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The Demented One
2007-07-31, 02:05 AM
Blood War Fiend

Blood War Fiends are elite demons and devils who have spent centuries waging the Blood War, and have been empowered by their experience in it. They do not concern themselves with tempting mortals, planar politics, or other distractions–they are single-mindedly focused on the Blood War. Blood War Fiends are stronger, tougher, and more cunning than their lesser brethren, and just as wicked. They have many abilities that aid them in combating their enemy fiends (Baatezu being the enemy fiends of Tanar’ri, and vice versa), allowing them to slaughter lesser fiends en masse if left unchecked.

Creating a Blood War Fiend
Blood War Fiend is an applied template that can be added to any evil outsider with the Baatezu or Tanar’ri subtype.

Size and Type
Type remains unchanged. If the extra HD a Blood War Fiend gains would normally cause it to advance in size, as described in its advancement line, then its size changes as listed. Otherwise, size remains unchanged.

Hit Dice
A Blood War Fiend gains four additional HD.

Natural Armor
A Blood War Fiend creature’s natural armor bonus to AC increases by one, plus an additional one for every four HD it has.

Special Attacks
A Blood War Fiend creature retains all the special attacks of the base creature and also gains the following attacks.

Death Throes (Su)
When killed, a Blood War Fiend explodes in a nova of unholy energy that deals 1d6 damage/HD to all creatures within 5 ft./HD, with a Reflex save, DC 10 + ½ the fiend’s HD + the fiend’s Constitution modifier, for half damage. Enemy fiends take a -5 penalty on their save.

Fiendish Strike (Ex)
A Blood War Fiend can overcome the damage reduction of enemy fiends. Any attacks a Blood War Fiend, whether made with natural or manufactured weapons as if they were made from a special material. The type of material depends on whether the Blood War Fiend is a demon or a devil. Demons’ attacks overcome damage reduction as if they were silver; Devils’ attacks overcome damage reduction as if they were cold iron.

Hated Foe (Ex)
A Blood War Fiend receives a +5 bonus on damage rolls made against enemy fiends, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against enemy fiends.

Magus of Blood (Su)
If a Blood War Fiend can use any spells or spell-like abilities that affect creatures based on their alignment, such as blasphemy or unholy blight, then those spells have full effect against enemy fiends, even if they would normally have no effect on creatures of that alignment.

Special Qualities
A Blood War Fiend creature retains all the special qualities of the base creature and also gains the following attacks.

Improved Damage Reduction (Ex)
If a Blood War Fiend has the damage reduction ability, then the amount of its damage reduction increases by 5.

Improved Spell Resistance (Su)
If a Blood War Fiend has the spell resistance ability, then the amount of its spell resistance increases by 5.

Reborn in Blood (Su)
A Blood War Fiend consumes the life force of the foes it slays. Whenever a Blood War Fiend kills an enemy fiend, it is healed 1d10 hp plus one hp for each HD the slain fiend had.

Abilities
A Blood War Fiend’s two highest ability scores are increased by four, and its three next-highest ability scores are increased by two.

Challenge Rating
As the base creature +5.

Level Adjustment
As the base creature +4.

The Demented One
2007-07-31, 02:06 AM
Blood War Dretch

Size/Type: Small Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18
Base Attack/Grapple: +6/+4
Attack: Claw +9 melee (1d8+2)
Full Attack: 2 claws +9 melee (1d8+1) and bite +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, fiendish strike, hated foe, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, reborn in blood, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 14, Dex 12, Con 18, Int 5, Wis 13, Cha 12
Skills: Hide +14, Listen +10, Move Silently +10, Spot +10, Search +6
Feats: Multiattack, Blood War Improved Natural Weapon (Claw), Power Attack
Environment: The Abyss
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Evil
Advancement: –
Level Adjustment: +6

Death Throes (Su)
When killed, a Blood War Dretch explodes in a nova of unholy energy that deals 6d6 damage to all creatures within 30 ft., Reflex DC 17 half. Devils take a -5 penalty on their save.

Fiendish Strike (Ex)
Any attack made by a Blood War Dretch overcomes damage reduction as if it were silver.

Hated Foe (Ex)
A Blood War Dretch receives a +5 bonus on damage rolls made against devils, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against devils.

Spell-Like Abilities
1/day—scare (DC 13), stinking cloud (DC 1 4. Caster level 6th. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day a Blood War Dretch can attempt to summon a Dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Reborn in Blood (Su)
A Blood War Dretch consumes the life force of the foes it slays. Whenever a Blood War Dretch kills a devil, it is healed 1d10 hp plus one hp for each HD the slain fiend had.

Telepathy (Su)
Blood War Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.


