The page index above lists several sample Fiendish creatures presented here. This particular list includes all fiendish creatures that can be conjured with summon monster spells. See the Fiendish Creature template for information on creating these and which creature types can use this template.
Because all fiendish creatures gain an Intelligence of at least 3, vermin with the fiendish template lose their mindless trait but gain feats and skills appropriate to that Intelligence score. In most cases the skill points are split evenly between their racial skills (if any) and between Listen and Spot otherwise.
Except for the fiendish dire rat, sources always refer to the original creature before the fiendish template was added.
All fiendish creatures receive the following special attack.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. A nongood foe does not receive this extra damage and the smite attack is wasted for the day against such a foe.
| Hit Dice: | 4d8+11 (29 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares), climb 30 ft. |
| Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
| Base Attack/Grapple: | +3/+12 |
| Attack: | Claws +7 melee (1d6+5) |
| Full Attack: | 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Smite good (+4 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 9 |
| Saves: | Fort +6, Ref +6, Will +2 |
| Abilities: | Str 21, Dex 15, Con 14, Int 3, Wis 12, Cha 7 |
| Skills: | Climb +14, Listen +6, Spot +6; racial bonuses |
| Feats: | Alertness, Toughness |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary, pair, or company (3–5) |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 5–8 HD (Large) |
| Level Adjustment: | — |
These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male fiendish ape is 5½ to 6 feet tall and weighs 300 to 400 pounds.
A fiendish ape often precedes an attack with a display of aggression, hoping to intimidate potential foes.
A fiendish ape’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Skills: Fiendish apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Source: Monster Manual (version 3.5), page 268.
| Hit Dice: | 3d8+12 (25 hp) |
| Initiative: | +0 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 16 (+6 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +2/+4 |
| Attack: | Gore +4 melee (1d8+3) |
| Full Attack: | Gore +4 melee (1d8+3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Ferocity, smite good (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 8 |
| Saves: | Fort +6, Ref +3, Will +2 |
| Abilities: | Str 15, Dex 10, Con 17, Int 3, Wis 13, Cha 4 |
| Skills: | Listen +7, Spot +5 |
| Feats: | Alertness, Toughness |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or herd (5–8) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 4–5 HD (Medium) |
| Level Adjustment: | — |
Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them.
A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder.
Ferocity (Ex): A fiendish boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Source: Monster Manual (version 3.5), page 270.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Fiendish Crocodile Medium Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Giant Crocodile Huge Magical Beast (Augmented Animal, Extraplanar) |
|
|---|---|---|
| Hit Dice: | 3d8+9 (22 hp) | 7d8+28 (59 hp) |
| Initiative: | +1 | +1 |
| Speed: | 20 ft. (4 squares), swim 30 ft. | 20 ft. (4 squares), swim 30 ft. |
| Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 | 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 |
| Base Attack/Grapple: | +2/+6 | +5/+21 |
| Attack: | Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) | Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) |
| Full Attack: | Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) | Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) |
| Space/Reach: | 5 ft./5 ft. | 15 ft./10 ft. |
| Special Attacks: | Improved grab, smite good (+3 dmg 1/day) | Improved grab, smite good (+7 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to cold and fire 5, hold breath, low-light vision, spell resistance 8 | Damage reduction 5/magic, darkvision 60 ft., hold breath, low-light vision, resistance to cold and fire 5, spell resistance 12 |
| Saves: | Fort +6, Ref +4, Will +2 | Fort +9, Ref +6, Will +3 |
| Abilities: | Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 2 | Str 27, Dex 12, Con 19, Int 3, Wis 12, Cha 2 |
| Skills: | Hide +7, Listen +4, Spot +4, Swim +12; racial bonuses | Hide +1, Listen +5, Spot +5, Swim +16; racial bonuses |
| Feats: | Alertness, Skill Focus (Hide) | Alertness, Endurance, Skill Focus (Hide) |
| Environment: | Any evil-aligned plane | Any evil-aligned plane |
| Organization: | Solitary or colony (6–11) | Solitary or colony (6–11) |
| Challenge Rating: | 2 | 5 |
| Treasure: | None | None |
| Alignment: | Always evil (any) | Always evil (any) |
| Advancement: | 4–5 HD (Medium) | 8–14 HD (Huge) |
| Level Adjustment: | — | — |
Crocodile • Giant Crocodile
Fiendish crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Fiendish giant crocodiles usually live in salt water and can be more than 20 feet long.
The natural weapons of fiendish giant crocodiles and fiendish crocodiles with 4 HD or more are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a fiendish crocodile must hit with its bite 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A fiendish crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills: A fiendish crocodile 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.
A fiendish crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Source: Monster Manual (version 3.5), page 271.
| Hit Dice: | 4d8+16 (34 hp) |
| Initiative: | +2 |
| Speed: | 60 ft. (12 squares) |
| Armor Class: | 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
| Base Attack/Grapple: | +3/+11 |
| Attack: | Talons +6 melee (2d6+4) |
| Full Attack: | Talons +6 melee (2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Pounce, smite good (+4 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 9 |
| Saves: | Fort +8, Ref +6, Will +2 |
| Abilities: | Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 10 |
| Skills: | Hide +8, Jump +26, Listen +10, Spot +10, Survival +10; racial bonuses |
| Feats: | Run, Track |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary, pair, or pack (3–6) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 5–8 HD (Large) |
| Level Adjustment: | — |
This lean, long-legged bipedal creature has wicked-looking claws on its feet and a brightly colored hide that reminds you of a tropical bird. It stands about as tall as a human, and its outstretched tail makes it least twice as long as it is tall.
This fast carnivore is sometimes called a velociraptor, though that name properly belongs to a much smaller creature.
A fiendish deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.
A fiendish deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
A fiendish deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.
The natural weapons of a fiendish deinonychus are treated as magic weapons for the purpose of overcoming damage reduction.
Pounce (Ex): If a fiendish deinonychus charges, it can make a full attack.
Skills: A fiendish deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Source: Monster Manual (version 3.5), page 60.
| Hit Dice: | 5d8+13 (35 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares), climb 15 ft. |
| Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
| Base Attack/Grapple: | +3/+13 |
| Attack: | Claw +8 melee (1d6+6) |
| Full Attack: | 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Rend 2d6+9, smite good (+5 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 10 |
| Saves: | Fort +6, Ref +6, Will +5 |
| Abilities: | Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7 |
| Skills: | Climb +14, Listen +5, Move Silently +4, Spot +6; racial bonuses |
| Feats: | Alertness, Toughness |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or company (5–8) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 6–15 HD (Large) |
| Level Adjustment: | — |
This great, feral ape is about the size of an ogre, but even more muscular. It is barrel-chested, with thick, black fur, long arms, and a broad muzzle. It seems well equipped with claws and teeth.
Fiendish dire apes are territorial and apt to attack anything they see.
A fiendish dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Fiendish dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.
A fiendish dire ape’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Rend (Ex): A fiendish dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Skills: Fiendish dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Source: Monster Manual (version 3.5), page 62.
| Hit Dice: | 4d8+12 (30 hp) |
| Initiative: | +6 |
| Speed: | 20 ft. (4 squares), fly 40 ft. (good) |
| Armor Class: | 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 |
| Base Attack/Grapple: | +3/+10 |
| Attack: | Bite +5 melee (1d8+4) |
| Full Attack: | Bite +5 melee (1d8+4) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Smite good (+4 dmg 1/day) |
| Special Qualities: | Blindsense 40 ft., damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 5, spell resistance 9 |
| Saves: | Fort +7, Ref +10, Will +6 |
| Abilities: | Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6 |
| Skills: | Hide +4, Listen +12, Move Silently +11, Spot +8; racial bonuses |
| Feats: | Alertness, Stealthy |
| Environment: | Temperate deserts |
| Organization: | Solitary or colony (5–8) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 5–12 HD (Large) |
| Level Adjustment: | — |
This terrifying bat has a body as big as a horse’s and leathery wings that spread farther than a dragon’s. Shaggy fur covers most of the body, with patches of bony armor showing through here and there.
These nocturnal hunters get excited easily, and they usually try to slay or drive off any creatures they encounter.
