Half-Fiend (5e Template)
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A creature touched by powerful evil can occasionally become a half-fiend, though powerful unholy magic can cause an ordinary mortal to become a half-fiend. Most are evil, like fiends tend to be, while good half-fiends, like good fiends, are almost unheard of. Regardless of origins, a half-fiend tends to look brutish and vile, though like most fiends, a half-fiend delights in performing evil acts.
Abilities. The half-fiend's Charisma score increases by 4, while its other ability scores increase by 2.
Damage Resistances. The half-fiend resists fire and poison damage.
Condition Immunities. The half-fiend is immune to the poisoned condition.
Languages The half-fiend learns Abyssal or Infernal.
Senses. The half-fiend gains darkvision out to a range of 60 feet.
Alignment. The half-fiend's alignment can be any evil alignment.
Speed. The half-fiend gains a flying speed equal to the higher of its existing flying speed (if any) or its walking speed.
Innate Spellcasting (1/Day). The half-fiend can innately cast dispel evil and good (spell save DC equal to its Spellcasting spell save DC), requiring no material components. Its innate spellcasting ability is Charisma.
Sense Evil and Good. The half-fiend senses powerful good and evil within 120 feet of it at will. This trait otherwise works like the detect evil and good spell but it isn't itself magical.
Spellcasting. The half-fiend gains spellcasting equal to a 3rd-level sorcerer, with one more level for every 3 CR it has above CR 1 (i.e. level 4 at CR 4, level 5 at CR 7, level 6 at CR 10, up to a maximum of 10 levels gained in this way).
Recalculate the creature's CR with the following considerations:
- Resistance to fire and poison damage.
- Damage-per-round, AC, and effective AC may increase (from Spellcasting).