Monday, January 3, 2011

General Rules: Monsters - Fiendish Creature (Template)

Fiendish Creature (from the Monster Manual)

Fiendish creatures dwell in the Hells, the realms of evil, although they resemble beings found in the Three Worlds. they are more fearsome in appearance than their earthly counterparts. Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a nonfiendish creature, or through some foul infernal breeding project.

"Fiendish" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of evil or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. It gains the subtype "evil". Fiendish creatures encountered in the Three Worlds have the "extraplanar" subtype. A fiendish creature uses all of the base creature's abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A fiendish creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Good (Su): Once per day, a fiendish creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against a good opponent.
Hit DiceDamage ReductionCold, and Fire Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A fiendish creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Cold and fire resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 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 +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.

Abilities: Same as the base creature, but Intelligence is at least 3.

Skills: Same as the base creature. All fiendish creatures speak Infernal.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Always evil (any).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +2.

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