Pit Fiend
Large Fiend (devil), lawful evil (CR 20)Armor Class 19 natural armor
Hit Points 300 (24d10+168)
Speed 30 ft., fly 60 ft.
26 (+8)
14 (+2)
24 (+7)
22 (+6)
18 (+4)
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