Fiends

Fiend = Demon
demon, supernatural being, generally malevolent in character. In general, the more civilized pagan societies came to consider demons as powerful, supernatural beings who lacked the dignity of gods and who, depending on the circumstance, might be either benevolent or malevolent in their dealings with men. Some demons, like the Greek Pan, were nature spirits; others were guardians of the home or fields or watchers over travelers; still others were spirits of disease and insanity or dream spirits. Some demons were considered to be intermediaries between men and the gods. It was not until the development of late Hebraic and Christian thinking that demons came to represent the unqualified malevolence so common in European demonology of the 16th and 17th cent. This period was a high point in the study of demons, in the speculation on their nature, number, and specific fiendishness. The list compiled in 1589 by a demonologist named Binsfield was considered to be highly authoritative; in it he listed the following major demons and their particular evils: Lucifer (pride), Mammon (avarice), Asmodeus or Ashmodai (lechery), Satan (anger), Beelzebub (gluttony), Leviathan (envy), and Belphegor (sloth). The widespread and ancient belief in demons is still a strong force in many regions of the world today

A fiend is usually a malevolent supernatural being, such as a demon, or an evil person or monster.

Chapter I of the Ars Goetia: Fiends are Demons

Fiends (AKA Demon and Devils)
From Wikipedia, the free encyclopedia:
In religion and mythology, occultism and folklore, a demon (or daemon, daimon; from Greek δαίμων daimôn) is a supernatural being described as something that is not human; the original neutral Greek word daimon does not carry the negative connotation initially understood by implementation of the Koine (Hellenistic and New Testament Greek) δαίμονιον (daimonion), and later ascribed to any cognate words sharing the root, originally intended to denote a Spirit or Spiritual being. In Ancient Near Eastern religions as well as in the derived Abrahamic traditions, including ancient and medieval Christian demonology, a demon is considered an “unclean spirit” which may cause demonic possession, to be addressed with an act of exorcism. In Western occultism and Renaissance magic, which grew out of pagan Greco-Roman, a demon is considered a spiritual entity that may be conjured and controlled. Many of the demons in literature were once fallen angels, however there are many that say that they are born-forged from Hell itself. Often Demons are said to create negative emotions, wreaking havoc, ensuing chaos, and disrupting peace.

Description:
Fiends are outsiders from the plane called Hell, they are [??] They cannot be killed by conventional means, when their bodies are destroyed they are returned to their home plane. To kill a fiend a specific type of weapon or incantation is needed.

Appearance:
The appearance of a Fiend varies by the personality of each demon, the manifestation of his special abilities and his intentions or mission.

Personality:
They are bound by their word and can make contract with humans and other fiends that cannot be broken.

Species Traits
Fiends have the following traits.

Damage Reduction (Su): Fiends have damage reduction and is equal to their Hit Dice. This damage reduction can only be bypassed by Holy Water, Salt and Iron. (See vulnerabilities, below)

Gaseous Form (Su): As a move action, the fiend (and all its gear) becomes insubstantial, misty, and translucent. The fiend gains damage reduction 20/ + 1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The fiend cannot attack or use supernatural abilities while in gaseous form.
A fiend in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid.

Immunities (Ex): A fiend is immune to one or more specific types of energy depending on it’s type.

Natural Armor: A fiend has preternaturally tough skin and gains a natural armor bonus to Defense of + 9.

Resistance to Energy(Ex): A fiend has a resistance score of 5 to one or more specific types of energy damage.

Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.

Bonus Feat: Fiends gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.

Automatic Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages.

Minor Talents: Each fiend can use a number of minor talents per day depending on his rank. He can combine any of the talents as he see fits even using the same talent more than once. Minor Fiends cannot use the following talents: Binding, Curse, Fabrication, Summon Demon and Summon Plague. All talents work until dawn (if activated at night) or until dusk (if activated during the day) or until the fiend is destroyed.

