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Devil, Pie Fiend
Large Outsider (Baatezu, Evil, Lawful)
Hit Dice: 13d8+65 (123 hp)
Initiative: +5
Speed: 30 ft., fly 50 ft. (average)
AC: 28 (-1 size, +1 Dex, +18 natural), touch 10, flat-footed 29
Base Attack/Grapple: +13/+24
Attack: Club +19 melee
Full Attack: Club +19/+14/+11 melee and 2 wings +14 melee
Damage: Club 1d8+7, wing 1d4+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Animate pie, heatwall, make into pie, easy as pie, spell-like abilities, waves of contentment
Special Qualities: DR 5/--, immune to fire and poison, see in darkness, SR 26, telepathy
Saves: Fort +13, Ref +9, Will +13
Abilities: Str 25, Dex 13, Con 21, Int 20, Wis 20, Cha 18
Skills: Bluff +20, Concentration +21, Craft (baking) +21, Diplomacy +24, Disguise +20, Gather Information +13, Hide -3, Intimidate +22, Listen +21, Move Silently +17, Sense Motive +21, Spot +21
Feats: Expertise, Flyby Attack, Improved Initiative, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 14-20 HD (Large); 21-39 HD (Huge)
Many sages remain skeptical that the dreaded pie fiend exists anywhere except in the fevered imaginations of people who fear the unknown. Accounts of these creatures' appearance and habits vary widely, probably because of their unmatched ability to disguise themselves as innocuous commoners (but perhaps because the skeptical sages are right to be skeptical).
Most sources agree that a pie fiend in its natural form resembles a hulking ape with a barrel chest, long arms, and vast bat-like wings. Its dark, shaggy fur is peppered with flecks of light-colored dust (bits of flour, some say). It wears no clothing except a tattered apron with many overloaded pockets, well spattered with variously colored stains. Waves of shimmering heat, along with the curiously pleasant scent of sweet spices and fresh pastry, often surround the creature.
These strange creatures have an affinity for baked goods of all sorts. They spend much of their time creating them and temping mortals with them. (A pie fiend's pies are invariably well made, but usually perilous to consume.) They also have a sweet tooth and can seldom resist swiping another baker's wares. A pie left cooling on a windowsill often tempts a pie fiend to pilfer it, and the pie fiend often leaves one of its own creations in place of the stolen confection.
Pie fiends would seem to be a fairly rare variety of baatezu dedicated to spreading fear, doubt, and vice among mortals. Other baatezu regard pie fiends with a mixture of loathing and reluctant admiration.
Pie fiends speak Infernal, Celestial, and Draconic, though they can speak with any creature via telepathy.
A pie fiend is 12 feet tall and weighs 800 pounds.
CombatPie fiends can hold their own in physical combat. They carry great, round bludgeons with handles at each end (some would call these implements rolling pins) that they wield as clubs. They also can batter foes with their wings. Despite their physical prowess, pie fiends prefer subtle tactics where possible. They use their alter self and improved invisibility powers to keep foes at a disadvantage while they use their pies and mind-affecting abilities to confuse and immobilize the opposition. They often pose as humble bakers, country folk, or fresh-faced youths who merely wish to sell their wares.
Pie fiends can quickly recognize foes who aren't fooled by their deceptions and single them out for their more deadly attacks.
Animate Pie (Sp): A pie fiend can animate Tiny or smaller objects (such as pies). The fiend can have up to thirteen objects animated at one time. Except as noted here, this ability works just like the animate objects spell (caster level 17th).
Heatwall (Sp): At will, a pie fiend can create a curtain of intense heat. This power works just like a wall of fire spell (caster level 17th), except that it is colorless and transparent; also cold attacks do not put it out. The saving throw DC to resist the heatwall's effects is 18.
Make Into Pie (Su): Three times per day, a pie fiend can create a sheet of flaky, thin crust that it can hurl like a net up to 100 feet with no range penalty. Each sheet of dough can entangle a creature of up to Huge size. The dough anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 28) or burst the dough with a successful Strength check (DC 34). Both are standard actions. The dough has a hardness of 2 and 14 hit points. It is immune to energy attacks, but traps heat inside. When a creature entangled in the dough is subjected to a fire effect, that effect deals maximum damage. (If the effect is somehow maximized already, there is no further effect.) One of the pie fiend's favorite tactics is to entangle a foe in the dough and then "bake" him with its heatwall power.
