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 Three

To better help you drop some customized half-fiend creatures into your game, we're giving you one more installment of some templated creatures. As in the first two parts of this series, you'll also find the template for the customized fiend so that you can make other versions (such as creatures with classes) if needed.

Molydeus/Kraken Combination

The kraken is already a terrible opponent, and thus it should be combined with some powerful demon when using the half-fiend template. Using the molydeus as a model fiend produces a bright red kraken with claws on the ends of its arms. It has a vestigial snake head on the back of its neck, but the snake head doesn't move or see. It can use magic items, and so it could be using weapons in one or more arms instead of making claw attacks. It can also make use of magic items that could be used underwater such as wands.

Customized Half-Fiend Template

  • Size and Type: Gargantuan outsider
  • Speed: No wings
  • Armor Class: +4 natural armor improvement
  • Attack: Add 6 claws
  • Damage: Claw 2d6+Str
  • Special Attacks: smite good, 1-2 HD darkness 3/day, 3-4 HD suggestion 1/day, 5-6 HD unholy blight 1/day, 7-8 HD vampiric touch 3/day, 9-10 HD baleful polymorph 1/day, 11-12 HD blasphemy 1/day, 13-14 HD unholy aura 3/day, telekinesis 1/day, 15-16 HD horrid wilting 1/day, 17-18 HD summon monster IX (demons only) 1/day, 19-20 HD trap the soul 1/day
  • Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 10/cold iron, SR 30
  • Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Cha +4
  • Skills: 14 skill points per (HD+3); add Bluff, Diplomacy, Forgery, and Knowledge (all) as class skills
  • Challenge Rating: +2 (not harder to defeat than a standard half-fiend)

Half-Fiend (Molydeus) KrakenCR 14
NE Gargantuan outsider (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision, Listen +30, Spot +30
Languages Aquan, Common

AC 25, touch 7, flat-footed 24
(-4 size, +1 Dex, +18 natural)
hp 330 (20 HD); DR 10/cold iron
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 30
Fort +23, Ref +13, Will +13

Speed swim 20 ft. (4 squares)
Melee 2 tentacles +30 (2d8+14/19-20) and
6 claws +25 (2d6+7) and
bite +25 (4d6+7)
Space 20 ft.; Reach 15 ft. (60 ft. with tentacle, 30 ft. with arm)
Base Atk +20; Grp +46
Atk Options Blind-Fight, Combat Expertise, Improved Trip, constrict 2d8+14 or 2d6+7, smite good 1/day (+20 damage)
Special Actions push
Spell-Like Abilities (CL 20th unless otherwise noted below):
3/day -- darkness, unholy aura, vampiric touch (+30 melee touch)
1/day -- baleful polymorph (DC 21), blasphemy (DC 23), horrid wilting (DC 25), suggestion (DC 20), summon monster IX (demons only), telekinesis (DC 22), trap the soul (DC 26), unholy blight (DC 21)
1/day (CL 9th) -- control weather, control winds, dominate animal (DC 20), resist energy

Abilities Str 38, Dex 12, Con 33, Int 23, Wis 20, Cha 24
SQ ink cloud, jet
Feats Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Skills Bluff +30, Concentration +34, Diplomacy +11, Disguise +7 (+9 acting in character), Hide +12, Intimidate +32, Knowledge (geography) +29, Knowledge (nature) +31, Knowledge (the planes) +29, Listen +30, Search +29, Sense Motive +30, Spot +30, Survival +28 (+30 to avoid hazards or getting lost, +30 following tracks, +30 aboveground or on other planes, +32 to avoid hazards or getting lost aboveground or on other planes, +32 following tracks aboveground or on other planes), Swim +37 (+45 for special actions or to avoid a hazard), Use Magic Device +30
Possessions 30,000 gp in treasure

Constrict (Ex) A half-fiend kraken deals 2d8+14 or 2d6+7 points of damage with a successful grapple check, in addition to damage from its tentacle or claw attacks.

Improved Grab (Ex) To use this ability, a half-fiend kraken must hit an opponent of any size with a claw or 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 can constrict.

Ink Cloud (Ex) A half-fiend kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the half-fiend kraken normally uses to escape a fight that is going badly. This ability can be used only underwater. Creatures within the cloud are considered to be in darkness.

Jet (Ex) A half-fiend kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good (Su) Once per day this creature can make a normal attack and deal +20 damage against a good foe.

Skills A half-fiend kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Succubus/Sea Hag Combination

Sea hags are seriously ugly, so you might wonder why a succubus would mate with one in the first place. Order from on low, probably. The combination produces a creature that is at once very lovely and horrifyingly ugly at the same time. Use your imagination; perhaps it has a very limited alternate form ability that allows it to appear hideous when it chooses, but in its natural state it is as attractive as any beautiful human woman. It also has batlike wings that must fold onto its back when the creature is underwater.

