The following material is Open Game Content from the Menace Manual SRD
FIEND
Fiends appear in countless forms, although their physical characteristics often reflect some sin or other vile aspect.
Species Traits
Fiends share the following traits:
Darkvision (Ex): Fiends have darkvision out to a range of 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a fiend can function with no light at all.
Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.
Weapon and Armor Proficiency: Fiends receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Fiends noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.
Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages.
Special: Fiends cannot be raised from the dead.
Jumping Jack (Blood Fiend)
Breath Weapon (Su): Once every 1d4 rounds, the jumping jack can breathe a 15-foot cone of fire. Each creature in the area takes 2d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 the jumping jack’s Hit Dice + its Constitution modifier) halves the damage.
Damage Reduction 10/Silver (Su): A jumping jack ignores the first 10 points of damage dealt by any unsilvered weapon.
Immunities (Ex): The jumping jack is immune to fire and poison.
Prodigious Leap (Ex): The jumping jack can ignore the 20-foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled.
Jumping Jack (blood fiend): CR 2; Medium-size outsider; HD 1d8+2; hp 6; Mas 14; Init +5; Spd 35 ft.; Defense 18, touch 15, flat-footed 13 (+5 Dex, +3 natural); BAB +1; Grap +2; Atk +2 melee (1d4+1, claw); Full Atk +2 melee (1d4+1, 2 claws) or +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon (DC 12), damage reduction 10/silver, darkvision 60 ft., immunities, prodigious leap; AL chaos, evil; SV Fort +4, Ref +7, Will +3; AP 0; Rep +0; Str 13, Dex 20, Con 14, Int 11, Wis 13, Cha 12.
Skills: Intimidate +4, Jump +8, Read/Write English, Speak English, Tumble +8.
Feats: Acrobatic.
Advancement: By character class.
Jumping Jack Fast Hero 9: CR 11; Medium-size outsider; HD 1d8+2 plus 9d8+18; hp 65; Mas 14; Init +9; Spd 35 ft.; Defense 25, touch 22, flat-footed 20 (+5 Dex, +3 natural, +7 class); BAB +7; Grap +9; Atk +9 melee (1d4+2, claw); Full Atk +9 melee (1d4+2, 2 claws) or +13 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ breath weapon (DC 17), damage reduction 10/silver, darkvision 60 ft., immunities, prodigious leap; AL chaos, evil; SV Fort +7, Ref +11, Will +6; AP 5; Rep +3; Str 15, Dex 20, Con 14, Int 11, Wis 13, Cha 12.
Occupation: Adventurer.
Skills: Hide +14, Intimidate +13, Jump +17, Read/Write English, Speak English, Tumble +17.
Feats: Acrobatic, Archaic Weapons Proficiency, Defensive Martial Arts, Dodge, Elusive Target, Heroic Surge, Improved Initiative, Mobility, Simple Weapons Proficiency, Spring Attack.
Talents: Evasion, defensive roll, increased speed, uncanny dodge 1, uncanny dodge 2.
Possessions: Colt Python (fully loaded).