Spawn
Spawn
CR 5
XP: 50
DEFENSE:
AC: 21, Touch 12, Flat-Footed 20 (+1 size, +1 Dex, +1 natural, +8 armor)
HP: 77 hp (10d8+22)
DR: 10 / byeshk
OFFENSE:
Speed: 5 ft
STATISTICS:
Str 6, Dex 12, Con 14, Int 10, Wis 15, Chr 14
Feats: Great Fortitude, Iron Will, Improved Natural Attack (bite), Skill Focus (Stealth), Toughness
Skills: Escape Artist +14, Knowledge (Planes) +13, Perception +15, Stealth +18
SPECIAL ABILITIES:
Collective Ego: Living breastplates have an Ego Score of 16, as per the symbiont sub-type. Unless created
otherwise, living breastplates are always lawful evil and are always in the service of the daelkyr lords of
Xoriat. Anyone that touches the living breastplate is subject to the effect of it's Ego score, not just those
that are wearing it. Those that fall victim to the effect are commanded to immediately put on the Living
Breastplate.
Host Benefits:
Armor (Ex): When the living breastplate is worn, the host is considered to be wearing medium armor with a
+8 armor bonus, an Armor Check penalty of -1, spell failure chance of 15%, no reduction in speed and a
maximum Dexterity bonus of +5. The wearer is automatically proficient with the Living Breastplate. While
worn, the living breastplate is considered to take up the armor slot.
Damage Reduction (Ex): When the living breastplate is worn, the host also gains damage reduction of
10/byeshk.
Enhance Abilities (Su): When the living breastplate is worn, the host also gains a enhancement bonus to
their Strength score of +10, to their Dexterity score of +6, and to their Constitution score of +8.
Fortification (Ex): When the living breastplate is worn, the host gains Heavy Fortification, as per the armor
enchantment of the same name.
Stabilization (Ex): When the living breastplate is worn and the host drops below 0 hit points, the living
breastplate will automatically stabilize the host as an immediate action by dealing 1 point of Strength
damage. The host will do this automatically without any action from the host and regardless of the host's
intention or desire.
Bolster Body (Su): While attached, the breed leech provides the host a +1 circumstance bonus to Fortitude
saves. Also, once per day, the breed leach can provide the host with 5 temporary hit points that last for 1
minute. Doing so requires the host to spend an immediate action.
Claw Attack: While attached, the host creature gains a natural claw attack appropriate to his size category.
If the host already has a claw or slam attack using the attached limb, that natural attack is temporarily
replaced with the claw attack from the crawling gauntlet. The host is automatically proficient with this
natural attack. The claw attack has a threat range of 19-20 and counts as a magic weapon with a +1
enchantment bonus.
Mote Cloak (Su): The shadow sibling generates a cloud of fine particles that surround the host and respond
to the commands of the symbiont. This cloud naturally surrounds the host, providing a +4 circumstance
bonus to Stealth checks based on sight. The cloud can be commanded, as an immediate action that does
not provoke, to either activate the Cloak Host or Corrupting Touch abilities (see below). This activation,
regardless of which option is used, can be used once per day safely, but each additional time it is used, the
shadow sibling deals 1 point of Wisdom damage to the host. Unlike the damage done by attachment, this
ability damage can be healed without retribution from the shadow sibling.
Cloak Host (Ex): The Mote Cloak can be activated to provide 50% concealment for 1 minute. The symbiont
can use this ability once per day if it is not attached.
Corrupting Touch (Ex): The Mote Cloak can be extended to do a ranged incorporeal touch attack up to 15
feet away, dealing 1d6 points of damage.
Spellcasting: The host can cast any one of the spell-like abilities of the attached spellwurm as a standard
action. Any attack roll made with the spell is made by the host, not the spellwurm. The Mage Armor effect
can target the host while the spellwurm is attached, as per the As One special ability.
Eye Ray (Su): While the stormstalk is attached, it allows the host to trigger the same eye ray that the
stormstalk has, but using the host's ranged touch attack. This counts as a ray for the purposes of feats.
Weapon (Ex): When the tentacle whip is worn, it is considered to be a Scorpion Whip +1 except that it has
15' reach instead of the normal 10' and the host is always wielding it, even though it occupies the wrist slot,
not one of the host's hands. If an attack with the tentacle whip is successful, it also injects poison as
detailed above, except the saving throw DC is 10 + 1/2 host's Hit Dice + host's Constitution modifier. It is
important to note that the As One ability above does apply with the tentacle whip's 15 feet of reach for the
purposes of touch-delivered effects.
Improved Proficiency (Ex): When the tentacle whip is worn, the host is considered to have Agile
Maneuvers, Exotic Weapon Proficiency (scorpion whip), Improved Disarm, Improved Trip, Improved Steal
and Weapon Finesse as bonus feats, but only as they apply to using the tentacle whip. These benefits stack,
as per usual, with the weapon qualities of a scorpion whip (like disarm and trip).
Create Shard (Ex): The throwing scarab is able to generate a piece of carapace that can be pulled off once
per round. Once removed, the shard is a light slashing weapon, dealing 1d4 points. It has a critical range of
19-20/x2 and a throwing range of 20'. Upon a successful hit, the carapace dissolves within the target,
dealing an extra 1d6 points of acid damage. These shards do not last for more than 1 round after being
removed from the scarab, but it is able generate them at a steady pace of once per round. Drawing a
carapace shard is treating like drawing a dagger.
Weapon (Ex): When the tongueworm is attached, the host has a natural attack, capable of delivering a
tongue strike up to 5' away. This tongue strike does a base 1d3 points of piercing damage, has a crit range
of x2, but only 1/2 of the host's Strength modifier applies. If the attack is successful, it also injects poison as
detailed above, except the saving throw DC is 10 + 1/2 host's Hit Dice + host's Constitution modifier. The
natural attack can also be used for dirty trick, disarm, grapple, reposition, steal and trip combat maneuvers
Most importantly, the tongueworm is always considered a hidden weapon when used for the first time in a
combat unless the opponent is somehow already aware of it. Thus, it resolves against flat-foot Armor Class
on its first strike without the need of a Sleight of Hand check.
