pit fiend tactics

lokiqc

Explorer
Hi

I'm helping a friend end a campaign and I'll be playing a Pit Fiend.
Is that me, or for a powerful devil (as the MM claims it to be) is the Pit Fiend very weak? Quite frankly, I don't see it surviving a long time vs 17th level characters.

Can you suggest good tactics for the Pit Fiend?

Thanks
 

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The editors of the 3E revision have your question in mind. I've copied the below from the main 3.5E thread. You'll also note that they've beefed up ol' big 'n' fiery's stats quite a bit.

Devil, Pit Fiend
Larger Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 18d8+144 (255 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
AC: 40 (-1 size, +8 Dex, +23 natural) touch 17, flat footed 32
Base Attack/Grapple: +18/+36
Attack: Claw +30 melee (2d8+14)Full Attack: 2 claws +30 melee (2d8+14) and 2 wings +28 melee (2d6+7) and bite +28 melee (4d6+7 and poison plus disease) and tail slap +28 (2d8+7)
Face/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+28, fear aura, improved grab, spell-like abilities, summon baatezu.
Special Qualities: Acid resistance 10, cold resistance 10, DR 15/holysilver, fire immunity, poison immunity, regeneration 5, see in darkness, SR 32, telepathy.
Saves: Fort +19, Fef +19, Will +21.
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26.
Skills: Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +35, Knowledge (arcana) +29, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes), Tumble +31.
Feats: Cleave, Great Cleave, Improved Imitative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability.


Tactics Round-by-Round
The pit fiend opens with spell-like powers, attempting to neutralize dangerous opponents before entering melee combat.


Round 0: Unholy aura; activate fear aura, quickened summon Baatezu.

Round 1: Mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponents (preferably a spellcaster).

Round 2: Meteor swarm against as many foes as possible, approach worst-injured enemy.

Round 3: Full attack against injured enemy.

Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.

Round 5: Repeat from round 1; or greater teleport to safety if endangered.
 


Seeing that makes me wonder whether they will be incorporating the rule about "opposed tumble checks" for tumbling through someones square...
 

lokiqc said:
Hi

I'm helping a friend end a campaign and I'll be playing a Pit Fiend.
Is that me, or for a powerful devil (as the MM claims it to be) is the Pit Fiend very weak? Quite frankly, I don't see it surviving a long time vs 17th level characters.

Can you suggest good tactics for the Pit Fiend?

Thanks

Maybe not in a standup fight, but...

He's flying, invisible, and can cast fireball at will. That has to be worth something...
 

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