LE Large Outsider (human)
Init ; Senses darkvision 60 ft., see in darkness, , and
Languages Language Telepathy 100 ft.
Aura Fear DC 19
AC 42 (-1 size, +9 armor, +3 Dex, +23 natural, +4 deflection unholy aura), touch 17, flat-footed 32
hp 225 (18 HD), Regeneration 5
Immune fire, poison
Resist acid 10, cold 10; SR 32
Fort Ref Will
Speed 40 ft., fly 60ft. (average)
Melee Large Maul /// (/x3) and
Melee 2 wings () and
Melee Bite ( and and Disease DC 14 ) and
Melee Tail ( plus and ) or
Melee Spellblade dagger /// ()
Base Atk +18, Grp
Attack Options Constrict, Improved Grab
Special Actions
Spell-like Abilities 17th level sorcerer, DC 13 + spell level
1/day - meteor swarm (DC 27)
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)
Abilities Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Feats Cleave; Great Cleave; Improved Initiative; Iron Will; Multiattack; Power Attack; Quicken Spell-Like Ability (fireball)
Skills Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (religion) +29, Knowledge (the Planes) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, and Tumble +31
Equipment +5 Large Maul, Spellblade Dagger, Dread Carapace, [b]Mantle of the Unholy Champion
A pit fiend deals 2d8+26 points of damage with a successful grapple check.
[h4|8fd4e071-6fb7-4cad-a853-0711f8778eef]Disease (Su)[/h4]A creature struck by a pit fiend’s bite attack must succeed on a DC 27 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.
[h4|a5bc7718-a146-48b5-a31c-c5836715927c]Fear Aura (Su)[/h4]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 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.
[h4|f785246c-02d2-467b-9d2c-80a948a0f60c]Improved Grab (Ex)[/h4]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.
[h4|75fa6180-d58f-423f-b86a-636c131fe4b2]Poison (Ex)[/h4]Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
[h4|49ec1c5d-e78f-4036-8baf-61cba23831d2]Spell-Like Abilities[/h4]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). Caster level 18th. The save DCs are Charisma-based.
Once per year a pit fiend can use wish as the spell (caster level 20th).
[h4|1acae448-041e-40d0-8070-8c4756092cbf]Summon Devil (Sp)[/h4]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.
[h4|1b5d7754-7748-4cca-8a4f-535844190906]Regeneration (Ex)[/h4]A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
[h2|be0eb3d0-1064-4267-b7fd-d6a02b032840]Tactics Round-By-Round[/h2]A pit fiend typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee.
- - Prior to combat: Unholy aura; activate fear aura, summon devil.- Round 1: Quickened fireball and mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponent (preferably a spellcaster).- Round 2: Meteor swarm against as many foes as possible, approach worst-injured enemy.- Round 3: Full attack against injured enemy.- Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.- Round 5: Repeat from round 1, or greater teleport to safety if endangered.