While withdrawn into the throat, it is hidden and it cannot be specifically targeted by anything that requires
line of sight or line of effect. If the host already has a bite attack, it cannot use it and the tongueworm in the
same round.
Immunity to Poison (Su): When the tongueworm is attached, the host is immune to ingested or inhaled
poison.
Eye Ray (Su): While the winter cyst is attached, it allows the host to trigger the same eye ray that the
winter cyst has, but using the host's ranged touch attack. This counts as a ray for the purposes of feats.
Telepathy (Su): A living breastplate can communicate telepathically with its host, if the host has a language.
ECOLOGY:
Environment: Underground
Organization: Solitary
Treasure: None
Role: None
Living breastplates are one of the pinnacle examples of daelkyr fleshcrafting. It is said that these creatures
were once actual mollusks or crustaceans that were warped and re-purposed into armor. Whether or not
the daelkyr knew that their opposition, the hobgoblins of the Dhakkani, often claimed the armor of their
victims and thus were easy prey to the telepathic presence of the living breastplate is unknown, but
assumed to be true. The Living Breastplate is based on a Mithral Breastplate +2 of Light Fortificaiton with a
combined Belt of Mighty Constitution +4 and a permanent Stoneskin effect, altered to be overcome by
byeshk, increased Wisdom and Charisma scores and an at-will Stabilize effect, as per intelligent magical
items.
Construction:
Construction Requirement: Craft Symbiont, Bear's Endurance, Magic Vestment, Polymorph Any Object,
Stabilize, Stoneskin, Stabilize
Symbiote Entity
Medium Aberration, Neutral Evil
Symbiote Traits:
Vulnerabilities: Symbiotes are vulnerable to good and magic damage, suffering double damage
from these sources, and damage from these sources take twice as long to heal. Additionally, they
are weakened in sunlight, -2 penalty to all checks, attacks, and saves.
Regeneration (Ex): Only good and magic damage deals lethal damage to Symbiotes.
Damage Reduction (Ex): Due to the amorphous nature of symbiotes, they are resistant to damage,
with DR 5.
Improved Grab (Ex): To use this ability, the symbiote must hit a single target with its tentacle. If it
gets a hold, it automatically deals damage, with the option at no penalty of doing subdual damage
each round the hold is maintained. It can also attempt to Bond with the target.
Genetic Memory: The symbiotes pass on knowledge from parent to offspring. This even applies to
abilities of hosts. If the host had super powers, the symbiote will mimic those powers to the best of
its abilities, and will pass those on to its offspring. These can include super strength, speed, abilities
like web shooting, etc.
Spawn Offspring (Ex): After reaching 4 hit dice, or being bonded to a host for more than 2 years,
the symbiote will break off a piece of itself to create an offspring, which will immediately seek a
host of its own.
No Breath (Ex): The symbiotes does not breathe, and are immune to effects that require breathing
(such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require
breathing.
All-Around Vision (Ex): The symbiote sees in all directions at once. It cannot be flanked.
See in Darkness (Su): The symbiotes can see perfectly in darkness of any kind, even that created by
a deeper darkness spell.
Telepathy: A creature with this ability can communicate telepathically with any other creature
within a certain range (at contact) that has a language. It is possible to address multiple creatures
at once telepathically, although maintaining a telepathic conversation with more than one creature
at a time is just as difficult as simultaneously speaking and listening to multiple people at the same
time. A symbiote can communicate telepathically with any creature it is in physical contact with. It
can also maintain a telepathic bond with one specific creature at a time by taking a full-round
action to link her mind to that creature during telepathic communication.
Bond (Ex): Symbiotes bond with hosts as a source of food and protection, greatly enhancing the
host. The symbiote must be in contact with a creature in order to bond, successfully grapple an
unwilling target, or simple physical contact for willing hosts. An unwilling host must make a Fort
save DC 20 each round of physical contact the symbiote makes to resist it trying to bond with them.
On a failed save, the symbiote bonds and the host must make a Will save DC 15 + Symbiote's Con
modifier +1 per failed Will save, every 12 hours or the symbiote takes control. A successful save
means the host is in control, but prone to bouts of anger, and can attempt another Fort save to
remove the symbiote, but at -4 penalty. When the symbiote is in charge, it will seek out food and
hunt living creatures, with some symbiotes preferring the flesh of intelligent beings. When bonded,
the host, referred to as the base creature, gains the Symbiote template.
Immunity to fire and poison.
Resistance to acid 10 and cold 10.
Symbiote Template
Once bonded, the symbiote covers the whole host's body and grants the host a number of abilities
including enhanced strength, durability, ability to form weapons. The host, as long as the symbiote is not in
control, can have the symbiote recede into their body, hidden away. While hidden, the host can't draw on
any of the abilities granted by the symbiote except for Fast Healing and the speed increase. It is a free
action for the symbiote to cover or uncover the host. If the symbiote is in control, it will not recede ever.
The recipient retains all their abilities and gain the following abilities.
Size and Type: The creature’s type changes to outsider (native). Do not recalculate base attack
bonus, saves, or skill points. Size is unchanged.
Speed: Double the creature’s base movement speed.
Armor Class: The base creature’s natural armor bonus improves by +6.
Special Attacks: Form Objects, Pseudopods.
Necroplasmic Blast (Su): A hellspawn can unleash beams of green Necroplasmic energy from his
body. This ability functions as a ranged touch attack with a range of 60 feet, dealing 4d6 fire and
evil damage. Creating explosive burst with a radius of 20 ft., dealing 1d6 fire and evil damage per
hit dice, as Fireball spell.
Dominate (Su): A hellspawn can crush an opponent’s will. A hellspawn can do this either by gaze or
voice. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s
influence as though by a dominate person spell (caster level 12th). The ability has a range of 30
feet. It does not require line of sight to the target, but the target must be able to hear the
hellspawn's voice when it speaks at a normal volume level.
Necroplasmic Enhancement (Ex): The hellspawn can extend parts of its hellspawn matter to
generate natural or manufacted weapon of its matter. Can form a manufacted weapon directly on
the hand, that cannot be disarmed, but that hand is not able to hold anything. Forming objects is a
move equivalent action. For example:
Cape: Provides a +4 enhancement bonus to the wearer's Armor Class. Grants the ability to
cast the Shield spell once per day at caster level equal to the wearer's character level. Acts
as a protective barrier, providing the wearer with a 25% chance to negate critical hits and
sneak attacks.
