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Pit Fiend

D&D 5e · 2014·Large Fiend (devil)·Lawful Evil

Armor class
19natural armor
Hit points
30024d10+168
Challenge
2025,000 XP
Proficiency
+6

Speed 30 ft., fly 60 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score261424221824
Mod+8+2+7+6+4+7
Save+8+8+13+6+10+7
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage immunities
fire, poison
Condition immunities
poisoned
Senses
truesight 120 ft., passive Perception 14
Languages
Infernal, telepathy 120 ft.

Traits

Fear Aura

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.

Innate Spellcasting

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

Magic Resistance

The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons

The pit fiend's weapon attacks are magical.

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.

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Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0