Half-Fiends

The page index above lists sample half-fiend creatures presented here. See the Half-Fiend template for information on creating these and which creature types can use this template.

Half-Fiend 7th-Level Human Cleric

Medium Outsider (Augmented Humanoid, Native)
Hit Dice: 7d8+14 (49 hp)
Initiative: +7
Speed: 20 ft. in breastplate (4 squares), fly 20 ft. (average) in breastplate; base speed 30 ft., fly 30 ft. (average)
Armor Class: 24 (+3 Dex, +1 natural, +10 +2 breastplate and +1 heavy shield), touch 13, flat-footed 21
Base Attack/Grapple: +5/+9
Attack: +1 morningstar +11 melee (1d8+5) or claw +9 melee (1d4+4) or masterwork light crossbow +9 ranged (1d8/19–20)
Full Attack: +1 morningstar +11 melee (1d8+5) and bite +4 melee (1d6+2); 2 claws +9 melee (1d4+4) and bite +4 melee (1d6+2); or masterwork light crossbow +9 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite good, spells, spell-like abilities, rebuke undead 8/day
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 17
Saves: Fort +7, Ref +5, Will +9
Abilities: Str 18, Dex 17, Con 14, Int 12, Wis 18, Cha 12
Skills: Concentration +12, Diplomacy +6, Knowledge (arcana) +6, Knowledge (religion) +6, Heal +9, Spellcraft +3, Spot +9
Feats: Combat Casting, Extra Turning, Flyby Attack, Improved Initiative, Weapon Focus (morningstar) [bonus]
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 9
Treasure: Double standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +4

Half-fiend spellcasters such as the one described here are usually found as the leaders of dark cults or evil temples.

Combat

Half-fiends attack with aggressiveness and battle lust, using their ability to fly to best advantage by casting spells from the air. They enjoy torturing any enemies unfortunate enough to fall into their hands.

Smite Good (Su): Once per day this half-fiend can make a normal melee attack to deal 7 points of extra damage against a good foe.

Spell-Like Abilities: 3/day⁠—​darkness, poison (DC 15); 1/day⁠—​desecrate, unholy blight (DC 15). Caster level 7th. The save DCs are Charisma-based.

Typical Cleric Spells Prepared (6/6/5/4/3; save DC 14 + spell level): 0⁠—​cure minor wounds, detect magic, guidance, light, read magic, resistance; 1st⁠—​command, cure light wounds, divine favor, doom, protection from goodD, shield of faith; 2nd⁠—​bear’s endurance, bull’s strength, hold person, sound burst, spiritual weaponD; 3rd⁠—​bestow curse, cure serious wounds, dispel magic, magic vestmentD; 4th⁠—​cure critical wounds, summon monster IV, unholy blightD.

DDomain spell. Deity: Erythnul. Domains: Evil (cast evil spells at +1 caster level) and War (Weapon Focus bonus feat).

Possessions: +2 breastplate, +1 large steel shield, +1 morningstar, periapt of Wisdom +2, potion of haste. (Different half-fiends may have different possessions.)

Source: Monster Manual (version 3.5), page 147.

Half-Fiend Kraken

Gargantuan Outsider (Aquatic)
Hit Dice: 20d10+180 (310 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 23 (–⁠4 size, +2 Dex, +15 natural), touch 8, flat-footed 21
Base Attack/Grapple: +20/+46
Attack: Tentacle +30 melee (2d8+14/19-20)
Full Attack: 2 tentacles +30 melee (2d8+14/19-20) and 6 arms +25 melee (1d6+7) and bite +25 melee (4d6+7)
Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6, smite good
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., half-fiend traits, ink cloud, jet, low-light vision, poison immunity, resistance to acid 10, cold 10, electricity 10, and fire 10, spell-like abilities, spell resistance 30
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 38, Dex 14, Con 31, Int 25, Wis 20, Cha 22
Skills: Concentration +33, Diplomacy +31, Heal +28 Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16; racial bonuses
Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 21–32 HD (Gargantuan); 33–60 HD (Colossal)
Level Adjustment:

This creature resembles an immense squid, with a streamlined body, two staring eyes, and a mass of tentacles. Its body is approximately 30 feet long and protected by layers of thick muscle.

Whether half-fiends or not, krakens are aggressive, cruel, and highly intelligent, and rule entire undersea regions. Though these behemoths are rarely seen on the surface, stories tell of ships dragged under and islands scoured of life by these monsters.

Krakens make their lairs thousands of feet below the ocean surface. They frequently inhabit huge cavern complexes that include sections filled with breathable air, where they imprison and breed humanoid slaves to serve and feed them.

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.

Krakens speak Common and Aquan.

Combat

When not using their impressive array of spell-like abilities, half-fiend krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a half-fiend kraken’s tentacles or arms as if they were weapons. A half-fiend kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a half-fiend kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a half-fiend kraken’s tentacle or arm deals damage to the half-fiend kraken equal to half the limb’s full normal hit points. A half-fiend kraken usually withdraws from combat if it loses both tentacles or three of its arms. A half-fiend kraken regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, the half-fiend kraken must hit with an arm or 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.

Constrict (Ex): A half-fiend kraken deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): A half-fiend kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A half-fiend kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the half-fiend kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Half-Fiend Traits: Unlike most half-fiends, a half-fiend kraken does not possess wings. It does, however, have webbing between its tentacles that augments its swim speed. All of a half-fiend kraken’s attacks are considered magic weapons for the purpose of overcoming damage reduction.

Smite Good: Once per day a half-fiend kraken may smite a good creature, gaining a +6 on its attack roll and inflicting an additional 20 points of damage if it hits.

Spell-Like Abilities: For being a kraken, 1/day⁠—​control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DCs are Charisma-based.

For being a half-fiend, 3/day⁠—​darkness, poison (DC 20), unholy aura (DC 24); 1/day⁠—​blasphemy (DC 23), contagion (DC 19), desecrate, destruction (DC 23), horrid wilting (DC 24), summon monster IX (fiends only), unhallow, unholy blight (DC 20). Caster level 20th. The save DCs are Charisma-based.

Skills: A half-fiend kraken 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 162, with the half-fiend template from page 148 applied and checked against the creature depicted in the sidebar in Stormwrack, page 116.