Spikes: Functions as natural weapons dealing an additional 1d6 piercing damage in melee
attacks. Grants a +2 bonus to Intimidate checks and enables the wearer to use an
Intimidate check to demoralize opponents as a move action.
Chains: Acts as a magical weapon (spiked chain), granting a +2 enhancement bonus to
attack and damage rolls when used as a whip or ranged attack. Allows the wielder to make
a free trip or disarm attempt after a successful hit with the chains. The trip or disarm
attempt doesn't provoke attacks of opportunity.
Skulls: Provides immunity to fear effects and mind-affecting spells. Once per day, the
wearer can use Fear as a spell-like ability with a DC of 15 + wearer's Charisma modifier.
Special Qualities:
Symbiote Traits
Undead Traits
Natural Defense (Ex): The matter of the symbiote is able to absorb or deflect attacks, helping
protect the host, granting a Natural Armor bonus of +1, increased by +1 per 5 HD of the host.
Damage Reduction (Su): A hellspawn has damage reduction 10/good and magic. A hellspawn’s
natural weapons are treated as magic and evil weapons for the purpose of overcoming damage
reduction.
Fast Healing (Ex): A hellspawn heals 5 points of damage each round so long as it has at least 1 hit
point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to
escape. It has 24 hours to reach a place of rest if brought to zero hit points. A hellspawn can have
many places of rest prepared, since the only requirement is darkness.
Regeneration (Ex): Hellspawns take normal damage from magic weapons, good-aligned weapons,
and spells or effects with the good descriptor. A hellspawn that loses a piece of its body regrows it
in 2d6×10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Resistances (Ex): A hellspawn has resistance to cold 10 and electricity 10.
Turn Resistance (Ex): A hellspawn has +4 turn resistance.
Organism Bonded to Central Nervous System (Ex): A Wisdom saving throw (DC 15) is made
periodically (e.g., every long rest). On a failure, the costume assumes dominance for 24 hours,
gaining an additional +2 bonus to AC but potentially acting against Spawn's will or objectives.
Grants the wearer immunity to sleep and paralysis effects. Provides a +4 bonus on saving throws
against poison.
Soul-Feeding Capability: Absorbs souls of defeated enemies, bolstering the wearer's vitality. Each
soul absorbed heals the wearer for 5 hit points per character level and temporarily grants a +2
enhancement bonus to Strength for 1 hour.
Evolution and Necroplasmic Enhancement: The symbiote evolves over time, granting the wearer
new abilities or bonuses at DM's discretion upon reaching certain milestones or levels. Unlocks a
dormant state where the symbiote mutates and evolves, resulting in increased powers and abilities
when it awakens.
Abilities: Increase from the base creature as follows: Str +8, Dex +6, Con +8, Int +2, Wis +2, Cha +4.
Skills: Hellspawns have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive,
and Spot checks. Otherwise same as the base creature.
Feats: Hellspawns gain Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative,
Lightning Reflexes, and Power Attack, assuming the base creature meets the prerequisites and
doesn’t already have these feats.
Environment: Any, usually same as base creature.
ECL: +4
Living Cape: +2 enhancement bonus to AC. Once per day, the living cape grants Spawn the ability to avoid
an incoming attack, providing a +4 bonus to AC against that specific attack.
Symbiotic Spikes: +2 enhancement bonus to melee attack rolls. Successful melee attacks with spikes deal
an additional 1d6 piercing damage.
Chains of Binding: +2 enhancement bonus to ranged attack rolls with chains. Spawn can use chains to
perform disarm, trip, or grapple maneuvers. The chains have a reach of 20 feet.
Skull Emblems: +2 enhancement bonus to Intimidate checks. At will, Spawn can project a fear aura in a 30-
ft radius, causing affected creatures to make a Will saving throw (DC 15) or become shaken for 1d4 rounds.
M-Shaped White Stripe: Spawn can become invisible at will. At will, Spawn can cast Finger of Death, Energy
Drain, and Wail of the Banshee. The saving throw DC is 18.
Spiked Gauntlets: +1 enhancement bonus to melee attack rolls. Successful melee attacks with spiked
gauntlets deal an additional 2d6 slashing damage.
Hellish Hole in Chest: May influence certain interactions or recognitions. Spawn is immune to death effects,
energy drain, and mind-affecting effects, including charms and compulsions.
Feathered Wings: Spawn gains a fly speed of 60 feet with good maneuverability. Spawn can shift into the
Ethereal Plane at will, gaining damage reduction 5/epic while ethereal.
Organic Morphing: Gain one new ability per level-up or significant story milestone, subject to DM approval.
Spawn can be killed by mortal means and must make Fortitude saves to avoid death.
Dancing Chains (Su): A hellspawn’s most awesome attack is its ability to control up to four chains
within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a
hellspawn can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged
barbs. These chains attack as effectively as the hellspawn itself. If a chain is in another creature’s
possession, the creature can attempt a DC 15 Will save to break the hellspawn’s power over that
chain. If the save is successful, the hellspawn cannot attempt to control that particular chain again
for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based. A
hellspawn can climb chains it controls at its normal speed without making Climb checks.
Alternate Form (Su): A hellspawn can assume the form of any animal, as the druid ability wild
shape used by a 12th-level druid. The hellspawn can use this power at will as a move-equivalent
action. The hellspawn can change from one animal shape to another without having to revert to its
humanoid form.
Change Shape (Su): A hellsawn can assume the shape of any Small or Medium humanoid. In
humanoid form, the hellspawn loses its natural attacks. A hellspawn can remain in its humanoid
form until it chooses to assume a new one. A change in form cannot be dispelled, but a hellspawn
reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. When
using its change shape ability, a hellspawn gets an additional +10 circumstance bonus on Disguise
checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and
Disguise checks.
Detect Thoughts (Su): A hellspawn can continuously use detect thoughts as the spell (caster level
18th). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Telekinesis (Su): The symbiote grants its host the ability to use telekinesis (caster level 12th) at will.
Control Weather (Sp): A hellspawn can cast either control weather or fog cloud as a 12th-level
sorcerer at will.
