Pit fiends speak Infernal, Celestial, and Draconic.
Combat
Spell-Like Abilities: At will: animate dead, blasphemy, charm
person, create undead, desecrate, detect good, detect magic,
dispel magic, fireball, hold person, improved invisibility, magic
circle against good, major image, produce flame, polymorph self,
pyrotechnics, suggestion, teleport without error (self plus 50
pounds of objects only), unholy aura, unhallow, and wall of fire;
1/day-meteor swarm (any) and symbol (any). These abilities are as
the spells cast by a 17th-level sorcerer (save DC 13 + spell level).
Once per year a pit fiend can use wish as the spell cast by a
20th-level sorcerer.
Fear Aura (Su): As a free action, a pit fiend can create an
aura of fear in a 20-foot radius. It is otherwise identical with
fear cast by a 15th-level sorcerer (save DC 19). If the save is
successful, that creature cannot be affected again by that pit
fiend's fear aura for one day. Other baatezu are immune to
the aura.
Poison (Ex): Bite, Fortitude save (DC 21); initial damage 1d6
temporary Constitution, secondary damage death.
Disease (Su): Even if an affected creature saves against the
poison, it must succeed at a Fortitude save (DC 14) or be
infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of temporary Strength).
Improved Grab (Ex): To use this ability, the pit fiend must
hit a Medium-size or smaller opponent with its tail slap attack.
If it gets a hold, it can constrict.
Constrict (Ex): A pit fiend deals 2d4+10 points of damage with
a successful grapple check against Medium-size or smaller
creatures.
Summon Baatezu (Sp): Twice per day a pit fiend can
automatically summon two lemures, osyluths, or barbazu, or one
erinyes, cornugon, or gelugon. This is much as though
casting a summon monster spell. Summoned creatures automatically
return whence they came after 1 hour. A baatezu that has just been
summoned cannot use its own summon ability for 1 hour.
Regeneration (Ex): Pit fiends take normal damage from holy and
blessed weapons of at least +3 enchantment.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness
of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu can communicate telepathically with
any creature within 100 feet that has a language.
|