2007-07-31, 07:07 PM (ISO 8601)
...We are many [Template]
A Legion human driven to madness and evil by the many wicked fiends within him.
Legions are humanoids who have been unwittingly possessed by so many fiends they become a whole new creature. The minds and souls of countless wicked outsiders within the body of one, they are Legion, they are many.
The fiends possessing a single creature tend to be of the same kind, demons, devils or yugoloths will barely ever mix with fiends of differing alignments in this case, but cases of which are not entirely unknown. In situations like that, alignment should be considered on a round-to-round basis depending on which fiend is active.
Any one fiend possessing a Legion creature cannot have more Hit Dice than double that of the possessed victem. For example, Lorik the rogue has 7 levels in rogue, any fiend possessing him cannot have more than 14 HD of their own, and only 10 fiends may possess him at once.
Creating a Legion creature
"Legion" is an aquired template that can be added to any corporeal humanoid refered to hereafter as the base creature. The base creature must also be possessed by at least 3 outsiders with the evil subtype at once, the limit of fiends possessing a single creature is 3+the base creature's Hit Dice or class levels.
Size and Type
The creature's type changes to outsider and gains the augmented, evil and native subtypes. Do not recalculate Hit Dice, base attack bonus, saves or skill points.
As base creature.
Legions are always surrounded by an invisible corona of unholy energy, this allows the Legion creature to add the highest Charisma modifier of all the fiends currently possessing the base creature as a deflection modifier to Armor Class.
A Legion creature retains all the special attacks of the base creature and gains the following special attacks.
Fear Aura (Su): Legion creatures project an aura of dread and pure evil. Creatures with Hit Dice equal to or less than the Legion creature and within 60 feet of them must make a Will save (DC 10+base creature HD+highest fiend's Cha modifier)or become panicked until they leave the area. Creatures who save against the aura of fear become immune to it's effects for 24 hours.
Force of many (Su): A Legion creature may project the unholy force of the fiends within them into a substantial creature. A legion creature may summon 1 fiendish shadow for every fiend that currently possesses them. These shadows possess the same alignment and mental ability scores as the fiend they represent and are capable of using greater invisibility at will as a spell-like ability, though it loses it's create spawn ability. The shadows serve indeffinetly and can be dismissed as a standard action. If destroyed, the shadow can only be summoned again after one year and one day.
A Legion creature retains all the special qualities of the base creature and gains the fallowing special qualities.
Mind of the Many (Su): A legion creature possesses the skills and knowledge of all the fiends that currently possess them. A Legion creature can use the skill modifier of a fiend that possesses them (using the highest modifier available)that uses the ability modifier of a mental skill. This only functions for a single fiend's mental-stat-based skills if a single one has taken dominion(see below).
Dominion (Su): Sometimes the fiends within the body are ambitious and seek to take control of the body for themself. If unopposed he takes full control of the host creature and the minds of all other fiends and the humanoid are repressed, though if opposed the dominating fiend must make one will save opposed by the will saves of the rest. If his save is higher than the rest he takes dominion, but if he fails he may try again in 24 hours.
Possession (Su): The creature is considered to be possessed by fiends, thses possessed fiends follow all the rules given for possession in the Fiendish Codex I: Hordes of the Abyss. Each possessing fiend must do everything on their own, such as the initial possession of the victem, or the mental Hide check and so on. If every fiend is exorsized from the victem they lose this template.
A Legion creature can cast any spells they could in life, though the fiends within them force them to refrain from casting any good-aligned spells.
The base creature permenantly loses 4 points of Wisdom from the utter madness that swells within their now broken mind. Even if the fiends leave the body these points of Wisdom cannot be restored by anything short of a Wish or Miracle spell. This often does not detract the fiends, as they may take control of the body and use their own Wisdom score.
Usually solitary, though they are Legion, they are many.
As base creature +3.
As base creature
By character class.
Same as base creature +5
Sample Legion creature
This sample Legion creature is a human rogue possessed by two Babau's, three Quasits, a Hezrou, and a Vrock. Through possession, this human's Dex score has been increased by 4 and is figured into the statistics below.
Legion Human Rogue 5
Medium Outsider (Augmented humanoid, evil, native)
HD: 5d6+5 (26 hp)
Speed: 30 feet (6 squares)
Armor Class: 24 (+5 Dex, +3 +1 studded leather, +2 +1 buckler, +4 Deflection)
Base Attack/Grapple: +3/+3
Attack: +1 shortsword +10 melee (1d6+1/19-20) or masterwork light crossbow +9 (1d8/19-20)
Full Attack: +1 shortsword +10 melee (1d6+1/19-20) or masterwork light crossbow +9 (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, force of many, sneak attack +3d6
Special Qualities: Dominion, evasion, mind of many, possession, trapfinding, trap sense +1
Saves: Fort +5, Ref +9, Will +0
Abilities: Str 11, Dex 20, Con 13, Int 14, Wis 7, Cha 8
Skills: Appraise +10, Balance +8, Bluff +6, Diplomacy +5, Disable Device +10, Disguise +13, Hide +18, Intimidate +17, Jump +2, Listen +24, Move Silently +14, Open Lock +12, Knowledge (local) +6, Knowledge (any one) +15, Knowledge (any other one) +6, Search +20, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3(+5 following tracks), Tumble +14, Use Magic Device +6
Feats: Improved initiative, Weapon finesse, Weapon focus (shortsword)
Challenge Rating: 8
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: +5
Standing here appears to be a raving mad human. His hair is grey and unkempt, his skin is pale, filthy and apparely scarred and his eyes are sinister and red like what lies beyond them isn't human at all.
Fear Aura (Su): Affects creatures of 5 HD or less. DC 19 negates.
Force of Many (Su): This Legion human rogue can summon 7 fiendish shadows. Each one shares the mental stats of one of the indevidual demons that possess him. They serve indeffinetly and if killed can return in one year and one day.
Sneak Attack (Ex): As the rogue class feature, dealing an additional 3d6 points of damage against flat-footed or flanked opponants.
Dominion (Su): See above, in the Template entry.
Evasion (Ex): The Legion human can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Legion human does not gain the benefit of evasion.
Mind of Many (Su): A legion human possesses the skills and knowledge of all the fiends that currently possess him. A Legion human can use the skill modifier of a fiend that possesses them that uses the ability modifier of a mental skill. This only functions for a single fiend if a single one has taken dominion(see above). This is figured into his statistic above. If the fiends stops possessing the Legion human his skills are as follows:
Skills: Appraise +10, Balance +8, Disable Device +10, Hide +18, Jump +2, Listen +6, Move Silently +14, Open Lock +12, Knowledge (local) +6, Search +10, Spot +6, Tumble +14, Use Magic Device +6
Possessed (Su): The Legion human is possessed by 7 demons. See above.
Trapfinding: As the rogue class feature.
Trap Sense: As the rogue class feature. +1 bonus.
Possessions: +1 studded leather armor, +1 buckler, +1 shortsword, masterwork light crossbow (15 bolts), 440 gp.
Last edited by Krimm_Blackleaf; 2007-08-03 at 05:56 AM.