During construction of the City of Brass, the efreet employed all manner of races. Most were slaves kept by the efreet in their palaces. When the City was finished most of these slaves were killed; some however were taken as consorts and concubines by the great nobles of the City. The resulting offspring of such a mating was a creature that had traits of both parents. Many efreet killed the offspring at birth seeing them as a mark on their society. Some saw the potential for a new race—pawns to be used in their wars against the djinn.
Over the years many efreet have taken non-efreeti mates and spawned children that they unleash on the rest of the multiverse. Cheitans are raised to be cruel, uncaring, and unforgiving—traits the efreet both possess and admire. Sometimes, a cheitan turns from its heritage and sees the good in life and embraces such things. These cheitans usually don’t live very long, especially in the presence of another cheitan or an efreeti.
“Cheitan” is an inherited template that can be added to any corporeal humanoid, monstrous humanoid, or outsider (hereafter referred to as the base creature). It cannot be added to an efreeti. A cheitan uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s HD, base attack, or base saves if its type changes.
CR: If the base creature has 4 or fewer HD, same as the base creature +1; HD 5 to 10, same as the base creature +2; HD 11 or more, same as the base creature +3.
Alignment: Always evil.
AC: Natural armor increases by +3.
Resist: Cheitans gain resistance to fire 20.
Speed: Unless the base creature has a better fly speed, the creature can fly at 40 feet per round with perfect maneuverability.
Attacks: Cheitans retain all the attacks of the base creature, including those using weapons. If it does not already possess it, a cheitan gains 2 slam attacks. If the base creature did not already possess a slam attack, it does damage according to the table below. If the base creature has a slam attack, it uses its own damage or the value from the table, whichever is better.
Special Attacks: A cheitan retains all the special attacks of the base creature and also gains the following.
Spell–Like Abilities: A cheitan with an Intelligence or Wisdom score of 8 or higher has spell–like abilities depending on its HD, as indicated on the table below. The abilities are cumulative; a cheitan with 4 HD can use detect magic as well as produce flame. Unless noted otherwise, an ability is usable once per day. Caster level equals the creature’s HD, and the save DCs are Charisma–based.
|1-2||Detect magic 3/day|
|3-4||Produce flame 3/day|
|7-8||Wall of fire|
|9-10||Scorching ray (1 ray) 3/day|
|13+||Plane shift (elemental planes, Astral Plane, or Material Plane only)|
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +2, Wis +2, Cha +2.
Skills: A cheitan gains skill points as an outsider and has skill points equal to (6 + Int modifier) per Hit Die. Do not include Hit Dice from class levels in this calculation—the cheitan gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels.