FAYTH FIEND
When a corrupt cleric passes on, sometimes their deity will prevent their follower from entering into the next life and enlist their services as a fayth fiend. Fayth fiends are powerful undead creatures, they have a mastery of both negative and positive energy and delight in corrupting others. They seek to propagate evil religions or corrupt good ones, offering power and peace in exchange for misery and an endless cycle of death. Fayth fiends typically appear as they did in life, but that is not their true form which they keep hidden away until they are in danger, preferring to use honeyed words and false hope over combat. Their true form is an enormous head, weighed down by large snake-like appendages with horrible jaws covering their scalps. They use a plethora of magical attacks and abilities to sadistically destroy their foes.
FAYTH FIEND CREATURE 15
RARE LE LARGE UNDEAD
Perception +29; darkvision, lifesense 60 feet
Languages Common, Necril
Skills Athletics +27, Intimidation +29, Deception +31, Diplomacy +29, Stealth +25
Str +8, Dex +4, Con +6, Int +6, Wis +9, Cha +7
Lifesense (divination, divine) Fayth fiends sense the vital essence of living and undead creatures within a limited range.
AC 36; Fort +26, Ref +24, Will +30
HP 320, negative healing; Immunities death effects, disease, paralyze, poison, unconscious
Blinding Protection (reaction) Trigger The faith fiend is damaged by a melee strike. Effect The attacking creature must succeed on a DC 35 Fortitude save, the creature is blinded for 1 round on a failure. The creature is blinded permanently on a critical failure.
Speed 25 feet
Melee (single action) jaws +28 (reach 15 ft.) Damage 3d10+17 plus fayth’s curse
Divine Innate Spells DC 38; 7th finger of death; 6th harm (at will), heal (at will) repulsion; 5th banishment, black tentacles, crushing despair; 4th confusion, vital beacon 3rd crisis of faith, blindness, paralyze 2nd dispel magic, humanoid form (at will)), silence (at will) 1st detect alignment, sleep Cantrips (7th) detect magic, ghost sound, mage hand read aura, shield
Hellbiter (three actions) (divine, necromancy) All creatures in a 30 foot burst must succeed on a DC 38 Reflex save, failure results in creatures taking damage as if they were struck by the fayth fiend’s bite Strike. Usable once every 1d4 rounds.
Instrument of the Fayth (divine) The fayth fiend is healed by both negative and positive energy damage.
Fayth’s Curse (divine, necromancy) Creature’s exposed to fayth’s curse must succeed a DC 35 fortitude save, on a failure that creature gains the undead trait and is healed by negative energy and damaged by positive energy for 1d8 rounds. (If the result is a critical failure the duration lasts for 24 hours.)
Mind Blast (divine, mental, enchantment) (two actions) Target creature within 60 feet must succeed a DC 36 Will save, a failure results in the creature gaining the confused and doomed 1 conditions. The target can attempt a new save at the end of each of its turns to end the confusion.