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Asha'mans Holistic Guide to Fiends
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<blockquote data-quote="Asha'man" data-source="post: 4931713" data-attributes="member: 52424"><p style="text-align: left">(I keep having the problem that my browser (Explorer) crashes when I paste text from Office into this window. That's why it took so long -I had to copy it all over manually.)</p><p></p><p><span style="font-size: 15px">Pit Fiend:</span></p><p> </p><p><strong>Size/Type:</strong> Large Outsider (Evil, Extraplanar, Lawful, Baatezu)</p><p><strong>Hit Dice:</strong> 15d8+90 (158 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 60 ft. (average)</p><p><strong>Armor Class:</strong> 32 (-1 size, +5 Dex, +18 natural), touch 14, flat-footed 27</p><p><strong>Base Attack/Grapple:</strong> +15/+27</p><p><strong>Attack:</strong> Claw +22 (2d6+8)</p><p><strong>Full Attack:</strong> 2 Claws +22 (2d6+8) and 2 wings +20 (1d8+4) and bite +20 (2d8+4 plus poison plus disease) and tail slap +20 (2d6+4)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p>Special Attacks Constrict 2d6+16, fear aura, improved grab, spell-like abilities, <em>summon baatezu </em></p><p><strong>Special Qualities:</strong> Damage reduction 15/silver and chaotic or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +15, Ref +14, Will +15</p><p><strong>Abilities:</strong> Str 27, Dex 21, Con 23, Int 22, Wis 22, Cha 24</p><p><strong>Skills:</strong> Bluff +25, Concentration +24, Diplomacy +27, Disguise +25 (+27 acting), Intimidate +27, Knowledge (arcana, religion, the planes) +24, Listen +24, Move Silently +23, Search +24, Sense Motive +24, Spellcraft +26, Spot +24 </p><p><strong>Feats:</strong> Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like ability (flame strike) and one other</p><p>Environment: A lawful evil-aligned plane</p><p>Organization: Solitary, team (2-3), or troupe (1-2 pit fiends, 2-6 malebranche and 2-6 hamatula)</p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure:</strong> Standard coins; double goods; standard items</p><p><strong>Alignment:</strong> Always lawful evil</p><p><strong>Advancement:</strong> 15-30 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p>Pit fiends are the highest rank of common devil, adjutants to Dukes of Hell, masterminds of diabolical plots and generals of infernal armies. </p><p>They are created from highly distinguished Gelugons, which are immersed in the Lake of Fire for a year and a day. Those who can endure the flames emerge as pit fiends.</p><p> </p><p>Fortunately for such terrible beings, pit fiends are few in number. Only nine are found in each of the eight upper hells, although it is strongly suspected that more -perhaps many more- are retained by Asmodeus in the Ninth Hell.</p><p></p><p><strong>Combat</strong></p><p style="text-align: left"><strong>Constrict (Ex):</strong> A pit fiend deals 2d6+16 points of damage with a successful grapple check.</p> <p style="text-align: left"><strong>Disease (Su):</strong> A creature struck by a pit fiend’s bite must succeed on a DC 23 Fortitude save or be infected with devil chills. The save DC is Constitution-based.</p> <p style="text-align: left"><strong>Fear Aura (Su):</strong> A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be become shaken for 15 rounds, and suffer a -2 morale penalty on attack rolls, saves, and checks. A successful attack from the pit fiend makes a shaken creature frightened, and it flees as quickly as it can, although it can choose the path of its flight.</p> <p style="text-align: left"><strong>Improved Grab (Ex):</strong> To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p> <p style="text-align: left"><strong>Poison (Ex):</strong> Injury, Fortitude DC 22, initial damage 1d6 con, secondary damage death. The save DC is constitution-based. </p> <p style="text-align: left"><strong>Spell-like abilities:</strong> Caster level 17, save DC 17+ spell level.</p> <p style="text-align: left">At will - <em>animate dead, charm monster </em>(DC 21)<em>, create undead, damning darkness, desecrate, detect chaos, detect good, detect magic, flame strike </em>(DC 22)<em>, greater dispel magic, greater teleport, invisibility, persistent image </em>(DC 22)<em>, pyrotechnics </em>(DC 19)<em>, suggestion </em>(DC 20)<em>, unholy aura </em>(DC 25)<em>, unhallow, wall of fire</em> (DC 21)</p> <p style="text-align: left">3/day: blasphemy, power word (stun, kill or blind)</p> <p style="text-align: left">1/day: <em>meteor swarm </em>(DC 26)<em>, symbol (any one)</em></p> <p style="text-align: left">Once per year a Pit Fiend can use <em>wish</em> as the spell (caster level 20th)</p><p><strong>Summon Baatezu (Sp):</strong> Twice per day a pit fiend can automatically summon four lemures, spinagon or barbazu, two erinyes, hamatula or osyluth, one malebranche or gelugon. This is the equivalent of an 8th level spell.</p><p><strong>Regeneration:</strong> Pit fiends take normal damage from weapons that penetrate their damage reduction, and from spells or effects with the [Chaotic] or [Good] descriptor</p><p></p><p>Feats: Each pit fiend is an individual, hence the open feat slot, which should be used to highlight the pit fiend's modus operandi or preferred tactics. For example, a corruptor of mortals might have Alternate Form, a particularly cautious one might have Combat Expertise, while one who preferred to fight on the wing might have Flyby Attack or Hover.</p></blockquote><p></p>
[QUOTE="Asha'man, post: 4931713, member: 52424"] [LEFT](I keep having the problem that my browser (Explorer) crashes when I paste text from Office into this window. That's why it took so long -I had to copy it all over manually.)[/LEFT] [SIZE=4]Pit Fiend:[/SIZE] [B]Size/Type:[/B] Large Outsider (Evil, Extraplanar, Lawful, Baatezu) [B]Hit Dice:[/B] 15d8+90 (158 hp) [B]Initiative:[/B] +9 [B]Speed:[/B] 40 ft. (8 squares), fly 60 ft. (average) [B]Armor Class:[/B] 32 (-1 size, +5 Dex, +18 natural), touch 14, flat-footed 27 [B]Base Attack/Grapple:[/B] +15/+27 [B]Attack:[/B] Claw +22 (2d6+8) [B]Full Attack:[/B] 2 Claws +22 (2d6+8) and 2 wings +20 (1d8+4) and bite +20 (2d8+4 plus poison plus disease) and tail slap +20 (2d6+4) [B]Space/Reach:[/B] 10 ft./10 ft. Special Attacks Constrict 2d6+16, fear aura, improved grab, spell-like abilities, [I]summon baatezu [/I] [B]Special Qualities:[/B] Damage reduction 15/silver and chaotic or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft. [B]Saves:[/B] Fort +15, Ref +14, Will +15 [B]Abilities:[/B] Str 27, Dex 21, Con 23, Int 22, Wis 22, Cha 24 [B]Skills:[/B] Bluff +25, Concentration +24, Diplomacy +27, Disguise +25 (+27 acting), Intimidate +27, Knowledge (arcana, religion, the planes) +24, Listen +24, Move Silently +23, Search +24, Sense Motive +24, Spellcraft +26, Spot +24 [B]Feats:[/B] Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like ability (flame strike) and one other Environment: A lawful evil-aligned plane Organization: Solitary, team (2-3), or troupe (1-2 pit fiends, 2-6 malebranche and 2-6 hamatula) [B]Challenge Rating:[/B] 16 [B]Treasure:[/B] Standard coins; double goods; standard items [B]Alignment:[/B] Always lawful evil [B]Advancement:[/B] 15-30 HD (Large) [B]Level Adjustment:[/B] — Pit fiends are the highest rank of common devil, adjutants to Dukes of Hell, masterminds of diabolical plots and generals of infernal armies. They are created from highly distinguished Gelugons, which are immersed in the Lake of Fire for a year and a day. Those who can endure the flames emerge as pit fiends. Fortunately for such terrible beings, pit fiends are few in number. Only nine are found in each of the eight upper hells, although it is strongly suspected that more -perhaps many more- are retained by Asmodeus in the Ninth Hell. [B]Combat[/B] [LEFT][B]Constrict (Ex):[/B] A pit fiend deals 2d6+16 points of damage with a successful grapple check. [B]Disease (Su):[/B] A creature struck by a pit fiend’s bite must succeed on a DC 23 Fortitude save or be infected with devil chills. The save DC is Constitution-based. [B]Fear Aura (Su):[/B] A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be become shaken for 15 rounds, and suffer a -2 morale penalty on attack rolls, saves, and checks. A successful attack from the pit fiend makes a shaken creature frightened, and it flees as quickly as it can, although it can choose the path of its flight. [B]Improved Grab (Ex):[/B] To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Poison (Ex):[/B] Injury, Fortitude DC 22, initial damage 1d6 con, secondary damage death. The save DC is constitution-based. [B]Spell-like abilities:[/B] Caster level 17, save DC 17+ spell level. At will - [I]animate dead, charm monster [/I](DC 21)[I], create undead, damning darkness, desecrate, detect chaos, detect good, detect magic, flame strike [/I](DC 22)[I], greater dispel magic, greater teleport, invisibility, persistent image [/I](DC 22)[I], pyrotechnics [/I](DC 19)[I], suggestion [/I](DC 20)[I], unholy aura [/I](DC 25)[I], unhallow, wall of fire[/I] (DC 21) 3/day: blasphemy, power word (stun, kill or blind) 1/day: [I]meteor swarm [/I](DC 26)[I], symbol (any one)[/I] Once per year a Pit Fiend can use [I]wish[/I] as the spell (caster level 20th)[/LEFT] [B]Summon Baatezu (Sp):[/B] Twice per day a pit fiend can automatically summon four lemures, spinagon or barbazu, two erinyes, hamatula or osyluth, one malebranche or gelugon. This is the equivalent of an 8th level spell. [B]Regeneration:[/B] Pit fiends take normal damage from weapons that penetrate their damage reduction, and from spells or effects with the [Chaotic] or [Good] descriptor Feats: Each pit fiend is an individual, hence the open feat slot, which should be used to highlight the pit fiend's modus operandi or preferred tactics. For example, a corruptor of mortals might have Alternate Form, a particularly cautious one might have Combat Expertise, while one who preferred to fight on the wing might have Flyby Attack or Hover. [/QUOTE]
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