Fiend
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.
Species Traits
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.
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 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.
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.
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). |