Pit Fiend
Celestial · no Crown (Sacred)
T5d12Sovereign
Once infernal, now purified tyrants, redeemed pit fiends command with iron will against their former kin.
Tier 5 · Role Sovereign · Pool Vigor 8 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 20 | +5 | d10 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Redeemed Wings
Flies 60 ft on wings of white flame. Immune to fire and radiant damage.
Fear Aura
An enemy that starts its turn within 20 ft makes a Heart save or is frightened for 1 round. A creature that saves is immune to the aura for the rest of the fight.
Maneuvers
Chains of Redemption
White-hot chains lash out at a creature within 60 ft. It makes a Fate save or is restrained (save ends) and takes 1 Vigor damage at the start of each of its turns while bound; on a success it takes 1 Vigor damage. Fiends save with disadvantage.
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.
Holy Inferno
The fiend raises its mace and calls down a firestorm of purifying light in a 30 ft radius around itself. Every enemy caught makes a Fate save or takes 5 damage; on a success it takes 1 Vigor damage. Fiends save with disadvantage.
Tactics
GM tactics
Leads crusades against its former fiendish allies. Opens with Holy Inferno in the center of enemy lines. Chains dangerous fiends. Uses Fear Aura and overwhelming presence to break enemy morale. Fights with the fury of a convert.
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.