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CREATURES

Fiends, General

 

Fiends vary wildly. GMs are encouraged to design their own fiends using the information provided in the Table: Outsiders and below. Several sample fiends are given below.

Fiends have the following traits.

Variable Size: Depending on their size, fiends gain a size bonus or penalty on attack rolls, a size bonus or penalty to Defense, and a size bonus or penalty on Hide checks and grapple checks. See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a fiend's typical fighting space and reach.

Natural Armor: A fiend has preternaturally tough skin and gains a natural armor bonus to Defense. The bonus depends on its size, and higher bonuses are allowable: Tiny or smaller +2, Small +5, Medium-size +9, Large +14, Huge +16, Gargantuan +18, Colossal +20.

Immunities (Ex): A fiend is immune to one or more specific types of energy or weapon damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.

Resistance to Energy (Ex): A fiend is resistant to one or more specific types of energy damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.

Damage Reduction (Su): Some fiends have damage reduction. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction to determine whether a fiend has damage reduction. If the campaign includes few or no magic weapons, the GM should consider allowing specific types of weapons to ignore a fiend's damage reduction or contrive some other special vulnerability (see Creature Weaknesses for suggestions).

Telepathy (Su): Fiends with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.

Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.

Bonus Feat: Fiends gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.

Automatic Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages

Table: Fiend Immunities, Resistances, and Damage Reduction
Roll d%ImmunityRoll d%ResistanceRoll d%Damage Reduction
01-06Acid damage01-21None (do not roll again)01-33None (do not roll again)
07-12Cold damage22-27Acid resistance 1034-455/specific weapon type 1
13-18Sonic/concussion damage28-30Acid resistance 2046-5710/specific weapon type 1
19-24Electricity damage31-36Cold resistance 1058-6320/specific weapon type 1
25-30Fire damage37-39Cold resistance 2064-725/+1
31-36Ballistic damage40-45Sonic/concussion resistance 1073-8110/+1
37-42Bludgeoning damage46-48Sonic/concussion resistance 2082-8415/+1
43-48Piercing damage49-54Electricity resistance 1085-8720/+1
49-54Slashing damage55-57Electricity resistance 1088-905/+2
55-60Poison damage58-63Fire resistance 1091-9310/+2
61-66Radiation damage64-66Fire resistance 2094-9815/+2
67-100Choose one, and roll again67-100Choose one, and roll again99-10020/+2

 

1 Includes weapons made of a specific material (silver or wood, for example) or weapons that deal a specific type of damage (ballistic, bludgeoning, piercing, or slashing).

 

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