No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes,
bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.
"Half-fiend" is an inherited
template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood
alignment (referred to hereafter as the base creature).
A half-fiend uses all the base creature's statistics and
special abilities except as noted here.
Size and Type: The creature's type changes to outsider. Do not recalculate Hit
Dice, base
attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders.
Speed: A half-fiend has
bat wings. Unless the base creature has a better
fly speed, the creature can
fly at the base creature's base land
speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Attack: A half-fiend has two claw attacks and a bite
attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-fiend retains this
ability. A half-fiend fighting without weapons uses a claw when making an
attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-fiend fighting without weapons uses both claws and its bite when making a
full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-fiends have bite and claw attacks. If the base creature does not have these
attack forms, use the
damage values in the table below. Otherwise, use the values below or the base creature's
damage values, whichever are greater.
Size
|
Bite Damage
|
Claw Damage
|
Fine |
1
|
-
|
Diminutive |
1d2
|
1
|
Tiny |
1d3
|
1d2
|
Small |
1d4
|
1d3
|
Medium |
1d6
|
1d4
|
Large |
1d8
|
1d6
|
Huge |
2d6
|
1d8
|
Gargantuan |
3d6
|
2d6
|
Colossal |
4d6
|
3d6
|
Smite Good (Su): Once per day the creature can make a normal melee
attack to deal extra
damage equal to its HD (maximum of +20) against a good foe.
Spell-Like
Abilities: A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like
abilities depending on its Hit
Dice, as indicated on the table below.
The abilities are cumulative
. Unless otherwise noted, an
ability is usable once per day.
Caster level equals the creature's HD, and the save DC is Charisma-based.
-
Resistance to acid 10, cold 10, electricity 10, and fire 10.
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Skills: A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) x .(HD + 3). Do not include Hit
Dice from class levels in this calculation-the half-fiend gains outsider skill points only for its racial Hit
Dice, and gains the normal amount of skill points for its class levels. Treat
skills from the base creature's list as class
skills, and other
skills as cross-class.
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always evil (any).
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