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Devil, Marquis Half-Fiend

fantasy, demon, sword, Devil, Marquis, Half-Fiend, Marquis Half-Fiend

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

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Creating A Marquis Half-Fiend

Although rarely seen, it has always been speculated that unique fiends produce greater spawn. Rumors of this kind have recently been proven accurate with the appearance of so-called marquis half-fiends. Infused with greater power than their lesser siblings, the vile marquis half-fiend is a virtual paragon of evil.

‘Marquis Half-Fiend’ is a template that can be added to any living corporeal humanoid, giant, or monstrous humanoid with an Intelligence score of 8 or more (hereafter referred to as the base creature). The parent fiend must be a unique demon, Duke of Hell, or greater arch-fiend in status.

A marquis half-fiend 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. Marquis half-fiends are usually, but not always, native outsiders.

Hit Dice: Increase racial HD to d8 unless the base creature possessed higher racial HD. Marquis half fiends gain an additional racial HD equal to one quarter of the parent fiend’s to a maximum of ten.

Speed: A marquis half-fiend has bat wings. Unless the base creature has a better Fly speed, the creature can Fly at double base creature’s land speed (good maneuverability).

Armor Class: Natural armor improves by +4.

Attacks: A marquis half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the marquis half-fiend retains this ability. A marquis half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A marquis half-fiend fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage: A marquis half-fiend has claw and bite attacks. If the base creature does not have these attack forms, use the damage values on the table below. Otherwise, use the values found below, or the base creature’s damage values increased by one die, whichever is higher.

Marquis Half-Fiend Damage by Size
SizeClawBite
Fine11d2
Diminutive1d21d3
Tiny1d31d4
Small1d41d6
Medium1d61d8
Large1d82d6
Huge2d62d8
Gargantuan2d84d6
Colossal4d64d8

Special Attacks: A marquis half-fiend retains all the special attacks of the base creature and gains the following special attacks.

Acidic Blood (Ex): When wounded by a piercing or slashing attack, the marquis half-fiend’s blood sprays outward in a 5 foot cone, dealing 1d6 points of acid damage per every 5 racial HD possessed by the marquis half fiend; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get the blood off them suffer the same damage on the following round.

Frightful Presence (Ex): When the marquis half fiend attacks, it inspires terror in those who oppose it. All within 20 feet of an attacking marquis half-fiend must make a Will save DC equal to 10+ ½ the marquis half fiend’s HD + the marquis half fiend’s Charisma modifier or suffer the effects of a fear spell. Those that save against the marquis half-fiend’s frightful presence are immune to it for the next 24 hours.

Poison (Ex): Any creature bitten by the marquis half fiend is infected with a vile paralyzing poison. It deals 1d6 Strength and Dexterity initial damage, and 2d6 Strength and Dexterity secondary damage. Save DC is equal to 10 + ½ of the marquis half fiend’s combined HD and class levels + the marquis half fiend’s Constitution modifier.

Smite Good (Su): Once per day a marquis half-fiend may make a normal melee attack that deals additional damage equal to its HD to a good creature.

Spell-like Abilities: A marquis half-fiend may use change self and deeper darkness at will, and unholy blight 3/day. A more powerful marquis half-fiend possesses additional abilities as noted on the table below. Unless otherwise indicated, the ability is usable 3/day, using the fiend’s combined character level and HD as the caster level. Saves DCs are equal to 10 + spell level + Charisma modifier. The following list is typical for a marquis half-fiend of diabolical parentage. Those marquis halffiends with a demonic or nether background commonly have access to different spell-like abilities.

Special Qualities: A marquis half-fiend has all the special qualities of the base creature plus the following:

  • Darkvision out to 120 ft.
  • Immune to poison.
  • Resistance to acid, cold, fire, and electricity 10.
  • Damage Reduction 15/good. This replaces any existing DR, but if a special material was needed to penetrate the DR before, that becomes an additional requirement.
  • A marquis half-fiend’s natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction.
  • Spell Resistance equal to the creature’s HD + 10.
  • Fast Healing equal to the marquis half-fiend’s constitution modifier.

Corruption Affinity (Su): A marquis half-fiend pays half the corruption costs when using corrupt spells. If this benefit reduces the damage to less than 1, the marquis half-fiend suffers no damage.

Level/Hit DiceSpell-like Abilities
7-8devil’s eye
9-10blasphemy
11-12liquid Pain
13-14hellfire storm
15-16soul shackles
17-18evil weather 1/day
19-20bestow greater curse 1/day
21+eternity of torture* 1/month

Abilities: Increase from the base creature as follows: Strength +6, Dexterity +6, Constitution +4, Intelligence +6, Charisma +6

Skills: A marquis half-fiend gains skill points as an outsider and has skill points equal to 8 + Intelligence modifier x (HD + 3). Do not include Hit Dice from class levels in this calculation – the marquis half-fiend gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and all other skills as cross skills. Marquis Half Fiends have a +4 racial bonus on Bluff, Intimidate and Move Silently checks; these are considered class skills for a marquis half-fiend.

Challenge Rating: As base creature +6.

Alignment: Usually Evil (any)

Level Adjustment: +6

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