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D&D Older Editions, OSR, & D&D Variants
4E Vampiric Pit Fiend Lord (using new templates)
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4172001" data-attributes="member: 55033"><p>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 -</p><p></p><p>edit- switched to Elite soldier, changed Melee Blood Drain to reflect hit points gained back.</p><p></p><p></p><p></p><p><u>Vampiric Pit Fiend Level 26 Elite Soldier (Leader)</u></p><p><em>Large immortal humanoid (devil) XP ???</em> </p><p><strong>Initiative </strong> +22 <strong>Senses </strong> Perception +23; darkvision </p><p><strong>Aura of Fear </strong> (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls. </p><p><strong>Aura of Fire </strong> (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage. </p><p><strong>HP </strong> 585; <strong>Bloodied </strong> 292 </p><p><strong>AC </strong> 46; <strong>Fortitude </strong> 44, <strong>Reflex</strong> 40, <strong>Will </strong> 42 </p><p><strong>Resist </strong> 30 fire, 15 poison 15 necrotic</p><p><strong>Immune </strong> disease, poison</p><p><strong>Vulnerable</strong> radiant 10</p><p><strong>Regeneration </strong> 10 (regeneration does not function while the Vampiric Pit Fiend is exposed to direct sunlight)</p><p><strong>Saving Throws </strong> +4 </p><p><strong>Speed </strong> 12, fly 12 (clumsy), teleport 10 </p><p><strong>Action Points </strong> 2 </p><p><strong>Melee Flametouched Mace </strong> (standard; at-will) • Fire, Weapon</p><p>Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends). </p><p><strong>Melee Tail Sting </strong> (standard; at-will) • Poison</p><p>+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). </p><p><strong>Melee Pit Fiend Frenzy </strong> (standard; at-will)</p><p>The pit fiend makes a flametouched mace attack and a tail sting attack.</p><p><strong>Melee Blood Drain </strong> (standard, encounter; recharges when an adjacent creature becomes bloodied) • Healing</p><p>Requires combat advantage. +28 vs. Fortitude; 2d12 + 22, and the target is weakened (save ends), and the Vampiric Pit Fiend heals 146 hit points.</p><p><strong>Ranged Point of Terror </strong> (minor; at-will) • Fear</p><p>Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn. </p><p><strong>Ranged Irresistible Command </strong> (minor 1/round; at-will) • Charm, Fire</p><p>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.</p><p><strong>Ranged Dominating Gaze </strong> (minor, recharge 6) • Charm</p><p>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. </p><p><strong>Infernal Summons </strong> (standard; encounter) • Conjuration</p><p>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:</p><p><em>8 legion devil legionnaires (level 21), or </em></p><p><em>2 war devils (level 22), or </em></p><p><em>1 war devil (level 22) and 4 legion devil legionnaires (level 21) </em></p><p></p><p><strong>Tactical Teleport </strong> (standard; recharge 4 5 6) • Teleportation</p><p>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.</p><p><strong>Mist Form </strong> (standard; encounter) • Polymorph</p><p>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.</p><p><strong>Alignment </strong> Evil </p><p><strong>Languages </strong> Supernal </p><p><strong>Skills </strong> Bluff +27, Intimidate +27, Religion +24 </p><p><strong>Str </strong> 32 (+24) <strong>Dex</strong> 24 (+20) <strong>Wis</strong> 20 (+18) </p><p><strong>Con </strong> 27 (+21) <strong>Int</strong> 22 (+19) <strong>Cha</strong> 28 (+22) </p><p><strong>Equipment </strong> flametouched mace, noble signet ring</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4172001, member: 55033"] 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. [U]Vampiric Pit Fiend Level 26 Elite Soldier (Leader)[/U] [I]Large immortal humanoid (devil) XP ???[/I] [B]Initiative [/B] +22 [B]Senses [/B] Perception +23; darkvision [B]Aura of Fear [/B] (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls. [B]Aura of Fire [/B] (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage. [B]HP [/B] 585; [B]Bloodied [/B] 292 [B]AC [/B] 46; [B]Fortitude [/B] 44, [B]Reflex[/B] 40, [B]Will [/B] 42 [B]Resist [/B] 30 fire, 15 poison 15 necrotic [B]Immune [/B] disease, poison [B]Vulnerable[/B] radiant 10 [B]Regeneration [/B] 10 (regeneration does not function while the Vampiric Pit Fiend is exposed to direct sunlight) [B]Saving Throws [/B] +4 [B]Speed [/B] 12, fly 12 (clumsy), teleport 10 [B]Action Points [/B] 2 [B]Melee Flametouched Mace [/B] (standard; at-will) • Fire, Weapon Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends). [B]Melee Tail Sting [/B] (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). [B]Melee Pit Fiend Frenzy [/B] (standard; at-will) The pit fiend makes a flametouched mace attack and a tail sting attack. [B]Melee Blood Drain [/B] (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. [B]Ranged Point of Terror [/B] (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. [B]Ranged Irresistible Command [/B] (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. [B]Ranged Dominating Gaze [/B] (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. [B]Infernal Summons [/B] (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: [I]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) [/I] [B]Tactical Teleport [/B] (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. [B]Mist Form [/B] (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. [B]Alignment [/B] Evil [B]Languages [/B] Supernal [B]Skills [/B] Bluff +27, Intimidate +27, Religion +24 [B]Str [/B] 32 (+24) [B]Dex[/B] 24 (+20) [B]Wis[/B] 20 (+18) [B]Con [/B] 27 (+21) [B]Int[/B] 22 (+19) [B]Cha[/B] 28 (+22) [B]Equipment [/B] flametouched mace, noble signet ring [/QUOTE]
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