3e SRD:Half-Fiend

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This material is published under the OGL 1.0a.


"Half-fiend" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.

Speed: There is a 50% chance that a half-fiend has bat wings. The creature can fly at the base creature’s normal speed (average maneuverability).

AC: Natural armor improves by +1.

Attacks: A half-fiend gains bite and claw attacks in addition to the base creature’s attacks., if it did not have them already.

Damage: If the base creature does not have bite and claw attacks, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage, whichever is greater.

Size Bite Damage Claw Damage
Fine 1
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium-size 1d6 1d4
Large 1d8 1d6
Huge 2d6 2d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8

Special Attacks: A half-fiend retains all the special attacks of the base creature. Half-fiends with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once per day.

Level Abilities
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 (fiends only)
19+ Destruction

Special Qualities: A half-fiend has all the special qualities of the base creature, plus darkvision with a range of 60 feet. Half-fiends are immune to poison, and have acid, cold, electricity, and fire resistance 20.

Base Saves: Same as the base creature

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Wis +0, Cha +2.

Skills: A half-fiend has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.

Feats: Half-fiends have one feat for every four levels or the base creature’s total of feats, whichever is greater.

Climate/Terrain: Same as either the base creature or the fiend

Organization: Same as the base creature

Challenge Rating: Same as the base creature +2

Alignment: Always evil (any)

Treasure: Same as the base creature

Advancement: Same as the base creature

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