From D&D Wiki
|This material is published under the OGL|
"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|
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.
|13-14||Unholy aura 3/day, unhallow|
|17-18||Summon monster IX (fiends only)|
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
This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.