A fiendish dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Fiendish dire bats swoop down upon unsuspecting prey from above.
A fiendish dire bat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Blindsense (Ex): A fiendish dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. See blindsense for more information.
Skills: Fiendish dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Source: Monster Manual (version 3.5), page 62.
| Hit Dice: | 7d8+21 (52 hp) |
| Initiative: | +0 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 15 (–1 size, +6 natural), touch 9, flat-footed 15 |
| Base Attack/Grapple: | +5/+17 |
| Attack: | Gore +12 melee (1d8+12) |
| Full Attack: | Gore +12 melee (1d8+12) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Ferocity, smite good (+7 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 12 |
| Saves: | Fort +8, Ref +5, Will +8 |
| Abilities: | Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8 |
| Skills: | Listen +8, Spot +8 |
| Feats: | Alertness, Endurance, Iron Will |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or herd (5–8) |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 8–16 HD (Large); 17–21 HD (Huge) |
| Level Adjustment: | — |
This giant boar has an arched back as high as a human is tall. It has spiny armor on its head and back, great, gleaming tusks, and small, furious, demon eyes.
Fiendish dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
A fiendish dire boar charges its opponent, trying to rip the target open with its tusks.
A fiendish dire boar’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Ferocity (Ex): A fiendish dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Source: Monster Manual (version 3.5), page 63.
| Hit Dice: | 1d8+1 (5 hp) |
| Initiative: | +3 |
| Speed: | 40 ft. (8 squares), climb 20 ft. |
| Armor Class: | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 |
| Base Attack/Grapple: | +0/–4 |
| Attack: | Bite +4 melee (1d4 plus disease) |
| Full Attack: | Bite +4 melee (1d4 plus disease) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Disease, smite good (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 6 |
| Saves: | Fort +3, Ref +5, Will +3 |
| Abilities: | Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4 |
| Skills: | Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
| Feats: | Alertness, Weapon Finesse [bonus] |
| Environment: | Infinite Layers of the Abyss or any evil-aligned plane |
| Organization: | Solitary or pack (11–20) |
| Challenge Rating: | 1⁄3 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 2–3 HD (Small); 4–6 HD (Medium) |
| Level Adjustment: | — |
This enormous rat looks bigger and more vicious than most dogs. It has coarse, spiky fur, malevolent eyes, and a long, naked tail.
Fiendish dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A fiendish dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Fiendish dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Fiendish dire rats have a +8 racial bonus on Swim checks.
Fiendish dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.
Source: Monster Manual (version 3.5), page 107.
| Hit Dice: | 18d8+66 (147 hp) |
| Initiative: | +2 |
| Speed: | Swim 60 ft. (12 squares) |
| Armor Class: | 17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 |
| Base Attack/Grapple: | +13/+27 |
| Attack: | Bite +18 melee (2d8+9) |
| Full Attack: | Bite +18 melee (2d8+9) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Improved grab, smite good (+18 dmg 1/day), swallow whole |
| Special Qualities: | Damage reduction 10/magic, Darkvision 60 ft., keen scent, resistance to cold and fire 10, spell resistance 23 |
| Saves: | Fort +14, Ref +13, Will +12 |
| Abilities: | Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 10 |
| Skills: | Listen +12, Spot +11, Swim +14; racial bonuses |
| Feats: | Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or school (2–5) |
| Challenge Rating: | 11 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 19–32 (Huge); 33–54 (Gargantuan) |
| Level Adjustment: | — |
This enormous sea monster has a streamlined body with a triangular fin atop its back, a toothy mouth set well under its long snout, and a symmetrical tail shaped like a crescent moon.
Fiendish dire sharks attack anything they perceive to be edible, even larger creatures.
This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Fiendish dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.
A fiendish dire shark’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a fiendish dire shark must hit with its bite 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 try to swallow the foe in the following round.
Swallow Whole (Ex): A fiendish dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can damage the stomach using a light slashing or piercing weapon (AC 13, 25 hp). See Swallow Whole for more information on escaping its stomach.
A Huge fiendish dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Keen Scent (Ex): A fiendish dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills: A fiendish dire shark 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.
Source: Monster Manual (version 3.5), page 64.
| Hit Dice: | 16d8+48 (120 hp) |
| Initiative: | +2 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
| Base Attack/Grapple: | +12/+24 |
| Attack: | Claw +20 melee (2d4+8) |
| Full Attack: | 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Improved grab, pounce, rake 2d4+4, smite good (+16 dmg 1/day) |
| Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 10, scent, spell resistance 21 |
| Saves: | Fort +13, Ref +12, Will +11 |
| Abilities: | Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10 |
| Skills: | Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10; racial bonuses |
| Feats: | Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 10 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 17–32 HD (Large); 33–48 (Huge) |
| Level Adjustment: | — |
This immense, monstrous feline is almost as tall at the shoulder as a human. It has a long body with bold stripes and paws the size of bucklers.
Fiendish dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.
A fiendish dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
A fiendish dire tiger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a fiendish dire tiger must hit with its bite 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 rake.
Pounce (Ex): If a fiendish dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Fiendish dire tigers have a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Source: Monster Manual (version 3.5), page 65.
| Hit Dice: | 3d8 (13 hp) |
| Initiative: | +4 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 16 (+4 Dex, +2 natural), touch 14, flat-footed 12 |
| Base Attack/Grapple: | +2/+4 |
| Attack: | Bite +6 melee (1d6+3) |
| Full Attack: | Bite +6 melee (1d6+3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Attach, blood drain, smite good (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 8 |
| Saves: | Fort +3, Ref +7, Will +4 |
| Abilities: | Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11 |
| Skills: | Hide +8, Listen +3, Move Silently +8, Spot +5 |
| Feats: | Alertness, Stealthy, Weapon Finesse [bonus] |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 4–6 HD (Medium); 7–9 HD (Large) |
| Level Adjustment: | — |
This sleek, fur-covered creature has a body longer than a human is tall. It has a wedged-shaped head crowned in short horns, four short legs, and a stumpy tail. It movements are fluid and very quick.
Fiendish dire weasels are aggressive, almost manic creatures with boundless energy.
Fiendish dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.
Fiendish dire weasels stalk their prey in the dark and then leap on it, biting and clawing.
Attach (Ex): A fiendish dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12.
An attached fiendish dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex): A fiendish dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
Source: Monster Manual (version 3.5), page 65.
| Hit Dice: | 6d8+18 (45 hp) |
| Initiative: | +2 |
| Speed: | 50 ft. (10 squares) |
| Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
| Base Attack/Grapple: | +4/+15 |
| Attack: | Bite +11 melee (1d8+10) |
| Full Attack: | Bite +11 melee (1d8+10) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Smite good (+6 dmg 1/day), trip |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 11 |
| Saves: | Fort +8, Ref +7, Will +6 |
| Abilities: | Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10 |
| Skills: | Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2; racial bonuses |
| Feats: | Alertness, Run, Track [bonus], Weapon Focus (bite) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or pack (5–8) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 7–18 HD (Large) |
| Level Adjustment: | — |
This immense gray wolf seems as big as a horse. It has fiery eyes and a thick coat of fur.
Fiendish dire wolves are efficient pack hunters that will kill anything they can catch.
Fiendish dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
A fiendish dire wolf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fiendish dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Trip (Ex): A fiendish dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A fiendish dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent.
Source: Monster Manual (version 3.5), page 65.
| Hit Dice: | 5d8+23 (45 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares), climb 10 ft. |
| Armor Class: | 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 |
| Base Attack/Grapple: | +3/+13 |
| Attack: | Claw +8 melee (1d6+6) |
| Full Attack: | 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Rage, smite good (+5 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 10 |
| Saves: | Fort +8, Ref +7, Will +5 |
| Abilities: | Str 22, Dex 17, Con 19, Int 3, Wis 12, Cha 10 |
| Skills: | Climb +14, Listen +7, Spot +7; racial bonuses |
| Feats: | Alertness, Toughness, Track [bonus] |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 6–15 HD (Large) |
| Level Adjustment: | — |
This massive, low-slung creature has a wedge-shaped head and body covered in coarse, shaggy fur. Its legs are short and thick, and it has claws like pickaxes on its feet.