Mayor Talents: These are the powerful talents specific to each fiend that vary in their power. Unless stated otherwise, a fiend can use these talents a number of days equal to his hit dice and the use of mayor talents doesn’t count against his Minor Talents total. Unless otherwise stated, the use of a Mayor Talent is a standard action. If a mayor talent needs a save, it will be a Will save with a DC equal to 10 plus the hit dice of the fiend plus his Char modifier. The duration of mayor talents varied but are usually until the fiend wants or is destroyed. In the fiend description it’s important to note that the number of legions that is part of the fiend description are the total number of fiends of rank I that the fiend can summon. As demons aren’t killed in the normal senses, but their bodies destroyed, the same fiend can be summoned and re-summoned again, if destroyed, after 1d4 days.

Advancement: By character class.

Blocked Passage: Fiends cannot pass through doors or windows blocked by salt or holy water and are completely trapped inside a circle of these materials.

Holy Water and Salt Vulnerability: Fiends have a strong aversion to salt. They take damage when exposed to these elements of 1d6, a weapon covered in these elements will do normal damage regardless of damage reduction for one full turn, and this damage can be multiplied when a critical hit is scored and confirmed.

Inviolable Sanctuary: Fiends of 8 hit dice or less cannot enter to a consecrated place. Fiends of more than 8 hit dice can enter to consecrated places but are unable to use their powers when inside them. For these disadvantage to stop affecting the fiend, the place must be desecrated by at least an act of evil that causes 1 hit point of damage.

Iron Vulnerability: Weapons made of Iron do normal damage to a fiend bypassing any damage reduction score.

Power of the Name: The fiend will use a nickname or alias, his real name will be hidden to all except the one who conjures him and himself. If someone else finds out about his name it will gain a bonus of + 4 in all attacks and damage rolls make against that individual fiend.

Minor Fiend/Rank I Fiend/Soldier: CR 4; Medium-size outsider; HD 4d8 + 4; hp 27; Mas 16; Init + 0; Spd 30 ft.; Defense 19, touch 10, flat-footed 19 ( + 0 Dex, + 9 natural); BAB + 4; Grap + 6; Atk + 6 melee (1d6 + 2, slam); Full Atk + 6 melee (1d6 + 2, slam) and + 6 melee (1d4 + 2 bite) or + 4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., gaseous form, outsider traits, Resistance 5 (Acid, Cold, Sonic, Electricity, Fire), DR: 4/Iron, Limited Minor Talents(3/day); AL chaos, evil; SV Fort + 5, Ref + 4, Will + 5; AP 0; Rep + 0; Str 15, Dex 11, Con 13, Int 13, Wis 12, Cha 12.
Skills: Balance + 2, Bluff + 1, Climb + 4, Craft (Any) or Knowledge (Any) or Perform (Any) + 3, Disguise + 3, Drive + 2, Hide + 2, Intimidate + 3, Jump + 4, Listen + 3, Move Silently + 2, Read/ Write English, Search + 3, Sense Motive + 3, Spot + 3, Speak English, Swim + 4.
Feats: Archaic Weapons Proficiency, Improved Damage Threshold.

Lesser Fiend/Rank II Fiend/President; CR:8; Medium-size outsider; HD 8d8 + 16; hp 56; Mas 17; Init + 1; Spd 30 ft.; Defense 20, touch 10, flat-footed 19 ( + 1 Dex, + 9 natural); BAB + 8; Grap + 11; Atk + 11 melee (1d6 + 3, slam); Full Atk + 11/ + 6 melee (1d6 + 3, slam) and + 11 melee (1d4 + 3 bite) or + 9 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., gaseous form, outsider traits, Resistance 10 (Acid, Cold, Sonic, Electricity, Fire), DR: 8/Iron, Minor Talents(6/day), Mayor Talents; AL chaos, evil; SV Fort + 8, Ref + 7, Will + 7; AP 0; Rep + 0; Str 16, Dex 12, Con 14, Int 14, Wis 13, Cha 13.
Skills: Balance + 6, Bluff + 2, Climb + 8, Craft (Any) or Knowledge (Any) or Perform (Any) + 7, Disguise + 8, Drive + 6, Hide + 6, Intimidate + 7, Jump + 8, Listen + 6, Move Silently + 6, Read/ Write English, Search + 7, Sense Motive + 6, Spot + 6, Speak English, Swim + 8.
Feats: Archaic Weapons Proficiency, Deceptive, Improved Damage Threshold.

