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CREATURES
Select a Creature from the drop-downlist:
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% | 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).


