Half Fiend

Creating a Half-Fiend

“Half-fiend” is an inherited or acquired template that

can be added to a living, corporeal creature with an Int

score of 4 or more. A half-fiend uses all the base creature’s

statistics and special abilities except as noted here.

Level Adjustment: 4

Alignment: Any evil.

Type: The creature’s type changes to outsider (native).

Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: Gains darkvision 60 feet; immunity

to poison; acid, cold, electricity, and fire resistance 10; DR

5/magic (if HD 11 or less) or 10/magic (if HD 12 or more);

and SR equal to creature’s CR + 11 (maximum 35).

Speed: Unless the base creature f lies better, the half-fiend

f lies at twice the base creature’s land speed (good).

Melee: A half-fiend gains two claw attacks and a bite

attack. Damage depends on its size (see pages 301–302).

Special Attacks: A half-fiend gains the following.

Smite Good (Su): Once per day it can add extra damage

equal to its HD (maximum of +20) against a good foe.

Spell-Like Abilities: A half-fiend with an Int or Wis score of

8 or higher has a cumulative number of spell-like abilities

set by its HD. Unless otherwise noted, an ability is usable

1/day. CL equals the creature’s HD (or the CL of the base

creature’s spell-like abilities, whichever is higher). HD 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)

19-20 Destruction

Abilities: A half-fiend gains a +4 bonus on three ability

scores of its choice and a +2 bonus on the other three.