The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/12311.aspx

Smoke Fiend

D&D 3e (3.0/3.5) Rules

by Ogre Bane


Medium Outsider (Air, Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+40 (85 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 27 (+9 Dex, +8 natural), touch 19, flat-footed 18
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d8+3)
Full Attack: 2 Claws +13 melee (1d8+3) and 2 wings +11 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, smoke claws, smoke form
Special Qualities: DR 10/good, darkvision 60ft., fast healing 5, SR 22, spell-like abilities, immunity to electricity and poison, resist acid 10, cold 10 and fire 10, telepathy
Saves: Fort +11, Ref +16, Will +10
Abilities: Str 16, Dex 28, Con 19, Int 14, Wis 16, Cha 20
Skills: Concentration +17, Disguise +18, Hide +11, Intimidate +18, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +16, Move Silently +11, Search +15, Spellcraft +15, Spot +16
Feats: Flyby Attack, Improved Initiative, Multiattack, Stealthy
Environment: The Infinite Layers of the Abyss
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

This creature floats towards you on wisps of inky smoke. It appears vaguely humanoid in shape, with long arms and vicious claws and a head made of pure smoke with red glowing eyes.

Smoke fiends are evil tanar'ri that inhabit the lower reaches of the Abyss. They are evil, cunning and ruthless in tactics, often torturing victims for days before finally ending their life in some cruel way. Smoke fiends are elusive prey, often hiding in dark shadowy areas to make surprise sneak attacks against their foes. They are not usually found with other fiends or demons since they attack anything in sight, often including other nearby demons.

A typical smoke fiend does not really possess a body, and when they are found in their solid form, it is not for very long. They are about 6 feet tall with a humanoid shape, but they lack legs since their bodies end in inky smoke tails.

Smoke fiends speak Abyssal, Auran, Common, Infernal, and Undercommon. They often taunt and intimidate lesser foes before attacking to demoralize them first.

Combat

A smoke fiend uses mainly hit-and-run tactics against tougher opponents. When they feel they have been weakened enough, they engulf severely damaged opponents and rip them to pieces from the inside out. Wind spells affect smoke fiends normally when in smoke form (see below).

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

Breath Weapon (Su): Once every 1d4 rounds, the smoke fiend can breathe out a noxious cone of smoke 30 feet long. Anyone caught in this cone must make a Fortitude save (DC 21) or take 1d4 points of Strength damage and become nauseated for one round. A successful save halves the Strength damage and negates the nausea effect. This save is Constitution-based and includes a +2 racial bonus.

Smoke Claws (Ex): A smoke fiend in smoke form (see below) can engulf opponents up to one size category larger than itself. It fills the air around itself without provoking an attack of opportunity. The target must make a Fortitude save (DC 24) or inhale part of the smoke fiend. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing 3d8 points of damage per round. The affected creature can attempt another saving throw (same DC) each round to cough out the smoky menace. The saving throw is Dexterity-based.

Smoke Form (Su): The smoke fiend can assume a form completely made of smoke instead of its semi-corporeal form it normally possesses. It can switch forms once per round as a free action, and it can spend a total of 20 rounds each day in smoke form. The smoke fiend still flies at a speed of 50 feet and has perfect maneuverability. This ability is otherwise identical to a gaseous form spell cast by a 7th level sorcerer.

Spell-like Abilities (Sp): At will - confusion, detect good, detect magic, dispel good, dispel magic, greater teleport (self plus 50 pounds of objects only), hold person, lightning bolt, slow. 3/day - chain lightning, cloudkill. Caster level 15th. Save DC is 15 + spell level.

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.