No.
Fudging defies the point of dice. If you don't like randomness, don't roll the dice and choose the outcome. Fudging is the dishonesty of a DM against herself, not able to accept that you can't at the same time ask fate to control the game and always have it on your side.
Well-said, and generally agreed. If the speech was so impressive that you aren't going to accept a failure no matter what the dice say,
don't use the dice. If the monster's going to last at least the first round, no matter how good the players' damage is nor how clever their plan is,
make your monsters work that way.* If you don't
actually want the dice to have final say, don't
pretend they do when you're actually choosing it yourself.
However, I can imagine that there is one possible kind of fudging that isn't negative. That's when the DM is pretending to roll dice when she really isn't, to let the players believe their PC lives are at stake while the really aren't. If this is done to create "thrilling" feelings, and only the DM knows she's not really gonna let it happen, then at least the whole deception has a purpose: to make the game more fun (assuming it works for a certain group, of course). The difference is that in this case the DM has planned everything in advance: she fixed the outcome, she will pretend to roll dice behind the screen, create tension, but then release it with announcing success. This is not different from movies. I wouldn't consider this really "fudging", instead I see it as playing a non-random game (or single scene/event) with the added trick of make believe it's random.
At first I thought I disagreed with you, but actually I completely agree. I, too, don't actually consider this fudging--I never even considered it "a kind of fudging" in the first place. I consider it theatrics, equivalent to giving your NPCs funny accents. I still don't
care for it--mostly because I think the kind of player that
demands dice-rolling in order to enjoy results is being petty and petulant--but if that's what the group needs to feel fear of failure/pleasure in success, so be it.
*For example: give them a feature that makes it so they can't take more than X damage in the first round. Or, if they go below some fraction of their HP (say, 50%, call it
bloodied winded!!), they get damage resistance until the end of the first round. Or they have a reaction ability that substantially increases their AC, but can only be used in the first round--or some kind of reaction self-heal. Or make all your monsters flat-out immune to crits, or with a stacking resistance to crits, but only in the first round. As long as the players know that it's really damn hard or even impossible to beat some (or even all) creatures in a single round (it's not necessary to explain precisely why), the specific method doesn't matter.