Library / Bestiary

Pit Fiend

CR 20.00 fiend lawful evil Large
Pit Fiend is a large lawful evil fiend.

Pit Fiend is a large lawful evil fiend.

Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds.

Movement: walk 30 ft., fly 60 ft. • Senses: truesight 120 ft., telepathy 120 ft.

Signature traits include Diabolical Restoration, Fear Aura, Legendary Resistance (4/Day).

Traits

Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours.

Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead.

Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.

Bite. Melee Attack Roll: +14, reach 10 ft. 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Devilish Claw. Melee Attack Roll: +14, reach 10 ft. 26 (4d8 + 8) Necrotic damage.

Fiery Mace. Melee Attack Roll: +14, reach 10 ft. 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage.

Hellfire Spellcasting. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire. - **At Will:**

STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
HP
337 (27d10 + 189)
AC
21 (natural armor)
Speed
30 ft., fly 60 ft.

fire, poison

cold

poisoned

Details
Type
fiend
Alignment
lawful evil
Size
Large
Senses
truesight 120 ft., passive Perception 20
Languages
Infernal; telepathy 120 ft.
Source
System Reference Document 5.2.1