PnP Fiends
by aVENGER and Wisp

Table of Contents


PnP
Fiends


This component brings all Fiends in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The Fiends' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with Fiend opponents. Finally, the Blood War now plays a slightly more prominent role. Whenever Baatezu and Tanar'ri meet, they will taunt and fight each other. This will take precedence over any other actions unless the Fiends' existence is endangered by a more powerful enemy.


Baatezu

The Baatezu are a strong, evil-tempered, well-organized race of fiends. In their rigid caste system, authority derives not only from power but from station. As Lawful Evil beings, the Baatezu pursue calculated doctrines as part of a grand plan to advance their race to dominion of all the planes. They tempt mortals into intellectual evils such as pride, ambition, and subversion. The primary goal of the Baatezu is to destroy their ancient enemies, the Tanar’ri. Both races are engaged in an eternal conflict known as the Blood War. According to their rank, the Baatezu are divided into three groups: least, lesser and greater.


Imp

Rank: None
Ability Scores: STR 10, DEX 17, CON 10, INT 10, WIS 12, CHA 14
Alignment: Lawful Evil
Base Armor Class: 2
Hit Dice: 2+2 (18 hp)
Base THAC0: 19
Attacks per Round: 1
Base Damage: 1d4 piercing (enchantment level +1)
On-hit effects: target must save vs. poison or suffer 4 points of poison damage per second during the next 4 rounds
Special Defenses: immune to non-magical weapons; unaffected by curative magic; regeneration 1 hp/round
Resistances: Magic 25%, Fire 100%, Cold 100%, Electricity 100%
Saving Throws: 10/12/11/12/13
XP Value: 1,400
At will spell-like abilities: Invisibility
Limited use spell-like abilities: Suggestion (1x/day)


Hellcat (Bezekira)

Rank: None
Ability Scores: STR 17, DEX 18, CON 14, INT 10, WIS 10, CHA 16
Alignment: Lawful Evil
Base Armor Class: 6
Hit Dice: 7+2 (58 hp)
Base THAC0: 13
Attacks per Round: 3
Base Damage: 2d3+1 slashing (enchantment level +2)
On-hit effects: none
Special Defenses: immune to non-magical weapons; unaffected by curative magic; immune to all mind-affecting spells
Resistances: Magic 20%, Fire 100%, Cold 50%, Poison 100%
Saving Throws: 10/12/11/12/13
XP Value: 5,000
At will spell-like abilities: Improved Invisibility, Telepathy
Limited use spell-like abilities: None


Erinyes

Rank: Baatezu, Lesser
Ability Scores: STR 17, DEX 18, CON 14, INT 14, WIS 16, CHA 18
Alignment: Lawful Evil
Base Armor Class: 2
Hit Dice: 6+6 (54 hp)
Base THAC0: 13
Attacks per Round: 1
Base Damage: By weapon
On-hit effects: By weapon
Special Defenses: immune to non-magical weapons; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 30%, Fire 100%, Cold 50%, Poison 100%
Saving Throws: 10/12/11/12/13
XP Value: 7,000
At will spell-like abilities: Terrifying Gaze, Produce Flame, Detect Invisibility, Invisibility, Telepathy, Teleport Without Error
Limited use items and spell-like abilities: Rope of Entanglement (1x/encounter), Charm Person (target saves with a -5 penalty, only one person can be charmed at a time)


Bone Fiend (Osyluth)

Rank: Baatezu, Lesser
Ability Scores: STR 16, DEX 14, CON 15, INT 12, WIS 12, CHA 10
Alignment: Lawful Evil
Base Armor Class: 3
Hit Dice: 5 (40 hp)
Base THAC0: 15
Attacks per Round: 4
Base Damage: 1d6+1 slashing (enchantment level +2)
On-hit effects: 25% chance that the target becomes infected with a foul disease, losing 4 points of strength until cured (non-cumulative)
Special Defenses: immune to non-magical weapons; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 30%, Fire 100%, Cold 50%, Poison 100%
Saving Throws: 11/13/12/13/14
XP Value: 7,000
At will spell-like abilities: Aura of Fear (automatically activates once per 3 rounds), Invisibility, Produce Flame, Charm Person, Telepathy, Teleport Without Error
Limited use spell-like abilities: None


