The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/12306.aspx

Blade Fiend

D&D 3e (3.0/3.5) Rules

by Ogre Bane


Medium Outsider (Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+50 (95 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
AC: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24
Base Attack/Grapple: +10/+22
Attack: Claw +19 melee (3d8+8/19-20 plus 1d2 Constitution damage)
Full Attack: 2 Claws +19 melee (3d8+8/19-20 plus 1d2 Constitution damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ability damage, improved grab, dreaded slice, augmented critical
Special Qualities: Fear, bladed defense, DR 10/good, darkvision 60 ft., fast healing 5, SR 22, spell-like abilities, immunity to electricity and poison, resist acid 10, cold 10, and fire 10, telepathy
Saves: Fort +12, Ref +14, Will +9
Abilities: Str 26, Dex 24, Con 20, Int 13, Wis 14, Cha 16
Skills: Balance +18, Bluff +14, Concentration +16, Escape Artist +18, Hide +18, Intimidate +10, Listen +13, Move Silently +18, Spellcraft +12, Spot +13, Tumble +18
Feats: Blind Fighting, Improved Grapple, Improved Initiative, Weapon Focus (claw)
Environment: The Infinite Layers of the Abyss
Organization: Solitary, Pair, Brood (2-5), or Squad (5-20)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

This humanoid creature is covered head to toe with razor-like blades extending from its body. Its skin is a dull black, lightening to a dark gray at its belly. The creature's eyes glow red with hatred.

Blade fiends are elite combat units for the evil forces of the tanar'ri. They usually serve as shock troops, gaining entry into enemy strongholds and taking out important figures using their vicious grapple techniques. They are also known to take trophies of slain opponents, such as ears, eyes or tongues. They are especially fond of skulls with the skin completely removed.

The typical blade fiend stands about 6 feet tall and weighs about 300 pounds. They are extremely muscular and are completely covered with sharp, metallic-like blades.

Blade fiends can speak Abyssal, Common, Draconic, Dwarven, Infernal, and Undercommon.

Combat

Blade fiends prefer to jump into melee combat, slashing away at opponents. For those foes that are too hard to grapple or too powerful to do so, they will instead use hit and run tactics to drain enough blood to severely weaken foes. The blade fiend will use blade barrier to cut off an enemy's retreat.

Augmented Critical (Ex): Due to the blade fiend's extreme razor-sharpness of its blades, it threatens a critical on a natural roll of 19-20.

Ability Damage (Su): With each successful claw attack, the blade fiend deals 1d2 points of Constitution damage due to blood loss from the terrible wounds inflicted by the razor sharp blades. On a successful critical hit, the Constitution damage is doubled.

Fear (Su): Any time the blade fiend attacks or charges, every enemy within 10 feet must make a Will save (DC 18) or be affected by fear (as the spell, caster level 10th). If the saving throw is successful, the opponent is immune to the fear effect of the blade fiend for 24 hours. This save is Charisma-based.

Dreaded Slice (Ex): On each successful grapple check after the blade fiend has already successfully gotten into a grapple, the blade fiend shakes and twists its bladed body on its enemy, slicing and dicing the victim. This attack automatically deals 4d8+8 points of damage and 1d2 points of Constitution damage.

Bladed Defense (Ex): The protruding blades of the blade fiend can still injure opponents engaged in melee combat with it. Each successful melee attack from an opponent deals 1d8+8 slashing damage to the attacker. Opponents with weapons with exceptional reach (such as a glaive) do not suffer this attack.

Spell-like Abilities (Sp): At will - blasphemy, confusion, detect good, detect magic, dispel good, greater dispel magic, greater teleport (self plus 50 pounds of objects only), hold monster; 1/day - blade barrier. Caster level 14th. Save DC is 13 + spell level. These saves are Charisma-based.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.