Fiendish

Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

Increased damage dice size work as follows:

Old Dice New Dice Old Dice New Dice
11d21d81d10
1d21d31d102d6
1d31d42d63d6
1d41d63d64d6
1d61d84d65d6
  1. Fiendish animals and vermin become magical beasts; other creatures retain their normal type
  2. Fiendish creatures have a minimum of low intelligence, though can have much higher intelligence if the TK so wishes
  3. Fiendish creatures are always Chaotic (Evil) in alignment
  4. Fiendish creatures can only be hit by +1 or better weapons if they have 4 or more HD, have resistance to fire and magic resistance 10%
  5. Fiendish creatures are +2 to hit and damage against Lawful creatures

Sample Fiendish Creatures

Fiendish Viper

Small Magical Beast, Chaotic (CE), Low Int.: HD 1; AC 17; ATK 1 bite (1 + poison IV); MV 20 (Climb 20, Swim 20); Save F14, R13, W16; XP 100 (CL 2); Special: Resistance to fire, magic resistance 10%, +2 to hit and damage Lawful creatures.

FIENDISH SHARK

Large Magical Beast, Chaotic (CE), Low Int.: HD 7; AC 15 [+1]; ATK 1 bite GIGANTIC MONITOR LIZARD (1d8); MV 0 (Swim 60); Save F9, R9, W13; XP 1750 (CL 9); Special: Resistance to fire, magic resistance 10%, +2 to hit and damage Lawfuls.

Fiendish Wearboar

Medium Monstrous Humanoid, Chaotic (CE), Average Int.: HD 4; AC 18 [+1]; ATK 2 claws (1d4), gore (1d6) or axe (1d8) and gore (1d6); MV 30; Save F14, R11, W11; XP 1000 (CL 6); Special: Resistance to fire, magic resistance 10%, +2 to hit and damage Lawful creatures.

Fiendish Wolf

Medium Magical Beast, Chaotic (CE), Low Int.: HD 2; AC 14; ATK 1 bite (1d6 + trip); MV 50; Save F12, R11, W16; XP 200 (CL 3); Special: Resistance to fire, magic resistance 10%, +2 to hit and damage Lawful creatures.


License: B&T OGL

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