Higher Fiend/Rank III Fiend/Duke or Marquis: CR 12; Medium-size outsider; HD 12d8 + 24; hp 80; Mas 17; Init + 1; Spd 30 ft.; Defense 20, touch 10, flat-footed 19 ( + 1 Dex, + 9 natural); BAB + 12; Grap + 15; Atk + 15 melee (1d6 + 3, slam); Full Atk + 15/ + 10/ + 5 melee (1d6 + 3, slam) and + 15 melee (1d4 + 3 bite) or + 13 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., gaseous form, outsider traits, Resistance 15 (Acid, Cold, Sonic, Electricity, Fire), DR: 12/Iron, Minor Talents(9/day) , Mayor Talents; AL chaos, evil; SV Fort + 10, Ref + 9, Will + 9; AP 0; Rep + 0; Str 17, Dex 13, Con 15, Int 15, Wis 14, Cha 14.
Skills: Balance + 8, Bluff + 9, Climb + 10, Craft (Any) or Knowledge (Any) or Perform (Any) + 9, Disguise + 11, Drive + 8, Hide + 8, Intimidate + 10, Jump + 10, Listen + 9, Move Silently + 8, Read/ Write English, Search + 9, Sense Motive + 9, Spot + 9, Speak English, Swim + 10.
Feats: Archaic Weapons Proficiency, Deceptive, Frightful Presence, Improved Damage Threshold.

Greater Fiend/Rank IV Fiend/Prince: CR 16; Medium-size outsider; HD 16d8 + 48; hp 124; Mas 22; Init + 2; Spd 30 ft.; Defense 21, touch 10, flat-footed 19 ( + 2 Dex, + 9 natural); BAB + 16; Grap + 20; Atk + 20 melee (1d6 + 4, slam); Full Atk + 20/ + 15/ + 10 melee (1d6 + 4, slam) and + 20 melee (1d4 + 4 bite) or + 18 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., gaseous form, outsider traits, Resistance 20 (Acid, Cold, Sonic, Electricity, Fire), DR: 16/Iron, Minor Talents(12/day) , Mayor Talents; AL chaos, evil; SV Fort + 13, Ref + 12, Will + 11; AP 0; Rep + 0; Str 18, Dex 14, Con 16, Int 16, Wis 15, Cha 15.
Skills: Balance + 12, Bluff + 12, Climb + 14, Craft (Any) or Knowledge (Any) or Perform (Any) + 13, Disguise + 14, Drive + 12, Hide + 12, Intimidate + 13, Jump + 14, Listen + 12, Move Silently + 12, Read/ Write English, Search + 13, Sense Motive + 12, Spot + 12, Speak English, Swim + 14.
Feats: Archaic Weapons Proficiency, Deceptive, Frightful Presence, Improved Damage Threshold, Improved Damage Threshold.

Are there any Type V and Type VI fiends, there is a theory that they exist but is very difficult for them to come to this plane by themselves. These types of demons are called Kings.

Chapter II of the Ars Goetia: Fiends Talents

Demonic abilities

Minor Talents:

Fiends have talents these minor talents are special abilities of supernatural nature. Demons use variants and combinations of these powers to harass, demoralize, confuse, and disorient the victim, or the willing subject of demonic interest. Demons are believed to have the power to physically or mentally hurt people.

Binding (Su) A fiend with this ability can make soul-binding contracts with mortals. The fiend is able to give the character a minor wish. A character that makes a contract with a fiend, losses the capacity to recover from damage below -9 hit points. A fiend that breaks a contract with a human dies.

Curse (Su) A fiend with this talent has the ability to Bestow Curse as the spell of the same name (d20 Modern). The fiend has to create a condition for breaking the curse that the human can find out and achieve.