Flight (Su): A hellspawn can fly with speed 50 ft. and perfect maneuverability
Gaseous Form (Su): As a standard action, a hellspawn can assume gaseous form at will as the spell
(caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability.
Phasing (Su): As a standard action, the host can assume ghost form at will as the spell (caster level
16th), but it can remain visible and incorporeal indefinitely.
Portal Creation (Su): The symbiote grants its host the ability to use gate (caster level 16th) at will.
Reality Manipulation (Su): The symbiote empowers its host to use limited wish (caster level 18th)
at will.
Soul Manipulation (Su): The symbiote grants its host the ability to use atonement (caster level
16th) at will, to transfer sins, purify souls, and perform actions.
Life and Death Manipulation (Su): As a swift action, the host can assume a status sight as the
Deathwatch spell, at will. The symbiote grants its host the ability to use Finger of Death, Slay Living,
Raise Dead and Resurrection spells (caster level 18th) at will.
Memory Manipulation (Su): The symbiote empowers its host to use modify memories as the spell
at will (caster level 7th). As a full round action
Time Manipulation (Su): The symbiote enables its host to briefly stop time, similar to the Time Stop
spell.
Transmutation (Su): The symbiote allows its host to perform Polymorph Any Object spell-like
matter manipulations.
Transformation (Su): The symbiote enables its host to transform into a swarm of bats, as per the
Swarm Shape spell.
Cosmic Awareness (Su): The symbiote provides its host with the ability to sense emotions and
experiences up to 1 mile away, as per the Empathy psionic power. The host gains the benefits of a
True Seeing spell.
Summon Spawn (Su): Once per day, Spawn can summon 1d4+1 Hellspawn allies to aid him in
battle. The summoned Hellspawn appear within 60 feet of Spawn and remain for 5 rounds before
returning to their plane of existence. The type of Hellspawn summoned is determined by rolling on
a specific table or choosing from a list based on Spawn's level or circumstances.
Haste (Su): As a standard action, the host the ability to use haste at will as the spell (caster level
5th), but it can remain haste indefinitely.
Omnipresence (Su): The symbiote empowers its host to use greater teleport (self plus 50 pounds of
objects only) (caster level 18th) at will, as a move action.
Invisibility (Su): As a standard action, the host the ability to use invisibility at will as the spell (caster
level 5th), but it can remain invisible indefinitely.
Spider Climb (Ex): A hellspawn can climb sheer surfaces as though with a spider climb spell.
Necroplasm Infusion (Ex): Spawn's entire being is suffused with the otherworldly substance known as
Necroplasm, a manifestation of Hell's power in the mortal realm. His body is a conduit for this energy, and
his suit interacts seamlessly with his necroplasmic essence. The symbiotic suit enhances his abilities and
feeds off his raw power, granting him a variety of supernatural traits.
Necroplasmic Enhancement: The symbiotic suit provides Spawn with additional strength and
durability, granting him an enhancement bonus to Strength of +8, Dexterity of +4 and Constitution
of +8.
Living Weapon: Spawn's body is a living weapon, his natural attacks (claws, chains and spiked
gauntlets ) deal an additional 1d6 necrotic damage per 5 hit dice.
Necroplasmic Beam (Su): Spawn can unleash beams of green Necroplasmic energy from his body.
This ability functions as a ranged touch attack with a range of 60 feet, dealing 4d6 fire and evil
damage.
Necroplasm Bombs (Su): Create explosive blasts with a radius of 20 ft., dealing 1d6 fire and evil
damage per hit dice, as Fireball spell.
The suit itself is powered by the Necroplasm and offers great protection, granting Spawn natural armor and
damage reduction. The suit's appearance is altered by the Necroplasm, giving Spawn his distinctive and
intimidating look. His blood, eyes, and many of his magical effects emit a green glow, a testament to the
raw power of the Necroplasm.
Necroplasmic Armor: Spawn gains a +10 natural armor bonus to his Armor Class.
Damage Reduction: Spawn gains Damage Reduction 10/magic and silver, allowing him to shrug off
attacks that would harm lesser beings.
Comparable to having +10 natural armor. Never tire, function like the Tireless ability. Gains Endurance and
Diehard feats as free.
Symbiotic Enhancement (Ex): The symbiote enhances the abilities of its host:
Symbiotic Weaknesses (Ex): The symbiote give a set of penalty to its host:
Deadzone: Powers nullified in specific areas, as Anti-Magic Field spell. Spawn is weakened in
certain areas (similar to antimagic zones); no powers function within the Deadzone.
Decapitation: Vulnerable to decapitation, must be reduced to negative hit points and coup de
grace dealt.
Vulnerability to Heavenly Weapons and Magic: Spawn takes an additional 50% damage from
attacks made with heavenly weapons or magic.
Vulnerability to Celestial Fire: Vulnerable to celestial fire attacks, as energy vulnerabilities. Celestial
fire damage deals an extra 50% damage to Spawn.
Vulnerability to Sunlight: Weakened in sunlight, -2 penalty to all checks, attacks, and saves.
Symbiotic Link (Ex): The symbiote shares a deep connection with its host, allowing them to communicate
telepathically over any distance. The symbiote can offer advice, insights, and warnings to its host. If the
host is incapacitated or unconscious, the symbiote can attempt to rouse them through telepathic
communication.
Immunities: The symbiote is immune to cold, fire, mind-affecting effects, poison, sleep, paralysis, stunning,
and disease.
Skills: The symbiote has a +4 racial bonus to Listen and Spot checks.
Description: The symbiote is a dark, amorphous entity that binds itself to a chosen host. It has a malleable
form, allowing it to reshape its appearance to some extent. Its coloration is typically shades of black and
dark gray, with occasional faintly glowing patterns of eerie green. The symbiote possesses its own
consciousness and the ability to evolve over time, responding to the needs and experiences of its host.
The symbiote forms a powerful link with its host, granting enhanced physical attributes and resilience. It
communicates with its host through telepathy, offering guidance and sharing its own insights. The
symbiote's presence is often unsettling, and its motivations are closely tied to the dark and sinister powers
of Hellspawn.
