Pit Fiend | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Basic Rules

Pit Fiend CR: 20

Large fiend (devil), lawful evil
Armor Class: 19 (natural armor)
Hit Points: 300 ( 24d10+168 )
Speed: 6 sq. , fly: 12 sq.

STR

26 +8

DEX

14 +2

CON

24 +7

INT

22 +6

WIS

18 +4

CHA

24 +7

Saving Throws: DEX +8, CON +13, WIS +10
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: Truesight 24 sq., Passive Perception 14
Languages: Infernal, Telepathy 24 sq
Challenge Rating: 20 ( 25'000 XP)
Proficiency Bonus: +6

Fear Aura. Any creature hostile to the pit fiend that starts its turn within 4 squares 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.   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.   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  

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 1 sq., 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 2 sq., one target. Hit: 17 ( 2d8+8 ) slashing damage.   Mace. Melee Weapon Attack: +14 to hit, reach 2 sq., one target. Hit: 15 ( 2d6+8 ) bludgeoning damage plus 21 ( 6d6 ) fire damage.   Tail. Melee Weapon Attack: +14 to hit, reach 2 sq., one target. Hit: 24 ( 3d10+8 ) bludgeoning damage.


Created by

SoulLink.

Statblock Type

Monster

Link/Embed