Blood Fiend (CR 14)
AC: 31 (-1 size, +2 Dex, +20 natural), touch 11, flat-footed 29
Hit Dice: 12d12 (78 hp); DR: 15/good
Fort +4, Ref +8, Will +13
Speed: 40 ft., fly 80 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +18
Attack: Claw +13 melee
Full Attack: 4 claws +13 melee and bite +8 melee
Damage: Claw 1d6+8 plus energy drain, bite 1d8+4 plus blood drain
Special Attacks/Actions: Blood drain, domination, energy drain, spell-like abilities
Abilities: Str 26, Dex 15, Con -, Int 17, Wis 20, Cha 21
Special Qualities: Acid resistance 20, alternate form, cold resistance 20, create spawn, electricity immunity, fast healing 5, fire resistance 20, gaseous form, SR 24 turn resistance +6, undead traits
Feats: Combat Reflexes; Dodge; Improved Initiative; Lightning Reflexes; Mobility
Skills: Concentration +20, Diplomacy +7, Hide +17, Listen +20, Move Silently +17, Search +19, Sense Motive +20, Spot +20, and Survival +5 (+7 following tracks)
Advancement: 13-18 HD (large); 19-36 HD (Huge)
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or gang (3-5)
Blood Drain (Ex): A blood fiend sucks blood from a living victim when it hits with its bite attack. Each successful blood drain attack deals 1d4 points of Constitution drain.
Domination (Su): Like a vampire, a blood fiend can crush an opponent's will by looking into its eyes. This attack functions like a gaze effect, except that it is a standard action, and creatures merely looking at the blood fiend are not affected. Any creature within 30 feet that the blood fiend targets for the attack falls instantly under its influence as though by a dominate monster spell (caster level 18th, Will save DC 21).
Energy Drain (Su): Any living creature hit by a blood fiend's claw attack must succeed at a Fortitude saving throw (DC 21) or gain one negative level. For each negative level bestowed, the blood fiend heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 21) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.
Spell-Like Abilities: At will - detect good, detect magic, teleport without error (self plus 50 pounds of objects only); 3/day - chaos hammer, darkness, unholy blight; 1/day - blasphemy, desecrate. Caster level 18th; save DC 15 + spell level.
Alternate Form (Su): A blood fiend can assume the shape of a regular or fiendish dire hat, a dire wolf, a howler, or a nightmare as a standard action. The creature can remain in the assumed form indefinitely.
Create Spawn (Su): An outsider of the evil subtype slain by a blood fiend's energy. drain attack (negative levels equal to current Hit Dice, or drained below 1st level) rises as a blood fiend 1d4 days after death. The new blood fiend does not possess any of the abilities it had in life.
Fast Healing (Ex): A blood fiend heals 5 points of damage per round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, a blood fiend automatically assumes gaseous form and attempts to escape. Its fast healing begins as soon as it has rested anywhere (it is not limited to a coffin) for 1 hour without interruption. A dismissal, dispel evil, banishment, dictum, or holy word spell cast on it while its current hit points are below 1 destroys it utterly.
Gaseous Form (Su): At will, a blood fiend can assume gaseous form as a standard action. This ability functions like the gaseous form spell (caster level 5th), except that the blood fiend can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Skills: A blood fiend receives a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
A blood fiend lacks the subtlety of an ordinary vampire. It does not hesitate to wade into melee with its four claws and vicious bite.
Blood fiends create more blood fiends from other demons in a manner similar to the way vampires create more vampires from humanoids. Their gazes can sap the will of mortals.
A blood fiend is an ogre-sized, demonic creature that stands about 9 feet tall. Its thick, scaly hide is a deep purple color, almost black. Each of its four strong arms ends in a humanlike hand, each finger of which is tipped with a vicious claw. A blood fiend has a wolf like muzzle lined with sharp teeth that seem too large to fit in its mouth, and glowing red eyes.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.