Challenge Rating: Same as base
creature +2, or +3 if the half-
fiend has wings.
Speed: There is a 25% chance that a half-
fiend has batlike wings. Such a
creature can fly at the base
creature's normal
speed (average maneuverability).
Attacks: A half-
fiend retains all the
attacks of the base
creature. It also gains a bite attack and two claw
attacks if the base
creature didn't already have them. If the base
creature did not have bite and claw
attacks, use the base
damage values in the table below. Otherwise, use the values below or the base
creature's base
damage, whichever is greater.
Size
|
Bite Damage
|
Claw Damage
|
Fine |
1
|
-
|
Diminutive |
1d2
|
1
|
Tiny |
1d3
|
1d2
|
Small |
1d4
|
1d3
|
Medium-size |
1d6
|
1d4
|
Large |
1d8
|
1d6
|
Huge |
2d6
|
1d8
|
Gargantuan |
2d8
|
2d6
|
Colossal |
4d6
|
2d8
|
Darkvision (Ex): A half-
fiend has darkvision with a range of 60 feet.
Damage Reduction (Ex): Roll on Table:
Fiend Immunities, Resistances, and
Damage Reduction, subtracting 30 from the die roll, to determine whether the half-
fiend has
damage reduction. If the result is less than 1, the half-
fiend has no
damage reduction. If the campaign includes few or no magic
weapons, the GM should consider allowing specific types of
weapons to ignore a half-
fiend's
damage reduction or contrive some other special vulnerability.
Immunities (Ex): Roll on Table:
Fiend Immunities, Resistances, and
Damage Reduction, subtracting 30 from the die roll, to determine whether the half-
fiend has any immunities. If the result is less than 1, the half-
fiend has no immunities.
Resistance to Energy (Ex): Roll on Table:
Fiend Immunities, Resistances, and
Damage Reduction, subtracting 30 from the die roll, to determine whether the half-
fiend has any resistances. If the result is less than 1, the half-
fiend has no resistances.
Spell-Like Abilities: A half-
fiend with an Intelligence or Wisdom score of 8 or higher possesses spell-like
abilities according to its character level, as given on the table below. Unless otherwise indicated, each ability is usable once per day.
Level
|
Abilities
|
Level
|
Abilities
|
1-2
|
Mage hand 3/day |
11-12
|
Levitate
|
3-4
|
Daze 3/day |
13-14
|
Displacement
|
5-6
|
Change self
|
15-16
|
Tongues
|
7-8
|
Cause fear
|
17-18
|
Bestow curse
|
9-10
|
Blur
|
19+
|
Animate dead
|
Telepathy (Su): A half-
fiend with an Intelligence score of 12 or higher can communicate telepathically with any living
creature within 100 feet that has a language.
Ability Scores: A half-
fiend gains the following
ability score increases: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Automatic Language: A half-
fiend can speak Abyssal.