by Kain Darkwind » Sat Jan 17, 2009 3:48 am
Pit Fiend
Large Outsider (Devil, Evil, Lawful)
Hit Dice: 18d8 + 144 (225 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 44 (+4 deflection, +8 Dexterity, +23 natural, -1 size), touch 21, flat-footed 36, combat 51
Base Attack/Combat: +18/+32
Attack: Claw +30 melee (2d8 + 13)
Full Attack: 2 claws +30 melee (2d8 + 13) and bite +28 melee (4d6 + 6 plus poison and disease) and 2 wings +28 melee (2d6 + 6) and tail +28 melee (2d8 + 6 plus constrict)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Constrict, disease, fear aura, improved grab, poison, spell-like abilities, summon devils
Special Qualities: Damage reduction 15/good and silver, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +25, Ref +23, Will +25
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Skills: Acrobatics +29, Bluff +29, Climb +34, Diplomacy +29, Disguise +29, Fly +29, Intimidate +29, Knowledge (arcana), Knowledge (the planes) +29, Knowledge (religion) +29, Linguistics +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +25, Survival +29
Feats: Combat Reflexes, Defensive Combat Training, Fly-by Attack, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability
Climate/Terrain: The Nine Hells
Organization: Solitary, pair or team (3-4)
Challenge Rating: 20
Treasure: Standard
Alignment: Always lawful evil
Constrict (Ex): A pit fiend deals 2d8 + 26 points of damage with a constrict attack.
Disease (Ex): Devil chills, Fortitude DC 27, incubation 1d4 days.
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 27 Will save or be panicked for 18 rounds. A creature that successfully saves is shaken for 1 round and cannot be affected again by the aura for 24 hours. Devils are immune to the aura.
Improved Grab (Ex): A pit fiend must strike a Medium or smaller sized foe with its tail attack to use this ability. With a successful combat maneuver check it automatically deals constrict damage each round.
Poison (Ex): Injury; Fortitude DC 27; 3 Constitution (2 rounds) and death.
Spell-like Abilities: Always active – unholy aura (DC 26); at will - animate dead, blasphemy (DC 27), charm monster (DC 24), create undead, desecrate, detect good, detect magic, fireball (DC 21), greater dispel magic, greater invisibility, greater teleport, mass hold monster (DC 27), persistent image (DC 23), polymorph, power word stun, produce flame, pyrotechnics (DC 20), suggestion (DC 21), unhallow, wall of fire; 3/day - meteor swarm (DC 27), symbol of pain (DC 25); 1/year – wish (DC 27) Caster level 18th
Summon Devils (Sp): Twice per day, a pit fiend can automatically summon 10 lemures, 2 bone devils or bearded devils, or 1 erinyes, horned devil, or ice devil
Regeneration (Ex): Pit fiends take normal damage from good aligned silver weapons, and from good aligned spells or effects.
Pit Fiend Poison
Level 13 poison, injury; Save Fortitude DC 27
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Effects
Frequency 1 round (2); Effect 3 Con and special*; Cure 1 save
Special If pit fiend poison runs its full course, the victim dies.
Mudholes. They aren't just for your mom anymore.