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    Half-Fiend (CR +1 to +3)

    Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.

    Creating a Half-Fiend

    “Half-fiend” is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature's statistics and special abilities except as noted here.

    CR: 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: Any evil.

    Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

    Armor Class: Natural armor bonus improves by +1.

    Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).

    Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good).

    Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size.

    Special Attacks: A half-fiend gains the following.

    Smite Good (Su)

    Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.

    Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).

    Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

    Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

    Table: Half Fiend Spell-like Abilities by Hit Die

    Hit Dice Resist Cold, Acid, and Electricity
    1–2 Darkness 3/day
    3–4 Desecrate
    5-6 Unholy blight
    7-8 Poison 3/day
    9-10 Contagion
    11-12 Blasphemy
    13-14 Unholy aura 3/day, unhallow
    15-16 Horrid wilting
    17-18 Summon monster IX
    19-20 Destruction