Blood War Marilith

Size/Type: Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d8+220 (292 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 36 (-1 size, +5 Dex, +22 natural), touch 14, flat-footed 31
Base Attack/Grapple: +20/+35
Attack: Longsword +31 melee (2d6+11/19-20) or slam +31 melee (1d8+11) or tail slap +33 melee (4d6+11)
Full Attack: Primary longsword +31/+26/+21/+16 melee (2d6+11/19-20) and 5 longswords +31 melee (2d6+5/19-20) and tail slap +28 melee (4d6+5); or 6 slams +30 melee (1d8+11) and tail slap +28 melee (4d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+13, death throes, fiendish strike, hated foe, Blood War Improved grab, magus of blood, spell-like abilities, summon demon
Special Qualities: Damage reduction 15/good and cold iron, darkvision 60 ft., immunity to electricity and poison, reborn in blood, resistance to acid 10, cold 10, and fire 10, spell resistance 30, telepathy 100 ft.
Saves: Fort +23, Ref +17, Will +17
Abilities: Str 33, Dex 21, Con 33, Int 18, Wis 20, Cha 26
Skills: Bluff +30, Concentration +33, Diplomacy +34, Disguise +13 (+16 acting), Hide +23, Intimidate +32, Listen +35, Move Silently +27, Search +26, Sense Motive +27, Spellcraft +26 (+28 scrolls), Spot +35, Survival +8 (+10 following tracks), Use Magic Device +30 (+32 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (Longsword), Blood War Improved Bull Rush
Environment: The Abyss
Organization: Solitary
Challenge Rating: 22
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always Chaotic Evil
Advancement: 21-48 HD (Huge)
Level Adjustment: —

Constrict (Ex)
A Blood War Marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 31 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Death Throes (Su)
When killed, a Blood War Marilith explodes in a nova of unholy energy that deals 20d6 damage to all creatures within 100 ft., Reflex DC 31 half. Devils take a -5 penalty on their save.

Fiendish Strike (Ex)
Any attack made by a Blood War Marilith overcomes damage reduction as if it were silver.

Hated Foe (Ex)
A Blood War Marilith receives a +5 bonus on damage rolls made against devils, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against devils.

Improved Grab (Ex)
To use this ability, a Blood War Marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Magus of Blood (Su)
A Blood War Marilith’s unholy aura spell-like ability affects devils as if they were good-aligned.

Spell-Like Abilities
At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 20th. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day a Blood War Marilith can attempt to summon 4d10 Dretches, 1d4 Hezrou, or one Nalfeshnee with a 50% chance of success, or one Glabrezu or a Marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

Reborn in Blood (Su)
A Blood War Marilith consumes the life force of the foes it slays. Whenever a Blood War Marilith kills a devil, it is healed 1d10 hp plus one hp for each HD the slain fiend had.

True Seeing (Su)
Blood War Mariliths continuously use this ability, as the spell (caster level 20th).

Skills
Blood War Mariliths have a +8 racial bonus on Listen and Spot checks.


Blood War Succubus

Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 10d8+10 (55 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22
Base Attack/Grapple: +10/+12
Attack: Claw +12 melee (1d6+2)
Full Attack: 2 Claws +12 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, energy drain, fiendish strike, hated foe, spell-like abilities, summon demon
Special Qualities: Damage reduction 15/cold iron or good, darkvision 60 ft., immunity to electricity and poison, reborn in blood, resistance to acid 10, cold 10, and fire 10, spell resistance 23, telepathy 100 ft., tongues
Saves: Fort +8, Ref +9, Will +10
Abilities: Str 15, Dex 15, Con 13, Int 20, Wis 16, Cha 30
Skills: Bluff +26, Concentration +13, Diplomacy +17, Disguise +22 (+24 acting), Escape Artist +14, Hide +14, Intimidate +24, Knowledge (The Planes) +16, Listen +23, Move Silently +14, Search +16, Spot +23, Survival +6 (+9 following tracks), Use Rope +5 (+8 with bindings), Tumble +15, Use Magic Device +23
Feats: Dodge, Mobility, Persuasive, Ability Focus (Energy Drain)
Environment: The Abyss
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 11-12 HD (Medium)
Level Adjustment: +6

Death Throes (Su)
When killed, a Blood War Succubus explodes in a nova of unholy energy that deals 10d6 damage to all creatures within 50 ft., Reflex DC 16 half. Devils take a -5 penalty on their save.

Energy Drain (Su)
A Blood War Succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the Succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the Succubus. The victim must succeed on a DC 27 Will save to negate the effect of the suggestion. The DC is 27 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Fiendish Strike (Ex)
Any attack made by a Blood War Succubus overcomes damage reduction as if it were silver.

