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Parsing the Fiend

It’s been quite a while since my last post, and for that I apologize. I have no particular excuse other than the usual: games and lack of motivation. At any rate, I read something just now that motivated me to make a post: the Monster Manual entry for the 4th Edition Pit Fiend.

Here’s some stuff I gleaned from the entry, in no particular order:

1. The Pit Fiend is worth 18,000 XP. No more referencing the CR chart; just a flat 18,000. Nice.
2. He has a teleport speed of 10. They’ve said that short-range teleports would be more common, and apparently (at least for more powerful characters and monsters), it’s just another method of locomotion, usable whenever you want to use it.
3. Action types for the Pit Fiend’s abilities are either standard, minor, and minor 1/round. I’m guessing that minor actions are similar to free or swift actions, probably a combination of the two, with minor 1/round being only somewhat more limited.
4. The Pit Fiend can summon some allies once per encounter, then effectively use them as short-range missiles. Very cool. Even cooler, there’s no roll required to summon, and no save required on the part of the devil/missile, which should speed things up.
5. There are Fortitude, Reflex, and Will defenses, as well as an entry for Saves, with only a +2 listed. I wonder what Saves do now.
6. The Pit Fiend has to use an Action Point to use his per-encounter power. I had originally wondered if taking the same per-encounter power more than once would allow you to use it multiple times per encounter. Now I’m wondering if you have X number of per-encounter powers, each usable by spending an Action Point. I wonder how quickly Action Points refresh.
7. One of the Pit Fiend’s powers, instead of being at-will or encounter, is listed as ‘recharge 4 5 6′. I wonder what that means. Presumably there’s some form of requirement for it to recharge.

That’s all for now. Peace.

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