Fiendish Companion

Fiendish companions are lesser creatures from the lower outer planes of evil–either Abaddon, the Abyss, or the Nine Hells. They treat one of these outer planes as their home plane and thus gain the “extraplanar” subtype on the Material Plane. A fiendish companion obeys its master’s verbal commands to the best of its ability, and cannot be controlled by others. A fiendish companion will do all it can to aid and protect its nefarious convoker master. Fiendish companions have the base statistics as shown on Table: Fiendish Companion Base Statistics. These base statistics can only be modified by the one of the three companion’s base forms and through a nefarious convoker’s level advancement, for it gains no evolution pool and cannot be modified through evolutions. A fiendish companion is completely indistinguishable from a standard cacodaemon, imp, or quasit.


A fiendish companion’s abilities are determined only by the nefarious convoker’s level. Table: Fiendish Companion Base Statistics determines many of the base statistics of the companion. Each fiendish companion possesses a base form that modifies these base statistics. Fiendish companions are considered outsiders for the purpose of determining which spells affect them. A fiendish companion’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Skills: This lists the fiendish companion total skill ranks. A fiendish companion can assign skill ranks to any skill. Fiendish companions with Intelligence scores above the base value modify these totals as normal (a fiendish companion receives a number of skill ranks equal to 6 + its Intelligence modifier per HD, to a minimum of 1). A fiendish companion cannot have more ranks in a skill than it has Hit Dice. Fiendish companion skill ranks are set once chosen, even if the creature changes when the nefarious convoker gains a new level. The fiendish companion considers Bluff, Craft, Fly, Knowledge (planes), Perception, Sense Motive, and Stealth as class skills.

Evolution Pool: A fiendish companion gains no evolution pool, and therefore cannot be upgraded through evolutions. The fiendish companion only improves according to the nefarious convoker’s level advancement.

Special: This includes a number of abilities gained by all shadow companions as they increase in power. Each of these bonuses is described below.

Fiendish Traits: The fiendish companion has darkvision 60 feet, breathes, but does not need to eat or sleep, proficient with all simple and martial weapons, and requires limited wish, wish, miracle, or true resurrection to restore it to life. The fiendish companion also gains the following traits according to its base form: Cacodaemon–Immunity to acid, death effects, disease, and poison, resistance to cold 5, electricity 5 and fire 5 (increases to 10 at 9th level), and DR 5/good or silver; Imp–Immunity to fire and poison, resistance to acid 5 and cold 5 (increases to 10 at 9th level), and DR 5/good or silver; Quasit–Immunity to electricity and poison, resistance to acid 5, cold 5, and fire 5 (increases to 10 at 9th level), and DR 5/cold iron or good. In addition, the fiendish companion’s natural weapons as well as any weapon it wields, is treated as either chaotic or lawful (according to its alignment) and evil for the purpose of resolving damage reduction.

Spell-Like Abilities (Sp): The fiendish comp