A child of Ishiti is a template that can be applied to any humanoid character, hereafter called the base creature. A child of Ishiti uses all the base creature’s statistics and special abilities except as noted here
Size and Type: The creature’s type changes to Outsider
(demon). Do not recalculate base attack bonuses, saves or skill points. Size is unchanged.
Hit Dice: Change all current and future Hit Dice to d8s. Speed: Same as the base creature.
Dodge and Parry Defence: Same as the base creature. Damage Reduction: Change to 2 (scales).
Attack: A child of Ishiti retains all the attacks of the base
creature.
Full Attack: A child of Ishiti retains all the attacks of the
base creature. He also gains a bite attack that does 1d4 plus poison damage as a secondary attack.
Special Attacks: A child of Ishiti retains all the special attacks
of the base creature and gains those described below.
Poison (Ex): Child of Ishiti venom blocks nerve
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include drowsiness, nausea, vomiting and abdominal pain. In addition, the effects of the bite include darkening and blistering of the flesh around the fang punctures and rotting flesh within 48 hours of the bite. The wound typically smells quite putrid within minutes of the bite or injection of the venom by a poisoned weapon. This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Characters who take damage from a child of Ishiti’s bite must make a Fortitude save (DC 14 + child of Ishiti’s Constitution bonus) or take 2d4 Strength damage in 10 minutes, with secondary damage of 1d4 Strength a minute later. After 48 hours the character must make a save or contract gangrene around the wound.
Special Qualities: A child of Ishiti retains all the special
attacks of the base creature and gains Darkvision 60’, aberration traits (except immunity to physical attack forms), scent and the qualities listed below.
Shape-Shifting (Su): These fiends can take any
human form they wish by flinging a web of sorcery about their faces, as an actor dons a mask. They gain a +10 competence bonus to Disguise checks. If a child of Ishiti is killed, he automatically reverts to normal form. If a child of Ishiti hears the Words that
Unweave, he also reverts to normal form. Reflective
surfaces also reveal their true form, for the sorcery that clouds the minds of men does not fool a mirror, which has no mind to cloud.
Sorcerous Phrase Vulnerability (Su): Children of Ishiti
cannot say the words ‘Ka nama kaa lajerama’. These words cause a child of Ishiti pain and forces him to reveal his true nature. All men retain a racial memory of these haunting words, and will feel a sense of déjà vu when hearing them, feeling they know the words but have simply forgotten them. It takes a Knowledge (arcana) check DC 20 to remember the words for the first time if someone has not already told them to the character. The pain lasts for 1 round and imposes a –4 penalty on attack rolls, skill checks and ability checks. This phrase is sometimes known as the Words that Unweave.
Saves: A child of Ishiti’s base saves are unchanged from the
base creature.
Abilities: A child of Ishiti gains a +2 bonus to Dexterity and
Wisdom and a –6 bonus to Charisma.
Skills: Between their keen eyes, heat-sensing pits and odour-
detecting tongues, the children of Ishiti have a natural +6 to their Spot skills. Their hearing is also extremely acute. They lack external ears but they sense vibrations through a combination of inner ears and through their jaws and other bones. Vibrations along the ground transfer up through the body to the inner ear. A snake-that-speaks always hears a person coming before seeing that person. Children of Ishiti have a natural +8 bonus to Listen because of this. These
incredible senses also help them to determine a person’s mood and intent, giving them a +6 racial bonus to Sense Motive.
Feats: A child of Ishiti gains Alertness and Dodge, assuming
the base creature meets the prerequisites and does not already have these feats.
Environment: Any, usually the same as the base creature. Organisation: Solitary, pair, gang (3-5) or squad (6-30) Advancement: By character class (soldier is now the favoured
class)
Corruption: The creature is a demon now.
Allegiances: A child of Ishiti loses all Allegiances, save one
to Ishiti.
Code of Honour: A child of Ishiti may never have codes of
honour. A child of Ishiti who had a code of honour in his previous life immediately loses it on becoming an undead creature.