Abishai, Red

Rank: Baatezu, Lesser
Ability Scores: STR 15, DEX 17, CON 15, INT 10, WIS 12, CHA 16
Alignment: Lawful Evil
Base Armor Class: 1
Hit Dice: 6+3 (51 hp)
Base THAC0: 13
Attacks per Round: 3
Base Damage: 1d4 slashing (enchantment level +2)
On-hit effects: 33% chance that the target must save vs. poison or suffer 4 points of poison damage per second during the next 4 rounds
Special Defenses: immune to +1 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun; regeneration 1 hp/round
Resistances: Magic 30%, Fire 100%, Cold 50%, Poison 100%
Saving Throws: 10/12/11/12/13
XP Value: 9,000
At will spell-like abilities: Command, Scare, Charm Person, Produce Flame, PyrotechnicsTelepathy, Teleport Without Error
Limited use spell-like abilities: None


Cornugon

Rank: Baatezu, Greater
Ability Scores: STR 18/00, DEX 17, CON 17, INT 16, WIS 14, CHA 16
Alignment: Lawful Evil
Base Armor Class: -2
Hit Dice: 10 (80 hp)
Base THAC0: 11
Attacks per Round: 2
Base Damage: 1d4+1 piercing (enchantment level +3)
On-hit effects: 50% chance of causing a bleeding wound (target loses 1hp/round, non-cumulative); 50% chance of stunning the target for 2 rounds (save vs. paralyzation to avoid)
Special Defenses: immune to +1 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun; regeneration 2 hp/round
Resistances: Magic 50%, Fire 100%, Cold 50%, Poison 100%
Saving Throws: 8/10/9/9/11
XP Value: 10,000
At will spell-like abilities: Aura of Fear (automatically activates once per 3 rounds), Produce Flame, Pyrotechnics, Charm Person, Telepathy, Teleport Without Error
Limited use spell-like abilities: Lightning Bolt (3x/day)


Gelugon

Rank: Baatezu, Greater
Ability Scores: STR 18/76, DEX 17, CON 18, INT 18, WIS 18, CHA 16
Alignment: Lawful Evil
Base Armor Class: -3
Hit Dice: 11 (88 hp)
Base THAC0: 9
Attacks per Round: 4
Base Damage: 1d6 piercing (enchantment level +4)
On-hit effects: 75% chance the target takes 1d6 extra cold damage and is slowed for 5 rounds (save vs. paralyzation to avoid being slowed); 25% chance the target takes 2d4 extra cold damage and is held for 3 rounds (save vs. paralyzation to avoid being held)
Special Defenses: immune to +1 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun; regeneration 2 hp/round
Resistances: Magic 50%, Fire 50%, Cold 100%, Poison 100%
Saving Throws: 7/9/8/8/10
XP Value: 19,000
At will spell-like abilities: Detect Invisibility (always active), Aura of Fear (automatically activates once per 3 rounds), Ice Storm, Charm Person, Telepathy, Teleport Without Error
Limited use spell-like abilities: None


Pit Fiend

Rank: Baatezu, Greater
Ability Scores: STR 18/00, DEX 16, CON 16, INT 18, WIS 16, CHA 25
Alignment: Lawful Evil
Base Armor Class: -5
Hit Dice: 13 (104 hp)
Base THAC0: 7
Attacks per Round: 5
Base Damage: 2d4 slashing (enchantment level +5)
On-hit effects: 20% chance that the target becomes infected with a foul disease, losing 4 points of strength until cured (non-cumulative). At the same time, the target must save vs. poison or suffers 8 points of poison damage per second during the next 4 rounds; 20% chance of constricting the target for 2 rounds (save vs. breath to avoid) which prevents movement, negates any dexterity bonus to Armor Class and deals an extra 2d4 points of crushing damage to the target at the start of each round. Large and incorporeal creatures cannot be constricted.
Special Defenses: immune to +2 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun; regeneration 2 hp/round
Resistances: Magic 50%, Fire 100%, Cold 50%, Poison 100%
Saving Throws: 5/7/6/5/8
XP Value: 21,000
At will spell-like abilities: Aura of Fear (automatically activates once per 3 rounds), Detect Invisibility, Improved Invisibility, Fireball, Hold Person, Charm Person, Pyrotechnics, Telepathy, Teleport Without Error
Limited use spell-like abilities: Symbol: Pain (1x/day), Wish (1x/encounter)



Tanar'ri

Like the Baatezu, Tanar’ri are also fiends, but they embody evil of a different type. Chaotic Evil personified, the Tanar'ri are motivated not by doctrines but by insane, violent inner drives. They tempt mortals into crimes of passion and vice, evils of appetite. The primary goal of the Tanar'ri is to destroy their ancient enemies, the Baatezu. Both races are engaged in an eternal conflict known as the Blood War. According to their rank, there are five classifications of Tanar'ri, listed in ascending order of power: least, lesser, greater, true and guardian.


