WalkingTheShade
2015-10-16, 07:48 AM
So, near the end of the '90s 2e module Fires of Dis, the party has to fight a recently de-powered pit-fiend (http://www.d20srd.org/srd/monsters/devil.htm#pitFiend).
In the old module, the party is supposed to be composed of 4 to 6 characters of 5th to 9th level.
I'm going to run it for a 3.5 game, with 4 or 5 ECL 8 characters, with below average CO.
he's lost all of his spell-like abilities (including gate and teleport without error), his regenerative power, his fear aura, and his immunity to non-magical weapons.
I'm translating that in 3.5 terms as losing:
All SLAs
Summon devil ability (Sp)
Regenaration (Ex)
Fear Aura (Su)
Damage reduction 15/good and silver
That leaves 18 outsider HD, SR 32, some combat feats, 6 attacks a round, Constrict (Ex) on tail slap, Poison (Ex) and Disease (Ex) on bite.
In the original module, the pit-fiend fights until reduced to one third of his HP. (Entailing, in 3.5, 150 damage before ending the fight: doable.)
My concern is that as is, the de-powered pit-fiend will defeat the party, @)!#$£ their corpses and devour whatever remains afterwards.
What I'm the most worried about is the Poison DC 27, that is near impossible at ECL 8 and that instant kills.
First question is: supposing it makes sense, how would you CR such a beast? For experience gain purposes, mainly.
Second order of questions is: how would you make the fight more balanced, while keeping the general flavor? The goal being to make it a brutal and difficult boss fight.
Here's the (non-exclusive) options I've thought of:
Giving the party a couple more allies for this fight.
Dramatically dropping the beasts STR and CON, reducing its damage output and poison DC.
Reducing it's HD.
The order of magnitude, regarding the last two options, is still an open question.
Edit: Here's what I got to:
This pit fiend has just fallen to the ground after having his wings burnt out by hellfire.
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+90 (171 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +5 Dex, +15 natural), touch 14, flat-footed 24
Base Attack/Grapple: +18/+30
Attack: Claw +25 melee (2d8+8)
Full Attack: 2 claws +25 melee (2d8+8) and bite +23 melee (2d6+4 plus poison) and tail slap +23 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+16, improved grab
Special Qualities: darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, fast healling 5, see in darkness, spell resistance 18, telepathy 100 ft.
Saves: Fort +16, Ref +16, Will +21
Abilities: Str 27, Dex 21, Con 21, Int 26, Wis 26, Cha 26
Skills: Balance +7, Bluff +29, Climb +29, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +22, Intimidate +31, Jump +35, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +26, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +28
Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
Challenge Rating: 11
Alignment: Always neutral evil
Combat
This pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex)
A pit fiend deals 1d8+16 points of damage with a successful grapple check.
Improved Grab (Ex)
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.
Poison (Ex)
Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
In the old module, the party is supposed to be composed of 4 to 6 characters of 5th to 9th level.
I'm going to run it for a 3.5 game, with 4 or 5 ECL 8 characters, with below average CO.
he's lost all of his spell-like abilities (including gate and teleport without error), his regenerative power, his fear aura, and his immunity to non-magical weapons.
I'm translating that in 3.5 terms as losing:
All SLAs
Summon devil ability (Sp)
Regenaration (Ex)
Fear Aura (Su)
Damage reduction 15/good and silver
That leaves 18 outsider HD, SR 32, some combat feats, 6 attacks a round, Constrict (Ex) on tail slap, Poison (Ex) and Disease (Ex) on bite.
In the original module, the pit-fiend fights until reduced to one third of his HP. (Entailing, in 3.5, 150 damage before ending the fight: doable.)
My concern is that as is, the de-powered pit-fiend will defeat the party, @)!#$£ their corpses and devour whatever remains afterwards.
What I'm the most worried about is the Poison DC 27, that is near impossible at ECL 8 and that instant kills.
First question is: supposing it makes sense, how would you CR such a beast? For experience gain purposes, mainly.
Second order of questions is: how would you make the fight more balanced, while keeping the general flavor? The goal being to make it a brutal and difficult boss fight.
Here's the (non-exclusive) options I've thought of:
Giving the party a couple more allies for this fight.
Dramatically dropping the beasts STR and CON, reducing its damage output and poison DC.
Reducing it's HD.
The order of magnitude, regarding the last two options, is still an open question.
Edit: Here's what I got to:
This pit fiend has just fallen to the ground after having his wings burnt out by hellfire.
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+90 (171 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +5 Dex, +15 natural), touch 14, flat-footed 24
Base Attack/Grapple: +18/+30
Attack: Claw +25 melee (2d8+8)
Full Attack: 2 claws +25 melee (2d8+8) and bite +23 melee (2d6+4 plus poison) and tail slap +23 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+16, improved grab
Special Qualities: darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, fast healling 5, see in darkness, spell resistance 18, telepathy 100 ft.
Saves: Fort +16, Ref +16, Will +21
Abilities: Str 27, Dex 21, Con 21, Int 26, Wis 26, Cha 26
Skills: Balance +7, Bluff +29, Climb +29, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +22, Intimidate +31, Jump +35, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +26, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +28
Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
Challenge Rating: 11
Alignment: Always neutral evil
Combat
This pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex)
A pit fiend deals 1d8+16 points of damage with a successful grapple check.
Improved Grab (Ex)
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.
Poison (Ex)
Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.