4th Edition and the Immortals Handbook

Alzrius said:
I really hate how simplistic they made the monster. Seriously, it's very neutered now.

High-level monsters should have myriad options; they should have a lot of spell-like abilities and/or integrated spellcaster levels. Monsters at that level are brilliant and tactical and have many, many different things they can do in regards to almost any situation. They should have at least a few non-combat powers that are useful for purposes of verisimilitude (e.g. unhallow, etc).

More options are not inherently confusing. More options just give you more choices, and while that can be a little paralyzing to consider, it's still ultimately more beneficial. The DM has plenty of things he can do, built right into the monster, letting him pick and choose easily. The new pit fiend has apparently only five abilities, one of which can be used once per encounter (I'd love to see an in-game explanation of how often "once per encounter" powers work). This is actually more work for an experienced DM, because he'll have to artificially build in extra powers he wants his pit fiend to have beyond what's listed.

"Options, not restrictions" was a great credo, and this is the reversal of it. Pigeonholing every monster into a specific combat niche weakens the monster on an overall level.

Well, options are great, but I think it is a step in the right direction; Accommodating new DMs vs Experienced ones. I (yesterday) intro-ed a new player to the game. Brand new. Never played before. I don't think he could run the 3.5 Pit fiend without reading it before the game began and looking up each one of it's powers. From what I can see, the Pit fiend has exactly 'enough' abilities. It can use a new power or combat plan almost every round, (most 4E should die in 4-6 rounds supposedly) and has no redundant abilities. I also like it's listed as being able to Teleport like 12 squares as a type of movement. (Doesn't even waste a spell) A new DM could quickly figure out moments after cracking open the MM to the Pit Fiend entry how it should be run. 3.5 Pit fiend? Sure, it has lots of abilities and a big stat block, but unless the DM knew every spell and feat he possessed and how they work, a lot of the possible options are unavailable to him. (or would be run wrong or misinterpreted)

As for per encounter stuff: I like it. Saves tons of book-keeping. Might be a bit odd explaining in game (Need to rest to regain you magical reserves to use that spell again) but I don't see that as any more odd than Vancian casting. (You just invoked the almighty word of instant death last round, six seconds ago, but you can't remember what that word was? I bet our enemies could, if they were still alive.)

But only time will tell; If 4E is fun to play, and feels (or can be made to feel) like the classic D&D my group and I enjoy, then bring it on! If it is bad, well, then, at least we all know how to play 3.5! :)
 

log in or register to remove this ad

Hiya mate! :)

Alzrius said:
I really hate how simplistic they made the monster. Seriously, it's very neutered now.

I think thats both a good and bad thing. For one it doesn't confuse fighting a Pit Fiend with fighting many other monsters, but at the same time I do think its at least one or two options shy on what I would strive for.

High-level monsters should have myriad options; they should have a lot of spell-like abilities and/or integrated spellcaster levels.

I agree they should have myriad options but I do not necessarily agree they should have a lot of spell-like abilities and/or integrated levels.

One of the problems of 3E was the over abundance of utterly redundant spell-like abilities and/or integrated spells.

Monsters at that level are brilliant and tactical and have many, many different things they can do in regards to almost any situation. They should have at least a few non-combat powers that are useful for purposes of verisimilitude (e.g. unhallow, etc).

Then you fall into the trap of having monsters buffed or areas 'readied'. I think thats something much better handled via the Traps idea of 4E. Where each trap is treated as a monster. In that sense Unhallow may be a trap of sorts. An area that affects the PCs negatively.

More options are not inherently confusing. More options just give you more choices, and while that can be a little paralyzing to consider, it's still ultimately more beneficial. The DM has plenty of things he can do, built right into the monster, letting him pick and choose easily. The new pit fiend has apparently only five abilities, one of which can be used once per encounter (I'd love to see an in-game explanation of how often "once per encounter" powers work). This is actually more work for an experienced DM, because he'll have to artificially build in extra powers he wants his pit fiend to have beyond what's listed.

I think you want enough options so the same encounter twice won't run exactly the same way, but not so many that the encounter loses its individuality.