Easy as Pie (Su): As a free action, a pie fiend can create one pie or tart in the palm of its massive hand each round. Most of these creations are simply normal baked goods filled with custard, fruit, meat, nuts, or vegetables as the pie fiend desires. These pies are nonmagical once created and are delicious, nutritious, and safe to eat unless the pie fiend decides to make a special type of pie (see below). These pies are subject to decay just as any other pie is, but are created fresh and ready to eat. The pies can be any size from about 6 inches to 2 feet in diameter and up to a foot thick. The fiend creates its pies without a plate or pan. When a pie fiend snatches a pie someone else has made, it often creates a pie of the exact same kind and size and slips it back into the stolen pie's pan.
A pie fiend can use a pie it has created as a melee or ranged weapon; a thrown pie has a range of 120 feet, with no range penalty. The fiend makes a normal melee or ranged attack, and the pie deals 1d3+7 points of subdual damage.
Cold Pie: Up to seven times per day, a pie fiend can produce a pie with a supercooled filling that can be used as a melee or ranged weapon, just like the fiend's normal pie, except that the cold pie deals an extra 1d4+5 points of cold damage when it hits. The pie's remains cling to the target, dealing 1d4+5 of cold damage each round for 1d4 rounds, or until the victim uses a full-round action to remove the pie. If not hurled immediately, a cold pie retains its dangerous cold for 2d4 rounds before warming to the temperature of its surroundings and becoming a normal pie.
Hot Pie: As a cold pie, but it deals fire damage.
Sinfully Delicious Pie: Once per day, a pie fiend can create a true masterpiece that sends living creatures into fits of ecstasy. Even one taste of the pie affects the creature according to its alignment. To a good creature, the pie is so delicious, it just has to be a sin. Feelings of guilt overcome the creature, who falls under a confusion effect that works as the spell (caster level 17th). An evil creature is overcome with sheer joy, and the creature hops and dances about as through afflicted by an Otto's irresistible dance spell (caster level 17th). A neutral creature has a 50% chance to be affected exactly as a good creature is and a 50% chance to be affected exactly as an evil creature is.
The pie's effects are mind-affecting compulsions, and a creature who tastes the pie can resist these effects with a Will save (DC 20) regardless of the pie's effect. The pie's effect on any creature can be dispelled as though it were a 5th-level spell cast by a 17th-level character. Regardless of the result of the saving throw, an honest creature sampling the pie would have to admit it was the best darn pie it ever tasted. Pie fiends have been known to tempt mortals into the most outrageous acts just to gain another taste of this pie.
If not eaten immediately, a sinfully delicious pie remains potent for 1d4 hours before becoming just a normal pie. While potent, the pie has a strong aura of enchantment magic.
Sticky Pie: Up to seven times per day, a pie fiend can create a meringue-like confection that proves unbelievably sticky. This pie functions just like a tanglefoot bag. Once created, a sticky pie is nonmagical, but it dissolves in 2d6+13 rounds. At least a quart of alcohol or weak acid (such as vinegar) dissolves a sticky pie or frees a creature entangled in it.
Spell-Like Abilities: At will -- alter self, charm person (DC 15), desecrate, detect good, detect magic, greater dispelling, hold person (DC 17), hypnotic pattern (DC 16), improved invisibility, magic circle against good, mage hand, major image (DC 16), pyrotechnics (DC 16), suggestion (DC 17), teleport without error (self plus 50 pounds of objects only), unholy aura (DC 21), unhallow. Caster level 17th. The DCs are Charisma-based.
Waves of Contentment (Su): Once per day, a pie fiend can generate a mind-affecting compulsion effect that can make up to thirteen living creatures in a 60-foot radius feel utterly content for 10 minutes. An affected creature can take no actions, as though dazed. A successful Will save (DC 20) breaks the effect, but the creature still takes a -2 penalty to Strength and Dexterity and can't run or charge for the duration of the effect. Any attack or damage on an affected creature breaks the effect as though the creature had made a sucessful saving throw. The effect on any creature can be dispelled as though it were a 5th-level spell cast by a 17th-level character.