Quasit

Rank: None
Ability Scores: STR 8, DEX 17, CON 10, INT 7, WIS 9, CHA 7
Alignment: Chaotic Evil
Base Armor Class: 2
Hit Dice: 3 (24 hp)
Base THAC0: 17
Attacks per Round: 3
Base Damage: 1d3 slashing (enchantment level +1)
On-hit effects: 66% chance that the target must save vs. poison or lose one point of dexterity for 3 rounds (this effect is cumulative)
Special Defenses: immune to non-magical weapons; unaffected by curative magic; regeneration 1 hp/round
Resistances: Magic 25%, Fire 100%, Cold 100%, Electricity 100%
Saving Throws: 10/12/11/12/13
XP Value: 2,000
At will spell-like abilities: Invisibility
Limited use spell-like abilities: Fear (1x/day)


Alu-Fiend

Rank: Tanar'ri, Lesser
Ability Scores: STR 15, DEX 17, CON 14, INT 18, WIS 12, CHA 16
Alignment: Chaotic Evil
Base Armor Class: 5
Hit Dice: 12 (48 hp)
Base THAC0: 17
Attacks per Round: 1
Base Damage: By weapon
On-hit effects: By weapon
Special Defenses: immune to non-magical weapons; cannot be backstabbed; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 30%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 11/7/9/11/8
XP Value: 6,000
At will spell-like abilities: Drain Life, Charm Person, Telepathy, Teleport Without Error
Special abilites: may cast spells as a 12th level Wizard (2x Magic Missile, 2x Blindness, 3x Mirror Image, 1x Vocalize, 2x Vampiric Touch, 2x Slow, 2x Stoneskin, 2x Improved Invisibility, 2x Chaos, 2x Hold Monster, 1x Protection from Magical Weapons)


Cambion

Rank: Tanar'ri, Lesser
Ability Scores: STR 18/76, DEX 16, CON 17, INT 16, WIS 13, CHA 18
Alignment: Chaotic Evil
Base Armor Class: 2
Hit Dice: 6 (48 hp)
Base THAC0: 17
Attacks per Round: 2
Base Damage: By weapon
On-hit effects: By weapon
Special Defenses: cannot be backstabbed; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 30%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 13/9/11/13/10
XP Value: 6,000
At will spell-like abilities: Cause Fear, Charm Person, Telepathy, Teleport Without Error
Special abilites: may cast spells as a 6th level Wizard (2x Magic Missile, 2x Blindness, 1x Invisibility, 1x Mirror Image, 1x Haste, 1x Slow); may Hide in Shadows and Move Silently as a Thief, even while wearing metal armor


Maurezhi

Rank: Tanar'ri, Lesser
Ability Scores: STR 14, DEX 15, CON 12, INT 16, WIS 8, CHA 9
Alignment: Chaotic Evil
Base Armor Class: 0
Hit Dice: 5+5 (45 hp)
Base THAC0: 15
Attacks per Round: 3
Base Damage: 1d6+4 slashing (enchantment level +2)
On-hit effects: None
Special Defenses: immune to non-magical weapons; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 40%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 8/10/9/9/11
XP Value: 6,000
At will spell-like abilities: Blur, Invisibility, Hold Person, Telepathy, Teleport Without Error
Limited use spell-like abilities: Paralytic Touch (3x/day), Fear (3x/day)


