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The Fiends of Inferno are a brutal and cunning lot whose thoughts and behaviors are far beyond the comprehension of mortal beings. Those that act beyond instinct feel nothing of love, appreciation, or admiration and their dealings are always of a transactional nature. Those foolish enough to bargain usually find, to their horror, thatthey do not receive quite what they expect. Humans are particularly susceptible to Fiendish influences.

Fiendbloods result in the mingling of Fiend and humanoid blood, which produces a twisted hybrid offspring. Though the child itself may appear perfectly normal and healthy for the first few years of life, their nature quickly becomes apparent as they grow and signs of their parentage begin to show. Horns begin to poke from their heads, their skin takes on strange green, red, or gray tones, their eyes darken to black orbs, and strange tragedy follows wherever they go. Those that do manage to avoid suspicion learn the truth when they reach maturity and the first blood transformation takes place.

Fiendblood Traits

Height: 4’8” - 6’5”

Weight: 80 - 250 lbs

Size: Medium

Base Speed: 20 ft

Appearance: Fiendbloods generally resemble a typical member of the species they were born into until they reach their sixteenth birthday when they undergo their first transformation and all manner of changes occur. They might sprout twisted goat horns or spines, wicked claws and fangs, spiked tails or even bat-like wings. Their skin becomes a mottled red, gray, or green and their eyes fade solid black or dull red.


  • Those of the Sanguineth blood must forever fight against the baser urges of excess and indulgence that so define their heritage. The Sanguineth typically appear the most humanoid of their lineage, as the Fiendish influence usually comes through in subtle ways. Slit, blood-red eyes are often the first signs followed by extra long, double-jointed fingers. Those that embrace their blood might have limbs that look quite long and sinewy and teeth that appear a little too pointed.


  • The Melaneth reside in the Black City of Durlossoth, where twisting streets of endless dilapidation drive unfortunate travelers mad with hopelessness. Melaneth fiendbloods usually have wispy hair of black or white and shriveled features. A dour nature comes with the blood, and many Melaneth fiendbloods find an unconscious stirring in their souls when the opportunity for a deal or an imparting of dark wisdom arises.


  • The Cholereth are fiends of a singular desire to dominate or slaughter any who stand in their way, and threads of this notion often weave their way into the lives of their fiendbloods. These individuals are physically imposing and they typically force their way into positions of leadership. Horns and spines are common along with curled claws and thin, lashing tails.


  • It is said that the Phlegmereth are the source of all known illness and disease, and those that share their blood might enforce the idea with sickly, pale skin, skull-like features, and any number of swollen knots or nodules. It is surprising, then, that most Phlegmereth fiendbloods show an unusual strength of both body and will that bely this appearance. The fervent, often zealous nature of their heritage is difficult for such a fiendblood to escape, and they must always be tempered against losing themselves in a cause or belief.

Lifespan: Fiendbloods reach maturity around age 16 and naturally live about 70-90 years.

Fiendblood Features

Fiendblood Starting Features

At level 1, you gain the following features as a fiendblood. You also gain additional features based on your sublineage choice.

Feature Discreption
Blood Transformation (1/Rest) Fiendbloods share an intimate connection with the chaotic plane of Inferno and can temporarily embrace their fiendish nature without risk of losing their mortal selves. For one minute after activating this feature, your Fiendish traits become even more pronounced and you lose nearly all your humanoid characteristics.
Unique Feature Choose one additional option from the All Fiendblood Features table at level 1.

Fiendbloods share characteristics with their Fiendish parentage, whether that be the hotheaded Sanguineth, the cold and calculating Melaneth, the bloodthirsty Cholereth, or the virulent Phlegmereth. Choose your sublineage from the options below and gain all features of that sublineage at level 1.


As a Sanguineth-Blooded, you gain the following feature.

Feature Description
Sanguine Revelry While your Blood Transformation feature is activated, you may spend 4 AP to attempt to drive a living humanoid into a frenzy. Choose one target and attack their WILL with your CHA. If successful, the target is suddenly overcome by a fit of ecstatic madness. On their next turn, they must attack the closest creature, whether that creature is a friend or foe.

