Fiendish CreaturePre-Requisites-Must be a corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin.
-Nongood alignment
Hit Die: d8
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Fiendish Body, Profane Hide, Smite Good, Fiendish Fighting |
2nd | +2 | +3 | +3 | +0 | Fiendish Mark, Fiendish Fighting |
Class Skills: (4+Int. Mod). The Fiendish Creature's class skills are Apraise, Balance, Bluff, Concentration, Escape Artist, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Survival, Swim
Proficiencies: A Fiendish Creature doesn't gain any new proficiencies.
Class FeaturesFiendish Body: If the Fiendish creature was an animal or vermin, its type changes to magic beast. Otherwise it remains the same. Either way don't recalculate anything. Any natural weapons of the Fiendish Creature now counts as magic for bypassing DR and hiting incorporeal creatures.
The Fiendish creature also gains Darkvision 60 feet and develops a more frightening aspect than normal, granting it a +2 bonus on Intimidate checks.
Profane Hide: The Fiendish Creature gains SR equal to 11+HD and DR/magic equal to ½ HD. It may lower or rise its SR at any time even if it isn't its turn. If it already had DR/magic, they both stack. If it had DR of another kind, it now demands magic to bypass. If it already demanded magic to bypass, then increase it by 2.
In addition, the Fiendish Creature also gains resistance to Cold and Fire equal to 1/2 HD, stacking with any already existing resistance of the same kind.
Smite Good: Once per hour the Fiendish creature can declare one of its normal melee attacks to be a Smite Good. If that attack hits a good creature it deals extra damage equal to the fiendish's creature HD.
Fiendish Fighting: A Fiendish creature is particularly cruel and vicious in battle, the evil inside it unlocking even unnatural powers. It learns Explosion or Memento plus one of the following abilities that it may use as an immediate action. After being used it must wait 2 turns before being able to use it again, but can use other option while waiting. Whenever the Fiendish creature gains a level it may trade one of the abilities (other than Memento or Explosion) for another. If the 2nd Fiendish Creature level is taken it learns another two abilities of the following list. They all count as Ex abilities.
Assurance-Your next attack deals +50% damage (if any, does not stack with other damage multipliers, cannot score a critical) and DC increases by 2 (if any) if the victim had already been damaged by you on the previous round.
Biting-You gain a bite natural attack dealing 1d4 base damage for a medium sized creature that can be used for 1 round. If you already had a Bite attack, for 1 round victims hit by it must make a Fort save with DC 10+1/2 HD+Str mod or be Dazed for 1 round. Undeads and Constructs can be affected by this daze, but they gain a +5 bonus on their saves. You need at least 6 HD to learn this option.
Contempt- The next opponent that inflicts an harmful effect on the Fiendish Creature that doesn't deal damage takes 1d6 profane damage per HD.
Crunch-You gain a bite natural attack dealing 1d6 base damage for a medium sized creature that can be used for 1 round, counts as magic and evil for bypassing DR and can hit with no miss chance ethereal incorporeal creatures. If you already had a Bite attack, for 1 round it counts as magic and evil for bypassing DR and can hit with no miss chance ethereal incorporeal creatures for 1 round, plus victims hit by it take a -2 profane penalty to Reflex and Will saves that lasts 1 minute. You need at least 10 HD to learn this option.
Dark Pulse-Your next ranged attack (area or single target) within 1 round has half of its damage converted to profane damage and forces damaged victims to make a Will save with DC 10+1/2 HD+Highest stat mod or be Dazed for 1 round. You need at least 8 HD to learn this option.
Dark Void-Your next ranged attack (area or single target) within 1 round has half of its damage converted to profane damage and forces damaged victims to make a Will save with DC 10+1/2 HD+Highest stat mod or be put to sleep, only awakening when they take damage or are slapped by a standard creature as a standard action. Even creatures normally immune to sleep can be affected, but they gain a +5 bonus on their saves. You need at least 16 HD to learn this option.
Embargo-The next time within 1 round an enemy inside your melee reach would activate or consume a magic item, you make it instead drop to the ground.
Explosion-You deal 1d6 profane damage per HD to everything and every non-Fiendish creature within a radius of 40 feet centered on you, a Reflex save with DC 10+1/2 HD+Highest stat mod halves this damage. You then die or are destroyed.
Fake Tears-One creature within your view takes a -4 penalty on its next Will or Reflex save within 1 round. You need at least 5 HD to learn this option.
Feint Attack-The next time you attack a target within 1 round, if they're denied their Dex bonus against you, you can either ignore all of their miss chances, including mirror image and similar, or make the attack count as a touch attack.
Flatter-One creature within your view must make a Will save with DC 10+1/2 HD+Highest stat mod or become Confused for 1 round, but all of the DCs of its abilities increase by 2 while this Confusion lasts. You need at least 9 HD to learn this option.
Foul Play-The next time whitin one round you attack a target, you may add one stat mod of your choice from one of the target's allies within view to your damage roll.
Hate Beam-You unleash a blast of energy from a body part of your choice that hits as a ranged touch attack with range 100 feet and deals 1d12 profane damage per 5 HD, and any creature damaged by this takes a -1 profane penalty to all 1d20 rolls and AC for 1 round. You need at least 11 HD to learn this and must shout insults and/or obsceneties of some kind when you use it.
Hone Weapon-You gain a +2 profane bonus to your next attack roll and can re-roll if you miss.
Hyper Fury-The target of your next attack within 1 round cannot take any immediate or free actions against it, contigencies fail to trigger until after they attack is executed, and they take a -6 profane penalty to AC for 1 round. You need at least 17 HD to learn this option.
Memento-One target you can detect takes a -3 profane penalty to attack rolls, saves, damage rolls, skill checks, ability score checks and AC for 1 round. You die or are destroyed. The penalty increases by an extra -1 for each 3 HD you have.