Necroplasm
All Hellspawn are comprised entirely of the otherworldly substance called Necroplasm. It's a manifestation
of Hell's power within the mortal realm. Spawn's body is necroplasmic, and he wears a suit that interacts
with his necroplasmic form, providing him with various abilities and protection. The suit is a "living"
symbiotic organism fueled by Necroplasm, which feeds off his power and forms his appearance. The
Hellspawn can channel raw Necroplasm to shoot beams of green energy from their body, and their blood,
eyes, and many of their powers emit a similar green glow.
A Hellspawn's power is limited by the energy contained within their Necroplasm. Each Hellspawn begins
with 9,999 units of power. When this energy is depleted, their time on Earth comes to an end, and they
return to Hell.
Necroplasm Infusion (Ex): Spawn's entire being is suffused with the otherworldly substance known as
Necroplasm, a manifestation of Hell's power in the mortal realm. His body is a conduit for this energy, and
his suit interacts seamlessly with his necroplasmic essence. The symbiotic suit enhances his abilities and
feeds off his raw power, granting him a variety of supernatural traits.
Necroplasmic Enhancement: The symbiotic suit provides Spawn with additional strength and
durability, granting him an enhancement bonus to Strength of +8, Dexterity of +4 and Constitution
of +8.
Living Weapon: Spawn's body is a living weapon, his natural attacks (claws, chains and spiked
gauntlets ) deal an additional 1d6 necrotic damage per 5 hit dice.
Necroplasmic Beam (Su): Spawn can unleash beams of green Necroplasmic energy from his body.
This ability functions as a ranged touch attack with a range of 60 feet, dealing 4d6 necrotic damage.
Necroplasm Bombs (Su): Create explosive blasts with a radius of 20 ft., dealing 1d6 fire damage per
hit dice, as Fireball spell.
The suit itself is powered by the Necroplasm and offers great protection, granting Spawn natural armor and
damage reduction. The suit's appearance is altered by the Necroplasm, giving Spawn his distinctive and
intimidating look. His blood, eyes, and many of his magical effects emit a green glow, a testament to the
raw power of the Necroplasm.
Necroplasmic Armor: Spawn gains a +10 natural armor bonus to his Armor Class.
Damage Reduction: Spawn gains Damage Reduction 10/magic and silver, allowing him to shrug off
attacks that would harm lesser beings.
Necroplasmic Resilience: Spawn's body is resilient to the effects of cold, fire, and mind-affecting
abilities, granting him immunity to Cold, Fire, and Mind-affecting spells.
Furthermore, each Hellspawn is initially imbued with a limited amount of Necroplasmic energy, measured
in units. Spawn begins with 9,999 units of power, and many of his abilities draw upon this reserve. Once
this energy is consumed, Spawn's time on Earth is at an end, and he must return to Hell. This reserve of
energy allows him to unleash powerful abilities and spells fueled by the very essence of his being.
Necroplasmic Energy: Spawn's abilities that consume Necroplasmic energy are fueled by this
reserve. Abilities that require expenditure of Necroplasmic energy, such as Necroplasm Bombs or
powerful spells, reduce this reserve. Once the reserve is depleted, Spawn's access to such abilities
is temporarily diminished until he can replenish his Necroplasmic energy.
1. Necroplasmic Energy Reserve: Spawn possesses a reserve of 9,999 units of Necroplasmic energy.
o Necroplasm Bombs: Creating a single Necroplasm bomb costs 100 units of energy.
3. Diminished Abilities: Spawn's access to certain powerful abilities is temporarily diminished when
his energy reserve falls to 0 units. He must replenish his energy to regain access.
4. Energy Regeneration: Spawn regenerates 100 units of Necroplasmic energy per hour of rest or
meditation in areas with a strong connection to dark energies. The Dungeon Master may adjust this
rate based on campaign balance.
Necroplasmic Energy Manipulation: Varies by spell level, calculated as 2 * spell level * caster level
Symbiotic Infusion:
Those are additional form taken by a necroplasm symbiote, some of them give to an hellspawn additional
vulnerabilities.
Spawn's Black Armor: Masterwork Full Plate Armor. AC Bonus: +20 (stacks with other bonuses). Energy
Resistance: 20 (Fire, Cold, Electricity, Acid). Damage Reduction: 15/epic (bypassed by epic weapons).
Immunity to critical hits and sneak attacks. Spell Resistance: 25 + character level.
Vulnerability: Vulnerable to skull-based attacks, -4 penalty to AC and saves against such attacks.
Red Cloak: Magic Red Cloak with a +2 Enhancement Bonus to Charisma. Can alter its form, allowing the
wearer to change its appearance and function at will. At will, cast Darkness, Greater Shadow Evocation, and
Shades.
Skull Emblems: Enchanted Skull Emblems with a +2 Enhancement Bonus to Intimidate checks. Fear Aura (as
per Fear spell) in a 60-ft radius, at will.
Vulnerability: Vulnerable to skull-based attacks, -4 penalty to AC and saves against such attacks.
M-Shaped White Stripe: Enchanted Hellish (Malebolgia/Mammon) Emblems. Grants the ability to cast
Greater Invisibility at will. At will, cast Finger of Death, Energy Drain, and Wail of the Banshee.
Chains: Chain Weapons with +1 Enhancement Bonus to range attack and damage rolls. Improved Grapple
feat. Chain attacks deal 1d6 piercing and slashing damage per 5 hit dice. Chains have Trip and Disarm
properties. At will, create chains for offense and defense in a 40-ft.-radius spread.
Spiked Gauntlets: Magic Spiked Gauntlets with a +1 Enhancement Bonus to melee attack and damage rolls.
Improved Grapple feat. Spiked gauntlets deal extra damage (2d6) on successful melee attacks.
Hole in Chest: Roleplaying significance, potential recognition by certain enemies. Immunity to death effects
and energy drain. Immunity to all mind-affecting effects, including charms and compulsions.
Vulnerability: Spawn can be killed by mortal means; if reduced to negative hit points, Spawn is destroyed.
Vulnerable to normal injury and death, must make Fortitude saves to avoid death.
Angel Wings: Feathered Wings providing a fly speed of 120 ft. (perfect maneuverability). Constant
Protection from Evil aura in a 60-ft radius. Ability to shift into the Ethereal Plane at will, as Ethereal Jaunt
spell. While ethereal, gain damage reduction 10/epic and immunity to non-ethereal effects.
