D&D 5th Edition
Compendium
Type to search for a spell, item, class — anything!
Searches must be at least 2 characters.
*
Pit Fiend
Ready to play? Build unlimited D&D characters
Create Now
These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!
Traits
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:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
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 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 Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Attributes
AC
19 (Natural Armor)
Alignment
Lawful Evil
CHA
24
CON
24
Challenge Rating
20
Condition Immunities
Poisoned
DEX
14
HP
300 (24d10+168)
INT
22
Immunities
Fire, Poison
Languages
Infernal, Telepathy 120 Ft.
Passive Perception
14
Resistances
Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
STR
26
Saving Throws
Dex +8, Con +13, Wis +10
Senses
Truesight 120 Ft.
Size
Large
Speed
30 ft., fly 60 ft.
Spell Book
Detect Magic, Fireball, Hold Monster, Wall Of Fire
Type
fiend (devil)
WIS
18
Advertisement