So... why not remove the spells and just up their AC by 8?alhoon wrote:My point exactly! Breath weapon or melee attack. The spells? If not cast before hand, then they're not useful, they don't bother the DM but They keep the flavor!Jester of the FoS wrote:That's exactly what they wanted to avoid.alhoon wrote:But other than that, I fail to see how he's a corruptor. And I really think he should have spellcasting abilities. Give him the equivalent of a 18th level wizard with enchantment spells. Not much of a boost against 26th level chars and it adds flavor.
Currently he can do one or two or three cool things in combat. Give him spells and the DMs choice each round goes from 3 or 4 options to 15 to 20, easy.
The Pit Fiend is going to come out with 2-3 buddies then summon 4+, so the DM will suddenly be running 8+ bad guys. Having to pick from lengthy spells is crazy.
And then there's the question of what power level 18th level spells will be at level 26 or 27. It might be like dragons where they're a good fight for 10th level characters and can cast useless 1st and 2nd level spells. "Gee, should I full attack for five powerful attacks, use my breath weapon, or cast pyrotechnics?"
NOTE: Mage armor, shield before battle. +8 AC. Not useless at all.
It's simpler and the end result is identical.
Mind control spells aren't going to be in this PHB. So that's just out...alhoon wrote:Also a DM putting a pit fiend in the battle should be prepared for such an event. A pit fiend is not a random encounter, it is meeting one of the few lords of the devils. That's something that doesn't happen every session. The DM could very well put up a list with what the pitfiend will cast, when and under which conditions. Like: "If bob tries to smite his Lieutenant, the Pit fiend dominates bob". Yes, it takes some time. I think its worth it.
What's their use in combat?alhoon wrote:Of course not! But they need to be tough in combat. Not too tough since they're generals but at least keep their own in battle. As far as I can see, their only usefullness in battle is to position allies, give a sting and have many hp. More or less: Like huge, smart, evil bee queens.Jester of the FoS wrote:They're generals. There doesn't need to be thousands.alhoon wrote:Come on, now. According to the text there are about 100 pit fiends in total! Are they really so weak?
And they need to be spellcasters so when someone makes a pact with them, an epic diabolist of some sort, the most powerful lich in the world etc etc to be able to give them something in return.
Well, first they have the summoning. Multiple tough monsters which are better with their general around. And the fiend can tactically teleport them around, placing them where they can do the most damage, say flanking a caster. And when they're damaged, the pit fiend blows them up and hurts their attackers.
Then they have the at-will that knocks a target's defenses down by 5. That's essentially a +9 for their summoned allies to hit the victim including the previous bonus.
Meanwhile it stays within 5 squares continually penalizing the party's to-hit and inflicting fire damage while being protected by their demon buffer.
Damage? Well, if it lands both hits that's 1d12 + 1d6 + 41, for an average damage of 51/round, not factoring in poison . That should be enough to drop a character in 3-4 rounds, unless they have hp like the fiend itself. Keep in mind they have reach, so they can keep a couple devils in front of them as protection and strike over them.
Them, as stated earlier, they're the leader in the bad-guy group. They also have two allies with one likely a defender/tank and the other likely a striker. So the pit fiend hurts the party with Point of Terror followed by a quick tail poisoning (damage and weakens the victim which is probably not good) while his first minions attack doing decent damage while the second keep the party from getting adjacent to the fiend.
As for spells for deals... why would that need to be stated? Combat stats serve one purpose: combat. While pit fiends might have all manner of crazy spell-like abilities and rituals, they can come into play outside of combat and can don't need hard rules. They're story events. Outside of combat monsters can do whatever you need them to do (realistically).
Does having the ability below really add anything?
Grant Wish (ritual; once a century) • spell-like
Range planar; affects one ally of lower level than the pit fiend; the target is granted a wish in exchange for their soul.
It's just some crazy ability that should never see use in a fight and fills up space in a book. Do that for every monster that might have some special ability and you have to cut out 10 or 20 monsters from the book. And you get bad DMs deciding that the one-shot monster the PCs are fighting is going to use his crazy one-a-century ability to smite the PCs w/o a save.
It's also really hard to tell just how tough a monster really is. We don't know how tough PCs are. How high their AC is (which tells us how good a +31 to hit is), how high their hp are (so we can see how many times they can be swatted for 51 damage), or how high their attack is (to see how often they'd hit AC 44), or how much damage they can do (to see how long it will take to chip away 350 hp).
Of course, eyeing the paladin article from a while back suggests multiple sites doing 2x weapon damage once/encounter is something a lvl27 paladin can dish out. So with a similar weapon that's 2d12+22 damage, for an average hit of 35 damage. So a pit fiend going 1-on-1 would go down after 10 rounds of smite-type damage. So hopefully the paladin has 500 hp.





