Pit Fiend
Pit Fiend's are the generals of the Nine Hells.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Large Fiend |
Alignment | LAWFUL_EVIL |
Armor Class | 12 () |
Hit Points | 300 (24d10 + 168) |
Combat Rating | 20 CR |
Speed | 30 ft (60 ft) |
Senses | Passive Perception 14 , Truesight 120 ft |
Languages | Infernal, telepathy 120 ft. |
Damage Resistances | cold, non silvered bludgeoning, non silvered piercing, non silvered slashing |
Damage Immunities | fire, poison |
Condition Immunities | poisoned |
Skills
Abilities
Magic Resistance
The pit fiend has advantage on saving throws against spells and other magical effects.
Fear Aura
Any creature hostile to the pit fiend thatstarts 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
Magic Weapons
The pit fiend's weapon attacks are magical.
Actions
Multiattack : action
The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite : action
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.
Rolls:
Attack: 1d20 + 14
Damage: 4d6 + 8
Poison Damage: 6d6
Claw : action
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage
Rolls:
Attack: 1d20 + 14
Damage: 2d8 + 8
Items
Mace
Melee weapon Attack
+14 to hit, reach 5 ft., one target. Hit: 2d6 + 8 Bludgeoning damage
Rolls:
Attack: 1d20 + 14
Damage: 2d6 + 8
Spells
Spellcasting
Spellcasting Ability: Charisma
Spell Save DC: 21
Spell Attack Bonus: 13
1st Level
Detect Magic
3rd Level
Fireball
4th Level
Wall of Fire (3/Day)
5th Level
Hold Monster (3/Day)
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