D&D 4th Edition Pit Fiend


Wizards has recently released the information on pit fiend from the upcoming monster manual. Read it’s stats and tactics here:

Description
This hulking devil stands 12 feet tall and has red scales, leathery wings, and a long whiplike tail. It carries a massive mace and wears an ornate breastplate decorated with evil runes and symbols.



Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil)
Alignment Evil
XP 18,000
Initiative +22
Senses
Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
Languages Supernal
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring

Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).

Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).

Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.

Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend’s next turn.

Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.

Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:

  • 8 legion devil legionnaires (level 21), or
  • 2 war devils (level 22), or
  • 1 war devil (level 22) and 4 legion devil legionnaires (level 21)

Tactical Teleport (standard; recharge 4 5 6) • Teleportation
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.

Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.

A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.

A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.

Pit Fiend Lore
A character knows the following information with a successful Religion check:

DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master’s domain.

DC 30: Once every 99 years, a pit fiend can grant a mortal’s wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.

DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.

A few things to notice about this released information. The speed is labeled as 12, representing 12 squares (about 50 ft in 3.5 terms.) The Aura 5 probably represents 5 squares as well. The knowledge check dc and information is clearly labeled for easy dming. The ranges for many of it’s abilities is also specified in the squares amount, eg range 10. It’s spot and listen checks are represented in it’s perception bonus as +23. Action points allow characters to take an additional standard action during their turn. The Pit Fiend has 1 action point and is thus able to take 1 additional standard action.

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Thanks again for this useful review :)
About Action Points… shouldn’t they work in the same way as they do in Eberron, rather than granting additional actions?
Where did you find that info?
Thanks again for the great job!

This information can be found in the most recent Ampersand article on the Wizards of the Coast website. As for what exactly you can and cannot do with an action point, apparently you CAN use it to get another standard action in addition to any other as-yet-undisclosed uses.

Personally, I’m looking forward to using one of these badboys. I’m liking the idea of using my minions as bombs when they are about to die anyway. And if I pair it with another similar devil (or use it in pairs) I reckon I can expect to have as many at 17 devilbombs in a single (admittedly long) fight.

@Galadare:
I read a playtester review last night (unfortunately I can’t find the link) that said that with the new rules, combat was so much more streamlined that a fight with 2 pit fiends (and their summoned minions) actually didn’t take very long to resolve.

Damn!

I am so excited for 4th to drop, everything I hated about DMing seems to be removed. Highly streamlined, varied abilities. I’m curious to look at lower level monsters now.

I don’t play DnD anymore, but this new edition brings me some pleasant memories.

I may start doing it again 😉

What I’d really like to know is what those three numbers next to the recharge time on Tactical Teleport means.

If I’ve been reading things correctly:

The three numbers:
4 5 6 Recharge means that every round the monster can try to ‘regain’ his ability to use the teleport.

To regain the ability he must roll a 4 or higher ( 4 5 or 6) on a d6.

I think this is great. I have virtually skipped 3rd edition and 3.5 edition and am still playing 2nd edition. I like a lot of the new features that 4th edition are applying. Reading about the Pit Fiend makes me hungry to throw it against my higher level players :)