
Printed From:
http://www.dlnexus.com/fan/rules/12310.aspx
Shock FiendD&D 3e (3.0/3.5) Rulesby Ogre BaneMedium Outsider (Evil, Extraplanar, Incorporeal, Tanar'ri) This creature has a vaguely humanoid form. It seems to be completely made of energy, with pulses of glowing electricity streaking through its insubstantial body. The only feature able to be distinguished is its eyes: small white glowing slits that promise a painful death. Shock fiends, similar to frost fiends and flame fiends, are elite warriors of the armies of the tanar'ri. Shock fiends are mostly used to make swift hit and run tactics against the enemies of the demons. Shock fiends encountered on the Material Plane are most often employed by more powerful demons or under the command of powerful spellcasters. Shock fiends avoid all water sources since it can be deadly to them. A typical shock fiend has an incorporeal body. They appear to be about 5 feet tall with vague humanoid features, such as arms and legs. The body never touches the ground and constantly hovers. Shock fiends speak Abyssal, Common, Draconic, Infernal, and Undercommon, however they rarely speak. CombatShock fiends soften up enemies with their powerful spell-like abilities first. After they feel enemies have been severely weakened, they use quick hit and run tactics to bring down powerful enemies. If a shock fiend is exposed to a water source able to completely submerge its "body," it must make a Fortitude save (DC 25) each round it is in the water or be permanently destroyed. Merely throwing water (such as from a bucket) onto a shock fiend does nothing harmful; however it may irritate the fiend. A shock fiend's natural weapons are considered evil, chaotic and magic for the purposes of bypassing damage reduction. Strength Drain (Su): The mere touch of a shock fiend causes the body to spasm and muscles to clench, draining the strength of living opponents. Anyone hit by the incorporeal shock of a shock fiend must make a Fortitude save (DC 22) or suffer 1d4 points of Strength drain. Victims wearing armor that is mostly made of metal take a -3 penalty to this save. This save is Charisma-based. Spell-like Abilities (Sp): At will - call lightning, confusion, detect good, detect magic, dispel good, dispel magic, greater teleport (self plus 50 pounds of objects only), haste, hold person, lightning bolt, slow. 3/day - chain lightning. Caster level 15th. Save DC is 15 + spell level. Shocking Aura (Su): The "body" of a shock fiend is completely made from unholy electricity. Any enemy that successfully hits the shock fiend with natural attacks or melee weapons takes 2d8 points of electricity damage. Weapons with exceptional reach (such as a glaive) still suffer this effect if the weapon is mostly made of metal. A shock fiend gains a +3 bonus to hit an enemy that is wearing armor mostly made of metal. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |




Palanthas
