(General)
A fiend learns to disperse its essence over an area, gaining mastery over features and structures there and tainting the place with its wickedness.
Prerequisites
Charisma 16, any evil outsider with 8 or more Hit Dice.
Benefit
Once per day, as a
Full-Round Action, a fiend may attempt to possess a structure or small area (like a pool, grove, or ruin) of a diameter equal to 10 feet per Hit Die. This area is spherical, so a fiend possessing a particularly large structure might only have power over a certain number of rooms. An area receives no save against fiendish possession unless creatures or magical items occupy the space, in which case the area makes a
Will Save equal to 10 + half the fiend's Hit Dice + the fiend's
Charisma modifier using the stats of the occupant with the highest
Will Save. An area within the effects of a hallow spell cannot be possessed. A fiend possessing an area operates similarly to one using the
Possess Creature feat, except that locations do not receive daily saves to escape the fiend's influence and the fiend's possession points can only be spent on location possession actions. Should a possessed location be destroyed, the fiend is ejected, retakes its original form in a space adjacent to the area it previously possessed, and is
Stunned for 1 round. Dispel evil (or dispel chaos or dispel law, depending on the fiend) can eject a fiend, but the caster must succeed at a caster level check with a DC equal to 10 + the HD of the possessing fiend + the fiend's Cha modifier. Banishment and dismissal immediately eject a fiend from an
Object if it fails to make its saving throw against the spell's effects.