Hated Foe (Ex)
A Blood War Succubus receives a +5 bonus on damage rolls made against devils, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against devils.

Spell-Like Abilities
At will—charm monster (DC 24), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only). Caster level 16th. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day, a Blood War Succubus can attempt to summon 1 Vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su)
A Blood War Succubus can assume the form of any Small or Medium humanoid.

Reborn in Blood (Su)
A Blood War Succubus consumes the life force of the foes it slays. Whenever a Blood War Succubus kills a devil, it is healed 1d10 hp plus one hp for each HD the slain fiend had.

Tongues (Su)
A Blood War Succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.

Skills
Blood War Succubi have a +8 racial bonus on Listen and Spot checks.


Blood War Barbazu

Size/Type: Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 10d8+70 (115 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+22
Attack: Glaive +18 melee (1d10+9 plus infernal wound) or claw +17 melee (1d6+5)
Full Attack: Glaive +18/+13 melee (1d10+9 plus infernal wound) or 2 claws +17 melee (1d6+5)
Space/Reach: 10 ft./10 ft. (20 ft. with glaive)
Special Attacks: Beard, battle frenzy, death throes, fiendish strike, hated foe, infernal wound, spell-like abilities, summon devil
Special Qualities: Damage reduction 10/silver or good, darkvision 60 ft., immunity to fire and poison, reborn in blood, resistance to acid 10 and cold 10, see in darkness, spell resistance 22, telepathy 100 ft.
Saves: Fort +14, Ref +10, Will +8
Abilities: Str 27, Dex 15, Con 25, Int 6, Wis 12, Cha 12
Skills: Climb +20, Diplomacy +6, Hide +10, Intimidate +3, Listen +13, Move Silently +12, Sense Motive +13, Spot +13
Feats: Blood War Improved Initiative, Power Attack, Weapon Focus (Glaive), Cleave
Environment: The Nine Hells
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 11-18 HD (Large)
Level Adjustment: +10

Beard (Ex)
If a Blood War Barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+8 points of damage and must succeed on a DC 22 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex)
Twice per day, a Blood War Barbazu can work itself into a battle frenzy similar to the Barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 10 rounds, and the Blood War Barbazu suffers no ill effects afterward.

Death Throes (Su)
When killed, a Blood War Barbazu explodes in a nova of unholy energy that deals 10d6 damage to all creatures within 50 ft., Reflex DC 22 half. Demons take a -5 penalty on their save.

Fiendish Strike (Ex)
Any attack made by a Blood War Barbazu overcomes damage reduction as if it were cold iron.

Hated Foe (Ex)
A Blood War Barbazu receives a +5 bonus on damage rolls made against demons, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against demons.

Infernal Wound (Su)
The damage a Blood War Barbazu deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 22 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a Blood War Barbazu’s glaive must succeed on a DC 22 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the Blood War Barbazu, not of the weapon. The check DC is Constitution-based.

Spell-Like Abilities
At will— greater teleport (self plus 50 pounds of objects only). Caster level 12th.

Summon Devil (Sp)
Once per day a Blood War Barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or a Barbazu with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Reborn in Blood (Su)
A Blood War Barbazu consumes the life force of the foes it slays. Whenever a Blood War Barbazu kills a demon, it is healed 1d10 hp plus one hp for each HD the slain fiend had.


Blood War Cornugon

Size/Type: Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 19d8+171 (238 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 50 ft. (average)
Armor Class: 41 (-1 size, +8 Dex, +24 natural), touch 17, flat-footed 33
Base Attack/Grapple: +19/+35
Attack: Spiked chain +31 melee (2d6+17 plus stun) or claw +30 melee (2d6+12) or tail +30 melee (2d6+12 plus infernal wound)
Full Attack: Spiked chain +31/+26/+21 melee (2d6+17 plus stun) and bite +30 melee (2d8+6) and tail +30 melee (2d6+6 plus infernal wound); or 2 claws +30 melee (2d6+12) and bite + 28 melee (2d8+6) and tail +28 melee (2d6+6 plus infernal wound)
Space/Reach: 10 ft./10 ft. (20 ft. with spiked chain)
Special Attacks: Death throes, fear aura, fiendish strike, hated foe, infernal wound, magus of blood, spell-like abilities, stun, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, reborn in blood, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 33, telepathy 100 ft.
Saves: Fort +20, Ref +19, Will +18
Abilities: Str 35, Dex 27, Con 29, Int 14, Wis 20, Cha 24
Skills: Bluff +28, Climb +33, Concentration +27, Diplomacy +14, Disguise +10 (+12 acting), Hide +25, Intimidate +31, Listen +26, Move Silently +27, Search +23, Sense Motive +26, Spot +26, Survival +8 (+10 following tracks)
Feats: Cleave, Combat Expertise, Iron Will, Multiattack, Power Attack, Weapon Focus (Spiked Chain), Blood War Improved Trip
Environment: The Nine Hells
Organization: Solitary
Challenge Rating: 21
Treasure: Standard coins; double goods; standard items
Alignment: Always Lawful Evil
Advancement: 20 HD (Large); 21-45 HD (Huge)
Level Adjustment: —

Death Throes (Su)
When killed, a Blood War Cornugon explodes in a nova of unholy energy that deals 19d6 damage to all creatures within 95 ft., Reflex DC 26 half. Demons take a -5 penalty on their save.

