
The diaboli are a humanoid race of Nightmare creatures, of sizes equal to the range found in humans. Diaboli have well-muscled arms and legs, and their skin is bright red, shiny, and hairless. Their feet have split hooves like a pig’ s, and their hands have only three fingers each but are otherwise entirely human. The pupils of their eyes are vertical slits, similar to certain reptiles. The nose is usually longer and lumpier than a human’s. A long, forked tongue, another reptilian feature, is equipped with the various senses of smell, sound, and heat detection. Two small horns protrude from the top of the head, but these are merely vestigial remains from early evolution, and are nearly useless. Each diabolus has a tail just slightly longer than its legs.
The diaboli are natives of the Prime Plane but live in the dimension of Nightmare. The home world(s) of player characters are near to, but never coincide with, those of the diaboli. Because of the alien perspective of the dimension of Nightmare, creatures from Normal space view Nightmare creatures as hideous monsters, even as the peaceful diaboli view Normal creatures as grotesque monstrosities.
A CHAOTIC VIEWPOINT
The diaboli are a cheerful, well-meaning race. As with most Nightmare creatures, they believe that Chaos is the natural disorder of all things, and they try to bring its joys to all who are receptive to such ideas. They do not generally force their beliefs on those who disdain them.
Diabolic interrelations and culture are similar to humans’ in many ways, but strikingly different in others. They promote chaos, chance, and inspiration, viewing order, laws, and disciplines as evil. They do practice customs, though a chaotic society, but each time a custom is practiced, it changes slightly. The diaboli have no set organization or rulers, of course, but they seem to manage very well without them.
PEACEFUL ARTISTS
Though both are native to the Prime Plane, the human and diaboli worlds are separate. The segregation is further aided by the opposed dimensional viewpoints of the races, as they thus have only one dimension in common. Although diaboli have existed for nearly as long as mankind, contact is extremely rare. Diaboli are aware of the existence of other planes, but only visit them occasionally by using magic. They strongly prefer their home worlds.
The diaboli have little interest in war or weaponry and follow a strict moral code of non-interference. Their technological base is far more primitive than man’s, but their art forms, generosity, philosophy, and tolerant attitudes surpass those of humankind.
Some few diaboli explorers have encountered humans on rare occasions, and mutual horror was the natural result. Human legends have exaggerated these events, and the diaboli are thus much feared and maligned. They tell similar tales to their own young, describing the horrible hairy beings who invent all manner of tools to ensure the destruction of all life. Some diaboli religions maintain that humans are agents of evil. The misunderstandings will probably never be resolved on either side.
Diabolus 5E Stats
As a Diabolus, you have these special traits.
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this Race
Speed: 30 feet
Life Span: 80 years on average
Skillful. You gain Proficiency in one Skill of your choice.
Versatile. You gain the Skilled Feat or another 1st-level Feat of your choice.
Devilish Bite: A diaboli’s bits can be used as an attack if the intended victim is close enough. This causes 1d6 points of damage, and human and demi-human foes being bitten will have to make another morale check or flee.
Unholy Tail: Diaboli have a prong tail which can be used in a whip-like fashion as an attack. The tail does 1d4 points of damage and can inject a paralyzing poison into the victim. (Constitution Save or become paralyzed for 1d6 rounds Use your Constitution as a base to find the DC.). This poison only effects Prime dimension creatures
Trident usage: The preferred tool of all adult diaboli is a barbless trident with an elongated handle. This can be used to attack (damage 1-10 plus strength bonus), but may also be used to communicate, enhance movement, and defend.
If a diabolus does not attack or make another action in a round, it may defend with the trident, gaining a +5 bonus to its Armor Class.
The trident can be used for silent but quite detailed communication, using a system of twirling and other motions understood by all adult diaboli.
By using both its tail and its trident, a diabolus can use a form of acrobatic cartwheel movement at double the normal running rate, or 240 feet per round. The diabolus must concentrate when using this maneuver, and thus no other action is possible at the same time. Cartwheel movement incurs the same fatigue as running and it can be maintained for 30 rounds (5 minutes) at most and must be followed by rest. The amount of time required for rest equals six times the amount spent cartwheeling.
AC: A diabolus’ base Armor Class is 11, slightly better than a normal human ‘s because of natural defensive skills. Diaboli wear various types of armor like human armor and have an AC one point better than humans when wearing it.
Magic Resistance: Magic used by Diaboli can only directly affect creatures from the Nightmare Dimension. Healing spells and direct attack spells will not have any affect on life from the Multiverse Dimension. However, Non-living matter can be affected.
Example, a Diaboli Magic User can cast fireball at a Human wizard, and the fireball will have no effect on the Wizard. HOWEVER The Wizard’s staff may catch on fire….