Succubus

Rank: Tanar'ri, Lesser
Ability Scores: STR 15, DEX 17, CON 12, INT 16, WIS 14, CHA 18
Alignment: Chaotic Evil
Base Armor Class: 0
Hit Dice: 6 (48 hp)
Base THAC0: 15
Attacks per Round: 2
Base Damage: 1d3 crushing (enchantment level +2)
On-hit effects: None
Special Defenses: immune to +1 weapons and below; cannot be backstabbed; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 30%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 11/13/12/13/14
XP Value: 11,000
At will spell-like abilities: Charm Person (male humanoids save with a -8 penalty), Kiss (charmed opponents only), Etherealness, Telepathy, Teleport Without Error
Limited use spell-like abilities: None


Nabassu

Rank: Tanar'ri, Greater
Ability Scores: STR 19, DEX 14, CON 19, INT 14, WIS 15, CHA 18
Alignment: Chaotic Evil
Base Armor Class: -5
Hit Dice: 7+20 (76 hp)
Base THAC0: 13
Attacks per Round: 3
Base Damage: 2d4+1 slashing (enchantment level +3)
On-hit effects: Energy Drain (2 levels)
Special Defenses: immune to non-magical weapons; unaffected by curative magic, fear, charm, sleep, confusion and stun; regeneration 1 hp/hour
Resistances: Magic 50%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 10/12/11/12/13
XP Value: 16,000
At will spell-like abilities: Silence 15' Radius, Vampiric Touch, Telepathy, Teleport Without Error
Limited use spell-like abilities: Aura of Paralysis (1x/encounter), Death Gaze (1x/day), Etherealness (2x/day)


Glabrezu

Rank: Tanar'ri, True
Ability Scores: STR 20, DEX 18, CON 20, INT 16, WIS 13, CHA 22
Alignment: Chaotic Evil
Base Armor Class: -7
Hit Dice: 10 (80 hp)
Base THAC0: 11
Attacks per Round: 5
Base Damage: 1d6+1 crushing (enchantment level +4)
On-hit effects: 20% chance to grab the target for 2 rounds (save vs. breath to avoid) which prevents movement and negates any dexterity bonus to Armor Class. Only some types of humanoids and some types of undead may be grabbed.
Special Defenses: immune to +1 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 50%, Fire 100%, Cold 50%, Electricity 100%, Acid 100%, Poison 100%
Saving Throws: 8/10/9/9/11
XP Value: 12,000
At will spell-like abilities: True Seeing (always active), Mirror Image, Dispel Magic, Confusion, Charm Person, Burning Hands, Plane Shift, Telepathy, Teleport Without Error
Limited use spell-like abilities: Power Word: Stun (7x/day)


Marilith

Rank: Tanar'ri, True
Ability Scores: STR 19, DEX 18, CON 12, INT 18, WIS 15, CHA 20
Alignment: Chaotic Evil
Base Armor Class: -9
Hit Dice: 12 (96 hp)
Base THAC0: 9
Attacks per Round: 7
Base Damage: 1d8 +4 slashing (enchantment level +4)
On-hit effects: 10% chance of dealing an extra 1d3 points of fire damage; 10% chance of dealing an extra 1d3 points of cold damage; 10% chance of dealing an extra 1d3 points of electricity damage; 15% chance of constricting the target for 2 rounds (save vs. breath to avoid) which prevents movement, negates any dexterity bonus to Armor Class and deals an extra 4d6 points of crushing damage to the target at the start of each round. Large and incorporeal creatures cannot be constricted.
Special Defenses: immune to +1 weapons and below; cannot be backstabbed; unaffected by curative magic; immune to all mind-affecting spells
Resistances: Magic 70%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 5/7/6/5/8
XP Value: 23,000
At will spell-like abilities: Detect Illusions (always active), Curse, Cause Serious Wounds, Cloudkill, Pyrotechnics, Telepathy, Teleport Without Error
Limited use spell-like abilities: None


Balor

Rank: Tanar'ri, True
Ability Scores: STR 21, DEX 18, CON 20, INT 20, WIS 16, CHA 25
Alignment: Chaotic Evil
Base Armor Class: -8
Hit Dice: 13 (104 hp, Caster Level 20th)
Base THAC0: 7 (4 with the Vorpal Sword)
Attacks per Round: 2
Base Damage (Vorpal Sword): 1d8+3 slashing (enchantment level +5)
Base Damage (Flaming Whip): 1d4 crushing (enchantment level +5)
On-hit effects (Vorpal Sword): 15% chance of scoring a Vorpal Hit (instantly slays the target, no save)
On-hit effects (Flaming Whip): Entangles the target for 2 rounds (save vs. breath to avoid) which prevents movement, negates any dexterity bonus to Armor Class and deals an extra 4d6 points of fire damage to the victim at the start of each round. Large and incorporeal creatures cannot be entangled by the Flaming Whip.
Special Defenses: immune to +2 weapons and below; cannot be backstabbed; unaffected by curative magic, fear, charm, sleep, confusion and stun; Body Flames; Death Throes
Resistances: Magic 70%, Fire 100%, Cold 50%, Electricity 100%, Poison 100%
Saving Throws: 5/7/6/5/8
XP Value: 26,000
At will spell-like abilities: Detect Invisibility (always active), Symbol: Pain, Symbol: Stun, Symbol: Fear, Symbol: Death, Dispel Magic, Telepathy, Teleport Without Error
Limited use spell-like abilities: None


Yugoloth

The Yugoloth are fiends that inhabit the Lower Planes of Acheron, Gehenna, the Grey Wastes and Carceri. While the Baatezu and the Tanar'ri are forever bitter enemies locked in an eternal stuggle, the Yugoloth play both sides against each other for their own gain. The defining characteristics of the Yugoloth are their complete lack of loyalty and their greed. They act as mercenaries in the Blood War, but continually betray the side they are currently working for in return for even greater rewards from the other side. Were it not for their fear that the other side may gain an advantage by using the Yugoloth, neither the Baatezu nor the Tanar'ri would enlist their services. By their power alone are Yugoloth divided into two categories: lesser and greater.


Arcanaloth

Rank: Yugoloth, Greater
Ability Scores: STR 17, DEX 15, CON 15, INT 20, WIS 18, CHA 19
Alignment: Neutral Evil
Base Armor Class: -8
Hit Dice: 12+24 (120 hp)
Base THAC0: 9
Attacks per Round: 3
Base Damage: 1d6 slashing (enchantment level +3)
On-hit effects: 66% chance to inflict a -1 penalty on to hit rolls (cumulative, lasts 8 hours).
Special Defenses: immune to +2 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 60%, Fire 100%, Cold -100%, Poison 100%, Acid 100%
Saving Throws: 10/12/11/12/13
XP Value: 20000
At will spell-like abilities: Invisibility, Magic Missile, Telekinesis, Cause Disease, Animate Dead, Charm Person, Produce Flame, Telepathy, Teleport Without Error
Limited use spell-like abilities: Fear (1x/day)
Special abilities: may cast spells as a 12th level Wizard (1x Chromatic Orb, 2x Blindness, 1x Spook, 1x Mirror Image, 2x Melf's Acid Arrow, 1x Horror, 1x Flame Arrow, 1x Lightning Bolt, 2x Melf's Minute Meteors, 1x Stoneskin, 2x Secret Word, 1x Greater Malison, 1x Hold Monster, 1x Domination, 1x Breach, 1x Chaos, 1x Chain Lightning)

Nycaloth

Rank: Yugoloth, Greater
Ability Scores: STR 20, DEX 18, CON 18, INT 18, WIS 18, CHA 16
Alignment: Neutral Evil
Base Armor Class: -6
Hit Dice: 11+22 (110 hp)
Base THAC0: 9
Attacks per Round: 1
Base Damage: 2d8+3 slashing (enchantment level +3)
On-hit effects: None
Special Defenses: immune to +1 weapons and below; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 70%, Fire 100%, Cold -100%, Poison 100%, Acid 100%
Saving Throws: 8/10/9/9/11
XP Value: 25000
At will spell-like abilities: Detect Invisibility (always active), Invisibility, Fear (by touch), Cause Disease, Animate Dead, Charm Person, Produce Flame, Telepathy, Teleport Without Error
Limited use spell-like abilities: Command (3x/day), Mirror Image (3x/day)


Ultroloth

Rank: Yugoloth, Greater
Ability Scores: STR 21, DEX 18, CON 18, INT 20, WIS 20, CHA 25
Alignment: Neutral Evil
Base Armor Class: -8
Hit Dice: 13+26 (130 hp)
Base THAC0: 7
Attacks per Round: 2
Base Damage: 1d12 energy (enchantment level +6)
On-hit effects: None
Special Defenses: immune to +2 weapons and below; cannot be backstabbed; unaffected by curative magic, fear, charm, sleep, confusion and stun
Resistances: Magic 60%, Fire 100%, Cold -100%, Poison 100%, Acid 100%
Saving Throws: 5/7/6/5/8
XP Value: 26000
At will spell-like abilities: Detect Invisibility (always active), Call Lightning, Fear, Shout, Gaze of Fascination, Animate Dead, Cause Disease, Charm Person, Produce Flame, Telepathy, Teleport Without Error
Limited use spell-like abilities: Color Spray (7x/day), Fire Storm (1x/day), Symbol, any type (1x/day), Mass Suggestion (1x/day)
Special abilities: Uses all abilities at the 15th level.



New items, special traits and spell-like abilities


As per PnP rules, Fiends cannot be interrupted while using their spell-like abilities, all of which have a casting time of 1. Furthermore, Fiends no longer automatically see through Invisibility unless that's explicitly stated in their statistic block. Finally, as creatures of extraplanar origin, Fiends do not benefit from curative magic. Here are the descriptions of the Fiends' unique items, special traits and spell-like abilities which don't have a spell counterpart in the unmodded game:


Aura of Fear

The mere presence of certain Fiends is so terrifying that they radiate an aura of fear. Once per three rounds, all opponents within the Fiend's visual range must save versus rod, staff, or wand at flee in panic for 3 rounds. Pit Fiends, the highest ranking of all Baatezu, radiate an exceptionally powerful aura of fear. Opponents facing them make their saves with a -3 penalty. Other Fiends, Constructs, Slimes and Undead creatures are completely unaffected by this aura.


Aura of Paralysis

Any living creature coming within 10 feet of a Nabassu must save vs. paralyzation or become paralyzed for 5 rounds. This ability can only be used once per encounter. Other Fiends, Constructs, Slimes and Undead creatures are completely unaffected by this aura.


Body Flames


The body of a Balor is constantly wreathed in searing flames. Anyone attempting to strike the Fiend in melee suffers 4d6 points of fire damage. the intense flames will now burn through webs and any entangling vegetation. They will also repel insects and bat swarms and also allow Balors to finish off Trolls that have been knocked down by merely walking over them.


Cause Disease

With this spell the caster afflicts the target with a vile fever. The victim's Strength is lowered by 1 point, plus 1 additional point for every 5 levels of the caster, for a maximum of 5 points at level 20. Additionally, the victim is fatigued and suffers 1 point of damage per round. The victim can save vs. spell to avoid all the effects. The disease does not end before the death of the victim unless magically cured.


Cause Fear

This spell causes one creature to flee in panic for 3 rounds unless a saving throw vs. spells is made. Fiends, Constructs, Slimes and Undead creatures are unaffected by fear.


Color Spray

Upon the casting of this spell, a vivid, fan-shaped spray of clashing colors spring forth in front of the caster. All creatures in the area of effect are entitled a saving throw vs. spell to avoid the effects, if they are above the 6th level or above the level of the caster. Blind or unseeing creatures are not affected.
Creatures that are not allowed a saving throw, or that fail their saving throw, and whose level is below or equal to the level of the caster are struck unconcious for 5 rounds; those whose level is 1 or 2 greater than the level of the caster are stuck blind for 2 rounds; those that are 3 or more levels above the level of the caster are disoriented and unable to think or act coherently for 1 round.


Curse

When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their attack and damage rolls by 1. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster. Multiple castings of this spell are not cumulative.


Death Gaze

Once per day, a Nabassu may use its Death Gaze on a single humanoid opponent within its visual range. This ability forces the target to save vs. spell or transform into a Ghast after 5 rounds have passed. Killing the Nabassu before that, or casting a Remove Curse spell on the victim negates the effect. Once the target transforms into a Ghast, the process becomes irrevocable, and the victim forevermore remains under the complete control of the Nabassu.


Death Throes

A Balor slain in the Abyss explodes in a brilliant flash of light inflicting 50 points of fire damage to everyone nearby. A successful saving throw vs. spells halves the damage. Note: in gameplay terms, this only applies to a few areas: the Abyssal pocket inside the Planar Sphere, Hell (Irenicus' final battle stage), the Protagonist's Pocket Plane and the Throne of Bhaal (Mellisan's final battle stage).


Drain Life

Alu-Fiends can restore their own bit points at the expense of their opponents. This requires a melee touch attack which deals ld8 points of damage, of which the Alu-Fiend gets half, rounded up.


Etherealness

This ability allows a Fiend to temporarily enter the Ethereal Plane, which has several side effects. Firstly, the Fiend effectively becomes invisible to observers on the Prime Material Plane, though its presence may be revealed by Detect Invisibility, True Seeing and similar spells. Secondly, while ethereal, a Fiend cannot be harmed by physical nor magical attacks, however, it cannot interact with objects and creatures on the Prime Material Plane either. Thirdly, Fiends who possess innate regeneration regain lost hit points at a faster rate while ethereal, due to the different flow of time on the Ethereal Plane. Lastly, a Fiend may remain ethereal up to 1 hour/level, though it can exit the Ethereal Plane at any time before that, if it desires to.


Fear

When this spell is invoked, the caster sends forth an invisible cone of terror which causes creatures within its area of effect to save vs. spells or turn away from the caster and flee in panic for 1 round per level of the caster. Fiends, Constructs, Slimes and Undead creatures are unaffected by fear.


Gaze of Fascination

Any humanoid that meets the gaze of an Ultroloth must save vs. spell or stop fascinated (as if affected by a Hold Person spell), watching the coursing colors and patterns.


Kiss

After a Succubus successfully charms a male humanoid she lures him into activities of passion in an attempt steal his life energy. Each kiss from a Succubus drains one energy level from the victim, who permanently loses hit dice, hit points, and abilities. The lost energy levels can only be restored by a priest's Restoration spell.


Mass Suggestion

Mass Suggestion allows the caster to influence the actions of one or more creatures in the same way as the Suggestion spell, provided all the creatures are within the 30-yard range. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1. A Mass Suggestion can continue in effect for a considerable duration, up to 4 turns plus an additional 4 turns per level of the caster.


Paralytic Touch

This ability allows a Maurezhi to paralyze a single creature with its touch unless the victim makes a saving throw vs. paralysis. The paralysis wears off after 5 rounds have passed.


Plane Shift

When this spell is invoked, the caster moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time. An unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. A Fiend who possess this ability often uses it to evade its enemies by transporting itself to the border region of the Ethereal Plane. By doing so, the Fiend can observe its adversaries from afar and wait for a suitable opportunity to engage them again.


Produce Flame

A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards. The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact unless a save vs. breath is made. A victim struck by the flame suffers 1d4+1 points of fire damage initially and, if combustion occurs, another 1d2 points of damage during each of the following two rounds.


Pyrotechnics

A pyrotechnics spell produces a flashing and fiery burst of glowing, colored aerial fireworks. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 3 rounds unless they successfully save vs. spell.


Rope of Entanglement

Erinyes carry a rope of entanglement that they use in combat or to bind unsuspecting victims. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle up to eight man-sized creatures unless a save vs. breath is made. Large and incorporeal creatures cannot be entangled.


Scare

This spell causes all creatures with fewer than 6 Hit Dice in a 30' radius to flee in panic for 10 rounds unless a saving throw vs. spells is made. Fiends, Constructs, Slimes and Undead creatures are unaffected by fear.


Shout

When this spell is cast, an ear-splitting noise affects a cone-shaped area in front of the caster. Any creature within this area is deafened for 6 rounds and suffers 2d6 points of damage. A successful saving throw vs. spell negates the deafness and reduces the damage by half. This spell has no effect on silenced, or already deaf, creatures.


Suggestion

When this spell is cast, the caster can influence the actions of the chosen recipient by the utterance of a few words, phrases or sentences, thereby suggesting a course of action, unless a save vs. spells with a +3 bonus is made. The suggestion must be worded in such a manner as to make the action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.


Symbol, Pain

A symbol spell creates magical runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. Symbol, Pain afflicts all creatures in the area of effect with wracking pains shooting through their bodies, causing a 2 point penalty to Dexterity and a 4 point penalty to attack rolls during the following 10 turns. Multiple castings of this spell are not cumulative.


Telekinesis

By means of this spell, the caster is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust. When expended in a single thust, the caster can hurl objects away from himself at high speed. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. An opponent subjected to these telekinetic powers receives 1 point of damage per level of the caster.


