Pit Fiend

Large Fiend (devil), lawful evil (CR 20)
Illustration of Pit Fiend Captivating Caption

Armor Class 19 natural armor

Hit Points 300 (24d10+168)🎲

Speed 30 ft., fly 60 ft.


STR

26 (+8)

DEX

14 (+2)

CON

24 (+7)

INT

22 (+6)

WIS

18 (+4)

CHR

24 (+7)


Skills

Senses truesight 120 ft., passive Perception 14

Languages Infernal, telepathy 120 ft.

Challenge Rating 20

Actions

Multiattack.

The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite.

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.


sizeLarge

typeFiend

groupDevils

alignmentlawful evil

strength_save

dexterity_save8

constitution_save13

intelligence_save

wisdom_save10

charisma_save

perception

damage_vulnerabilities

damage_resistancescold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

damage_immunitiesfire, poison

condition_immunitiespoisoned

cr20

reactions

legendary_desc

legendary_actions

special_abilitiesname: Fear Aura,desc: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.,name: Magic Resistance,desc: The pit fiend has advantage on saving throws against spells and other magical effects.,name: Magic Weapons,desc: The pit fiend's weapon attacks are magical.,name: Innate Spellcasting,desc: The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: hold monster, wall of fire

spell_listhttps://open5eapi.spetland.no/v1/spells/detect-magic/,https://open5eapi.spetland.no/v1/spells/fireball/,https://open5eapi.spetland.no/v1/spells/hold-monster/,https://open5eapi.spetland.no/v1/spells/wall-of-fire/

page_no278

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

Find the complete stats on: Open5e

5e Core Rules, page no. 278
Other formats: JSON

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