KING
Devil (Pit Fiend)

Devil (Pit Fiend)

Fiend · Crown of Domination

T5d12Sovereign

Archdevil generals, pit fiends command legions, wings of fire in Nine Hells' wars.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind20+5d10
Sense22+6d12
Heart16+3d6
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Spellcasting (hellfire tyranny)

The pit fiend commands the fire and law of the Nine Hells, hurling inferno and binding word against anything it can see.

Passive

Archdevil's Might

Flies 60 ft. Immune to fire damage and poison damage; advantage on saves against spells. A creature that starts its turn within 20 ft makes a Heart save (DC 19) or is frightened for 1 round.

Maneuvers

Maneuver

Hold Monster

Speaks a word of binding at one creature within 60 ft; it makes a Mind save (DC 19) or is stunned for 1 round, locked rigid by infernal force.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Conflagration

Telegraph · disrupt d6 · Body save

A mote of hellfire streaks to a point within 150 ft and blooms into an inferno 30 ft across. Each creature caught makes a Body save (DC 19): on a failure it takes 5 damage, on a success it takes 1 Vigor damage.

Reactions

Reaction

Counterspell

When a creature it can see within 30 ft casts a spell, the pit fiend snuffs the magic with a contemptuous gesture and that spell fails.

Tactics

GM tactics

Supreme commanders of Hell. Plans centuries in advance. Uses Hold Monster to immobilize threats, then focuses fire.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.