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Pit Fiends are baatezu devils encountered in-game or summoned by the Gate spell.

Pit Fiend versions[]

The game has five different creature files for the Pit Fiend. The DEMPIT01.cre is encountered in Bodhi's Hunt Level 1 underneath Spellhold. The DEMPITSU.cre is the version summoned from a Gate spell. The TELPIT1.cre is encountered on the Teleport Maze (AR3004).

The DEMPIT.cre and TELPIT2.cre are unused.

Gameplay[]

Pit fiends conduct offensive actions on any enemy creatures in range with innate ability and melee attacks - typically at the closest target. Their attack script is repetitive and based on timed intervals between innate ability uses. The abilities can't really be interrupted by dealing damage to the fiend as the script uses a "Force Cast" command.

Party members will be exposed to Demon Fear initially, if close enough to the area of effect of the innate spell, which is directed at the nearest party member. Anyone in the area of effect will need to save vs. spell or potentially be under a two round Panic effect. This ability is used about every two rounds during combat.

Two varieties the fiend also will cast a Remove Magic at the party members closest to it (instantly). It will also explode an instantly launched Fireball several times during a battle. Expect an instantly applied Symbol, Fear spell as well.

The fiend will not recognize if a party member is protected against these magics, so it will rigidly just keep on physically attacking and launching spells, regardless of whether the party is protected. In that regard, the creature isn't adaptable or very intelligent.

A pit fiend's general infernal immunities can vary slightly from one creature type to the next, but they all possess an undroppable item in their ring slot which provides the following protections:

In addition to this, a pit fiend can only be harmed by weapons of at least +3 enchantment.

The creature encountered inside Watcher's Keep (TELPIT1) is provided with more XP, possesses 100 HP and has 70% Magic resistance. It also uses a different script and employs Improved Invisibility, Flame Arrow and Hold Person "forcespell" casts which can't be interrupted and have instant launch speeds. In addition, all of its saving throws have also been reduced, it is immune to petrification and backstab, and it is hasted.

The pit fiend in the game isn't fully developed to match what the Dungeons and Dragons 2nd edition ruleset establishes for this devil. Several special abilities, including the power to cast Wish and gate in other allies isn't implemented. It's supposed to have a constricting tail, and a disease inducing bite. The game version did get a few abilities right, such as the fear aura and some spell casting ability.

Lore bug[]

The game identifies this creature as a Demon by race, and Tanar'ri by class, but it is actually a Devil and a Baatezu in Dungeons and Dragons lore.

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Installation of the Sword Coast Stratagems Mod, and the "Improved Fiends" component will generally change the Pit Fiends in the game as follows:

Pit Fiends (cast at 24th level):
Smarter AI script
HP: 140 - 170 HP depending on variety
Movement Set to 11
Additional elemental resistances
Additional status effect and specific spell protections (level drain, fire-based spells)
Teleport without Error, Remove Magic, and Improved Invisibility, at will
Meteor Swarm and Unholy Word, once per day each
Unholy Fireball and Symbol of Fear, at will
Permanent fear aura

Installation of the Spell Revisions mod (also works with SCS installed) will introduce new Pit Demons from the Gate (wizard) spell.

Pit Fiend (20 Hit Dice, level 20/20/20 FMC class):
STR 24, DEX 16, CON 19, INT 20, WIS 16, CHA 25; AL Lawful Evil
HP 170, AC -8, THAC0 -7, Saving Throws 4/6/4/8/6
5 Attacks Per Round, 2d6+16 Piercing Damage (Claws, Bite, & Tail +4)
Combat Abilities (20% chance each):
Disease: creatures struck by a pit fiend’s bite attack must save vs. death at -4 or be infected with a vile disease known as devil chills, losing 2 points of strength after an incubation period of 12 hours
Poison: a pit fiend’s bite injects a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made
Constrict: creatures struck by the pit fiend’s tail must save vs. death at -4 to avoid being stunned for 1 round
Special Qualities:
Immune to weapons lower than +3 enchantment
Immune to confusion, fear, poison, & stun effects
Regeneration: 2hp/round
Fire Resistance 100%; Cold Resistance 50%; Magic Resistance 65%
Special Abilities:
See Invisibility (permanent)
Improved Invisibility (at will)
Unholy Fireball (once every 5 rounds)
Dispel Magic (once every 5 rounds)
Symbol of Weakness (once every 5 rounds)
Unholy Word (once per day)
Meteor Swarm (once per day)

Note:The Unholy Fireball is an instantly cast Level 7 spell (Invoker School Offensive Damage Type). It inflicts 10d6 Fire damage and 10d6 Magical damage. A saving throw vs. Breath with a -2 penalty will half the damage. It does not bypass magic resistance but will exceed the protection limits of a Globe of Invulnerability.

Gallery[]

External links[]

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