Demon, Fire
Medium Outsider (Chaotic, Evil, Fire) — CR 7
Demon, Fire is a D&D 3.5 monster from —. CR 7, HD 9d8+9 (49 hp).
- Hit Dice
- 9d8+9 (49 hp)
- Initiative
- +8
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +9/+10
- Attack
- Claw +14 melee
- Full Attack
- 2 claws +14 melee
- STR
- 13
- DEX
- 19
- CON
- 12
- INT
- 6
- WIS
- 11
- CHA
- 10
- Fort / Ref / Will
- +7 / +10 / +6
- Challenge Rating
- 7
- Alignment
- Always chaotic evil
- Organization
- Solitary or swarm (4-24)
- Treasure
- Standard
- Level Adjustment
- +4
- Spell Resistance
- 20
Special Abilities
Flame TouchFiery AuraFire Subtype
Feats
Description
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Fire Subtype
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.