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.
FIENDISH COMPANION ABILITIES
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 companion gains the following spell-like abilities at the indicated levels, according to their alignment. The fiendish companion has a caster level equal to its Hit Dice.
See in Darkness (Su): The fiendish companion can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Fast Healing (Su): The fiendish companion gains fast healing 2.
Fly (Ex): The fiendish companion’s fly maneuverability decreases to good at 10th level, and to average at 15th level.
Size (Ex): The fiendish companion’s size changes to Small at 10th level, and to Medium at 15th level. All size change adjustments apply.
Shape Change (Su): The fiendish companion can change into the following shapes a number of times per day equal to it Hit Dice, using the indicated spell: Cacodaemon–lizard, octopus, small scorpion, or venomous snake as polymorph; Imp–boar, giant spider, rat, or raven as beast shape I; Quasit–bat, small centipede, toad, or wolf as polymorph.
FIENDISH COMPANION SKILLS
The following skills are class skills for the fiendish companion: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex).
Base Form
A fiendish companion comes in one of three forms, according to the nefarious convoker’s alignment. This base form determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the fiendish companion’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). This base form gains no evolutions.
Daemon
Cacodaemon (daemon, evil, extraplanar, outsider)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +4 natural, +2 size; Saves Fort (bad), Ref (good), Will (good); Attack 1 bite (1d4 plus disease); Ability Scores Str 12, Dex 11, Con 13, Int 8, Wis 13, Cha 12;
Disease (Su)—injury; save Fortitude DC 12; onset 1 day; frequency 1/day; effect 1d2 Wisdom damage, cure 2 consecutive saves.
Demon
Quasit (chaotic, demon, evil, extraplanar, outsider)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +2 natural, +2 size; Saves Fort (bad), Ref (good), Will (good); Attack 2 claws (1d3-1 plus poison), 1 bite (1d4-1); Ability Scores Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11.
Poison (Ex)—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
Devil
Imp (devil, evil, extraplanar, lawful, outsider)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 dodge, +1 natural, +2 size; Saves Fort (bad), Ref (good), Will (good); Attack 1 sting (1d4 plus poison); Ability Scores Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14.
Poison (Ex)—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Table: Fiendish Companion Base Statistics