The 4E Pit Fiend ecounter looks like its always going to go the same way with the potential difference being the monsters summoned.

Incidently, regarding Irresistible Command, it would be a cool tactic for the Pit Fiend to use on low hit point (Bloodied) allies. That way it gets the benefit of the summons and the explosion. Though I still say the damage is a too low.

"Options, not restrictions" was a great credo, and this is the reversal of it. Pigeonholing every monster into a specific combat niche weakens the monster on an overall level.

Yes but at the same time you can just use another monster to fit the different role.
 

I think they need to rethink 4.0 and go back a few .X's to 3.6 or maybe 3.7. This drastic overhaul has already gone way to far. Pit Fiends used to be my favorite devil, now I'm just sickened by their lack of versatility.

Cardboard Human - "Hey...cardboard Elf!!! I'm gonna take my cardboard arrows and kill this cardboard Pit Fiend!!! So go get the cardboard dwarf and the cardboard gnome and get us some cardboard holy warriors so we can have some cardboard backup!!!"

Cardboard Elf - "Um, didn't we do this the last 5,000,000 times?"

Final note...

In all my years of playing various roleplaying games...I have never seen a bigger disappointment than the 4.0 Pit Fiend. I nearly broke into tears when I saw how badly they mangled the poor creature. I am henceforth completely disillusioned with Wizards of the Coast and will henceforth be recommending to all gamers to never purchase anything they produce ever again. I knew 4.0 was going to be bad, but I never imagined it would be anything like this.

This is worse than when Gary Gygax was ousted from the creative process.

I can only hope that someone intelligent buys up the rights to Dungeons & Dragons after it finally bombs and rewrites the rules in a manner that actually requires the use of some level of intellect and organizational skill.
 
Last edited:

dante58701 said:
I think they need to rethink 4.0 and go back a few .X's to 3.6 or maybe 3.7. This drastic overhaul has already gone way to far. Pit Fiends used to be my favorite devil, now I'm just sickened by their lack of versatility.

I have never bought a product from Eternity Publishing. I will never buy a 3.5 product from Eternity Publishing. My friends have enough trouble doing the maths and number-crunching at level 10, let alone level 20, let alone level 30 or beyond. The promise in this pit fiend is that high-level adventuring will finally be an option.

I don't need a pit fiend that can create mohrgs. If I want him to have mohrgs, I will give him mohrgs. I don't need an entry for create undead clogging up his combat statblock. Likewise, I don't want to remember that he has unholy aura cast, and how that affects his stats. If he needs a +4 deflection bonus to AC, just give him one. Do we need to know how good a pit fiend is as surviving in the wilderness? How many chums he can feed by harvesting berries and catching small game?

In all my years of playing various roleplaying games...I have never seen a bigger disappointment than the 4.0 Pit Fiend. I nearly broke into tears when I saw how badly they mangled the poor creature. I am henceforth completely disillusioned with Wizards of the Coast and will henceforth be recommending to all gamers to never purchase anything they produce ever again. I knew 4.0 was going to be bad, but I never imagined it would be anything like this.

What is the pit fiend missing? I agree it seems to lack some variety in its tactics, but it still has a range of things it can do.

I can only hope that someone intelligent buys up the rights to Dungeons & Dragons after it finally bombs and rewrites the rules in a manner that actually requires the use of some level of intellect and organizational skill.

Difficulty for difficulty's sake might make you feel intelligent and organised, but it puts the continuation of this hobby at risk. I DM for intelligent, organised 16 and 17 year-olds and they are missing out on a large spectrum of game play because they are casual gamers that haven't been bothered to master the intricacies of high-level play.

I agree, the pit fiend seems to lack a few combat options. He can attack, blow up minions, teleport minions, summon minions and reduce defences. I could do with a couple more special abilities - but remember the pit fiend comes with a bunch of high-level minions who will have special abilities of their own to keep track of.
 

A few people I want to reply to, so I'm going to use one post for everything.

Ltheb Silverfrond said:
Well, options are great, but I think it is a step in the right direction; Accommodating new DMs vs Experienced ones.

