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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 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.

Advancement: By character class.

Table: Fiend Immunities, Resistances, and Damage Reduction

Roll d%ImmunityRoll d%ResistanceRoll d%Damage Reduction
01–06Acid damage01–21None (do not roll again)01–33None (do not roll again)
07–12Cold damage22–27Acid resistance 1034–455/specific weapon type 1
13–18Sonic/concussion damage28–30Acid resistance 2046–5710/specific weapon type1
19–24Electricity damage31–36Cold resistance 1058–6320/specific weapon type 1
25–30Fire damage37–39Cold resistance 2064–725/+1
31–36Ballistic damage40–45Sonic/concussion resistance 1073–8110/+1
37–42Bludgeoning damage46–48Sonic/concussion resistance 2082–8415/+1
43–48Piercing damage49–54Electricity resistance 1085–8720/+1
49–54Slashing damage55–57Electricity resistance 2088–905/+2
55–60Poison damage58–63Fire resistance 1091–9310/+2
61–66Radiation damage64–66Fire resistance 2094–9815/+2
67–100Choose one, and roll again67–100Choose one, and roll again99–10020/+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).