Pit Fiend

Pit Fiend

Large fiend (devil), lawful evil

20
Challenge Rating
25000 XP

Within the depths of the infernal realms and the hierarchy of demonic power, the Pit Fiend stands as a towering and malevolent creature. With its fearsome appearance, dark magic, and commanding presence, the Pit Fiend embodies cruelty, tyranny, and the relentless pursuit of dominance.

The Pit Fiend is a colossal and imposing fiend, with a muscular and heavily armored body that exudes an aura of power and menace. Its skin is a deep crimson or black, bearing intricate patterns of scales and ridges that serve as natural armor. Towering wings unfurl from its back, allowing it to take to the skies with an unsettling grace. Its face is bestial, with glowing, malevolent eyes and long, sharp horns that curl from its forehead.

As one of the highest-ranking devils within the infernal hierarchy, the Pit Fiend possesses formidable intelligence and cunning. It is a master manipulator and strategist, using its dark intellect to outwit and deceive those who dare to challenge it. Pit Fiends are adept spellcasters, wielding powerful infernal magic to devastate their foes or bolster their own abilities.

In combat, the Pit Fiend is a formidable adversary. It wields a massive weapon, often a wickedly sharp glaive or a brutal spiked chain, capable of delivering devastating blows. Its physical strength is immense, allowing it to overpower most opponents. Furthermore, the Pit Fiend’s mastery of dark magic grants it a range of spells and abilities, from conjuring hellish flames to teleportation and summoning reinforcements from the infernal depths.

Pit Fiends are often found within the infernal realms, commanding legions of lesser devils and enforcing the will of their masters. They relish in the suffering and torment of mortal souls, using their power and influence to sow discord and perpetuate evil. Pit Fiends may strike bargains or make deals with desperate individuals, always seeking to further their own machinations and expand their infernal dominion.

Encountering a Pit Fiend is to face a creature of overwhelming power and malevolence. Its presence exudes an aura of oppressive darkness and palpable evil. Engaging a Pit Fiend requires both great courage and strategic thinking, as its physical might, infernal magic, and manipulative nature make it a formidable opponent.

Pit Fiends represent the embodiment of diabolical power and the depths of evil that exist within the multiverse. They serve as reminders of the perils of temptation and the allure of power, as well as the consequences of crossing into the infernal realms. Whether encountered as the final boss of a treacherous quest or as the mastermind behind a grand scheme, Pit Fiends bring a chilling and formidable presence to the realms of adventure and exploration.

Special Abilities

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 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
  • Tail: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d1O + 8) bludgeoning damage.
Armor Class: 19 (natural armor)
Hit Points: 300 (24d10+168)
Speed: 30 ft. (walk), 60 ft. (fly)
str
26
+8
dex
14
+2
con
24
+7
int
22
+6
wis
18
+4
cha
24
+7
Damage Resistances: cold | bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire | poison
Condition Immunities: Poisoned
Proficiency Bonus: +6

Proficiencies

  • Saving Throw: DEX +8
  • Saving Throw: CON +13
  • Saving Throw: WIS +10

Senses

  • Passive Perception: 14
  • Truesight: 120′
Languages: Infernal, telepathy 120 ft.

Credits: SRD 5.1