D&D 3e (3.0/3.5) Rules
by Ogre Bane
Medium Outsider (Evil, Extraplanar, Fire, Tanar'ri)
This humanoid monster is as tall as an elf but covered with writhing red and orange flames. Its eyes are black as coal and its long claws drip white-hot flames.
Flame fiends are support troops for the armies of tanar'ri. They usually seek out weaker opponents, such as spellcasters, to take out first since they know how dangerous spells can be. They will not immediately attack anything, instead preferring to hide in living flames to gain more knowledge of their opponents. It is said that flame fiends are actually elves being tormented with eternal burning for heinous crimes. Flame fiends found on the Material Plane are usually working for an evil wizard or cleric, but always found in warm climates, such as volcanoes or deserts.
A typical flame fiend is about 5 and a half feet tall and weighs about 150 pounds. They are quick and agile, but not especially strong. Flame fiends can speak Abyssal, Common, Draconic, Elven, and Infernal.
Flame fiends prefer to soften up opponents with their powerful spell-like and supernatural abilities. Once they believe their enemies are weak enough, they will close to melee for a quick kill. If for any reason they find an enemy is resistant or immune to fire, they either choose another foe or flee the battle. Flame fiends favor hit and run tactics using their Spring Attack feat. Flame fiends are known to start fires all over the combat area to use their flame walk ability to traverse the combat field easily.
Any natural or hand-held weapons used by the flame fiend are treated as magical, evil, and chaotic for the purposes of bypassing damage reduction.
Flame Burst (Su): Once every 1d4+1 rounds, as a standard action, a flame fiend can spread out the flames covering his body in a 30-foot-radius burst. Everyone within 30 feet takes 10d6 points of fire damage and may catch on fire. A successful Reflex save (DC 21) halves the damage and negates catching on fire. When the fiend uses this ability, its flames are gone for 1 round. The flame fiend does not deal extra fire damage and cannot use its flame shroud ability until his flame returns. This save is Constitution-based.
Flame Shroud (Su): The flame fiend is completely consumed in unholy flames. Any enemy hitting the flame fiend with either a natural weapon or a melee weapon takes 2d8 points of fire damage with each hit. The flame fiend also deals an additional 2d8 fire damage on each successful claw attack. Opponents using weapons with exceptional reach, such as spears, do not suffer the fire damage. This ability is always active unless the flame fiend has just used its flame burst ability.
Flame Walk (Sp): Once per round, the flame fiend can move from one source of fire to another as if using the dimension door spell. However, the flame fiend must move from one source of fire to another. This is used as a free action and the flame fiend does not need to cast a spell in order to use it - the fiend may simply move from one fire source to another (for example, from a campfire to a burning table). The fire sources cannot be more than 100 feet apart and must be at least the size of a burning torch.
Spell-like Abilities (Sp): At will - confusion, detect good, detect magic, dispel good, dispel magic, fireball, greater teleport (self plus 50 pounds of objects only), hold person, scorching ray. 3/day - flame strike. Caster level 13th. Save DC is 14 + spell level. These saves are Charisma-based.
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