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
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
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="dave2008" data-source="post: 8090595" data-attributes="member: 83242"><p>[ATTACH=full]251043[/ATTACH]</p><p><a href="https://www.deviantart.com/kineticflow/art/Mezrumon-the-Arch-Demon-850034469" target="_blank">Mezrumon the Arch-Demon</a>by kineticflow</p><p></p><p><strong><span style="font-size: 22px">Pit Fiend General</span></strong></p><p><em>Champion Large fiend (devil), lawful evil</em></p><p>[ATTACH=full]126352[/ATTACH]</p><p><strong>Armor Class</strong> 21/23 (natural armor/with shield)</p><p><strong>Hit Points</strong> 408 (24d10 + 168; bloodied 204)</p><p><strong>Speed</strong> 40 ft., fly 80 ft.</p><p>[ATTACH=full]126353[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>24 (+7)</td><td>17 (+3)</td><td>24 (+7)</td><td>23 (+6)</td><td>20 (+5)</td><td>24 (+7)</td></tr></table><p>[ATTACH=full]126354[/ATTACH]</p><p><strong>Savings Throws</strong> Str +14, Dex +9, Con +13, Wis +11</p><p><strong>Skills</strong> Athletics +14, Perception +11, Persuasion +13, Religion +12</p><p><strong>Damage Resistances </strong>cold</p><p><strong>Damage Immunities </strong>fire, poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine or silvered</p><p><strong>Condition Immunities </strong>exhaustion, poisoned</p><p><strong>Senses</strong> truesight 180 ft., passive Perception 20</p><p><strong>Languages</strong> Infernal, telepathy 120 ft.</p><p><strong>Challenge </strong>20 (37,500 champion XP) <strong>Proficiency Bonus</strong> +6</p><p>[ATTACH=full]126355[/ATTACH]</p><p><strong><em>Fear Aura.</em></strong> Any creature hostile to the pit fiend that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, it is immune to the <em>fear aura</em> for the next 12 hours. The pit fiend has advantage on attacks against frightened creatures.</p><p></p><p><em><strong>Infernal Resilience (Champion Trait, recharges after a short or long rest). </strong></em>If the pit fiend is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.</p><p></p><p><strong><em>Magic Resistance.</em></strong> The pit fiend has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the pit fiend has disadvantage on the attack roll.</p><p></p><p><strong><em>Magic Weapons.</em></strong> The pit fiend’s weapon attacks are magical.</p><p></p><p><strong><em>Maneuvers (1/Turn): </em></strong>When the pit fiend makes a melee weapon attack, it can choose to use one of maneuvers below:</p><ul> <li data-xf-list-type="ul"><strong>Commander’s Strike.</strong> The pit fiend can use a bonus action and choose a friendly creature that can see or hear the pit fiend to and command that creature to use its reaction to make one weapon attack, adding 6 (1d12) to the attack’s damage roll on a hit.</li> <li data-xf-list-type="ul"><strong>Distracting Strike. </strong> When the pit fiend hits a creature with a weapon attack it can attempt to distract the target. Add 6 (1d12) to the attack’s damage and the next attack on that target, that isn’t by the pit fiend, has advantage if it is attempted before the pit fiend’s next turn.</li> <li data-xf-list-type="ul"><strong>Maneuvering Attack.</strong> When the pit fiend hits a creature with a melee weapon attack it adds 6 (1d12) to the attacks damage and chooses one friendly creature that can see or hear it. That creature can use its reaction to move half its speed without provoking opportunity attacks from the pit fiend’s original target.</li> <li data-xf-list-type="ul"><strong>Pushing Attack. </strong> When the pit fiend hits a creature with a melee weapon attack it can attempt to push it back. The pit fiend adds 6 (1d12) to the attacks damage and the target must make a DC 21 Strength saving throw or be pushed up to 15 feet away.</li> </ul><p><strong><em>Undaunted (3/day).</em></strong> The pit fiend can use a reaction at the start of its turn to re-roll a saving throw or check versus a condition or effect it is suffering.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The pit fiend makes up to three attacks: Any combination of two mace or claw attacks and one tail attack.</p><p></p><p><strong><em>Greataxe. </em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 20 (2d12 + 7) bludgeoning damage plus 21 (6d6) fire damage. If the attack roll to hit the primary target would hit a secondary target within 5 feet of the primary target, the secondary target takes 6 bludgeoning damage</p><p></p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 14 (2d6 + 7) slashing damage and the target must make a DC 21 Strength saving throw or be grappled.</p><p></p><p><strong><em>Tail. </em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d8 + 7) bludgeoning damage, and if the target is Large or smaller it must make a DC 21 Strength saving throw or be pushed 10 ft. or knocked prone, the pit fiend’s choice.</p><p></p><p><strong><em>Bite. </em></strong> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target grappled by the pit fiend or incapacitated. <em>Hit:</em> 17 (3d6 + 7) piercing damage and the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Fire Ball.</em></strong> A bright streak flashes from the pit fiends hand to a point it can see within 150 feet of it. A 20-foot radius sphere of fire erupts from that point and each creature in the area must make a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.</p><p></p><p>The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The pit fiend’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The pit fiend can innately cast the following spells, requiring no material components.</p><p></p><p>At will: <em>darkness, detect magic, dispel magic, fire ball (see "Actions")</em></p><p>3/day: <em>delayed blast fireball, hold monster, wall of fire</em></p><p>1/day: <em>dominate monster, incendiary cloud, symbol</em></p><p></p><p><strong><em>Summon Devils (1/day).</em></strong> The pit fiend can summon one of the following types of demons: 2d4 bearded devils, 1d4 barbed devils, or one erinyes.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Parry.</em></strong> The pit fiend adds 5 to its AC against one attack that would hit it. To do so, the pit fiend must see the attacker and be wielding a melee weapon or shield.</p><p></p><p><strong><em>Bite.</em></strong> If a creature ends its turn grappled by the pit fiend, the pit fiend makes a bite attack targeting the grappled creature.</p><p></p><p><strong><u>CHAMPION ACTIONS</u></strong></p><p>Once the pit fiend's champion trait is activated, on its initiative count +10 it can take one of the following actions.</p><p></p><p><strong>Infernal Command. </strong>The pit fiend choose a friendly creature that can see or hear it and commands that creature to use its reaction to make one weapon attack or move up to half its speed.</p><p><strong>Teleport.</strong> The pit fiend magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8090595, member: 83242"] [ATTACH type="full" alt="1655251574759.png"]251043[/ATTACH] [URL='https://www.deviantart.com/kineticflow/art/Mezrumon-the-Arch-Demon-850034469']Mezrumon the Arch-Demon[/URL]by kineticflow [B][SIZE=6]Pit Fiend General[/SIZE][/B] [I]Champion Large fiend (devil), lawful evil[/I] [ATTACH type="full" alt="1600423317181.png"]126352[/ATTACH] [B]Armor Class[/B] 21/23 (natural armor/with shield) [B]Hit Points[/B] 408 (24d10 + 168; bloodied 204) [B]Speed[/B] 40 ft., fly 80 ft. [ATTACH type="full" alt="1600423318493.png"]126353[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]24 (+7)[/TD] [TD]17 (+3)[/TD] [TD]24 (+7)[/TD] [TD]23 (+6)[/TD] [TD]20 (+5)[/TD] [TD]24 (+7)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1600423323354.png"]126354[/ATTACH] [B]Savings Throws[/B] Str +14, Dex +9, Con +13, Wis +11 [B]Skills[/B] Athletics +14, Perception +11, Persuasion +13, Religion +12 [B]Damage Resistances [/B]cold [B]Damage Immunities [/B]fire, poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine or silvered [B]Condition Immunities [/B]exhaustion, poisoned [B]Senses[/B] truesight 180 ft., passive Perception 20 [B]Languages[/B] Infernal, telepathy 120 ft. [B]Challenge [/B]20 (37,500 champion XP) [B]Proficiency Bonus[/B] +6 [ATTACH type="full" alt="1600423325236.png"]126355[/ATTACH] [B][I]Fear Aura.[/I][/B] Any creature hostile to the pit fiend that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, it is immune to the [I]fear aura[/I] for the next 12 hours. The pit fiend has advantage on attacks against frightened creatures. [I][B]Infernal Resilience (Champion Trait, recharges after a short or long rest). [/B][/I]If the pit fiend is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions. [B][I]Magic Resistance.[/I][/B] The pit fiend has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the pit fiend has disadvantage on the attack roll. [B][I]Magic Weapons.[/I][/B] The pit fiend’s weapon attacks are magical. [B][I]Maneuvers (1/Turn): [/I][/B]When the pit fiend makes a melee weapon attack, it can choose to use one of maneuvers below: [LIST] [*][B]Commander’s Strike.[/B] The pit fiend can use a bonus action and choose a friendly creature that can see or hear the pit fiend to and command that creature to use its reaction to make one weapon attack, adding 6 (1d12) to the attack’s damage roll on a hit. [*][B]Distracting Strike. [/B] When the pit fiend hits a creature with a weapon attack it can attempt to distract the target. Add 6 (1d12) to the attack’s damage and the next attack on that target, that isn’t by the pit fiend, has advantage if it is attempted before the pit fiend’s next turn. [*][B]Maneuvering Attack.[/B] When the pit fiend hits a creature with a melee weapon attack it adds 6 (1d12) to the attacks damage and chooses one friendly creature that can see or hear it. That creature can use its reaction to move half its speed without provoking opportunity attacks from the pit fiend’s original target. [*][B]Pushing Attack. [/B] When the pit fiend hits a creature with a melee weapon attack it can attempt to push it back. The pit fiend adds 6 (1d12) to the attacks damage and the target must make a DC 21 Strength saving throw or be pushed up to 15 feet away. [/LIST] [B][I]Undaunted (3/day).[/I][/B] The pit fiend can use a reaction at the start of its turn to re-roll a saving throw or check versus a condition or effect it is suffering. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The pit fiend makes up to three attacks: Any combination of two mace or claw attacks and one tail attack. [B][I]Greataxe. [/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 20 (2d12 + 7) bludgeoning damage plus 21 (6d6) fire damage. If the attack roll to hit the primary target would hit a secondary target within 5 feet of the primary target, the secondary target takes 6 bludgeoning damage [B][I]Claw. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 14 (2d6 + 7) slashing damage and the target must make a DC 21 Strength saving throw or be grappled. [B][I]Tail. [/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 16 (2d8 + 7) bludgeoning damage, and if the target is Large or smaller it must make a DC 21 Strength saving throw or be pushed 10 ft. or knocked prone, the pit fiend’s choice. [B][I]Bite. [/I][/B] [I]Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target grappled by the pit fiend or incapacitated. [I]Hit:[/I] 17 (3d6 + 7) piercing damage and the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Fire Ball.[/I][/B] A bright streak flashes from the pit fiends hand to a point it can see within 150 feet of it. A 20-foot radius sphere of fire erupts from that point and each creature in the area must make a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried [B][I]Innate Spellcasting.[/I][/B] The pit fiend’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The pit fiend can innately cast the following spells, requiring no material components. At will: [I]darkness, detect magic, dispel magic, fire ball (see "Actions")[/I] 3/day: [I]delayed blast fireball, hold monster, wall of fire[/I] 1/day: [I]dominate monster, incendiary cloud, symbol[/I] [B][I]Summon Devils (1/day).[/I][/B] The pit fiend can summon one of the following types of demons: 2d4 bearded devils, 1d4 barbed devils, or one erinyes. [B][U]REACTIONS[/U] [I]Parry.[/I][/B] The pit fiend adds 5 to its AC against one attack that would hit it. To do so, the pit fiend must see the attacker and be wielding a melee weapon or shield. [B][I]Bite.[/I][/B] If a creature ends its turn grappled by the pit fiend, the pit fiend makes a bite attack targeting the grappled creature. [B][U]CHAMPION ACTIONS[/U][/B] Once the pit fiend's champion trait is activated, on its initiative count +10 it can take one of the following actions. [B]Infernal Command. [/B]The pit fiend choose a friendly creature that can see or hear it and commands that creature to use its reaction to make one weapon attack or move up to half its speed. [B]Teleport.[/B] The pit fiend magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top