Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
4th Edition and the Immortals Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khuxan" data-source="post: 4018133" data-attributes="member: 38801"><p>I imagine a pit fiend could use an unarmed strike just like a human. But I agree, it would be nice to know what damage its claws did if - say - the pit fiend was disarmed or its mace sundered. </p><p></p><p></p><p></p><p>In 3E, the fourth layer of Hell, Phlegethos, does 3d10 points of fire damage each round - which means the pit fiend can never be damaged by the fires of Hell. It seems reasonable that something hotter than Hell - like the interior of a star - could do enough damage to harm a pit fiend.</p><p></p><p></p><p></p><p>The explosion damages other nearby creatures, so the minions can be used as bombs.</p><p></p><p></p><p></p><p>The <em>create undead</em> spell-like ability. The point I was making is there are more relevant abilities a pit fiend can and should have than create undead.</p><p></p><p></p><p></p><p>2 claws, a bite, 2 wings and a tail attack meant a lot of dice rolling in one round. Iterative attacks have been removed for characters, so it makes sense that pit fiends should also lose some attacks. I agree a bite or a claw would be a nice addition for an individual pit fiend, but a mace would be at least as devastating. </p><p></p><p></p><p></p><p>I don't understand what you mean by an "alternative attack", but the sting is not a waste of an attack because you can attack with both mace and sting as a standard action.</p><p></p><p></p><p></p><p>Any idiot with a weapon who can a) hit AC 44 with a -2 attack penalty and b) withstand the fire damage. Even then, the damage will be laughable for a creature with 350 hit points.</p><p></p><p></p><p></p><p>The Pit of Phlegethos does 3d10 damage per round in 3e, possibly less in 4e. The pit fiend has fire resistance 30, meaning it is impervious to the fires of Hell.</p><p></p><p></p><p></p><p>There are no rules for limbs being hacked off, so being able to grow them back really doesn't matter. Plus, it doesn't allow for the cool flavour of a pit fiend with a vendetta against the paladin who lopped off his arm or plucked out his eye.</p><p></p><p></p><p></p><p>They have high enough defences and good enough saving throws to be able to resist said "nightmarish horrors".</p><p></p><p></p><p></p><p>Devil chills are not a plague. They do not spread from victim to victim. Also, what kind of character CAN survive the "devastating" power of a pit fiend's attacks but not make a DC 14 Fortitude save? Especially since a 20th-level character will have no trouble finding a remove disease spell or just laughing off 1d4 Strength damage.</p><p></p><p></p><p></p><p>A pit fiend is cloaked in flames, commands the legions of Hell, has devastating natural attacks and can poison people, not to mention is nigh impervious to damage. That is surely enough to "keep minions in line". As for "plotting horror", 4E gives the DM the power to cook up whatever rituals allow a pit fiend to plot horror.</p><p></p><p></p><p></p><p>Summoning a pit fiend should require something more than a straw hut. Also, the aura doesn't affect allies. Also, the aura doesn't affect the terrain.</p><p></p><p></p><p></p><p>Having more hit points does indeed mean you are more powerful than if you have fewer hit points.</p><p></p><p></p><p></p><p>I don't understand.</p><p></p><p></p><p></p><p>The minions explode, causing damage to nearby enemies. They can be destroyed when they near death - so it is a benefit. </p><p></p><p></p><p></p><p>It sure would be, if it were possible to Quicken greater teleport, which it is not.</p><p></p><p></p><p></p><p>I'm not impressed by it, but it's just a sketch and some bad sketches turn out to be very good pictures.</p></blockquote><p></p>
[QUOTE="Khuxan, post: 4018133, member: 38801"] I imagine a pit fiend could use an unarmed strike just like a human. But I agree, it would be nice to know what damage its claws did if - say - the pit fiend was disarmed or its mace sundered. In 3E, the fourth layer of Hell, Phlegethos, does 3d10 points of fire damage each round - which means the pit fiend can never be damaged by the fires of Hell. It seems reasonable that something hotter than Hell - like the interior of a star - could do enough damage to harm a pit fiend. The explosion damages other nearby creatures, so the minions can be used as bombs. The [i]create undead[/i] spell-like ability. The point I was making is there are more relevant abilities a pit fiend can and should have than create undead. 2 claws, a bite, 2 wings and a tail attack meant a lot of dice rolling in one round. Iterative attacks have been removed for characters, so it makes sense that pit fiends should also lose some attacks. I agree a bite or a claw would be a nice addition for an individual pit fiend, but a mace would be at least as devastating. I don't understand what you mean by an "alternative attack", but the sting is not a waste of an attack because you can attack with both mace and sting as a standard action. Any idiot with a weapon who can a) hit AC 44 with a -2 attack penalty and b) withstand the fire damage. Even then, the damage will be laughable for a creature with 350 hit points. The Pit of Phlegethos does 3d10 damage per round in 3e, possibly less in 4e. The pit fiend has fire resistance 30, meaning it is impervious to the fires of Hell. There are no rules for limbs being hacked off, so being able to grow them back really doesn't matter. Plus, it doesn't allow for the cool flavour of a pit fiend with a vendetta against the paladin who lopped off his arm or plucked out his eye. They have high enough defences and good enough saving throws to be able to resist said "nightmarish horrors". Devil chills are not a plague. They do not spread from victim to victim. Also, what kind of character CAN survive the "devastating" power of a pit fiend's attacks but not make a DC 14 Fortitude save? Especially since a 20th-level character will have no trouble finding a remove disease spell or just laughing off 1d4 Strength damage. A pit fiend is cloaked in flames, commands the legions of Hell, has devastating natural attacks and can poison people, not to mention is nigh impervious to damage. That is surely enough to "keep minions in line". As for "plotting horror", 4E gives the DM the power to cook up whatever rituals allow a pit fiend to plot horror. Summoning a pit fiend should require something more than a straw hut. Also, the aura doesn't affect allies. Also, the aura doesn't affect the terrain. Having more hit points does indeed mean you are more powerful than if you have fewer hit points. I don't understand. The minions explode, causing damage to nearby enemies. They can be destroyed when they near death - so it is a benefit. It sure would be, if it were possible to Quicken greater teleport, which it is not. I'm not impressed by it, but it's just a sketch and some bad sketches turn out to be very good pictures. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
4th Edition and the Immortals Handbook
Top