Deceive (Su) A fiend with the Deceiver talent can polymorph itself into the form of any living creature, including specific people. He can even touch a person and alter him to make him look different, making it look prettier or younger (this is the effect of an Alter Self spell but placed on others by touch). He gains a bonus of + 10 in Disguises checks when using this talent, The polymorph effect on itself has no limited duration, the alter self in other s wears off in 24 hours. Exposing himself to holy water will reveal the true nature of the fiend and will also reverse the effect on others if they are exposed to holy water too.

Destroyer (Su) A fiend with this talent growths to Large Size it increases by 200lbs of weight and 6ft of height, and also has the following modifiers to his stats: Defense: – 1, Natural Armor:+ 5, BAB: – 1, Grapple:+ 4, Hide:- 4, Reach:10’, Str:+ 8, Dex:- 2, Con:+ 4, Slam:1d8, Claw:1d6.
He will usually carry a weapon of large sizes (2d6 or more of damage) and will hide it. The duration of the growth is of one hour per hit dice of the fiend. Destroying the weapon stops the talent for working.

Energy Control (Su) A fiend that has master the talent of energy can fire bolts of energy from his eyes, hands or mouth. He is able to do damage of an elemental type equal to one of it’s invulnerabilities. The damage is 1d6 per hit dice. A reflex (DC equal to 10 plus the Charisma modifier of the Fiend) can be roll for half damage. The ability can be used 1 per combat turn as a full round action a total of times per day equal to the total hit dice of the fiend. For the ability to stop working the fiend must have the focus (eyes, hands or mouth, depending of trough which body part the elemental energy is displayed) completely covered. A fiend with this ability will display his element trough the body part, he will have fiery red eyes, a cold breath or hands that corrupt whatever he touches.

Fabrication (Su) As a standard action a fiend with this talent is capable to create objects from thin air. These objects will have a Purchase DC equal to 10 plus the hit dice of the fiend. The fiend can dismiss this talent at any time and the objects will disappear. When the fiend is destroyed the objects also disappear.

Flying (Su) A fiend with this talent has the ability to fly at speed 40 with good maneuverability. The fiend will have a pair of leather bat-like wings that can be fold on his back and hide. The size of the wings are not important to the flying ability as the ability is a supernatural ability. A small iron chain placed over the wings will stop him from using the power.

Possession (Su): Once per round, as an attack action, a fiend can merge with a living creature and seize control of its body. To use this ability, the fiend must first enter the target’s fighting space; doing so does not provoke attacks of opportunity.
The target can resist the fiend’s attempt at possession with a successful Will save (DC 10 + fiend’s Hit Dice + fiend’s Charisma modifier). If the save succeeds, the fiend is rebuffed and pushed into an adjacent square. A target that successfully saves cannot be possessed by that fiend for one day, and the fiend cannot again enter the target’s fighting space during that time. If the save fails, the fiend vanishes into the target’s body and takes control of it.
A possessed creature gains the fiend’s Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, allegiances, skills, and feats. The possessed creature retains its Strength, Dexterity, Constitution, type, hit points, massive damage threshold, grapple check modifier, fighting space, reach, Reputation bonus, and extraordinary abilities. It loses access to any spell-like abilities, supernatural abilities, action points, and mental abilities (including prepared spells and knowledge gained from life experiences).
While possessing a host creature, the fiend loses its supernatural or extraordinary abilities except for its turn resistance. The possessed creature’s original fiend instantly reinstates itself if the possessing fiend is turned, destroyed, or otherwise dislodged from its host. A fiend can leave its host as a free action, if it so chooses. Any attack that deals massive damage on the fiend’s body allows the host another Will save to oust the possessing fiend and regain control of its body (whether or not the massive damage Fortitude save succeeds). Exposing the target of the possession to Holy Water allows him to try another save.