As a Melaneth-Blooded, you gain the following feature.

Feature Description
Creeping Dread While your Blood Transformation feature is activated, you may spend 4 AP to attempt to sow a primal fear in those near you. You must make a CHA attack against the WILL of all creatures within 15 ft. If successful, those creatures are struck with the Broken condition until the end of their next turn.

As a Cholereth-Blooded, you gain the following feature.

Feature Description
War Bringer While your Blood Transformation feature is activated, you may spend 4 AP to inspire up to two allies within 30 ft to bring death and carnage. Those allies do an additional +2 damage whenever they hit an enemy for a number of rounds equal to your CHA+1 (min 1).

As a Phelgmereth-Blooded, you gain the following feature.

Feature Description
Pestilent Blessing While your Blood Transformation feature is activated, you may spend 4 AP to attempt to infect a living creature with a gift of the Phlegmereth. Choose one target and attack their FORT with your END. If successful, the target becomes covered in painful pustules and becomes Sickened until the end of their next turn. You may make this check again at the end of the target’s turn without expending AP. If successful, the condition repeats for another turn, but ends after the second turn.

All Fiendblood Features

In addition to the unique feature you selected at level 1, you gain one more feature at the 5th, 10th, 15th, 20th, 25th, and 29th level. Choose from the features below.

Feature PreReq Description
Ancestral Communion (1/Rest) While sleeping, you may attempt to commune with the fiends related to your sublineage. Roll 1d20. On an 11 or higher you successfully contact a fiend determined by the MC. You may ask this fiend three questions, after which the communion ends. The fiend is under no obligation to answer honestly, or even to answer at all. You may use this feature once each time you Take a Rest.
Blood Transformation II Blood Transformation, Character Level 5 Blood Transformation becomes 2/Rest.
Blood Transformation III Blood Transformation II, Character Level 15 Blood Transformation becomes 3/Rest.
Claws Your fingernails grow long, sharp, and rigid, taking on a dark, bloody hue. Gain a special attack that costs 2 AP and deals 1d4 sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
Draining Touch (END/Rest). You have the ability to draw the very life force out of a living creature. You may make a special unarmed attack against one target’s AR by spending 4 AP. If successful, you deal 1d6 necrotic damage to the target and regain HP equal to the amount of damage you dealt.
Draining Touch II Draining Touch, Character Level 10 Your draining touch now does 2d6 Necrotic damage and heals you for the same amount.
Draining Touch III Draining Touch II, Character Level 20 Your draining touch now does 3d6 Necrotic damage and heals you for the same amount.
Fiendish Endurance Repeatable. Gain +6 Skill Points to spend on skills with the Stamina tag. You cannot spend more than +4 points on a single skill in this way.
Infernal Influence Repeatable. Gain +6 Skill Points to spend on skills with the Influence tag. You cannot spend more than +4 points on a single skill in this way.
Occult Affinity Learn two rituals from the Occult Source of magic. Use your magic attribute. If you do not have one, use CHA.
Pact Maker You have the ability to make binding deals with other intelligent creatures. If such a creature makes a willing bargain and exchanges either oath or blood, they become bound to the terms indefinitely (or for a set amount of time specified in the pact) and suffer severe consequences should they be broken. If a creature breaks the terms of its agreement, you may immediately attack their WILL with your CHA, provided that you are currently on the same plane of existence. On a hit, the creature becomes Sickened for the next 24 hours and the pact ends. You can make a number of binding pacts equal to your CHA (min 1). You may end a pact in order to make a new one; if you do, the creature that was released from your pact immediately.

When a pact is ended for any reason, both participants of the pact are aware.

Violent Vindication Pact Maker If a creature violates its pact, then on a hit, you also deal 2d10 psychic damage to the creature. If you miss, the creature takes 1⁄2 damage and is Sickened for the next hour.
Wings of Darkness Blood Transformation While your Blood Transformation feature is active, you sprout a pair of shadowy wings. While you are using your wings, your horizontal jump distance is doubled and you no longer take falling damage.
Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolemHalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou