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Balor vs Pit Fiend
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<blockquote data-quote="Chaosmancer" data-source="post: 7006455" data-attributes="member: 6801228"><p>If you had the two of them duking it out, the Pit Fiend would probably end up winning, because they are both immune to fire.</p><p></p><p>Balor's fire aura does nothing, and their official attack routine is lightning sword and fire whip, can't (by RAW) use the sword twice. Meaning the Balor is only pulling out 6d8+8 a turn. Though it crits big.</p><p></p><p>Pit Fiend (if it can't get Hold Monster to stick) is going to hit with almost everything, just losing out on it's poison and fire. So 4d6+8, 2d8+8, 2d6+8, and 3d10+8. Which is 6d6+2d8+3d10+32 damage every round. </p><p></p><p></p><p>Now then, about sending them against a party. I'd be incredibly cautious. Most groups can punch well above their weight class, especially against a solo monster. And frankly, both the Balor and Pit Fiend have low enough hp totals that a 9th level party could realistically drop them. </p><p></p><p>However, that is part of the problem. These guys are supposed to be second only to the God-like beings they serve. If they can be taken out by level 9, they may not fulfill that role of terror they are supposed to. </p><p></p><p>Alternatively, they deal enough damage and each has a nasty trick that could lead to a TPK. </p><p></p><p>The Pit Fiends poison is a huge deal, it hits hard and prevents healing, and if the Pit Fiend focuses all four attacks on a single party member, they average 120 damage, which will drop all but the absolute toughest 9th level heroes. </p><p></p><p>Balors on the other hand average less damage without their aura (only 59 with their two attacks), but if they can keep people in the aura and then explode, it can get real nasty. </p><p></p><p>Both would be way too terrifying with the minion support they are expected to have.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7006455, member: 6801228"] If you had the two of them duking it out, the Pit Fiend would probably end up winning, because they are both immune to fire. Balor's fire aura does nothing, and their official attack routine is lightning sword and fire whip, can't (by RAW) use the sword twice. Meaning the Balor is only pulling out 6d8+8 a turn. Though it crits big. Pit Fiend (if it can't get Hold Monster to stick) is going to hit with almost everything, just losing out on it's poison and fire. So 4d6+8, 2d8+8, 2d6+8, and 3d10+8. Which is 6d6+2d8+3d10+32 damage every round. Now then, about sending them against a party. I'd be incredibly cautious. Most groups can punch well above their weight class, especially against a solo monster. And frankly, both the Balor and Pit Fiend have low enough hp totals that a 9th level party could realistically drop them. However, that is part of the problem. These guys are supposed to be second only to the God-like beings they serve. If they can be taken out by level 9, they may not fulfill that role of terror they are supposed to. Alternatively, they deal enough damage and each has a nasty trick that could lead to a TPK. The Pit Fiends poison is a huge deal, it hits hard and prevents healing, and if the Pit Fiend focuses all four attacks on a single party member, they average 120 damage, which will drop all but the absolute toughest 9th level heroes. Balors on the other hand average less damage without their aura (only 59 with their two attacks), but if they can keep people in the aura and then explode, it can get real nasty. Both would be way too terrifying with the minion support they are expected to have. [/QUOTE]
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