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[D&D 3.5e] That New Pit Fiend
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<blockquote data-quote="Celebrim" data-source="post: 660425" data-attributes="member: 4937"><p>"Ive seen 16th level transmuters that can still try and polymorph him (a quickened Poly Other followed by a Poly Object, thats a 25% chance (random guess, not stat analysis) the fight is over before it started."</p><p></p><p>Only if someone is around to kill whatever he turns into in the remainder of the round. This guy has innate polymorph self, and even if you where to argue that the spell-like ability requires a vocal component to cast, you can't reasonably argue that the Fiend hasn't used it once in the last 15 hours just to keep his defences going. It doesn't cost the Fiend a dang thing to do so. But, yes, in general there is a chance of a instant death spell like Disentigrate getting through the Fiend's defenses, and that might be the easiest way to dispose of this monster. Also, clerical spells give a variaty of potent attacks against outsiders.</p><p></p><p>I think you are underestimating his array of spell powers. In particular, just because he doesn't have Greater Dispelling, doesn't mean that Dispel Magic is a waste (assuming the foes aren't 20th level or better), particularly because he can choose one spell-like ability to quicken per round. Also, again remember that he can tie Dispel Magic to his Unhallow ability. If each only brings down 25% of the parties defences, you are still ahead of the game - in large part because you have so many angles of attack. The thief and the fighter are helpless against your Will save attacks without a buff. The cleric without fire resistance is defenseless against your flame attacks. If you dispel a flight ability, maybe you can gain an absolute advantage on that character at a latter point. (If it was Greater Dispelling instead of dispel magic, it would just be sick.) As far as the fiend is concerned, anything that can't kill him in the course of two rounds, or can't teleport at will, or can't prevent him from teleporting is NOT A THREAT AT ALL. </p><p></p><p>The Fiend has nothing to lose by fighting a PC party on 20 separate occasions over the course of an hour or a day to wear off the PC's defences, potions, spells, and so forth. The Fiend has nothing to lose by leaving if the PC's are more prepared than he is at the moment. I'd play this fiend with the initial goal of conquering one party members defences, and in some fashion dispose of that party member. Who has the weak will save. Exploit it. Who doesn't have fire resistance. Exploit it. Who has a poor Fort save. Exploit it. It wouldn't have to be in combat. I'd be prefectly happy to charm person a character at a latter point (DC 19 or so, see ya rogue), then make reasonable suggestion that the charmed character leave with his new friend, and then leave the character somewhere out of the way while I dealt with the rest. I'd be perfectly happy to get the party to go all out, and if I survived one round retire for a little while to regenerate. Poison a party member, then flee. Wear them down. 20% of the party resources spent, 0% of the Fiends (provided I've held off on my once per day powers). Repeat. Keep in mind. You are immortal. You don't tire. You don't have to sleep. You don't get sick; mortals do. Your power is native to you. You aren't afraid; you make mortals afraid. You can wait until the mortals show their weakness. They can't stay awake forever. They can't fight forever. They can't cast spells forever. You heal in moments; they heal (sans spells) in days. Every round is just that, a round; not the whole war.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 660425, member: 4937"] "Ive seen 16th level transmuters that can still try and polymorph him (a quickened Poly Other followed by a Poly Object, thats a 25% chance (random guess, not stat analysis) the fight is over before it started." Only if someone is around to kill whatever he turns into in the remainder of the round. This guy has innate polymorph self, and even if you where to argue that the spell-like ability requires a vocal component to cast, you can't reasonably argue that the Fiend hasn't used it once in the last 15 hours just to keep his defences going. It doesn't cost the Fiend a dang thing to do so. But, yes, in general there is a chance of a instant death spell like Disentigrate getting through the Fiend's defenses, and that might be the easiest way to dispose of this monster. Also, clerical spells give a variaty of potent attacks against outsiders. I think you are underestimating his array of spell powers. In particular, just because he doesn't have Greater Dispelling, doesn't mean that Dispel Magic is a waste (assuming the foes aren't 20th level or better), particularly because he can choose one spell-like ability to quicken per round. Also, again remember that he can tie Dispel Magic to his Unhallow ability. If each only brings down 25% of the parties defences, you are still ahead of the game - in large part because you have so many angles of attack. The thief and the fighter are helpless against your Will save attacks without a buff. The cleric without fire resistance is defenseless against your flame attacks. If you dispel a flight ability, maybe you can gain an absolute advantage on that character at a latter point. (If it was Greater Dispelling instead of dispel magic, it would just be sick.) As far as the fiend is concerned, anything that can't kill him in the course of two rounds, or can't teleport at will, or can't prevent him from teleporting is NOT A THREAT AT ALL. The Fiend has nothing to lose by fighting a PC party on 20 separate occasions over the course of an hour or a day to wear off the PC's defences, potions, spells, and so forth. The Fiend has nothing to lose by leaving if the PC's are more prepared than he is at the moment. I'd play this fiend with the initial goal of conquering one party members defences, and in some fashion dispose of that party member. Who has the weak will save. Exploit it. Who doesn't have fire resistance. Exploit it. Who has a poor Fort save. Exploit it. It wouldn't have to be in combat. I'd be prefectly happy to charm person a character at a latter point (DC 19 or so, see ya rogue), then make reasonable suggestion that the charmed character leave with his new friend, and then leave the character somewhere out of the way while I dealt with the rest. I'd be perfectly happy to get the party to go all out, and if I survived one round retire for a little while to regenerate. Poison a party member, then flee. Wear them down. 20% of the party resources spent, 0% of the Fiends (provided I've held off on my once per day powers). Repeat. Keep in mind. You are immortal. You don't tire. You don't have to sleep. You don't get sick; mortals do. Your power is native to you. You aren't afraid; you make mortals afraid. You can wait until the mortals show their weakness. They can't stay awake forever. They can't fight forever. They can't cast spells forever. You heal in moments; they heal (sans spells) in days. Every round is just that, a round; not the whole war. [/QUOTE]
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