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Pit Fiend Defenses Explained


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I'd personally guess that his AC is not based on strength at all, but is rather 10+dex+armor and perhaps -size. They just don't list what armor he's getting from breast plate and possible natural armor.
 

whydirt said:
I didn't realize that AC was based on Strength now.
That's modestly strange to be sure. On the other hand, most creatures have (always) had higher strength than con/dex/wis--and of the samples we've seen so far, AC is generally higher (but not always!)
 

evillives said:
Intrope said:
Interesting! (got a source?).

Unfortunately, no. I had been diddling with the formula for this, and I kept plugging DEX in for AC, and it just would not reduce in a clean consistent fashion. For giggles I tried STR and the numbers just fell into place.
No worries, it's a good insight. And the Spined Devil matches this exactly, as well. Actually, I can't add; it's 3 points off on all counts.

If I wasn't at work, I'd test this against all the recently-released minis stats, too (presumably DEF = avg of REF/FORT/WILL)
 
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[/QUOTE]Spined Devil matches this exactly, as well.[/QUOTE]

Cool, I hadn't checked that yet.

[/QUOTE]If I wasn't at work, I'd test this against all the recently-released minis stats, too (presumably DEF = avg of REF/FORT/WILL)[/QUOTE]

Yeah, my lunch break is cooked, now.
 


Well we've seen hints that damage is effected by your "prime" stat right? Like cha for paladin smites and such...

Maybe AC is similar. Certain classes get a bonus to their AC based on whatever their "prime" stat is?
 

This is the other devil:

SPINED DEVIL
Medium Immortal Humanoid (Devil)
LEVEL 6 SKIRMISHER

INIT +5 SPD 5 FLY 7
Senses: nethersight. Perception +5
Resist fire 20
Attacks: Melee 2 claws +9 vs AC each: 2d4+4
Spine Rain Standard; ranged 10; +9 Dex vs. Ref; 1d6+2 + 2d6 fire AND Poisoned 5, Slowed while Poisoned
SKILLS: Spot +10

AC 20
FORT 18
REF 18
WILL 18
HP/Bloodied 47/23

Str +7 (19) Con +5 (14) Dex +5 (15) Int +5 (15) Wis +5 (14) Cha +5 (15)


AC 20, Base 10+ Str 7+ 3
Ref 18, Base 10+ Dex 5+ 3
Fort 18, Base 10 + Con 5 + 3
Will 18, Base 10 +Wis 5 +3

So, given that Heroic gets a +3 bonus just because, this works better...

Str makes sense for armor, either worn or natural. The stronger you are, the more you can carry (whether you are born with it or not).

Still the fidly bits on the fiend bother me. +1 to fort and will for soldier, and another +1 to will for leader?
 

TerraDave said:
AC 20, Base 10+ Str 7+ 3
Ref 18, Base 10+ Dex 5+ 3
Fort 18, Base 10 + Con 5 + 3
Will 18, Base 10 +Wis 5 +3

So, given that Heroic gets a +3 bonus just because, this works better...

Str makes sense for armor, either worn or natural. The stronger you are, the more you can carry (whether you are born with it or not).

Still the fidly bits on the fiend bother me. +1 to fort and will for soldier, and another +1 to will for leader?

Yeah, ran the numbers on the spined devil and got this too.

I chalk up the +3 discrepancy to the difference between 4th RPG and 4th D&D minis rules. Would guess that either the LVL 6, the SKIRMISHER or even the mini point value grants the +3.

I'm more leery of the unmentioned elite bonus for Pit Fiend...wait, perhaps elite means that the monster gets a class bonus to DC's, would that be Fort and Will +1? Then the additional +1 Will is race? Standard lunks get TIER base + ability mod + 1/2 Level, no class bonus.

The whole thrust of WoTC has been to make running monsters simpler on the DM, and I gotta admit, not fiddling with nat armor bonuses, rings, etc. is kinda nice.

AC governed by STR seems goofy at first, but it makes a kind of sense.

Now, I really gotta get busy....
 

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