Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Infernal,telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Aura of the Devil Lord
Each hostile creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 21 WIS save or be frightened until the start of its next turn. Each friendly devil within 20 feet of the pit fiend is immune to the charmed and frightened conditions and has advantage on the first attack roll it makes on each of its turns.
Devilish Resilience
The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition.
Flaming Weapons
The pit fiend's weapon attacks are magical. When the fiend hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack).
Magic Resistance
The pit fiend has advantage on saves against spells and other magical effects.
Actions
Bite
+14 to hit, reach 5 ft (1.5 m). Hit: 4d6+8 plus 4d6 poison damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage plus 14 (4d6) fire damage and 13 (3d8) poison damage. The target must succeed on a DC 21 CON save or be poisoned. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Gore
+14 to hit, reach 10 ft (3 m). Hit: 2d8+8 plus 4d6 fire damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) piercing damage plus 14 (4d6) fire damage.
Hurl Flame
+10 to hit, range 120 ft (36.6 m). Hit: 6d6+4 fire damage.
Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 25 (6d6+4) fire damage.
Mace
+14 to hit, reach 10 ft (3 m). Hit: 2d6+8 plus 4d6 fire damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) bludgeoning damage plus 14 (4d6) fire damage.
Multiattack
The pit fiend makes one Bite attack, one Gore attack, one Mace attack, and one Tail attack, or it makes four Hurl Flame attacks. If two Hurl Flame attacks hit one creature, each creature within 10 feet of the target must make a DC 21 DEX save as the fire bursts outward from the target, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Tail
+14 to hit, reach 10 ft (3 m). Hit: 3d10+8 plus 4d6 fire damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 21 STR save or be knocked prone.
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 323 hit points (derived from None).
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
GM Tips: Using Pit Fiend
When using Pit Fiend in your D&D 5e campaign, consider these tactical approaches:
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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.
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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.
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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
Player Guide: Facing Pit Fiend
When your party encounters this creature, keep these strategies in mind:
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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.
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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.
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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
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
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..
Related D&D 5e Content
Related D&D 5e Content
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