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Planar Scion Grafts

The following grafts help represent non-human creatures who were influenced by planar energies.

Aasimar

Source SF13

More imposing and beautiful than their mundane kin, an aasimar has celestial ancestry.

Required Creature Type: Outsider (native).

Alignment: Any nonevil.

Traits: Darkvision 60 ft.; resistance 5 to acid, cold, and electricity; celestial radiance usable a number of times per day equal to 1 + half the creature’s CR.

Suggested Ability Scores: Charisma, Wisdom.

Ifrit

Source SF13

An ifrit has ancestry tracing back to the Plane of Fire.

Required Creature Type: Outsider (native).

Traits: Darkvision 60 ft.; resistance 5 to fire, fire affinity (see Racial Traits), spell-like abilities (overheat 1/day; CR 8+, 2/day; CR 16+, 3/day).

Suggested Ability Scores: Dexterity, Charisma.

Oread

Source SF13

An oread’s ancestors have a connection to the Plane of Earth.

Required Creature Type: Outsider (native).

Traits: Darkvision 60 ft.; acid resistance 5; earth affinity, spell-like abilities (energy ray [acid only] at will).

AbilitiesEarth Affinity: Whenever an oread deals acid damage (including with spells such as energy ray), the oread can change it to bludgeoning damage instead. This doesn’t change anything else about the effect dealing the damage.

Suggested Ability Scores: Strength, Wisdom.

Suli

Source SF13

A suli has ancestry tracing back to the Elemental Planes or a janni parent.

Required Creature Type: Outsider (native).

Traits: Low-light vision; resistance 5 to acid, cold, electricity, and fire; elemental assault (see below).

AbilitiesElemental Assault: As a swift action, a suli can cause half the damage dealt by a weapon she wields to be acid, cold, electricity, or fire damage for 1 round. A suli can use this ability on her unarmed strikes, causing them to be neither archaic nor nonlethal while the damage alteration persists. She can use this ability a number of times per day equal to her level or CR.

Suggested Ability Scores: Strength, Charisma.

Sylph

Source SF13

A sylph has ancestry tracing back to the Plane of Air or its energies, and the wind currents often treat a sylph more kindly than other creatures.

Required Creature Type: Outsider (native).

Traits: Darkvision 60 ft.; cold resistance 5; spell-like abilities (flight [1st level] 1/day, 2nd level at CR 6+, 3rd level at CR 12+); air affinity (see below).

AbilitiesAir Affinity: Sylphs have a +2 racial bonus to Acrobatics checks and, if able to fly, maneuverability one step better than normal.

Suggested Ability Scores: Dexterity, Intelligence.

Tiefling

Source SF13

Fiendish blood grants a tiefling their supernatural defenses and abilities.

Required Creature Type: Outsider (native).

Alignment: Any non-good.

Traits: Darkvision 60 ft.; resistance 5 to cold, electricity, and fire; fiendish gloom, usable a number of times per day equal to 1 + half the creature’s CR.

Suggested Ability Scores: Dexterity, Intelligence.