These foul-tempered creatures have been known to attack settlements, destroying both livestock and food stores. They are reputed to be utterly fearless.
Fiendish dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Fiendish dire wolverines attack opponents wantonly, fearing no other creatures.
A fiendish dire wolverine’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Rage (Ex): A fiendish dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Skills: A fiendish dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Source: Monster Manual (version 3.5), page 66.
| Hit Dice: | 10d8+66 (111 hp) |
| Initiative: | +2 |
| Speed: | 20 ft. (4 squares), swim 50 ft. |
| Armor Class: | 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 |
| Base Attack/Grapple: | +7/+23 |
| Attack: | Bite +13 melee (2d8+12) |
| Full Attack: | Bite +13 melee (2d8+12) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Smite good (+10 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 10, scent, spell resistance 15 |
| Saves: | Fort +15, Ref +9, Will +4 |
| Abilities: | Str 26, Dex 14, Con 22, Int 3, Wis 13, Cha 9 |
| Skills: | Hide –4, Listen +4, Spot +9, Swim +16; racial bonuses |
| Feats: | Dodge, Great Fortitude, Toughness (2) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary, pair, or herd (5–8) |
| Challenge Rating: | 9 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 11–20 HD (Huge); 21–30 HD (Gargantuan) |
| Level Adjustment: | — |
This beast has a thick, ovoid body with fins instead of legs and a very long, snaky tail and neck. Its neck makes up one-half of its total length.
Though it resides primarily in the water, a fiendish elasmosaurus only breathes air.
An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.
A fiendish elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.
The natural weapons of a fiendish elasmosaurus are treated as magic weapons for the purpose of overcoming damage reduction.
Skills: A fiendish elasmosaurus has a +8 racial bonus on Hide checks in water.
Source: Monster Manual (version 3.5), page 60.
| Hit Dice: | 4d8+8 (26 hp) |
| Initiative: | –1 |
| Speed: | 20 ft. (4 squares), fly 40 ft. (poor) |
| Armor Class: | 14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14 |
| Base Attack/Grapple: | +3/+11 |
| Attack: | Claws +7 melee (2d6+4) |
| Full Attack: | Claws +7 melee (2d6+4) and bite +1 melee (1d6+2) |
| Space/Reach: | 10 ft (4 squares)./5 ft. |
| Special Attacks: | Improved grab, smite good (+4 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, Darkvision 60 ft., resistance to cold and fire 5, spell resistance 9, vermin traits (except mindless) |
| Saves: | Fort +6, Ref +0, Will +3 |
| Abilities: | Str 19, Dex 8, Con 15, Int 3, Wis 14, Cha 11 |
| Skills: | Hide +2, Spot +10; racial bonuses |
| Feats: | Improved Natural Attack (claw), Weapon Focus (claw) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 5–8 HD (Large); 9–12 HD (Huge) |
| Level Adjustment: | — |
This patient carnivore remains completely still as it waits for prey to come near.
The natural weapons of a fiendish giant praying mantis are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a fiendish giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).
Skills: A fiendish giant praying mantis has a +4 racial bonus on Hide and Spot checks. Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.
Source: Monster Manual (version 3.5), page 285.
| Hit Dice: | 8d8+11 (47 hp) |
| Initiative: | +2 |
| Speed: | 20 ft. (4 squares), swim 30 ft. |
| Armor Class: | 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 |
| Base Attack/Grapple: | +6/+15 |
| Attack: | Tentacle +10 melee (1d4+5) |
| Full Attack: | 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2) |
| Space/Reach: | 10 ft./10 ft. (20 ft. with tentacle) |
| Special Attacks: | Improved grab, constrict, smite good (+8 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., ink cloud, jet, low-light vision, resistance to cold and fire 10, spell resistance 13 |
| Saves: | Fort +7, Ref +8, Will +3 |
| Abilities: | Str 20, Dex 15, Con 13, Int 3, Wis 12, Cha 3 |
| Skills: | Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13; racial bonuses |
| Feats: | Alertness, Skill Focus (Hide), Toughness |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 10 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 9–12 HD (Large); 13–24 HD (Huge) |
| Level Adjustment: | — |
These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.
An opponent can attack a fiendish giant octopus’s tentacles with a sunder attempt as if they were weapons. A fiendish giant octopus’s tentacles have 10 hit points each. If a fiendish giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a fiendish giant octopus’s tentacles deals 5 points of damage to the creature. A fiendish giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.
The natural weapons of a fiendish giant octopus are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A fiendish giant octopus deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a fiendish giant octopus must hit an opponent of any size with a 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 fiendish giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A fiendish giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A fiendish giant octopus can change colors, giving it a +4 racial bonus on Hide checks.
A fiendish giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.
A fiendish giant octopus 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.
Source: Monster Manual (version 3.5), page 276.
| Hit Dice: | 12d8+18 (72 hp) |
| Initiative: | +3 |
| Speed: | Swim 80 ft. (16 squares) |
| Armor Class: | 17 (–2 size, +3 Dex, +6 natural), touch 11, flat-footed 14 |
| Base Attack/Grapple: | +9/+29 [including racial bonus] |
| Attack: | Tentacle +15 melee (1d6+8) |
| Full Attack: | 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4) |
| Space/Reach: | 15 ft./15 ft. (30 ft. with tentacle) |
| Special Attacks: | Constrict 1d6+8, improved grab, smite good (+12 dmg 1/day) |
| Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., ink cloud, jet, low-light vision, resistance to cold and fire 10, spell resistance 17 |
| Saves: | Fort +9, Ref +11, Will +5 |
| Abilities: | Str 26, Dex 17, Con 13, Int 3, Wis 12, Cha 2 |
| Skills: | Listen +10, Spot +11, Swim +16; racial bonuses |
| Feats: | Alertness, Diehard, Endurance, Toughness (2) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 11 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 13–18 HD (Huge); 19–36 HD (Gargantuan) |
| Level Adjustment: | — |
These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet.
An opponent can attack a fiendish giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a fiendish giant squid’s tentacles deals 5 points of damage to the creature. A fiendish giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.
A fiendish giant squid’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A fiendish giant squid deals 1d6+8 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a fiendish giant squid must hit an opponent of any size with a 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.
A fiendish giant squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A fiendish giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A fiendish giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A fiendish giant squid 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.
Source: Monster Manual (version 3.5), page 281.
| Hit Dice: | 5d8+10 (32 hp) |
| Initiative: | +1 |
| Speed: | 20 ft. (4 squares), fly 60 ft. (good) |
| Armor Class: | 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 |
| Base Attack/Grapple: | +3/+11 |
| Attack: | Sting +7 melee (1d3+6 plus poison) |
| Full Attack: | Sting +7 melee (1d3+6 plus poison) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Poison, smite good (+5 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 5, spell resistance 10, vermin traits (except mindless) |
| Saves: | Fort +6, Ref +2, Will +2 |
| Abilities: | Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11 |
| Skills: | Spot +13, Survival +5; racial bonuses |
| Feats: | Ability Focus (poison), Weapon Focus (sting) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary, swarm (2–5), or nest (11–20) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 6–8 HD (Large); 9–15 HD (Huge) |
| Level Adjustment: | — |
Fiendish giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.
A fiendish giant wasp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Skills: Fiendish giant wasps have a +8 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
Source: Monster Manual (version 3.5), page 285.
| Hit Dice: | 7d10+20 (58 hp) |
| Initiative: | +3 |
| Speed: | 40 ft. (8 squares), climb 40 ft. |
| Armor Class: | 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 15 |
| Base Attack/Grapple: | +7/+17 |
| Attack: | Claw +12 melee (1d4+6) |
| Full Attack: | 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Rend 2d4+9, smite good (+7 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 12 |
| Saves: | Fort +7, Ref +8, Will +5 |
| Abilities: | Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7 |
| Skills: | Climb +14, Move Silently +8, Spot +6; racial bonuses |
| Feats: | Iron Will, Toughness (2) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or company (5–8) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 8–10 HD (Large); 11–21 HD (Huge) |
| Level Adjustment: | — |
At first glance, this creature looks like an albino gorilla, but it has four arms. It also has razor-sharp teeth and long claws.
