Half-Fiend, 7th-Level Human Cleric

Medium Outsider (Augmented, Native) — CR 9

Monster Manual v.3.5 (MM), p. 147Updated 3.5

Half-Fiend, 7th-Level Human Cleric is a D&D 3.5 monster from MM, p. 147. CR 9, HD 7d8+14 (49 hp).

Hit Dice
7d8+14 (49 hp)
Initiative
+7
Speed
Land 20 ft, in breastplate; base 30 ft.
Armor Class
24, touch 13, flat-footed 21
Base Attack / Grapple
+5/+9
Attack
+1 morningstar +11 melee (1d8+5) or claw +9 melee (1d4+4) or masterwork light crossbow +9 ranged (1d8/19-20)
Full Attack
+1 morningstar +11 melee (1d8+5) and bite +4 melee (1d6+2); or 2 claws +9 melee (1d4+4) and bite +4 melee (1d6+2); or masterwork light crossbow +9 ranged (1d8/19-20)
STR
18
DEX
17
CON
14
INT
12
WIS
18
CHA
12
Fort / Ref / Will
+7 / +5 / +9
Challenge Rating
9
Alignment
Always Evil
Organization
Solitary
Treasure
Double standard
Environment
Plains
Level Adjustment
+4
Spell Resistance
17
Caster Level
7

Special Abilities

Smite GoodSpell-Like AbilitiesRebuke UndeadSpellsDamage ReductionDarkvisionImmunity to PoisonResistance to AcidResistance to ColdResistance to ElectricityResistance to FireSpell Resistance

Feats

This winged humanoid has claws, fangs, and short horns. Its eyes glow red, and it reeks of brimstone.

Description

A fiend’s magical nature allows it to breed with virtually any creature. Spawned deep in the dark, nether planes, these fiendish offspring are abominations that plague mortal creatures.

Demons and devils bring their progeny along to the Material Plane and loose them upon the world. Sometimes, however, fiends force themselves on mortal creatures to create evil half-breeds. The more depraved creatures are sometimes even willing to participate. Although half-fiend offspring are usually destroyed at birth, some survive to become grotesque mockeries of their mortal parents. All too rarely, though, one learns from and takes on the characteristics of its nonfiendish parent, turning from its evil heritage.

No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.

Never truly fitting into any mortal society, half-fiends are usually loners. On the lower planes, they are mistreated and derided because of their impure nature. Among nonfiends, they are outcasts, hated corruptions of the natural order. Humanoid half-fiends are sometimes called cambions. They often serve more powerful fiends or lead evil creatures on the Material Plane.

Half-fiend spellcasters such as the one described here are usually found as the leaders of dark cults or evil temples.

Combat

Half-fiends attack with aggressiveness and battle lust, using their ability to fly to best advantage by casting spells from the air. They enjoy torturing any enemies unfortunate enough to fall into their hands.

This example uses a 7th-level human cleric of Erythnul as the base creature.

Smite Good (Su): Once per day this half-fiend can make a normal melee attack to deal 7 points of extra damage against a good foe.

Spell-Like Abilities: 3/day—darkness, poison (DC 15); 1/day— desecrate, unholy blight (DC 15). Caster level 7th. The save DCs are Charisma-based.

Typical cleric Spells Prepared (6/6/5/4/3; save DC 14 + spell level): 0—cure minor wounds, detect magic, guidance, light, read magic, resistance; 1st—command, cure light wounds, divine favor, doom, protection from good, shield of faith; 2nd—bear’s endurance, bull’s strength, hold person, sound burst, spiritual weapon; 3rd—bestow curse, cure serious wounds, dispel magic, magic vestment; 4th—cure critical wounds, summon monster IV, unholy blight.

*Domain spell. Deity: Erythnul. Domains: Evil (cast evil spells at +1 caster level) and War (Weapon Focus bonus feat).

Possessions: +2 breastplate, +1 large steel shield, +1 morningstar, periapt of Wisdom +2, potion of haste. (Different half-fiends may have different possessions.)