Children of the Pit
D&D 3e (3.0/3.5) Rules
The winter sun has just set on the shortest day of the year, and Ansalon huddles under the bed furs for a long cold night. For some, tonight will bring spirits leaving gifts at the hearth; for others, it is the "long night" when spirits roam the land, punishing those who have committed evil and clearing the path for the birth of the holy sun.
But in the Sentinel Mountains of Ergoth, an evil made flesh stirs.
The pit is awash with the dim light of the fading moons, it's vapors trailing like a thing alive from the gapping wound in the earth. A terrible silence looms, heavy and hard on the ear. No night bird calls here, no insect sings its nightly song. The only sound...a single pebble, tumbling down the yawning shaft... then another....
Those who watch from the trees feel their breath catch, as if the slightest sound might shatter the darkness. And from the vapors, a form emerges... climbing on hands and knees from the pit. Clumsy, in that way only children can be, the figure emerges from the mists. A child naked, pink, and perfect. Even the thin coating of soot and ash cannot mar his beauty, as he rises from all fours at the edge of the pit, and surveys his world with bright eyes.
The eldest of the watchers allows himself a soft sigh, before silently leaving the concealing shadows of the tree line, and casually approaching the child. The child watches his approach, fearless and without any sign of concern. The elder kneels before the child, "Yes... perfect... but of course we always are." He lifts the child into his arms, and turns to face the others, exclaiming, "Behold, we have a new brother."
Physical Description: The children of Raekel's pit emerge as children of about ten human years of age. They are always beautiful, and this is in fact what often first betrays their nature...for they are too perfect. Their skin is always flawless and clear, their forms graceful and strong, and their eyes gleam with an intelligence and power, that startles even the most jaded.
After their birth from the pit, they appear to age at much the same rate as humans, until adulthood, when their aging seems to slow to a crawl...maintaining the blush of youth for many years.
The oldest of the children, although he has walked the earth for over thirty years, would be taken as being no more than seventeen seasons by most.
Ability Score Adjustments: +2 Dexterity, +2 Intelligence, +6 Wisdom, +4 Charisma.
Medium: As medium creatures, they have no special bonuses or penalties due to their size.
Outsider (Native, Evil): Children of the pit are of the Outsider (Native) & Evil type.
Base Land Speed: 30 feet.
See in Darkness (Su): The children can see perfectly in darkness (60 foot range) of any kind, even that created by a deeper darkness spell.
Racial Hit Die: Upon emergence, a child of the pit has 1d8 racial hit points. They receive maximum hit points for their first Hit Die. The children's racial hit die also provide a Base Attack Bonus of +1, a Fort, Ref, and Will save of +2, and skill points equal to (8 + Int modifier x 4).
Racial Skills: The children receive the following racial skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana, religion, the planes), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Spell Casting (Su): All Children of Raekel have the ability to cast spells as a 1st level Mystic. If they then pursue levels in the Mystic class, their effective level is always +1. A child of the pit chooses a domain from the following options: Evil, Law, Treachery, Trickery, or Tyranny. Note that this is in addition to any domain chosen when taking the Mystic class.
Pre-Born: Although they appear as little more than children "at birth", they emerge from the pit with the consciousness of an adult. A child of the pit has full access to all abilities upon emerging from Raekel's pit.
Armor Class: Children of the pit receive a deflection bonus equal to their Charisma modifier.
Immunities: The children are immune to all poisons, and mind-affecting spells and abilities.
Spell Resistance: Children of the pit have spell resistance equal to 10 + hit die (max 35).
Fast Healing (Su): Fast Healing 4.
Resistance (Su): The Children have Resistance 5 to acid, cold, electricity, and fire.
Damage Reduction (Su): The children have damage reduction 5/Good (if less than than 11 HD). This improves to damage reduction 10/Good and Magic (at 12 or higher HD).
Claw Attack (Ex): Children of the pit have a claw attack (1D3 if small sized, 1D4 if Medium).
Unholy Strike (Sp): All natural or melee attacks from the children are treated as "evil" in alignment for purposes of bypassing resistances. In addition, they add a +2D6 damage vs. opponents with the "good" alignment.
Ward Charm (Su): Dolan, the children's warden, is treated as if under a constant charm person effect. This effect extends to anyone who willingly (regardless of whether they understand the children's nature or not) takes responsibility for protecting or defending a Child of Raekel.
Spell-Like Abilities: A child of the pit with a Wisdom score of 10 or higher has spell-like abilities depending on it's hit dice, as indicated on the table below. The abilities are cumulative, and save DC is Wisdom-based.
Challenge rating: 1 to 4 HD +1; 5 to 10 HD +2; 11 or more HD +3.
Level adjustment: +5
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