Organic Appearance: Living Armor with one new ability per level-up or story milestone, decided by DM and
player. Ever-changing, organic appearance. Gain one new beneficial ability per epic level or story milestone
(discuss with DM). May include abilities like energy manipulation, shape-shifting, teleportation, time
manipulation, etc.
Vulnerability: Mortality: Spawn can be killed by mortal means; if reduced to negative hit points, Spawn is
destroyed.
Elemental Manipulation (Su): Control over weather and elements, similar to Control Weather and Control
Elements spells. After visiting Greenworld, gain the ability to cast Control Weather, Control Plants, and
Control Elements spells.
Vulnerability: Powerless in the ethereal realm of Greenworld, similar to Astral Projection mechanics.
Nigh-Omnipotence (Ex): Possession of vast powers comparable to god-like abilities. Granted by the fruit
from the Tree of Life, gaining abilities similar to Satan, Ruler of Hell, and God, Ruler of the Firmament.
Spawn, The Hellspawn - D&D 3.5 Template
Hit Dice: 20d12+160 (average 290 hit points) Initiative: +12 Speed: 40 ft., fly 60 ft. (perfect) Armor Class: 30
(+10 natural, +4 Dex, +6 deflection), touch 20, flat-footed 26 Base Attack/Grapple: +15/+28 Attack: Claw
+23 melee (1d8+12) or Necroplasm Blast +20 ranged touch (4d6+6 necrotic damage, Range 60 ft.) Full
Attack: 2 Claws +23 melee (1d8+12) and Necroplasm Blast +20 ranged touch (4d6+6 necrotic damage,
Range 60 ft.) Space/Reach: 5 ft./5 ft. Special Attacks:
Telekinesis (Su): Can move objects weighing up to 250 lbs at will, similar to Mage Hand spell.
Necroplasm Bombs (Su): Create explosive blasts with a radius of 20 ft., dealing 6d6 fire damage, as
Fireball spell.
Special Qualities:
Regeneration (Ex): Heal 10 hit points per round, comparable to Fast Healing 10.
Immunity: Cold, fire, mind-affecting effects, as Immunity to Cold, Fire, and Mind-affecting spells.
Damage Reduction: Overcome damage reduction with magic and silver weapons, DR 10/magic and
silver.
Spell Resistance: 25, granting Spell Resistance against spells and magical effects.
Saves: Fort +14, Ref +14, Will +14 Abilities: Str 34 (+12), Dex 18 (+4), Con 26 (+8), Int 20 (+5), Wis 20 (+5),
Cha 24 (+7) Skills: Intimidate +30, Knowledge (Tactics) +20, Knowledge (Arcana) +20 Feats: Improved
Initiative, Power Attack, Iron Will, Improved Toughness, Weapon Focus (Claw), Weapon Focus (Necroplasm
Blast)
Special Abilities:
Nigh-Omnipotence (Ex): Possess vast powers comparable to god-like abilities. Given to him by the
fruit from the Tree of Life (gains the same abilities of Satan, Ruler of Hell and God, Ruler of the
Firmament).
Hellspawn Physiology:
Necroplasmic Energy Manipulation (Su): Cast spells and use abilities like a 9th-level
spellcaster.
Immortality (Ex): Immune to death from natural causes, death effects, and energy drain, as
Undead Immunities.
Regenerative Healing Factor (Ex): Heal 10 hit points per round, Regeneration ability.
Soul Manipulation (Su): Transfer sins, purify souls, similar to Atonement spell.
Life and Death Manipulation (Su): Raise Dead and Resurrection spells.
Time Manipulation (Su): Briefly stop time, similar to Time Stop spell.
Army Manipulation (Su): Create Undead spells, summon an army of deceased beings.
Abilities:
Genius Level Intellect (Ex): Tactical and strategic thinking beyond normal bounds.
o Mastered Martial Artist (Ex): Mastery of 13 martial arts forms, comparable to Master of
Many Forms prestige class.
Weaknesses:
Deadzone: Powers nullified in specific areas, as Anti-Magic Field spell. Spawn is weakened in
certain areas (similar to antimagic zones); no powers function within the Deadzone.
Decapitation: Vulnerable to decapitation, must be reduced to negative hit points and coup de
grace dealt.
Vulnerability to Heavenly Weapons and Magic: Spawn takes an additional 50% damage from
attacks made with heavenly weapons or magic.
Vulnerability to Celestial Fire: Vulnerable to celestial fire attacks, as energy vulnerabilities. Celestial
fire damage deals an extra 50% damage to Spawn.
Vulnerability to Sunlight: Weakened in sunlight, -2 penalty to all checks, attacks, and saves.
Mortality (formerly): Spawn can be killed by mortal means; if reduced to negative hit points,
Spawn is destroyed. Vulnerable to normal injury and death, must make Fortitude saves to avoid
death.
Skulls: Vulnerable to skull-based attacks, -4 penalty to AC and saves against such attacks.
Assigning numerical values to the energy cost of these abilities in a D&D 3.5 system can be a bit challenging
due to the wide range of effects and their potential impact on gameplay. However, I'll provide a relative
scale from 1 to 10, where 1 represents a very low energy cost and 10 represents a very high energy cost.
Keep in mind that these values are for conceptual reference and not intended to be precise game
mechanics:
Superhuman Strength: 4
Superhuman Speed/Omnipresence: 6
Superhuman Reflexes: 5
Superhuman Durability: 5
Superhuman Endurance: 5
Superhuman Senses: 3
Superhuman Stamina: 5
Flight (Su): 5
Phasing (Su): 8
Shape-Shifting (Su): 8
Telekinesis (Su): 5
Transmutation (Su): 10
Transformation (Su): 6
These values provide a relative ranking of the energy costs, with higher values indicating abilities that
consume more energy. Please remember that these are abstract values and should be adjusted based on
the power level and balance of your specific campaign.
Composition: Spawn's body and suit are infused with the otherworldly substance called Necroplasm,
allowing him to wield incredible powers and abilities.
Living Weapon (Su): Spawn's suit is a symbiotic organism fueled by Necroplasm, granting him the following
abilities:
Shape-Shifting (Su): Alter physical appearance at will, similar to Alter Self spell.
