ngilop
2014-01-09, 11:41 PM
Fire Fiend
Size/Type: Small Outsider (Evil, Fire)
Hit Dice: 7d8+14 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft, fly 40 ft. (good)
Armor Class: 18, touch 14, flat-footed 15 (+1 size, +3 dex, +4 natural)
Base Attack/Grapple: +7/+4
Attack: Claw +9 1d4+1 plus 2d6 fire and combustion
Full Attack: 2 claws +9 1d4+1 plus 2d6 fire and combustion
Space/Reach: 5 ft./5 ft.
Special Attacks: Flame Burst, Combustion, Spells
Special Qualities: DR 5/magic, Fast Healing 2, Fire Aura (6)
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 7, Cha 11
Skills: Balance +8, Intimidate +10, Knowledge (Local)+10, Knowledge (The Arcane) +10 Listen +8, Sense Motive +8, Spot +8, Tumble +8
Feats: Combat Reflexes, Flyby Attack, Improved Initiative
Enviroment: Lower Planes, Plane of Fire
Organization: Solitary, Gang (3-5) or Band (4-13)
Challange Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 8-10 HD Medium, 11 or 12 HD Large
Level Adjustment: —
Flame Burst (Sp): Once per round as a swift action, a fire fiend may cause burst of flame in a 5 foot radius up to 200 feet away. Any creature in this area must make a relfex save (DC 15) or take 4d10 fire damage, a successful save reduces the damage by half.
Combustion (Ex): Fire Fiends may cause 2d6 fire damage with a successful touch attack, or as additional damage with their claw attacks. This might ignite flammable objects (such as paper, cloth, wood and including such items as arrow and javelin shafts). Unattended flammable objects within 20 feet of the fire fiend automatically take 1d8 points of fire damage each round. Attended objects that burn ( such as a held scroll and warn apparel) must make a successful refelx save (DC 14) each round or take similar damage.
Fire Aura (Su): Fire fiends are continually surrounded by a fierce heat that serves as a shield dealing 6 points of fire damage to any creature that strikes the fire fiend in melee. This damage ignores fire resistance but not fire immunity.
Spells (Sp): A Fire Fiend cast cast spells as a 5th level cleric as spell-like abilities but only from the Evil and Fire Domains.
Fire Subtype (Ex): A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Size/Type: Small Outsider (Evil, Fire)
Hit Dice: 7d8+14 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft, fly 40 ft. (good)
Armor Class: 18, touch 14, flat-footed 15 (+1 size, +3 dex, +4 natural)
Base Attack/Grapple: +7/+4
Attack: Claw +9 1d4+1 plus 2d6 fire and combustion
Full Attack: 2 claws +9 1d4+1 plus 2d6 fire and combustion
Space/Reach: 5 ft./5 ft.
Special Attacks: Flame Burst, Combustion, Spells
Special Qualities: DR 5/magic, Fast Healing 2, Fire Aura (6)
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 7, Cha 11
Skills: Balance +8, Intimidate +10, Knowledge (Local)+10, Knowledge (The Arcane) +10 Listen +8, Sense Motive +8, Spot +8, Tumble +8
Feats: Combat Reflexes, Flyby Attack, Improved Initiative
Enviroment: Lower Planes, Plane of Fire
Organization: Solitary, Gang (3-5) or Band (4-13)
Challange Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 8-10 HD Medium, 11 or 12 HD Large
Level Adjustment: —
Flame Burst (Sp): Once per round as a swift action, a fire fiend may cause burst of flame in a 5 foot radius up to 200 feet away. Any creature in this area must make a relfex save (DC 15) or take 4d10 fire damage, a successful save reduces the damage by half.
Combustion (Ex): Fire Fiends may cause 2d6 fire damage with a successful touch attack, or as additional damage with their claw attacks. This might ignite flammable objects (such as paper, cloth, wood and including such items as arrow and javelin shafts). Unattended flammable objects within 20 feet of the fire fiend automatically take 1d8 points of fire damage each round. Attended objects that burn ( such as a held scroll and warn apparel) must make a successful refelx save (DC 14) each round or take similar damage.
Fire Aura (Su): Fire fiends are continually surrounded by a fierce heat that serves as a shield dealing 6 points of fire damage to any creature that strikes the fire fiend in melee. This damage ignores fire resistance but not fire immunity.
Spells (Sp): A Fire Fiend cast cast spells as a 5th level cleric as spell-like abilities but only from the Evil and Fire Domains.
Fire Subtype (Ex): A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.