Telepathy

A creature with this ability can communicate telepathically with any other intelligent creature within a certain range (usually 100 feet). It is possible to address multiple creatures at once telepathically. Creatures of the same type often use this ability to telepathically alert each other to the presence of an enemy.


Teleport Without Error

This spell allows the caster to transport himself to any known location in his home plane with no chance for error. It also enables travel to other planes of existence, but this assumes that the caster has already visited that plane and carefully perused the destination area.


Terrifying Gaze

An Erinyes can cause fear in any creature that looks upon it. The victim must save vs. rod, staff, or wand or flee in panic for 3 rounds. Fiends, Constructs, Slimes and Undead creatures are unaffected by fear.




Altered Spells

Several aspects of the Fiend summoning process are altered. Firstly, while summoned Fiends still remain uncontrollable, they now match the allegiance of their summoner. This allows the summoner to receive experience points for each opponent that the Fiends defeats, but it also applies the appropriate reputation penalty for each innocent that the Fiend murders. Note: certain Fiends prefers to trick and manipulate innocents into service, rather than killing them outright. Secondly, the nature of a summoned Fiend now corresponds to the alignment of its summoner. A Baatezu appears if the caster is lawfully aligned, while a Tanar'ri appears if the caster is chaotically aligned. If the caster is neither lawfully nor chaotically aligned, a Yugoloth will be summoned instead. Finally, the party now gains XP for killing Fiends summoned by opponents. Summoned fiends of the same type will attempt to coordinate their attacks. When one fiend encounters an enemy, it will try to alert any nearby fiends of its type to the enemy's presence. For example, if a summoned Nabassu encounters an opponent it will alert any summoned Tanar'ri fiends that may be nearby. Here are the updated descriptions of the revised Fiend summoning spells:


Cacofiend


(Conjuration/Summoning)
Level: 7
Range: Visual sight of caster
Duration: 20 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell will summon forth a denizen of the Lower Planes. The nature of the Fiend corresponds to the alignment of its summoner. A Cornugon appears if the caster is lawfully aligned, while a Nabassu appears if the caster is chaotically aligned. If the caster is neither lawfully nor chaotically aligned, an Arcanaloth will be summoned instead. In any case, the spellcaster has no control over the actions of the summoned Fiend. Anyone not protected from evil, as per the spell, may be attacked by the creature, including innocent bystanders as well as the spellcaster and his party.  Note that the spellcaster bears any reputation and alignment repercussions for the actions of the summoned Fiend.


Summon Fiend

(Conjuration/Summoning)
Level: 8
Range: Visual sight of caster
Duration: 33 rounds
Casting Time: 8
Area of Effect: Special
Saving Throw: None

This spell will summon forth one of the more powerful denizens of the Lower Planes. The nature of the Fiend corresponds to the alignment of its summoner. A Gelugon appears if the caster is lawfullly aligned, while a Glabrezu appears if the caster is chaotically aligned. If the caster is neither lawfully nor chaotically aligned, a Nycaloth will be summoned instead. In any case, the spellcaster has no control over the actions of the summoned Fiend. Anyone not protected from evil, as per the spell, may be attacked by the creature, including innocent bystanders as well as the spellcaster and his party. Note that the spellcaster bears any reputation and alignment repercussions for the actions of the summoned Fiend.


Gate

(Conjuration, Summoning)
Level: 9
Range: Visual sight of caster
Duration: 66 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell will summon forth one of the most powerful denizens of the Lower Planes. The nature of the Fiend corresponds to the alignment of its summoner. A Pit Fiend appears if the caster is lawfully aligned, while a Balor appears if the caster is chaotically aligned. If the caster is neither lawfully nor chaotically aligned, an Ultroloth will be summoned instead. In any case, the spellcaster has no control over the actions of the summoned Fiend. Anyone not protected from evil, as per the spell, may be attacked by the creature, including innocent bystanders as well as the spellcaster and his party. Note that the spellcaster bears any reputation and alignment repercussions for the actions of the summoned Fiend.


More sensible fiend encounters

This part of PnP Fiends slightly alters the placement of fiends in certain areas in order to provide a more immersive gameplay experience. Here's the full list of changes:


Compatibility



Known Issues



Contact

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