Fiendish (CR +1)

Fiendish creatures dwell in the lower planes, but can be summoned using spells such as summon monster and planar ally.

Racial Traits


Standard Traits

  • CR: +1 (26 CP)
  • Hit Dice: The fiendish creature adds 1 Hit Die (d10) to the base creature's total Hit Dice. The type of HD depends on the base creature's type. These HD stack with the base creature's HD to determine the number of ability score increases, feats, racial feats, skill proficiency increases, and any abilities or traits that scale off of the creature's total HD except for its base attack bonus, base saving throw bonuses, and skill ranks (see traits below). (1 CP)
  • Alignment: Any evil.
  • Type: The creature’s type changes to outsider (evil). Do not recalculate the base creature's base attack bonus, base saving throw bonuses, and skill ranks.

Defense Racial Traits

  • Damage Resistance: The fiendish creature gains DR/good equal to its total Hit Dice. (4 CP)
  • Energy Resistance: The fiendish creature gains resistance 5 to cold and fire. At 5th Hit Die, and every 5 HD after, these resistances increase by 5. If the base creature already has resistance in any of those energy types, they increase by 5. (4 CP)
  • Saving Throws: The fiendish creature increases its base Reflex and Will saving throw bonuses by 2. (2 CP)
  • Spell Resistance: The fiendish creature gains SR 5 + its total Hit Dice. If the base creature already has SR, it increases by 5 instead. (6 CP)

Feat and Skill Racial Traits

  • Skill Ranks: The fiendish creature gains 6 + Intelligence modifier skill ranks per fiendish Hit Die. (2 CP)

Offense Racial Traits

  • Base Attack Bonus: The fiendish creature increases its base attack bonus by +1. (1 CP)
  • Smite Good: The fiendish creature has the ability to smite good a number of times per day equal to its total Hit Dice. (4 CP)

Senses Racial Traits

  • Darkvision: The fiendish creature can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. If the base creature already has darkvision, its range increases by 30 feet. (2 CP)
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