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Pit Fiend

Large · Fiend · CR 20 · Lawful Evil

Source. 5e 2024 Rules
Armor Class
21 (natural armor)
Hit Points and Hit Dice
337 (27d10 + 189)
Challenge Rating CR
20

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
14
+2
CON
24
+7
INT
22
+6
WIS
18
+4
CHA
24
+7

Overview

Category Monsters
Size Large
Type Fiend
Alignment Lawful Evil
XP 25000
Initiative Bonus +14

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 20

Saving Throws

Strength +8 Dexterity +8 Constitution +7 Intelligence +6 Wisdom +10 Charisma +7

Skills

Perception +10 Persuasion +19

Languages

Infernal; telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold
Condition Immunities
poisoned

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

Bite

Cost 1

+14 to hit, reach 10 ft (3 m). Hit: 3d6+8 piercing damage.

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

Cost 1

+14 to hit, reach 10 ft (3 m). Hit: 4d8+8 necrotic damage.

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

Fiery Mace

Cost 1

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

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

Hellfire Spellcasting

Recharge 4–6

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:

Multiattack

Cost 1

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

About Pit Fiend

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

In combat, this creature maintains an Armor Class of 21 and possesses 337 hit points (derived from 27d10 + 189).

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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