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

Hey, not bad. One of the first previews of 4e that doesn't suck.

It doesn't really sound like the pit fiends I'm used to, but if you file off the serial number (or just don't care) it could make for a neat encounter.

But the damage does seem a bit low in all areas. 26rd level characters are going to have like 200+ hit points and not care about 2d6+5 damage here or d12+11 there.
 

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The action point cost is not noted in the description of Infernal summons, plus the combat script has the Fiend using two standard actions in its first round. Therefor, I think the action point grants the Fiend a second standard action.

So its first round looks like: Action Point action: Infernal Summons, Minor Action: Point of Terror, Standard Action: Tactical Teleport, Move Action ->Minor Action: Irresistible Command
 

pukunui said:
In fact, I find it interesting that both melee attacks are listed as standard actions, and yet the frenzy, in which he can use both melee attacks, is also listed as a standard action.

If he's disarmed somehow, the mace attack is lost and there's no more use for demonic frenzy really. In addition, certain pesky wizard spells might be able to temporarily disable powers such as demonic frenzy. Sounds like the perfect job for a Controller type character. Finally, unique individual Pit Fiends should be based on this vanilla template. A less martial type might still have the mace and tail but not the frenzy.

All this pure speculation of course (except the first, I'm sure disarming him will deprive him of the mace attack :) ).
 

I'm a little disconcerted at the lack of things for him to do as the combat progresses. I found that MMV had some of the most interesting monsters I've seen in a while, and they worked great in combat, so I've been looking forward to seeing some 4e creatures.

Seeing something as far up the scale as this guy having so few real options once he's summoned his minions feels a little disappointing.

I like what's there, but I would have expected a couple more options. Oh well, it's not like I'll be dropping unmodified pit fiends on a party any time soon.
 

D_E said:
The action point cost is not noted in the description of Infernal summons, plus the combat script has the Fiend using two standard actions in its first round. Therefor, I think the action point grants the Fiend a second standard action.

So its first round looks like: Action Point action: Infernal Summons, Minor Action: Point of Terror, Standard Action: Tactical Teleport, Move Action ->Minor Action: Irresistible Command

Yeah, that seems like a very likely reading of it.

Rkanodia - I think index cards or something a little smaller would be a really good, if rather "game-y" way of handling that. Certainly I think my players would get a kick out of them.
 

Lots of interesting tidbits here!

If damage is lower, it probably means HP are lower too. I wouldn't mind stepping that back a notch.

The tactical teleport ability is described as "recharge 4 5 6". I'm guessing this is something like SAGA, where minor (=swift?) actions can be spent to gain additional uses in the encounter.

Looks like breastplate gives you an AC of reflex+6.

Celestial has been replaced with "Supernal", probably for all kinds of critters of the Astral Plane. Still, it would make sense too if the Hells had evolved their own language.

One wish every 99 years? Well, that's probably enough to prevent abuse. I wonder if genies have a similar restriction.

Thanks, Bill!
 

Action Points 1

Unless there's a recharge mechanic for Action Points, this is kind of dumb.

On the other hand, now that I think about it there may well be a recharge mechanic for Action Points.
 

pukunui said:
I thought it was a bit weird that both auras were written as "Aura of Fear (Fear)" and "Aura of Fire (Fire)". Seems a bit redundant but I'm sure there's a reason for it. Perhaps other creatures have auras with names that aren't exactly the same as the aura type or whatever the thing in the parentheses is.
That would be it, I'd say. They are descriptors, and not all auras have obvious names.

pukunui said:
I agree that the damage seems a bit low ... but the fact that he gets to make both his mace and his tail sting attack every round goes someway towards alleviating that, in my opinion. In fact, I find it interesting that both melee attacks are listed as standard actions, and yet the frenzy, in which he can use both melee attacks, is also listed as a standard action.
It seems a bit easy to miss, though. Maybe the frenzy should be above the standard attacks?
 

Speculation:
"recharge" abilities can be used only once per encounter, except it refreshes if the user ever rolls a certain number on his action point (which presumably can be used to add +1d6 to a defense or a d20 roll). Maybe you even roll the d6 when the point is used otherwise, such as gaining an extra standard action.

So in case of this pit fiend, using the action point has a 50-50 chance of refreshing Tactical Teleport. But... if this is true it's a little weird it only has 1 point and uses it right off the bat. Maybe action points themselves also can refresh in combat somehow?
 

Alignment: Evil

And if the Devils aren't Lawful, it really looks like nothing is.

Unless they've ruled you can only have one alignment.
 

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