FIENDISH CREATURE
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.
Special Attacks: A fiendish creature retains all the special attacks of
the base creature and also gains the following special
attack.
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.
—Darkvision out to 60 feet.
—Damage reduction (see the table below).
—Resistance to cold and fire (see the table
below).
—Spell resistance equal to the creature’s HD + 5
(maximum 25).
If
the base creature already has one or more of these special qualities, use the
better value.
If
a fiendish creature gains damage reduction, its natural weapons are treated as
magic weapons for the purpose of overcoming damage
reduction.
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 |