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Fiend
Fiends are a type of creature that are from the Lower Planes. They are creatures born of pure evil.
Characteristics
Fiends come in a variety of forms and sizes. Some are intelligent, while others are not. They are so long-lived they have an unknown expected lifespan, and as such they don't grow old.
Most fiend creatures are resistant or immune to Fire damage, due to coming from the Nine Hells.
Types of fiends
Cambion
Cambion are half-humanoid half-fiend hybrids.
Cambions in Baldur's Gate 3
Demon
Demons are a chaotic race of fiend that embody wickedness and cruelty.
Demons in Baldur's Gate 3
- Shovel (although labeled in-game as a Fiend)
Devil
Devils are highly lawful fiends that believe in order. They differ greatly from demons, who believe only in chaos.
Devils in Baldur's Gate 3
Gnoll Flind
Flinds are related to Gnolls, but are particularly strong and vicious and part-fiend themselves
Flinds in Baldur's Gate 3
Hellsboar
Hellsboar are fiends that look like large boars, with large boney skulls.
Hellsboars in Baldur's Gate 3
Imp
Imps are a small, manipulative fiends that serve their masters as foot soldiers or servants.
Imps in Baldur's Gate 3
Merregon
Merregon are the foot soldiers of the armies of most devils in the Nine Hells and live to serve their masters. They wear masks and can't speak, though they can form a sort of hive-mind when grouped together.
Merregons in Baldur's Gate 3
Succubus / Incubus
Succubus/Incubus are crafty demons whose purpose is to seduce and tempt mortals in order to take their souls.
Succubi / Incubi in Baldur's Gate 3
Other
- Yurgir (an Orthon, but not mentioned in the examine window)
Related items
- Holy Water - Deals 3d6Radiant damage against fiends
- The Blood of Lathander - blinds nearby fiends
- The Undead Bane - deals additional damage and applies to fiends
- Voss' Silver Sword - +1d4 bonus to attack rolls and damage against fiends
Related spells and abilities
- - grants advantage on attack rolls undead
- 1d6Radiant to fiends - deals an additional
- - deals an additional 1d4Radiant per turn to fiends
- - if successful, takes control of enemy fiend
- - fiends have disadvantage against the target
- - turns fiends, causing them to flee
- - turns fiends, causing them to flee
- - allied fiends become resistant to Bludgeoning, Slashing, and Piercing damage.