Web Enhancements06/30/2006


(Half)-Fiendish Variety
Monster Manual Web Enhancement



So, you've seen the half-fiend template in the Monster Manual, but you want to add a bit more variety to your half-fiends. Take a look at this series of web enhancements that suggest how you can do that. You'll find basic rules for making your half-fiend more like the base fiend that you choose to use, plus you can start implementing these rules right away by using the statistics for several half-fiends that are within these PDFs.



Part Two

To better help you drop some customized half-fiend creatures into your game, here are a few more such templated creatures all ready to go. As before, you'll also find the template for the customized fiend so that you can make other versions (such as creatures with classes) if needed.

Ekolid/Displacer Beast Combination

Talk about weird. An ekolid is an obyrith demon that looks like a weird combination of spider, scorpion, and ant. When crossed with a displacer beast, you get an emaciated creature that looks like a starved panther with the segmented body of an ant. It is reddish black, with three sets of eyes (only one set works). It has insectlike wings sprouting from its back, and its tentacles end in nasty-looking long stingers.

Customized Half-Fiend Template

  • Size and Type: Large outsider
  • Speed: Insectlike wings, fly 40 ft. (average)
  • Armor Class: +1 natural armor improvement
  • Attack: No claws, add stinger attack to end of tentacle
  • Damage: Stinger 1d6+Str
  • Special Attacks: smite good, 1-2 HD darkness 3/day, 3-4 HD desecrate 1/day, 5-6 HD unholy blight 1/day (ekolids don't have spell-like abilities, so no customization)
  • Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 5/lawful, SR 16
  • Abilities: Increase from the base creature as follows: Str +0, Dex +6, Con +6, Wis +0, Cha +4
  • Skills: 5 skill points per (HD+3); add Balance, Climb, Jump, and Tumble as class skills
  • Challenge Rating: +2 (this isn't harder to defeat than a standard half-fiend displacer beast)

Half-Fiend (Ekolid) Displacer BeastCR 6
NE Large outsider
Init +5; Senses darkvision 60 ft., low-light vision, Listen +9, Spot +9
Languages Elven, Sylvan

AC 20, touch 14, flat-footed 15; Dodge
(-1 size, +5 Dex, +6 natural)
hp 69 (6 HD); DR 5/lawful
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 16
Fort +11, Ref +10, Will +3; +2 against ranged magical attacks that specifically target it (except for ranged touch attacks)

Speed 40 ft. (8 squares), fly 40 ft. (average)
Melee 2 stingers +9 (1d6+4) and
bite +4 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with stinger tentacles)
Base Atk +6; Grp +14
Atk Options smite good 1/day (+6 damage)
Spell-Like Abilities (CL 4th):
3/day -- darkness
1/day -- desecrate, unholy blight (DC 15)

Abilities Str 18, Dex 21, Con 22, Int 5, Wis 12, Cha 12
SQ displacement
Feats Alertness, Dodge, Stealthy
Skills Balance +7, Hide +15, Jump +10, Listen +9, Move Silently +11, Spot +9, Tumble +11

Saves A half-fiend displacer beast has a +2 resistance bonus on saving throws against ranged magical attack that specifically targets it (except for ranged touch attacks).

Displacement (Su) As the displacement spell; continuous effect; caster level 6th. A light-bending glamer continually surrounds a half-fiend displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.

Smite Good (Su) Once per day this creature can make a normal attack and deal +6 damage against a good foe.

Skills A half-fiend displacer beast has a +8 racial bonus on Hide checks, thanks to its displacement ability.

Glabrezu/Mind Flayer Combination

This cross produces a mind flayer that is large and in charge (but does not have the feat by the same name). It resembles a mind flayer, but its skin is more red-purple than black-purple or blue-purple, and instead of two hands it has a claw and a wicked-looking pincer similar to that of a glabrezu. It is very strong, and thus can more easily extract brains.

Customized Half-Fiend Template

  • Size and Type: Large outsider (glabrezus are Huge)
  • Speed: No wings
  • Armor Class: +3 natural armor improvement; +2 natural armor improvement due to size change from template
  • Attack: Add 1 claw, 1 pincer, and bite
  • Damage: Pincer 2d6+Str (not Huge) and claw 1d6+Str as secondary natural attacks; no bite (tentacles around the mouth make a bite attack not work very well)
  • Special Attacks: smite good, 1-2 HD mirror image 3/day, 3-4 HD dispel magic 1/day, 5-6 HD unholy blight 1/day, 7-8 HD chaos hammer 1/day
  • Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 5/lawful, SR 18
  • Abilities: Increase from the base creature as follows: Str +5, Dex +0, Con +5, Int +2, Cha +4; a size increase also changes the following: Str +8, Dex -2, Con +4
  • Skills: 13 skill points per (HD+3); add Search and Spellcraft as class skills
  • Challenge Rating: +4 (+2 base from template, +1 size increase, +1 harder to defeat)

Half-Fiend (Glabrezu) Mind FlayerCR 12
NE Large outsider
Init +5; Senses darkvision 60 ft., Listen +14, Spot +14
Languages Undercommon, telepathy 100 ft.

