The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory


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Interesting, although I dislike the claim that none but the Lords of the Nine stand above the pit fiends in the Hells. I am really hoping that they allow for the expansion of the diabolic hierarchy, allowing for a far greater "sandbox" for DMs to create their own noble devils.
 

Data!!!!

Damage/hit is *pathetic* by 3e standards.
Fiddly, short duration effects abound. :(
Per encounter abilities require action points to use? Interesting way to do it, lets you ready many per-encounter abilities but only lets you use a few. No need to prep only the all-purpose abilites. Whats with the recharge?
 

Yes.

I like it a lot. Especially Irresistible Command. Also that the mace sets you on fire.

I'm a little worried that it's Auras are enormous (out to 5 squares away from it?), and 15 damage/round to all melees seems, er, excessive, but who knows how many HP characters have, and/or how easy it is for epic characters to negate that (I'm guessing it's a lot less easy than 3E).

Not giving the PCs XP for the summoned devils seems wierd unless they factor that into the XP for the Pit Fiend itself (if they do, then yeah, that's a simplification and good - otherwise it seems a tad stingy and MMORPG-esque). I wonder why it has to spend an Action Point to use Infernal Summons? To make it uninterruptible/instant or something? Recharge "4 5 6" looks interesting.

I like the tactics discussion, and the fluff is solid.
 

Nice!

The stat bonuses are all equal to the 3e values + lvl/2, which was one of the interpretations of the spined devil, so that's confirmed now.

I note it has the standard defences plus "Saving Throws: +2" listed, so it looks like similar rules from the miniatures are in.

"Irresistible Command" - I don't think working as this guy's personal assistant is a good career path.
 

It appears that "Leader" role monsters primarily do their damage by way of their followers. The pit fiend itself appears to have low damage by any standards, but 8 'free' allied devils goes a long way towards changing that I expect.

It also appears that 'plot' type abilities, such as a pit fiend granting a wish, have moved out of the stat block and into rituals.

Also interesting is that the pit fiend is balanced as an "elite" rather than a solo monster, so presumably two of these guys would be an even match for a level 26 party.
 

It's a level 26 monster. 15 damage is pretty weak.

Nice to see fiends getting magic weapons. For some reason, only celestials got the good ones.

That damage is pretty low, though. I was hoping it would get a bonus to damage like Star Wars Saga characters. (Adding +13 to the damage would keep it from being too wimpy, IMO.)

Anyway, what's up with the weird ability score order?
 

Ruin Explorer said:
Not giving the PCs XP for the summoned devils seems wierd unless they factor that into the XP for the Pit Fiend itself (if they do, then yeah, that's a simplification and good - otherwise it seems a tad stingy and MMORPG-esque).

Stingy or no, that's also how it worked in 3E, so that's not anything new per se.
 

Ruin Explorer said:
Not giving the PCs XP for the summoned devils seems wierd unless they factor that into the XP for the Pit Fiend itself (if they do, then yeah, that's a simplification and good - otherwise it seems a tad stingy and MMORPG-esque).
3e didn't give you XP for summoned creatures, because it is assumed as part of the monster's CR. For instance, a conjurer casts a spell (a resource) that gets a monster; he's wasting his resources, and when you defeat him the monsters aren't an issue any longer.
 

Kraydak said:
Damage/hit is *pathetic* by 3e standards.
Well, he is a leader. Note that you don't get experience points for defeating the summoned minions - whatever a pack of its level 21/22 demons can do, that is assumed to be part of the power of the pit fiend itself.
 

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