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Pit Fiend

The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle.   With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells.   A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat.    

Pit Fiend CR: 20 (25,000 XP)

Large fiend (devil), lawful evil
Armor Class: 19
Hit Points: 300 (24d10 + 168)
Speed: 30 ft , fly: 60 ft

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, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Truesight 120 feet, Passive Perception 14
Languages: Infernal, Telepathy 120 feet
Challenge Rating: 20 (25,000 XP)

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.   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:

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 feet, one target. Hit: 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 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 feet, one target. Hit: 2d8 + 8 slashing damage.   Mace. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 2d6 + 8 bludgeoning damage plus 6d6 fire damage.   Tail. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 3d10 + 8 bludgeoning damage.

Genetic Ancestor(s)
Lifespan
Immortal
Average Height
12 feet
Average Weight
800 pounds

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