AC 18, touch 10, flat-footed 17
(-1 size, +1 Dex, +8 natural)
hp 84 (8 HD); DR 5/lawful
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 18
Fort +8, Ref +3, Will +9

Speed 30 ft. (6 squares)
Melee 4 tentacles +12 (1d4+7) and
claw +7 (1d6+3) and
pincer +7 (2d6+3)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +17
Atk Options Power Attack, smite good 1/day (+8 damage)
Special Actions extract, improved grab, mind blast
Spell-Like Abilities (CL 8th):
At will -- charm monster (DC 19), detect thoughts (DC 17), levitate, plane shift, suggestion (DC 18)
3/day -- mirror image
1/day -- chaos hammer (DC 19), dispel magic, unholy blight (DC 19)

Abilities Str 25, Dex 12, Con 21, Int 21, Wis 17, Cha 21
Feats Combat Casting, Improved Initiative, Power Attack
Skills Bluff +16, Concentration +16, Diplomacy +20, Disguise +5 (+7 acting), Hide +8, Intimidate +18, Knowledge (dungeoneering) +16, Knowledge (the planes) +16, Listen +14, Move Silently +12, Search +16, Sense Motive +16, Spellcraft +16, Spot +14, Survival +3 (+5 underground and on other planes, +5 following tracks, +7 following tracks underground or on other planes)
Possessions 9,800 gp in treasure and magic items

Extract (Ex) A half-fiend mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

Improved Grab (Ex) To use this ability, half-fiend mind flayer must hit an opponent of up to Large size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches a tentacle to the opponent's head. A half-fiend mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a half-fiend mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the half-fiend mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Mind Blast (Sp) This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 19 Will save or be stunned for 3d4 rounds. Half-fiend mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.

Smite Good (Su) Once per day this creature can make a normal attack and deal +8 damage against a good foe.

Yochlol/Large Earth Elemental Combination

This creature resembles a 16-foot tall earth elemental that is constantly melting off a muddy exterior and yet never looks smaller for doing so. Except for the constant melting, it is difficult to tell this creature apart from a real earth elemental.

Customized Half-Fiend Template

  • Size and Type: Large outsider
  • Speed: No wings
  • Armor Class: +1 natural armor improvement (yochlols have deflection bonuses to AC, not natural armor bonuses)
  • Attack: Add 2 tendrils
  • Damage: Tendril 1d4+Str
  • Special Attacks: smite good, 1-2 HD darkness 3/day, 3-4 HD desecrate 1/day, 5-6 HD web 3/day, 7-8 HD stone shape 1/day
  • Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 5/good (but DR 5/-- is better, so that overrides this change), SR 18
  • Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +4, Int +2, Cha +4
  • Skills: 7 skill points per (HD+3); add Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Move Silently, and Sense Motive as class skills
  • Challenge Rating: +2

Half-Fiend (Yochlol) Earth ElementalCR 7
CE Large outsider
Init +1; Senses darkvision 60 ft., Listen +11, Spot +11
Languages Terran

AC 20, touch 10, flat-footed 19
(-1 size, +1 Dex, +10 natural)
hp 84 (8 HD); DR 5/--
Immune poison, sleep effects, paralysis, stunning, not subject to critical hits or flanking
Resist acid 10, cold 10, electricity 10, fire 10; SR 18
Fort +12, Ref +3, Will +2

Speed 20 ft. (4 squares), earth glide (special burrow) 20 ft.
Melee 2 slams +13 (2d8+8) and 2 tendrils +8 (1d4+4)
2 tendrils +8 (1d4+4)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +18
Atk Options Cleave, Great Cleave, Power Attack, earth mastery, smite good 1/day (+8 damage)
Special Actions push
Spell-Like Abilities (CL 8th):
3/day -- darkness, web (DC 14)
1/day -- desecrate, stone shape

Abilities Str 27, Dex 12, Con 23, Int 8, Wis 11, Cha 15
Feats Cleave, Great Cleave, Power Attack
Skills Diplomacy +4, Concentration +17, Hide +8, Intimidate +13, Listen +11, Move Silently +12, Sense Motive +11, Spot +11

Earth Glide (Ex) A half-fiend earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.

Earth Mastery (Ex): A half-fiend earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the half-fiend earth elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex) A half-fiend earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in earth mastery, above, also apply to the half-fiend elemental's opposed Strength checks.

Smite Good (Su) Once per day this creature can make a normal attack and deal +8 damage against a good foe.

Robert Wiese entered the gaming hobby through the Boy Scouts and progressed from green recruit to head of the most powerful gaming fan organization in the world. He served as head of the RPGA Network for almost seven years, overseeing the creation of the Living Greyhawk and Living Force campaigns, among other achievements. Eventually, he returned to private life in Reno, Nevada, where he spends as much time as possible with his wife, new son Owen, and many pets.

He is still involved in writing, organizing conventions, and playing, and he models proteins for the Biochemistry Department of the University of Nevada, Reno.

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