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Screaming Fiend

by Jamie Baty

WotI 108
Large Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 10d8+80 (125 hp)
Initiative: +5 (+3 Dex, +2 Enhanced Reflexes)
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armour Class: 23 (-1 size, +3 Dex, +11 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+21
Attack: Claw +16 melee (1d4 +7)
Full Attack: 2 Claws +16 melee (1d4 +7) and bite +14 melee (1d6 +3) and 2 talons +14 melee (1d8 +3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call other, dance of ruin, mind power, spores, stunning screech, summon, swoop
Special Qualities: Control undead, damage reduction 10/good, darkvision 60ft., enhanced reflexes, fiend immunities, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell resistance 17, spell-like abilities
Saves: Fort +15, Ref +10, Will +11
Abilities: Str 25, Dex 17, Con 27, Int 18, Wis 18, Cha 18
Skills: Concentration +21, Diplomacy +11, Gather Information +17, Hide +12, Intimidate +17, Knowledge (the planes) +17, Listen +25, Move Silently +16, Search +17, Sense Motive +17, Spellcraft +17, Spot +25, Survival +10
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
Environment: Any land or Entropic Planes
Organisation: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Also known as an Air Fiend or Winged Fury, this fiend is part bird and part man in form. It stands over 8ft tall on stork legs. It has powerful claws at the end of humanoid arms and talons at the end of its legs. It has large, feathered wings that have a 30ft wingspan.
Screaming fiends speak Abyssal, Celestial and Draconic.
The forms of screaming fiends are based on the vrock, although any creature raised to this status is given this form.

Combat
Screaming fiends love battle, and will charge headlong into combat. They usually do not use their spells or mind power unless severely pressed, and only in the direst of circumstances will they summon demons or call another fiend.
Screaming fiends are proficient with all simple and martial weapons, and will occasionally use one. When using a weapon, the screaming fiend may use its bite and offhand claw (if free) as secondary attacks. They do not use armour.

Call Other (Sp): Once per round, a screaming 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).

Dance of Ruin (Su): To use this ability, a group of at least three creaming fiends and/or vrocks must join hands in a circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons and fiends within the radius take 20d6 points of damage (Reflex DC 19 half). Stunning, paralysing, or slaying one of the fiends or vrocks stops the dance. The save DC is Charisma-based.

Mind Power (Sp): As a swift round action, a screaming fiend may create a variety of spell-like effects at the expenditure of Power Points. A screaming fiend possess 100 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Screaming fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
• A screaming 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).

Spores (Ex): A screaming fiend can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the fiend. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores' growth for its duration. Bless, neutralise poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a screaming fiend can emit a piercing screech. All creatures except for fiends and demons within a 30-foot radius must succeed on a DC 23 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon (Sp): Once per day a screaming fiend can attempt to summon 2d10 dretches or a vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Swoop (Ex): A screaming fiend that makes a charge while flying inflicts double damage on a successful attack.

Control Undead (Sp): A screaming fiend may command undead as if it were a 23rd level cleric. The screaming 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 screaming fiend has damage reduction of 10/good. Its natural weapons as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-like Abilities (Sp): At will
mirror image, telekinesis, greater teleport (self plus 50 pounds of objects only); 1/day
heroism. Caster level 25th. The save DCs are Charisma-based.

Enhanced Reflexes (Ex): A screaming 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.

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

Telepathy (Su): A screaming 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.

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