The Book of Fiends Web Enhancement Web Enhancement Design: Robert J
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The Book of Fiends Web Enhancement Web Enhancement Design: Robert J. Schwalb - Editing: Chris Pramas - Layout: Hal Mangold Introduction The Book of Fiends provides an in depth look at evil in all its varied forms. From the uncontrollable Harbinger of Vengeance to the perverse Philotanus the Seducer, every conceivable evil has some form of representation. This web enhancement helps to bring this evil into you campaign world, either as a player of an evil character, or as a GM with a flair for surprising your players, by presenting comprehensive summoning tables for all the fiends of the Book of Fiends along with fiends and fiendish animals from the MM. In addition, this web enhancement updates the daemonic, demonic, and devilish templates from the Unholy Warrior’s Handbook to the 3.5 rules, allowing you to create hundreds more nasty surprises for your campaigns. Finally, the epic unholy warrior, in all his brimming evil concludes this expansion. Enjoy. Revised Templates These templates originally appeared in the Unholy Warrior’s Handbook, and are revised and updated here to use in conjunction with the 3.5 rules and the Book of the Fiends. These templates replace the Fiendish template for creatures originating from one of the three featured planes in Book of the Fiends. If your cosmology features more than Hell, the Abyss, and Gehenna as its Lower Planes, use the Fiendish template as it appears in the MM. Special Qualities: A daemonic creature retains all the special qualities of the Daemonic Creature base creature and gains the following. Daemonic creatures dwell in Gehenna, though they resemble beings found on • Damage Reduction (see Table WE–2: Daemonic Qualities). the Material Plane. These creatures take on the features of their native circle. • Darkvision out to 60 feet. For example, a daemonic wolf from Yungo circle, the Circle of Gluttony, is • Immunity to acid and poison. disturbingly obese, with an overlarge maw, and an insatiable appetite. On the other • Resistance to cold, fire, and electricity (see Table WE–2: hand, a daemonic wolf from the Circle of Wrath, would appear more feral than Daemonic Qualities). those found on the Material Plane, heavily scarred, with blood matted fur. • Sense Life (Sp): Always active, a daemonic creature can sense all life within 30 feet, as per the detect animals and plants spell, except they do not have to concentrate to maintain this ability, nor do they Creating a Daemonic Creature have to specify the type of animal or plant. If they do concentrate “Daemonic” is an inherited template that can be added to any corporeal as described in the spell, they may determine the target animal or aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous plant’s condition. This ability is the equivalent of a 2nd-level spell. humanoid, ooze, plant, or vermin of nongood alignment (referred to Sense life may be dispelled, but a demonic creature can reactivate it hereafter as the base creature). A daemonic creature uses all the base as a free action. creature’s statistics and abilities except as noted here. Do not recalculate the • Spell resistance equal to the creature’s HD + 5 (maximum 25). creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. If the base creature already has one or more of these special qualities, Size and Type: Animals or vermin with this template become magical beasts, use the better value. If a daemonic creature gains damage reduction, but otherwise the creature type is unchanged. Size is unchanged. its natural weapons are treated as magic weapons for overcoming Daemonic creatures encountered on the Material Plane have the damage reduction. extraplanar subtype. Abilities: Same as the base creature, Special Attacks: A daemonic but Intelligence is at least 3. creature retains all the special Environment: Gehenna. attacks of the base creature Table WE2: Daemonic Qualities and gains the following Challenge Rating: HD 3 or less, special attack. Hit Resistance to Damage as base creature; HD 4 to 7, as base Dice Acid, Cold, and Fire Reduction creature +1; HD 8 or more, as base Smite Good (Su): Once per day the creature +2. creature can make a normal 1–3 5 — 4–7 5 5/magic melee attack to deal extra Alignment: Always neutral evil. damage equal to its HD total 8–11 10 5/magic (maximum of +20) against a 12+ 10 10/magic Level Adjustment: Same as the base creature +2. good foe. 1 Alignment: Always chaotic evil (any). Demonic Level Adjustment: Same as the base Table WE-3: Demonic Qualities creature +3. Hit Resistance to Damage Creature Dice Acid, Cold, and Fire Reduction Demonic