Menacing Aura-One creature that didn't attack you yet and that you can see must make a Will save with DC 10+1/2 HD+Highest stat mod or become Frightened for 1 round. Even if they save they're left Shaken for 1 round. Even creatures normally immune to fear can be affected, but they only become Shaken if they fail the save and suffer no effect if they make it. You need at least 12 HD to learn this.
Nasty Plot-The DC of your next attack (if any) used within 1 round increases by 4 and deals an extra 1d12 damage. You need at least 13 HD to learn this option.
Night Daze-Your next attack within 1 round forces any damaged victims to make a Reflex save with DC 10+1/2 HD+Highest stat mod or be Blinded for 1 round. You need at least 4 HD to learn this option and cannot use it in a clearly lit area.
Night Strike-Your next physical attack within 1 round has its critical threat range increased by 2. You need at least 3 HD to learn this option and cannot use it in a clearly lit area.
Payback-You provoke attacks of opportunity. If any enemies attempt those attacks of opportunity, after they're resolved you deal +50% damage against them and the DCs of your attackss against those targets increases by 2 for 1 round.
Pursuit-You may make a basic attack against an enemy trying to move away from you, including through teleportation means. The attack is resolved before the enemy moves away.
Switcheroo- Your next melee attack within 1 round that damages a target allows you trade one item you're holding in one hand for another item you can see on that creature's possession that they're not holding in their hand. The new item ends in your hand that was holding your previous item. You need at least 15 HD to learn this option.
Taunt-One target of your choice that can hear you cannot use non-movement actions that don't deal damage for 1 round. You need at least 3 HD to learn this option.
Thief- Your next melee attack within 1 round that leaves at least one of your hands free and damages a target allows you take one non-armor item you can see on that creature's possession that they're not holding in their hands. The new item ends in your hand that was holding your previous item. You need at least 5 HD to learn this option.
Topsy Turvy-The next creature you attack within 1 round has all numeric bonus on the victim besides it base saves, basic ability score bonus, armor and shield bonus, skill ranks and Bab become penalties instead until your attack is resolved. You need at least 7 HD to learn this option.
Venom Spread-Your next attack within 1 round inflicts any damaged victims with one poison or disease you're either capable of producing naturally or are currently suffering from. You need at least 6 HD to learn this option.
Vileness-Your next attack within 1 round has half its damage converted to profane damage and the victim, if damaged, cannot heal damage by any means for 1 round. You need 4 HD to learn this option.
Fiendish Mark: Fiendish Creatures were once normal creatures of their kind, but have since been corrupted by the taint of evil, a taint that manifests on a variety of ways. At 2nd level pick one of the following.
Mark of Evil- The Fiendish creature is plainly a selfish being that delights itself in torturing and opressing others. It gains a +1 Profane bonus on attack rolls, damage rolls, AC, saves and skill checks. Adjacent enemies take a -1 Profane penalty to attack rolls, damage rolls, AC, saves and skill checks.
Mark of Hatred-The Fiendish Creature is always filled with primal instincts of destruction for destruction's sake, making it harder to affect by foreign sources but also harder to hold a coherent train of tought. The Fiendish Creature's SR increases by 5, and either at the end of a charge or during a full attack, it may perform one extra attack whitout penalty (two extra attacks instead if it has pounce and charges). Spells/SLAs/ psychic powers/PLAs and similar that demand a touch attack to hit have to roll against the Fiendish Creature's normal AC. However it can no longer willingly lower its SR, and can never cast spells, SLAs, psychic powers, PLAs or similar of its own. It may still fully benefit from magic items and potions.
Mark of Decay- The Fiendish creature's body looks half-rotten and disgusting, yet when it's cut it refits itself. The Fiendish Creature becomes immune to poison and disease and also gains fast healing and regeneration each equal to ½ its HD which can only be bypassed by good attacks and can use Con instead of Cha for Intimidate checks, but takes a permanent -6 penalty to Cha. If this would lower its Cha to 0 or less, it becomes a mindless beast that cares for nothing for but eating anything that comes nearby.
Mark of Excess- The Fiendish creature's body has clearly exagerated features, making it extra suprising what it is capable of pulling off. The Fiendish Creature adds its highest mental stat mod to Initiative checks, and gains a +2 Profane bonus to attack rolls, skill checks, ability checks, damage rolls and ability DCs against enemies denied their Dex bonus.
Mark of Conspiracy- The Fiendish Creature's body is hard to tell apart, but doesn't look like they're up to any good. It gains a permanent 20% miss chance. If it has a miss chance from another source, it may instead increase it by 10% (but never more than 90%). In addition choose a spell with the [Evil] descriptor of a level no bigger than ½ HD (whenever it gains a level, it may replace it for another one it ). The Fiendish creature may cast it 1/day, plus another time for every 6 HD, as a SLA, save DC being 10+1/2 HD+Highest Mental Stat mod, but still needs to supply any experience or expensive material costs. In addition Fiendish Creature levels now stack with a casting class of its choice for purposes of CL and learning new spells and gaining new spell slots, altough it doesn't retroactively grants them. It however takes a -6 penalty to Wisdom. If this would lower its Wis to 0 or less, it will suffer from a permanent Insanity effect, bypassing any immunities it may have.
CommentsThis was one of those cases where the original one is just kinda lackluster. Fiendish is all fine and dandy for lighter monsters-because it doesn't increase CR if you have 3 HD or less. At +1 CR is meh, at +2 CR is just not worth it.
Thus I compressed all of the base bonus at first level, threw in good Bab and solid skills, and then a chooseable custom powerup at 2nd level, for that extra touch of evilness.
So if you want to add a touch of plain evil corruption to your character, the Fiendish Creature's for you!