D&D 4E 4E Vampiric Pit Fiend Lord (using new templates)

Daniel D. Fox

Explorer
Cobbled this together, pretty neat! The only thing I was uncertain of was whether to add Constitution score to the total HP again with the Vampire Lord template and the number of Action Points. Everything else checks out -

edit- switched to Elite soldier, changed Melee Blood Drain to reflect hit points gained back.



Vampiric Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil) XP ???
Initiative +22 Senses Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 585; Bloodied 292
AC 46; Fortitude 44, Reflex 40, Will 42
Resist 30 fire, 15 poison 15 necrotic
Immune disease, poison
Vulnerable radiant 10
Regeneration 10 (regeneration does not function while the Vampiric Pit Fiend is exposed to direct sunlight)
Saving Throws +4
Speed 12, fly 12 (clumsy), teleport 10
Action Points 2
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Melee Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) • Healing
Requires combat advantage. +28 vs. Fortitude; 2d12 + 22, and the target is weakened (save ends), and the Vampiric Pit Fiend heals 146 hit points.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.
Ranged Dominating Gaze (minor, recharge 6) • Charm
Ranged 5; +28 vs. Will; the target is dominated (save ends, with a –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). The Vampiric Pit Fiend can dominate only one creature at a time.
Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:
8 legion devil legionnaires (level 21), or
2 war devils (level 22), or
1 war devil (level 22) and 4 legion devil legionnaires (level 21)


Tactical Teleport (standard; recharge 4 5 6) • Teleportation
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.
Mist Form (standard; encounter) • Polymorph
The Vampiric Pit Fiend becomes insubstantial and gains a fly speed of 12, but cannot make attacks. It can remain in mist form for up to 1 hour or end the effect as a minor action.
Alignment Evil
Languages Supernal
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring
 
Last edited:

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I stated up the Lich Pit Fiend in the original thread.

I think it becomes a solo creature, because it started as elite. I think the xp is 45,000. Otherwise looks good. :)
 

Howdy Moniker - very cool indeed. :)

However, a few things of note. As the article mentions hit points created in this fashion may be slightly lower primarily because a solo monster has x5 hit points instead of x4 (a double double from two elite templates).

Secondly, the Pit Fiend has lower hit points than a typical Level 26 Elite, I think this is because in some way the summoned monsters are taking power from it (represented as hit points).

So I'm not sure if the number of summoned monsters should be doubled, or if the hit points should be revised to give full solo status.

A full 26th-level solo Pit Fiend would have either:

1080 hit points...with the same summon capability.

Or

945 hit points with double summon capability.

Or

877 hit points assuming a 2.5 times the initial summons.
 


Upper_Krust said:
Howdy Moniker - very cool indeed. :)

However, a few things of note. As the article mentions hit points created in this fashion may be slightly lower primarily because a solo monster has x5 hit points instead of x4 (a double double from two elite templates).

Secondly, the Pit Fiend has lower hit points than a typical Level 26 Elite, I think this is because in some way the summoned monsters are taking power from it (represented as hit points).

On the other hand, that regen is very very handy. I mean, lets say this fight lasts 10 rounds (reasonable I think for a solo fight), then that's an extra 100 hps from the regen.
 

Prerequisites: Humanoid, level 11.
The Pit Fiend is a large humanoid (devil). Would the template be perfectly legal, then?
It seems that many, many things are "humanoid" now.
 

Upper_Krust said:
Howdy Moniker - very cool indeed. :)

However, a few things of note. As the article mentions hit points created in this fashion may be slightly lower primarily because a solo monster has x5 hit points instead of x4 (a double double from two elite templates).

Secondly, the Pit Fiend has lower hit points than a typical Level 26 Elite, I think this is because in some way the summoned monsters are taking power from it (represented as hit points).

So I'm not sure if the number of summoned monsters should be doubled, or if the hit points should be revised to give full solo status.

A full 26th-level solo Pit Fiend would have either:

1080 hit points...with the same summon capability.

Or

945 hit points with double summon capability.

Or

877 hit points assuming a 2.5 times the initial summons.

Strictly speaking, I think you'd need to slap the vampiric template on the summons as well.
 


hamishspence said:
I got the impression only one template needed to take an elite monster up to solo status. Can solo monsters have templates?

probably, but doing so would make it equal 2 solos (ish); so unless you're throwing them against an op party, probably best to stick with the solo as is or consider a class template (for just +1 per assumed)
 

Stalker0 said:
On the other hand, that regen is very very handy. I mean, lets say this fight lasts 10 rounds (reasonable I think for a solo fight), then that's an extra 100 hps from the regen.

The regen isn't even the best part: he heals 146 hp from blood drain, and can recharge it whenever an adjacent creature (which could be one of his minions) gets bloodied.
 

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