I count 3 choices for a DM after the first round of combat. Much of the WoW lexicon is actually lifted from pen and paper gaming. Winged and grand in appearance, they might be mistaken for celestials at first glance, but that misapprehension won’t last long once combat ensues. He would need immense strength to even attempt to swing that in a safe environment, let alone in the heat of combat. [1][10] Pit fiends were often too busy with their personal plots and numerous duties to be bothered with mortal adventurers, only intervening in affairs when their plans were seriously jeopardized or at the cusp of victory.

All potential choices are weaker than a Wizard who can abuse their spell list to be literally immortal (Demiplane + Clone) and have access to spells that straight murderhobo those forms you could turn into (Wall of Force, Forcecage, Maze, etc).

First round he blows up an ally. Looking at the new pit fiend, what I see is... Players will have an easier time memorizing monster stats; and since the pit fiend has only a few combat options, the players will have a far easier time planning a killer attack against it, since they know what it MUST do versus what it MIGHT do. Mace. How do its other options compare? Round 3: Full attack against injured enemy. Alignment Pit Fiend or a Dragon are the obvious choices. Keith is a diabolical genius, and I say that with the utmost respect!”—R.A. If the PCs are high-level enough for an ice devil encounter to be anything less than Hard, however, I’d stick with the vanilla attack and its optimized damage. Fiend

5e Just give the Pit fiend the power to summon exploding demons and be done with it.

The sorcerer in my campaign just used their only 8th level slot to use fireball on one of these and I feel bad. 4th Edition Statistics[2]

Something a level 26 creature simply shouldn't be. Those smurfy auras of fear and fire don't have any attacks vs. save mechanics either. Increases unit damage and unit damage reduction for all friendly, Increases unit's damage reduction for all friendly. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. They were the elite overseers of practically all other devils, and experts in fostering terror in both mortals and devils. 20 What Keith gets is that the monsters are the DM’s characters, and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.”—Joe Manganiello, “The best movie villains are the ones you fall in love with. This means that they come out ahead if the battle lasts even two more rounds afterward, and 5E Dungeons and Dragons assumes that the average combat encounter lasts three rounds. Now you're just talking daft! The pit fiend can innately cast the following spells, requiring no material components: Multiattack. While monstrosities seek food and territory, giants compete for status, dragons pursue power and treasure, and aberrations are after who knows what, conflicts with humanoid antagonists typically revolve around the things we don’t discuss at the dinner table: religion and politics. Celestial, Common, Draconic[citation needed], Infernal[1], Telepathy[1] Alignment Round 1: Quickened fireball and mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponent (preferably a spellcaster). Having been cleansed within the Pit of Flame, pit fiends achieved levels of wickedness beyond that of ordinary devils, becoming beings of pure, unimaginable evil. Pit Lord: 1. Large The simple answer is an Angel because he will provide constant healing, 1-time Resurrection and his attack is formidable. Thus, they’ll try to poison their enemies before casting their bows aside, closing in and engaging them in melee, especially if they’re not fighting in darkness. My character slept with a pit fiend who was actually a pit friend! HP regeneration works on all friendly, Skill duration increases to 12s. I'm surprised the Pit Fiend isn't a solo type monster. Fear Aura. Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook Subscriber, Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens Subscriber, Pathfinder Adventure, Adventure Path, Rulebook Subscriber, 51 Because it would be better, for the Pit Fiend's allies, to go out in an exploding ball of flame, than the stroke of a Pc' sword. And it can do that as many times as it likes, forcing panicking PCs to take 5d8 fire damage while running through the flaming wall to get out. Charisma, too, so save your dispel evil and banishment.

The designers have stated that you will be able to add class levels to monsters. [1][2], The only beings that all pit fiends were subservient to were the dukes, duchesses, and archdevils of Hell, fulfilling their wills and sometimes serving as seneschals or counselors. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. furies, are warriors, enforcers and agents of retribution. List of creatures 2.

Hit: 22 (4d6 + 8) piercing damage. Edit: Charge. Erinyes will absolutely attempt to summon spined devils as their first action. This site works best with JavaScript enabled. Right, and I think the fire aura does 5 damage and the poison does 15 damage. Consume 100 Action Points in Guild Adventure. Ha! Caster level 18th. Tactics Round-By-Round. Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap attack. Either way, it's pointless.

I agree about the exploding devil bit, it seems a bit off-track. For my money, it is a better version than the hodgepodge version in 3.5, I think this is brilliant. Beyond that, though, all they have are melee attacks, albeit melee attacks with a 10-foot range. Once combat begins, your advice is spot on, as always, but this angle could lead to some interesting parleys where the party tries to convince the devil to let them pass (or what-have-you) and it milks them for as many bribes and gifts as it can, while waiting for them to find the loophole in its orders that would convince it to stand down. [1][3] Their magic also allowed them to paralyze powerful beings, turn themselves invisible and use a symbol of pain to cripple their enemies. However, the tail attack additionally requires a saving throw against the inflicting of a bleeding “infernal wound.” This adds an extra expected 5 hp of damage (80 percent chance to hit, times 65 percent chance of failed save, assuming a +3 Constitution saving throw modifier), plus more later on. Do I have to do that everytime I want more than a one encounter meat puppet to throw at my PCs? Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. Vision (I think that means rope+attack, not rope+rope+attack/rope+attack+attack.

The pit fiend had a lot of re-occuring villain staying power (since he waaaay out-leveled the PCs at the beginning of the campaign-arc, but eventually they caught up to him and gained the items they needed to put him in his place). This entails inflicting damage of a type that the horned devil doesn’t resist, such as acid or radiant damage, and/or using a magic weapon.



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