Fiendish girallons are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
Fiendish girallons attack anything that enters their territory, even others of their kind. Their senseless belligerence is the one characteristic that keeps their numbers in check. Still, the creatures show some cunning.
A solitary fiendish girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a fiendish girallon seeks to tear a single opponent to bits as quickly as it can.
A fiendish girallon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Rend (Ex): A fiendish girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.
Skills: A fiendish girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Source: Monster Manual (version 3.5), page 126.
| Hit Dice: | 1d8 (4 hp) |
| Initiative: | +3 |
| Speed: | 10 ft. (2 squares), fly 60 ft. (average) |
| Armor Class: | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 |
| Base Attack/Grapple: | +0/–10 |
| Attack: | Talons +5 melee (1d4–2) |
| Full Attack: | Talons +5 melee (1d4–2) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | Smite good (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, spell resistance 6 |
| Saves: | Fort +2, Ref +5, Will +2 |
| Abilities: | Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6 |
| Skills: | Listen +2, Spot +14; racial bonuses |
| Feats: | Weapon Finesse |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 1⁄3 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | — |
| Level Adjustment: | — |
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Fiendish hawks combine both talons into a single attack.
Skills: Fiendish hawks have a +8 racial bonus on Spot checks.
Source: Monster Manual (version 3.5), page 273.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Fiendish Monstrous Centipede, Tiny Tiny Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Centipede, Small Small Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Centipede, Medium Medium Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Centipede, Large Large Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Centipede, Huge Huge Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Centipede, Gargantuan Gargantuan Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Centipede, Colossal Colossal Magical Beast (Augmented Vermin, Extraplanar) |
|
|---|---|---|---|---|---|---|---|
| Hit Dice: | ¼d8 (1 hp) | ½d8 (2 hp) | 1d8 (4 hp) | 3d8 (13 hp) | 6d8+6 (33 hp) | 12d8+12 (66 hp) | 24d8+24 (132 hp) |
| Initiative: | +2 | +2 | +2 | +2 | +2 | +2 | +1 |
| Speed: | 20 ft. (4 squares), climb 20 ft. | 30 ft. (6 squares), climb 30 ft. | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft. |
| Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12 | 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 | 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 | 18 (–4 size, +2 Dex, +10 natural), touch 8, flat-footed 16 | 22 (–8 size, +2 Dex, +18 natural), touch 4, flat-footed 18 |
| Base Attack/Grapple: | +0/–13 | +0/–7 | +0/–1 | +2/+7 | +4/+15 | +9/+27 | +18/+42 |
| Attack: | Bite +4 melee (1d3–5 plus poison) | Bite +3 melee (1d4–3 plus poison) | Bite +2 melee (1d6–1 plus poison) | Bite +3 melee (1d8+1 plus poison) | Bite +6 melee (2d6+4 plus poison) | Bite +12 melee (2d8+9 plus poison) | Bite +19 melee (4d6+12 plus poison) |
| Full Attack: | Bite +4 melee (1d3–5 plus poison) | Bite +3 melee (1d4–3 plus poison) | Bite +2 melee (1d6–1 plus poison) | Bite +3 melee (2d6+1 plus poison) | Bite +6 melee (3d6+4 plus poison) | Bite +12 melee (3d8+9 plus poison) | Bite +19 melee (6d6+12 plus poison) |
| Space/Reach: | 2½ ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. | 20 ft./15 ft. | 30 ft./20 ft. |
| Special Attacks: | Poison (DC 12, 1 Dex), smite good (+1 dmg 1/day) | Poison (DC 12, 1d2 Dex), smite good (+1 dmg 1/day) | Poison (DC 12, 1d3 Dex), smite good (+1 dmg 1/day) | Poison (DC 13, 1d4 Dex), smite good (+3 dmg 1/day) | Poison (DC 16, 1d6 Dex), smite good (+6 dmg 1/day) | Poison (DC 19, 1d8 Dex), smite good (+12 dmg 1/day) | Poison (DC 25, 2d6 Dex), smite good (+20 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 8, vermin traits (except mindless) | Damage reduction 5/magic, Darkvision 60 ft., resistance to cold and fire 5, spell resistance 11, vermin traits (except mindless) | Damage reduction 10/magic, Darkvision 60 ft., resistance to cold and fire 10, spell resistance 17, vermin traits (except mindless) | Damage reduction 10/magic, Darkvision 60 ft., resistance to cold and fire 10, spell resistance 25, vermin traits (except mindless) |
| Saves: | Fort +2, Ref +2, Will +0 | Fort +2, Ref +2, Will +0 | Fort +2, Ref +2, Will +0 | Fort +3, Ref +3, Will +1 | Fort +6, Ref +4, Will +2 | Fort +9, Ref +6, Will +4 | Fort +15, Ref +9, Will +8 |
| Abilities: | Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2 | Str 5, Dex 15, Con 10, Int 3, Wis 10, Cha 2 | Str 9, Dex 15, Con 10, Int 3, Wis 10, Cha 2 | Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2 | Str 17, Dex 15, Con 12, Int 3, Wis 10, Cha 2 | Str 23, Dex 15, Con 12, Int 3, Wis 10, Cha 2 | Str 27, Dex 13, Con 12, Int 3, Wis 10, Cha 2 |
| Skills: | Climb +10, Hide +18, Spot +5; racial bonuses | Climb +10, Hide +14, Spot +5; racial bonuses | Climb +10, Hide +10, Spot +5; racial bonuses | Climb +11, Hide +7, Spot +5; racial bonuses | Climb +12, Hide +4, Spot +6; racial bonuses | Climb +14, Hide +2, Spot +8; racial bonuses | Climb +18, Hide +1, Spot +12; racial bonuses |
| Feats: | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Improved Natural Attack (bite), Weapon Finesse [bonus] | Ability Focus (poison), Improved Natural Attack (bite), Weapon Focus (bite) | Ability Focus (poison), Cleave, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite) | Ability Focus (poison), Cleave, Great Cleave, Improved Natural Attack (bite), Improved Natural Armor (2), Improved Overrun, Power Attack, Weapon Focus (bite) |
| Environment: | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane |
| Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary | Solitary |
| Challenge Rating: | 1⁄8 | ¼ | ½ | 1 | 3 | 8 | 11 |
| Treasure: | None | None | None | None | None | None | None |
| Alignment: | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) |
| Advancement: | — | — | — | 4–5 HD (Large) | 7–11 HD (Huge) | 17–23 HD (Gargantuan) | 25–48 HD (Colossal) |
| Level Adjustment: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
Fiendish monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.
The natural weapons of a fiendish monstrous centipedes with 4 or more HD are treated as magic weapons for the purpose of overcoming damage reduction.
Poison (Ex): A fiendish monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown in the Special Attacks entry of its statistics block, which lists the poison’s Fortitude save DC followed by its primary and secondary Dexterity damage. The save DCs are Constitution-based.
