Dun, dun, dun...
The 4e Pit Fiend
Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil) XP 18,000
Initiative +22 Senses Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.
Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:
8 legion devil legionnaires (level 21), or
2 war devils (level 22), or
1 war devil (level 22) and 4 legion devil legionnaires (level 21)
Tactical Teleport (standard; recharge 4 5 6) • Teleportation
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.
Alignment Evil
Languages Supernal
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring
Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.
A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.
A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.
And... huh. Decent combat abilities, no non-combat abilities whatsoever, which was a worrisome possibility and makes me sad.
Lawful, you'll note, is gone. Alignment has been sent off to die, largely. Only things like the pit fiend and similar make the Good and Evil list. Other things (almost everybody) are unaligned.
Anyway, this guy can do a fair amount of shit, but doesn't do much damage directly. He's also fairly fast, compared to normal human walking speed (6 squares)
Skills are definitely like saga 1/2 level + stat bonus + 5
But other than skills, none of the other numbers add up at all. Even the melee attacks vs. the will based attack are off by a point for reasons i can't account for.
Standard action, move action, minor (formerly free/swift, I suspect) action seems to be the normal set up, with action points allowing you to either get an extra standard action or make an action 'free'.
His auras seem to be huge. 25' radius.
Decent fire resistance means you can ignore everything but his tail. I kinda like the fear effect inflicting defense penalties rather than making characters run away. His really nasty ability is the minion conjuring. +4 bonus to attack for 8 attackers? Yikes. Making them blow up kinda sucks, but it is amusing. Nice way to get a use out of crippled minions.
Not sure how save ends work with static save modifiers. Maybe they are rolled in ensuing rounds against persistent effects?
All, in all, as a combat encounter, it isn't horrible. As an RPG encounter, it sucks ass on toast.