creatures dwell in the Abyss, though they sometimes 1–3 5 — Devilish resemble beings found on the 4–7 5 5/magic Material Plane. Foul and hideous, 8–11 10 5/magic Creature 12+ 10 10/magic these creatures are twisted and Devilish creatures dwell in Hell, corrupt, consumed by hatred. though they resemble beings found Many demonic creatures are in a on the Material Plane. Terrible and perpetual state of flux, changing threatening devilish monsters are in color, appearance, manifesting Table WE-4: Devilish Qualities perfect, but sinister, specimens of odd, distorted faces, or extra heads, Hit Resistance to Damage their kind. Devilish creatures work in before melting back into its mutable Dice Acid, Cold, and Fire Reduction tandem with others of their kind to form. Unlike their Material Plane bring down their foes. counterparts, these creatures are 1–3 5 — capricious and sadistic, exulting in 4–7 5 5/magic the opportunity to inflict pain and 8–11 10 5/magic Creating a suffering. 12+ 10 10/magic Web Enhancement Devilish Creature Creating a “Devilish” is an inherited template that can be added to any corporeal Demonic aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to Creature hereafter as the base creature). A devilish creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s “Demonic” is an inherited template that can be added to any corporeal Hit Dice, base attack bonus, saves, or skill points if its type changes. aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to Size and Type: Animals or vermin with this template become magical beasts, hereafter as the base creature). A demonic creature uses all the base creature’s but otherwise the creature type is unchanged. Size is unchanged. Dev- statistics and abilities except as noted here. Do not recalculate the creature’s ilish creatures encountered on the Material Plane have the extraplanar Hit Dice, base attack bonus, saves, or skill points if its type changes. subtype. Size and Type: Animals or vermin with this template become magical beasts, Special Attacks: A devilish creature retains all the special attacks of the base but otherwise the creature type is unchanged. Size is unchanged. creature and also gains the following special attack. Demonic creatures encountered on the Material Plane have the Once per day the creature can make a normal melee extraplanar subtype. Smite Good or Chaos (Su): attack to deal extra damage equal to its HD total (maximum of +20) Special Attacks: A demonic creature retains all the special attacks of the against a good or chaotic foe. base creature and gains the following special attack. Special Qualities: A devilish creature retains all the special qualities of the Smite Good or Law (Su): Once per day the creature can make a normal melee base creature and gains the following. attack to deal extra damage equal to its HD total (maximum of +20) • Damage reduction (see ). against a good or lawful foe. Table WE–4: Devilish Qualities • Immunity to fire and poison. Special Qualities: A demonic creature retains all the special qualities of the • Resistance to acid and cold (see Table WE–4: Devilish base creature and gains the following. Qualities). • See in Darkness (Su): all devilish creatures can see perfectly in • Darkvision out to 60 feet. darkness of any kind, even magical darkness. • Damage reduction (see Table WE–3: Demonic Qualities). • Spell resistance equal to the creature’s HD + 5 (maximum of 25). • Immunity to electricity and poison. • Telepathy 30 ft. • Resistance to acid, cold, and fire (Table WE–3: Demonic Qualities). • Spell resistance equal to the creature’s HD + 5 (maximum of 25). If the base creature already has one or more of these special qualities, • Telepathy 30 ft. use the better value. If a devilish creature gains damage reduction, its natural weapons are treated as magic weapons for overcoming If the base creature already has one or more of these special qualities, damage reduction. use the better value. If a demonic creature gains damage reduction, its natural weapons are treated as magic weapons for overcoming Abilities: Same as the base creature, but Intelligence is at least 3. damage reduction. Environment: Hell. Abilities: Same as the base creature, but Intelligence is at least 3. Challenge Rating: HD 3 or less, as base creature +1; HD 4 to 7, as base Environment: The Abyss. creature +2; HD 8 or more, as base creature +3. Challenge Rating: HD 3 or less, as base creature +1; HD 4 to 7, as base Alignment: Always lawful evil (any). creature +2; HD 8 or more, as base creature +3. Level Adjustment: Same as the base creature +3. 2 Table WE-1: Dark Summoning Tables Demonic wolverine2 CE Web Enhancement Summon Monster I Dretch CE Summon Monster VI