Skills: Fiendish monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Fiendish monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
Source: Monster Manual (version 3.5), page 286.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Fiendish Monstrous Scorpion, Tiny Tiny Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Scorpion, Small Small Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Scorpion, Medium Medium Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Scorpion, Large Large Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Scorpion, Huge Huge Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Scorpion, Gargantuan Gargantuan Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Scorpion, Colossal Colossal Magical Beast (Augmented Vermin, Extraplanar) |
|
|---|---|---|---|---|---|---|---|
| Hit Dice: | ½d8+2 (4 hp) | 1d8+2 (6 hp) | 2d8+4 (13 hp) | 5d8+10 (32 hp) | 10d8+30 (75 hp) | 20d8+60 (150 hp) | 40d8+120 (300 hp) |
| Initiative: | +0 | +0 | +0 | +0 | +0 | +4 | +3 |
| Speed: | 20 ft. (4 squares) | 30 ft. (6 squares) | 40 ft. (8 squares) | 50 ft. (10 squares) | 50 ft. (10 squares) | 50 ft. (10 squares) | 50 ft. (10 squares) |
| Armor Class: | 14 (+2 size, +2 natural), touch 12, flat-footed 14 | 14 (+1 size, +3 natural), touch 11, flat-footed 14 | 14 (+4 natural), touch 10, flat-footed 14 | 16 (–1 size, +7 natural), touch 9, flat-footed 16 | 20 (–2 size, +12 natural), touch 8, flat-footed 20 | 24 (–4 size, +18 natural), touch 6, flat-footed 24 | 27 (–8 size, –1 Dex, +25 natural), touch 1, flat-footed 26 |
| Base Attack/Grapple: | +0/–8 | +0/–4 | +1/+2 | +3/+11 | +7/+21 | +15/+37 | +30/+58 |
| Attack: | Claw +2 melee (1d2–4) | Claw +1 melee (1d3–1) | Claw +2 melee (1d4+1) | Claw +6 melee (1d6+4) | Claw +11 melee (2d6+6) | Claw +21 melee (3d6+10) | Claw +34 melee (3d8+12) |
| Full Attack: | 2 claws +2 melee (1d2–4) and sting +0 melee (1d2–4 plus poison) | 2 claws +1 melee (1d3–1) and sting –1 melee (1d3–1 plus poison) | 2 claws +2 melee (1d4+1) and sting +0 melee (1d4 plus poison) | 2 claws +6 melee (1d6+4) and sting +4 melee (1d6+2 plus poison) | 2 claws +12 melee (2d6+6) and sting +9 melee (2d4+3 plus poison) | 2 claws +22 melee (3d6+10) and sting +19 melee (2d6+5 plus poison) | 2 claws +35 melee (3d8+12) and sting +33 melee (3d8+6 plus poison) |
| Space/Reach: | 2½ ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. | 20 ft./15 ft. | 40 ft./30 ft. |
| Special Attacks: | Constrict 1d2–4, improved grab, poison (DC 12, 1 Con) smite good (+1 dmg 1/day) | Constrict 1d3–1, improved grab, poison (DC 12, 1d2 Con) smite good (+1 dmg 1/day) | Constrict 1d4+1, improved grab, poison (DC 13, 1d3 Con) smite good (+2 dmg 1/day) | Constrict 1d6+4, improved grab, poison (DC 16, 1d4 Con) smite good (+5 dmg 1/day) | Constrict 2d6+6, improved grab, poison (DC 20, 1d6 Con) smite good (+10 dmg 1/day) | Constrict 3d6+10, improved grab, poison (DC 25, 1d8 Con) smite good (+20 dmg 1/day) | Constrict 3d8+12, improved grab, poison (DC 35, 1d10 Con) smite good (+20 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 7, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 5, spell resistance 10, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 5/magic, Darkvision 60 ft., resistance to cold and fire 10, spell resistance 15, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 10/magic, Darkvision 60 ft., resistance to cold and fire 10, spell resistance 25, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 10/magic, Darkvision 60 ft., resistance to cold and fire 10, spell resistance 25, tremorsense 60 ft., vermin traits (except mindless) |
| Saves: | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 | Fort +5, Ref +0, Will +0 | Fort +6, Ref +1, Will +1 | Fort +10, Ref +3, Will +3 | Fort +15, Ref +6, Will +6 | Fort +27, Ref +14, Will +15 |
| Abilities: | Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 9, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 19, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 23, Dex 10, Con 16, Int —, Wis 10, Cha 2 | Str 31, Dex 10, Con 16, Int —, Wis 10, Cha 2 | Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2 |
| Skills: | Climb +0, Hide +12, Spot +5; racial bonuses | Climb +3, Hide +8, Spot +5; racial bonuses | Climb +5, Hide +5, Spot +5; racial bonuses | Climb +9, Hide +2, Spot +6; racial bonuses | Climb +13, Hide –1, Spot +8; racial bonuses | Climb +20, Hide –1, Spot +11; racial bonuses | Climb +29, Hide +1, Spot +18; racial bonuses |
| Feats: | Multiattack, Weapon Finesse [bonus] | Multiattack, Weapon Finesse [bonus] | Multiattack | Ability Focus (poison), Multiattack | Ability Focus (poison), Improved Natural Attack (claw), Multiattack, Weapon Focus (claw) | Ability Focus (poison), Cleave, Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack, Weapon Focus (claw) | Ability Focus (poison), Cleave, Great Cleave, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (claw), Improved Natural Attack (sting), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (claw), Weapon Focus (sting) |
| Environment: | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane |
| Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary | Solitary |
| Challenge Rating: | ¼ | ½ | 1 | 4 | 9 | 12 | 14 |
| Treasure: | None | None | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items |
| Alignment: | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) |
| Advancement: | — | — | 3–4 HD (Medium) | 6–9 HD (Large) | 11–19 HD (Huge) | 21–39 HD (Gargantuan) | 41–60 HD (Colossal) |
| Level Adjustment: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
The natural weapons of a fiendish monstrous scorpions with 4 or more HD are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The Fortitude save DC and the primary and secondary Constitution damage vary by the scorpion’s size, as shown in the Special Attack entry for each size. The save DCs are Constitution-based.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Source: Monster Manual (version 3.5), page 287.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Fiendish Monstrous Spider, Tiny Tiny Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Spider, Small Small Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Spider, Medium Medium Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Spider, Large Large Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Spider, Huge Huge Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Spider, Gargantuan Gargantuan Magical Beast (Augmented Vermin, Extraplanar) |
Fiendish Monstrous Spider, Colossal Colossal Magical Beast (Augmented Vermin, Extraplanar) |
|
|---|---|---|---|---|---|---|---|
| Hit Dice: | ½d8 (2 hp) | 1d8 (4 hp) | 2d8+2 (11 hp) | 4d8+4 (22 hp) | 8d8+16 (52 hp) | 16d8+32 (104 hp) | 32d8+64 (208 hp) |
| Initiative: | +3 | +3 | +3 | +3 | +3 | +3 | +6 |
| Speed: | 20 ft. (4 squares), climb 10 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. |
| Armor Class: | 15 (+2 size, +3 Dex), touch 15, flat-footed 12 | 14 (+1 size, +3 Dex), touch 14, flat-footed 11 | 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 | 14 (–1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 | 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 | 19 (–4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 | 24 (–8 size, +2 Dex, +20 natural), touch 4, flat-footed 20 |
| Base Attack/Grapple: | +0/–12 | +0/–6 | +1/+1 | +3/+9 | +6/+18 | +12/+31 | +24/+50 |
| Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison) | Bite +4 melee (2d6+3 plus poison) | Bite +10 melee (3d6+6 plus poison) | Bite +16 melee (3d8+10 plus poison) | Bite +27 melee (6d6+15 plus poison) |
| Full Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison) | Bite +4 melee (2d8+3 plus poison) | Bite +10 melee (3d6+6 plus poison) | Bite +16 melee (3d8+10 plus poison) | Bite +27 melee (6d6+15 plus poison) |
| Space/Reach: | 2½ ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. | 20 ft./15 ft. | 40 ft./30 ft. |
| Special Attacks: | Poison (DC 12, 1d2 Str), smite good (+1 dmg 1/day), web | Poison (DC 12, 1d3 Str), smite good (+1 dmg 1/day), web | Poison (DC 14, 1d4 Str), smite good (+2 dmg 2/day), web | Poison (DC 15, 1d6 Str), smite good (+4 dmg 4/day), web | Poison (DC 18, 1d8 Str), smite good (+8 dmg 8/day), web | Poison (DC 22, 2d6 Str), smite good (+16 dmg 16/day), web | Poison (DC 30, 2d8 Str), smite good (+20 dmg 20/day), web |
| Special Qualities: | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Darkvision 60 ft., resistance to cold and fire 5, spell resistance 7, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 5, spell resistance 9, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 10, spell resistance 13, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 10/magic, darkvision 60 ft., resistance to cold and fire 10, spell resistance 21, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 10/magic, Darkvision 60 ft., resistance to cold and fire 10, spell resistance 25, tremorsense 60 ft., vermin traits (except mindless) |
| Saves: | Fort +2, Ref +3, Will +0 | Fort +2, Ref +3, Will +0 | Fort +4, Ref +3, Will +0 | Fort +5, Ref +4, Will +1 | Fort +8, Ref +5, Will +2 | Fort +12, Ref +8, Will +5 | Fort +20, Ref +12, Will +10 |
| Abilities: | Str 3, Dex 17, Con 10, Int 3, Wis 10, Cha 2 | Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2 | Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2 | Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2 | Str 19, Dex 17, Con 14, Int 3, Wis 10, Cha 2 | Str 25, Dex 17, Con 14, Int 3, Wis 10, Cha 2 | Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2 |
| Skills: | Climb +11, Hide +15, Jump –4, Spot +5; racial bonuses | Climb +11, Hide +11, Jump –2, Spot +5; racial bonuses | Climb +11, Hide +7, Jump +1, Spot +5; racial bonuses | Climb +12, Hide +4, Jump +3, Spot +1; racial bonuses | Climb +14, Hide +1, Jump +6, Spot +6; racial bonuses | Climb +18, Hide –1, Jump +11, Spot +8; racial bonuses | Climb +24, Hide –2, Jump +18, Spot +12; racial bonuses |
| Feats: | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Improved Natural Attack (bite) | Ability Focus (poison), Improved Natural Attack (bite), Weapon Focus (bite) | Ability Focus (poison), Cleave, Improved Natural Attack (bite), Power Attack, Snatch, Weapon Focus (bite) | Ability Focus (poison), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Armor (2), Improved Natural Attack (bite), Power Attack, Snatch, Weapon Focus (bite) |
| Environment: | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane |
| Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary | Solitary |
| Challenge Rating: | ¼ | ½ | 1 | 3 | 7 | 10 | 13 |
| Treasure: | None | None | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items |
| Alignment: | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) |
| Advancement: | — | — | 3 HD (Medium) | 5–7 HD (Large) | 9–15 HD (Huge) | 17–31 HD (Gargantuan) | 33–60 HD (Colossal) |
| Level Adjustment: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
All fiendish monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
The natural weapons of a fiendish monstrous spiders with 4 or more HD are treated as magic weapons for the purpose of overcoming damage reduction.