I think that's a step in the wrong direction. Catering to new DMs attracts new people, sure, but it's bad for retaining them. You only have to learn the game once, but when you do, you're then no longer "new," but experienced. At that point, having a game that's catering more towards new DM's becomes a disadvantage.

I (yesterday) intro-ed a new player to the game. Brand new. Never played before. I don't think he could run the 3.5 Pit fiend without reading it before the game began and looking up each one of it's powers.

You don't think that's expecting a lot from someone who never played the game before? I'm sorry, but if the person had never played D&D at all, of course he's going to need to look up the pit fiend's powers - he's going to need to look up everything. That's not a very good yardstick to use, methinks.

From what I can see, the Pit fiend has exactly 'enough' abilities.

I don't want my high/epic-level monsters to have "enough" options; I want them to have "a lot" of them. This guy is going to fight the exact same way every single time the PCs fight a pit fiend unless the DM tailors the monster.

A new DM could quickly figure out moments after cracking open the MM to the Pit Fiend entry how it should be run.

Even assuming that's true (which I don't think it is), I still see that as an example of the experienced people being disenfranchised so as to cater to the new people - which is ultimately a losing proposition, because new players eventually becomes experienced players, but the reverse isn't true.

Upper_Krust said:
I think thats both a good and bad thing. For one it doesn't confuse fighting a Pit Fiend with fighting many other monsters, but at the same time I do think its at least one or two options shy on what I would strive for.

I agree that monsters should be unique from other monsters. But I don't think denying them spell-like abilities and/or spellcasting in favor of a couple of individualized combat powers is necessarily the way to do it. Would it really detract from the 4E pit fiend if it had some spell-like abilities in addition to the listed powers we saw?

I agree they should have myriad options but I do not necessarily agree they should have a lot of spell-like abilities and/or integrated levels.

One of the problems of 3E was the over abundance of utterly redundant spell-like abilities and/or integrated spells.

This may just be my bias, but monsters of such a high power seem to be inherently magical, to a degree, and this is reflected in having the ability to use a number of magical effects - they have more magical might on which to draw. What spells/spell-like abilities they have is where the differences are introduced (of course, unique powers help more, but the point is still a valid one).

It's the fact that such spells/SLAs are so ubiquitous are what people seem to dislike. If the spell-like abilities were of spells that mortals couldn't cast, then that'd be something else altogether. Irregardless, this pit fiend has five relatively minor active powers - one of which can only be used once - giving it virtually no ability to even change how it fights.

Then you fall into the trap of having monsters buffed or areas 'readied'. I think thats something much better handled via the Traps idea of 4E. Where each trap is treated as a monster. In that sense Unhallow may be a trap of sorts. An area that affects the PCs negatively.

I don't see the problem with buffed monsters or readied areas. That just makes sense from an in-game point of view. It's another layer of tactics, which I think are what make the higher levels so much more interesting. Did the monster buff itself and lay magical traps, or did you catch it by surprise? Should you try to dispel it's protective spells, or go for a damage-dealing spell instead? These are the sorts of things that make high-level play so much fun, otherwise there's very little difference between it and the low levels.

I think you want enough options so the same encounter twice won't run exactly the same way, but not so many that the encounter loses its individuality.

The 4E Pit Fiend ecounter looks like its always going to go the same way with the potential difference being the monsters summoned.

Incidently, regarding Irresistible Command, it would be a cool tactic for the Pit Fiend to use on low hit point (Bloodied) allies. That way it gets the benefit of the summons and the explosion. Though I still say the damage is a too low.

I agree with you here, I just think that, if the only difference is the summoned monsters it brings forth, the pit fiend will quickly become dull and boring - particularly since the summoned monsters don't matter much, since they're just there to be blown up. How quickly will the PCs catch on to such tactics and make sure to avoid them in the future (or, heck, even during the very first fight)?

Yes but at the same time you can just use another monster to fit the different role.

