Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on
the Material Plane. They are more fearsome in appearance than their earthly counterparts.
CREATING A FIENDISH CREATURE
"Fiendish" is an inherited
template that can be added to any corporeal aberration,
animal, dragon, fey,
giant, humanoid, magical beast, monstrous humanoid,
ooze, plant, or
vermin of nongood
alignment (referred to
hereafter as the base creature).
A fiendish creature uses all the base creature's statistics and
abilities except as noted here. Do not recalculate the creature's Hit
Dice, base
attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or
vermin with this
template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Fiendish creatures encountered on
the Material Plane have the extraplanar subtype.
Smite Good (Su):
Once per day the creature can make a normal melee attack to deal extra
damage equal to its HD total (maximum of +20) against a good foe.
Special Qualities: A fiendish creature retains all the
special qualities of the base creature and also gains the following.
-
Resistance to cold and fire (see the table below).
If the base creature already has one or more of these
special qualities, use the better value.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any evil-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: Same as the base creature +2.
Hit Dice
|
Resistance to Cold and Fire
|
Damage Reduction
|
1-3
|
5
|
-
|
4-7
|
5
|
5/magic
|
8-11
|
10
|
5/magic
|
12 or more
|
10
|
10/magic
|