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Pit Fiend

Large · Fiend · CR 20 · Chaotic Evil

Armor Class
19
Hit Points and Hit Dice
300 (24d10+168)
Challenge Rating CR
20

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
16
+3
CON
24
+7
INT
22
+6
WIS
18
+4
CHA
24
+7

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 25000
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 21

Saving Throws

Dexterity +9 Constitution +13 Intelligence +12 Wisdom +10 Charisma +13

Skills

Athletics +14 Insight +10 Perception +10

Languages

Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold; damage from nonmagical, non-silvered weapons
Condition Immunities
poisoned

Traits

Fear Aura

A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours.

Innate Spellcasting

The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:

  • At Will: Detect Magic, Fireball
  • 3/Day Each: Hold Monster, Sending

Actions

Bite

+14 to hit, reach 5 ft (1.5 m). Hit: 4d6+8 poison damage.

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature it makes a DC 20 Constitution saving throw. On a failure it is poisoned for 1 minute. While poisoned in this way the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns ending the effect on a success.

Circle of Fire

1/day

A 15-foot-tall 1-foot-thick 20-foot-diameter ring of fire appears around the pit fiend with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears each creature it intersects makes a DC 18 Dexterity saving throw taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it becomes incapacitated or leaves its area.

Fireball

(3rd-Level; V, S) Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.

Hold Monster

(5th-Level; V, S, Concentration) A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns ending the effect on a success.

Mace

+14 to hit, reach 10 ft (3 m). Hit: 4d6+8 plus 6d6 fire damage.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature it makes a DC 22 Strength saving throw. On a failure it is pushed 15 feet away from the pit fiend and knocked prone.

Multiattack

The pit fiend attacks with its bite and mace.

Bonus Actions

Claw

Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature.

Tail

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

About Pit Fiend

Pit Fiend is a large fiend with a Challenge Rating of 20. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 300 hit points (derived from 24d10+168).

Pit Fiend has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Pit Fiend

3 tips available

When using Pit Fiend in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Pit Fiend

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 20.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 42,000 XP
  • Hard: 63,000 XP
  • Deadly: 84,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Pit Fiend?
Pit Fiend has a Challenge Rating of 20, making it appropriate for parties of level 20.0.
What type of creature is Pit Fiend?
Pit Fiend is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Pit Fiend speak?
Pit Fiend can communicate in Infernal, telepathy 120 ft..

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