anyone know any devil weakness

Post/Author/DateTimePost
#1

fictionfan

May 17, 2010 18:23:05
I am a level 8 monk.  I am being tailed by an imp.  I jumped and caught it once, but then it summoned of help from a lv. 11 chain devil.  We managed to beat it (we had a few dailys).  I just have the impression that the imp will come back from the hell we sent it to and I wonder how to deal with it.

edit grammer errors
#2

phytoon

May 17, 2010 19:27:21
If you have a cleric with you, they have this ability called Dismissal (level 9 daily) that can send enemies away to another dimension for a while (save ends, -2 to the save, -5 if the enemy is abberant, elemental, fey, immortal, or shadow), and this could help you sort things out during a fight with some of these. However, as far as weaknesses go, devils typically aren't vulnerable to any specific damage type. They are resistant to fire, but they aren't vulnerable radiant (cuz they aren't zombies).

When facing these devils, you really wanna try to cripple them as much as possible, because they have a bunch of debilitating attacks, and chain devils especially can hit you a bunch of times in one turn. Chain devils have the ability to shift as a minor action, and as an immediate interrupt the first time it's attacked in melee,  so these guys can do a lot to avoid getting hit. Try to immobilize them, or daze them through whatever means are available to you to prevent this annoying movement. You also don't want your first melee attack against it to be a daily.

One big advantage you can find against chain devils is their inability to fly or teleport. If you're fighting legion devils, they can teleport behind your defenders to get at your squishies, so you would want to kill them first, then focus fire on the boss, and imps, pit fiends, succubi, and spined devils can fly, so you want to do whatever you can to keep them on the ground, or take advantage of falling damage by swatting them out of the air. 
#3

kouk

May 18, 2010 3:32:57
Well, first I would check with your DM as to whether defeating a devil/demon on the prime material, or "world" would lead to its dismissal to its home plane, or actual death.

The dismissed to home plane was an older concept, part of it being that you can destroy the devil/demon's "body" on the prime material, but it is then "banished" to its home plane for a period of time, or at least banished from the plane you just killed it on for a period of time. Only if you hunt it down on its home plane or use a funky spell can you kill it "permanently."

Though there is a whole lot of complexity to be had in previous editions on planar stuff, such as that demons and devils never truly die, they just get dissolved and "demoted," etc. etc. it's too much to go into. Look up the "Blood War" online or so.


4th edition forcibly ended the Blood War and I believe things just die when you kill them by default.

So ask the DM if it's an issue in the campaign.
#4

oldguygaming

May 18, 2010 9:48:36
I'm not really aware of any real weakness but I hear they have quite an affinity for jelly-filled doughnuts.
#5

WolfLordBran

May 18, 2010 14:28:41
Mechanically, there are several devil-specific  items and feats. Devilbane isHeroic and it allows anything that targets undead to target devils as well. There are weapons for use against immortals (devils) and there might be one or two that shut down a devil's ability.

Fluff-wise, trick them into a deal that they can't back out of that helps you. Get a bigger devil on your side or failing that, threaten to seal them in such a way that they will be forever bound to your will, no matter what they do.
#6

Thangor

May 24, 2010 0:26:58
Can this imp be stopped through game mechanics? or does the DM want it there to advance the plot? (if that's the case it's very likely it'll stick around...)

Maybe you need a story-based solution. Investigate in-game what to do about an imp who follows you around. Tricking it and/or trapping it in a box seem like appropriate "fantasy cliche" solutions...
#7

ADHadh

Jun 01, 2010 7:27:39
Can this imp be stopped through game mechanics? or does the DM want it there to advance the plot? (if that's the case it's very likely it'll stick around...)

Maybe you need a story-based solution. Investigate in-game what to do about an imp who follows you around. Tricking it and/or trapping it in a box seem like appropriate "fantasy cliche" solutions...


I thought about a fun, story solution: tricking the imp into a trap, interrogate it and then send it back to it's master in a gift-wrapped box. ;)
#8

deacon_liadon

Jun 03, 2010 5:46:54
It used to be that they were vulnerable to silver, though I don't think that's the case any more.
#9

shisgokken

Jun 04, 2010 17:09:58
. . . and spined devils can fly, so you want to do whatever you can to keep them on the ground, or take advantage of falling damage by swatting them out of the air. 

I think creatures which can fly don't take falling damage. I read that somewhere official, I think. Perhaps under the errata for crashing.

. . .

Oh, wait, no. It says to reduce the distance a flying creature falls by its fly speed in feet before calculating falling damage. It's like their inherent acrobatics check, I guess. So, a spined devil would have to be more than 7 squares (35 feet) above a surface to suffer falling damage.

And I mentioned this why?






#10

Breadley

Jun 04, 2010 19:25:28
. . . and spined devils can fly, so you want to do whatever you can to keep them on the ground, or take advantage of falling damage by swatting them out of the air. 

I think creatures which can fly don't take falling damage. I read that somewhere official, I think. Perhaps under the errata for crashing.

. . .

Oh, wait, no. It says to reduce the distance a flying creature falls by its fly speed in feet before calculating falling damage. It's like their inherent acrobatics check, I guess. So, a spined devil would have to be more than 7 squares (35 feet) above a surface to suffer falling damage.

And I mentioned this why?








I'm glad you did, though, that could come in handy sometime.