Monstro.cc

Infernal, Fiend

A large masculine humanoid devil with bat-like wings, appearing wreathed in flames

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class23 (m)
Hit Dice13** (+10)
Number Appearing1 Lair 1d4
Attacks2 weapons (see below) or special
Damage1d4+4 club, 1d6+6 mace (see below) or special
Movement30' Fly 90'
Save AsFighter: 13
Morale9
XP2395
Treasure TypeSpecial
A Fiend is a large masculine humanoid devil with bat-like wings; an average individual will be 12 feet tall and weigh 800 pounds. They often wrap their wings tightly around themselves like a cloak and appear wreathed in flames. They are generally armed with a weapon which resembles a mace with a hook in one hand and a club with jagged teeth in the other, and a fiend can attack with both weapons each round with no penalty on the attack roll. Fiends all effectively have maximum human Strength, though they do not add attack or damage bonuses for this.

Special Abilities

Regeneration: Regenerate at a rate of 2 hit points per round; damage inflicted by holy water (and possibly other holy items as determined by the GM) cannot be regenerated. Unlike a troll, a fiend will not continue to regenerate if reduced to zero or fewer hit points, but can in fact be slain in the normal way.
Magical Weapons Required: As with most infernals, a fiend can only be damaged by magical weapons.
Whip-like Tail: Instead of making a normal attack, a fiend can choose to use its whip-like tail, which does 2d4 points of damage on a successful hit and holds fast the victim, if man-sized or smaller, inflicting an additional 2d4 points of damage each round. Worse, once a fiend has captured a victim in this way, it may then act as it wishes in subsequent rounds while maintaining the hold and doing the additional damage automatically; the only limitation is that the fiend is reduced to half movement. Such a trapped victim generally cannot attack, but may break free by rolling to open doors with 1d20 instead of the usual 1d6 die roll.
Fear Aura: Fiends radiate a powerful fear effect which functions as the spell cause fear affecting all in a 30-foot radius, with a saving throw vs. Spells allowed to resist. Anyone who successfully saves cannot be affected by that fiend’s fear aura again for 24 hours. Other infernals are not affected by this power.
Spell-like Abilities: Fiends have several spell-like abilities that can be used once per round instead of performing a normal attack: wall of fire, detect invisible, dispel magic, polymorph self, and hold person.
Summoning: Once per day a fiend may also attempt to summon 1d4 barbed devils (page 145) with a 70% chance of success, and once per day may attempt to summon another fiend (55% chance of success). If either summoning fails, the fiend can try again as often as desired (once per round maximum) until it succeeds; treat these two summons as separate abilities (success of one does not affect the other).