I'd rather get more mileage out of one monster; when the PCs can use divinations and knowledge checks to clue in about what they'll be facing, I don't want them to instantly know what "kind" of combatant each monster is, and know to adjust themselves accordingly, all from knowing just what it is.

Khuxan said:
I have never bought a product from Eternity Publishing. I will never buy a 3.5 product from Eternity Publishing.

Um, then why are you posting here? :confused:

My friends have enough trouble doing the maths and number-crunching at level 10, let alone level 20, let alone level 30 or beyond.

Yes, but that's you. It's not the fault of the game, though a number of people seem to think it is.

I don't need a pit fiend that can create mohrgs. If I want him to have mohrgs, I will give him mohrgs. I don't need an entry for create undead clogging up his combat statblock. Likewise, I don't want to remember that he has unholy aura cast, and how that affects his stats. If he needs a +4 deflection bonus to AC, just give him one. Do we need to know how good a pit fiend is as surviving in the wilderness? How many chums he can feed by harvesting berries and catching small game?

That these things aren't relevant to you doesn't mean they aren't to someone else. How does having two words, create undead, listing in his stat block, make it so unusable to you? If you don't use those things, that's fine, it's not like they're hurting you - a few listed SLAs and skill bonuses that you don't even use are not the cause of any problems you're having crunching numbers. But they're useful to other DMs, so I don't see any harm, and I do see the utility there.

Finally, the idea that you can "just give him" whatever else you want the pit fiend to have works much easier in reverse. Just delete what you don't want him to have. Adding something is more work, because relevant questions of where it comes from, how it works, etc. are there, and can be brought to the fore (e.g. can it be dispelled, and if so is it then gone, or does it return for after 1d4 rounds if it's an item, etc).

Monsters are like trees - they have branches (options) and if there's too many, it's easy to cut them down; it's much harder to add more in when there's too few.
 

Um, then why are you posting here? :confused:

Because this is a thread to discuss EP's 4th edition products (if any) not their 3rd edition products.

Yes, but that's you. It's not the fault of the game, though a number of people seem to think it is.

If the game is obscure, complicated and arcane, it certainly is a fault of the game. We've been playing 3e D&D casually for over six years - if we can't play high-level characters by that time, there's either something seriously wrong with the game or with us.

That these things aren't relevant to you doesn't mean they aren't to someone else. How does having two words, create undead, listing in his stat block, make it so unusable to you? If you don't use those things, that's fine, it's not like they're hurting you - a few listed SLAs and skill bonuses that you don't even use are not the cause of any problems you're having crunching numbers. But they're useful to other DMs, so I don't see any harm, and I do see the utility there.

Because they inflate the statblock, making it harder to use when running the monster in a fight.

Finally, the idea that you can "just give him" whatever else you want the pit fiend to have works much easier in reverse. Just delete what you don't want him to have. Adding something is more work, because relevant questions of where it comes from, how it works, etc. are there, and can be brought to the fore (e.g. can it be dispelled, and if so is it then gone, or does it return for after 1d4 rounds if it's an item, etc).

The 3.5 statblock for the pit fiend is bloated with special abilities. It would underpower the monster to remove them, but it creates a huge pressure on the DM to keep track of everything.

A DM has to keep track of:
Single attack
Full attack (which can involve up to 16 dice rolls)
Constrict
Fear aura
Improved grab
DR 15/good and silver
Fire immunity
Poison immunity
Acid resistance 10
Cold resistance 10
Regeneration 5
SR 32
Bluff
Intimidate
Spellcraft
Tumble
Cleave
Great Cleave
Power Attack
Quicken Spell-like Ability
Poison
Blasphemy
Create undead
Fireball
Greater dispel magic
Greater teleport
Invisibility
Magic circle against good
Mass hold monster
Persistent image
Power word stun
Unholy aura
Meteor swarm
2 bearded devils (or similar)

That places a huge onus on the DM to wade through all those options each round and wade through all those resistances/immunities after each attack/spell - especially given the creature's tactic section only uses nine of those options. It's not viable to strike out unholy aura, the resistances, the immunities, and the regeneration because that will underpower the monster - far better that the monster is balanced without them from the beginning.