Necroplasmic Beams (Su): Emit beams of green energy, ranged touch attack dealing 4d6 necrotic
damage, Range 60 ft.
Enhanced Physical Form (Ex): Gain +8 Enhancement bonus to Strength and Dexterity, as Bull's
Strength and Cat's Grace spells.
Protection (Su): Gain +10 Enhancement bonus to Natural Armor, as Barkskin spell.
Energy Reserve (Su): Spawn begins with 9,999 units of Necroplasmic energy. Each use of his powers
consumes varying amounts of energy. If energy is depleted, Spawn's time on Earth ends, and he must
return to Hell. Energy-consuming abilities are equivalent to 9,999 points collectively.
Green Radiance (Su): Spawn's eyes, blood, and manifestations of his power emit a green glow, signifying
the presence of raw Necroplasm. Spells and abilities with this glow are empowered with additional necrotic
energy, dealing extra 2d6 necrotic damage.
Energy Manipulation (Su): Spawn can manipulate his Necroplasmic energy to perform various effects:
Necroplasmic Infusion (Su): Channel Necroplasm into weapons, adding 4d6 necrotic damage to
attacks, as Align Weapon spell.
Necroplasmic Burst (Su): Explode with Necroplasmic energy, dealing 6d6 necrotic damage in a 20-
ft. radius, as Fireball spell.
Necroplasmic Shield (Su): Create a shield of raw Necroplasm, providing +4 Deflection bonus to AC,
as Shield spell.
Empowered Necroplasm (Su): Spawn can focus his Necroplasmic energy to enhance his physical and magical
capabilities:
Necroplasmic Strength (Su): Gain +6 Enhancement bonus to Strength, as Bull's Strength spell.
Necroplasmic Agility (Su): Gain +6 Enhancement bonus to Dexterity, as Cat's Grace spell.
Necroplasmic Power (Su): Gain +6 Enhancement bonus to Charisma, enhancing spellcasting and
abilities.
Energy Regeneration (Ex): Spawn slowly replenishes Necroplasmic energy over time, restoring 100 energy
units per hour of rest and meditation.
Energy Absorption (Su): Spawn can absorb Necroplasmic energy from defeated foes, gaining 1,000 energy
units per defeated creature with Necroplasmic affinity, such as other Hellspawn or Necromancers.
Necroplasmic Infusion (Ex): All Hellspawn possess a body composed entirely of Necroplasm, a dark and
otherworldly substance from the depths of Hell. This Necroplasm not only forms their physical being but
also serves as the source of their supernatural abilities.
Necroplasmic Suit (Ex): A Hellspawn's body is symbiotically connected to their Necroplasmic suit.
This suit grants them enhanced protection and various powers.
o Natural Armor: Gain a +10 enhancement bonus to Natural Armor, providing additional
protection.
o Physical Alteration: The suit can reshape and alter the Hellspawn's physical appearance,
granting a +8 bonus to Disguise checks to change appearance.
o Living Weapon: The suit can transform parts of the Hellspawn's body into deadly weapons,
granting two claw attacks that deal 1d8+12 damage each.
o Energy Blast (Su): Release beams of green Necroplasmic energy, ranged touch attack
dealing 4d6+6 necrotic damage at a range of 60 ft.
o Glowing Features: Blood, eyes, and manifestations of the Hellspawn's powers glow with a
green light, adding an eerie effect to their presence.
Necroplasmic Energy Reserve (Ex): Hellspawn are fueled by the energy contained within their
Necroplasm. At the time of their creation, they possess 9,999 units of energy. Many of their abilities
draw from this reserve.
o Energy Consumption: The Hellspawn's powers, both innate and acquired, consume energy
units from their Necroplasmic reserve.
o Limitation: When the energy reserve is fully depleted, the Hellspawn's time on Earth comes
to an end, and they return to Hell.
Note: In D&D 3.5 terms, the above abilities can be translated as follows:
Necroplasmic Suit: Provides a +10 enhancement bonus to Natural Armor, a +8 competence bonus
to Disguise checks, two claw attacks dealing 1d8+12 damage each, and a ranged touch attack
dealing 4d6+6 necrotic damage.
Necroplasmic Energy Reserve: The Hellspawn has 9,999 units of a unique energy pool that powers
their abilities. Various abilities and powers would consume a certain number of these units when
used. When the reserve reaches zero, the Hellspawn's existence on Earth ends.
Spawn
Medium Undead (Hellspawn) Hit Points: 150 (20 HD) Initiative: +6 Speed: 40 ft., Fly 60 ft. (Perfect) Armor
Class: 26 (+8 natural, +4 deflection, +4 insight), touch 14, flat-footed 22 Base Attack/Grapple: +15/+22
Attack: Claw +22 melee (1d8+10 plus 1d6 fire and 1d6 negative energy) or Sword of the Spirit +22 melee
(2d6+10 plus 2d6 holy damage) Full Attack: 2 Claws +22 melee (1d8+10 plus 1d6 fire and 1d6 negative
energy) or Sword of the Spirit +22/+17 melee (2d6+10 plus 2d6 holy damage) Space/Reach: 5 ft./5 ft.
Special Attacks: Necroplasm Blast, Telekinesis, Necroplasm Bombs Special Qualities: Undead Traits,
Immunity to Cold and Fire, DR 10/good and silver, Regeneration, Flight, Invisibility, Darkvision 60 ft.,
Immunity to Mind-Affecting Effects Saves: Fort +12, Ref +12, Will +14 Abilities: Str 24, Dex 18, Con —, Int
18, Wis 16, Cha 20 Skills: Intimidate +25, Knowledge (Tactics) +20, Knowledge (Arcana) +20 Feats: Improved
Initiative, Power Attack, Ability Focus (Necroplasm Blast), Iron Will, Improved Toughness, Weapon Focus
(Claw), Weapon Focus (Sword) Environment: Urban and Infernal Organization: Solitary or with allies
Challenge Rating: 15 Treasure: Standard Alignment: Neutral Evil
The abilities and powers of Spawn are translated into the D&D 3.5/D20 Modern/D20 Future system with
adjustments for game balance and mechanics:
Necroplasm Blast (Su): As before, Spawn can fire a blast of necroplasm energy as a ranged touch
attack, dealing 4d6+6 necrotic damage.
