Devil, Pit Fiend (Fully Advanced)
CR 38 XP: 157,286,400LE Huge outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +62
Aura fear (20 ft., DC 23)
AC 42, touch 16, flat-footed 34 (+8 Dex, +26 natural, -2 size)
HP 591 (54d10+294); regeneration 5 (good weapons, good spells)
Fort +42, Ref +37, Will +39
DR 15/good and silver; Immune fire, poison; SR 50; Resist acid 20 and cold 20
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +71 melee (3d8+19/19-20+1d6 on critical hit) 2 wings +75 (3d6+15) bite +75 (6d6+15/19-20 plus poison plus disease) tail slap +75 (3d8+15)
Space 15 ft., Reach 15 ft.
Special Attacks Constrict 3d8+34, fear aura, improved grab, spell-like abilities, summon devil
Spell-Like Abilities (CL 18th) At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). The save DCs are Charisma-based. Once per year a pit fiend can use wish as the spell (caster level 20th).
During Combat Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don’t hesitate to blanket an area with fireballs and can call down the wrath of an inferno with meteor swarm.
A pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 48, Dex 26, Con 36, Int 26, Wis 26, Cha 26
Base Atk +54; CMB +75 (+38 grapple); CMD 93
Feats Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (bite, claw DC 56), Dire Charge, Energy Resistance (acid, cold), Great Cleave, Improved Bull Rush, Improved Critical (bite, claw), Improved Initiative, Iron Will, Multiattack, Overwhelming Critical (bite, claw), Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike
Skills Acrobatics +74, Bluff +62, Climb +68, Diplomacy +10, Disguise +62, Intimidate +62, Knowledge (arcana) +62, Knowledge (nature) +8, Knowledge (planes) +62, Knowledge (religion) +62, Linguistics +67, Perception +62, Spellcraft +64, Stealth +62, Survival +8
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Environment Nine Hells of Baator
Organization Solitary, pair, team (3–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Treasure Standard coins; double goods; standard items; 442,000 gp total value
Devil Shaping (Su) Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils (see page 71) equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.
Disease (Su) A creature struck by a pit fiend’s bite attack must succeed on a DC 50 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Poison (Ex) Injury, Fortitude DC 50, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Constrict (Ex) A pit fiend deals 3d8+34 points of damage with a successful grapple check.
Fear Aura (Su) A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 45 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex) To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Summon Devil (Sp) Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.
Regeneration (Ex) A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Deathmastery (Su) The pit fiend duke's ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature's soul into a ghost under the pit fiend's control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.
Master of Magic (Su) The pit fiend duke has additional spell-like abilities (20 spell levels' worth of 1st-4th level spells usable at will and 20 spell levels' worth of 5th-8th level spells usable 3 times a day).
Hellfire Breath (Su) The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend's racial HD + the pit fiend's Constitution modifier] half).
Standing nearly 25 feet tall, this hulking monster is wreathed in unholy flames. Its bears enormous bat-like wings and a long, whip-like tail. The thick scales that cover its body are stronger than most armor. It smiles, revealing large fangs that drip with a hissing venom.
The greatest pit fiends often serve archdevils as generals or dukes, but they always plot and scheme to ascend to rule the Hells themselves.
A pit fiend often wraps its wings around itself like a grotesque cloak and appears wreathed in flames.
A fully advanced pit fiend is 24 feet tall and weighs 1,600 pounds.
Rulers of infernal realms, generals of Hell's armies, and advisors to the archfiends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archfiends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of deflecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell. Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell's elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds. Pit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they've formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. In the service of the archfiends or other unique infernal warlords, pit fiends hold themselves to a greater cause, obeying the wills of Asmodeus's chosen nobles in the hopes of one day garnering the favor of either the Prince of Darkness or Hell itself. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell's merciless law and assure that only the strongest of devilkind flourish (or dare to). Only the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils' reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils' burning rage are slain-their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils, though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant. Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience. As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils' masters. Infernal Dukes The most powerful of pit fiends are lords in their own right-members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.
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