Fiend (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%ImmunityRoll d%ResistanceRoll 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).