A slightly weaker Pit Fiend [Archive] - Wizards Community

Post/Author/DateTimePost
zombieoverlord

05-15-07, 10:15 PM
How would a pit fiends stats be affected if it was missing 1/8 of its fiendish essence?
temparus2000

05-15-07, 10:20 PM
assuming it has base scores of 10 each, that will leave it with racial modifiers of +27 str, +17 dex, +17 con, +16 int, +16 wis, and +16 cha. just take 7/8ths of each of those numbers and add 10. That's how I'd do it, at least.
celtredleg

05-15-07, 10:38 PM
Way cool, a scale model pit fiend!
DarkNick

05-15-07, 11:24 PM
I'm not sure it would have any effect. What is the context?

I just had this image of fat bastard stealing the Pit Fiends Mojo...
"I've lost my Mojo!" :weep:

I'd be inclined to treat it as a loss of Hit Die or maybe some of their powers...
zombieoverlord

05-16-07, 01:06 AM
The pit fiend had it's essence stolen in a ritual by a powerful wizard, who sealed the essence in an amulet which he hoped would enable him to command some of the power. The experiment failed, and the wizard hid the amulet in some secret location. He hoped that by hiding the amulet he would keep the pit fiend too focused on finding the amulet to worry about taking revenge on him. Now the fiend is roaming the material plane searching for it.
Dazzer

05-16-07, 01:23 AM
In my opinion, I would treat the Pit Fiend as if he had taken 1/8th of his level in negative levels at all times.

In this case, a Pit Fiend has 18HD, so it would be 2 negative levels. I'm rounding down.

This would give him,
-2 to all attack rolls, saves, skill checks
-1 DC to all his abilities that allow saving throws
-2 penalty on caster level for all his spell-like abilities
-2 effective hitdice for hit-die based spells (dismissal, holy word etc..)
-10 maximum hitpoints.

As an added bonus, perhaps the Pit-fiend can no longer summon ice or horned devils (representing his diminished presence among his own people.)

This would mean his resources are extremely tapped out. He would likely seek a diabolic cult, and demand they aid him in his quest. He would have them use their resources to call a few lesser devils to him, and then he would set off after the wizard with this small contigent.

I'm thinking, a 6-12th level cleric, 3 or 4 6th level cultists, and around 20 level 1 commoner cultists who don't know much.

2 bearded devils, several spinagons (2-5), and 2-3 lemures.

The Pit-Fiend would then plan out his raid on where-ever the wizard is currently staying, and make sure that the wizard is taken in alive, and in one piece. Anyone else who happens to be around is to be considered collateral damage unless they would be useful in convincing the wizard to reveal the location of the essence (a best friend is always a good incentive...:devil:)

The Pit-Fiend would be precise, and the strike would be surgical in nature. Lawful Evil does, as Lawful Evil dictates.

I Hope this helps.
zombieoverlord

05-16-07, 01:54 AM
Thanks alot for the numbers, and I found the advice on which special abilites to eliminate particularly helpful, though I think they should be limited just a little more. Perhaps I should also eliminate the 1 wish/year, otherwise, what's to stop him form just wishing for the amulet back?