Fiend

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.

Species Traits

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.

Advancement: By character class.

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 20 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).
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