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Pit Lord
;Huge Outsider (Chaotic, Demonic, Evil, Extraplanar)
Hit Dice:;20d8+160 (250 hp)
Initiative:;+1
Speed:;50 ft. (10 squares), fly 40 ft. (poor)
Armor Class:;36 (-2 size, +1 Dex, +5 Huge breast plate, +22 natural), touch 10, flat-footed 35
Base Att/Grapple:;+20/+41
Attack:;+1 Gargantuan unholy two-bladed sword of acid and frost +33 melee (3d6+20/17-20 plus 1d6 fel and 1d6 cold or 1d6 acid), or bite +32 melee (2d8+19 plus 1d6 fel)
Full Attack:;+1 Gargantuan unholy two-bladed sword of acid and frost +31/+26/+21/+16 and +32 melee (3d6+14/3d6+7/17-20 plus 1d6 fel and 1d6 cold or 1d6 acid), or bite +32 melee (2d8+19 plus 1d6 fel)
Space/Reach:;15 ft./10 ft.
Special Attacks:;Spell-like abilities, fel strike, sweeping cleave, tail sweep, doom stomp, summon demons, death throes
Special Qualities:;Darkvision 60 ft., see invisibility, detect magic, rebirth, divination sensitivity, regeneration 10, damage reduction 15/good, spell resistance 33, demonic traits (frightful presence DC 23), outsider traits
Saves:;Fort +20, Ref +13, Will +16
Abilities:;Str 37, Dex 13, Con 26, Int 14, Wis 18, Cha 16
Skills:;Bluff +12, Concentration +32, Diplomacy +12, Gather Information +12, Intimidate +31, Knowledge (arcana) +26, Knowledge (the planes) +26, Listen +32, Sense Motive +28, Spellcraft +26, Spot +32, Survival +16
Feats:;Blind-fight, Cleave, Exotic Weapon Proficiency (two-bladed sword), Improved Critical (two-bladed sword), Power Attack, Two-Weapon Fighting, Weapon Focus (two-bladed sword)
Environment:;Any land or underground
Organization:;Solitary or pack (2-8)
Challenge Rating:;21
Treasure:;Standard goods and items, including +1 Gargantuan unholy two-bladed sword of acid and frost and huge breastplate; double coins
Alignment:;Always chaotic evil
Advancement:;21-30 (Huge); 31-60 (Gargantuan)
Level Adjustment:;-
The hulking creature has a massive humanoid torso that joins to a tremendous equine body with a flexible carapace. Monstrous tusks jut out from his fanged mouth, and a long thick tail thunders behind his huge frame. A mane of living fire runs down his spine between sinewy, leathery wings. He carries a massive warblade in his hands and wears light plate armor on his scaled torso.
Description
The pit lord are usually nothing more than butchers: brutal killers, occasional torturers, and hunters that prefer intelligent prey. They are engines of hate and flame, bred for only one purpose: to destroy everything in their path. Occasionally, one rises above all others and becomes a leader of the Legion's armies. When reproached by mortal paladins or hacked at by heroes defending their towns, the pit lords smile ever more widely. Gore, screams, and suffering prove to them their victory, and the horror and anger of those mortals capable of opposing them serve as the applause.
Pit lords have a humanoid head, arms, and torso, although the head has far too many teeth. (More grow continuously, forming a forest of ivory needles in the pit lord's mouth.) Their waist attaches seamlessly to a headless equine body plated with a flexible, multipart carapace.
Combat
Pit lords like melee combat. As long as they stay alive and give as good as they get, they think having their guts spilled on the ground and their eyes gouged out is bracing. It's more fun to do it to someone else, of course.
Pit lords wade right into battle; the more opponents the better. If the pit lord has a chance to prepare, or if facing a great many opponents, it casts haste on itself. Against large numbers of enemies to all sides a pit lord uses its doom stomp, sweeping cleave, and tail sweep abilities to thin them out. Once the pit lord can focus things down to just a few melee opponents, the pit lord begins full attack actions.