Poison (Ex): A monstrous spider has a poisonous bite. The Fortitude save DC and the initial and secondary Strength damage done vary by the spider’s size, as shown in the Special Attacks entry for a spider of a particular size. The save DCs are Constitution-based.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.
Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.
An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
Web-spinners will also move to wrap entangled prey, cocooning it and rendering it helpless. This counts as one daily use of its web throwing (see above) and counts as a grapple attempt. It usually bites such prey to weaken the creature’s attack of opportunity and escape attempts. Larger fiendish spiders will use the Snatch feat to prevent the attack of opportunity altogether.
A fiendish monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
| Size | Escape Artist DC | Break DC | Hit Points |
|---|---|---|---|
| Tiny | 10 | 14 | 2 |
| Small | 10 | 14 | 4 |
| Medium | 12 | 16 | 6 |
| Large | 13 | 17 | 12 |
| Huge | 16 | 20 | 14 |
| Gargantuan | 20 | 24 | 16 |
| Colossal | 28 | 32 | 18 |
Tremorsense (Ex): A fiendish monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Fiendish monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Hunting fiendish spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning fiendish spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Source: Monster Manual (version 3.5), page 288.
| Hit Dice: | 2d8 (9 hp) |
| Initiative: | +3 |
| Speed: | 20 ft. (4 squares), swim 30 ft. |
| Armor Class: | 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Arms +5 melee (0) |
| Full Attack: | Arms +5 melee (0) and bite +0 melee (1d3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Improved grab, smite good (+2 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., ink cloud, jet, low-light vision, resistance to cold and fire 5, spell resistance 7 |
| Saves: | Fort +3, Ref +6, Will +1 |
| Abilities: | Str 12, Dex 17, Con 11, Int 3, Wis 12, Cha 3 |
| Skills: | Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9; racial bonuses |
| Feats: | Weapon Finesse |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 1 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 3–6 HD (Medium) |
| Level Adjustment: | — |
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms 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 automatically deals bite damage.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks.
An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.
An octopus 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.
Source: Monster Manual (version 3.5), page 276.
| Hit Dice: | 8d8+43 (79 hp) |
| Initiative: | +2 |
| Speed: | 60 ft. (12 squares) |
| Armor Class: | 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 |
| Base Attack/Grapple: | +6/+19 |
| Attack: | Talons +9 melee (2d8+5) |
| Full Attack: | Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Pounce smite good (+8 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 10, scent, spell resistance 13 |
| Saves: | Fort +10, Ref +8, Will +4 |
| Abilities: | Str 21, Dex 15, Con 21, Int 3, Wis 15, Cha 10 |
| Skills: | Hide +5, Jump +27, Listen +12, Spot +12, Survival +12; racial bonuses |
| Feats: | Run, Toughness, Track |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary, pair, or pack (3–6) |
| Challenge Rating: | 8 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 9–16 HD (Huge); 17–24 HD (Gargantuan) |
| Level Adjustment: | — |
This creature is a larger version of the fiendish deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version.
A fiendish megaraptor’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Pounce (Ex): If a fiendish megaraptor charges, it can make a full attack.
Skills: A fiendish megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Source: Monster Manual (version 3.5), page 60.
| Hit Dice: | ¼d8 (1 hp) |
| Initiative: | +2 |
| Speed: | 10 ft. (2 squares), fly 40 ft. (average) |
| Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
| Base Attack/Grapple: | +0/–13 |
| Attack: | Claws +4 melee (1d2–5) |
| Full Attack: | Claws +4 melee (1d2–5) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | Smite good (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, spell resistance 6 |
| Saves: | Fort +2, Ref +4, Will +2 |
| Abilities: | Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6 |
| Skills: | Listen +3, Spot +5 |
| Feats: | Weapon Finesse |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 1⁄6 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | — |
| Level Adjustment: | — |
These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack.
The statistics presented here can describe most nonpredatory birds of similar size.
Source: Monster Manual (version 3.5), page 278.
| Hit Dice: | 8d8+40 (76 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 16 (–1 size, +7 natural), touch 9, flat-footed 16 |
| Base Attack/Grapple: | +6/+18 |
| Attack: | Gore +13 melee (2d6+12) |
| Full Attack: | Gore +13 melee (2d6+12) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Powerful charge, smite good (+8 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 10, spell resistance 13 |
| Saves: | Fort +11, Ref +6, Will +3 |
| Abilities: | Str 26, Dex 10, Con 21, Int 3, Wis 13, Cha 2 |
| Skills: | Listen +14, Spot +3 |
| Feats: | Alertness, Endurance, Improved Natural Attack (gore) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or herd (2–12) |
| Challenge Rating: | 6 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 9–12 HD (Large); 13–24 HD (Huge) |
| Level Adjustment: | — |
The fiendish rhinoceros is infamous for its bad temper and willingness to charge intruders.
The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).
Whether it is harassed or annoyed, a fiendish rhinoceros lowers its head and charges.
The natural weapons of a fiendish rhinoceros are treated as magic weapons for the purpose of overcoming damage reduction.
Powerful Charge (Ex): A fiendish rhinoceros deals 4d6+24 points of damage when it makes a charge.
