Once, sages claim, they were normal humans, but untold aeons of life on the planes of evil have twisted them into their present form.
Though they appear mostly human, fell possess a pair of flesh-colored horns on their brow, ranging in size from mere nubs to six inches in length. The fell's teeth are pointed and their nails grow into sharp points. The iris and cornea of a fell's eyes are a brilliant red. Some fell (25%) have a pair of small, useless bat-like wings growing from their shoulders; others (25%) possess a short tail with a sharp arrowhead barb at the end. Further fell (10%) possesses both of these traits.
Fell smell faintly unpleasant, though the exact odor varies between individuals. Common odors include sulfur, wet dog, ash, human musk, dung and rotten garbage.
Fell are bullies and sadists toward anything weaker than themselves, and are remorseless slavers, often raiding worlds on the material plane for captives. However, they reside at the low end of the hierarchy of lower planar power. When faced with beings such as demons, they turn craven and subservient, attempting to offer services and sacrifices to such greater evils in exchange for their lives.
Fell are omnivores, but prefer meat. ,The fell are fiendish versions of humans found throughout the lower planes. Once, sages claim, they were normal humans, but untold aeons of life on the planes of evil have twisted them into their present form.

Combat
Every group of fell has their own attack style, just like any group of human combatants. Some are screaming berserkers while others weaken foes with traps before closing with superior numbers. Most will attempt to capture defeated opponent for use as slaves.


Smite Good (Su): Once per day a fell can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe.

Advancement: As fell gain levels, their special qualities change as follows.

Hit Dice/Levels Cold, Fire Resistance Damage Reduction
1-3 5 --
4-7 10 5/magic
8-11 15 10/magic
12+ 20 15/magic

Additionally, for each level a fell gains, its SR increases by 2.

Society
Fell societies are as varied as those of humans, ranging from primitive barbarian tribes to vast extraplanar empires. All forms of fell society engage in slavery, worship dark gods, and deal with wicked outsider of all kinds. In turn, the fell are made slaves to more powerful fiends. They often serve in the vast armies mustered for wars between fiendish races. By turns, fell may be industrious or lazy, primitive or cultured, militaristic or mercantile. Debauchery and brutality are universal amusements for the fell.

This creature has not yet been play tested.
This is not a kender type creature.

 



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