Elder-Basilisk said:
The pit fiend has very few options. You might expect the fight to go something like:
Round 1: move or teleport, infernal summons, point of terror, spend that action point for an extra action: pit fiend frenzy.
After that, the only questions for the pit fiend is whether it is going to use point of terror or irresistable command as its minor action and whether it would rather pit fiend frenzy or charge as its attack action.
Hell, no. You are selling the pit fiend short, way short.
First round, of course, I summon 8 devil legionnaires. And I have with me two faithful demons (non elite) of my level to complete the party, including an artillery and a skirmisher. I set up a melee front just in front of me.
Second round, assuming the fiend is within 5 square of the front, I'd have him use tactical teleport (standard action) to move 2 allies 10 square away from him, behind the front line combatants, ideally in reach of the wizard but if not as close as possible. Just for




and giggles. Weee.
Then I'd downgrade his move action to an extra minor action and I'd use point of terror twice on both of the toughest melee combattant (Say, the fighter and rogue). After that, of course, about six of my allies will swarm the poor guys with their AC now 5 points lower. I'll of course keep the pit fiend within 5 square of these guys so they can enjor his auras.
So in the same round, we've engaged the melee combatants
and sent legionnaires against the wizard.
Next round I'd look out for any wounded devil that might not survive the next round. I'd let them attack first and then *Boom*. Say, twice, if necessary (Remember, up to three minor in one round). Then I'd go for point of terror again or perhaps some more tactical teleporting mayhem if it has recharged.
I'd keep harassing the PC like that and only engage when most of the legionnaires are dead.