I'm happy to have a section called "Out of Combat Powers" or "Optional Pit Fiend Powers" but the base pit fiend should not have so many powers that it will never end up using in a fight.
 

Khuxan said:
Because this is a thread to discuss EP's 4th edition products (if any) not their 3rd edition products.

Fair enough.

If the game is obscure, complicated and arcane, it certainly is a fault of the game. We've been playing 3e D&D casually for over six years - if we can't play high-level characters by that time, there's either something seriously wrong with the game or with us.

I don't mean any slight, but there's room to consider that it is, in fact, you. Simply consider the many people who have no problem with high-level and epic-level play, for example. If you think that the game is obscure, complicated, and arcane, there's room to understand that it's just that you think of it that way.

Because they inflate the statblock, making it harder to use when running the monster in a fight.

Two words do not inflate the stat block to any unreasonable degree. Likewise, listing several extra skills don't make it harder to run the creature.

The 3.5 statblock for the pit fiend is bloated with special abilities. It would underpower the monster to remove them, but it creates a huge pressure on the DM to keep track of everything.

A DM has to keep track of:
Single attack
Full attack (which can involve up to 16 dice rolls)
Constrict
Fear aura
Improved grab
DR 15/good and silver
Fire immunity
Poison immunity
Acid resistance 10
Cold resistance 10
Regeneration 5
SR 32
Bluff
Intimidate
Spellcraft
Tumble
Cleave
Great Cleave
Power Attack
Quicken Spell-like Ability
Poison
Blasphemy
Create undead
Fireball
Greater dispel magic
Greater teleport
Invisibility
Magic circle against good
Mass hold monster
Persistent image
Power word stun
Unholy aura
Meteor swarm
2 bearded devils (or similar)

They're not all listed in one place like that. Half of those powers are self-explanatory and easy to remember at-a-glance (namely the DR, immunities, resistances, and skills). The others are active abilities that it only uses if the DM wants it to, so those aren't a factor to keep track of except to give a quick once-over when deciding what the monster is going to do. Finally, a number of those are further explained below the stat block, so it's not like that information isn't right there.

Simply put, I don't see how the above is more than an experienced, competent DM can handle.

That places a huge onus on the DM to wade through all those options each round and wade through all those resistances/immunities after each attack/spell - especially given the creature's tactic section only uses nine of those options.

"Wade through" all of them? Is it really that hard to remember that it's immune to fire when a PC used a fireball? To subtract 10 points of acid damage from the acid arrow? This isn't that difficult. Likewise, the fact that it's tactics section doesn't use all of its powers is a good thing - it has more options in combat than can be summarized in a paragraph.

It's not viable to strike out unholy aura, the resistances, the immunities, and the regeneration because that will underpower the monster - far better that the monster is balanced without them from the beginning.

Or, as has been suggested, just use a different monster if you want one with vastly different powers. The 3.5 pit fiend has a lot of powers and so can do many different things, that's a natural byproduct of having a lot of options - the result is not to trim down the options of all higher level monsters.

I'm happy to have a section called "Out of Combat Powers" or "Optional Pit Fiend Powers" but the base pit fiend should not have so many powers that it will never end up using in a fight.

You don't know that it won't use them in a fight, because every fight with even an unaltered pit fiend has the potential to be different. As it should be.
 

The Horrible Statblock

PIT FIEND

Nobles of the Nine Hells, pit fiends form an elite ruling class that oversees vast numbers of lesser devils. Only the archdevils known as the Lords of the Nine stand higher than the pit fiends.

Each pit fiend is lord of a large domain within one of the layers of the Nine Hells and is vassal to the archdevil who rules that layer. A pit fiend might govern a city, command a fortress, lead a great legion, or serve as a seneschal or counselor for an archdevil. With the exception of Asmodeus, each Lord of the Nine commands no more than a dozen or so pit fiends.