On the other side, Diaboli are utterly unaffected by magical effects produced by mortal creatures from the multiverse, and Magical weapons do not keep their bonuses when hitting a diabolus.
Diaboli’s Magic resistance is a double edged sword, while they may be immune to any damage causing effects or charms, they may also not be affected by magical healing of any kind from the Multiverse Magics (Including healing potions), and can never benefit from magical protections, or magical weapons from the multiverse. (The weapons, staffs, rods, etc. just don’t work for them and act like non-magical items.) They are unable to use Mutiversal Spell scrolls, etc.
Fear: Diaboli strike fear in all that see them unless the characters have dealt with diaboli on a regular basis. This causes immediate revulsion and in City or town settings the character may be ostracized and unable to do business with anyone without a disguise.
Only the Bravest Diaboli can look at humans and Demihumans without fear themselves.
Poison: If any Multiversal creature hits a Diaboli with it’s natural attacks, (Bit wings, tail, etc) the diaboli must make a Constitution saving throw or be paralyzed for 1d6 rounds. Use the Constitution to decide the difficulty.
Diabolus, BECMI / OSE
Class Options:
Diabolus is not a class in itself, it is a race, and Diaboli characters may choose to be Clerics, Fighters, Magic Users or Thieves. They must use their own Experience table, for these classes but receive the same abilities as a human of the same class with the following exceptions.
Magic Users & Clerics: Magic used by Diaboli can only directly affect creatures from the Nightmare Dimension. Healing spells and direct attack spells will not have any affect on life from the Multiverse Dimension. However, Non-living matter can be affected.
Example, a Diaboli Magic User can cast fireball at a Human wizard, and the fireball will have no effect on the Wizard. HOWEVER The Wizard’s staff may catch on fire….
Class Details
Prime Requisite: by class
Other Requirements: By class
Hit Dice: By Class
Armor: Diaboli may wear human sized armor depending upon class
Weapons: Diaboli Like their trident, but are still limited by class (Clerics and Magic Users cannot use the trident as a weapon much to their dismay.)
Special Abilities
Bite: A diaboli’s bit can be used as an attack if the intended victim is close enough. This causes 1d6 points of damage, and human and demi-human foes being bitten will have to make another morale check or flee.
Tail: Diaboli have a prong tail which can be used in a whip-like fashion as an attack. The tail does 1d4 points of damage and can inject a paralyzing poison into the victim. (Save vs poison or become paralyzed for 1d6 rounds). This poison only effects Prime dimension creatures.
Trident usage: The preferred tool of all adult diaboli is a barbless trident with an elongated handle. This can be used to attack (damage 1-10 plus strength bonus), but may also be used to communicate, enhance movement, and defend.
If a diabolus does not attack in a round, it may defend with the trident, gaining a -5 bonus to its Armor Class.
The trident can be used for silent but quite detailed communication, using a system of twirling and other motions understood by all adult diaboli.
By using both its tail and its trident, a diabolus can use a form of acrobatic cartwheel movement at double the normal running rate, or 240 feet per round. The diabolus must concentrate when using this maneuver, and thus no other action is possible at the same time. Cartwheel movement incurs the same fatigue as running and it can be maintained for 30 rounds (5 minutes) at most, and must be followed by rest. The amount of time required for rest equals six times the amount spent cartwheeling.
AC: A diabolus’ base Armor Class is 8, slightly better than a normal human ‘s because of natural defensive skills. Diaboli wear various types of armor like human armor and have an AC one point better than humans when wearing it.
Magic Resistance: Diaboli are utterly unaffected by magical effects produced by mortal creatures from the multiverse; similarly, magic cast by diaboli does not affect creatures native to the multiverse. (See Magic Users Above), and Magical weapons do not keep their bonuses when hitting a diabolus.
Special Hinderances
Fear: Diaboli strike fear in all that see them unless the characters have dealt with diaboli on a regular basis. This causes immediate revulsion and in City or town settings the character may be ostracized and unable to do business with anyone without a disguise.
Only the Bravest Diaboli can look at humans and Demihumans without fear themselves.
Magic Resistance: Diaboli’s Magic resistance is a double edged sword, while they may be immune to any damage causing effects or charms, they may also not be affected by magical healing of any kind from the Multiverse Magics (Including healing potions), and can never benefit from magical protections, or magical weapons from the multiverse. (The weapons, staffs, rods, etc. just don’t work for them and act like non-magical items.) They are unable to use Mutiversal Spell scrolls, etc.
Poison: If any Multiversal creature hits a Diaboli with it’s natural attacks, (Bit wings, tail, etc) the diaboli must make a saving throw vs poison or be paralyzed for 1d6 rounds.
vs poison or be paralyzed for 1d6 rounds.

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