Customized Half-Fiend Template

  • Size and Type: Medium outsider
  • Speed: Batlike wings that fold back, fly 30 ft. (average)
  • Armor Class: +2 natural armor improvement
  • Attack: No change since succubi and hags have claws
  • Damage: No change
  • Special Attacks: smite good, 1-2 HD detect thoughts 3/day, 3-4 HD suggestion 1/day
  • Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 5/good, SR 13 (but the sea hag has SR 14 already)
  • Abilities: Increase from the base creature as follows: Str +2, Dex +2, Int +4, Cha +8
  • Skills: 10 skill points per (HD+3); add Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Move Silently, and Search as class skills
  • Challenge Rating: +2

Half-Fiend (Succubus) Sea HagCR 6
CE Medium outsider (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, Listen +9, Spot +9
Languages Giant, Common

AC 17, touch 12, flat-footed 15
(+2 Dex, +5 natural)
hp 19 (3 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 14
Fort +2, Ref +5, Will +4

Speed 30 ft., swim 40 ft., fly 30 ft. (average)
Melee 2 claws +8 melee (1d4+5)
Base Atk +3; Grp +8
Atk Options smite good 1/day (+3 damage)
Special Actions evil eye, horrific appearance
Spell-Like Abilities (CL 3rd):
3/day -- detect thoughts (DC 18)
1/day -- suggestion (DC 19)

Abilities Str 21, Dex 14, Con 12, Int 14, Wis 13, Cha 22
SQ amphibious
Feats Alertness, Toughness
Skills Bluff +12, Diplomacy +14, Escape Artist +8, Knowledge (nature) +8, Knowledge (the planes) +8, Hide +8, Listen +9, Move Silently +8, Spot +9, Survival +1 (+3 aboveground or on other planes), Swim +5 (+13 to avoid hazards or perform special action)
Possessions 2,000 gp worth of treasure

Amphibious (Ex) A half-fiend sea hag can survive indefinitely on land.

Evil Eye (Su) Three times per day, a half-fiend sea hag can glare at any single creature within 30 feet. The target must succeed on a DC 17 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 17 Fortitude save or die. This is a mind-affecting fear ability. The save DCs are Charisma-based.

Horrific Appearance (Su) Any creature (other than another half-fiend sea hag) that sets eyes upon a half-fiend sea hag must succeed on a DC 17 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. A creature that is affected by this power or that successfully saves against it cannot be affected by the same half-fiend sea hag's horrific appearance for 24 hours. The save DC is Charisma-based.

Smite Good (Su) Once per day this creature can make a normal attack and deal +3 damage against a good foe.

Skills: A half-fiend sea hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Nabassu/Gargoyle Combination

Nabassus look a lot like gargoyles, so you need not change much of the gargoyle's appearance with this combination. For instance, perhaps its claws and horns are a bit longer and more pronounced, and its eyes glow yellow. In this case, glowing eyes cause the half-fiend (nabassu) gargoyle to suffer a -2 penalty on its freeze ability, which means that the Spot check DC is lowered by 2.

Customized Half-Fiend Template

  • Size and Type: Medium outsider
  • Speed: Gargoyles already have wings
  • Armor Class: +4 natural armor improvement
  • Attack: No change; gargoyles have claws and bite attacks
  • Damage: No change
  • Special Attacks: smite good, 1-2 HD darkness 3/day, 3-4 HD obscuring mist 1/day
  • Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 5/good, SR 14
  • Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Cha +4
  • Skills: 7 skill points per (HD+3); add Balance, Bluff, Concentration, Gather Information, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Knowledge (religion), Knowledge (the planes), Move Silently, Tumble, and Use Magic Device as class skills
  • Challenge Rating: +2 (not harder to defeat than a standard half-fiend)

Half-Fiend (Nabassu) GargoyleCR 6
Usually CE Medium outsider (earth)
Init +3; Senses darkvision 60 ft., Listen +9, Spot +9
Languages Common, Terran

AC 22, touch 14, flat-footed 18
(+4 Dex, +8 natural)
hp 45 (4 HD); DR 5/good and 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 14
Fort +7, Ref +7, Will +4

Speed 40 ft. (8 squares), fly 60 ft. (average)
Melee 2 claws +8 melee (1d4+4) and
bite +6 melee (1d6+2) and
gore +6 melee (1d6+2)
Base Atk +4; Grp +8
Atk Options smite good 1/day (+4 damage)
Spell-Like Abilities (CL 4th):
3/day -- darkness
1/day -- obscuring mist

Abilities Str 19, Dex 16, Con 22, Int 8, Wis 11, Cha 11
SQ freeze
Feats Multiattack, Toughness
Skills Balance +6, Gather Information +1, Hide +11*, Jump +10, Knowledge (local) +6, Knowledge (the planes) +6, Listen +9, Spot +9, Survival +0 (+2 on other planes), Tumble +11, Use Magic Device +6
Possessions 2,000 gp worth of treasure

Freeze (Ex) A half-fiend gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 18 Spot check to notice the gargoyle is really alive.

Skills Half-fiend gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a half-fiend gargoyle is concealed against a background of stone.

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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