The noblest heroes must contend with the foulest monsters. Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures herein will challenge stalwart adventurers of every experience level.
This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts and symbionts, the Fiend Folio offers a multitude of challenges for every hero. Our sneak peek offers a look at demons and the feytouched.
The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells.
The largest and most diverse group of demons is the tanar'ri, unchallenged masters of the Abyss.
Demons enjoy combat. Those with spell-like abilities often use them from a distance. Many demons can create darkness, so they frequently do so before joining melee.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
In addition, all tanar'ri have the following abilities in common.
Tanar'ri Traits: Tanar'ri can communicate telepathically with any creature within 100 feet that has a language. A tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
Medium-Size Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 11d8+33 (82 hp)
Speed: 40 ft.
AC: 23 (+7 Dex, +6 natural), touch 17, flat-footed 16
Base Attack/Grapple: +11/+14
Attack: Slam +19 melee
Full Attack: 4 slams +19 melee
Damage: Slam 1d8+3 plus acid
Face/Reach: 5 ft./5 ft.
Special Attacks: Acid, cloudkill form, spell-like abilities
Special Qualities: Acid immunity, amorphous, command ooze, DR 20/+2, immunities, outsider traits, SR 23, summon tanar'ri, tanar'ri traits
Saves: Fort +10, Ref +14, Will +10
Abilities: Str 16, Dex 25, Con 16, Int 14, Wis 17, Cha 15
Skills: Bluff +16, Concentration +17, Diplomacy +20, Disguise +2 (+4 acting), Escape Artist +21, Hide +21, Intimidate +18, Listen +19, Move Silently +21, Sense Motive +17, Spot +19, Survival +3 (+5 following tracks), Use Rope +7 (+9 binding)
Feats: Alertness, Combat Reflexes, Weapon Finesse, Weapon Focus (slam)
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary or gang (2-4)
Challenge Rating: 14
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large), 23-33 HD (Huge), 34-44 HD (Gargantuan), 45+ HD (Colossal)Even among demons there are those that disgust and terrify; the alkilith is one of these. A shapeless horror used by demon lords for missions in regions most demons would hesitate to venture into, the alkilith is despised and feared by most other demons. Alkiliths thrive in the foulest and most inhospitable places in the Abyss. They are pollution and corruption made sentient and hatefully alive.
An alkilith appears as a shivering blob of phosphorescent green corruption surrounded by a cracked, leathery coating that constantly oozes, secretes, hardens, and splits open. Dark, swollen eye-globules dot the surface of its body. Though alkiliths are at least as large as a human, they can shape their amorphous bodies to fit through cracks as small as 1 inch wide.
Despite their gelatinous shape, alkiliths can move at a respectable speed. They can attack up to four times a round with pseudopods of acidic slime. These hideous creatures take great pleasure in corrupting and polluting their environs, and they have been known to ignore attackers for a chance to corrupt a pool of fresh water. There seems to be no upper limit to an alkilith's size; planar travelers tell stories of alkiliths the size of lakes in the deepest reaches of the Abyss.
Acid (Su): Anyone struck by an alkilith's pseudopod must make a Fortitude save (DC 18) or take an additional 1d6 points of acid damage in the current round and each of the next 1d6 rounds. Additionally, each time a character fails a Fortitude save against this attack, one of his items is put at danger as if he had rolled a natural 1 on his saving throw (see Items Surviving after a Saving Throw in Chapter 10 of the Player's Handbook).
Cloudkill Form (Su): As a full-round action, an alkilith can assume the form of a cloud of noxious green vapor. The alkilith is gaseous (as if it were the target of a gaseous form spell) in this form, and anyone inside the cloud suffers as if from a cloudkill spell. Returning to its solid form is a full-round action. Caster level 11th; save DC 17 (also see cloudkill spell description).
Spell-Like Abilities: At will -- contagion, desecrate, detect magic, dispel magic, enervation, hold monster, magic circle against good, stinking cloud, teleport without error (self plus maximum load of objects only), wall of ice; 3/day -- cone of cold, unholy blight. Caster level 11th; save DC 17 + spell level.
Amorphous (Ex): An alkilith is not subject to flanking or critical hits. It is immune to poison, sleep, paralysis, stunning, and polymorphing.
Command Ooze (Sp): An alkilith can control the actions of any ooze within 60 feet as a free action. The ooze is allowed a Will save (DC 17) to resist.
Immunities (Ex): Alkiliths are immune to harmful gases such as the effect of a stinking cloud spell and the stench ability of a monster. They only take half damage from bludgeoning weapons.
Summon Tanar'ri (Sp): Once per day, an alkilith may attempt to summon 1 hezrou with a 50% chance of success (result of 51-100 on d%).
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Speed: 20 ft., fly 40 ft. (poor), swim 60 ft.
