
Fiends
Denizens of the lower planes — legions of cruelty, deception, and hunger given form.
Entries · 14Scalable Stat BlocksBounded Gains
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Overview
- Sinspawn
- Fiends are wicked creatures originating in the lower planes, and within those nightmare realms, they are legion. Most appear alive and solid, but their bodies are an otherworldly fusion of flesh and spirit that seems "wrong" to mortal senses. In addition to significant violence, every fiend specializes in at least one form of physical or emotional predation. These are known as addictions.
- Addictions
- Fiends experience a rush of pleasure when indulging their addictions, and this goal defines them. The impulses of simple fiends are straightforward and violent. Sophisticated fiends dress up their addictions in elaborate schemes. Torture, domination, violation, theft, exploitation, and similar addictions are embodied by different types of fiends. The powers and skills of each fiend are tailored to help the creature satisfy its list of addictions.
- Cultists
- Fiends often create cults of mortals to serve them. Devils do this to bargain for souls to create more of their kind, while demons do it to spread chaos and destruction.
- Devils
- Lawful fiends are known as "devils", and most have a gargoyle-like appearance. Devils are brutal, organized, dogmatic, and clever. They strike deals and create contracts with other beings to amass power, wealth, slaves, and souls. Devils assume predictable forms with predictable powers and metamorphose into new shapes whenever promoted or demoted. They cannot corrupt other creatures with their mere presence, relying on guile and temptation. The mind of a devil is frighteningly well-ordered, and they take naturally to arcane magic and scientific disciplines like architecture or engineering. Within the lower planes, devils create vast tyrannical city-states. In the mortal world, they corrupt governments and support tyrants to promote the generation of lawful evil souls.
- Demons
- Chaotic fiends are known as "demons", and they assume a wide variety of forms. Demons are brutal, selfish, and impulsive. All of their addictions involve some form of consumption. They usually operate in gangs or hordes, held together by fear and self-interest. Prolonged exposure to their psychic presence can spread this demonic addiction to mortals. Demons are prone to mutation, and each has a unique set of cosmetic traits. Despite this, they can be loosely grouped into "categories" based on their shape and the addictions they embody. Within the lower planes, demons maraud or claim territory while viciously dominating and feuding against one another. In the mortal world, they engage in wanton destruction, defiling or devouring everything they touch.
- Divs
- Neutral fiends are known as "divs", and tend to resemble humanoids with gruesome animal traits. They also tend to operate in small groups or warbands, driven by malice and self-interest. Divs serve as untrustworthy mercenaries, honoring their agreements only so long as it suits them. They are more interested in personal gain than control or wanton destruction, and a div formed from a humanoid soul will retain some of the characteristics and memories it had in life.
- Eternal Conflict
- Demons refuse to accept the authority of devils, and devils find the chaos demons spread intolerable. Both hate each other, and they constantly engage in war for primacy. This conflict is not unified, but it is omnipresent. Devil warlord states are constantly under attack by hordes of demons or plotting to seize territory from demons. Divs act as mercenaries on the fringes of this conflict, or else shun it entirely to seek power and profit on other planes.
- Primordialism
- All fiends have sorcerous potential, but few have the intelligence or discipline to cultivate it. Intelligent fiends with addictions involving manipulation or psychological torment usually become sorcerers of modest ability. Demon lords and arch-devils are always mighty sorcerers. Divine magic is rare among fiends, but it does exist in individuals with a firm ethos of darkness and large numbers of cultists.
Catalog
14 entriesBloodScale
HP
127
ATT
+7/+7
DMG
belly maw [3d10+13], claw [2d8+13]
DEF
16
SOK
4
INIT
+6
SPD
40[50]
ALR
22
MOR
10
F/R/W
9.8.8
IQ
3
ExsanguinateExsanguinateThis creature’s attacks inflict blood loss damage each round unless healed.
View Active Trait Glossary
- Exsanguinate
- This creature’s attacks inflict blood loss damage each round unless healed.
BruteScale
HP
105
ATT
+6/+6
DMG
maul [2d12+8], jaws [d12+8]
DEF
12
SOK
5
INIT
+1
SPD
35
ALR
14
MOR
12
F/R/W
11.2.4
IQ
3
BruteBruteThis creature relies on overwhelming strength; its attacks deal double damage to objects and structures.
View Active Trait Glossary
- Brute
- This creature relies on overwhelming strength; its attacks deal double damage to objects and structures.
CambionScale
HP
158
ATT
+5/+5
DMG
weapon [4d10+16]
DEF
15
SOK
3
INIT
+4
SPD
35
ALR
17
MOR
10
F/R/W
5.5.4
IQ
3
SorcerySorceryThis creature has a number of spells, an arete score, and a mana pool.
