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Pit Fiend

Pit Fiend's are the generals of the Nine Hells.

Source: Systems Reference Document

Attributes

STR

26 (+8)

DEX

14 (+2)

CON

24 (+7)

INT

22 (+6)

WIS

18 (+4)

CHA

24 (+7)
StatValue
Creature TypeLarge Fiend
AlignmentLAWFUL_EVIL
Armor Class12 ()
Hit Points300 (24d10 + 168)
Combat Rating20 CR
Speed30 ft (60 ft)
SensesPassive Perception 14 , Truesight 120 ft
LanguagesInfernal, telepathy 120 ft.
Damage Resistancescold, non silvered bludgeoning, non silvered piercing, non silvered slashing
Damage Immunitiesfire, poison
Condition Immunitiespoisoned

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)

    Comments

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