Pit Fiend


 

Pit Fiend, CR 20

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

STR

22
+8

DEX

15
+2

CON

21
+7

INT

20
+6

WIS

18
+4

CHA

21
+7

Proficiency Bonus 6
Saving Throws Dex ( 1d20+8 ), Con ( 1d20+13 ), Wis ( 1d20+10 )
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities ignited, poisoned
Senses Truesight 120 ft., Passive Perception 12
Languages Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The pit fiend's innate spellcasting ability is Charisma (Spell Save DC 21), ( 1d20+13 ) to hit with Spell Attacks).   It can innately cast the following spells, requiring no material components or verbal components, but including somatic components (as a geometric spellcaster):   At will: Bane, Bestow Curse, Charm Person, Clairvoyance, Detect Evil and Good, Detect Magic, Dispel Magic, Fireball, Produce Flame, Scorching Ray, Suggestion
3/day each: Banishment, Confusion Spell, Contagion, Dimension Door, Dispel Evil and Good, Dominate Person, Fire Shield, Hold Monster, Major Image, Polymorph Wall of Fire
1/day each: Fire Storm, Dominate Monster, Geas, Mass Suggestion, Modify Memory, Scry Spell, Symbol, True Polymorph

Special Abilites

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 Attack : 1d20+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 Attack: 1d20+14 to hit, reach 10 ft., one target. Hit: 17 ( 2d8+8 ) Slashing Damage.   Mace. Melee Attack: 1d20+14 to hit, reach 10 ft., one target. Hit: 15 ( 2d6+8 ) Bludgeoning Damage plus 21 ( 6d6 ) Fire Damage.   Tail. Melee Attack: 1d20+14 to hit, reach 10 ft., one target. Hit: 24 ( 3d10+8 ) Bludgeoning Damage.   Cast a Spell. The pit fiend casts a spell from its list of innate spells available.

Legendary Actions

The pit fiend can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The pit fiend regains spent epic actions at the start of its turn.   Tail. The pit fiend makes one tail attack.   Grab and bite. The pit fiend makes a claw attack. If it is successful, the pit fiend then immediately makes a bite attack against the same target.   Whirlwind Attack (Costs 2 Actions). The pit fiend makes a mace attack against all creatures within reach.   Cast a Spell (Costs 3 Actions). The devil casts a spell from its list of innate spells available.



 
 

Item drops

Treasure Drops


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