As the lords, barons, viziers, and generals of the Nine Hells, pit fiends rarely confront adventurers in person. They are the progenitors of devilish schemes, and they step in only when important plans go awry or when great plots reach fruition. In the Nine Hells proper, pit fiends command vast numbers of lesser devils. Penetrating the defenses of a pit fiend's castle and destroying the mighty devil in its own demesne is a deed of truly epic proportions.

Description
This hulking devil stands 12 feet tall and has red scales, leathery wings, and a long whiplike tail. It carries a massive mace and wears an ornate breastplate decorated with evil runes and symbols.

Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil) XP 18,000
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 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
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.
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.
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.
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

Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.

A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.

A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.

Pit Fiend Lore
A character knows the following information with a successful Religion check:

DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master's domain.

DC 30: Once every 99 years, a pit fiend can grant a mortal's wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.

DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
 

Average Gamer - "Look it's a fat 3.5 imp!!!"

What's wrong with it? If you have to ask...

EVERYTHING!!! There is nothing, absolutely nothing about this horror of an atrocity that I would ever recommend to anyone.

They turned bloated 3.5 Imp into a Pit Fiend. It's sick, sick, sick. Neutered doesn't even begin to cover this "thing", although it is the best descriptor I have heard yet.

And then we have the matter of action points...

Action Points are a needless, pointless thing that should never have been thought of. If anyone brings actions points to any gaming table I'm at, I will dump the cheese puffs on their head and pour out the rootbeer all over them for being so insane.

Both myself and all DMs I've dealt with over the years have specifically banned actions points. They are far to reminiscent of counter tokens for MAGIC THE GATHERING...which incidentally has led up to this MINIATURES rendition of what WOTC now calls DUNGEONS & DRAGONS.

I'm sure I'm speaking for over 90% of the traditional gaming population when I say the following.

A PIT FIEND IS NOT A PIT FIEND JUST BECAUSE YOU LABEL IT A PIT FIEND!!!

This thing is akin to an Imp with overinflated Hit Dice. It has none of the abilities that Pit Fiends are supposed to possess. It doesn't even look like a Pit Fiend.
 
Last edited:

dante58701 said:
Average Gamer - "Look it's a fat 3.5 imp!!!"

What's wrong with it? If you have to ask...nevermind, I won't even waste my time responding to that question, other than to say this...

EVERYTHING!!! There is nothing, absolutely nothing about this horror of an atrocity that I would ever recommend to anyone.

They turned bloated 3.5 Imp into a Pit Fiend. It's sick, sick, sick. Neutered doesn't even begin to cover this "thing", although it is the best descriptor I have heard yet.

'EVERYTHING' is wrong with the 4e pit fiend?

The 4e pit fiend loses:
a) the ability to slap people with its wings, bite them and claw them. Instead, it can attack with a flaming mace and tail sting - even if it has moved this round.
b) To grab and constrict people with its tail
d) DR. Instead, it has many more hit points.
e) Immunity to fire and poison. Instead, it has resistance to fire and poison.
f) Resistance to acid and cold. Instead, it has many more hit points.
g) Regeneration. Instead, it has many more hit points.
h) Spell resistance. Instead, it has higher saves and defences.
i) Disease. Instead, its poison lasts for more than one round.
j) Spell-like abilities.

The pit fiend gains:
a) A fiery aura.
b) Far more powerful summoned minions.
c) The ability to blow up crippled or useless minions.
d) The ability to severely weaken his foe's defences.
e) To teleport his allies to his side.
f) To teleport as a move action.
g) More hit points, higher defences and AC.

Why is this so offensive to you? The pit fiend I imagine calls upon fear and flame, poison and minions to crush its foes. It doesn't cast fireball, it is surrounded by fire! It doesn't cast dispel magic, it simply laughs off many spells. It doesn't have a disease that takes 2 1/2 days to take effect, it has a poison that acts immediately. It doesn't have a pet mohrg, it commands the soldiers of Hell. It doesn't tumble around the battlefield, it teleports.

EDIT: I can imagine mining the 3.5 pit fiend for ideas for alternative pit fiend abilities - calling down meteors and stunning with a single word - but the 4e pit fiend is a terrifying foe on its own.
 

Remove ads

Top