Pit Fiend

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

Armor Class 19

Hit Points 300 (24d10+168)🎲

Speed 30 ft., fly 60 ft.


STR

26 (+8)

DEX

16 (+3)

CON

24 (+7)

INT

22 (+6)

WIS

18 (+4)

CHR

24 (+7)


Skills

Senses truesight 120 ft., passive Perception 21

Languages Infernal, telepathy 120 ft.

Challenge Rating 20

Actions

Multiattack.

The pit fiend attacks with its bite and mace.

Bite.

Melee Weapon Attack: +14 to hit reach 5 ft. one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature it makes a DC 20 Constitution saving throw. On a failure it is poisoned for 1 minute. While poisoned in this way the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns ending the effect on a success.

Mace.

Melee Weapon Attack: +14 to hit reach 10 ft. one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature it makes a DC 22 Strength saving throw. On a failure it is pushed 15 feet away from the pit fiend and knocked prone.

Circle of Fire (1/Day, While Bloodied).

A 15-foot-tall 1-foot-thick 20-foot-diameter ring of fire appears around the pit fiend with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears each creature it intersects makes a DC 18 Dexterity saving throw taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it becomes incapacitated or leaves its area.

Fireball (3rd-Level; V, S).

Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.

Hold Monster (5th-Level; V, S, Concentration).

A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns ending the effect on a success.


sizeLarge

typeFiend

group

alignment

strength_save

dexterity_save9

constitution_save13

intelligence_save12

wisdom_save10

charisma_save13

perception

damage_vulnerabilities

damage_resistancescold; damage from nonmagical, non-silvered weapons

damage_immunitiesfire, poison

condition_immunitiespoisoned

cr20

reactions

legendary_desc

legendary_actions

special_abilitiesname: Fear Aura,desc: A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours.,name: Innate Spellcasting,desc: The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending

spell_list

page_no86

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

Find the complete stats on: Open5e

Level Up Advanced 5e Monstrous Menagerie, page no. 86
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