Infiniti2000 said:
It specifically points out, "Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home." If a pit fiend owned a magical greatsword as part of its treasure, then it would certainly use it, not only from a logical standpoint, but from the RAW standpoint, which includes the CR calculation for each creature.
Exactly.
In fact, perhaps it would be fun to stat up a pit fiend with the treasure value it's supposed to have. It's treasure line says: "Treasure: Standard coins; double goods; standard items".
Just for the record, "Standard" and "Double" means:
SRD said:
Standard: Refer to the treasure tables and roll d% once for each type of treasure (Coins, Goods, Items) on the Level section of the table that corresponds to the creature’s Challenge Rating ...(snip).... Some creatures have double, triple, or even quadruple standard treasure; in these cases, roll for each type of treasure two, three, or four times.
So for a single Pit Fiend, CR 20, that means on average, using the treasure tables in the DMG:
- 19,040 gp in coin
- 37,774 gp in goods
- 31,000 gp in magic items
....for a total wealth of 87,814 gp. For giggles, contrast that with the EL tables value of 80,000gp. (BTW....who really uses those percentile tables anyway? I always look at the "
TREASURE VALUES PER ENCOUNTER" instead. Much easier.)
Anyway......if we assume the Pit Fiend isn't allowed to spend those coin and goods (gems and art) total, that means he's got only the 31,000gp to equip himself with magic items. Sorry, no Unholy Flaming Human-bane Greatsword +1 (50,350gp) for you!
And further, if we follow RAW, it appears he can only have 1d4 medium magic items and 1d3 major magic items. Who knew being a Pit Fiend was so restrictive!
With only 31,000 in magic items, I'd suggest:
- Cold Iron Greatsword +1, Evil-outsider Bane (10,400gp) <-Come on...who's he really gonna be fighting all the time?

- Cloak of Resistance +2 (4,000gp)
- Bracers of Armor +2 (4,000gp)
- Boots of Speed (12,000gp)
- ...and a few potions that add up to 600 gp.
Given that, and using the Boots of Speed, his Changed stats are:
AC: 43
Saves: Fort +21, Ref +22, Will +23
Full Attack: Greatsword +32/ +32/ +27 / +22 / +17 melee (3d6+20, 19-20/x2), 2 wings +29 melee (2d6+6), bite +29 melee (4d6+6 plus poison plus disease), tail slap +29 melee (2d8+6)
....which means he's doing 171 hp/rd to AC 30 and 86 hp/rd to AC 40.
Compare to 105 and 54 without the treasure. Big difference!!!