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Roaring Fiend

by Jamie Baty

WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 25d8+275 (387 hp)
Initiative: +14 (+8 Dex, +4 Improved Initiative, +2 Enhanced Reflexes)
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armour Class: 36 (-1 size, +8 Dex, +19 natural), touch 17, flat-footed 28
Base Attack/Grapple: +25/+46
Attack: +5 Large Vorpal Human-Bane longsword +43 melee (2d6 +13)
Full Attack: +5 Large Vorpal Human-Bane longsword +39/+34/+29/+24 melee (2d6 +13) and +5 Large Human-Bane Life Draining whip +38/+33 melee (1d4 +6 plus energy drain plus entangle) or 2 slam +37 melee (1d10 +13)
Space/Reach: 10 ft. /10 ft. (20ft with whip)
Special Attacks: Call other, death throes, entangle, mind power, summon
Special Qualities: Control undead, Damage reduction 15/good and cold iron, darkvision 60ft., enhanced reflexes, fiend immunities, flaming body, immunity to electricity, fire, and poison, outsider traits, potent magic, resistance to acid 10 and cold 10, spell-like abilities, spell resistance 28, summon weapons, telepathy 100 ft., true seeing
Saves: Fort +25, Ref +22, Will +22
Abilities: Str 37, Dex 27, Con 33, Int 31, Wis 26, Cha 28
Skills: Bluff +37, Concentration +39, Diplomacy +37, Disguise +34, Escape Artist +33, Gather Information +37, Hide +32, Intimidate +37, Knowledge (arcana) +38, Knowledge (the planes) +38, Listen +44, Move Silently +36, Search +38, Sense Motive +36, Spellcraft +38, Spot +44, Survival +32, Use Magic Device +36
Feats: Cleave, Great Cleave, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus(longsword)
Environment: Entopic Planes
Organisation: Solitary
Challenge Rating: 26
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 26-50 HD (Large); 51-75 HD (Huge)
Level Adjustment: -

Also known as the Mountain Fiend or Manslayer, this fearsome fanged fiend stands 12ft tall. Sharp horns protrude 1ft from each side of its head, and huge leather wings rise from its back.
The mountain fiend likes to perch on high peaks or crags, both for tactical reasons and to assume a commanding position. It can speak quite convincingly, and may use a spell-like power at the same time. It possesses leadership and domination abilities; its great power and Charisma enable it to convince or force even the most rampant chaotics to cooperate.
Roaring fiends speak Abyssal, Celestial and Draconic.
The forms of roaring fiends are based on the balor, although any creature raised to this status is given this form.

A roaring fiend is a reasonable creature, and rarely attacks by surprise, preferring to allow its victims a chance to surrender totally and unconditionally. Once they join battle armed with their swords and whips, they are clever and nasty foes. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
Roaring fiends are proficient with all simple and martial weapons, but rarely will use anything but a longsword and whip. They do not use armour.

Call Other (Sp): Once per round, a roaring fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Death Throes (Ex): When killed, a roaring fiend explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 33 half). The save DC is Constitution-based.

Entangle (Ex): A roaring fiend's whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the roaring fiend immediately make opposed Strength checks; if the fiend wins, it drags the target against its flaming body (see below). The target remains anchored against the fiend's body until it escapes the whip.

Mind Power (Sp): As a swift round action, a roaring fiend may create a variety of spell-like effects at the expenditure of Power Points. A roaring fiend possesses 300 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Roaring fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
A roaring fiend can cast any mortal spell at 25th level, but that costs him double the spell level in PP (for example, a fire ball would cost him 6 PP).

Summon (Sp): Once per day a roaring fiend can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Summon Weapons (Sp): As a free action, a roaring fiend may roar and summon his weapons. They appear instantly in its hands. Should the roaring fiend be killed, the immediately return to the roaring fiends home plane.

Control Undead (Sp): A roaring fiend may command undead as if it were a 23rd level cleric. The roaring fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed his effective level (23). He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A roaring fiend has damage reduction of 15/good and cold iron. Its natural attacks and any weapons wielded are treated as chaotic-aligned and evil-aligned for the purposes of bypassing damage reduction.

Enhanced Reflexes (Ex): A roaring fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness.

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Flaming Body (Su): The body of a roaring fiend is wreathed in flame. Anyone grappling it takes 6d6 points of fire damage each round.

Potent Magic (Ex): Unlike mortal creatures, a hissing fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will
blasphemy, dominate monster, greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity, power word stun, telekinesis, unholy aura; 1/day
fire storm, implosion. Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A roaring fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

True Seeing (Su): Roaring fiends continuously use true seeing as the spell (caster level 25th).

Skills: Roaring fiends have a +8 racial bonus on Listen and Spot checks.