Summon Demon (Su) A fiend that has the power to summon other fiends of rank I. They will appear at his presence in 1d4 combat turns. They will have no talents. The fiend can summon a number of finds hit dice equal to his own. The summoned fiends will stay to fight and be destroyed for one minute per hit dice of the fiend. A fiend trapped inside a circle of salt cannot summon other fiends. Fiends of rank I cannot summon other fiends.

Summon Plague (Su) This talent allows the fiend to summon and control a number of swarms equal to his hit dice at a given time. The swarm will always be of the same specific creature and he will need one of them as a spell focus for the power to work. He can use this ability as long as he wants losing only 1 hit point on the process. Fiends with this talent are always in company of insects, rats or the animal they can summon. If the focus insect is capture (it cannot be destroyed unless the fiend is destroyed) the fiend is unable to use the talent.

Telekinesis (Su): A fiend can use telekinesis as an attack action, at will (as a 10th-level Mage). Creatures subjected to the telekinesis attack are entitled to a Will save (DC 15 + spirit’s Intelligence modifier) to resist. The fiend will have a small gem that will be the focus of this power and can be capture (but not destroyed) to nullify the power.

Telepathy (Su): Fiends with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language. They can speak into their minds and tempt them. A person can nullify this power by praying.

Temptress (Su) A fiend with this talent has an ability to convince mortals to do it’s bidding. He can make bluff checks with a bonus of + 1 per hit dice of the fiend. If the character doesn’t oppose the fiend bluff with a successful Sense Motive check, he must make a Will check with a DC equal to the Bluff check of the fiend. If he fails one of the allegiances of the character is changed to Evil or Chaos and he is for all purposes charmed by the Temptress. To stop this talent to be use the fiend should be unable to speak.

Tough (Su): A fiend can use the tough talent before going to battle to make himself more difficult to kill. The talent will make his body him tougher to destroy by magical and mortal means. The fiend eyes will glow and small signs of his demonic nature will show (like horns, fangs, claws, a tail and hooves). He will gain +5 HP per hit dice, a profane bonus of + 4 to all saves, it’s armor bonus and DR will increase by 4 points and he will gain Fast Healing 4. To stop this talent the fiend must be marked with a special debilitation sigil that must be researched.

Mayor Talents:

Mayor Talents: These are the powerful talents specific to each fiend that vary in their power. Unless stated otherwise, a fiend can use these talents a number of days equal to his hit dice and the use of mayor talents doesn’t count against his Minor Talents total. Unless otherwise stated, the use of a Mayor Talent is a standard action. If a mayor talent needs a save, it will be a Will save with a DC equal to 10 plus the hit dice of the fiend plus his Char modifier. The duration of mayor talents varied but are usually until the fiend wants or is destroyed. In the fiend description it’s important to note that the number of legions that is part of the fiend description are the total number of fiends of rank I that the fiend can summon. As demons aren’t killed in the normal senses, but their bodies destroyed, the same fiend can be summoned and re-summoned again, if destroyed, after 1d4 days.

Disadvantages:

Blocked Passage: Fiends cannot pass through doors or windows blocked by salt or holy water and are completely trapped inside made with one of these two materials.

Holy Water and Salt Vulnerability: Fiends have a strong aversion to salt. They take damage when exposed to these elements of 1d6, a weapon covered in these elements will do normal damage regardless of damage reduction for one full turn, and this damage can be multiplied when a critical hit is scored and confirmed.

Inviolable Sanctuary: Fiends of 8 hit dice or less cannot enter to a consecrated place. Fiends of more than 8 hit dice can enter to consecrated places but are unable to use their powers when inside them. For these disadvantage to stop affecting the fiend, the place must be desecrated by at least an act of evil that causes 1 hit point of damage.

Iron Vulnerability: Weapons made of Iron do normal damage to a ghost bypassing any damage reduction score.

Power of the Name: The fiend will use a nickname, his real name will be hidden to all except the one who conjures him and himself. If someone else finds out about his name it will gain a bonus of +4 in all attacks and damage rolls make by the fiend.

Fiends

d20 Modern: Heavens and Earths Masterofbbq