View Active Trait Glossary
- Sorcery
- This creature has a number of spells, an arete score, and a mana pool.
DeceiverScale
HP
M
ATT
+7/+7
DMG
stinger [d4+4 plus d6 poison]
DEF
16
SOK
3
INIT
+6
SPD
35
ALR
21
MOR
9
F/R/W
6.8.6
IQ
5
ESPESPThis creature can sense surface thoughts out to a given range on a failed will save.
View Active Trait Glossary
- ESP
- This creature can sense surface thoughts out to a given range on a failed will save.
DevourerScale
HP
65
ATT
+8/+8
DMG
smash [d12+5]
DEF
13
SOK
9
INIT
+2
SPD
30
ALR
18
MOR
10
F/R/W
16.3.6
IQ
3
CrushingCrushingThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
View Active Trait Glossary
- Crushing
- This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
GargoyleScale
HP
62
ATT
+5/+5
DMG
weapon [d10+3 plus d6 energy]
DEF
13
SOK
7
INIT
+3
SPD
20[50]
ALR
18
MOR
10
F/R/W
7.4.5
IQ
3
StoneskinStoneskinThis creature has an advanced soak score and natural armor.FlyingFlyingThis creature has a given flight speed.
View Active Trait Glossary
- Flying
- This creature has a given flight speed.
- Stoneskin
- This creature has an advanced soak score and natural armor.
GremlinScale
HP
48
ATT
+4
DMG
jaws [d12+5]
DEF
16
SOK
0
INIT
+6
SPD
20[35]
ALR
17
MOR
14
F/R/W
1.6.3
IQ
3
MimicryMimicryThis creature can mimic the sounds of any creature it has ever heard.
View Active Trait Glossary
- Mimicry
- This creature can mimic the sounds of any creature it has ever heard.
Hordeling FuryScale
HP
M
ATT
+4
DMG
talons [d8+2]
DEF
14
SOK
1
INIT
+4
SPD
15[55]
ALR
15
MOR
13
F/R/W
2.4.1
IQ
2
BerserkBerserkThis creature can go berserk once per combat, gaining an extra attack. But it must always charge.
View Active Trait Glossary
- Berserk
- This creature can go berserk once per combat, gaining an extra attack. But it must always charge.
Hordeling ThugScale
HP
M
ATT
+4
DMG
claws/teeth [d12+2]
DEF
12
SOK
2
INIT
+2
SPD
30
ALR
13
MOR
12
F/R/W
3.2.1
IQ
2
MilitantMilitantProficient in medium armor, shields, and martial weapons.
View Active Trait Glossary
- Militant
- Proficient in medium armor, shields, and martial weapons.
HoundScale
HP
45
ATT
+5
DMG
talons [d12+4], bite [d8+4]
DEF
14
SOK
3
INIT
+4
SPD
55
ALR
18
MOR
8
F/R/W
6.5.3
IQ
2
Senses BloodSenses BloodThis creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
View Active Trait Glossary
- Senses Blood
- This creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
OverlordScale
HP
93
ATT
+10/+10
DMG
fangs [2d8+6], claws [d12+6]
DEF
15
SOK
12
INIT
+5
SPD
40[60]
ALR
24
MOR
10
F/R/W
20.2.12
IQ
5
DominationDominationThis creature can force a target to obey its commands: [range, difficulty, duration].
View Active Trait Glossary
- Domination
- This creature can force a target to obey its commands: [range, difficulty, duration].
TempterScale
HP
58
ATT
+6/+6
DMG
blade [d8+5 plus d12 poison]
DEF
16
SOK
2
INIT
+5
SPD
30[40]
ALR
20
MOR
10
F/R/W
5.7.8
IQ
5
CharmCharmThis creature can attempt to charm a target as an action, causing it to feel love or friendship.
View Active Trait Glossary
- Charm
- This creature can attempt to charm a target as an action, causing it to feel love or friendship.
Warfiend LegionnaireScale
HP
42
ATT
+5
DMG
polearm [d12+4], crossbow [d12+3]
DEF
14
SOK
5
INIT
+2
SPD
25
ALR
16
MOR
13
F/R/W
7.3.4
IQ
3
MilitantMilitantProficient in medium armor, shields, and martial weapons.
View Active Trait Glossary
- Militant
- Proficient in medium armor, shields, and martial weapons.
Warfiend MarauderScale
HP
47
ATT
+5
DMG
cleaver [d12+5]
DEF
13
SOK
4
INIT
+3
SPD
35
ALR
15
MOR
10
F/R/W
8.4.3
IQ
3
MilitantMilitantProficient in medium armor, shields, and martial weapons.
View Active Trait Glossary
- Militant
- Proficient in medium armor, shields, and martial weapons.