Source: Monster Manual (version 3.5), page 278.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Fiendish Shark, Medium Medium Magical Beast (Augmented Animal, Aquatic, Extraplanar) |
Fiendish Shark, Large Large Magical Beast (Augmented Animal, Aquatic, Extraplanar) |
Fiendish Shark, Huge Huge Magical Beast (Augmented Animal, Aquatic, Extraplanar) |
|
|---|---|---|---|
| Hit Dice: | 3d8+3 (16 hp) | 7d8+7 (38 hp) | 10d8+20 (65 hp) |
| Initiative: | +2 | +6 | +6 |
| Speed: | Swim 60 ft. (12 squares) | Swim 60 ft. (12 squares) | Swim 60 ft. (12 squares) |
| Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 | 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13 |
| Base Attack/Grapple: | +2/+3 | +5/+12 | +7/+20 |
| Attack: | Bite +4 melee (1d6+1) | Bite +7 melee (1d8+4) | Bite +10 melee (2d6+7) |
| Full Attack: | Bite +4 melee (1d6+1) | Bite +7 melee (1d8+4) | Bite +10 melee (2d6+7) |
| Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. |
| Special Attacks: | smite good (+3 dmg 1/day) | smite good (+7 dmg 1/day) | smite good (+10 dmg 1/day) |
| Special Qualities: | Blindsense, darkvision 60 ft., keen scent, resistance to cold and fire 5, spell resistance 8 | Blindsense, damage reduction 5/magic, darkvision 60 ft., keen scent, resistance to cold and fire 5, spell resistance 12 | Blindsense, damage reduction 5/magic, darkvision 60 ft., keen scent resistance to cold and fire 10, spell resistance 15 |
| Saves: | Fort +4, Ref +5, Will +2 | Fort +8, Ref +7, Will +3 | Fort +11, Ref +9, Will +4 |
| Abilities: | Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2 | Str 17, Dex 15, Con 13, Int 3, Wis 12, Cha 2 | Str 21, Dex 15, Con 15, Int 3, Wis 12, Cha 2 |
| Skills: | Listen +6, Spot +6, Swim +9; racial bonuses | Listen +8, Spot +7, Swim +11; racial bonuses | Listen +10, Spot +10, Swim +13; racial bonuses |
| Feats: | Alertness, Weapon Finesse | Alertness, Great Fortitude, Improved Initiative | Alertness, Great Fortitude, Improved Initiative, Iron Will |
| Environment: | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane |
| Organization: | Solitary, school (2–5), or pack (6–11) | Solitary, school (2–5), or pack (6–11) | Solitary, school (2–5), or pack (6–11) |
| Challenge Rating: | 1 | 3 | 6 |
| Treasure: | None | None | None |
| Alignment: | Always evil (any) | Always evil (any) | Always evil (any) |
| Advancement: | 4–6 HD (Medium) | 8–9 HD (Large) | 11–17 HD (Huge) |
| Level Adjustment: | — | — | — |
Medium Fiendish Shark • Large Fiendish Shark • Huge Fiendish Shark
These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them.
Smaller fiendish sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.
Fiendish sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
The natural weapons of fiendish sharks of 4 or more HD are treated as magic weapons for the purpose of overcoming damage reduction.
Blindsense (Ex): A fiendish shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A fiendish shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills: A fiendish shark 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.
Source: Monster Manual (version 3.5), page 279.
All fiendish snakes have the following characteristics; certain species will have other abilities as well, detailed in their own sections.
Skills: Fiendish snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A fiendish snake can always choose to take 10 on a Climb check, even if rushed or threatened.
Fiendish snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
A fiendish snake 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.
Fiendish snakes come in a variety of sizes and capabilities. Here, they are categorized by nonvenemous and venomous snakes—fiendish constrictor snakes and fiendish viper snakes, respectively.
While fiendish snakes always swallow prey whole, they do not get the Swallow Whole special attack for two reasons.
First, they usually kill prey before attempting to swallow it, although fiendish snakes might do it for the terror alone.
Second, snakes do not swallow larger prey very fast: they take minutes or even hours for all but the smallest prey. If this becomes important to know, one can judge that it takes a snake 6d10 minutes to swallow a pinned or helpless creature two size categories smaller than itself and 3d10 for a creature three size categories smaller. Should a snake start swallowing living prey, its recurved teeth hook the flesh, make it more difficult to escape. A creature still living takes a –2 penalty to grapple and Escape Artist checks to escape the pin. If it does, it escapes the mouth but not the grapple.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Fiendish Constrictor Snake Medium Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Giant Constrictor Snake Huge Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Tiny Viper Snake Tiny Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Small Viper Snake Small Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Medium Viper Snake Medium Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Large Viper Snake Large Magical Beast (Augmented Animal, Extraplanar) |
Fiendish Huge Viper Snake Huge Magical Beast (Augmented Animal, Extraplanar) |
|
|---|---|---|---|---|---|---|---|
| Hit Dice: | 3d8+6 (19 hp) | 11d8+14 (63 hp) | ¼d8 (1 hp) | 1d8 (4 hp) | 2d8 (9 hp) | 3d8 (13 hp) | 6d8+6 (33 hp) |
| Initiative: | +3 | +3 | +3 | +3 | +3 | +7 | +7 |
| Speed: | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 15 ft. (3 squares), climb 15 ft., swim 15 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. |
| Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 | 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 | 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 15 |
| Base Attack/Grapple: | +2/+5 | +8/+23 | +0/–11 | +0/–6 | +1/+0 | +2/+6 | +4/+15 |
| Attack: | Bite +5 melee (1d3+4) | Bite +13 melee (1d8+10) | Bite +5 melee (1 plus poison) | Bite +4 melee (1d2–2 plus poison) | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison) |
| Full Attack: | Bite +5 melee (1d3+4) | Bite +13 melee (1d8+10) | Bite +5 melee (1 plus poison) | Bite +4 melee (1d2–2 plus poison) | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison) |
| Space/Reach: | 5 ft./5 ft. | 15 ft./10 ft. | 2½ ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. |
| Special Attacks: | Constrict 1d3+4, improved grab, smite good (+3 dmg 1/day) | Constrict 1d8+10, improved grab smite good (+11 dmg 1/day) | Poison (Fort DC 10, 1d6 Con/1d6 Con) smite good (+1 dmg 1/day) | Poison (Fort DC 10, 1d6 Con/1d6 Con) smite good (+1 dmg 1/day) | Poison (Fort DC 11, 1d6 Con/1d6 Con) smite good (+2 dmg 1/day) | Poison (Fort DC 11, 1d6 Con/1d6 Con) smite good (+3 dmg 1/day) | Poison (Fort DC 14, 1d6 Con/1d6 Con) smite good (+6 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to cold and fire 5, scent, spell resistance 8 | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 10, scent, spell resistance 16 | Darkvision 60 ft., resistance to cold and fire 5, scent, spell resistance 6 | Darkvision 60 ft., resistance to cold and fire 5, scent, spell resistance 6 | Darkvision 60 ft., resistance to cold and fire 5, scent, spell resistance 7 | Darkvision 60 ft., resistance to cold and fire 5, scent, spell resistance 8 | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 5, scent, spell resistance 11 |
| Saves: | Fort +4, Ref +6, Will +2 | Fort +8, Ref +10, Will +4 | Fort +2, Ref +5, Will +1 | Fort +2, Ref +5, Will +1 | Fort +3, Ref +6, Will +1 | Fort +3, Ref +6, Will +2 | Fort +6, Ref +7, Will +3 |
| Abilities: | Str 17, Dex 17, Con 13, Int 3, Wis 12, Cha 2 | Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2 | Str 4, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2 |
| Skills: | Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11; racial bonuses | Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16; racial bonuses | Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; racial bonuses | Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6; racial bonuses | Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; racial bonuses | Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; racial bonuses | Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11; racial bonuses |
| Feats: | Alertness, Toughness | Alertness, Endurance, Skill Focus (Hide), Toughness | Weapon Finesse | Weapon Finesse | Weapon Finesse | Improved Initiative, Weapon Finesse | Improved Initiative, Run, Weapon Focus (bite) |
| Environment: | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane | Any evil-aligned plane |
| Organization: | Solitary | Solitary | Solitary | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 7 | 1⁄3 | ½ | 1 | 2 | 4 |
| Treasure: | None | None | None | None | None | None | None |
| Alignment: | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) | Always evil (any) |
| Advancement: | 4–5 HD (Medium); 6–10 HD (Large) | 12–16 HD (Huge); 17–33 HD (Gargantuan) | — | — | — | — | 7–18 HD (Huge) |
| Level Adjustment: | — | — | — | — | — | — | — |
Fiendish Constrictor Snake:
Medium •
Giant
Fiendish Viper Snake:
Tiny •
Small •
Medium •
Large •
Huge
Fiendish constrictor snakes are aggressive and generally attack on sight. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.
Fiendish giant constrictor snakes are even more aggressive than their smaller cousins, principally because they need a great amount of food to survive.
Constrict (Ex): On a successful grapple check, a fiendish constrictor snake deals the damage indicated for this ability in the Special Attack entry in its statistics block above (1d4+3 points of damage for constrictor snakes; 1d8+10 points of damage for giant constrictor snakes).
