The Devil's in the Details by Bill Slavicsek art by Arnie Swekel
Last month, I shared the elf racial entry from the upcoming 4th Edition Player's Handbook
with you. It went over so well that I thought I'd do something like it
again this month. This time, though, I've decided to dive into the Monster Manual
files and see how that book is coming along. Just today, for example,
Mike Mearls and I finished reviewing every minion and swarm in the
book, making sure that the rules for these are clear, concise, and easy
to use at the table. I was going to show you one of those, but while
they're all cool and great for the game, they aren't anywhere near the
sexiest monsters in the book. No, I want to share with you something
meaty, something substantial, and something well and truly at the top
of the pile of D&D monsters. Something new won't work for
this purpose, since I want you to be able to compare the 3E version to
the 4th Edition version if you have a desire to make such a comparison. For all these reasons and more (and because the art sketch by Arnie
Swekel is just wonderful), I've settled on the pit fiend. Here's the
entry from the new Monster Manual in all its current glory. Enjoy!
PIT FIENDNobles of the Nine Hells, pit fiends form an elite ruling class that
oversees vast numbers of lesser devils. Only the archdevils known as
the Lords of the Nine stand higher than the pit fiends. Each pit fiend is lord of a large domain within one of the layers
of the Nine Hells and is vassal to the archdevil who rules that layer.
A pit fiend might govern a city, command a fortress, lead a great
legion, or serve as a seneschal or counselor for an archdevil. With the
exception of Asmodeus, each Lord of the Nine commands no more than a
dozen or so pit fiends. As the lords, barons, viziers, and generals of the Nine Hells, pit
fiends rarely confront adventurers in person. They are the progenitors
of devilish schemes, and they step in only when important plans go awry
or when great plots reach fruition. In the Nine Hells proper, pit
fiends command vast numbers of lesser devils. Penetrating the defenses
of a pit fiend's castle and destroying the mighty devil in its own
demesne is a deed of truly epic proportions. 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) 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 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. Alignment Evil
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 ringPit 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.
What else is going on around here right now? The Player's Handbook is in Typesetting, and we're poring over the galleys to make every last improvement we can before it goes to print. The Monster Manual is in its last two weeks of Managing Editing, the stage right before it goes into Typesetting. And the Dungeon Master's Guide
is about to leave Editing and enter its Managing Editing stage. So,
from a certain point of view, the end of the process is in sight. At
the same time, all kinds of other things are in process or just
beginning. For example, our Forgotten Realms Campaign Guide and Player's Guide
have just entered Development, and Design is underway on a number of
projects -- many of which I can't talk about just yet. As for D&D
Insider, maybe I'll take some time next month to talk about how the
digital initiative is shaping up. Meanwhile, I need to select monsters from this wonderful Monster Manual file for my game tomorrow night. Let's see if Biggy Small and company can get out of this one -- bwaHAHA! Until then ... Keep playing! --Bill Slavicsek |