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 fiends 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.
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 fiends 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.
Advancement: By character class.
|Table: Fiend Immunities, Resistances, and Damage Reduction|
|Roll d%||Immunity||Roll d%||Resistance||Roll d%||Damage Reduction|
|0106||Acid damage||0121||None (do not roll again)||0133||None (do not roll again)|
|0712||Cold damage||2227||Acid resistance 10||3445||5/specific weapon type 1|
|1318||Sonic/concussion damage||2830||Acid resistance 20||4657||10/specific weapon type 1|
|1924||Electricity damage||3136||Cold resistance 10||5863||20/specific weapon type 1|
|2530||Fire damage||3739||Cold resistance 20||6472||5/+1|
|3136||Ballistic damage||4045||Sonic/concussion resistance 10||7381||10/+1|
|3742||Bludgeoning damage||4648||Sonic/concussion resistance 20||8284||15/+1|
|4348||Piercing damage||4954||Electricity resistance 10||8587||20/+1|
|4954||Slashing damage||5557||Electricity resistance 20||8890||5/+2|
|5560||Poison damage||5863||Fire resistance 10||9193||10/+2|
|6166||Radiation damage||6466||Fire resistance 20||9498||15/+2|
|67100||Choose one, and roll again||67100||Choose one, and roll again||99100||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).|