The Dragonlance Nexus

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Death Fiend

D&D 3e (3.0/3.5) Rules

by Ogre Bane


Medium Outsider (Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+80 (125 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 50 ft. (average)
AC: 26 (+2 Dex, +14 natural), touch 12, flat-footed 24
Base Attack/Grapple: +10/+18
Attack: Slam +18 melee (3d6+8 and energy drain)
Full Attack: 2 Slams +18 melee (3d6+8 and energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, fear aura, gaze, spell-like abilities, command/rebuke undead
Special Qualities: Aura of the dead, DR 10/good and silver, darkvision 60 ft., fast healing 5, SR 22, immunity to electricity, poison, and energy drain effects, resist acid 10, cold 10, and fire 10, telepathy
Saves: Fort +15, Ref +9, Will +10
Abilities: Str 26, Dex 14, Con 26, Int 18, Wis 17, Cha 22
Skills: Balance +17, Bluff +21, Concentration +23, Diplomacy +21, Hide +17, Intimidate +21, Knowledge (the planes) +10, Listen +18, Move Silently +17, Spellcraft +19, Spot +18
Feats: Awesome Blow, Improved Initiative, Improved Natural Attack (slam), Power Attack
Environment: The Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

This strong humanoid approaches you with utter confidence. Its naked body lacks anything that would define it as a male or female, and its smooth and hairless skin is the color of ash. It also lacks any mouth, but its eyes glow with a bright black light that sends shivers down your skin.

Death fiends are the more powerful and elite of all the lesser fiends. They are utterly confident in their powers of death and destruction and they treat all other creatures (including other lesser fiends) below their status of attention. They are most often found alone due to their natural distrust of other fiends and demons, and their insane competition between each other. Death fiends occasionally surround themselves with undead since they will follow the fiends' every command.

Death fiends are about 6 feet tall and weigh about 250 pounds. They are stocky and strong, and they show off their brute force whenever possible.

Death fiends cannot speak, but they can communicate with any intelligent creature in any spoken language telepathically.

Combat

Death fiends use their powerful spell-like abilities first to soften up harder targets, also using their dispel abilities to weaken prepared enemies. Once a sufficient number of enemies have been either confused or severely damaged, they attack with brute force, pounding creatures into mush. Death fiends never use weapons, preferring to feel the blood of their enemies on their bare hands.

A death fiend's natural weapons, as well as any weapons it wields, are treated as magic, evil and chaotic for the purposes of overcoming damage reduction.

Energy Drain (Su): A living opponent hit by a death fiend's slam attack must make a Fortitude save (DC 21) or gain a negative level. This save is Charisma-based.

Fear Aura (Su): The mere presence of a death fiend causes many opponents to run away in fear. The death fiend can activate and deactivate this ability at will as a free action. When activated, any creature within 10 feet that is not a demon must make a Will save (DC 21) or be under the effects of fear as cast by a sorcerer of the death fiend's Hit Dice. Anyone who makes the save is immune to this ability for 24 hours. This save is Charisma-based.

Gaze (Su): Any creature that is not a demon who makes eye contact with a death fiend sees his most horrible nightmare come true in his mind. An affected creature must make a Will save (DC 21) or be stunned with fear for 2d6 rounds while dealing with the nightmarish vision. Any creature that succeeds at the saving throw is immune to this ability for 24 hours. This save is Charisma-based.

Aura of the Dead (Ex): The death fiend surrounds itself in unholy energy derived straight from the Abyss. A desecrate effect surrounds it at all times, to a radius of 20 feet.

Spell-like Abilities (Sp): At will - animate dead, blasphemy, confusion, death knell, detect good, detect magic, dispel good, greater dispel magic, greater teleport (self plus 50 pounds of objects only), hold monster, unholy aura, unholy blight. 1/day - power word stun, slay living. Caster level 15th. Save DC is 16 + spell level. These saves are Charisma-based.

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