Search Results for: fiend

Fiendgore Ungent

Potion, common When this reddish-black ointment prepared with fiendish entrails steeped in alchemical reagents is applied to the skin of a creature as an action (the target must be willing, restrained, or incapacitated), it transforms the creature’s appearance into something fearsome and demoniac for 1 minute. The creature gains a +1 bonus on Charisma (Intimidation) • Read More »


Fiendish Footman

Large fiend (devil), lawful evil Armor Class 16 (infernal armor and shield)Hit Points 68 (8d10 + 24)Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 9 (-1) 12 (+1) 11 (+0) Saving Throws Str +6, Con +5, Wis +3Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not • Read More »


Fiend, Glykus

Large fiend, neutral evil Armor Class 18 (natural armor)Hit Points 136 (16d10 + 48)Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4) Skills Deception +8, Insight +8, Perception +8, Performance +8, Persuasion +8Damage Resistances bludgeoning, piercing, and slashing from nonmagical • Read More »


Cambion (Half-Fiend) Template (CR +?)

A beast, humanoid, giant, or monstrosity can be born a cambion (half-fiend). It keeps its statistics, except as follows. Challenge. Recalculate the cambion’s challenge rating after you apply the template.* Armor Class. The cambion gains natural armor that increases its AC by 2. Ability Scores. The cambion increases its Strength and Dexterity scores by 2, • Read More »


Cambion (Half-Fiend)

Medium fiend, neutral evil Armor Class 14 (natural)Hit Points 39 (6d8+12)Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 13 (+2) 12 (+1) 16 (+3) Saving Throws Str +4, Con +4, Wis +3Skills Athletics +4, Deception +5, Insight +3, Intimidation +4, Perception +3, Stealth +4Damage Resistances acid, cold, fire, • Read More »


Fiend Leash

Weapon (net), rare The threads that compose this +1 net are actually chains made of tiny cold iron rings. If you control the net’s trailing rope, she can move a restrained target to any square within reach of the trailing rope as a standard action unless the target makes a DC 14 Wisdom saving throw. • Read More »


Clockwork Fiend

Medium construct (clockwork), unaligned Armor Class 18 (natural armor)Hit Points 195 (17d8+119)Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 26 (+8) 24 (+7) 1 (–5) 11 (+0) 1 (–5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities fire, poison, psychicDamage Vulnerabilities lightningCondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisonedSenses darkvision • Read More »


Fiendfoe

Prerequisite: Any non-evil alignment, Charisma 13+ You are a practiced hunter of demons, devils, and all their unholy ilk. You gain advantage on Intelligence (Arcana), Intelligence (Investigation), and Intelligence (Religion) checks made to identify fiends and their abilities, and on checks to identify spells they cast (and at the GM’s discretion, magic items or other • Read More »


Fiend, Hell-Weasel

Medium fiend, chaotic neutral Armor Class 18 (natural armor)Hit Points 52 (8d8 + 16)Speed 120 ft. STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 14 (+2) 4 (-3) 12 (+1) 6 (-2) Skills Perception +4, Stealth +8Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities acid, poisonCondition Immunities poisonedSenses • Read More »


Fiend, Devil Ape

Large fiend, chaotic evil Armor Class 15 (natural armor)Hit Points 68 (8d10 + 24)Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1) Saving Throws Str +7, Con+6Skills Acrobatics +5, Athletics +7, Intimidation +2, Perception +5, Stealth +5Damage Resistances cold, fire, • Read More »