Only after being slain and rising again with its rebirth ability does a pit lord really summon other demons and use its spell-like abilities. Pit lords usually summon one infernal, but when facing many weaker opponents the pit lord summons several fel stalkers instead. Pit lords favor their demonic doom, carrion swarm, shockwave, and earthquake spell-like abilities.
Ultimately, a pit lord is no fool. When facing defeat, a pit lord uses teleport without error to escape the fight. If retreat is not possible, the pit lord goes out with full attack actions and centers himself as best he can for his death throes to hopefully take many of his enemies with him.
Spell-Like Abilities: At will - bestow curse, blasphemy, carrion swarm*, chaos hammer, charm monster, clairaudience/clairvoyance, cripple*, deeper darkness, desecrate, detect good, detect law, dimensional anchor, dispel good, fear, greater dispel magic, haste, immolation*, magic circle against good (self only), produce flame, pyrotechnics, rain of fire*, read magic, shockwave*, telekinesis, teleport without error (self plus maximum load of objects only), tongues (self only), unhallow, unholy aura, unholy blight, wall of fire, and withering blight; 3/day - demonic doom, earthquake, and gate. Caster level 20th; save DC 13 + spell level.
* Indicates a spell described in Chapter Four: Magic of the Warcraft RPG.
Sweeping Cleave (Su): As an attack action, a pit lord can swing his Gargantuan two-bladed sword in a tremendous 180-degree arc in front of himself. All creatures within 15 feet on that half of the battle field take 3d6+14 points of damage (Reflex DC 33 half).
Tail Sweep (Su): A pit lord can sweep with his trail as an attack action. The sweep affects a half circle with a diameter of 15 feet, centered on his rear. Medium creatures and smaller within the swept area are affected. The sweep automatically deals 2d8+6 points of damage. Affected creatures can attempt DC 33 Reflex saves to take half damage.
Dooom Stomp (Su): As a full attack action, a pit lord can stomp on the ground to produce a shockwave that knocks back, stuns, and dazes creatures. All Large and smaller creatures within a 10-foot radius take 1d8+13 points of damage and must make a DC 33 Fortitude save or be knocked back 5 feet directly away from the pit lord. If that space is occupied, the creature automatically falls prone in its space. Creatures knocked back are stunned for 1 round and the dazed for 1 round, and must make a DC 33 Reflex save or fall prone in their new space. A stunned creature loses its Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 bonus to hit stunned characters. A dazed creature can take no actions (but defends itself normally).
Summon Demons (Su): Once per day, a pit lord can automatically summon 1 infernal or 2d4 fel stalkers. Demons summoned remain for 20 rounds.
Death Throes (Su): WHen a pit lord is slain for good (within the time limit of his rebirth ability), he explodes in a blinding flash of light that deals 50 points of damage to all creatures within 100 feet (Reflex DC 23 half).
See Invisibility (Su): Pit lords continuously see as though under the effects of a see invisibility spell.
Detect Magic (Su): Pit lord continuously see magic auras as though under the effects of a detect magic spell.
Rebirth (Su): When a pit lord is slain, it immediately rises again as though the target of a touch of life spell (see Chapter Four: Magic in the Warcraft RPG), but the effect is permanent. This ability cannot be used again for 20 rounds, so if the pit lord is slain again in that time period then he remains dead.
Divination Sensitivity (Su): A pit lord is automatically aware of anyone observing it through a magical sensor. In turn, it can see and hear the caster. If it so desires, a pit lord may step through the sensor into the presence of the caster, accompanied by any willing allies within 30 feet.
Skills: Pit lords gain a +4 racial bonus to Intimidate, Listen, and Spot checks.
Pit Lord Characters
Pit lords favor the barbarian class. Pit lord barbarians have equipment appropriate to an NPC barbarian of their ECL.
Pit Lords and d20
If you are using pit lords in a d20 campaign that is not set on the world of Azeroth, treat them as demons. They gain tanar'ri qualities, and other tanar'ri are immune to the pit lord's frightful presence. Pit lords also gain the following special attack.
Summon Tanar'ri (Sp): Once per day, a pit lord can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor.
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