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This fiendish figure, complete with bat wings, claws, a fanged bull's head, and cloven feet, bellows a roar of challenge.
Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.
“Half-fiend” is an inherited or acquired template that can be added to a living, corporeal Creature with an Int score of 4 or more. A half-fiend uses all the base creature's statistics and Special Abilities except as noted here.
Alignment: Any evil.
Type: The creature's type changes to Outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains Darkvision 60 feet; Immunity to poison; acid, cold, electricity, and fire Resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Special Attacks: A half-fiend gains the following.
|13–14||Unholy Aura 3/day, Unhallow|
|17–18||Summon Monster IX (fiends only)|
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.