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Hosted by 12 To Midnight.
Select a Creature from the drop-downlist:
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.
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%||Immunity||Roll d%||Resistance||Roll d%||Damage Reduction|
|01-06||Acid damage||01-21||None (do not roll again)||01-33||None (do not roll again)|
|07-12||Cold damage||22-27||Acid resistance 10||34-45||5/specific weapon type 1|
|13-18||Sonic/concussion damage||28-30||Acid resistance 20||46-57||10/specific weapon type 1|
|19-24||Electricity damage||31-36||Cold resistance 10||58-63||20/specific weapon type 1|
|25-30||Fire damage||37-39||Cold resistance 20||64-72||5/+1|
|31-36||Ballistic damage||40-45||Sonic/concussion resistance 10||73-81||10/+1|
|37-42||Bludgeoning damage||46-48||Sonic/concussion resistance 20||82-84||15/+1|
|43-48||Piercing damage||49-54||Electricity resistance 10||85-87||20/+1|
|49-54||Slashing damage||55-57||Electricity resistance 10||88-90||5/+2|
|55-60||Poison damage||58-63||Fire resistance 10||91-93||10/+2|
|61-66||Radiation damage||64-66||Fire resistance 20||94-98||15/+2|
|67-100||Choose one, and roll again||67-100||Choose one, and roll again||99-100||20/+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).