Improved Grab (Ex): To use this ability, a fiendish constrictor snake must hit with its bite 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.
These creatures range widely in size. They are not particularly aggressive, but will often seek to sneak up on foes and lash out with a bite attack before attempting to retreat.
Fiendish viper snakes rely on their venomous bite to kill prey and defend themselves.
Poison (Ex): A fiendish viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The Fortitude save DC varies by the snake’s size, as shown in the snake’s Special Attack entry in its statistics block above. The save DCs are Constitution-based.
Source: Monster Manual (version 3.5), page 279.
| Hit Dice: | 3d8 (13 hp) |
| Initiative: | +3 |
| Speed: | Swim 60 ft. (12 squares) |
| Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
| Base Attack/Grapple: | +2/+8 [including racial bonus] |
| Attack: | Arms +4 melee (0) |
| Full Attack: | Arms +4 melee (0) and bite –1 melee (1d6+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Improved grab, smite good (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., ink cloud, jet, low-light vision, resistance to cold and fire 5, spell resistance 8 |
| Saves: | Fort +3, Ref +6, Will +2 |
| Abilities: | Str 14, Dex 17, Con 11, Int 3, Wis 12, Cha 2 |
| Skills: | Listen +7, Spot +7, Swim +10; racial bonuses |
| Feats: | Alertness, Endurance |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or school (6–11) |
| Challenge Rating: | 1 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 4–6 HD (Medium); 7–11 HD (Large) |
| Level Adjustment: | — |
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Improved Grab (Ex): To use this ability, a fiendish squid must hit an opponent of any size with its arms 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 automatically deals bite damage.
A fiendish squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A fiendish squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the fiendish squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A fiendish squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A fiendish squid 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.
Source: Monster Manual (version 3.5), page 281.
| Hit Dice: | 6d8+18 (45 hp) |
| Initiative: | +2 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
| Base Attack/Grapple: | +4/+14 |
| Attack: | Claw +9 melee (1d8+6) |
| Full Attack: | 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Improved grab, pounce, rake 1d8+3, smite good (+6 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., scent resistance to cold and fire 5, low-light vision, spell resistance 11 |
| Saves: | Fort +8, Ref +7, Will +3 |
| Abilities: | Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 6 |
| Skills: | Balance +6, Hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11; racial bonuses |
| Feats: | Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 7–12 HD (Large); 13–18 HD (Huge) |
| Level Adjustment: | — |
These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.
A fiendish tiger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a fiendish tiger must hit with a claw or bite 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 rake.
Pounce (Ex): If a fiendish tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Fiendish tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Source: Monster Manual (version 3.5), page 281.
| Hit Dice: | 18d8+99 (180 hp) |
| Initiative: | +1 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 14 (–2 size, +1 Dex, +5 natural), touch 9, flat-footed 13 |
| Base Attack/Grapple: | +13/+30 |
| Attack: | Bite +20 melee (3d6+13) |
| Full Attack: | Bite +20 melee (3d6+13) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Improved grab, smite good (+18 dmg 1/day), swallow whole |
| Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., low-light vision, resistance to cold and fire 10, scent, spell resistance 23 |
| Saves: | Fort +16, Ref +12, Will +8 |
| Abilities: | Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10 |
| Skills: | Hide –2, Listen +14, Spot +14; racial bonuses |
| Feats: | Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 10 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 19–36 HD (Huge); 37–54 HD (Gargantuan) |
| Level Adjustment: | — |
This towering predator has an enormous head and a mouth full of dagger-sized teeth. It stands on two powerful legs and has only vestigial forelimbs.
This ravenous creature is the most fearsome of all carnivorous dinosaurs.
Despite its enormous size and 6-ton weight, a fiendish tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.
A fiendish tyrannosaurus eats almost anything it can sink its teeth into, and spends a great deal of its time scavenging for carrion and chasing smaller carnivores away from their kills.
A fiendish tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.
The natural weapons of a fiendish tyrannosaurus are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a fiendish tyrannosaurus must hit an opponent of up to one size smaller with its bite 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 try to swallow the foe the following round.
Swallow Whole (Ex): A fiendish tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the fiendish tyrannosaurus’s gizzard (AC 12, 25 hp). See the Swallow Whole special ability for methods to escape the stomach.
A Huge fiendish tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: A fiendish tyrannosaurus has a +2 racial bonus on Listen and Spot checks.
Source: Monster Manual (version 3.5), page 61.
| Hit Dice: | 8d8+35 (71 hp) |
| Initiative: | +1 |
| Speed: | 20 ft. (4 squares), burrow 20 ft. |
| Armor Class: | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
| Base Attack/Grapple: | +6/+16 |
| Attack: | Claw +11 melee (2d4+6) |
| Full Attack: | 2 claws +11 melee (2d4+6) and bite +9 melee (2d8+3) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Confusing gaze (DC 15 Will), smite good |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., resistance to cold and fire 10, spell resistance 13, tremorsense 60 ft. |
| Saves: | Fort +8, Ref +3, Will +6 |
| Abilities: | Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 13 |
| Skills: | Climb +12, Jump +5, Listen +11 |
| Feats: | Great Fortitude, Multiattack, Toughness |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary or cluster (2–4) |
| Challenge Rating: | 7 |
| Treasure: | Standard |
| Alignment: | Usually chaotic evil |
| Advancement: | 9–12 HD (Large); 13–24 HD (Huge) |
| Level Adjustment: | — |
This hulking, powerfully built creature looks something like a cross between a great ape and a beetle. The low, rounded head is dominated by a massive pair of mandibles and rows of triangular teeth. It has two big compound eyes like a beetle’s, with two smaller eyes like an ape’s in between. Armor plates cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair.
Fiendish umber hulks are massive creatures that dwell deep beneath the earth. Ripping through rock as though it were light underbrush, they rampage continuously, leaving destruction in their wake.
A fiendish umber hulk stands roughly 8 feet tall and measures nearly 5 feet across, weighing about 800 pounds. A fiendish umber hulk can burrow through solid rock at a speed of 5 feet. It does not leave a usable tunnel unless it chooses to.
Fiendish umber hulks speak Terran.
A fiendish umber hulk can deliver blows powerful enough to crush almost any enemy. In addition, its mandibles are strong enough to bite through armor or exoskeletons with ease.
Despite its great bulk, a fiendish umber hulk is intelligent. When brute force won’t overcome an enemy, it is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.
The natural weapons of a fiendish umber hulk are treated as magic weapons for the purpose of overcoming damage reduction.
Confusing Gaze (Su): Confusion as the spell, 30 feet, caster level 8th, Will negates. The save DC is shown in the statistics block above and is Charisma-based.
| Hit Dice: | 2d8+4 (13 hp) |
| Initiative: | +2 |
| Speed: | 50 ft. (10 squares) |
| Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Bite +3 melee (1d6+1) |
| Full Attack: | Bite +3 melee (1d6+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Smite good (+2 dmg 1/day), trip |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 7 |
| Saves: | Fort +5, Ref +5, Will +1 |
| Abilities: | Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6 |
| Skills: | Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1; racial bonuses |
| Feats: | Track [bonus], Weapon Focus (bite) |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary, pair, or pack (7–16) |
| Challenge Rating: | 1 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 3 HD (Medium); 4–6 HD (Large) |
| Level Adjustment: | — |
| Hit Dice: | 3d8+15 (28 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares), burrow 10 ft., climb 10 ft. |
| Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +2/+4 |
| Attack: | Claw +4 melee (1d4+2) |
| Full Attack: | 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Rage, smite good (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to cold and fire 5, scent, spell resistance 8 |
| Saves: | Fort +7, Ref +5, Will +2 |
| Abilities: | Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10 |
| Skills: | Climb +10, Listen +6, Spot +6; racial bonuses |
| Feats: | Alertness, Toughness, Track [bonus] |
| Environment: | Any evil-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always evil (any) |
| Advancement: | 4–5 HD (Large) |
| Level Adjustment: | — |
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
Rage (Ex): A fiendish wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: Fiendish wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Source: Monster Manual (version 3.5), page 283.