Telekinesis (Su): Spawn can use telekinesis at will, as per the psionic power.
Necroplasm Bombs (Su): Spawn can expend necroplasm to create explosive blasts. These function
similarly to spells or abilities that create explosive effects.
Regeneration (Ex): Spawn regenerates 10 hit points per round and can regrow lost limbs and
organs within minutes.
Flight (Su): Spawn can fly at a speed of 60 feet with perfect maneuverability.
Invisibility (Su): Spawn can become invisible at will, as per the invisibility power.
Immunity to Cold and Fire (Ex): Spawn is immune to cold and fire damage.
Superhuman Strength, Speed, Reflexes, Agility, Durability, Endurance, Senses, Accuracy, Stamina:
Spawn gains bonuses to Strength, Dexterity, Constitution, and related skill checks to reflect these
enhancements.
Black Dispersal (Su): Spawn can call upon creatures of darkness to his beacon. This can be reflected
as a supernatural ability to summon and control creatures.
Immortality (Ex): Spawn cannot die in the conventional sense due to his undead nature. He could
potentially come back from death after a certain period.
Phasing (Su): Spawn can phase through objects, granting him the ability to move through walls.
Portal Creation (Su): Spawn can create portals to different dimensions or planes of existence.
Reality Manipulation (Su): Spawn can manipulate reality to some extent, potentially affecting the
environment and events around him.
Shape-Shifting (Su): Spawn's ability to transform into a swarm of bats can be adapted as a
supernatural ability to change form.
Army Manipulation (Su): Spawn can summon an army of deceased souls to aid him. This could be
translated as a summoning ability.
Elemental Manipulation: Spawn's control over elements can be adapted as a suite of supernatural
abilities related to controlling nature.
Genius Level Intellect, Tactical Analysis: Spawn's intelligence and tactical abilities provide bonuses
to certain skills and tactics.
Indomitable Will (Ex): Spawn's strong willpower provides bonuses to saves against mind-affecting
effects.
Weaknesses:
Spawn's weaknesses can be incorporated as vulnerabilities that could be exploited by enemies, such as
vulnerability to heavenly weapons, celestial fire, and certain forms of magic.
Spawn
Medium Undead (Hellspawn) Hit Points: 150 (20 HD) Initiative: +6 Speed: 40 ft., Fly 60 ft. (Perfect) Armor
Class: 26 (+8 natural, +4 deflection, +4 insight), touch 14, flat-footed 22 Base Attack/Grapple: +15/+22
Attack: Claw +22 melee (1d8+10 plus 1d6 fire and 1d6 negative energy) or Sword of the Spirit +22 melee
(2d6+10 plus 2d6 holy damage) Full Attack: 2 Claws +22 melee (1d8+10 plus 1d6 fire and 1d6 negative
energy) or Sword of the Spirit +22/+17 melee (2d6+10 plus 2d6 holy damage) Space/Reach: 5 ft./5 ft.
Special Attacks: Necroplasm Blast, Telekinesis, Necroplasm Bombs Special Qualities: Undead Traits,
Immunity to Cold and Fire, DR 10/good and silver, Regeneration, Flight, Invisibility, Darkvision 60 ft.,
Immunity to Mind-Affecting Effects Saves: Fort +12, Ref +12, Will +14 Abilities: Str 24, Dex 18, Con —, Int
18, Wis 16, Cha 20 Skills: Intimidate +25, Knowledge (Tactics) +20, Knowledge (Arcana) +20 Feats: Improved
Initiative, Power Attack, Ability Focus (Necroplasm Blast), Iron Will, Improved Toughness, Weapon Focus
(Claw), Weapon Focus (Sword) Environment: Urban and Infernal Organization: Solitary or with allies
Challenge Rating: 15 Treasure: Standard Alignment: Neutral Evil
Necroplasm Blast (Su): Ranged touch attack; Range 60 ft.; Damage 4d6+6 necrotic damage.
Telekinesis (Su): Spawn can use telekinesis at will (equivalent to the psionic power).
Necroplasm Bombs (Su): Spawn can expend necroplasm to create explosive blasts (similar to spells
or abilities that create explosive effects).
Regeneration (Ex): Spawn regenerates 10 hit points per round; Fast Healing 10; Regrows lost limbs
and organs within minutes.
Flight (Su): Spawn can fly at a speed of 60 feet with perfect maneuverability.
Invisibility (Su): Spawn can become invisible at will (equivalent to the invisibility spell).
Immunity to Cold and Fire (Ex): Spawn is immune to cold and fire damage.
Black Dispersal (Su): Spawn can call upon creatures of darkness to his beacon (functions as
summoning creatures).
Immortality (Ex): Spawn cannot die in the conventional sense due to his undead nature.
Phasing (Su): Spawn can phase through objects (functions as the ethereal jaunt spell).
Portal Creation (Su): Spawn can create portals to different dimensions or planes of existence.
Reality Manipulation (Su): Spawn can manipulate reality to some extent, affecting the
environment and events around him.
Shape-Shifting (Su): Spawn's ability to transform into a swarm of bats functions as the gaseous
form spell.
Army Manipulation (Su): Spawn can summon an army of deceased souls (functions as summoning
undead).
Elemental Manipulation: Spawn's control over elements manifests as spell-like abilities related to
controlling nature (e.g., control flames, control water).
Genius Level Intellect, Tactical Analysis: Spawn's intelligence provides a +5 competence bonus to
Knowledge (Tactics) and Knowledge (Arcana) checks.
Indomitable Will (Ex): Spawn's strong willpower provides a +4 bonus to saves against mind-
affecting effects.
Weaknesses:
Deadzone: Spawn is weakened in certain areas (similar to antimagic zones); no powers function
within the Deadzone.
Vulnerability to Heavenly Weapons and Magic: Spawn takes an additional 50% damage from
attacks made with heavenly weapons or magic.
Vulnerability to Celestial Fire: Celestial fire damage deals an extra 50% damage to Spawn.
Mortality (formerly): Spawn can be killed by mortal means; if reduced to negative hit points,
Spawn is destroyed.
Sunlight: In direct sunlight, Spawn's powers are weakened; he suffers a -2 penalty to all rolls and
abilities.