Fear Aura (Su)
A Blood War Cornugon can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 26 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same Blood War Cornugon’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Fiendish Strike (Ex)
Any attack made by a Blood War Cornugon overcomes damage reduction as if it were cold iron.

Hated Foe (Ex)
A Blood War Cornugon receives a +5 bonus on damage rolls made against demons, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against demons.

Infernal Wound (Su)
The damage a Blood War Cornugon deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 28 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a Blood War Cornugon’s tail must succeed on a DC 28 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Magus of Blood (Su)
A Blood War Marilith’s dispel good and magic circle against good spell-like abilities affects demons as if they were good-aligned.

Spell-Like Abilities
At will—dispel chaos (DC 22), dispel good (DC 22), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 22), 3/day—fireball (DC 20), lightning bolt (DC 20). Caster level 19th. The save DCs are Charisma-based.

Stun (Su)
Whenever a Blood War Cornugon hits with a spiked chain attack, the opponent must succeed on a DC 31 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the Blood War Cornugon, not of the spiked chain.

Summon Devil (Sp)
Once per day a Blood War Cornugon can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another Cornugon with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Reborn in Blood (Su)
A Blood War Cornugon consumes the life force of the foes it slays. Whenever a Blood War Cornugon kills a demon, it is healed 1d10 hp plus one hp for each HD the slain fiend had.

Regeneration (Ex)
A Blood War Cornugon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Blood War Imp

Size/Type: Tiny Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 7d8+7 (38 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 24 (+2 size, +5 Dex, +7 natural), touch 17, flat-footed 19
Base Attack/Grapple: +3/+0
Attack: Sting +14 melee (1d4+1 plus poison)
Full Attack: Sting +14 melee (1d4+1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Death throes, fiendish strike, hated foe, poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 10/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, reborn in blood, resistance to fire 5
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 14, Cha 18
Skills: Diplomacy +13, Hide +22, Intimidate +9, Knowledge (The Planes) +9, Listen +11, Move Silently +14, Search +9, Spellcraft +9, Spot +11, Survival +5 (+8 following tracks)
Feats: Dodge, Weapon Finesse, Mobility
Environment: The Nine Hells
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Evil
Advancement: –
Level Adjustment: –

Death Throes (Su)
When killed, a Blood War Imp explodes in a nova of unholy energy that deals 7d6 damage to all creatures within 35 ft., Reflex DC 13 half. Demons take a -5 penalty on their save.

Fiendish Strike (Ex)
Any attack made by a Blood War Imp overcomes damage reduction as if it were cold iron.

Hated Foe (Ex)
A Blood War Imp receives a +5 bonus on damage rolls made against demons, and a +5 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against demons.

Poison (Ex)
Injury, Fortitude DC 16, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 17). Caster level 6th. The save DC is Charisma-based. Once per week an Blood War Imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su)
An Blood War Imp can assume another form at will as a standard action. Each Blood War Imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Reborn in Blood (Su)
A Blood War Imp consumes the life force of the foes it slays. Whenever a Blood War Imp kills a demon, it is healed 1d10 hp plus one hp for each HD the slain fiend had.

Matthew
2007-08-01, 09:31 PM
Very interesting. I'm a big fan of the Blood War. This is a nifty Template.

Krimm_Blackleaf
2007-08-01, 09:56 PM
Very interesting. I'm a big fan of the Blood War. This is a nifty Template.

Seconded.:smallbiggrin:

geez3r
2007-08-01, 10:11 PM
An excellent template. With your permision, I would love to yoink this.

SurlySeraph
2007-08-01, 10:12 PM
Damn, I have a retired character that could have really used this template. Why did you not come up with this two and a half years ago?!

Seriously though, I really like this template.

Eleven
2007-08-02, 09:05 PM
Spiffy. I think i might steal it.

Matthew
2007-08-04, 10:36 PM
Actually, on a second review I have to say I don't like the Death Throw Ability and I'm not sure Fiends should get bonuses to Bluff their opponents in the Blood War - seems more like they should get bonuses to Sense Motive.