Lamia
Large Outsider (demon) Hit Dice:9d12+9 (67 hp)
Initiative:+14 (+2 Dex, +6 Ref, +2 Lightning Reflexes, +4 Imp. Initiative)
Speed:60 ft. (12 squares)
Dodge Defence:18 (–1 size, +2 Dex, +6 natural, +1 dodge)
Damage Reduction: 2 (scales) Base Attack/Grapple:+9/+17
Attack:Bite +12 melee (1d2 +4)
Full Attack:Bite +12 melee (1d2 +4 )
Space/Reach:10 ft./5 ft.
Special Attacks: Lure, constrict, blood-drain, improved grab, dominate
Special Qualities: Darkvision 60 ft., low-light vision, manifest, mobility
Magic Attack Bonus: +7 (+4 base, +3 Cha) Saves:Fort +7, Ref +10, Will +7
Abilities:Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 16
Skills: Bluff +15, Concentration +13, Diplomacy +15, Knowledge (arcana) +13, Move Silently +14, Hide +14, Intimidate +15, Sense Motive +14, Spot +14
Feats: Dodge, Improved Initiative, Lightning Reflexes, Manifest Attack
Environment:Temperate deserts
Organization:Solitary, pair, or gang (3–4)
Advancement:10–13 HD (Large); 14–27 HD (Huge) The lamia is a snake-like vampire-demon with a woman’s head and breasts. She cannot close her eyes. A typical lamia is about 8 feet long and weighs about 700 pounds. They cannot speak but have a hiss that is pleasing to children but repellent to anyone who has entered or gone beyond puberty. Lamias rarely attack adults unless cornered. They draw children to them and drink their blood, gently caressing them with their serpent tail. Stygian mythology holds the lamia
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as a horrific curse laid upon mothers, for the lamia is also sterile, the personification of still-births and sudden infant mortality. According to Stygian myths, the lamia was a mother whose children died and unable to get the images of her dead children out of her head, she was driven insane with jealousy, so she sought out and consumed the children of other mothers.
Although she drinks blood and is characterised as a vampire, she is not undead. She is a demon from the Outer Dark and can be summoned much like other demons, although the ceremonies to summon one of these creatures always involves the death and blood of pre-pubescent children, an act heinous to most Stygians, even sorcerers. To a culture who has numerous gods and goddesses devoted to the protection of children and motherhood, this demon is particularly despised. Sorcerers who traffic with lamias are given the worst possible punishment – buried alive, wrapped in sheepskin (an unclean garment). Even Thoth-Amon, who would willingly sacrifice virgins for power, leaves children alone and has no patience for those who deal peacefully with lamias.
A lamia can be summoned with a summon demon spell that includes a small child. Alternatively, a lamia makes a good subject for a demonic pact spell if the scholar promises to provide the lamia with a constant supply of children. Even lamias who are not themselves scholars will have knowledge of (though not the ability to cast) 1d2+1 sorcery styles and the usual Summoning spells. Lamia scholars can add the spells they personally know to that.
Combat
A lamia usually only attacks children, but it can attack adults if necessary. It drops from a dark place and constricts its foes, draining their blood as its serpent body tightens like a shrinking iron band.
Lure (Su): When it hisses, all children within a 60-foot
radius must succeed on a Will save or be affected by entrance and suggestion effect or all adults (anyone past puberty) must save on a Will save or be affected by Terror (based on its magical attack roll).
Improved Grab (Ex): To use this ability, a lamia must hit
with its bite attack (it does not need to deal damage or pierce damage reduction). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can
constrict and/or blood drain.
Constrict (Ex): On a successful grapple check, a
lamia deals 1d8+9 damage.
Blood Drain (Ex): A lamia can suck blood
from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains
blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the lamia gains 5 temporary hit points.
Dominate (Su): A lamia can crush an opponent’s will just
by looking onto his eyes. This is similar to an evil eye spell, except that the lamia must use a standard action and those merely looking at it are not affected. Anyone the lamia targets must succeed on a Will saving throw (DC set by the lamia’s magic attack roll) or fall instantly under the lamia’s influence as though by a domination spell. The ability has a range of 30 feet.
Mobility (Ex): The lamia gets a +4 dodge bonus to Dodge
Defence against attacks of opportunity caused when she moves out of or within a threatened area.
Manifest (Su): As a standard action, the lamia can either leave
Earth and return to its home plane, or appear somewhere else on Earth. In either case, it manifests at the new location at the end of its action.
Skills: Lamias have a +4 racial bonus on Bluff and Hide
checks.