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Chaos Fiend


Large Outsider (Incorporeal, Chaotic, Extraplanar)
Hit Dice:10d8+30 (75 hp)
Initiative:+8 (Dex, Improved Initiative)
Speed:Fly 50 ft. (perfect)
AC:17 (-1 size, +4 Dex, +4 Cha), touch 17, flat-footed 13
Base Attack/Grapple:  +10/-
Attack:Incorporeal touch +14 melee (entropic touch)
Full Attack:2 incorporeal touch +14 melee (entropic touch)
Space/Reach:10 ft./10 ft.
Special Attacks:Entropic Touch, Weapon Curse
Special Qualities:Entropic Aura; Resistance to Acid, Cold and Fire 20; SR 20 (see below), DR 10/axiomatic (lawful); Fast Healing 2
Saves:Fort 10, Ref 11, Will 9
Abilities:Str -, Dex 18, Con 16, Int 12, Wis 14, Cha 18
Skills:Bluff +17, Escape Artist +17, Hide +17, Intimidate +17, Listen +15, Search +14, Sense Motive +15, Spot +15, Tumble +17
Feats:Dodge, Improved Initiative, Mobility, Spring Attack
Environment:Roa or the Ever-Changing Chaos of Limbo
Organization:Solitary
Challenge Rating:  9
Treasure:None
Alignment:Always Chaotic Neutral
Advancement:15-30 (Huge);
31-45 (Gargantuan)
Level Adjustment:-

Appearance
The Chaos Fiend is a dark and twisted being that originates from the plane of Limbo, but has ties to the Negative Material plane of existence. It appears as a tortured and disjointed mass of darkness with flecks of twinkling colors within its shifting mass. As it is incorporeal, objects can be seen through it, but they appear twisted as if a reflection in some carnival mirror. It's presence warps corporeal space, causing people to forget things or become confused, twisting the landscape and corrupting magic that is invoked nearby.

Combat
When attacking, the Chaos Fiend sweeps through the air, striking out with its Entropic Touch. Chaos Fiends do not spend much time in combat before moving on to other things, just enough time to inflict several of it's attacks.
    Entropic Aura (Su): The Chaos Fiend continuously projects a powerful aura of chaos about itself. It cannot turn off this ability. Creatures that enter within 60 ft. must make Will checks (DC 14) or forget what they were doing for the last 10 minutes. Creatures within 30 ft. are no longer susceptible to the creature's forget effects, but must make a Will check (DC 18) or become subject to effects similar to a confusion spell. Any creature that enters within 10 ft. of a Chaos Fiend takes 1d2 points of damage without save, each round that they remain in this proximity. Creatures who save successfully against the forget and confusion aspects of the aura cannot be harmed again by the fiend's aura for 24 hours.
    Entropic Touch (Su): This attack causes a variety of effects as detailed below. Spell effects of the Chaos Fiend function at a caster level equal to the Chaos Fiends Hit Dice. Roll 1d8 to determine the effect of a given Entropic Touch attack.

Roll (1d8)     Entropic Touch Result

1
2
3
4
5
6
7
8
  Confusion (as spell). Will negates, DC 18
Energy drain of 1d8 hit points. No save.
Fear (as spell). Will negates, DC 18.
Ray of Enfeeblement. Fortitude Negates, DC 17.
Feeblemind (as spell). Will negates, DC 19.
Energy drain of 1d4 points of Wisdom.
Entropic Curse (see below). Fortitude negates, DC 20.
Random Action (as spell). Will negates, DC 17.

    Entropic Curse (Su): This magical curse causes its target to rapidly degenerate. When the target experiences mundane healing they lose hit points rather than gain them. This loss is equal to the quantity of hit points that would normally have been healed. The curse lasts until a remove curse by a 10th level priest is received, or until the death of the afflicted, at which point they become a shadow on the following round. This curse has no effect on magical healing.
    Weapon Curse (Su): Weapons striking the Chaos Fiend must succeed a Fortitude save (use their wielder's save as an attended object) or suffer from the Chaos Fiend's weapon curse. Affected weapons have a 20% chance of blinking into or out of corporeal solidity each round for 1d6+4 rounds. Incorporeal weapons pass from the grasp of their bearer's hand and remain floating where they became incorporeal until they again become solid, at which point they fall to the ground.
    Spell Resistance (Ex): A Chaos Fiend has SR 21. Spells which fail to penetrate the this special spell resistance either (50%) rebound upon the spell caster or (50%) rebound on a random target within 30 feet of the Chaos Fiend.
    Fast Healing (Ex): Chaos Fiends are sustained by elements of chance that take place around them. While engaged in combat or other activities that involve many opportunities for chance, a Chaos Fiend heals 2 hit points of damage per round. Alternatively, 1d4 hit points may be healed at the option of the Dungeon Master.

Habitat/Society
When on the Prime, Chaos Fiends seek centers of civilization to wreck their Entropic Aura upon. They are never found together and do not work in concert as the effects of their presence are not cumulative and one Chaos Fiend cannot feed off the chaos produced by another. Though intelligent, the creature's mind is so alien that communication with one has so far proved impossible.

Ecology
Chaos Fiends feed off of the chaos which they cause. Capture of the creatures essence is possible by magical means and is known to be useful in the empowerment of spells which deal with chaos. Upon being slain, the Chaos Fiend fades away to nothingness, it's essence returning to the planes of Limbo.

History
Chaos Fiends, and a multitude of other evil and world destroying beasts, are said to have been imprisoned when the legendary Brother's Khan forged the world from the Age of Chaos. Recently though there have been sightings of these creatures once again.