AC: 33 (-2 size, +2 Dex, +18 natural, +5 profane), touch 15, flat-footed 31
Base Attack/Grapple: +18/+37
Attack: Huge +3 unholy scythe +27 melee
Full Attack: Huge +3 unholy scythe +27/+22/+17/+12 melee and 3 Huge +3 unholy scythes +22 melee, or bite +25 melee and tail +25 melee and 6 tentacles +25 melee
Damage: Huge +3 unholy scythe 2d6+14/19-20/?4 (primary), Huge +3 unholy scythes 2d6+8/19-20/?4 (secondary), bite 2d8+5, tail 1d8+5, tentacle 1d6+5
Face/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, Charisma drain, constrict 1d6+5, improved grab, spell-like abilities, summon tanar'ri
Special Qualities: DR 30/+3, infuse scythe, outsider traits, SR 30, tanar'ri traits, unholy ichor
Saves: Fort +18, Ref +13, Will +18
Abilities: Str 33, Dex 15, Con 24, Int 22, Wis 24, Cha 21
Skills: Bluff +26, Concentration +29, Diplomacy +30, Disguise +5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30, Survival +7 (+9 following tracks or on other planes), Swim +40
Feats: Alertness, Cleave, Improved Critical (scythe), Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe)
Climate/Terrain: Any water (Abyss)
Challenge Rating: 21
Treasure: Standard coins, double goods, standard items
Alignment: Always chaotic evil
Advancement: 19-25 HD (Huge); 26-48 (Gargantuan); 49-54 (Colossal)The devastating and terrible myrmyxicuses are among the most powerful of the tanar'ri. They are feared and respected by most anything they encounter.
A myrmyxicus is a truly terrifying sight. Its greasy green body is eel-like, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature's waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram.
The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires.
Unlike most powerful tanar'ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, focusing its attacks on a single target only in the rare case when it meets a creature that poses a challenge.
Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 26) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.
Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 24) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning damage.
Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled).
Spell-Like Abilities: At will -- cause fear, charm person, charm monster, freedom of movement, telekinesis, teleport without error (self plus maximum load of objects only), true seeing; 3/day -- control water, control weather, greater dispelling, unholy aura, unholy blight. Caster level 18th; save DC 15 + spell level.
Summon Tanar'ri (Sp): Once per day, a myrmyxicus can attempt to summon either 2d6 skulvyns or 1 hezrou (myrmyxicus's choice), with a 55% chance of success (result of 46-100 on d%).
Infuse Scythe (Su): A myrmyxicus can infuse any masterwork scythe it touches with unholy magical energies, transforming it into a +3 unholy scythe as long as the demon remains in physical contact with the scythe. A myrmyxicus may infuse up to four scythes at a time in this manner; most carry four huge masterwork scythes with them for this purpose. The act of infusing a scythe is a full-round action, and the myrmyxicus may infuse only one scythe at a time.
Unholy Ichor (Su): The thick, tarlike blood of a myrmyxicus sprays upon any creature that deals damage to the demon with a melee attack using a piercing or slashing weapon or natural weapon. A Reflex save (DC 26) allows the attacker to avoid the spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned creatures struck by this ichor who fail their saves take 2d6 points of unholy damage from the initial contact.
Skills: A myrmyxicus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
Hit Dice: 1d6-1 (2 hp)
Speed: 30 ft.
AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Dagger +0 melee, or shortbow +1 ranged
Full Attack: Dagger +0 melee, or shortbow +1 ranged
Damage: Dagger 1d4, or shortbow 1d6
Face/Reach: 5 ft./5 ft.
Special Attacks:Charm person
Special Qualities: Immunity to mind-affecting effects, low-light vision
Saves: Fort -1, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 9, Int 10, Wis 10, Cha 13
Skills: Bluff +5, Handle Animal +2, Hide +7, Knowledge (any one) +2, Move Silently +7, Sense Motive +4, Spot +3, Survival +4
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or team (2-4)
Challenge Rating: 1/2
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +1The fey are known for their curiosity (some would say obsession) with humanoids and giants, and sometimes a fey falls in love with one of these creatures. The creatures known as feytouched have a half-fey and a humanoid or a giant as ancestors. (Half-fey are described later in this book.)
Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins.
Feytouched rarely think of combat as something serious. They enjoy toying with their opponent, but can become truly enraged when things turn against them. They are usually baffling and erratic in combat.
Most fey first try to avoid combat by using their charm person ability. If that fails, they will fend off attacks until they can safely flee.
Charm Person (Sp): Once per day, a feytouched can use charm person as the spell. Caster level equals Hit Dice, save DC 11.
Immunity to Mind-Affecting Effects (Ex): A feytouched is immune to all spells and effects with the mind-affecting descriptor.
Skills: Feytouched have a +2 racial bonus on Hide and Move Silently checks.
A feytouched's favored class is bard or rogue, although those that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.